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Blogs

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  • Blogpocalypse
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  • creeping insanity
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  • Syntax Terror Games
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  • That's what she said.
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  • The (hopefully) weekly rant
  • Goochman's Marketplace Blog
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  • Guru Meditation
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  • The 12 Turn Program: Board Game Addiction and You
  • Tezz's projects blog
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  • Disjaukifa's Blog
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  • Whoopdeedoo
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  • DJT's High Score Blog [Test]
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  • an atari story
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  • ¡Viva Atari!
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  • The hunt for the PAL Heavy Sixer
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  • HSC Experience
  • people to fix atari Blog
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  • Joey Z's Atari Projects
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  • CorBlog
  • My Ideas/Rants
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  • jamvans game hunting blog
  • CannibalCat's Blog
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  • jetset's Blog
  • wibblebibble's Basic Blog
  • retrovideogamecollector's Blog
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  • The Golden Age Arcade Historian
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  • ahuffman's Blog
  • Bergum's Thoughts Blog
  • marminer's Blog
  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
  • AnimaInCorpore's Blog
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  • Coleco Pacman Simulator (CPMS)
  • ianoid's Blog
  • HLO projects
  • Retro Junky Garage
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  • Prixel Derp
  • HuckleCat's Blog
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  • VVHQ
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  • Synthpop Universe
  • Atari 5200 Joystick Controllers
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  • Make Atari 2600 games w/o programming!
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  • Atari 2600 game maps
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  • bow830
  • Gernots A500 game reviews
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  • Zsuttle's gaming adventures
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  • TWO PRINTERS ONE ADAM
  • Atari Jaguar Game Mascots
  • Learning fbForth 2.0
  • splendidnut's Blog
  • The Atari Jaguar Game by Game Podcast
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  • XDK.development present Microsoft Xbox One Development
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  • My blog of stuff and things
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  • Coleco Mini
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  • Atari 2600JS
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  • Arcade Attack - Retro Gaming Blog
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  • GG's Game Dev, Homebrew Review, Etc. Log
  • dazza's arcade machine games
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Found 13 results

  1. Ultima Underworld I and II 1 and 2 ( Complete CIB! Mint Condition! + Clue Books! Sold
  2. I first played the assorted Ultimas on an NTSC machine where the artifacting gave at least some semblance of colours - blue and a sort of muddy greenish brown - but on a PAL machine they're ugly as heck which is kind of disappointing/distracting. I know of at least a couple of games - DROL and Choplifter - that were hacked to run in Antic mode 14, so I'm wondering if anyone's done the same (or attempted it) for any of the Ultimas? (I've always assumed these games ran in Antic mode 2, so I guess they'd need to be changed to 4 instead?) It wouldn't be perfect, but I still think it would be an improvement...
  3. I've been analyzing some disk images found on the web. None of them have iron-clad provenance, but I believe they show circumstantial evidence of at least 4 revisions during their 1985 production runs. Briefly, it looks like: first release fix shop sell-back award to match advertised price; tweak pub keywords and dialogue with Presto numerous text fixes; move Shamino away from Ankh; prevent X-it from a flying balloon dungeon fixes; Lord British dialogue fixes Have a look at my in-depth report, with justifications for why I believe these were retail updates and not after-market hobbyist patches: https://github.com/sean-gugler/u4remasteredA2/wiki/Identifying-Editions I welcome supplemental or contrary evidence! Especially any disk images that can be solidly traced back to a confirmed retail pressing, untampered by crackers or modders.
  4. Announcing the release of Ultima IV Remastered 1.2.1 for Apple II This release is by Sean Gugler, continued directly from version 2.2.1 for Commodore 64 by MagerValp and Genesis Project, back-ported for the first time to Apple II. Notable new features: Numerous crash fixes Gender-neutral option for character creation Ctrl+V turns music on and off during play Skull artifact behaves sensibly in combat Reward for skull quest fixed Animation and naming improvments for non-creature NPCs in combat Teleporting with trainer preserves your horses and ships Complete reconstructed disassembly and documentation, including music and graphic routines Notable features ported from MagerValp's 2015 edition: Many dialogue bugs have been fixed Trainer menu for cheat options: unlimited resources and spells, idle without pass, steer balloon, teleport Select active character in combat with 1-8, 0 returns to party mode You can quit and save in dungeons Prompt to confirm before leaving the borders of a towne, castle, or village All shrine hints now accessible by meditating for different cycles Hythloth dungeon rooms on level 6 are now accessible See the complete list of changes with detailed explanations at: https://github.com/sean-gugler/u4remasteredA2/wiki/Technical_Details Download and read my development tale at: https://github.com/sean-gugler/u4remasteredA2/wiki
  5. Announcing the release of Ultima IV Remastered 2.4.0 for Commodore 64 This release is by Sean Gugler, continued directly from version 2.2.1 by MagerValp and Genesis Project. Notable new changes: More crash fixes Gender-neutral option for character creation Option to play with original graphics or enhanced graphics Ctrl+V turns sound effects on and off during play Skull artifact behaves sensibly in combat Reward for skull quest is fixed Animation and naming improvements for non-creature NPCs in combat Teleporting with trainer preserves your horses and ships More source code disassembly and documentation See the complete list of changes at: https://github.com/sean-gugler/u4remastered/blob/master/Changelog.txt Download and read my development tale at: https://github.com/sean-gugler/u4remastered/wiki
  6. Karl G

    Ultima 3 Musings

    I've recently started playing the PC version Ultima III: Exodus via DOSBox with an upgrade patch to allow for EGA graphics and midi music to more closely match the colors and music of the original on other platforms. The PC version out of the box uses CGA graphics and has no music. This was my introduction to the series, but I didn't play it on a computer when it came out initially, but rather on the NES many years later. I hadn't heard of the game, and I was blown away. The NES version has a different look and feel compared to the computer versions, but it is otherwise a decently faithful port. I think this is the installment that made the series really take off in a big way. You could form a party of 4 characters, with several race and class choices with different strengths and weaknesses. The choices can really make a difference in the effectiveness and survivability of the party. It is also the only one of the series where there isn't really a central hero. You make 4 characters, assign a marching order, and begin adventuring. If those 4 are all killed, then you can create 4 more, and resume with the world in the state that you left it. You can also freely swap out party members with new ones as needed. Official Ultima cannon says that the Stranger / Avatar is among these heros, but I prefer to think that he/she just decided to sit this one out, and let the land solve its own problems for once. I have a soft spot for the NES ports of Ultima, since that was my introduction to this awesome series. I think I'm actually too big of a fan to attempt my own port to the Atari, but I would like to take a stab at producing something very heavily inspired by Ultima III.
  7. From the album: RetroElectroDad Game Collection

    I have a weakness for RPGs and this is one of the best.

    © Trevor Briscoe

  8. We are excited to introduce Nox Archaist, a new role playing game we are developing exclusively for the Apple II platform and emulators. Currently we are targeting a release date late this year. Nox Archaist will be available 100% free and the complete assembly source code will be posted on our blog. One area that we have been kind of winging is tile graphics art. We would like to offer a chance for members of the retro gaming community to participate in the design of Nox Archaist while hopefully improving the final result and getting the game into your hands more quickly. We are running a tile graphics contest! The top three submitted tiles will be determined on 7-31-2016 and the winners will receive the benefits below: *One custom in-game NPC named and based on input from the winner *Copy of the initial release of Nox Archaist on 5.25” floppy disks *Pre-release digital copy of Nox Archaist *Printed manual *Name mentioned in Nox Archaist game credits *Announcement of winners on our blog and in this forum *Any other goodies we can come up with To participate, just send us one or more tile designs using the criteria provided at the link below. Submissions can be sent via email to contest@6502workshop.com. Here is a link with contest details: http://www.6502workshop.com/p/graphics-contest-rules.html =====ABOUT NOX ARCHAIST===== Nox Archaist is a 2D tile based fantasy RPG with a classic Apple II look and feel. We are taking advantage of the full 128k available on the IIe and later models which will help us create features and effects that may not have been seen in vintage 1980s Apple games. Our goal is to explore how gameplay might have advanced in tile-based RPGs if substantial development had continued on the Apple II platform past the late 1980s. Game play videos and screenshots showing the current evolution of the Nox Archaist game engine are available below. http://www.6502workshop.com- Nox Archaist website with our blog, current gameplay videos, screenshots, and gifs. - Demo gameplay video featuring the current game engine. - Demo gameplay video featuring sunrise/sunset and in-game clock features
  9. Are the Ultima games on any Atari 8 bit computers? If so, how do they compare with say, the Apple or Commodore versions?
  10. Found this at a HPB years ago and was able to install Black Gate, never got around to trying Serpent Isle or Forge of Virtue (plus I didn't have a 5.5" floppy drive). Lots of goodies, including the maps, registration cards and guides and so on! It's time for it to go to someone more interested in DOS and old Origin games. If you know of any other forums that would be interested, I would appreciate it! Updated w/ intl. shipping: eBay Auction -- Item Number: 331645563799 eBay Auction -- Item Number: 331637182725
  11. The ULTIMA series consisted of 9 main games released from 1981 to 1999 and was an extremely influential Computer RPG series that is still remembered fondly today. Metal Jesus & Carlos cover the 3 Ages or Trilogies as well as some of the side games and even the MMORPG. It’s a fun trip down memory lane as we reminisce about why the Ultima series was one of our all-time favorites! ​Anybody else excited for the upcoming reboot: Shroud of the Avatar by Richard Garriott?
  12. Hello, I am new to the AtariAge forums but I am hoping someone here can help me. I recently purchased a vintage Atari 800xl with 1050 disk drive for my son as an X-mas present and it came with a used version of Ultima II on 5.25" floppy. The problem is that the Player Master disk for Ultima II is corrupt and we cannot create a new character disk for playing and saving the game. This is the disk you are supposed to copy for each new character you create. I have looked around for a backup of this disk and I figured if anyone would know where to find one it would be someone on this forum. Can anyone help me get a copy of this disk on 5.25" floppy? I have found a disk image for emulators on an old thread here: http://atariage.com/forums/topic/85777-having-problems-in-getting-ultima-ii-started-with-the-atari-8-bit-or-the-apple-ii-version/ The problem is that I have no idea how to get this file from my PC onto an Atari 1050 formatted floppy. If there is anyone out there that has a Player Master disk for Ultima II and can make a copy for me, or who has the know-how to get this disk image onto a floppy for me, I would gladly pay you for your efforts or trade other vintage Atari cartridges or gear. I have blank floppies, I would be happy to snail mail someone a blank disk if they could make a duplicate for me and send it back. As you can imagine, it was very disappointing to set up the vintage machine and not be able to play the game because of a Player Disk error. If anyone out there can help me replace this disk you would be making an 11-year-old vintage computer geek very happy. Thanks!
  13. The Mystery of Ultima V for the Atari Hello everyone, I am the (infamous) Rob that worked on the Atari 8-bit port of Ultima 5...sort of. For the sake of history, allow me to tell you a story to help clarify what the disk images you all have for Ultima 5 represent. It's quite a long story, so bear with me. First of all, I have no idea how these ever got out. They were my own personal copies that I made images from. Must have included them on some disk images I converted for some people somewhere along the way. Just for the record, they were never intended to be released or seen in this form. I should also clarify that I am NOT the "official" programmer hired for the project. I don't even know that there ever was an official version in the works (more on this later) but I have seen some posts to that effect. If so, thats not me, thats some other guy, and I hope someday maybe he would release whatever he had gotten done as well. So lets case out minds back to 1988, and see if we can reconstruct how these disks came to be. Origins, as it were So it's 1988, I'm all of 22 years old, and I have started my own first neo-company, Creative Software Systems. I didn't really know what I was doing, or what I wanted to do, except that I wanted to have my own software company and I wanted to write programs for the Atari. I was working on a couple of utility programs for the Atari that I thought the world could use. My work system consisted of a 130XE that I bought when they came out in 1985, a 1050 drive and a recently acquired Indus GT. The main program I had been working on was a disk utility program called Sleuth, which was a heavily modded and expanded version of one of the type in programs from an issue of Analog. I added full menu-driven support for it, and a bunch of other features for managing disks. The sector editor portion took a great deal of time to get it to do what I wanted, and is one of the more full-featured ones I think was ever done for the Atari. It supported full text/hex/asc searches, as well as allowing you to edit the data in a variety of ways, like being able to type text directly into the sector. It was pretty slick, and I tried very hard to make it a user-friendly and advanced program or the 8-bit world. This would come in very handy when trying to put together Ultima 5 on the Atari. One of the other utilites was a program I called Ultimapper, which was a program that allowed you to load and print maps from the Ultima 4 disks. Nowadays, you can just look all this stuff up on the net, but back then there was very little way for someone to get access to maps like this. Maybe you could buy a book, but that was about it. These two utilities, and what I learned from programming them and how the Ultima games were laid out, would lead me to try my hand at doing a port of Ultima 5. Inspiration I had played Ultima 4 back in 1985 on a friend's Apple II. I couldn't wait to play and finish it on my Atari, but it took a while for it to come out on that platform and before I was able to get it. When I was finally able to get it for my Atari, I spent weeks playing it, and loved it. What a great game! I was excited about the prospects for an Ultima 5. Ironically, I actually called the main story line for Ultima 5 about a year before they even announced it. After finishing U4, I thought what could they do for an encore? You can't got back to the "attain perfection" well again, so I came up with, "well, you need a big story and a big quest. What if someone kidnapped Lord British and you had to spend the game trying to find him?" Seemed to be a good idea, and it really was just a variation on the old RPG trope of rescuing the princess, but with larger implications. So it's about 1988 now and I'm looking for Ultima 5. I played it a bit on my friend's Apple II's, but I really wanted it for the Atari. I read somewhere that an Atari version was in doubt, and no one had any info about it, so I had an inspiration: I would see if I could work on port of it for the Atari, then contact Origin, show them the work so far, and they would naturally go "oh, well, if you've already gotten that much done, by all means finish it!" Right? Either way, it would be a proof-of-concept and it would let me see if I could hack it (hah!) as a programmer. A part of me also just wanted to see how it would look on the Atari. Given that I had no official access or support from Origin, the natural question is: how the hell did you get the graphics and all that for the Atari? Now that is quite a fun hackish-type story. I had a friend, John Hendrickson, who had one of those nifty Commodore 64's that was the portable (the SX-64) with the 5" built-in color screen (an actual 5" CRT no less!). Ultima 5 was out for the C64 and he also had a cartridge that could basically dump the memory of the machine and make a copy. Then you could reboot and scan/copy the data from the memory on the cart. This was going to be my secret weapon. Hacking Ultima Starting on the Apple II that I used from friends and school, I had already spent some time learning how to sector edit various attributes of my characters and even a little map hacking here and there on all the Ultima games. I had already done a lot of hacking on U4 on the Atari (and the whole Ultimapper utility) and had, of course, hacked the characters stats. I also had researched and figured out how the tiling system of the graphics worked, and how the main map was stored. This was WAY before the internet, and there was almost no information on this stuff. All we knew then was the map was 256x256 in size and each element on that map was 1 tile. The rest we had to figure out on our own. For instance, we had to calculate and measure the actual tile size. We figured it had to be 16x16 pixels, and the onscreen area of the map you see was 11 x 11 tiles. This would leave 8 pixels above and below the map area (for the border) on an Atari, which had a screen height of 192 pixels. I went in and sector edited some of the sectors using Seluth to put a string of tiles in the map sequentially from 0 to 255 (there were 255 graphics tiles as well. Some were blank, but they used most of them) and this showed what tile was tied to what number. As an aside, doing this created a permanent chest in the map (as you have probably seen in other screenshots of U4 in various places) that you could mine infinitely. Hacking is fun! Anyway, having messed around with this to create Ultimapper, I knew the basic methodology for extracting the map and tile sets for Ultima 5. John helped me on his 64 to sector hack the map with the sequential numbers, then I walked to that part of the map and hit the "capture" button on the cartridge. This had to be done a few times to get all the tiles, since they obviously wouldn't all fit onscreen at once. This process was used to get all the rest of the graphic screens, like the title screen. The flames were fun to try to capture, as its an animation and I had to keep doing captures to try to get the each of the 4 frames of animation for it. The font was similarily copied from the captures, but I used a mixed method to display them on the Atari. The Atari's supported the ability to user-deifine the character sets. Since the U4/U5 character sets used the same size (8x8) for their graphic characters as the regular set, it was just a matter of redefining them with the new bitmaps and pointing the Atari to use the copy. Displaying the text to the screen was one of the assembly language routines, which we'll get into in the next post. I can't recall if the memory was just in memory on the cart, or already in files on the cart. Whichever way that worked, eventually we got them into files on C64 disks and I was ready to transfer them! How the hell do I get this onto an Atari? We didn't have any drives that could read or write the other's format. But we did both have modems. 300 baud modems. As in, 300 BITS per SECOND modems. Slow? Yeah. It took forever to organize and transfer the data, sometimes several hours per disk, if the transfer didn't fail and you had to start over. It took a long time, but it DID work! So now I was set. I had the basic graphic tiles, font, most of the main title screens, and some other info from the C64 version. All I needed was to program it to life.
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