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Any Sierra Old School Quest Games Java GUI suggestions?

Hi
In Grade 11, I had a staggeringly cunning plan to make my own Sierra styled quest game for a big capstone school project. I loved Kings, Space Quest, and they were why I became obsessed with programming, really. I didn't know anything about data structures, optimal memory use, and it was Mhz and MBytes back then.
I did pretty well with one of them in 640x480 Turbo Pascal.
Now that everything has sped up and there are no more memory concerns, making one of these should be straight forward. I want to make the one I was about to make.
I want it to have the King's Quest 1,2,3, GUI feel, 320x200 pixel size feel, but a matrix of elongated blocks (it's probably bigger, with their bigger-than-single-pixels scenery), sometimes smoothed, 16 colors, RGB. In Java. I'll have to structure my own GUI to be like a 320x200. Any paint(..) code? in a big window?
Should I just make a Graphics Object and do a loop for X and Y rows for each screen, and make a character out of the same?
Should I draw each scene back buffered, or make sprites? Other thoughts?
Are any of you Mark Crowe, Ken Williams, or Scott Murphy?
In this Kings Quest 2 Youtube, you can see the full screen feel I am aiming for.

Here

Thanks
Game ProgrammingJava

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girionis
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Michel Plungjan
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James Hancock
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I'm looking for Java programming advice
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Michel Plungjan
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Ok, Just wanted to let you know there are alternatives

How about

http://web-ext.u-aizu.ac.jp/~fayolle/teaching/jgp/2Dgraphics.pdf
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girionis
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You can try the AGI (Adventure Games Interpreter), but it's still in Alpha version. Source code is available though.
Java
Java

Java is a platform-independent, object-oriented programming language and run-time environment, designed to have as few implementation dependencies as possible such that developers can write one set of code across all platforms using libraries. Most devices will not run Java natively, and require a run-time component to be installed in order to execute a Java program.

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