This is a quick bugfix release – there was a problem with the Ultima 3 patch in 1.62 where it was installing an amalgam of the 3.1 and 3.2 patches resulting in the Exodus logo going missing (and probably other issues). This should fix it but I did have to reinstall Ultima 3 to get the new version of the patch to install correctly so you may need to do the same. The new patcher can be downloaded here
Author Archives: Pix
PC Zone Issue 53 (August 1997)
I’m missing issue 54 (if you have it please let me know), so this weeks PC Zone scan is issue 53 from August 1997. This one has loads of good stuff including an interview with the head of Lucasarts, previews of Daikatana, StarCraft, Jedi Knight + Shadow Warrior and reviews of Dungeon Keeper and Blood among others. The pdf and CD image can be found here
Vecalabeth – Resurrection
Readers with good memories may recall that well over a year back I got hold of a Vectrex 32. This is effectively a mini computer on a cartridge that can be used to run BASIC programs on a Vectrex. My first thought was of course to port Akalabeth since all those line graphics are a perfect fit for a vector screen. Life soon got in the way and I managed all of about 3 brief sessions coding, much of which was spent learning the ropes. The ropes are now well and truly forgotten but it’s time this project got finished off so I intend to pick it up again until I at least have something playable. First, a look at where I actually got to.
Luckily, I never clear out my PC desktop and all the code is still sat there untouched since boxing day 2016. The last thing I was working on was the initial text/menus at the beginning of the game. You would imagine this would be quick and easy but placing text on the screen has to be done one line at a time with all the coordinates being set manually. It was a bit of a pain as I recall but I got further than I remembered with it. With no keyboard, the interface is going to be clunky but I’ve got all the text on screen for the shop and a currently broken means to select things to buy. I didn’t have any means to exit from this shop so I’ve added that in for the purposes of trying everything out.
In the time I did spend on this, I concentrated on the graphics since that is the fun part. The overhead world is pretty much all there. I’d created a random world builder for this based on the original code and can walk around it. I can’t go back into a shop or chat with Lord British as of yet. You can see where the idea for tile graphics in Ultima 1 might have come from in this section since it is effectively tile graphics in a 3×3 grid.
There was no means to enter a dungeon either as I’d just bypassed the dungeon code when adding the world map. I made some changes to fix this at which point things started breaking. A load of painful debugging later, I managed to figure it out (a shared variable name). This is the problem with picking up a project a year down the line especially in BASIC which I’m not used to. I am relearning my own code but you really need to have a clear picture of it in your head given just how unstructured the language is.
The dungeon is just a predefined array for now with one of each monster kicking around a load of corridors. The beauty of using vector graphics comes into play here as there is no actual 3D programming going on whatsoever. I simply have an array with scaling factors for each block in front of the player and a routine to draw any given object. I then apply the scaling factor when drawing the object to shrink the graphics by the appropriate amount to place it that many blocks away. The disadvantage of vector graphics comes in as well in that it can all get a bit flickery. As with the overhead map, all I can do is move around.
No doubt I’m forgetting something but my checklist to get a playable game is :-
- Sort out dungeon generation.
- Implement ladders, traps.
- Get the player stats in place and inventory.
- Get the monsters to move around and attack the player.
- Implement combat.
- Shops
- Add in Lord British and the quests
The only job I’m not sure about how to tackle is the first one. I’m seriously tempted to bypass it altogether and just hardcode some levels.
Here’s a bit of video of Vecalabeth in action (and yes it really does buzz that much). The flickering is if anything worse in real life. It’s something I’m probably going to have to live with as the platform is even more limited than the Apple II was. I don’t reckon it’s looking too bad though. It moves faster than the original Apple II version ever did and is recognisably Akalabeth at the very least. Let’s see if I can make it actually playable over the next week.
Reelmagic
This is going to be a quick post as it’s a tale of abject failure. When I played The Horde a few weeks back, one of the reviews mentioned a ReelMagic version of the game which got my curiosity going. The ReelMagic was an MPEG-1 decoder card released around 1993 which could be used to play back full screen video at a time when PC’s weren’t really up to the job. This card predates DVD decoders and was used in a handful of games at the time such as Return To Zork. Full motion video in gaming was still in its absolute infancy so this was cutting edge stuff on a 386 at the time. The games it supports are clearly going to be the definitive way to play them and I’ve always been intrigued so I picked one up.
This is what arrived. It is one of the later models of the card and is considerably smaller than the originals. The first models used a VESA cable to connect to the video card in the same way as the VFX-1. This one uses a pass through cable instead just like an early 3DFX card or the later Hollywood Plus DVD decoder. It does of course use a proprietary cable which it didn’t come with. My first thought was that to test it out I could just connect my video card to one monitor, the decoder to another and see what it would look like.
The drivers are available on the VOGONS website so I installed these. There was some protesting during installation but I got it through in the end. My PC still wasn’t having it though and hung on boot up when trying to load the drivers to memory. There is apparently a test when starting that the connection is in place so I definitely needed that cable.
Another trip to Ebay later and I have the cable. This does indeed cure the first problem and I can boot the machine up. What I haven’t managed to do is play any video on it. Every time I try to run anything, I get an “Interrupt Not Found” error. I’ve tried various driver versions, messed about with the IRQ settings, pulled out every other card in the system, all to no avail. I’m about ready to admit defeat and beginning to think that this card just won’t work correctly in a PII – it was really intended for 386/486’s.
You can’t win them all I suppose. What I really need is a 386 to try it out with but they are getting thin on the ground these days. If anyone has any bright ideas, let me know. Failing that, I’ll write this one off to experience.
PC Zone Issue 56 (November 1997)
This weeks PC Zone scan is November 1997 including reviews of Shadows Of The Empire, Lands Of Lore 2, Total Annihilation among others. It’s also got a review of a really strange game called Galapagos which intrigued me at the time and I’ve been intending to take a look at on here eventually. No doubt I’ll get to it one day. The pdf is now available along with the cover CD in the usual place