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 Ultima V: Warriors Of Destiny, Status: Progressing
xlibman
Posted: 23 Jun, 2005, 20:15





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Ultima V - Warriors of Destiny is a port of a Classic Commodore 64 game released back in 1988, now making its way to the TI-68k calculators.

Features:

- 512 tiles, 11x11 pixels and 4 colors. The original tiles were 16x16 pixels and 16 colors.
- 2 world maps (each with a size of 256x256 tiles)
- 32 multi level towns (each level size 32x32 tiles)
- 8 multi level dungeons
- about 180 NPC (non-playable characters) each NPC has a unique daily schedule and conversation script.


http://www.ticalc.org/cgi-bin/acct-view.cgi?userid=36062

This post has been edited by Ranman on 18 Feb, 2006, 13:54
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David Randall
Posted: 24 Jun, 2005, 12:23


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Thanks Kevin for posting this!

This is one my favorite RPGs of all time. It required over 1Mb if disk space on my Commodore 64 (yeah... 8 disks). I believe the 68K calc version will be around 280Kb. I doing my best to minimize the size of the game. I do not want you to remove too much stuff from your calc in order to play this game. Be prepared to devote some play time, the original required over 400 hours to complete.

I am currently working on the menu system and the map overlays. And I may have found a way to reduce the RAM requirement by an additional 16Kb.

Is anyone good with Polysound?

This post has been edited by Ranman on 18 Feb, 2006, 13:56
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tifreak8x
Posted: 24 Jun, 2005, 12:46


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This sounds like a good game. smile.gif Any screenshots of it yet?
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xlibman
Posted: 24 Jun, 2005, 12:47





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Joined: 8 Sep, 2004



I never really played Ultima, but sometimes its avaliable at my local videogame store for the NES (the first one) but I know its really cool. Wow 100 hours of gameplay, promising, there is really a lack of RPGs for the TI-68k calcs (no asm ones were finished), we need a finished one, hopefully Ultima 5 smile.gif Keep up the good work and keep us updated!

Unfortunately I havent tried polysound sad.gif

QUOTE
This sounds like a good game.  Any screenshots of it yet?
look the news article on the front page (ok I know I posted so many news yesterday shocked2.gif )
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David Randall
Posted: 24 Jun, 2005, 14:09


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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.
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xlibman
Posted: 24 Jun, 2005, 14:27





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Joined: 8 Sep, 2004



This almost sound like Ocarina of Time but in 2D shocked2.gif

btw is it written in C?
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David Randall
Posted: 24 Jun, 2005, 14:34


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Yes. It is written in C and some optimized ASM drawing routines.
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xlibman
Posted: 24 Jun, 2005, 14:40





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Joined: 8 Sep, 2004



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?
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tifreak8x
Posted: 24 Jun, 2005, 14:49


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Sorry for that stupid question, I found it... dry.gif

On the graphics: google.gif
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David Randall
Posted: 24 Jun, 2005, 15:04


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In my opinion, C is easy to learn and it is very fast. Give it a shot.

On the graphics... Pain in the butt banghead.gif 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 smile.gif 212 to go sad.gif

The 11x11 pixel tile allows me to display a grid of 9x9 tiles on the TI89 dry.gif and the full 11x11 grid on the TI92+ smile.gif
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xlibman
Posted: 24 Jun, 2005, 15:14





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Joined: 8 Sep, 2004



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 fou.gif
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Ranman
Posted: 1 Sep, 2005, 23:16


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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
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dysfunction
Posted: 2 Sep, 2005, 8:24


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Sounds cool, I hate when NPCs always say the same thing in rpgs.
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xlibman
Posted: 2 Sep, 2005, 8:27





Group: Founder
Posts: 12
Member No.: 1
Joined: 8 Sep, 2004



Nice to see Ultima progressing. I hope to try it when its finished smile.gif 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 biggrin.gif
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Ranman
Posted: 2 Sep, 2005, 11:32


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I will try to get some screenshots posted this weekend to demonstrate the new capabilities.

This time, maybe some screenshots of the TI92+ version.
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