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Ultima iii time lord
Ultima iii time lord






ultima iii time lord

In subsequent years, the country is gradually recovering from its troubles, but no one suspects that somewhere far away in the depths of the sea, it cherishes plans to revenge a mysterious creature, the son of Mondane and Minax. Three of the four continents of the planet disappear, leaving in the endless ocean only the Earth of Lord British. I'm pretty sure that U3 doesn't save the wind direction.The final events of Ultima 1 - the death of Mondane and the destruction of the Diamond of Immortality, in which the life force of Sosaria itself was concluded - lead to a global cataclysm. U3 doesn't use the values stored at these locations in the conflict files.Įach of these files contains an 11*11 tile image.

#Ultima iii time lord Pc#

U3 uses the 4 bytes at offset 0xAC (in memory) to store the base tiles for PC 1-4. U3 uses the 4 bytes at offset 0xA8 (in memory) to store the tiles under PC 1-4. U3 uses the 8 bytes at offset 0x98 (in memory) to store the hit points of monster 1-8. U3 uses the 8 bytes at offset 0x90 (in memory) to store the tiles under monster 1-8. These files contain the 11*11 conflict maps. To find out the text for a sign, use (dungeon_level-1) as an index into the table at 0x800. There is at most one sign per dungeon level. Sign texts every sign text is a null-terminated ASCII string Sign text offsets n = 8, add 0x800 to get the real offset These files contain the dungeon maps and sign texts. Sign text offsets n > 4) = 0 -> NPC walks around These files contain the map and "dialog" for each town. Note: You can only save your game in Sosaria, so the party location field in the file is always 0. Mode of transportation 0xA = horse, 0xB = ship, 0x3F = on foot This file contains information about the current party.īCD = binary coded decimal (two digits per byte). Everywhere else, the game subtracts 10 every 4 turns. On the surface, the game subtracts 10 from this field during every turn (remember that it contains a BCD). This field contains 2 digits (those behind the decimal point) of the food field. Marks and cards bit 0-7 = love, sol, moon, death, force, fire, snake, kingsĠx0 = character is not in party, 0xFF = character is in partyĬlass ASCII character: W,R,T,I,A,D,F,L,C,B NOTE: BCD = binary coded decimal (two digits per byte).Ĭharacter name ASCII string, 0-terminated. This file stores the infomation about all the characters the player has created. This file contains the animation script for the main menu map. This file contains the 19*6 map displayed in the main menu. Other towns/overworld locations are probably nearby. The phases are the numbers displayed on the upper border of the game world window. When a sub-phase reaches -1, it is reset to 0xB/3, and the corresponding phase is incremented. Monsters can't walk onto chests, so there can only be one chest per map square.Įach turn, both sub-phases are decremented. The map tile under the chest is encoded in the lowest 2 bits of the tile:Ġx24 = chest_tile*4 + 0 -> chest on bricks (tile 0x8)Ġx25 = chest_tile*4 + 1 -> chest on grass (tile 0x1)Ġx26 = chest_tile*4 + 2 -> chest on forest (tile 0x2)Ġx27 = chest_tile*4 + 3 -> chest on deep forest (tile 0x3) The tile under the horse can only be 0x1, because you can only dismount a horse on a grass tile. Horses are stored as 0x28 = horse_tile*4. The map tile under the monster is stored in the table at 0x11A0. Monsters are stored as basetile_number*4. U3 stores the location of these objects by writing them directly into the map. Signed byte to add to y coordinate of whirlpool possible values: 0, 1, 0xFFĬurrent phase of left moon ranges from 0-7Ĭurrent phase of right moon ranges from 0-7Ĭurrent sub-phase of left moon ranges from 0-0xBĬurrent sub-phase of right moon ranges from 0-3 Signed byte to add to x coordinate of whirlpool possible values: 0, 1, 0xFF Tile number of floor under monster 1-32 divide by 4 to get real tile number Tile number of monster 1-32 divide by 4 to get real tile number This file contains the world map and information about the game world state. The first 0x8 bytes of each character contain the first bit plane, the following 0x8 bytes contain the second bit plane. Each character in stored in CGA-compatible format. This file contains the 0x80 characters that make up the U3 font. (It's not possible to actually kill Lord British or Exodus, but it's fun to see what their XP would be if you could.) The table repeats every 16 monsters (with 2 rows never used), which explains why such difficult monsters like Floors or Grasses only get you a few XP. The index within this character set is also used to index the XP table. The Ultima III monochrome, CGA, and EGA tileset.








Ultima iii time lord