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Posts posted by Goochman
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Pete - not sure how far along you are with gameplay elements and such but a few thoughts:
1. Looks good and play mechanics all seem in place
2. It appears things run a bit slow though - the players movement around the ring and the animals ability to crunch the walls (in later levels)
3. I dont quite understand the outside bonuses - you seem to be able to capture the animals outside no matter what vs dying
4. Will you have the level climb stage as well like ZooKeeper?
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MegaPole Position w/ digitized sound would be wicked sick, and some updates for grphx would be over the top. I'd say there would be an interest indeed. While only so much can be done working with original code, you can wonder as to what a re write could accomplish... new tools and tricks
Prepare to Qualify,
_Commander Adama__
If this was a thought then PP II should really be the target IMHO

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From the time I start it until its done.
Interesting, I thought it was "not soon enough"? Thanks for the clarification.
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It's unfortunate you didn't get a chance to experience the next-gen wow moment at that time.
Running Magic Carpet for the first time, I don't think there's been 5 other games in my life that delivered such wow factor and such amazing longlasting complex and brutally hard gameplay. Sir Molyneux at its best

Technically, you're right about the voxels, I just couldn't accept it for this game

While it might not look like it, the first 30 levels are just a tutorial

The real hell starts with Level 31, Idirya, the infamous Water level

gamers today would sue the company for mental damages, if you released this game today

Magic Carpet was so good when it was released that I had to finish it as a bucket list item. My 486-33 at the time and Trident VGA card couldnt keep up with the game. Turns out the game is somewhat locked in its max performance as I ran it under DOSBox on my current rig and the last level was like .01 frames per second even when I tried to speed it up.
Speaking of the last level, I dont see how anyone finished that back on a 486. I think there were 6 dragons, swarms of bees and mana bubbles flying all over the place. I believe it took me over 2 or 3 hours to finally win the damn game.........but it was worth it

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Not sure why they put the thrust there when it appears there is a button below the fire button they've couldve used instead making it closer to the original.
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Well played - I got my butt kicked so bad on the early rounds that I knew I wouldnt come close. I wish I knew of the game back when the ST was my primary computer.
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I decided to see if I could take this a bit further and create some more new maps.
Attached is a player disk ready to go with 4 alternate maps.
If anyone would want a start from 0 player disk of these maps let me know.
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Excellent well done conversion - fun to play and just as hard as I remember the arcade version!
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Yeah, U3 had alot of backend improvements which were needed. The Towers and Dungeons in U2 dont serve much of a purpose when they did in U1. U3 cleaned up the framework for the future.
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Here are my notes.
Attached are 2 text files containing the original world maps and the 2 modified maps I did.
I used Notepad++ and HxD to make the changes to the .atr file. If someone knows of an editor that can easily be modified to display certain patterns as different colors then it would be easier to make some cool complex maps.
0790 00-0F - Player Name
07A0 05 - STR
07A0 06 -AGL
07A0 07 - STA
07A0 08 - CHR
07A0 09 -WIS
07A0 0A - INT
07A0 0B/0C - Hit Points
07A0 0D/0E - Food
07B0 00/01 - Experience
07B0 02/03 - Gold
07B0 0B - Current Weapon
07B0 0C - Current Armour
07B0 0E - Torches
07B0 0F - Keys
07C0 00 - Tools?
Weapons Inv
07D0 00 - Hands
07D0 01 - Dagger
07D0 02 - Mace
07D0 03 - Axe
07D0 04 - Bow
07D0 05 - Sword
07D0 06 - Great Sword
07D0 07 - Light Sword
07D0 08 - Phaser
07D0 09 - Quick Sword
Armour Inv
07F0 00 - Skin
07F0 01 - Cloth
07F0 02 - Leather
07F0 03 - Chain
07F0 04 - Plate
07F0 05 - Reflect
07F0 06 - Power
Inventory
0830 00 - Ring
0830 01 - Wands
0830 02 - Staffs
0830 03 - Boots
0830 04 - Cloaks
0830 05 - Helms
0830 06 - Gems
0830 07 - Ankhs
0830 08 - Red Gems
0830 09 - Skull Keys
0830 0A - Green Gems
0830 0B - Brass Buttons
0830 0C - Blue Tassles
0830 0D - Strange Coins
0830 0E - Green Idols
0830 0F - Try-Lithiums
A - C1
B - C2
C - C3
D - C4
E - C5
F - C6
G - C7
H - C8
I - C9
J - CA
K - CB
L - CC
M - CD
N - CE
O - CF
P - D0
Q - D1
R - D2
S - D3
T - D4
U - D5
V - D6
W - D7
X - D8
Y - D9
Z - DA
00 - 03 - Water
04 - 07 - Swamp
08 - 0A - Grass
0C - 0F - Forest
10 - 13 - Mountain
14 - 17 - Village
18 - 1B - Towne
1C - 1F - Tower
20 - 23 - Castle
24 - 27 - Cave Entrance
28 - 2B - Sign
2C - 2F - Orc
30 - 33 - Sea Serpent
34 - 37 - Daemon
38 - 3B - Devil
3C - 3F - Balron
40 - 43 - Minax
45 - 47 - Horse
48 - 4B - Ship
4C - 4F - Plane
50 - 53 - Rocket
54 - 57 - Armour
58 - 5B - Weapon
5C - 5F - Force Field
60 - 63 - Guard
64 - 67 - Jester
68 - 6B - Merchant
6C - 6F - Guard?
70 - 73 - Brick Walkway
74 - 77 - Black square
78 - 7B - White wall square
7C - 7F - Black square white outline
80 - 83 - Letter A
84 - 87 - Letter B
88 - 8B - Letter C
8C - 8F - Letter D
90 - 93 - Letter E
94 - 97 - Letter F
98 - 9B - Letter G
9C - 9F - Letter H
A0 - Locked Door
A1 - A3 - Letter I
A4 - A7 - Letter J
A8 - AB - Letter K
AC - AF - Letter L
B0 - B3 - Letter M
B4 - B7 - Letter N
B8 - BB - Letter O
BC - BF - Letter P
C0 - C3 - Moongate
C4 - C7 - Letter R
C8 - CB - Letter S
CC - CF - Letter T
D0 - D3 - Letter U
D4 - D7 - Letter V
D8 - DB - Letter W
DC - DF - Letter X
E0 - E3 - Letter Y
E4 - E7 - Letter Z
E8 - EB - Black Square brown side line
EC - EF - Black Square blue side line
F0 - F3 - Fighter
F4 - F7 - Cleric
F8 - FB - Wizard
FC - FF - Thief
Locations on ATR
Present Time 1990 AD
4A90 - 5A80
Legend Time
A810 - B800
9,000,000,000 BC
2A90 -3A80
1423 BC
3A90 - 4A80
Future Time
6A90 - 7A80
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After figuring out the maps in U3 I decided to look at U2. The more I found out the more it seems we got ripped with U3
- U2 had alot more land mass vs 3 but I digress.U2 map editing provided some bonuses that U3 didnt - Villages, Towns and Castles could be placed anywhere in U2 - they are map based and not position based. A few of the other items are placeable as well.
Anyhow - I threw together a modified Ultima 2 character disk with a few familiar maps - see if you can find them

The player is pretty stacked with everything so exploring is the name of the game.
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The first 3 tracks it doesnt look that bad for a game that came out when it did - he is pretty good at keeping the car under control. The Hot Wheels track exposes all the problems with the physics of this game. That should be the best track to play, but it isnt as you have to drive slower to keep from bouncing all over the place. Todd's world looks like a test area which was decided to not include as core due to no ability to control the car and see what the heck is going on.
Fix the gravity aspects of CD and its not a bad game/idea.
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Shrine map
BE90 - D000
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One other thing I noticed is it appears the Ultima Program disks are different. Not sure if there was a bad crack or a change in the Scenario disk at some point, but if I use a different program disk with my characters the system crashes or has a problem when the whirlpool takes a ship down. Your mileage may vary but thats why I included the program disk in the attached zip
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Well Im prob the only one paying attention to this thread but figured Id bring it to a close.
I figured out how to create a new map. Im pretty sure I can alter the towns and such, I just dont know where they start on the disk just yet.
Ive attached a zip file which includes the U3 Program disk and an altered 'player' disk with a new map. There is a newly formed party so you can just Journey on in if you like. Its a new party so nothing advanced.
If you want to play around with your own maps or modifications Ive attached a txt file I used to create the new map. I recommend Notepad++ to make changes.
Once you have made your changes all you need to do is copy and "paste write" starting at D010 in HxD. Im using 16-ANSI-hex as my view parameters up top.
Here is a list of the elements should you want to place them anywhere - each element is repeated 4 times. My best guess is to cover each land tile (grass, forest, dark forest and water)
If you try the new map let me know what you think.
00 - 03 - Water
04 - 06 - Grass
08 - 0A - Forest
0C - 0F - Dark Forest
10 - 13 - Mountain
14 - 17 - Cave Entrance
18 - 1B - Towne
1C - 1F - Castle
20 - 23 - Brick Walkway
24 - 27 - Chests 24 - Chest on Brick, 25 - Chest on Grass, 26 Chest on Forest, 27 Chest on Dark Forest
28 - 2B - Horses
2C - 2F - Ships+++
30 - 33 - Whirlpool
34 - 37 - Sea Serpent
38 - 3B - Man-O-War
3C - 3F - Pirate Ships
40 - 44 - Merchant
45 - 48 - Jester
49 - 4C - Guard
4D - 50 - Lord British
51 - 54 - Fighter
55 - 58 - Cleric
59 - 5C - Wizard
5D - 60 - Thief
61 - 64 - Orc
65 - 68 - Skeleton
69 - 6C - Titans
6D - 60 - Daemons
71 - 74 - Zorns
75 - 78 - Dragons
79 - 7B - Devil
7C - 7F - Exodus
80 - 83 - Force Field
84 - 87 - Lava
88 - 8B - Moongates
8C - 8F - White Wall
90 - 93 - Dark Black Wall
94 - 97 - Black wall white outline
98 - 9B - Letter A
9C - 9F - Letter B
A0 - A3 - Letter C
A4 - A7 - Letter D
A8 - AB - Letter E
AC - AF - Letter F
B0 - B3 - Letter G
B4 - B7 - Letter H
B8 - BB - Letter I
BC - BF - Letter U
C0 - C3 - Letter Y
C4 - C7 - Letter L
C8 - CB - Letter M
CC - CF - Letter N
D0 - D3 - Letter O
D4 - D7 - Letter P
D8 - DB - Letter W
DC - DF - Letter R
E0 - E3 - Letter S
E4 - E7 - Letter T
E8 - EB - Snake Rear
EC - EF - Snake Head
F0 - F3 - Blue Magic
F4 - F7 - Red Magic
F8 - FB - Shrine
FC - FF - Ranger (Player)
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Well I started to go through the game and figure out whats where - this is what I gathered so far using HxD and the player .ATR from Atarimania - your mileage may vary but for the most part its possible to change the world but it would take a much deeper analysis to move castles and towns around - the tiles are not unique so one could assume x/y coordinate determines which element you are on. Same for Moongates.
Havent figured out where inventory is stored or other game elements, but I can pretty much alter the land to my hearts desire

Hopefully this helps anyone looking to poke around the game.
Letters/#s:
A - C1
B - C2
C - C3
D - C4
E - C5
F - C6
G - C7
H - C8
I - C9
J - CA
K - CB
L - CC
M - CD
N - CE
O - CF
P - D0
Q - D1
R - D2
S - D3
T - D4
U - D5
V - D6
W - D7
X - D8
Y - D9
Z - DA
> - BE
0 - B0
1 - B1
2 - B2
9 - B9
Character Entries - Templates
Entry #1 MER
Name - Offset 00011010 starting at 00
Sex - 00011020 08 - C6 Female, CD Male
Race - 00011020 00 Ranger?
Type - 00011020 01 - C7 Elf
STR - 00011020 02
DEX - 00011020 03
INT - 00011020 04
WIS - 00011020 05
Food - 00011530 00/01 - Combined total food
Entry #2
Name - Offset 00011050 starting at 00 FHP
Sex - 00011060 08 - C6 Female, CD Male
Race - 00011060 00 Ranger?
Type - 00011060 01 - C7 Elf
STR - 00011060 02
DEX - 00011060 03
INT - 00011060 04
WIS - 00011060 05
Entry #3
Name - Offset 00011090 starting at 00 MBC
Sex - 000110A0 08 - C6 Female, CD Male
Race - 000110A0 00 Ranger?
Type - 000110A0 01 - C7 Elf
STR - 000110A0 02
DEX - 000110A0 03
INT - 000110A0 04
WIS - 000110A0 05
Entry #4
Name - Offset 000110D0 starting at 00 FFI
Sex - 000110E0 08 - C6 Female, CD Male
Race - 000110E0 00 Ranger?
Type - 000110E0 01 - C7 Elf
STR - 000110E0 02
DEX - 000110E0 03
INT - 000110E0 04
WIS - 000110E0 05
Formed Party
Character Entries
Entry #1 MER
Name - Offset 00011510 starting at 00
Torches - 00011510 0F
STR - 00011520 02
DEX - 00011520 03
INT - 00011520 04
WIS - 00011520 05
Type - 00011520 06 - C5 Elf
Race - 00011520 07
Sex - 00011520 08 - C6 Female, CD Male
00011520 09 ?? -
Hit Points - 00011520 0A/0B
Max Hit Points - 00011520 0C/0D
Experience - 00011520 0E/0F
Food - 00011530 00/01 - Combined total food
00011530 02 - ?
Gold - 00011530 03/04 - Combined total gold
Gems - 00011530 05
Keys - 00011530 06
Powder - 00011530 07
Armour - 00011530 08 - 00 Skin, 01 Cloth, 02 Leather, 07 Exotic
Weapon - 00011540 00 - 00 Hands, 01 Dagger,02 Mace, 05 Bow
Entry #2 FHP
Name - Offset 00011550 starting at 00
Torches - 00011550 0F
STR - 00011560 02
DEX - 00011560 03
INT - 00011560 04
WIS - 00011560 05
Type - 00011560 06 - C5 Elf
Race - 00011560 07
Sex - 00011560 08 - C6 Female, CD Male
00011560 09 ?? -
Hit Points - 00011560 0A/0B
Max Hit Points - 00011560 0C/0D
Experience - 00011560 0E/0F
Food - 00011570 00/01 - Combined total food
00011570 02 - ?
Gold - 00011570 03/04 - Combined total gold
Gems - 00011570 05
Keys - 00011570 06
Powder - 00011570 07
Armour - 00011570 08 - 00 Skin, 01 Cloth, 02 Leather, 07 Exotic
Weapon - 00011570 00 - 00 Hands, 01 Dagger,02 Mace, 05 Bow
Entry #3 MBC
Name - Offset 00011590 starting at 00
Torches - 00011590 0F
STR - 000115A0 02
DEX - 000115A0 03
INT - 000115A0 04
WIS - 000115A0 05
Type - 000115A0 06 - C5 Elf
Race - 000115A0 07
Sex - 000115A0 08 - C6 Female, CD Male
000115A0 09 ?? -
Hit Points - 000115A0 0A/0B
Max Hit Points - 000115A0 0C/0D
Experience - 000115A0 0E/0F
Food - 000115B0 00/01 - Combined total food
000115B0 02 - ?
Gold - 000115B0 03/04 - Combined total gold
Gems - 000115B0 05
Keys - 000115B0 06
Powder - 000115B0 07
Armour - 000115B0 08 - 00 Skin, 01 Cloth, 02 Leather, 07 Exotic
Weapon - 000115B0 00 - 00 Hands, 01 Dagger,02 Mace, 05 Bow
Entry #4 FFI
Name - Offset 000115D0 starting at 00
Torches - 000115D0 0F
STR - 000115E0 02
DEX - 000115E0 03
INT - 000115E0 04
WIS - 000115E0 05
Type - 000115E0 06 - C5 Elf
Race - 000115E0 07
Sex - 000115E0 08 - C6 Female, CD Male
000115E0 09 ?? -
Hit Points - 000115E0 0A/0B
Max Hit Points - 000115E0 0C/0D
Experience - 000115E0 0E/0F
Food - 000115F0 00/01 - Combined total food
000115F0 02 - ?
Gold - 000115F0 03/04 - Combined total gold
Gems - 000115F0 05
Keys - 000115F0 06
Powder - 000115F0 07
Armour - 000115F0 08 - 00 Skin, 01 Cloth, 02 Leather, 07 Exotic
Weapon - 000115F0 00 - 00 Hands, 01 Dagger,02 Mace, 05 Bow
Tile Definitions
00 - Water
04 - Grass
08 - Forest
0C - Dark Forest
10 - Mountain
2C - Ship
25 - Chest on Grass
26 - Chest on Forest
28 - Horse on grass
30 - Whirlpool
38 - Man-o-War
5C - Thieves
60 - Orc
64 - Skeleton
68 - Titans
88 - MoonGate
Start of land mass on disk
0000D010 00 - This is upper LH corner of map in Peer view
0000D040 0F - End of first line of tiles on map
0000D050 00 - Start of second line of tiles on map
0000E000 0F - Last element for Sosaria bottom RH tile
0000D4B0 0D - 1C - LB Castle
0000DD50 0A - 1C - Exodus Castle
0000D4F0 0E - 18 - Britain
0000DEB0 0F - 18 - Montor West
0000DEC0 01 - 18 - Montor East
0000D7E0 02 - 18 Devil Guard
0000DED0 - Snake location around here
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I always used the DoubleClick formatter for all my density/PC compat needs. Worked perfectly back in the day.
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I used an HP Inkjet 500 (I think that was the name) - it had an Epson compat cartridge I plugged into it and the ST printed wonderfully on it - B&W though.
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Not sure if others have a suggestion here, but one thing I dont see in the hex view is any text. There is alot of dialog in U3 - anyhow have a thought on how I can find that?
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I dont think the chests thing works on the Atari version - it literally needs to write hex 25/26 throughout all the 04 sectors!
Now that I have a basic understanding, Im wondering what else I could possibly do with the disk.............maybe create a new land mass perhaps?

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Thanks to HxD I was able to fix my problem. The file compare was invaluable in debugging what went where. 04 is grass, 2C is a ship, 08 is a forest tile, 25 chest, 26 chest on forest, 00 water
I still have an issue with the game which Im not sure how to fix. When the whirlpool captures one of my ships when Im not occupying it, it performs the "come back from whirlpool" process and puts me in a ship just below Britian on the land mass. I think thats how my water problem started. Anyhow, the game logic has gone haywire somewhere and that I cant debug

Fixed landmass!
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I would say the 8bit is missing a good Wizardy or Bards Tale type game.
Just my $0.02
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Thats looking good with all that loot

I filled the entire land mass with chests so I didnt have to worry about random monster encounters

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The RGB ATARI ST series is faster when compared to the Coleco ADAM Computer
in Atari ST/TT/Falcon Computers
Posted
Mega ST 1987
Mega STE 1991