Author Topic: Ultima V: Warriors Of Destiny, Status: Progressing  (Read 60035 times)

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Offline kalan_vod

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Ultima V: Warriors Of Destiny, Status: Progressing
« Reply #315 on: January 31, 2006, 12:48:00 pm »

       
QuoteBegin-"Ranman"+
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QUOTE ("Ranman")
TTPack works really well for Ultima. My overworld and underworld maps are both 256x256 tiles maps (64Kb each)... and TTPack compresses them down to 12.5Kb. Nearly a 75% compression ratio... that is pretty darn good! shocked2.gif

WOW, I bet that's nice to have :Pblah.gif, does it slow down alot?  

       
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spengo

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Ultima V: Warriors Of Destiny, Status: Progressing
« Reply #316 on: January 31, 2006, 01:17:00 pm »

       
No, it decompresses before you play right? It's just so it stores smaller and takes less flash mem.  

       
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Offline kalan_vod

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Ultima V: Warriors Of Destiny, Status: Progressing
« Reply #317 on: January 31, 2006, 01:27:00 pm »

       
That's what I meant.  

       
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Offline Ranman

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« Reply #318 on: February 02, 2006, 03:40:00 pm »

       
QuoteBegin-spengo+31 January 2006, 19:17
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QUOTE (spengo @ 31 January 2006, 19:17)
No, it decompresses before you play right? It's just so it stores smaller and takes less flash mem.  

 You are pretty close... It works like this:

I have a 64Kb buffer in RAM. I use this buffer to decompress all maps and NPC data. So, everytime I enter a map (except combat maps), I have to load and decompress the new map data.

For example: if I am in the world map "Britannia" and enter the town "Trinsic", then I have to load and decompress the town map into the RAM buffer. This effectively replaces the world map -- since they utilize the same RAM buffer. So, when I exit the town, I have to reload and re-decompress the world map. It only takes about one second to decompress that map data; but it is a BIG savings on flash memory.

I have 2 world map files -- each 64Kb decompressed

I have 1 dungeon map file -- about 45Kb decompressed. It contains 8 dungeons; each dungeon has 8 levels. And, 112 special combat maps.

I have 4 town map files -- ranging from 40Kb to 60Kb decompressed. Each town map contains 16 maps that are each 32x32 tiles; and all of the NPC locations, schedules, and talking scripts associated with these maps.

They all use the same RAM buffer for decompression.

I also have 16 standard combat maps and shrine maps, but they are not compressed and reside in flash memory. They can be accessed directly at anytime -- in towns, in the world map, in a dungeon... etc.

Whew... That was alot of typing!  

       
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Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline tifreak

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« Reply #319 on: February 02, 2006, 04:23:00 pm »

       
Wow, it seems simple and complex all at the same time... I don't know how you pull it off... :Dbiggrin.gif

       
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spengo

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« Reply #320 on: February 02, 2006, 04:30:00 pm »

       
So, kinda like the sonic game for the 68k calcs where the level is made up of a few different sections that it has to load for half a second when you hit the edge so you can continue? (really annoying on some loops)  

       
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Offline Ranman

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« Reply #321 on: February 02, 2006, 04:48:00 pm »

       
QuoteBegin-spengo+2 February 2006, 22:30
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QUOTE (spengo @ 2 February 2006, 22:30)
So, kinda like the sonic game for the 68k calcs where the level is made up of a few different sections that it has to load for half a second when you hit the edge so you can continue? (really annoying on some loops)  

 Yes & no...

While you are in a world map... you never have to stop to load a section of it. The entire 64Kb map is in RAM. The original Ultima V had to load a new section of map everytime you walked 16 steps. Now, that was a pain in the butt. I did not want that in this version.

To enter a town, you need to stand directly on top of it and choose the "Enter" menu item. Then, it loads the town map. Town maps are 32x32 tiles. They are a zoomed in view of the world. Even time moves slower while you are in a town. So, in a sense, it makes good sense to "stop" for a second while everything readjusts. This is a non-real-time RPG, not an action game which needs to have smooth action.

Currently, to exit a town map you just walk off the edge of the town map. In the original, it asked "Exit to Britannia?". I don't know if I will put that in. What do you think?

       
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Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

spengo

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Ultima V: Warriors Of Destiny, Status: Progressing
« Reply #322 on: February 02, 2006, 05:31:00 pm »

       
Nah, if you walk off the edge it should just assume you want to go back to the regular overworld. Extra ok boxes might be annoying.  

       
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Offline Ranman

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« Reply #323 on: February 02, 2006, 05:44:00 pm »

       
QuoteBegin-spengo+2 February 2006, 23:31
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QUOTE (spengo @ 2 February 2006, 23:31)
Nah, if you walk off the edge it should just assume you want to go back to the regular overworld. Extra ok boxes might be annoying.  

 I agree.  

       
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Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline kalan_vod

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Ultima V: Warriors Of Destiny, Status: Progressing
« Reply #324 on: February 02, 2006, 05:45:00 pm »

       
Yeah if ever start back up with asm I will make a compressing routine for my levels also :Dbiggrin.gif.  

       
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Liazon

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Ultima V: Warriors Of Destiny, Status: Progressing
« Reply #325 on: February 03, 2006, 08:55:00 am »

       
*shocked*

I have to learn how to do that so I can have more combat animations.  

       
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Offline Ranman

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« Reply #326 on: February 03, 2006, 03:47:00 pm »

       
Another cool thing about the world maps...

You can never reach the end of a world map. You travel "around" the world. So, if you leave the Castle of Lord British and head east, you will eventually run into the castle again (same with north and south).

Kinda like real life. ;)wink.gif

       
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Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

spengo

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Ultima V: Warriors Of Destiny, Status: Progressing
« Reply #327 on: February 03, 2006, 05:09:00 pm »

       
Are there oceans? Heaven forbid there be an RPG withOUT an airship. XDgni.gif

       
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Offline Ranman

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« Reply #328 on: February 03, 2006, 05:24:00 pm »

       
QuoteBegin-spengo+3 February 2006, 23:09
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QUOTE (spengo @ 3 February 2006, 23:09)
Are there oceans? Heaven forbid there be an RPG withOUT an airship. XDgni.gif

Oceans? You better believe it! Here is a great map of the Ultima V world (scanned and touched up by Micro Dragon):

user posted image

This post has been edited by Ranman on 3 Feb, 2006, 23:25

       
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Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline DJ Omnimaga

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« Reply #329 on: February 04, 2006, 03:44:00 am »

       
thats huge O_Oshocked2.gif

       
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