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FMan Account closed
Registered: Dec 2003 Posts: 66 |
Release id #39893 : Ultima IV Gold
It's great that MV has released a new version of one of the greatest games of the 1980s! I wasn't serious saying it's useless and I did add *for me* only. :P
Maybe I should have tested the release first, before commenting on it. ;-) The savegame editor is cool, but I'd like a user's manual for it.
I love the fact that the original game manuals are online, but I missed some documentation for the added features. For example, what does "Avoid combat" mean? Or "Ingame keys"?
I couldn't get the game to work. It crashed, flashing the borders and nothing happens anymore. Is that when I should have flipped the disk? I'd like not having to guess...
MagerValp, you didn't say anything in your PM, so how about an MMC or REU version for completely diskfree playing experience now that you know everything about this game?
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Burglar
Registered: Dec 2004 Posts: 1105 |
If you dont know what "Ingame keys" are, you shouldn't be allowed to play games at all ;)
I hope it was a joke ;) |
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FMan Account closed
Registered: Dec 2003 Posts: 66 |
No, it wasn't a joke, but I knew readers of my message would not understand... How can you play the game if ingame keys are off because they are essential to Ultima IV?
Apparently it referts to the cheat keys, but how can you use those keys for other purposes anyway, since the game already uses all keys as it is?
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Burglar
Registered: Dec 2004 Posts: 1105 |
Quote: No, it wasn't a joke, but I knew readers of my message would not understand... How can you play the game if ingame keys are off because they are essential to Ultima IV?
Apparently it referts to the cheat keys, but how can you use those keys for other purposes anyway, since the game already uses all keys as it is?
common sense would say that those 2 keys will be remapped to a cheat function. |
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TNT Account closed
Registered: Oct 2004 Posts: 189 |
Quote:MagerValp, you didn't say anything in your PM, so how about an MMC or REU version for completely diskfree playing experience now that you know everything about this game?
I've heard from a reliable source that there already is MMC64/IDE64 version which just needs finishing touches and updating one MMC64 plugin :) |
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MagerValp
Registered: Dec 2001 Posts: 1078 |
As for the trainers, I guess you didn't read the documentation :) They're all explained in there. The "ingame keys" are only remapped when they're not used (T is useless in britannia, B only works if you're not on top of something that can be boarded).
As for disk flipping, you should flip once when the game tells you to (or a larger drive ;). If the border changes color, the disk has read errors. Format a fresh disk and transfer the game again.
Now, when it comes to REU/GeoRam, I decided against it for several reasons. There would be a very long wait for the 800 blocks to load when starting up. I'd also have to add code to load/save from disk, while loading game files from ram. Together with the fact that the game is plenty fast loading from disk, it just wasn't worth the trouble. If someone wants to do it I'll gladly supply the files though.
An MMC or IDE64 version would make more sense, but the main problem is that the IFFL system assumes one byte each for track/sector/offset. A completely different system would be needed for non-C= filesystems. I also don't own either device, making it hard to develop :)
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MagerValp
Registered: Dec 2001 Posts: 1078 |
Quote: Quote:MagerValp, you didn't say anything in your PM, so how about an MMC or REU version for completely diskfree playing experience now that you know everything about this game?
I've heard from a reliable source that there already is MMC64/IDE64 version which just needs finishing touches and updating one MMC64 plugin :)
And yes, there is that... :)
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FMan Account closed
Registered: Dec 2003 Posts: 66 |
Quote: As for the trainers, I guess you didn't read the documentation :) They're all explained in there. The "ingame keys" are only remapped when they're not used (T is useless in britannia, B only works if you're not on top of something that can be boarded).
As for disk flipping, you should flip once when the game tells you to (or a larger drive ;). If the border changes color, the disk has read errors. Format a fresh disk and transfer the game again.
Now, when it comes to REU/GeoRam, I decided against it for several reasons. There would be a very long wait for the 800 blocks to load when starting up. I'd also have to add code to load/save from disk, while loading game files from ram. Together with the fact that the game is plenty fast loading from disk, it just wasn't worth the trouble. If someone wants to do it I'll gladly supply the files though.
An MMC or IDE64 version would make more sense, but the main problem is that the IFFL system assumes one byte each for track/sector/offset. A completely different system would be needed for non-C= filesystems. I also don't own either device, making it hard to develop :)
What documentation? No, I didn't read coz I didn't find any... All right, so "Play disk" is the backside. I also got the colorflash in Vice. Maybe it was messed up by the Retro Replay that doesn't work in C128. Thanks for the help!!
Common sense cannot usually be applied to C64 cracks. Especially those that are over 100 %. If you reuse keys already used it leaves open how their original use works and I reiterate my stand that I'd rather not guess.
Now that MV explained the issue, it makes perfect sense actually to use the Board button to cheat something to board on. :) But I never cheat. Ehh... I'm very glad to hear about an MMC64 version!
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MagerValp
Registered: Dec 2001 Posts: 1078 |
readme.txt inside the zip file. Kinda hard to miss :) HTML versions of the original game manuals can also be found on the homepage (and there's a link to it in the documentation directory inside the zip).
The crack was developed on my C128DCR with TFR+RR-Net, so I'm quite confident that that's not your problem. If you're getting flashing borders in VICE, something seriously screwed up...
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FMan Account closed
Registered: Dec 2003 Posts: 66 |
Quote: readme.txt inside the zip file. Kinda hard to miss :) HTML versions of the original game manuals can also be found on the homepage (and there's a link to it in the documentation directory inside the zip).
The crack was developed on my C128DCR with TFR+RR-Net, so I'm quite confident that that's not your problem. If you're getting flashing borders in VICE, something seriously screwed up...
I tried to reply last week, but my message somehow was lost. Let's try again. Nevertheless, I managed to miss your docs. My bad, sorry. RR does not work on my C128, except with WarpCopy. Maybe that's haunted too. I forget what else I said in the first lost message. Well, nothing important, I'm sure. :) BTW, still waiting for the update on your di code. ;)
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Trurl
Registered: Mar 2002 Posts: 61 |
This is a very very very very cool version! I didn't have the patience to wait for the ide64 version so I've been playing this on the 1541 and it works soooo nice.
One thing I really could use though is a pause option. Or is there one already?
t
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Style
Registered: Jun 2004 Posts: 498 |
MV, have you considered doing 'Gunship Gold'?
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MagerValp
Registered: Dec 2001 Posts: 1078 |
Trurl: Press Z-tats. The game will sit on the stats screen until you press a key.
Style: Nope, sorry.
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Trurl
Registered: Mar 2002 Posts: 61 |
Quote: Trurl: Press Z-tats. The game will sit on the stats screen until you press a key.
Style: Nope, sorry.
\o/ Thanks a bunch!
t
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FMan Account closed
Registered: Dec 2003 Posts: 66 |
I am still waiting for the MMC version. Who exactly was supposed to be making it? If it was close to release last September, why hasn't it been released still? |
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TNT Account closed
Registered: Oct 2004 Posts: 189 |
Quote: I am still waiting for the MMC version. Who exactly was supposed to be making it? If it was close to release last September, why hasn't it been released still?
Me. Life happened. D64 mounter doesn't have write support. |
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FMan Account closed
Registered: Dec 2003 Posts: 66 |
I hope you can get it working. I'd much rather play the game from MMC. Besides, you don't really even need write support. Even though the game loads from memory card, you could still have it save onto disk - it doesn't write constantly, does it?
BTW, regarding this release itself "Ultima IV Gold", as I start the game, it leaves the disk drive motor on - why? |
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MagerValp
Registered: Dec 2001 Posts: 1078 |
Quote:I hope you can get it working. I'd much rather play the game from MMC. Besides, you don't really even need write support. Even though the game loads from memory card, you could still have it save onto disk - it doesn't write constantly, does it?
Pretty much - the game saves every time you enter or exit a location.
Quote:BTW, regarding this release itself "Ultima IV Gold", as I start the game, it leaves the disk drive motor on - why?
It's a bug in the loader. It's fixed in U3 Gold, and I intend to backport it some day when I have time.
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MagerValp
Registered: Dec 2001 Posts: 1078 |
Someone emailed me years ago notifying me of some unfixed game bugs in Ultima IV. One was the shrine bug, but there was something about the wrong talk file for a merchant as well, and maybe something else?
Does anyone know what I'm referring to? |
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bepp
Registered: Jun 2010 Posts: 265 |
Thread resurrect of the century? ;-D |
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Highlander (HLD) Account closed
Registered: Dec 2018 Posts: 3 |
This looks fantastic, and just trying to get it to work on the MEGA65 -- the problem I have is that it gets detected as a C128 with SuperCPU V2, and thus I think something somewhere is trying to do 65816 instructions which breaks.
Any pointers on how the system detection is done, or how I might force it to think it is on a stock C64?
Thanks,
Paul. |
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hedning
Registered: Mar 2009 Posts: 4734 |
Quote: This looks fantastic, and just trying to get it to work on the MEGA65 -- the problem I have is that it gets detected as a C128 with SuperCPU V2, and thus I think something somewhere is trying to do 65816 instructions which breaks.
Any pointers on how the system detection is done, or how I might force it to think it is on a stock C64?
Thanks,
Paul.
You might wanna try MagerValp's update instead: Ultima IV Remastered V2.2.1 |
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MagerValp
Registered: Dec 2001 Posts: 1078 |
SuperCPU detection:
https://github.com/MagerValp/u4remastered/blob/551c5adee0791709..
C128 detection:
https://github.com/MagerValp/u4remastered/blob/551c5adee0791709.. |