Author Topic: Ultima V: Warriors Of Destiny, Status: Progressing  (Read 50956 times)

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Offline Ranman

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Ultima V: Warriors Of Destiny, Status: Progressing
« Reply #90 on: October 19, 2005, 04:13:00 am »

       
Ultima V Update:

416 tiles out of 528 tiles are now redrawn. Yep, I had to add 16 new tiles for dungeons graphics. :Dbiggrin.gif

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).  >Dgni.gif


Hmmm... What is a brazier and a spit? www.dictionary.com  

       
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Offline DJ Omnimaga

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Ultima V: Warriors Of Destiny, Status: Progressing
« Reply #91 on: October 19, 2005, 05:17:00 am »

       
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&?  

       
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Offline Ranman

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« Reply #92 on: October 19, 2005, 03:06:00 pm »

       
QuoteBegin-Kevin+19 October 2005, 11:17
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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:worship.gif

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.

       
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Offline DJ Omnimaga

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Ultima V: Warriors Of Destiny, Status: Progressing
« Reply #93 on: October 20, 2005, 03:29:00 am »

       
ah I see :)smile.gif


       
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Offline Mic

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« Reply #94 on: October 27, 2005, 05:33:00 am »

       
Any news about the game ??  

       
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Offline Ranman

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« Reply #95 on: October 27, 2005, 07:45:00 am »

       
QuoteBegin-Mic+27 October 2005, 11:33
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QUOTE (Mic @ 27 October 2005, 11:33)
Any news about the game ??

Thanks for your interest in the game Mic. :)smile.gif

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+-one_samuria.gif

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

dragon__lance

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Ultima V: Warriors Of Destiny, Status: Progressing
« Reply #96 on: October 27, 2005, 09:25:00 am »

       
is the battle system going to be like the original Ultima games?  

       
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Offline Ranman

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« Reply #97 on: October 27, 2005, 10:17:00 am »

       
QuoteBegin-dragon__lance+27 October 2005, 15:25
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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)cool.gif

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. :(sad.gif

This post has been edited by Ranman on 27 Oct, 2005, 16:27

       
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Offline DJ Omnimaga

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« Reply #98 on: November 02, 2005, 05:56:00 am »

       
how is it progressing so far?  

       
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Offline Ranman

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« Reply #99 on: November 02, 2005, 04:33:00 pm »

       
QuoteBegin-Kevin+2 November 2005, 11:56
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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 :(sad.gif but it was fun trying. :)smile.gif 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. :)smile.gif This of course broke a few things that I had to go back and fix. :(sad.gif

 - 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. ;)wink.gif

- 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. ;)wink.gif

 - 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)cool.gif

       
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Offline DJ Omnimaga

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« Reply #100 on: November 03, 2005, 05:39:00 am »

       
sound pretty nice so far, I see you didnt stopped working on it at all on it, with the new features added O_Oshocked2.gif

       
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Offline tifreak

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« Reply #101 on: November 03, 2005, 05:49:00 am »

       
Wow    :crazy:fou.gif

And this is for the 92+ V200, isn't it?  

       
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Offline Ranman

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« Reply #102 on: November 03, 2005, 06:45:00 am »

       
QuoteBegin-tifreak8x+3 November 2005, 11:49
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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:google.gif -- TI89 is limited to viewing 9x9 tile window.  <_<dry.gif

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.  

       
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Ranman
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« Reply #103 on: November 03, 2005, 07:46:00 am »

       
still sound nice though. I hope to be able to try it in VTI :)smile.gif

       
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Offline tifreak

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« Reply #104 on: November 03, 2005, 08:11:00 am »

       
Well, I do have the Rums of a 92, so I can still play... :Dbiggrin.gif

       
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