This sounds like a good game.
Ultima V depends heavily on standard RPG combat, but also equally important is conversing with other NPCs. You must learn to ask the right questions.The NPCs will not give up critical information freely. The NPCs will not talk to you while they are sleeping.
So... you must do most of your stuff during the daylight hours. The concept of night and day made Ultima V unique in its day. Some towns even pull up their drawbridges at night so you cannot enter. It is imperative that you take good notes. The total Ultima V NPC script in uncompressed text format is around 200Kb. THE POST
This almost sound like Ocarina of Time but in 2D O_O  btw is it written in C? THE POST
Yes. It is written in C and some optimized ASM drawing routines. THE POST
sound nice, actually I am still deciding between learning BASIC, ETP Studio and C, I know BASIC on 68k is powerful enough but I though that I could take advantage of ETP studio of being easier than TI-BASIC and faster and use that instead, I am wondering if C is hard to learn? THE POST
Sorry for that stupid question, I found it... <_<  On the graphics: :thumb:  THE POST
In my opinion, C is easy to learn and it is very fast. Give it a shot. On the graphics... Pain in the butt :dang:  The original Ultima V has 512 tiles (16x16 pixels 16 color) to display. I am currently in the process of manually re-drawing each tile to best fit the TI89 display... which happens to be 11x11 pixels 4 colors. I have finished about 300 so far :)  212 to go :(  The 11x11 pixel tile allows me to display a grid of 9x9 tiles on the TI89 <_<  and the full 11x11 grid on the TI92+ :)  THE POST
yeah the screen size isnt a big deal, especially on the 89 and its even worse on my TI-83+ Silver Edition (I have to use 8x8 tiles) but you did a good job on the sprites alerady I should try C as well in the future, if I dont retire from calc programming before :crazy:  THE POST
Ultima V Update:
Just a quick note to let everyone know that Ultima V is still progressing. I have settled on a design for the menu system and the NPC transaction.
The displaying and manuevering through the menu system is complete. However, only about 10 of the 34 menu items are implemented.
NPC transaction is about 95% complete. NPC transactions involve asking and responding to questions. You've got to dig and pull teeth to get the answers to complete the game.
David THE POST
Sounds cool, I hate when NPCs always say the same thing in rpgs. THE POST
Nice to see Ultima progressing. I hope to try it when its finished :)  I am curious about seeing how complex NPCs are in this game compared to other games btw I think someone is making somekind of Ultima 1 clone for the 83+ BASIC, its different but the dungeons are kinda like the first game :D  THE POST
I will try to get some screenshots posted this weekend to demonstrate the new capabilities.
This time, maybe some screenshots of the TI92+ version.
THE POST
are you working on both version at the same time, or do you update one then port the code to the other platform once there is lot of progress? THE POST
That is actually a very good question. I have a very generic (cross platform) key reading function. So, I only need to worry about how I draw the graphics to the screen. Everything else is the same. However, you are right, normally I code for the 89. So, everything is tested on it first, then I have to tweak it a little bit for the 92+. In the case of the titlescreen, it is a completely different image... well it is actually enlarged to fit the entire screen. I am using 3 of my own user defined font sets. A 4x6 (fixed width) font used mainly on the 89 -- I did not want to worry about variable widths fonts. A 6x8 (fixed font) with kind of an "Old English" look to it. Finally, a 6x8 (fixed font) font containing the Runic alphabet. Somwtimes when you read a sign or talk to people it will be displayed with the Runic alphabet. Heh... Just something to make it a little harder ;)  Better keep a cheat sheet handy! David THE POST
does the fonts are the same than the TI fonts or fonts you made? :)  THE POST
Here is a screenshot of the 92+ and V200 version of Ultima V: Warriors of Destiny. This should demonstrate the talking, menu navigation, and the 3 fonts I created to use. I still need to do a little work with the automatic scrolling of text. Any comments? Concerns?  THE POST
look awesome so far, but I noticed that the time seems to flow faster than normal, does it flow in realtime on real calc or is it like that in the game? I like your font as well :)  THE POST
QuoteBegin-Kevin+5 September 2005, 20:46 -->QUOTE (Kevin @ 5 September 2005, 20:46) | look awesome so far, but I noticed that the time seems to flow faster than normal, does it flow in realtime on real calc or is it like that in the game?
I like your font as well :) |
Thanks Kevin. When the game is complete, time will not advance until a move is made. Ultima V is a turn based game. Actually, on the screenshot, the lower right "window" is going to be a history window. This is to closely emulate the classic Ultima I - VI games. You will not see time, xy coordinates, etc. This is for my debug purposes only. B)  THE POST
Another important note... Notice that every NPC can answer the 5 basic questions: name, greeting, look, job, and goodbye. So, to minimize typing, I put shortcuts across the top of the talk window. All other questions for the NPC must be typed in manually O_O  In the screenshot above, you see me typing in "welcome" and "entertain". EDIT: Concerning manual typing, only the first 4 letters are used to search for the answer; for instance: "welc" gives the same response as "welcome". This will help reduce the amount of typing needed (especially on a non-qwerty keyboard such as TI89). :) This post has been edited by David Randall on 6 Sep, 2005, 7:45 THE POST
For those of you interested in seeing some screenshots of the 1988 PC version of Ultima V...   These images are located at www.MobyGames.com This post has been edited by David Randall on 7 Sep, 2005, 20:44 THE POST
I only see Mobygames the definitive source for PC games screenshots :(  I like the question to NPC thing, this make this RPG more versatile, more complex, and more... RPG :)  EDIT: now I see them, your version is exactly like the old one, just gs O_O  THE POST
Excellent game :P  I've informed the french community on TI-BANK>D This post has been edited by Mic on 8 Sep, 2005, 11:25 THE POST
nice, I noticed the news about Shadow falls and other recent projects here. Nice because they are not necessarly known to the french 68k community. Welcome to the forums btw :)  And yeah I also remember when the news about Minish Cap %)  Now I need more time and motivation to post news. Tomorrow I dont work but I dont even know if I'll even post any news due to lack of motivation (after everything that happened this summer) :(  THE POST
Could I post them? THE POST
QuoteBegin-Kevin+8 September 2005, 18:30 -->QUOTE (Kevin @ 8 September 2005, 18:30) | Now I need more time and motivation to post news. Tomorrow I dont work but I dont even know if I'll even post any news due to lack of motivation (after everything that happened this summer) :( |
Cheer up Kevin >D  A lot a people luv you out here! Don't let a few bad apples get you down. Let Arti post some news and you start programming another great RPG. Which RPG will be finished first? Ultima V or Kevin's new surprise ... I'll race you ;)  Heh... you would probably win. <_<  THE POST
QuoteBegin-arti+8 September 2005, 21:21 -->QUOTE (arti @ 8 September 2005, 21:21) | Could I post them? |
too late >D  I dunno how I got through tho, I am surprised I even got time to post the news before having to go to sleep :oops:  , I dunno if I forgot anything tho, but at least I got to post it, I think I am more motivated today (thanks to Gammaray music) I hope I'll be the other days too :?  , last news was back 7 days ago I really needed to post a new one, and on top of that the last one was a (semi) fake news. thanks for the support guys THE POST
I messed around with the NPC talking functionality... I added auto scrolling, blinking cursor, cummulative printing, among a few other things. It is quite a bit more polished than the previous screenshot. B)  Here is an updated screenshot:  THE POST
wow this game lok so complex, you even have options while talking to NPCs O_O  THE POST
Yeah it is pretty complex... especially for 1988 on 1 MHz computers. Each NPC can answer the 5 basic questions: name, look, greet, job, and bye. Most NPCs will respond to an average of 6 to 8 additional questions. On top of that, NPCs can ask questions of you too! They can be a 'yes', 'no', or a specific word. NPCs also remember if they have previously talked to you. Sometimes the NPC will not give up certain information until the next time you talk to them. Don't make the NPC mad either... they will call the guards :crazy:  The guards will kick your butt O_O  NPCs also eat, sleep, and some have jobs. Don't expect to buy a sword in the middle of the night %)  Remember... this is not my game... it is a remake. I give all credit to Lord Brittish (Richard Grarriot). This was all his idea. Re-implementing his idea has been quite a bit of work. THE POST
so much complex O_O  can you trigger a fight with NPCs? :evil:  THE POST
QuoteBegin-Kevin+11 September 2005, 14:48 -->QUOTE (Kevin @ 11 September 2005, 14:48) | can you trigger a fight with NPCs? :evil: |
Why yes you can! Only to suffer the wrath of the guards. You will most like kill the single NPC, but the guards... well... they will kick your butt; and they will swarm you like killer bees.
You also have something called virtue in the Ultima. If you intentionally attack and kill a "non-evil" creature (or NPC) then your virtue will drop. In order to finish the game, you virtue must be above a certain level. THE POST
oh that reminds me the "Books where ou are the hero" where if your "shame" was too high you killed yourself  THE POST
New screens ?? The game is progressing ??
Release date ?
This post has been edited by Mic on 16 Sep, 2005, 15:11 THE POST
QuoteBegin-Mic+16 September 2005, 15:10 -->QUOTE (Mic @ 16 September 2005, 15:10) | New screens ?? The game is progressing ??
Release date ? |
Ultima V is progressing very nicely. I have been working alot of internal data stuff such as weapon and armor definitions. And implementing the Save Game data into the program. Oh... and 16 more tiles are complete; only 184 to go. My next goal is to implement the "Push" object, "Jimmy" (unlock) doors, and "Open" doors commands working. These commands alter (or overlay) the current tile map. When these are done, I will upload some updated screenshots ;)  As for a release date... I think Summer 2006 :ph43r:  THE POST
:)  THE POST
eew 184 tiles to go? O_O  I hope you'll be able to keep up with them , btw in the Ultima V game was there shops that are only open at night? THE POST
QuoteBegin-Kevin+17 September 2005, 7:46 -->QUOTE (Kevin @ 17 September 2005, 7:46) | eew 184 tiles to go? O_O I hope you'll be able to keep up with them , btw in the Ultima V game was there shops that are only open at night? |
I honestly cannot remember, but I don't think so.
Shops open and close based on the schedule of the merchant (NPC) that runs the shop. It is not the same for every shop or between towns.
Prices are also different between different shops. You may find yourself looking for the best deal! You can also sell items to make some money.
THE POST
sound like real life. I was wondering about shops closed during daytime and open at night because there is some in Zelda Ocarina of Time :)  THE POST
Quick update.... - The History window is now working :)  - Doors can be unlocked :)  - Doors can be opened :)  - Small objects can be pushed :) This post has been edited by David Randall on 19 Sep, 2005, 0:08 THE POST
My next goal is to get the "Board" and "Exit" mode of transportation commands working. Ultima V has the following modes of transportation: - Horses (to move faster on the ground) - Skiffs (for rivers and shallow coastal waters) - Frigates (for deep oceans) - and a mystery item :x This post has been edited by David Randall on 19 Sep, 2005, 6:44 THE POST
sound nice, I need to discover this game, there are lot of no longer avaliable computer/console games I wish to play, like Warcraft 1. :)  THE POST
Try http://www.dosgamesarchive.com - it's all 100% legal. I can't wait for Ultima5 to come out on the 68k's - meanwhile I'll search the net for a 'r um' :D  THE POST
QuoteBegin-arti+19 September 2005, 15:59 -->QUOTE (arti @ 19 September 2005, 15:59) | Try http://www.dosgamesarchive.com - it's all 100% legal.
I can't wait for Ultima5 to come out on the 68k's - meanwhile I'll search the net for a 'rum' :D |
Thanks Arti... Yep, drink some rum and then have an uncontrollable character for 20 turns or so. That was fun :)  Quick update: I implemented some new tiles (sprites). Now when your character or an NPC is over a chair or bed, their tile changes to an actual "sit down" or "lay down" tile. THE POST
sound nice, I think this game is more complex than FF, of course the graphics arent as great since it was made back in the '80s but its still nice :)  @arti thx for the link, I found another site with old games avaliable for download but some didnt even had a download button <_<  , now if only I could find a demo of Ys 1 and 2, I loved the Ys series for the SNES :D  THE POST
QuoteBegin-Kevin+20 September 2005, 9:04 -->QUOTE (Kevin @ 20 September 2005, 9:04) | sound nice, I think this game is more complex than FF, of course the graphics arent as great since it was made back in the '80s but its still nice :) |
On the graphics... I decided to stay with the "Classic" Ultima style of tiles. Of course the tileset is a file all by itself, so if someone felt like redrawing all 512 tiles with a FF style... they could simply replace my tileset with their own. Any one interested? ;)  On another note.... Quick update: - More tiles implemented. Now when your character or an NPC is over an up or a down ladder, their tile changes to an actual "climb down" or "climb up" tile. Cool B)  - Boarding and exiting frigates, skiffs, and horses is now working. :) This post has been edited by David Randall on 22 Sep, 2005, 8:09 THE POST
nice (actually I think its always a good idea to stay with the old tiles and converting them instead of making better ones for nostalgia purposes :D  ) THE POST
I believe I have all of the files laid out and with my best estimation the Ultima V memory requirements will be the following: - about 150Kb of RAM free >D  (I originally it was going to be 176Kb) - about 200Kb of FLASH to store the game :D  Not too bad considering the original game required used over 1Mb of disk space. That was unheard of in the late 80's ;) #####################################QuoteBegin-Kevin+22 September 2005, 8:12 -->QUOTE (Kevin @ 22 September 2005, 8:12) | nice (actually I think its always a good idea to stay with the old tiles and converting them instead of making better ones for nostalgia purposes :D ) |
I agree! BTW: I have finally informed the Ultima community of my project :ph43r: This post has been edited by Kevin on 23 Sep, 2005, 8:19 THE POST
oh nice, is there a forum somewhere or somehting? THE POST
QuoteBegin-Kevin+23 September 2005, 8:18 -->QUOTE (Kevin @ 23 September 2005, 8:18) | oh nice, is there a forum somewhere or somehting? |
Here are a couple of websites specifically for Ultima remakes: Ultima: Aiera http://aiera.timeimmortal.net/Ultima: The Reconstruction http://reconstruction.voyd.net/There are others, but they have a lot of spoilers :ph43r:  THE POST
oh nice I should check it out, in the mean time I should also check if my local game store has Ultima Exodus for the Nintendo I think they sometimes have it at $10 THE POST
QuoteBegin-Kevin+23 September 2005, 18:16 -->QUOTE (Kevin @ 23 September 2005, 18:16) | oh nice I should check it out, in the mean time I should also check if my local game store has Ultima Exodus for the Nintendo I think they sometimes have it at $10 |
Ultima III: Exodus was a very fun game. You could kill anything and steal anything without any reprocussions. $10 seems a little steep, but it is probably a "rare" cartridge for NES. ################################################### Ultima V Update :woot:  New screenshot for the TI89 :D   and... Talking with NPCs is now dynamic. For testing purposes, I have been hard coding a NPC number to talk with. Now, it is fully dynamic. I search the list of NPCs based on XY coordinates to locate the NPC. If the NPC is found, talking begins (if the NPC feels like talking %)  ) Notice the History window is now working... Cool :thumb: This post has been edited by Kevin on 26 Sep, 2005, 9:13 THE POST
 ... indeed its a rare cartridge, not as much as FF1 and Zelda 1-2 tho. Btw your game look vewry awesome so far. The graphicvs reminds me dragon warrior but with more different stuff in them :)  I wish I could play this on my PC :(  THE POST
Another minor update:
The "look" command is now working.
Now you can look in a specified direction to get a description of what you see. If a sign is present, the sign will be displayed in the Runic alphabet.
This post has been edited by David Randall on 27 Sep, 2005, 19:56 THE POST
I assume its kinda like the look command in Dragon Warrior, right? Can it be used to find hidden treasures? THE POST
QuoteBegin-Kevin+27 September 2005, 9:21 -->QUOTE (Kevin @ 27 September 2005, 9:21) | I assume its kinda like the look command in Dragon Warrior, right? Can it be used to find hidden treasures?
...
I wish I could play this on my PC :( |
It sounds very similar to Dragon Warrior... And, yes you can play this on your PC. I don't know what is more difficult; finding Ultima V for SNES or for PC. I was lucky, I found it for the PC at a consignment shop for $1. I just checked eBay, they did not have it for the SNES. I believe Ultima V for the SNES was stripped down (not all the story line and/or functionality). I could be wrong.
Ultima V has the following related commands:
[Look] Identify any object or terrain feature or read signs one step away.
[Search] Search an object or location. Searching may detect traps on chests, concealed doors, dungeon floor traps, or reveal hidden items.
[Get] Take possession of gold, food, and other items.
Sorry about that previous double post.
This post has been edited by David Randall on 27 Sep, 2005, 19:54
THE POST
ah I see, I think I'll go check my local video game store again in case they might have it, the only thing is that maybe they changed the sprites for the SNES version since its a 16 bits console and was released later THE POST
Ultima V Update :woot:  I have begun adding the animated NPC tiles to the game. Check out the screenshot...  You can see the use of the 'Look' command too. :ru13z:  THE POST
ooh nice, but now I think I am several weeks late on news articles O_O  THE POST
364 tiles completed... 148 to go... :dang:  THE POST
I remember with ROL3 when it took me 3 months to draw all thos elil sprites :crazy:  THE POST
Waouuu !! It'll be the best game for TI !!!! Very good job Ranman !!!! I wish I were in summer 2006... New WoD screens on TI-BANK : http://www.ti-bank.fr.tc THE POST
Some more Ultima V features and a small update: >20 different weapons >6 types of armor >4 types of shields 4 types of helmets 3 different magic amulets 3 different magic rings 8 types of potions 8 types of reagents (reagents are used to mix magic spells) >45 magic spells The "Status" command is basically complete... Here is a screenshot: This post has been edited by Ranman on 4 Oct, 2005, 1:25 THE POST
nice. I just noticed in the screenshot, it seems that you are using some soft of torch item, because the global overworld view is keeping shrinking down and you ends up only viewing 1 step further, kinda like in Dragon Warrior caverns :D  THE POST
QuoteBegin-Kevin+4 October 2005, 8:25 -->QUOTE (Kevin @ 4 October 2005, 8:25) | nice. I just noticed in the screenshot, it seems that you are using some soft of torch item, because the global overworld view is keeping shrinking down and you ends up only viewing 1 step further, kinda like in Dragon Warrior caverns :D |
In the Overworld (Britannia) you can always see at least one tile around you... even during the night. In the Underworld, dungeons, and basements you must have a torch to be able to see anything. Without a torch (or a magic light spell) you will see nothing but black. So... stock up on torches before you enter the dungeons. You can even steal torches from town walls (but thats not good for your virtue)... sometimes you have to do what you have to do. Torches provide enough light to see a distance of 3 tiles all around. On another note... there are other items I did not list specifically for spoiler reasons :ph43r:  THE POST
Quick Ultima V Update: 2 more commands are now working: - Ignite: ignite a torch - Order: change the order of your party members. Slowly but surely :|  THE POST
cool, what do you mean by slowly? THE POST
QuoteBegin-Kevin+8 October 2005, 15:45 -->QUOTE (Kevin @ 8 October 2005, 15:45) | cool, what do you mean by slowly? |
"Slowly but surely" I am beginning to see the light at the end of the tunnel. I actually believe I will be able to finish Ultima V by Summer 2006. When I started the project, I was really excited... But, when I had to start programming the game logic I became a little overwhelmed with the amount of work that was needed. I did not think I would ever finish this remake. I'm sure a lot of programmers get this feeling at times. If I were to give a percentage complete, I would say I am about 66% complete. Now that is kind of exciting. :D  I feel as if my batteries have been recharged. Omnimaga has been a big part of my encouragement... And to that, I say thank you Kevin and Omnimaga members. :)  Back to work... I am currently working on implementing the mixing of spells and equipping party members with weapons, armor, shields, etc. :)  The next really big things I need to implement are talking with merchants and combat. When combat is finished, I will probably start posting some beta versions for testing purposes. :woot:  THE POST
Good for you! I know exactly what you mean! Keep it up! THE POST
keep up the good work on this project. We need to encourage people more for their projects in the community :)  THE POST
Like me... *feels guilty and hides* THE POST
QuoteBegin-Ranman+30 September 2005, 8:55 -->QUOTE (Ranman @ 30 September 2005, 8:55) | 364 tiles completed...
148 to go... :dang: |
What exactly is done with them, converting or creating? If it's converting, use my script (http://nerdyproductions.sobertillnoon.com/programs/sprites.php). It'll do many at once. THE POST
QuoteBegin-MathStuf+9 October 2005, 13:07 -->QUOTE (MathStuf @ 9 October 2005, 13:07) | QuoteBegin-Ranman+30 September 2005, 8:55-->QUOTE (Ranman @ 30 September 2005, 8:55) | 364 tiles completed...
148 to go... :dang: |
What exactly is done with them, converting or creating? If it's converting, use my script (http://nerdyproductions.sobertillnoon.com/programs/sprites.php). It'll do many at once.
|
I may try your script. I was reading about it earlier today. It sounds pretty neat.
You bring up a good question. I may have touched on this subject a little bit before, but here is a better explanation:
I am attempting to create the same "feeling" of gameplay as the original version. This calls for a tilemap of 11x11 tiles. The best way to fit a complete 11x11 tilemap onto a TI92+ screen is to use 12x12 pixel tiles or 11x11 pixel tiles.
I realize this method still does not work for the TI89 screen. And I did not want the tiles to be too small. So, I had to just except the fact that the TI89 tilemap could only be a 9x9 tilemap... close enough to simulate the original game. An 11x11 tilemap using 12x12 pixel tiles looks great on the TI92, but on the TI89 you would lose 33% of the outer tiles... that was too much for me. So, I ended up choosing 11x11 pixel tiles.
The original tiles are 16x16 pixels. So, I needed to shrink each tile to fit within a 11x11 tile. Every image scaling program I tried did way too much "blending" for my tastes. Some tiles just cannot have any blending.
So, I began the daunting task of redrawing all 512 tiles. It was very fun in the beginning... lets say the first 200. But, as usual, it gets a little monotonous and tedious after awhile. It is still fun to some degree. It is a good break from programming.
Believe me, I spent many many many days deciding on what method to go forth with. I am happy with my decision even though it required a lot more work. THE POST
wow that must be lot of work O_O  , for reign of Legends 3 I only had 10-200 tiles to draw and it took me 3 months (they are in the sprite and pixel art forum but I dont have the monster sprites here) THE POST
reminds me of runescape... THE POST
I play runescape, and this is much more in-depth :)  The NPCs are way more interactive in this game... it actually is a very good clone to a DOS game I remember... THE POST
QuoteBegin-greenorange+14 October 2005, 8:46 -->QUOTE (greenorange @ 14 October 2005, 8:46) | I play runescape, and this is much more in-depth :)
oh nice I cant wait :)  THE POST
Factoid: Ultima V has 128 different combat maps, and each combat map has up to 14 16 enemies O_O This post has been edited by Ranman on 3 Nov, 2005, 8:38 THE POST
O_O  wow thats a lot THE POST
400 tiles completed :D  out of 512 <_<  Also, seeing your reflection in mirrors is now working. For those interested, I have begun work on the combat engine. As I stated earlier, combat and buying & selling from merchants are the last "big" things to do... However, alot of little things remain. THE POST
oh cool the mos tinteresting part of RPGs is coming :)  I remember there was mirror reflexion in Final Fantasy IV for the SNES THE POST
The game is upcoming ?? :P  State of advancement ? I wish it was released now !!! THE POST
actually it seems to progress quite nicely, release date is set to summer 2006 :)  THE POST
QuoteBegin-Kevin+17 October 2005, 19:42 -->QUOTE (Kevin @ 17 October 2005, 19:42) | actually it seems to progress quite nicely, release date is set to summer 2006 :) |
O_O  still a while off... I hope I won
well Ultima V is a quite huge game, especially for a game that was made 17 years ago :)  THE POST
QuoteBegin-Kevin+17 October 2005, 13:54 -->QUOTE (Kevin @ 17 October 2005, 13:54) | well Ultima V is a quite huge game, especially for a game that was made 17 years ago :) |
Yes, Ultima V is big! - Over 210 Kb of map data O_O  - Over 140 Kb of NPC dialogue data O_O  However, it will compress nicely down to about 200 Kb :crazy:  Did I mention over 200 hours of gameplay? O_O  :woot:  :crazy:  %)  Please give all credit to Richard Garriot (aka Lord British). He is the creator of the Ultima series. I am just some guy attempting to recreate his RPG masterpiece to the TI community. I have heard that Lord British enjoys to play remakes of his classics. Hmmm... Maybe he will purchase a TI89 or V200 :bow: This post has been edited by Ranman on 17 Oct, 2005, 22:54 THE POST
lol that would be fun if he did, not to mention yours look very close to the original, minus the colors :)  THE POST
Ultima V Update: 416 tiles out of 528 tiles are now redrawn. Yep, I had to add 16 new tiles for dungeons graphics. :D  Also, 100% of animated tiles are now animating correctly. I just finished animating all of the tiles that contain fire (such as torches, fireplaces, ovens, braziers, and spits). >D  Hmmm... What is a brazier and a spit? www.dictionary.com THE POST
cool, btw do u refer to a sprite sheet or the real game to take your sprites? I mean a sprite sheet on the web or somethign&? THE POST
QuoteBegin-Kevin+19 October 2005, 11:17 -->QUOTE (Kevin @ 19 October 2005, 11:17) | cool, btw do u refer to a sprite sheet or the real game to take your sprites? I mean a sprite sheet on the web or somethign&? |
I am not quite sure I understand what your asking. But I will try to answer. A person called Nytegard did quite a bit of reverse engineering of Ultima V. I probably would not have attempted Ultima V without his work to build upon. Thank you Nytegard for all of your work! :bow:  Nytegard wrote some C code to extract the "Sprite Sheet" from Ultima V. I use this sprite sheet as my template to create my own sprites. Currently, I am not creating a sprite sheet, but I am creating my sprites individually (using a program called Sprite Magic that I wrote with Visual BASIC 6.0). I will probably convert them to a sprite sheet when I am done. THE POST
ah I see :)  THE POST
Any news about the game ?? THE POST
QuoteBegin-Mic+27 October 2005, 11:33 -->QUOTE (Mic @ 27 October 2005, 11:33) | Any news about the game ?? |
Thanks for your interest in the game Mic. :)  Not a whole lot of "forward" progress, but I have been working hard on it. I attempted to move the screen drawing routine to an interrupt handler, but later decided against it (it did not look very good). I have also been reformatting some data files to make make more efficient use of my RAM. The largest file on a 68k calc is approximately 64Kb. Currently, the Ultima V main engine is effectively 35Kb. So, I need to be smart about usage RAM usage. I can always use the DLL option if I need more space for functionality, but only as a last resort. Nothing to worry about. I have also been thinking about how I want to implement many things... including combat. -+X+-  THE POST
is the battle system going to be like the original Ultima games? THE POST
QuoteBegin-dragon__lance+27 October 2005, 15:25 -->QUOTE (dragon__lance @ 27 October 2005, 15:25) | is the battle system going to be like the original Ultima games? |
Have you played a classic Ultima before? By "classic", I mean Ultima 1 to 6. Combat will be exactly like Ultima V for the PC -- which happens to be very similar to Ultima IV and Ultima III. It is "round robin" turn based combat engine. When it is your turn, you can do one thing such as move, attack, or cast a spell. However, I think when your strength, dexterity, and intelligence get high enough, you get to do 2 things per turn... Cool! B)  Same for the monsters... they can move, attack, or cast spells. Some monsters have special abilities like: splitting into 2 monsters when hit, moving through walls, teleportation, camoflouge, resistance to magic, etc. I never played anything after Ultima V. I gave up computers at that point in my life. :( This post has been edited by Ranman on 27 Oct, 2005, 16:27 THE POST
how is it progressing so far? THE POST
QuoteBegin-Kevin+2 November 2005, 11:56 -->QUOTE (Kevin @ 2 November 2005, 11:56) | how is it progressing so far? |
Ultima V is progressing. In the past week I have done a couple of things: - I attempted to move the drawing to an interrupt handler. I did not like the result so I back out all of the code. Wasted 2 days of work :(  but it was fun trying. :)  I may still look at this subject again. I would really rather have it asynchronous to the event engine. - Reformatted some data files, saving ~ 1.5Kb RAM. :)  This of course broke a few things that I had to go back and fix. :(  - Implemented the combat player selection overlay sprite and the combat crosshair overlay sprite for aiming purposes. The combat map is an 11x11 map. This map will host up to 6 party members and up to 16 monsters at once. Even though combat is round robin, it can still be very intense. ;)  - Implemented entering "special" dungeon combat rooms correctly. Dungeon rooms are identical to combat maps except you can enter these rooms from any direction: North, South, East, West, Up, and Down. So, I needed to find the correct initial positions for every party member and every monster. ;)  - Tweaked the middle "General Information" window to display more applicable information while in dungeons, towns, and the Underworld. For instance, in the Underworld, there is no wind and you cannot see the sun or moon (the Underworld map is 256x256 and it is totally dark -- you better have a lot of torches). Dungeons, of course, do not have the sun and moons, but they do have levels -- each dungeon has 8 levels. B)  THE POST
sound pretty nice so far, I see you didnt stopped working on it at all on it, with the new features added O_O  THE POST
Wow :crazy:  And this is for the 92+ V200, isn't it? THE POST
QuoteBegin-tifreak8x+3 November 2005, 11:49 -->QUOTE (tifreak8x @ 3 November 2005, 11:49) | And this is for the 92+ V200, isn't it? |
Yes... If you own a TI92+ or V200, you will get full original view of the 11x11 tile window :thumb:  -- TI89 is limited to viewing 9x9 tile window. <_<  Since combat maps are stationary 11x11 maps, TI89 owners will have to move the camera position in order to see the entire combat map. I think I already stated that the camera position on the TI89 is already working. THE POST
still sound nice though. I hope to be able to try it in VTI :)  THE POST
Well, I do have the Rums of a 92, so I can still play... :D  THE POST
QuoteBegin-tifreak8x+3 November 2005, 14:11 -->QUOTE (tifreak8x @ 3 November 2005, 14:11) | Well, I do have the Rums of a 92, so I can still play... :D |
I recommend using the TI92+ ROM due to the QWERTY keyboard. So when talking to NPCs, you can easily type in the questions you want to ask them.
Not to mention, the the font is easier to read.
This post has been edited by Ranman on 3 Nov, 2005, 14:25
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Ultima V Factoid: Ultima V: Warriors of Destiny cost $60 back in 1988. O_O  That was a lot of money back then. Minimum wage was $3.35 per hour. :P  THE POST
O.o eew
and my parents were pretty poor back then, my mom didnt even had a job. At least now minumum is $7.60 an hour so its easier to get it witha full time job THE POST
:crazy:  Your minimum wage is 7.60 and hour...ours is 5.70 an hour and it just got raised from 5.15 an hour!!!! THE POST
yeah here its pretty high, its true that everything in Qu
I estimate Ultima V would cost about $90 in 1988 dollars.
Back then Ultimas came with multiple very nice manuals, a cloth map, some "collector" coins (or some other trinket). When you opened the box... you knew it was an Ultima game -- it was very cool. Unfortunately, I think this type of packaging went away beginning with Ultima VII. THE POST
too bad :(  Did it came with a T-shirt, like some Metal bands albums? THE POST
Any news for Ultima ?? :P  THE POST
QuoteBegin-Mic+18 November 2005, 20:16 -->QUOTE (Mic @ 18 November 2005, 20:16) | Any news for Ultima ?? :P |
Lots of behind the scenes work going on right now. Hmmmm..... let's see: - Mixing spells is almost done. - Reformatted more map data (reduced code size and speed increase) - Rework the event loop (easier to read code, but more memory) - Implemented automatic camera movement during combat (cool) B)  Summer 2006 is still looking good. ;)  THE POST
Kewl, I see current updates were mostly optimising :D  THE POST
keep it up :thumb:  THE POST
Ultima V Update: - Mixing Spells is working :)  - Readying weapons, armor, helmuts, shield, rings, and amulets is working :D  - Climbing over fences, rockpiles, and mountains is working (mountain climbing requires a special item ;)  ) Combat is about 30% complete. I think I will work on the "Search" and "Get" commands and then finish up combat. %) This post has been edited by Ranman on 25 Nov, 2005, 22:06 THE POST
wow nice, I think you should do a compilation of all working features versus not implemented ones in one post now because there are so many O_O  THE POST
QuoteBegin-xlibman+26 November 2005, 9:15 -->QUOTE (xlibman @ 26 November 2005, 9:15) | wow nice, I think you should do a compilation of all working features versus not implemented ones in one post now because there are so many O_O |
That is a good idea Kevin...
Completed Commands:
Board - 100% - Board transportation: horses, skiffs, frigates, and ???
Enter - 100% - Enter castles, townes, keeps, dwellings, lighthouses, and dungeons
Ignite - 100% - ignite a torch
Klimb - 100% - climb ladders, stairs, fences, rock piles, mountains, pit traps, and gratings.
Mix - 100% - mix a spell using reagents
New Order - 100% - change the order of party members
Push - 100% - Push small objects like barrels, chairs, small tables, etc.
Ready - 100% - ready a weapon, armor, shield, helmut, ring, or amulet
Xit - 100% - get off current mode of transportation
ZStats - 100% - display the stats and inventory of the party
Partially Complete Commands:
Attack (non-combat mode) - 75% - initiate an attack
Attack (combat mode) - 10% - individual party member movement and aiming crosshairs are woking.
Get - 75% - pick up an item, a treasure chest, and torches. Treasure chest not implemented yet.
Jimmy - 50% - unlock a locked door or chest. This will not unlock a magic locked door. Unlock doors complete, unlock chest is not.
Look - 50% - Look in a direction for tile description, read signs, read time from a clock, wishing wells,
Open - 50% - open doors and chests. This will set off traps on chests. Doors are done, chests are not.
Quit & Save - 50% - Quit works but save does not
Search - 80% - search for hidden items, secret doors, pit-traps, and treasure chest traps. Everything but treasure chests isimplemented.
Talk - 75% - talk to NPCs and merchants - merchant talk not completed
View - 75% - peer into s gem, this will give a larger view of your surroundings
Command Not Started
Cast - 0% - Cast a spell
Fire - 0% - fire a frigates cannons
Hole Up - 0% - sleep at an inn or campsite, this action will heal the party. It also is necessary to complete the game.
Use - 0% - use a special item from your inventory like a pocket watch
Yell - 0% - say special words loudly. You will learn these words and their purpose as you talk to NPCs.
This post has been edited by Ranman on 12 Dec, 2005, 0:42
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Wow, this sounds alot like TI-City... :)  THE POST
Ultima V Update:
- Climbing up & down pit traps is complete - Climbing down gratings is complete - Pushing all movable objects is complete
P.S. I updated the command completion table too! THE POST
kewl I'll check it out :)  THE POST
Ultima V Screenshots: In this screenie you will see an example of Shamino readying some items for use:  In this screenie you will see an example of mixing spells:  In this screenie you will see a "preliminary" example of what combat will look like (notice the automatic camera panning):  Edit - In case you are wondering, that dude playing the guitar is not supposed to be in the combat zone. <_<  Enjoy! ;) This post has been edited by Ranman on 29 Nov, 2005, 8:51 THE POST
O_O  great stuff! THE POST
Those are AMAZING!!!! O_O  O_O  O_O  THE POST
wow awesoem man, I think I'll do verything so that I can get a 89 asap :D  . Anyone know if the USB cabler is included when buying a 89 titanium?QuoteBegin-Ranman+28 November 2005, 22:13 -->QUOTE (Ranman @ 28 November 2005, 22:13) | Edit - In case you are wondering, that dude playing the guitar is not supposed to be in the combat zone. <_< |
:lmao:  THE POST
very nice :bow:  this will definitely be one of the best ti rpgs of all time :D  THE POST
Great, great, great !!! THE POST
Some Ultima V updates: - You can now 'Board' a frigate directly from a skiff. The skiff will be stowed in the frigate's inventory. Frigates cannot travel in shallow water; so, it is always nice to have a skiff available (not all coastal areas have docks or deep water). Skiffs are too large to keep in the party's inventory. - You can now 'Exit' a frigate directly to a skiff when the frigate is surrounded by water. - Torches now burn out after a specified number of turns - The 'Search' command is 90% complete. But, during the implementation of 'Search', I realized I need to make a significant change to my functions that get and display the tile map. - The 'Get' command is 50% complete. you can now get torches from walls. Torches from the walls do not last as long as torches from your inventory. Only do this if absolutely necessary... it is considered stealing which is bad for your virtue. I cannot complete 'Get' until 'Search' is complete. I cannot complete 'Search' until I fix my functions to get and display the tile map correctly. I guess I know what I'll be doing this weekend -- rework :(  THE POST
I wanna TI89 ROM!!!! so badly!!!!!! *cough* :D  THE POST
QuoteBegin-Ranman+3 December 2005, 15:10 -->QUOTE (Ranman @ 3 December 2005, 15:10) | You can now 'Board' a frigate directly from a skiff. The skiff will be stowed in the frigate's inventory. Frigates cannot travel in shallow water; so, it is always nice to have a skiff available (not all coastal areas have docks or deep water). Skiffs are too large to keep in the party's inventory. |
could you explain what is a frigate and a skiff? My poor english is lacking this two words :D  nice though THE POST
QuoteBegin-xlibman+3 December 2005, 15:18 -->QUOTE (xlibman @ 3 December 2005, 15:18) | could you explain what is a frigate and a skiff? My poor english is lacking this two words :D |
A frigate is an older word for a large sea-going ship.
A skiff is a older word for a small raft, unsuitable for the deep seas. THE POST
dunno what a "skiff" is (sounds like a bathroom accessoire to me lol), but a frigate is a kind of ship as I recall... THE POST
... and frigates have cannons. :woot:  THE POST
yeah, a ship isn
ah I see, thansk THE POST
A skiff is not so much a raft as a small flat-bottomed boat. THE POST
QuoteBegin-dysfunction+4 December 2005, 13:13 -->QUOTE (dysfunction @ 4 December 2005, 13:13) | A skiff is not so much a raft as a small flat-bottomed boat. |
I agree. Your definition is more accurate. :)  THE POST
THE POST
Ultima V Update:
- Tilemap engine rework nearly complete. I am just checking to make sure everything still works. It was a big change! - 'Search' is working now. Search for hidden items. Still need to add support for hidden doors and treasure chest traps. - 'Get' is working. Get items such as torches and items. Still need to add support for treasure chest. THE POST
sound nice. Question: how big the game is right now? (compiled?) THE POST
awesome, this games progress is going quite fast :)  THE POST
QuoteBegin-xlibman+8 December 2005, 16:04 -->QUOTE (xlibman @ 8 December 2005, 16:04) | sound nice. Question: how big the game is right now? (compiled?) |
Well... it's getting pretty big... currently 49Kb for the uncompressed game engine and 165Kb for data files. The largest file allowed for 68K calc is ~64Kb. Above 64Kb I will need to start using libraries (which I don't want to use). But, I have about 10Kb of data that I can remove from the game engine. So, essentially, I have about 24Kb of game engine space left to complete combat, merchants, and other misc things. It will be close, but I know it can be done! ;)  THE POST
I didnt knew 68k limited file size O_O  seems small for a 68k game so far, at least you should be able to package everything together :)  THE POST
QuoteBegin-xlibman+8 December 2005, 20:23 -->QUOTE (xlibman @ 8 December 2005, 20:23) | I didnt knew 68k limited file size O_O
seems small for a 68k game so far, at least you should be able to package everything together :) |
Well... The actual size of the data files prior to compression is over 500Kb. O_O  Yeah... I did not know about that limit until International Karate 68K v1.5. THE POST
Here is a screenshot of 'look', 'get', and 'search' commands: B)   Note: the sign reads "Grave Robbers Will Be Prosecuted" You better get acquainted with the Runic alphabet. ;)  THE POST
kewl, is there a in game reference for the alphabet or do we need to get a book to learn it? :)  THE POST
awesome screenie ranman :ru13z:  THE POST
QuoteBegin-xlibman+9 December 2005, 15:26 -->QUOTE (xlibman @ 9 December 2005, 15:26) | kewl, is there a in game reference for the alphabet or do we need to get a book to learn it? :) |
Well... The Runic alphabet will definitely be included in the readme file. ;)  Ultima V was the first Ultima game that actually had the Runic alphabet translations included in the instruction manual. I remember playing Ultima III and IV and slowly decoding all the words as I figured out what the letters translated to. That was sooo much fun :D  QuoteBegin-dragon__lance+ -->QUOTE (dragon__lance) | awesome screenie ranman :ru13z: |
Thanks dragon__lance :)  THE POST
I smell news soon :)  THE POST
LOL...ive been waiting for a while for some more news about this project. Look for an article real soon. :D  THE POST
Ultima V Update: - 'Search' now works for hidden doors and hidden pit-traps. In this screenshot, the Avatar travels to the village of Paws. He searches and finds a hidden door. If you look very closely, you can distinguish the normal wall tile from the hidden door wall tile. You better keep your eyes sharp! ;)   THE POST
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Wow, this game is going to be really uber! I'll definitely dl it when it's finished for my 89t. :D  THE POST
*wishes he had an 89* THE POST
me too (well at least there is TI-emu and VTI %)  ) THE POST
Ultima V Update: - 'View' peer into a gem of knowledge In this screenshot the Avatar travels north from the castle of Lord British. Along his journey, he runs across a seemingly impassable mountain range appropriately named the Serpent's Spine. In a desperate attempt to locate a path around the Spine, the Avatar pulls a gem from his bag and peers into it... Behold the gem of knowledge. It gives the viewer a better look at the world around him.  THE POST
Nice! I can tell this is going to be one of the top games for the 68k calcs when it comes out. THE POST
Ultima V Update:
Drawbridges and portcullis (towne gates) are now working. They block entrances from midnight until 6am. Unfortunately, no special key or magic spell can budge them. You may not want to get stuck in a city or outside of a city. So, you better keep a close eye on your pocket watch (if you have one) or just watch the moons... You will know when the time is approaching.
This post has been edited by Ranman on 14 Dec, 2005, 0:10 THE POST
ooh nice like Ocarana of Time for N64? THE POST
QuoteBegin-xlibman+13 December 2005, 22:33 -->QUOTE (xlibman @ 13 December 2005, 22:33) | ooh nice like Ocarana of Time for N64? |
Holy cow Kevin. How many different RPGs have you played? :crazy:  THE POST
That game is sweet. Yea, you can get stuck in a city if it turns to night while you are in it. However, you can also play the suns song and turn it back to day again.
This game is progressing really quickly. I especially like that title screen. Its sweet. THE POST
QuoteBegin-tenniskid493+14 December 2005, 7:56 -->QUOTE (tenniskid493 @ 14 December 2005, 7:56) | This game is progressing really quickly. I especially like that title screen. Its sweet. |
Thanks. I tried to make the titlescreen as close to the original as possible. Here is an old post with the original PC screenshots...
QuoteBegin-Ranman+6 September 2005, 21:54 -->QUOTE (Ranman @ 6 September 2005, 21:54) | For those of you interested in seeing some screenshots of the 1988 PC version of Ultima V...


These images are located at www.MobyGames.com |
THE POST
QuoteBegin-Ranman+13 December 2005, 23:21 -->QUOTE (Ranman @ 13 December 2005, 23:21) | QuoteBegin-xlibman+13 December 2005, 22:33-->QUOTE (xlibman @ 13 December 2005, 22:33) | ooh nice like Ocarana of Time for N64? |
Holy cow Kevin. How many different RPGs have you played? :crazy:  |
a lot, I might forget some if I posted the list here :paf:  THE POST
Ultima V Update: The following tile occlusions are now working: - Deep forest tiles - Archway tiles - Bridge tiles When you walk through the deep forest, you will not be able to see your self -- or your enemy -- be very careful When you walk under an archway, you will not be able to see your self. When you are in a skiff (a small flat bottom boat) you can travel underneath bridges. While under the bridge, you will not be able to see your self. So many fun details!! :D  THE POST
QuoteBegin-Ranman+14 December 2005, 12:17 -->QUOTE (Ranman @ 14 December 2005, 12:17) | When you walk through the deep forest, you will not be able to see your self -- or your enemy -- be very careful |
Like in FF8 and FF9 - there, you just see some pixels on the top of the forest when you walk into it. And yes, it seems like there are really a lot of details O_O  Don't you go crazy when you programm s.th. and then compare it with the original and you figure out that you forgot some details? That's the way I use to do.. :woot:  THE POST
wow everytime I read new progress here I'm starting thinking more and more this game was more complex than the new FF games THE POST
this game is gonna be so AWESOME :woot:  THE POST
QuoteBegin-saubue+14 December 2005, 12:43 -->QUOTE (saubue @ 14 December 2005, 12:43) | Don't you go crazy when you programm s.th. and then compare it with the original and you figure out that you forgot some details? That's the way I use to do.. :woot: |
Yes I do! But it is soooo much fun! :D  THE POST
does it happen to you as well to be tempted to add stuff that wasnt in the original as well? THE POST
QuoteBegin-xlibman+15 December 2005, 20:07 -->QUOTE (xlibman @ 15 December 2005, 20:07) | does it happen to you as well to be tempted to add stuff that wasnt in the original as well? |
Yes and no... This will be as close to the original Ultima V as possible. I have thought about adding stuff, but decided against it. But, when I am finished, I will have a nice engine to make a new RPG with a completely different story. I hope to make the new RPG an Omnimaga community project... All ideas will be welcome within the capabilities of the engine. :)  THE POST
sound promising, will other people be allowed to use that engine for their games or something like that? THE POST
I am sure I will release the source code... (that reminds me, I still need to release the source code to Astrosmash)
But, I don't know if I want to publicly say it is a RPG engine. If I did, I would probably get non-stop email of how to use the engine. It takes a lot of extra work to make a very generic and user friendly engine. Maybe that can continue to be a work in progress after U5 is released.
I would really like the Omnimaga community to assist with making an original RPG.
This post has been edited by Ranman on 15 Dec, 2005, 20:52 THE POST
yeah that would be cool, and about emails I often get ppl asking me questions about BASIC on AIM now >.< THE POST
Ultima V Update:
- 'Look' into a crystal ball is now working. This offers a zoomed-out view of your surroundings (similar to 'View' gem).
- 'Look' at a grandfather clock to get the time of day.
- Time is now fully implemented. Year, month, day, hour, and minutes. There are 13 months in a year, 28 days in a month, 24 hours in a day, and 60 minutes in hour. Pretty similar to real life.
- Added Day-Month-Year to the 'Stats' command. Hours & minutes can only be seen via a pocket watch or grandfather clock.
Merry Christmas and happy holidays. THE POST
sound cool I hope to see new screenie soon :)  /\/\3|^|^`/ (|-||^157/\/\45 4/\/|) |-|4|*|*`/ |\|3\/\/ `/34|^ THE POST
Ultima V Update: - 'Look' at a musical instrument to play it is now working. You may enter some musical notes. It is rumored that some instruments have strange powers with the correct notes. :ph43r:  - 'Look' at a wishing well and make a wish is now working. It is rumored that some wishing wells have actually granted wishes. :ph43r:  Merry Christmas THE POST
interesting... I wanna play Ultima V *loadsemulator* *waitsfornewrelease* :lol:  THE POST
This game keeps sounding better and better.
(Kisses my new 89t and waits patiently) THE POST
I wish i had a 89 calc. 83+/84+/89/89t are the most popular :)  THE POST
Ultima V Update: - 'Yell' command is now working. In certain situations your avatar will need to speak some words very loudly. I cannot say too much except that this command is integral to completing Ultima V. :ph43r:  How do you know what to say? Well... you need to ask the other NPCs. :D  I am deviating slightly from the original game with this command. In the original Ultima V, you also used the 'Yell' command to "furl sails" and "unfurl sails" on your frigate. This will be done automatically upon boarding and exiting the frigate. No big deal. ;)  THE POST
VERY COOL I LOVE THE "YELL" COMMAND! THE POST
ROFL! TI-City uses a manual command interface, where you type in the wanted function... I just don't know if I would need Yell, except to bring enemies down upon you... :P  THE POST
QuoteBegin-xlibman+27 December 2005, 9:21 -->QUOTE (xlibman @ 27 December 2005, 9:21) | VERY COOL I LOVE THE "YELL" COMMAND! |
Very funny Kevin :laugh:  If you look at the original list of Ultima V commands, you will notice there is 24 commands and each command has its own starting letter. So, if you wanted to "Enter" a town, you pressed "E". If you wanted to "Cast" a spell you pressed "C". However, they had to get clever with a few commands like "X" for X-it, "K" for Klimb (climb), and "Z" for Z-Stats; I guess they ran out of good synonyms. I think "Yell" was one of the clever cases. where "S" was already used to search so they could not use "S" to "Speak". This post has been edited by Ranman on 28 Dec, 2005, 14:41 THE POST
Wow this command system seems very cool, I wish someone would port this to 83+. THE POST
Ultima V Update:
QuoteBegin-The Ultima V Book of Lore+ -->QUOTE (The Ultima V Book of Lore) | Many tales are told of knights traveling from towne to towne, even across water, merely stepping into a wall of light. There are few verifiable reports of moongate travel. However, sifting through those reports that are verifiable, it has become clear that they operate as follows.
Each night at the apex of the first moon, Trammel, the eight moongates appear, rectangles of shimmering blue light rising from the ground. They remain until Felucca reaches her apex. While the moongates are open, a traveler entering one will instantly be transported to another moongate in a different locale.
The traveler's destination is determined by the phase of the moon closest to midheaven. Moongate travel is said to be fast and safe; however, there have been confusing and conflicting reports of what transpires when the moons are equidistant in the midheaven. Moongate travelers should exercise caution. |
Alas... After some painful rework :dang:  the rumored moongate travel is working! :woot:  Another good reason to pay close attention to the time of day and the heavenly bodies (moons) orbiting Britannia. Happy New Year! THE POST
Ultima V Screenshot: Moongates in action...  B)  THE POST
aaah teleporters ^^ THE POST
QuoteBegin-xlibman+31 December 2005, 15:19 -->QUOTE (xlibman @ 31 December 2005, 15:19) | aaah teleporters ^^ |
Yes... but they work based on the phases of the 2 moons. Hence, the name moongates. The rise and fall of the moongate sprite is unique and has its own animation algorithm. This fact caused me to rework and "tweak" my tile animation and drawing functions. Pain in the butt! There are a total of 8 moongates sprinkled thoughout the world of Britannia. There are other things you can do with these moongates too... But I'm not telling... Spoilers :ph43r: This post has been edited by Ranman on 31 Dec, 2005, 15:31 THE POST
awesome! just wondering, will there be an item that can turn day to night just so u can use moongates :)  THE POST
Yeah, like in Zelda:Majora's Mask (sp??). Btw, it looks nice, it would be cool if someone would port to the 83, but it would take up alot of memory. THE POST
This game is so gonna kick ass... :D  I can't wait to play it! On a side note, I found a copy of Ultima Exodus for the NES, I am gonna see how good it is... THE POST
@BCTurk: I bet it'd be possible except the graphics wouldn't be even close to as good. It'd be one huge undertaking, though. THE POST
QuoteBegin-dragon__lance+31 December 2005, 22:22 -->QUOTE (dragon__lance @ 31 December 2005, 22:22) | awesome! just wondering, will there be an item that can turn day to night just so u can use moongates :) |
There is an 8th circle non-combat magic spell called "Vas Rel Por" that will summon a moongate on demand.
QuoteBegin-BCTurk+31 December 2005, 23:03 -->QUOTE (BCTurk @ 31 December 2005, 23:03) | Yeah, like in Zelda:Majora's Mask (sp??). Btw, it looks nice, it would be cool if someone would port to the 83, but it would take up alot of memory. |
Thanks BCTurk! Well... The original Ultima V required over 1Mb of disk space. I have managed to trim that to 550Kb. Then I compress it down to about 210Kb. It could possibly be done for an 83+ but some unnecessary details would need to be removed.
QuoteBegin-tifreak8x+31 December 2005, 23:12 -->QUOTE (tifreak8x @ 31 December 2005, 23:12) | This game is so gonna kick ass...
This definitely is the most complex and ellaborate calculator game yet! Since I can't wait for it, I got Ultima IV: Quest of the Avatar for SMS. It's fairly complex and hard to get the hang of, but maybe that's cause I started it at 2 am. I also got Ultima 1 to 6 for C64, are those better than the NES conversions? (yay for GP32 ;)  ) THE POST
QuoteBegin-arti+1 January 2006, 9:08 -->QUOTE (arti @ 1 January 2006, 9:08) | This definitely is the most complex and ellaborate calculator game yet! Since I can't wait for it, I got Ultima IV: Quest of the Avatar for SMS. It's fairly complex and hard to get the hang of, but maybe that's cause I started it at 2 am. I also got Ultima 1 to 6 for C64, are those better than the NES conversions? (yay for GP32 ;) ) |
Ultima IV: Quest of the Avatar is a great game. It is still considered by most as the best classic RPG of all time. It was a quantum leap for RPGs in the 80s. Ultima IV and especially Ultima V are cumbersome on the C64. So much disk swapping. But, they are worth it. Ultima V on NES does not have the entire gameplay and storyline as all of the other versions of U5. I have been playing U5 on my GP32 also :ru13z:  THE POST
QuoteBegin-Ranman+1 January 2006, 1:40 -->QUOTE (Ranman @ 1 January 2006, 1:40) | QuoteBegin-dragon__lance+31 December 2005, 22:22-->QUOTE (dragon__lance @ 31 December 2005, 22:22) | awesome! just wondering, will there be an item that can turn day to night just so u can use moongates :) |
There is an 8th circle non-combat magic spell called "Vas Rel Por" that will summon a moongate on demand.
QuoteBegin-BCTurk+31 December 2005, 23:03 -->QUOTE (BCTurk @ 31 December 2005, 23:03) | Yeah, like in Zelda:Majora's Mask (sp??). Btw, it looks nice, it would be cool if someone would port to the 83, but it would take up alot of memory. |
Thanks BCTurk! Well... The original Ultima V required over 1Mb of disk space. I have managed to trim that to 550Kb. Then I compress it down to about 210Kb. It could possibly be done for an 83+ but some unnecessary details would need to be removed.
QuoteBegin-tifreak8x+31 December 2005, 23:12 -->QUOTE (tifreak8x @ 31 December 2005, 23:12) | This game is so gonna kick ass...
Yes, def an app, and monochrome. I don't know how many tiles are in the game, but I assume you would have to use a 255 pic type thing. It would also be alot eaiser to do in asm then BASIC. THE POST
I'm sure it could be done in Basic, though it would be huge. THE POST
Like, bigger then a 83+ archive...or close. THE POST
QuoteBegin-dysfunction+1 January 2006, 21:38 -->QUOTE (dysfunction @ 1 January 2006, 21:38) | I'm sure it could be done in Basic, though it would be huge. |
If someone would like to attempt an Ultima V remake for the Z80 calcs, I would be willing to provide all necessary game details and data. THE POST
maybe we could port another Ultima game, like ultima exodus or the very first one :)  THE POST
QuoteBegin-xlibman+2 January 2006, 8:59 -->QUOTE (xlibman @ 2 January 2006, 8:59) | maybe we could port another Ultima game, like ultima exodus or the very first one :) |
Ultima I, II, and III would definitely fit nicely on the 83+. Ultima IV may push the memory limits of the 83+. I would recommend U3 or U4. A full implementation of Ultima IV: Quest of the Avatar on the TI-83+ would be a technical achievement. That would be cool! B)  Hmmm... any takers? This post has been edited by Ranman on 2 Jan, 2006, 10:14 THE POST
that would take long tho O_O  THE POST
QuoteBegin-xlibman+2 January 2006, 20:27 -->QUOTE (xlibman @ 2 January 2006, 20:27) | that would take long tho O_O |
Yes it would take a while... probably 12 to 18 months to complete Ultima IV.
I have been working on Ultima V for 18 months now. I plan on having it complete in around 6 months from now... God willing. For a grand total of 2 years. THE POST
y don't we make ultima the group staff project :ph43r:  THE POST
QuoteBegin-dragon__lance+2 January 2006, 20:49 -->QUOTE (dragon__lance @ 2 January 2006, 20:49) | y don't we make ultima the group staff project :ph43r: |
hmmm.... that would be fun! THE POST
Mmmmm, what staff project :???:  :ph43r:  . Becides it's too long, that is if we were doing some type of group project. THE POST
QuoteBegin-BCTurk+2 January 2006, 21:16 -->QUOTE (BCTurk @ 2 January 2006, 21:16) | Mmmmm, what staff project :???: :ph43r: .
Becides it's too long, that is if we were doing some type of group project. |
I don't think there is an official staff project yet... We were just throwing around ideas. But 12 months is not that long. ;)  I guess time starts flying by the older you get. <_<  THE POST
the longest amount of time I ever spent of a calc project is 6 months with ROL3. My other largest projects took 2 month each THE POST
PIRATES is going on about 5 months, and I estimate it will take about 1-ish. THE POST
Hrm, I guess I just don't have much time for programming. GTAvocado 83+ is still in development and it's been almost a year now for that, and it's a very simple game. Dr. Snipe has the main engine finished but very little graphics, levels, and enemies and that type of stuff and I've been working on that since the middle of summer. I don't expect to be finished with that until next summer. That's just the way most amatuer programming gets done I suppose. I mean, it's not like it's our job to make videogames...yet. We gots other stuff we need to do. (Like AP chemistry and jobs to help pay for an ubersome laptop) :paf:  @kevin_o: maybe the reason your games took shorter was because the illusiat games all have very similar engines and so all you really had to do was improve it? :?  I dunno, your don't have school right? Maybe you just got more time for coding? :???:  ROL3 seemed like a really big project. I dunno about how the group project would do though. Most of the time, it seems they die because someone important leaves or something. :'( The only group project that I've seen going for a really long time is the Sonic one on UTI. Anyways, finish this game 'cause it's gonna be really uber. :bow:  There are far too many rpgs on ticalc.org with chapters 1-3 finished or something. :dissapointed:  Glad to see this one's gonna be complete. Must...wait...six more months! THE POST
I got lot of time to code actually in the past, class were easy and teacher let us play calc games when done with our work, I practically never played games in classes tho, I only coded most of the time. At college i didnt got as much time but I still had time to code at home (i couldnt do any school work because it required a computer and at that time we were too poor to buy one). If I made ROL3 in hi school I would have made it in about 3.5-4 months I think. Now I just dont have the motivation anymore, hopefully I will get it back someday.
about illusiat engine: due to the fact it was at that time I was learning the most in basic i modified my engine a lot from game to games, sometimes I even rewrote them from scratch and it didnt took long. See, reuben 1 took one month to be made THE POST
Two years may seem like a long time but... I have a job, a wife, and a baby girl to take care of. So, two years doesn't seem that long any more. Oh yeah... time seems to go by quicker as you get older <_<  THE POST
true THE POST
Wow, you guys are a lot older than I thought. Not that thats bad at all. THE POST
QuoteBegin-tenniskid493+4 January 2006, 9:20 -->QUOTE (tenniskid493 @ 4 January 2006, 9:20) | Wow, you guys are a lot older than I thought. Not that thats bad at all. |
Calc programming can be fun at any age ;)  I started programming BASIC for Casio calcs around 1993... Yep, it is still fun. THE POST
I started on USA independance day on july 4th 2001 :)  EDIT: wow I was still 14 when I started, my birthday is july 8th tho so there was only 4 days left before I turn 15 back then :P  THE POST
I sat down and did a rough game of FreeCell in about one day. I wish I could do that for Pokemon though... Yes this game will be great. I can't wait for this and Super Mario 68k to get completed. THE POST
QuoteBegin-Ranman+1 January 2006, 23:13 -->QUOTE (Ranman @ 1 January 2006, 23:13) | QuoteBegin-dysfunction+1 January 2006, 21:38-->QUOTE (dysfunction @ 1 January 2006, 21:38) | I'm sure it could be done in Basic, though it would be huge. |
If someone would like to attempt an Ultima V remake for the Z80 calcs, I would be willing to provide all necessary game details and data.
|
Why not z80 ASM for 83+/84+ series calcs? THE POST
QuoteBegin-from Ticalc poll+ -->QUOTE (from Ticalc poll) | Great. Yet another another RPG requiring massive amounts of memory that no one will play. I'm looking forward to it.
|
I guess here is one person that does not want to play Ultima V or any RPG for that matter. :|  I really don't care if someone chooses not to play Ultima V. Not everybody likes to play every kind of game. That is completely normal. We are all different. However, it not necessary to be a smart ass about it. :flame:  THE POST
I'm not going to play Ultima V either :)  I'm going to live it! :love:  I hate it when people disrespect other people's work. The sad thing is that usually those people never contribute anything themselves, and are just here to put others down and get games for free... THE POST
QuoteBegin-arti+5 January 2006, 8:30 -->QUOTE (arti @ 5 January 2006, 8:30) | I'm not going to play Ultima V either :) I'm going to live it! :love:
I hate it when people disrespect other people's work. The sad thing is that usually those people never contribute anything themselves, and are just here to put others down and get games for free... |
Thanks Arti.
The really sad thing is that this guy has contributed alot to the community. I do not understand his disrespect.
But you know the saying...
"No matter how much good you do, it is the bad that stands out."
THE POST
QuoteBegin-Ranman+5 January 2006, 9:50 -->QUOTE (Ranman @ 5 January 2006, 9:50) | But you know the saying...
"No matter how much good you do, it is the bad that stands out." |
Unfortunately, that's always true :(  Question: will you be releasing any demos of Ultima until the final release date? THE POST
QuoteBegin-arti+5 January 2006, 11:40 -->QUOTE (arti @ 5 January 2006, 11:40) | Question: will you be releasing any demos of Ultima until the final release date? |
Yes... I have 2 more milestones (combat and merchants) to complete and then beta testing begins! :D  THE POST
kewl... *waitsforbeta* THE POST
QuoteBegin-Ranman+5 January 2006, 8:50 -->QUOTE (Ranman @ 5 January 2006, 8:50) | "No matter how much good you do, it is the bad that stands out." |
* xlibman
Oh no!!!!!!!!!!! O_O  My primary laptop has bit the dust. :cry:  THE POST
Did you lose any progress, or do you backup your work? THE POST
QuoteBegin-arti+8 January 2006, 14:17 -->QUOTE (arti @ 8 January 2006, 14:17) | Did you lose any progress, or do you backup your work? |
I actually made a backup the night before -- thank you Lord! :bow:  But, I am going to deeply miss my 4 year old 16.1" 1600x1200 resolution laptop. I absolutely loved its screen. :love:  Now I am stuck with 1024x768... Blah :dissapointed:  THE POST
That sux :(  . Kind of like the time I had a science paper on a jump drive, and I had just saved to a comp when I took the jump drive out and dropped it though a grate in the street. THE POST
Ouch. I keep my jumpdrive on a little chain thingy on a belt loop and stick it in my pocket so I don't lose it. Kinda looks like I have a pocket watch. :D  It IS a gig after all and those do be expensive. :| This post has been edited by spengo on 8 Jan, 2006, 16:32 THE POST
It's good to know that Ultima V 68k is safe and sound :)  I have a 1.0GB Jumpdrive too, I backup all my TIGCC programs on it, as well as cary Wolfenstein3D with me wherever I go :] THE POST
That was earlier, it was only a 256 MB. I have a 512 one now. THE POST
too bad :(  well at lkeast Ultima is still here :)  so thats the good thing THE POST
Mmm, jumpdrives... my mp3 player, while larger than most jumpdrives, is also 20gb... mmm, portable Unreal Tournament2k4 :)  THE POST
Well... the good thing is the hard drive is okay. However, the bad thing is the motherboard is fried. $300 for repair. O_O  It is a well known Sony laptop computer problem (years 2000 to 2002). The memory slots slowly separate from the motherboard. I've been running on a single stick of RAM for 8 months now. And now, the 2nd memory slot failed. Is it worth $300 to repair a 4 year old laptop? :???:  THE POST
Lol, I just have project 64 with some n64 games on it (SSB yays!) and a couple other emulators with games. Also, a copy of gamemaker as well as portable firefox. :D  And Whiplash/Fatal Racing- one of my favorite old DOS games. Back to the original topic... :phaser:  THE POST
QuoteBegin-Ranman+8 January 2006, 21:33 -->QUOTE (Ranman @ 8 January 2006, 21:33) | Is it worth $300 to repair a 4 year old laptop? :???: |
I would say no, although I would probably think different if my new Samsung-laptop would need to be repaired... It's just love ;) This post has been edited by saubue on 9 Jan, 2006, 6:36 THE POST
Mmm, depends on what you would get if you bought a new laptop. What are you needs to do on said laptop? THE POST
I should probably back up all the work on my 8 year old comp that has all my calc programming stuff. It's just that it's not compatible with any Jump Drives for some reason. Any USB 1.0 jump drives still on the market? THE POST
ARE there any usb 1.0 jumpdrives? O_O  Also, you sure it isn't just your os? Windows 98 regular doesn't support jumpdrives at all and for the second edition, you have to dl a driver and install it. THE POST
QuoteBegin-spengo+9 January 2006, 19:36 -->QUOTE (spengo @ 9 January 2006, 19:36) | ARE there any usb 1.0 jumpdrives? O_O Also, you sure it isn't just your os? Windows 98 regular doesn't support jumpdrives at all and for the second edition, you have to dl a driver and install it. |
Yeah... I had a 128Mb USB 1.1 jumpdrive... until I fried it. :dissapointed:  (I rigged it and hooked the +5v up to the wrong pin... whoops) USB 1.1 jumpdrives are compatible with USB 2.0 computers as well as USB 2.0 jumpdrives are compatible with USB 1.1 computers. You are correct... Win98 first edition does not support jumpdrives -- period. THE POST
Then how should I transfer my files to a new computer? THE POST
Do you have a LAN set up? If you don't now, you should do it right away. It is invaluable. At my house, we have an old crappy win98 compy and a new fancy one with XP as the os, and even though it was a hassle to set up, 'tis most definitely a good thing. The LAN that is. THE POST
QuoteBegin-calcul831415+9 January 2006, 22:12 -->QUOTE (calcul831415 @ 9 January 2006, 22:12) | Then how should I transfer my files to a new computer? |
If you can't setup a LAN, you could always zip them up and email them to yourself. ;)  Or, you could always go with the brute force method... Pull the harddrive out of the old, set it as a slave drive, then put it in your new computer. :ihatemycomp:  THE POST
Thanks for the advice.
Well back on topic:
Well, at least we can still expect Ultima soon, rite?
This post has been edited by calcul831415 on 9 Jan, 2006, 22:31 THE POST
QuoteBegin-calcul831415+9 January 2006, 22:31 -->QUOTE (calcul831415 @ 9 January 2006, 22:31) | Thanks for the advice.
Well back on topic:
Well, at least we can still expect Ultima soon, rite? |
I still planning for Summer 2006.
Hopefully, beta testing can begin within a few months. THE POST
I can't wait. :)  @calcul831415: Create a geocities account, download to it. Then get new comp, download from it. you get 15mb of space... If you need more, make another account. :)  I have 5 floating around... THE POST
QuoteBegin-tifreak8x+10 January 2006, 4:44 -->QUOTE (tifreak8x @ 10 January 2006, 4:44) | @calcul831415: Create a geocities account, download to it. Then get new comp, download from it. you get 15mb of space... If you need more, make another account. :) I have 5 floating around... |
I
or savefile THE POST
I have one thing to say- www.sitesled.com THE POST
Question:
Do you ever change code that works perfectly well, and later revert back to your original method?
What do you think? Do you chalk it up as a learning experience and move on? Or, do you get angry for time wasted?
Well... Right now I am changing my tilemap engine back to what is was prior to December. I was attempting to come up with a speedy method for scrolling the map as well as managing items found via the 'search' command. I made that work, however, it broke the towne gates and mirror reflection. It was going to take too much memory to fix these issues. Oh well... If we could only see the future of our decisions. THE POST
i understand what u mean, happens to programmers all the time ;)  sometimes you find a peice of ur code that you think is crazy, you try to fix it up and make it better, but in the end, it might just overcomplex and makes things worse. i say "live and learn." always learn from mistakes :D  THE POST
Not entirely off topic, but go to ebay, and search for Ultima, then look in games. Lots of cool stuff there... :D  THE POST
QuoteBegin-Ranman+14 January 2006, 14:30 -->QUOTE (Ranman @ 14 January 2006, 14:30) | Question:
Do you ever change code that works perfectly well, and later revert back to your original method?
What do you think? Do you chalk it up as a learning experience and move on? Or, do you get angry for time wasted?
Well... Right now I am changing my tilemap engine back to what is was prior to December. I was attempting to come up with a speedy method for scrolling the map as well as managing items found via the 'search' command. I made that work, however, it broke the towne gates and mirror reflection. It was going to take too much memory to fix these issues. Oh well... If we could only see the future of our decisions. |
I find that the more I change it, the better it gets. It's only when I change minor details, like specific numbers for arguements, that it gets worse. It greatly annoyed me when I was programming BAD basic, because the tokenizing times took about ten minutes with each change. I'M AN IDIOT. My computer died, and along with it, all of my calc programming stuff. The hard drive is intact, but at least I was able to burn some of my stuff into a disk before the computer was completely gone. I dunno what this means now. I could very well me I won't be able to program again. Who knows. And now my parents are in a fit because they don't want me to program calculators anymore. Perhaps I'll just stick with C and give up z80 ASM because C is at least similar to computer language. I duno, things have really changed now. :(  :(  :(  THE POST
QuoteBegin-calcul831415+14 January 2006, 22:46 -->QUOTE (calcul831415 @ 14 January 2006, 22:46) | I'M AN IDIOT.
QuoteBegin-Ranman+14 January 2006, 23:09 -->QUOTE (Ranman @ 14 January 2006, 23:09) | QuoteBegin-calcul831415+14 January 2006, 22:46-->QUOTE (calcul831415 @ 14 January 2006, 22:46) | ... And now my parents are in a fit because they don't want me to program calculators anymore.
QuoteBegin-calcul831415+14 January 2006, 23:13 -->QUOTE (calcul831415 @ 14 January 2006, 23:13) | My friend from compsci once told me that the focus of modern computer science is to cut down production time. |
True... but if you already know some of the tricks, then it is easy to code them in the beginning.
QuoteBegin -->QUOTE | He argued that many good compilers already compile the best they can. |
True, most compilers are pretty good at optimizing today. But, if you tell it to loop thru a portion of code a million times, its still going to do it a million times. Now, what if you really did not need that loop in the first place... The compiler will not know that.
QuoteBegin -->QUOTE | Well, I just hope I'm still allowed to put my calc programming stuff on the new computer. :( |
I hope you can too!
QuoteBegin-calcul831415+14 January 2006, 23:13 -->QUOTE (calcul831415 @ 14 January 2006, 23:13) | I argued that there is a physical limit to how much RAM you'll have (probably won't reach in my life time) and that you should do all the optimizing yourself.
Hey, my dad used to work at lockheed as well. O_O  He worked on a space station. Now he works for Rockwell Collins and makes head up displays for commercial aircraft. Your right though- object oriented programming can get big really easily. THE POST
Alright... Everything is back on track again. ;)  It is nice to have archives of every mileststone reached. On average, about once every 2 weeks, I zip up all of my work and store it in a archive folder. So, if I screw something up very badly, I can always go back to a previous version. Please stop me if I say that I am going to mess with the tile map engine again. THE POST
Speaking of Zip files, what is the usual reason why Zip files get corrupted and unopenable? I don't remember experiencing this problem myself, but it seems to happen to lots of people :-\ THE POST
that happens sometimes, i guess this is when people use a unknown zip app and compress it too much THE POST
7-zip is good right? THE POST
WinZip is a very popular one. I personally just use the built-in XP feature, but that's just me. THE POST
euuh... the Xp-preinstalled zipper isn
I have winRAR and 7zip, but I prefer 7zip. It seems to be able to get a higher compression rate than winRAR and also has that nifty ability to be able to unzip almost any kind of compressed package. Also, 7zip doesn't pop up that annoying message that winRAR does when you use the trial version because 7zip is free! (the only difference between the winRAR trial and the paid version is that the trial version pops up an annoying message that says "give us money" every time you use it.) THE POST
yep I know... still I use winrar cause 7-zip files _sometimes_ can
you mean .zip files aren't universally compressed the same way? THE POST
No, there are several different compression methods, deflate, deflate64, BZip2 being the most popular ones. THE POST
QuoteBegin-calcul831415+16 January 2006, 12:53 -->QUOTE (calcul831415 @ 16 January 2006, 12:53) | you mean .zip files aren't universally compressed the same way? |
They don't even have the exension .zip. In winRAR, the extension for the archives is .rar and in 7zip, the extension is .7z. THE POST
What's fun is, take a file, .rar it, .zip it, .7z it, then rename it to readme.txt ;)  7Zip seems to have the highest compression rate, but with good old WinZip you can't miss: everybody has that. Now I'd like to apologize for opening this off-topic conversation. Let us talk about Ultima (I)V :)  THE POST
What do ya'll think of my new avatar? I Gimped around with the original Ultima V box art to create this bad boy. Those three dark creatures are the Shadowlords. They are invincible in combat. But, you must find away to kill them... tis thy destiny! :ph43r:  THE POST
Almost straight from tolkein, eh? :)  Cool. THE POST
QuoteBegin-spengo+20 January 2006, 0:03 -->QUOTE (spengo @ 20 January 2006, 0:03) | Almost straight from tolkein, eh? :) Cool. |
Yes. They are very similar in some ways... especially their appearance. They travel via the ethereal plane. They can "pop in and out" when you least expect it. They can shoot bolts of lightening from their fingertips.
If you ever see one -- and you most definitely will -- your best bet is to run! THE POST
You can't pwn them with shotguns? ...or maybe have your spirit come out of your body in death god form and pwn them with a giant soul-slaying sword? Or maybe use some alchemy and create random large weapons to weild with your full metal body. Or maybe pwn it in an airplane while cool saxaphone solos play in the background? >D  THE POST
QuoteBegin-spengo+20 January 2006, 0:35 -->QUOTE (spengo @ 20 January 2006, 0:35) | You can't pwn them with shotguns?
...or maybe have your spirit come out of your body in death god form and pwn them with a giant soul-slaying sword? Or maybe use some alchemy and create random large weapons to weild with your full metal body. Or maybe pwn it in an airplane while cool saxaphone solos play in the background? >D |
Sorry Spengo... No weapons or magic can harm them. ;)  THE POST
OMG nice avatar, more evil than the last one :)  THE POST
QuoteBegin-Ranman+20 January 2006, 0:38 -->QUOTE (Ranman @ 20 January 2006, 0:38) | QuoteBegin-spengo+20 January 2006, 0:35-->QUOTE (spengo @ 20 January 2006, 0:35) | You can't pwn them with shotguns?
...or maybe have your spirit come out of your body in death god form and pwn them with a giant soul-slaying sword? Or maybe use some alchemy and create random large weapons to weild with your full metal body. Or maybe pwn it in an airplane while cool saxaphone solos play in the background? >D |
Sorry Spengo... No weapons or magic can harm them. ;)  |
Force Push!!!
or in the case of DEM, Telekinesis!!
in the case of D&D, any force based attack. THE POST
I like the 2nd+Left+Right+ON approach.
But seriously, how are you to destroy them? Or is that another secret to be found in the game? THE POST
QuoteBegin-MathStuf+20 January 2006, 21:16 -->QUOTE (MathStuf @ 20 January 2006, 21:16) | I like the 2nd+Left+Right+ON approach. |
:laugh:  QuoteBegin -->QUOTE | But seriously, how are you to destroy them? Or is that another secret to be found in the game? |
Well... I'm not gonna tell, but there lies a subtle hint in a previous post. B)  :ph43r:  QuoteBegin-xlibman+20 January 2006, 8:31 -->QUOTE (xlibman @ 20 January 2006, 8:31) | OMG nice avatar, more evil than the last one :) |
Thanks Kevin. :) This post has been edited by Ranman on 21 Jan, 2006, 0:46 THE POST
hm... maybe, I fu can
lol THE POST
Evil looking guy #1, I choose you! :rofl:  Anywho, I am gonna try that copy of Ultima that I have for NES, see how it plays. Use Ebay and search for Ultima, you find quite a bit of stuff! THE POST
QuoteBegin-tifreak8x+21 January 2006, 9:43 -->QUOTE (tifreak8x @ 21 January 2006, 9:43) | Use Ebay and search for Ultima, you find quite a bit of stuff! |
Yeah... Check this out... $23 and still 3.5 days left! Ultima V: PC Version THE POST
wow I wish I had paypal or a credit card O_O  I dunno if it works on WIndoze XP tho, would be cool if it did (I can get Doom 1, Wolfeinstein 3D and Warcraft 1 to work on it) THE POST
QuoteBegin-xlibman+21 January 2006, 10:39 -->QUOTE (xlibman @ 21 January 2006, 10:39) | I dunno if it works on WIndoze XP tho, would be cool if it did (I can get Doom 1, Wolfeinstein 3D and Warcraft 1 to work on it) |
It is suppose to... but you need something called MoSlo. It slows you computer down to 1988 speeds (about 5 to 10 Mhz).
THE POST
i c THE POST
hehe, I feel special... I have U7... not that it works and I'm missing the 1st disk... but it was fun while I had it :D  THE POST
QuoteBegin-CDI+21 January 2006, 14:28 -->QUOTE (CDI @ 21 January 2006, 14:28) | hehe, I feel special... I have U7... not that it works and I'm missing the 1st disk... but it was fun while I had it :D |
Ultima VII... I heard Origin Systems (the creators of Ultima at the time) had to basically write their own mini operating system to get around all of the memory limitations of DOS. If you poll the Ultima fans, you will find that U5 and U7 usually top the list as the best Ultimas. Someone is porting Exult (Ultima VII) to the GP2X. And, someone else is porting Nuvie (Ultima VI) to the GP2X. :)  I also heard some wierdo is porting Ultima V to the TI89/92+... Oh wait... that's me. :D This post has been edited by Ranman on 21 Jan, 2006, 14:56 THE POST
lol, btw any new progress on U5? THE POST
QuoteBegin-xlibman+21 January 2006, 15:21 -->QUOTE (xlibman @ 21 January 2006, 15:21) | lol, btw any new progress on U5? |
I have been working on extracting and reformatting all of the merchant talk strings to incorporate within my remake -- tedious work.
And..
I am nearly complete with a full implementation of "Get" and "Search" on all items; this includes both regenerative and nonregenerative items. I also realized that some items are not always hidden, so I had to add another field to the data structure. Regenerative items are replenished once per day... nonregenerative items never get replenished. THE POST
QuoteBegin-Ranman+21 January 2006, 0:42 -->QUOTE (Ranman @ 21 January 2006, 0:42) | QUOTE | But seriously, how are you to destroy them? Or is that another secret to be found in the game? |
Well... I'm not gonna tell, but there lies a subtle hint in a previous post. B)  :ph43r:  |
Oooh! Hand-to-hand combat? THE POST
sound nice, i guess I need to re-read the old posts again :P  THE POST
Ultima V update:
Grave robbing now works. Now you can dig up bodies from a grave site and search the body for some loot. Pretty morbid huh? THE POST
Uber. Like, Zelda: Link's Awakening. ROFL XD  THE POST
Cool, so when I get tired of doing that in real life I can play this! THE POST
Grave Robbing, my favorite pastime! :D  Sounds wicked :P  (I like my 90's vocab :D  ) THE POST
No no no- it's keen and spiffy :D  THE POST
I made some updates to the Ultima V completed command list. Check it out hereIt's getting there... THE POST
sound nice I cant wait :D  kalan_vod O_O  THE POST
Ultima V Update: I have been working on the 'Use' command lately. There are about 40 items to use in Ultima V. I have implemented 9 out of 40 so far. B)  Also, I have been working on some memory optimizations. I was able to save an additional 3Kb of RAM. B)  THE POST
cool, how big is it so far? THE POST
QuoteBegin-xlibman+29 January 2006, 18:29 -->QUOTE (xlibman @ 29 January 2006, 18:29) | cool, how big is it so far? |
Game engine = 51Kb Game data = 160Kb (compressed)
The game engine is what I need to be careful of, it cannot be greater than 64Kb.
BTW: Using Skull keys works now (10 items out of 40 can be used). Skull keys are used to unlock doors that are magically locked.
THE POST
wow I hope you can get it under 64 kb, maybe you can move some data to other programs or files That's progressing fast considering this game is huge O_O  I saw some small RPGs taking 4 years to be finished on the 83+ THE POST
QuoteBegin-Ranman+29 January 2006, 18:46 -->QUOTE (Ranman @ 29 January 2006, 18:46) | Game data = 160Kb (compressed)
The game engine is what I need to be careful of, it cannot be greater than 64Kb. |
How is that done? I mean how do you compress data?
and is it possible to have a separate program for data storage? THE POST
QuoteBegin-Liazon+29 January 2006, 19:50 -->QUOTE (Liazon @ 29 January 2006, 19:50) | How is that done? I mean how do you compress data? |
You can get TIGCC Tools Suite. In it there is a program called TTPack.exe. Use this program to compress your data files. And, in the Extgraph library, there is a function called ttunpack_decompress() that will decompress files at runtime... Cool. B)  edit: Once you compress your data file, you need to convert it to TI file format using TTBin2Oth.exe or it is also called tovar.exe. QuoteBegin -->QUOTE | and is it possible to have a separate program for data storage? |
Yes. In fact, this is the preferred method for larger games. Ultima V uses external files extensively.
This post has been edited by Ranman on 29 Jan, 2006, 21:10 THE POST
very nice Ranman!!! i was just looking at TIGCC even if i don't have an 89 or an 92, it looks awesome!! having so many functions running at assembly speed! :D  if only there was a port of it to 83... THE POST
That's why we have the small C compiler thread in the ideas forum
lol, it'd be cool, but at the moment, it might just be better to use API. Darn comp won't compile anymore!!! THE POST
Wow... This makes me want to get back to work on TI-City... Too many projects... <_<  THE POST
QuoteBegin-Ranman+29 January 2006, 21:05 -->QUOTE (Ranman @ 29 January 2006, 21:05) | QuoteBegin-Liazon+29 January 2006, 19:5-->QUOTE (Liazon @ 29 January 2006, 19:50) | How is that done? I mean how do you compress data? |
You can get TIGCC Tools Suite. In it there is a program called TTPack.exe. Use this program to compress your data files. And, in the Extgraph library, there is a function called ttunpack_decompress() that will decompress files at runtime... Cool. B)  edit: Once you compress your data file, you need to convert it to TI file format using TTBin2Oth.exe or it is also called tovar.exe. QuoteBegin -->QUOTE | and is it possible to have a separate program for data storage? |
Yes. In fact, this is the preferred method for larger games. Ultima V uses external files extensively. |
Okay first, almost all 68k games these days have seperate programs for data. Second- the ttpack thing, is it better than the pre-os packing thing? THE POST
QuoteBegin-spengo+31 January 2006, 1:26 -->QUOTE (spengo @ 31 January 2006, 1:26) | Second- the ttpack thing, is it better than the pre-os packing thing? |
I'm not sure... that is a good question to ask... I just don't know the answer (does anyone else know?). :???:  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! O_O This post has been edited by Ranman on 31 Jan, 2006, 5:32 THE POST
wow thats pretty small keep it up! THE POST
Nice, I just saw this and I got to say I am impressed! THE POST
Spengo: it's probably just shell dependent
Can somebody send me the latest versions of ExtGraph 2.00 beta x and the TIGCC tools suite.
ah!! things not going well with projects. THE POST
QuoteBegin-"Ranman"+ -->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 :P  , does it slow down alot? THE POST
No, it decompresses before you play right? It's just so it stores smaller and takes less flash mem. THE POST
That's what I meant. THE POST
QuoteBegin-spengo+31 January 2006, 19:17 -->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! THE POST
Wow, it seems simple and complex all at the same time... I don't know how you pull it off... :D  THE POST
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) THE POST
QuoteBegin-spengo+2 February 2006, 22:30 -->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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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. THE POST
QuoteBegin-spengo+2 February 2006, 23:31 -->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. THE POST
Yeah if ever start back up with asm I will make a compressing routine for my levels also :D  . THE POST
*shocked*
I have to learn how to do that so I can have more combat animations. THE POST
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. ;)  THE POST
Are there oceans? Heaven forbid there be an RPG withOUT an airship. XD  THE POST
QuoteBegin-spengo+3 February 2006, 23:09 -->QUOTE (spengo @ 3 February 2006, 23:09) | Are there oceans? Heaven forbid there be an RPG withOUT an airship. XD |
Oceans? You better believe it! Here is a great map of the Ultima V world (scanned and touched up by Micro Dragon): This post has been edited by Ranman on 3 Feb, 2006, 23:25 THE POST
thats huge O_O  THE POST
ARe those yellow and black circles the moongate teleport thingys??
(I forgot what they're called) THE POST
Whoa! Sweet! O_O  THE POST
O_O  how long does it take (ingame) to walk from the top right to the bottom of the big continent?? THE POST
QuoteBegin-tenniskid493+4 February 2006, 12:51 -->QUOTE (tenniskid493 @ 4 February 2006, 12:51) | ARe those yellow and black circles the moongate teleport thingys??
(I forgot what they're called) |
Yes... They are called moongates. They rise at 8pm and disappear at 5am. At first you will not realize where you will be teleported to. But, there is a a method to it... you just have to pay attention to the phases of the moons. There are other cool things you can do with the moongates... but I don't want to spoil it for you. :ph43r:  QuoteBegin-Spellshaper+4 February 2006, 13:02 -->QUOTE (Spellshaper @ 4 February 2006, 13:02) | O_O how long does it take (ingame) to walk from the top right to the bottom of the big continent?? |
In the original C64 version, it took about 15 minutes -- if you discount all the times you will get attacked by monsters, otherwise could take an hour. And, remember, the when the sun goes down, you must be very careful. You don't want to step into the wetlands and poison the entire party. ;)  The TI version is much faster; mainly because I have not coded the monsters yet AND the entire map is in RAM. THE POST
That is a crazy cool map! THE POST
QuoteBegin-kalan_vod+4 February 2006, 14:29 -->QUOTE (kalan_vod @ 4 February 2006, 14:29) | That is a crazy cool map! |
This is a scan of the real "cloth" map that came with the game. It measures about 16 inches by 16 inches. I still have mine :) This post has been edited by Ranman on 4 Feb, 2006, 14:38 THE POST
Rofl, nice. Maybe we can buy this game and it comes with a cloth like yours! (better tell your wife to start making some maps!) :D  . THE POST
:laugh:  THE POST
O.o ROFL nice one THE POST
omg kalan! :woot:  THE POST
Well... I finished stripping out and normalizing the shop talking strings from the original source files. Wow... There is nearly 15000 letters in the shop talk strings alone. O_O  Dagummit! THE POST
Dang, do you have a string compression routine yet? THE POST
QuoteBegin-kalan_vod+4 February 2006, 16:52 -->QUOTE (kalan_vod @ 4 February 2006, 16:52) | Dang, do you have a string compression routine yet? |
I may just use standard TTPack compression.
Here is a sample of the strings for the weapn shops...
QuoteBegin -->QUOTE | Thanks for nothing! Come back when you're ready to buy something! Harrumph! Be off with ye, then... G'day mate! Have a nice day! Come again! Tell thy friends about us!
-The Daggers we sell are honed to ultimate sharpness and cost % gold each. -Our Slings have slain giants! You'll agree % gp is quite reasonable. -We offer an unbeatable deal on those fine darkwood Clubs. Thou canst bash away for only % gold. -Flasks of burning Oil are terrible to defend against. One can be thine for % gold! -With the Main Gauche thou canst deal lethal blows while parrying thy foe's. This one costs % gp. -Various Spears have been used since ancient times. Ours are the finest in Britannia today, for only % gold! -Throwing Axes are deadly to thy foes, but not to thy pocketbook. Ours costs a low % gp! -Our %-gp Short Swords are matchless in close-quarter combat. -This Mace lends an air of might to its wielder, and is attractively priced at % gold. -Thy enemy will cringe from the sight of those Morning Stars. Fairly priced at % gold. -This fine yew Bow costs but % gold, and is guaranteed for a lifetime. -A quiver-full of fine Arrows will cost you % gp. -The Crossbow is a quiet, lethal weapon, and a bargain too at only % gp. -We can fill thy pouches with crossbow Quarrels for % gp. -'Tis said that such Long Swords were used on the Avatar's Quest! Ours sell for only % gp. -For the mighty-thewed we have the murderous Two-Handed Hammer. This one is priced at only % gp! -A two-handed Axe is an awful tool of destruction, and a great deal at % gold pieces! -The Two-Handed Sword is truly a weapon of gory death. We let one go for % gold pieces! -Few can hide from one who bears a Halberd, for it allows you to attack over most obstacles! We are asking % gold. -Uncommon are the times in which a Magic Bow will fail its mark! It is well worth the % gold we must charge thee. -This Silver Sword will bring True Death to those who once arose, and thou wouldst do well to own one for % gold. -Deadliest of all the missile weapons is the Magic Axe, for it knows its wielder, returning after the kill! % gold.
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And this is just the weapon shop.. There are also: pubs, armor shops, healing shops, stables, guilds, inns, shipwrights, and magic shops.
This post has been edited by Ranman on 4 Feb, 2006, 17:04
THE POST
Wow, that's alot of chars...Dang this will be huge though right? THE POST
Wow... That is impressive!! :)  I have no idea how many dialogues are gonna be in my game... It might compete with yours word wise. :D  :P  THE POST
QuoteBegin-tifreak8x+4 February 2006, 17:09 -->QUOTE (tifreak8x @ 4 February 2006, 17:09) | Wow... That is impressive!! :)
I have no idea how many dialogues are gonna be in my game... It might compete with yours word wise. :D :P |
Maybe... I think in uncompressed bytes, the total Ultima V dialogue is about 200Kb. O_O  THE POST
WOAH!!!! thats insane! the map is also huge, this has got to be an AWESOME game when finished!!! Keep up the great work Ranman :thumb:  (*sobs that i dont have an 89) THE POST
QuoteBegin-dragon__lance+5 February 2006, 12:54 -->QUOTE (dragon__lance @ 5 February 2006, 12:54) | WOAH!!!! thats insane! the map is also huge, this has got to be an AWESOME game when finished!!! Keep up the great work Ranman :thumb: (*sobs that i dont have an 89) |
Thank you Dragon Lance.
You can get a TI-89 on eBay for around $70. That's not too bad. THE POST
Cough83pluspleasecough. No, seriously, this is looking really nice! One must love big RPG's :D  THE POST
An 83+ port would be sweet but not very likely to happen. The game's just simply to big!! Keep up the good work Ranman. I can't wait till this game comes out. :woot:  THE POST
Still it would be very cool if it was, but we can understand if there wasn't one :(  . THE POST
I dont think we will ever see Ultima V on an 83+. It is just too big.
However, I think Ultima IV could fit. Ultima IV is a great game too! THE POST
i think it could be done is asm. if only ranman was to start coding for 83's... THE POST
Probably would have to be black and white then, or an APP. It just looks so impossibly huge!! and awesome! THE POST
Probably both BW and an app. Perhaps one could do what pat and I are doing for Aura- making the engine a map, and then all level data external, so when you finish a level, you just load the next one. THE POST
QuoteBegin-dysfunction+7 February 2006, 22:59 -->QUOTE (dysfunction @ 7 February 2006, 22:59) | Probably both BW and an app. Perhaps one could do what pat and I are doing for Aura- making the engine a map, and then all level data external, so when you finish a level, you just load the next one. |
To me, the greatest thing about the classic Ultimas is that they are all non-linear. There are no "levels" or "chapters". You can do anything in any order; although there are smart ways to get things done. There are 4 main quests that are required to complete to finish the game. There are even numerous subquests -- not all subquests are required to win, but, you may or may not ever know that. This adds to the replay value ;)  THE POST
Wow, that sounds really cool- it reminds me of the GTA games. THE POST
Thats what I was thinking of too. THE POST
Hmmmm.... Maybe we can say that the classic Ultimas really set the standard for the rest of the game industry. ;)  (I may be a little biased) My favorite "new" game is Medal of Honor: Allied Assault. Great story! Good graphics (for the time). Excellent cinematics! But, as with most newer games, it is very linear. It even directs you down a path without the chance to go exploring. :(  THE POST
QuoteBegin-Ranman+8 February 2006, 9:13 -->QUOTE (Ranman @ 8 February 2006, 9:13) | But, as with most newer games, it is very linear. It even directs you down a path without the chance to go exploring. :( |
Kind of true. In the old days, developers had not that great graphics, so they tried to make the game intresting using other things such as excellent stories, un-linear gameplay etc. Hopefully Ultima V will lead to an explosion of new, creative TI software :P  THE POST
Here is an online version of the Ultima V documentationThe first few pages really sets the grim mood of the game. B)  It is a journey log containing an account of the final days of Lord British. BTW: A perceptive reader will find many hints within the journey log and the Book of Lore. :ph43r:  So read carefully and refer to it as needed. This post has been edited by Ranman on 18 Feb, 2006, 8:15 THE POST
hmm walktrhough and spoilers %)  ... THE POST
Allright! I finally have everything sorted out for the shoppes in Ultima V. There are 8 types of shoppes and they are scattered all throughout Britannia. The most shoppes in a single towne is 5. Here is the list shoppes and their quantities: 9 - Armouries (Weapons, Armor, Helmuts, Shields, etc) 6 - Inns (for hotels) 7 - Sanctuaries (for healers) 3 - Stables (for horses) 4 - Shipwrights (for skiffs and frigates) 5 - Magic shoppes (for reagents) 3 - Guilds (for keys, gems, and torches) 9 - Taverns (for food and drink - alcohol) Most bartenders will offer advice after you purchase something. Cool... Finally, I can start coding the shoppe talk. :woot:  THE POST
:)  shops are the best part! THE POST
hehe fun buying the most powerful stuff when testing/debugging XD  THE POST
QuoteBegin-CDI+Feb 18 2006, 13:36 -->QUOTE (CDI @ Feb 18 2006, 13:36) | :) shops are the best part! |
Yes they are! And you can buy and sell in the armoury shoppes. %)  That way you can sell some of your combat winnings to increase you gold count. Remember to always look for the best deal. ;)  THE POST
are there Wal-Marts in Ultima V? THE POST
QuoteBegin-xlibman+Feb 18 2006, 19:34 -->QUOTE (xlibman @ Feb 18 2006, 19:34) | are there Wal-Marts in Ultima V? |
:laugh:  Nah... no Wal-Marts. But, when you buy and sell you should use the person with the highest intelligence in your party... Intelligence helps you get the best deals. THE POST
oooh i c, interesting THE POST
Wasn't that highly exasperated in Ultima VII? (as in, more prodominate?) But I don't think I've ever seen it in a Calc-RPG! w00t (not that there are many Ultima calc RPGs (or good ones anyways... hell, this one pwns them all and it's not even done :)  )) THE POST
QuoteBegin-CDI+Feb 20 2006, 10:33 -->QUOTE (CDI @ Feb 20 2006, 10:33) | Wasn't that highly exasperated in Ultima VII? (as in, more prodominate?) |
Yes, it was. I think there was 2 times as many different kinds of shops as well. QuoteBegin -->QUOTE | But I don't think I've ever seen it in a Calc-RPG! w00t (not that there are many Ultima calc RPGs (or good ones anyways... hell, this one pwns them all and it's not even done :) ) |
Thanks CDI. It has been a lot of fun coding it too! Ultima Update: I am still working on implementing the Shoppe talk and buy & sell algorithms. This will take a while. It is proving to be very tedious work. But, I do have all of the shop tables and the talking scripts in the code. Now, I just have to make them work. ;)  THE POST
sound nice, but why shoppe instead of shop or store? THE POST
I believe that is the old way of spelling it, or maybe the old English way... (From Europe) THE POST
QuoteBegin-tifreak8x+Feb 27 2006, 13:12 -->QUOTE (tifreak8x @ Feb 27 2006, 13:12) | I believe that is the old way of spelling it, or maybe the old English way... (From Europe) |
I believe you are correct Tifreak. Ultima V has alot of Old English dialogue. So, ye better brush up on thee ol' English skills matey. Tis an essential part of thee game. Harumph! :D  THE POST
Lol Ranman :D  . Sounds great, and coding the shoppes does prove to be tedious work but always pays off! THE POST
QuoteBegin-Ranman+Feb 27 2006, 12:00 -->QUOTE (Ranman @ Feb 27 2006, 12:00) | I am still working on implementing the Shoppe talk and buy & sell algorithms. This will take a while. It is proving to be very tedious work. |
I may be able to help with this. I tend to have an uncanny way of seeing things like this. THE POST
QuoteBegin -->QUOTE | Lol Ranman :D . Sounds great, and coding the shoppes does prove to be tedious work but always pays off! |
Technically you pay them. XD This post has been edited by Radical Pi on 27 Feb, 2006, 17:55 THE POST
QuoteBegin-Radical Pi+Feb 27 2006, 17:53 -->QUOTE (Radical Pi @ Feb 27 2006, 17:53) | QUOTE | Lol Ranman :D . Sounds great, and coding the shoppes does prove to be tedious work but always pays off! |
Technically you pay them. XD  |
Haha this pun is fun! THE POST
QuoteBegin-kalan_vod+Feb 27 2006, 18:47 -->QUOTE (kalan_vod @ Feb 27 2006, 18:47) | QuoteBegin-Radical Pi+Feb 27 2006, 17:53-->QUOTE (Radical Pi @ Feb 27 2006, 17:53) | QUOTE | Lol Ranman :D . Sounds great, and coding the shoppes does prove to be tedious work but always pays off! |
Technically you pay them. XD  |
Haha this pun is fun!
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Do you mean fun ny? ;)  EDIT: does the bold "n" look smaller than the normal "n"? This post has been edited by Radical Pi on 27 Feb, 2006, 19:39 THE POST
looks the same to me
I think he meant it to be fun so then it rhymed w/ pun so that it was funny. THE POST
Thanks TK, I thought it was aboious... :P  Btw the N is the same, but it's the way it's perceived it looks smaller. THE POST
QuoteBegin-kalan_vod+Feb 27 2006, 18:47 -->QUOTE (kalan_vod @ Feb 27 2006, 18:47) | Haha this pun is fun! |
:laugh:  You're a "poet" and didn't "know it". :D  THE POST
Hello ! Any news for Ultima ? :D  THE POST
Yes, I am sad to report that Ranman and his calculator were overrun by a crowd of angry pigs. From what we've been able to gather the pigs got extremely violent after being slaughtered by Ranman various times with a number of Commodore 64 games. The code has not been found yet but we keep looking. Thread hijack! :D And now seriously; I can't help you with news, but I can help with semi usefull posts :woot:  . And coding a shop can be annoying, at least for me it felt pretty hard to get a somewhat efficient program. I'm convinced Ranman is up for it, though. This post has been edited by Krid on 5 Mar, 2006, 6:59 THE POST
QuoteBegin-MathStuf+Feb 27 2006, 17:53 -->QUOTE (MathStuf @ Feb 27 2006, 17:53) | I may be able to help with this. I tend to have an uncanny way of seeing things like this. |
Thanks for the offer MathStuf. But, I think I am too far into my implementation to give it up.
QuoteBegin-Mic+Mar 5 2006, 6:26 -->QUOTE (Mic @ Mar 5 2006, 6:26) | Any news for Ultima ? |
Nice to see you back Mic... It's been a while. Hmmmm... Let's see... Moongate travel is now working. Get and searching for everything (except chests) is working. I am working on shoppes right now. I am probably 50% complete with shoppes. So, I would say Ultima V is 70% complete. :D  QuoteBegin-Krid+Mar 5 2006, 6:56 -->QUOTE (Krid @ Mar 5 2006, 6:56) | Yes, I am sad to report that Ranman and his calculator were overrun by a crowd of angry pigs. From what we've been able to gather the pigs got extremely violent after being slaughtered by Ranman various times with a number of Commodore 64 games. The code has not been found yet but we keep looking. Thread hijack! :D
And now seriously; I can't help you with news, but I can help with semi usefull posts :woot: . And coding a shop can be annoying, at least for me it felt pretty hard to get a somewhat efficient program. I'm convinced Ranman is up for it, though. |
:laugh:  :laugh:  :laugh:  :laugh:  Thanks for the laugh Krid!! The most tedious part for the shoppe talk is the high level of optimization required. Each shoppe has 4 random greetings. Here is an example of a greeting: QuoteBegin -->QUOTE | Welcome to #. I am $, thy innkeeper this day. Is there anything I can do to help thee? |
I have to replace the # with the shoppe name and the $ with the name of the owner. Also, every item has a description:QuoteBegin -->QUOTE | The Daggers we sell are honed to ultimate sharpness and cost % gold each. |
I have to replace the % with the calculated item cost. There is also 4 randon good-byes, 4 random be-gones (if you you don't buy anything, the onwers get a little angry). and 4 random cheat messages (if you don't have enough money to pay).
THE POST
Nice to be back :)  "So, I would say Ultima V is 70% complete." Great !! THE POST
QuoteBegin-Mic+ -->QUOTE (Mic) | Nice to be back :) |
THE POST
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w00t great ^^ your avatar doesn't work though :(  THE POST
AWESOME! I think if u keep this up, u'll be done before summer! yay! :thumb:  :D  THE POST
THE POST
... And the shoppe owners begin to speak. Finally... Some notably progress :)  THE POST
Woot, npc dhoomage! \o/ THE POST
hehe can u get into a fight with a shopkeeper sometimes? THE POST
QuoteBegin-xlibman+Mar 15 2006, 17:13 -->QUOTE (xlibman @ Mar 15 2006, 17:13) | hehe can u get into a fight with a shopkeeper sometimes? |
Yes... you can attack Monsters and NPCs (including shoppe owners). ;)  Ultima V maintains a "dead" flag for every NPC. So, if you attack and kill any NPC, then that NPC is dead -- not coming back to life. :rip:  Remember that the NPCs hold important information; if they are dead, you will never get that information unless you start over. Same for Shoppe owners... if you kill them, you will never get there services again unless you start over. <_<  THE POST
I c, more realistic tho :)  THE POST
Ultima V Update:
Shoppe talk is coming along. The natural progression of the conversation between you and the shoppe owner is working. THE POST
Nice, I love coming to a topic and seeing progress :P  . I forgot about this >.<. THE POST
QuoteBegin-kalan_vod+Mar 24 2006, 11:07 -->QUOTE (kalan_vod @ Mar 24 2006, 11:07) | I forgot about this >.<. |
You forgot about Ultima V O_O  :cry:  :cry:  :cry:  :cry:  :cry:  :cry:  Just kidding ;)  THE POST
LOL...its great to see more progress. Keep it up Ranman THE POST
Hehe, don't worry now I wont! THE POST
nice, does it work properly so far? THE POST
QuoteBegin-Ranman+ -->QUOTE (Ranman) | QuoteBegin-kalan_vod+Mar 24 2006, 11:07-->QUOTE (kalan_vod @ Mar 24 2006, 11:07) | I forgot about this >.<. |
You forgot about Ultima V O_O  :cry:  :cry:  :cry:  :cry:  :cry:  :cry:  Just kidding ;)  |
O_O  how is it progressing? THE POST
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