r/Ultima

▲ 328 r/Ultima+1 crossposts

Why Ultima VII Is Special

This is a clip from my stream last night, demonstrating why U7 is special and why no other game can touch it.

u/MxM-TOM — 4 days ago
▲ 32 r/Ultima

Requesting Feedback on a big change for Ultima VII Revisited!

Okay, serious question. I'm working on the combat system for Ultima VII Revisited. Among the (many) issues with Ultima VII's combat, is that the Avatar is the only spellcaster. This is odd because mage NPCs can cast spells just fine. Just attack one and see.

Now at one point in the game, you destroy the thing that has been disrupting the magical aether that prevented other people from casting spells. But this doesn't allow your companions to cast spells again.

So I was wondering...would I be betraying the original game if I allowed Companions like Jaana, who could cast spells in previous Ultimas, to cast spells again once the magical aether is fixed? It would do so much to make combat more interesting.

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u/ViridianGames — 7 days ago
▲ 185 r/Ultima

Underworld Revisited 0.3.1: an open-source reimplementation of Ultima Underworld 1, faithful to the original, with optional modern controls, UI and graphics (Windows + Linux)

There's a lot of Underworld activity here lately: Kweepa's Unity Underground, the Pocket PC decompilation, and more. Great to see. I'd like to add another one I have been working on, on and off, since 2012: playing the original DOS game as it was on modern systems, with modern options on top that you can switch on or leave off.

Underworld Revisited is an open-source (MIT) reimplementation of Ultima Underworld: The Stygian Abyss in Unity. The rules are read out of the original executable and rebuilt, and everything is drawn from your own GOG copy.

Faithful to the original

  • Game logic from UW.EXE: combat tables, creature AI and group alarm, traps and triggers, magic, and conversations running on the original conversation bytecode. The whole game has been played through and compared with the original running in DOSBox.
  • The original's motion code: walking, slopes, ledges, swimming, jumping, levitation and the easy movement arrows run on the motion routines from UW.EXE. You can run them step by step like 1992 or as a smooth, frame-rate independent version. (This also explains the old DOSBox "unlimited cycles" bug where you could barely swim.)
  • The classic look and interface: a Palette mode that lights the world like the original (SHADES.DAT/LIGHT.DAT), the original interface with its animations, the original mouse-pointer steering with all its keys, intro and cutscenes with speech, AdLib music.
  • Save games compatible with the original, in the usual SAVE1-SAVE4 folders.

Modern options, all switchable

  • A modern control scheme: free mouse look and WASD. Shift+F2 switches between the original scheme and the modern one at any time.
  • A modern interface built from the original's artwork: an action bar, bags, a character panel, a rune panel, a minimap and a conversation screen with trading. A layout editor lets you move and resize every part of it.
  • Graphics effects: a Remastered render mode with modern lighting, surface relief, specular highlights, glow, shadows and torch lights. Each effect can be switched on its own.
  • Extras: a help window beside the view with your stats including hidden values, a live map, notes saved with your game, spells, mantras and the game's manual. There is also a modern readable font, the original's 4:3 frame on wide screens, and the option to deal your attribute points yourself at character creation.

Update (0.4.0)

Thanks for all the feedback here - several of your suggestions are in now:

  • The world at the original's resolution: 200 rows (or 2x-4x), the width following your screen, the interface staying sharp. In the classic frame it's the original's own grid.
  • Palette effects: optional effects for the original look that keep every pixel a palette colour: ambient occlusion, grime along the walls, wall depth, ground shadows, glowing lava and flames, and light sources by the original's own light table. Presets Subtle and Full; use with care.
  • More faithfulness fixes: easy-move arrows, pointer steering values, move triggers and traps (thrown things and creatures set them off as in the original), the map, pillar textures and more.

Windows and Linux builds. You need Ultima Underworld 1 from GOG.com. The download contains no game data.

Download: https://github.com/PQMarine/UnderworldRevisited/releases
Source and screenshots: https://github.com/PQMarine/UnderworldRevisited

Thanks. None of this would exist in this form without hankmorgan. His UWReverseEngineering project, a disassembly of UW.EXE with named routines and a huge guide to the mechanics, is where most of the rules were read from: the motion code, the creature AI, traps, magic and more. His UnderworldGodot recreation provided many formulas and data tables, and his UnderworldExporter showed years ago that Underworld can live in Unity. Thank you!

Full disclosure: the code was written with Claude Code (an AI). I did the testing against the original, the reverse-engineering direction and a lot of nitpicking. Bug reports, especially "the original did this differently", are very welcome.

u/Naive-Goal2471 — 9 days ago
▲ 14 r/Ultima

Looking for an obscure 90s DOS Ultima V-style RPG/engine with Turbo Pascal source code

I know it's a long shot, but I'm trying to track down a very obscure DOS Ultima-clone game/engine with (Turbo) Pascal source code from the 1990s.

Sometime around 1990–1996, I got a shareware/freeware CD-ROM collection containing what I remember as an Ultima V clone or Ultima V-style RPG engine.

The really distinctive part: the source code was included, and I remember it being written in Turbo Pascal (with some "inline" assembly)

What I remember:

DOS - MCGA/VGA 320x200 probably

Top-down, very much in the style of Ultima V

It was more of an unfinished game / engine / hobby project than a commercial-quality RPG

Turbo Pascal source code was included

I have a vague memory that the author may have been Finnish.

I probably got it from some random shareware CD-ROM collection, possibly a Walnut Creek / Simtel-type collection. It may have been a copy of a foreign CD, so I can't reliably identify the original source.

I've spent years and years occasionally searching for this thing, but I've never managed to find it again.

If anyone remembers an obscure Turbo Pascal RPG/engine from the 90s that looked like Ultima V, please let me know. Even a filename, author name, CD-ROM title, old BBS post, archive listing, or screenshot could be enough to identify it.

I've already searched through various chatbots, Ultima archives, shareware collections, and old CD-ROM indexes without finding it.

At this point I'm mostly hoping someone sees this and goes "holy shit, I remember that." 🙏🥹

reddit.com
u/Ordinary_Fishing_520 — 7 days ago