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Author Topic: Ultima: Exodus (NES) --- Now released  (Read 19164 times)

Googie

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Re: Ultima: Exodus (NES) --- Latest update: 03 Feb 2020
« Reply #40 on: February 03, 2020, 04:40:52 pm »
That looks awesome!  ;) :cookie:

Zimgief

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Re: Ultima: Exodus (NES) --- Latest update: 03 Feb 2020
« Reply #41 on: February 04, 2020, 03:05:21 am »
Quote
- Loot chests now have a chance of containing weapons and armour, much like in the computer versions. Higher level characters receive better weapons/armour. Shops are now more useful since you will have something to sell
I'm not sure about this. Is level scaling a thing in other parts of the game? I tend to dislike these kind of tricks in open worlds, as they make the world revolve around the player, à la Truman Show, instead of the player inside a world stranger to him.
If the rest of the game design is not about level-scaling, personnaly I would prefer completely random items, and no equipment, to avoid too impactful equipment loot. Or maybe a sophisticated random equipment (ranging according to the difficulty of the region, of the dungeon, etc.).

Everything else looks great!

Fox Cunning

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Re: Ultima: Exodus (NES) --- Latest update: 03 Feb 2020
« Reply #42 on: February 04, 2020, 03:59:13 am »
I'm not sure about this. Is level scaling a thing in other parts of the game? I tend to dislike these kind of tricks in open worlds, as they make the world revolve around the player, à la Truman Show, instead of the player inside a world stranger to him.
If the rest of the game design is not about level-scaling, personnaly I would prefer completely random items, and no equipment, to avoid too impactful equipment loot. Or maybe a sophisticated random equipment (ranging according to the difficulty of the region, of the dungeon, etc.).

That's a very valid point, thanks for the feedback.

To put it in context: I initially wanted loot to depend on the enemy you got it from.
Unfortunately though, all chests are the same and the only variables that is set when you open one is a pointer to the character opening the chest.

But now that you mentioned it, the ID of the area where the chest is is always in memory, so I could use that instead and have better loot in more dangerous areas such as dungeons. :thumbsup:



About the rest of the level-scaling: when it was released, the game was extremely punishing just because of that. When levelling up you would not get more powerful, but you would automatically meet stronger and stronger enemies that still all gave the same reward (a random amount of gold).
The reasoning was that Exodus is sending stronger monsters to fight you as you become stronger...
...But the result was players not levelling up at all until very late in the game since there was no reward for doing so.

I think the suggestion of making loot scale with the area makes perfect sense, and also works as an incentive for players to visit dangerous areas instead of grinding the same map over and over as they used to.

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Re: Ultima: Exodus (NES) --- Latest update: 03 Feb 2020
« Reply #43 on: February 11, 2020, 01:41:53 pm »
After squashing more bugs and fixing some more typos, I think I'm ready to share a pre-release version of this hack:
Ultima Exodus Remastered Pre-Release 20200215.zip

Here's a complete (unless something got lost in my million pages of notes) list of changes (it's fairly long hence why the spoiler tag):
Spoiler:
- Most colour palettes have been slightly altered to better fit the new tile and sprite graphics.
- The intro credits have been compacted to fit into two screens instead of 5.
- The random seed is now properly initialised using the frame counter the moment the player presses the Start button, instead of having a fixed value and thus producing the same sequence of pseudo-random numbers every time.
- Many routines have been optimised for speed.
- New graphics inspired by Ultima IV has been used to replace most sprites and background tiles, including the "cutscene" with Lord British after forming a party for the first time.
- The game can now be saved in Sosaria by pressing the Start button. It is still possible to save at Inns.
- Most maps are now compressed using an LZSS algorithm. As a result of that, the code used to generate loot chests has been completely rewritten, as well as the routines that draw new tiles when moving around the map. Chests now disappear when offscreen. This can be used as a workaround for when a chest spawned on top of a town entrance, forcing the player to open it (at the risk of triggering a trap) if they wanted to enter the town.
- Maps can use additional tiles and have been slightly altered to better use the new graphics.
- Rocks have been added (sparsely) around Sosaria and Ambrosia. The party can try to use them at their own advantage to avoid enemy encounters.
- Each location can now use slightly different colours.
- Battle maps have been modified to include more variety.
- Some maps that had redundant shops have also been altered (for example, Montor West had two bartenders next to each other).
- In Castle British, the Oracle who kept walking on lava is now stationary.
- Some maps have also been altered so that merchants who tent to walk away from their counters won't be able to do that anymore.
- All character metasprites, including NPCs and monsters can now use two palettes for their "sub-sprites".
- Yew is now once again populated by Druids, while Jesters and Scoundrels live in Gray, much like in the computer versions.
- Wild horses have re-appeared in Ambrosia. Unlike in the computer versions, they are not hostile (although the party can attack them).
- A bug that caused loot chests to spawn randomly on the map after fighting townspeople has been fixed.
- Each dungeon now has its own unique colours, fitting its "theme" (for example the Cave of Fire is red).
- Chests use larger sprites in the dungeon pseudo-3D view. They are also visible from a tile away, instead of only being visible when you step on them.
- When stepping on a trap in a dungeon, the character with the best chances (depending on profession and dexterity) will try to disarm it instead of the party leader.
- Simple floors and ceilings have been added to all dungeons (any more comples graphics would have made navigation ever so slightly slower, for no real gain).
- Over 10 typos and misspellings were fixed in NPC dialogue.
- Nonsensical, misleading, and out-of-place dialogue has been corrected.
- 11 lines of dialogue that were missing because of bugs or were just left unassigned have been restored. This includes one critical hint that was present in the computer versions of the game was not visible in the NES version because of a bug.
- The dialogue window now shows a portrait of the NPC the party is talking to. Recurring and important characters have their own unique portrait, inspired by those used in Ultima VI.
- The "pre-made" character selection has been removed. Instead, four characters are choosen randomly from a pool of decent pre-made ones whenever a new save game is created. This allows a player to start the game more quickly and does not require previous knowledge of the game in order to select a balanced party.
- The Start button can now be used as well as the Select button to finish character selection when forming a party.
- Attribute points can be distributed in steps of 1 instead of 5 when manually creating a character.
- Each race now can assign a different maximum amount of points to their initial stats, in line with their lore and max attributes:
  - Human: 25 STR, 25 DEX, 25 INT, 25 WIS
  - Elf: 25 STR, 35 DEX, 25 INT, 20 WIS
  - Dwarf: 35 STR, 25 DEX, 20 INT, 25 WIS
  - Bobit: 25 STR, 20 DEX, 25 INT, 35 WIS
  - Fuzzy: 20 STR, 30 DEX, 30 INT, 25 WIS
- Each profession's main attributes are highlighted during manual character creation.
- The UI has been redesigned, with icons used to represent status, race, gender etc. instead of letters.
- When levelling up, characters now gain attribute points (up to their racial maximum) according to this table:
  - Fighter: 2 STR
  - Cleric: 2 WIS
  - Wizard: 2 INT
  - Thief: 2 DEX
  - Barbarian: 1 STR, 1 DEX
  - Lark: 1 STR, 1 INT
  - Illusionist: 1 DEX, 1 WIS
  - Druid: 1 INT, 1 WIS
  - Alchemist: 1 DEX, 1 INT
  - Ranger: 1 DEX, 1 WIS
- Max MP values and MP/level follows this table:
  - Cleric: = WIS (unchanged)
  - Wizard: = INT (unchanged)
  - Paladin: = WIS/2
  - Lark: = INT/2 (unchanged)
  - Illusionist: = WIS*3/4
  - Druid: (INT+WIS)/2
  - Alchemist: INT*3/4
  - Ranger: (INT+WIS)/4
- Characters have different starting HP and gain different HP per level depending on their profession:
  - Figther: +100/level (starting = 175)
  - Cleric: +60/level (starting = 135)
  - Wizard: +25/level (starting = 100)
  - Thief: +50/level (starting = 125)
  - Paladin: +85/level (starting = 160)
  - Barbarian: +125 (starting = 200)
  - Lark: +40/level (starting = 115)
  - Illusionist: +30/level (starting = 105)
  - Druid: +55/level (starting = 130)
  - Alchemist: +35 (starting = 110)
  - Ranger: +75 (starting = 150)
- The "best armour/weapon" for most professions have been slightly altered:
  - Fighter: no change.
  - Cleric: slightly better gear allows some sort of "battle cleric".
  - Wizard: no change.
  - Paladin: better weapons make it almost as good as a Fighter in melee, but with less protection, compensated by the fact that a Paladin can heal herself.
  - Barbarian: no change.
  - Lark: with slightly better armour, but a slightly worse arsenal, a Lark can be a decent ranged combatant.
  - Illusionist: same as a thief gear-wise to allow the use of bows.
  - Druid: can be somewhat of a backup ranged warrior using a blowgun.
  - Ranger: slightly better weapon choice as this is supposed to be a versatile character.
- To prevent XP-grinding at lower levels, characters slowly gain less and less XP the more they have "stored" until they level up.
- Extra XP is gained by killing monsters in more dangerous areas, such as dungeons and Castle Death.
- Looted chests may contain weapons and armour in addition to gold.
  - Chests found in more dangerous areas can contain more powerful weapons/armour.
- HP/MP regeneration/loss and food consumption routines have been completely rewritten:
  - Barbarians regenerate 1 HP every 4 steps.
  - Other characters regenerate 1 HP every 5 steps (instead of 10).
  - Druids regenerate 1 MP per step.
  - Other characters regenerate 1 MP every 2 steps (instead of 1).
  - 1 unit of food is consumed every 20 steps (instead of 10).
  - Poisoned characters lose 1 HP per step (unchanged).
  - Diseased characters lose 1 HP every 2 steps (unchanged).
  - Diseased characters also consume food at twice the normal rate.
  - Starvation consumes 1 HP every step (instead of 5 HP every 4 steps).
- When on horse, the party can move through bushes or trees at normal speed. According to the manual, horses were supposed to go faster, but in actuality they didn't. This change tries to somewhat honour that promise.
- The slowdown when not sailing downwind has been reduced.
- The second "HEAL" spell has been renamed to "HEAL2" to avoid confusion.
- The general MP cost of spells has been reduced, and scales up in steps of 4 instead of 5 per "spell level".
- The low level "REPEL" and "UNDEAD" spells are now actually random as they were supposed to be, but have better chances to succeed depending on caster's attributes (respectively INT and WIS).
  - They also work on Trolls and Zombies (as they do in the computer versions of the game).
- The damage of "projectile" spells ("MISSILE", "FLAME", "PSI") now scales up with caster level.
- Multi-hit spells ("REPEL", "POISON", "PSI KILL", "DEATH") which had a fixed hit chance per target, now have better chances to hit each target depending on caster's level. The chance is about 50% at level 1, and 80% at level 25. Their average damage is also increased, although the minimum and maximum damage values are unchanged.
- The duration of the "LIGHT", "GLOW", "BRIGHT", "STAR" now also scales up with caster level instead of being a fixed value.
- The "ROT" spell was an overpowered spell that never missed. Now that its MP cost is significantly reduced, it seems fair to add a hit chance (per target) based on caster's level.
- The "OPEN" spell now has a success chance that scales up with caster's level. Also it does not consume any MP if cast by mistake (e.g. when there is no chest to open).
- Healing spells now heal more hit points depending on caster's level and Wisdom. For example, the second HEAL spell (now renamed "HEAL2") had a random value between 100 and 250. In a game where character can easily have over 2000 hit points, that was insignificant. Now the HP gain ranges between 142 (for a level 1 character with just enough Wisdom to cast the spell) to 596 (for a level 25 caster with 99 Wisdom).
- The "RAISE" spell's success chance now scales up with level, instead of being a fixed 75%. The success chance at level 1 would be 61%, reaching 75% at level 15 and 85% at level 25.
- The "RECALL" spell was meant to punish the caster by permanently taking away 5 Wisdom points. However, because of a bug in the code, 5 was subtracted from one of the palette colours (only effective if the screen flashed, for example if immediately casting another spell afterwards). This bug has been eliminated, but instead of permanently decreasing the caster's Wisdom, it reduces their HP to 1 (the current HP, not their max value).
- The screen-flashing time for most spells has been vastly reduced to speed up the game flow.
- The "hit" sprite also disappears more quickly as not to disrupt the pace of the battle.
- Almost all the enemies that were in the computer versions but not in the NES one have been reintroduced. This includes the Pincher, Troll, Zombie, Cutpurse, Fighter, Wizard, Orcus and the special Chest encounter in Castle Death.
- Gargoyles and Manes now have magical attacks again.
- During battle, the turn is not forfeited when cancelling an action (for example choosing the spell menu and then pressing B) or when an action is not possible (for example choosing the "Tools" menu on a character who has no items). The turn is still forfeited by pressing B before any action is chosen.
- Enemies cannot steal items anymore, but they can steal a small amount of gold.
- The enemy AI in battle has been completely re-written and is now a bit faster and a bit smarter, being somewhat able to navigate around obstacles and other enemies.
- Some other routines have been hugely re-written to make battles much faster.
- Obstacles in the form of rocks have been added to some battle maps. They can be used to the party's advantage when fighting with spells and ranged weapons, but also to the enemy's advantage, since they can attack diagonally.
- The delay between choosing the direction of an attack and the actual attack has been largely reduced.
- The currently equipped weapon is displayed in the battle UI when choosing the direction of the attack.
- An icon in the battle UI now indicates whose turn it is.
- The text that appeared when a character was hit would not fit into the UI when the name was five letters long. This has been fixed by altering the text.
- Armour now also absorbs some damage.
- Characters with a high Intelligence or Wisdom have a chance of receiving less damage from magical attacks.
- Thieves now have a critical hit chance, based on level. The extra damage depends on Dexterity and on the weapon used.
- Barbarians deal some extra damage per level, starting at level 2. This extra damage is applied to every successful strike.

If you decide to test this pre-release, these are some of the things I'd look out for:
  • Obviously, crashes and softlocks.
  • Weird or mismatched colours.
  • Wrong or inconsistent dialogue portraits / names.
  • Massive slowdowns.
  • Unenjoyable gameplay (e.g. mandatory grinding, unfair or uneven difficulty etc.).
What is not part of the hack yet: full code optimisation.
I am leaving that last as it won't affect gameplay too much.
Mainly, maps will load significantly faster when that's done, and hopefully the game will react a little bit more quickly to inputs.

In any case I welcome all feedback, positive or not.

* Note: please do not redistribute this pre-release. I will shortly publish a finished version and I'd like that one to be the only one publicly available at that point.
« Last Edit: February 15, 2020, 11:07:19 am by Fox Cunning »

roney33

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Re: Ultima: Exodus (NES) --- Pre-Release 20200211 available
« Reply #44 on: February 11, 2020, 04:22:47 pm »
congratulations for the effort, I will be testing and giving the respective points

for now my sugestions are only cosmethics, and add more rocks in battle screen



February 12, 2020, 02:51:53 am - (Auto Merged - Double Posts are not allowed before 7 days.)
with the fuzzy I can only put a maximum of 30 intelligence, and the enemies continue to attack diagonally
« Last Edit: February 12, 2020, 02:51:53 am by roney33 »

Fox Cunning

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Re: Ultima: Exodus (NES) --- Pre-Release 20200212 available
« Reply #45 on: February 12, 2020, 04:01:14 am »
Thanks for the feedback. I like the darker floor patterns, I'll have to see how the fit in with the different palettes and also hear from other people (I am terrible with colour choices).

I have just updated the link above to a new version after noticing a couple of dialogue bugs, so feel free to re-download it.

Also I had forgotten to mention that I'm using XDelta for this patch, since there is a non-zero amount of code relocation and you never know...

with the fuzzy I can only put a maximum of 30 intelligence
Oops, that's a mistake in my release notes. Fuzzies get max 30 Dex and Int. I will correct that for the next version.

and the enemies continue to attack diagonally
I had disabled the enemy's ability to attack diagonally in an early patch, but it was way too easy to outmanouver them. Basically you could just have one character moving left and right, kiting a herd of enemies that would never attack, while the others could kill them safely.
In the end, the most sensible thing to do is leave it as it is.

roney33

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Re: Ultima: Exodus (NES) --- Pre-Release 20200212 available
« Reply #46 on: February 12, 2020, 04:59:15 am »
here, more 2



Fox Cunning

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Re: Ultima: Exodus (NES) --- Pre-Release 20200212 available
« Reply #47 on: February 12, 2020, 11:03:00 am »
I would have liked to use grey for castle tiles, but the colour choice is limited by some unavoidable factors :(
- Palette 0 is used for Line Of Sight: must be completely black.
- Palette 2 is used for water: must be blue/white.
- Palette 3 is used for grass, trees and bushes: must be green.

This leaves us with only one palette that must have one green since it's used for plain grass and must have one red in all those maps that, like the castles, use lava tiles. If the lava is green or grey, it may trick players into walking to their deaths, which would be unfair.

Anyway, your screenshot has given me an idea: I can actually have a different pattern that is only used in castles, and a darker floor everywhere else.
This should differentiate the maps some more and make them feel more unique than what a simple palette change could achieve.

I will include that in tomorrow's update.

roney33

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Re: Ultima: Exodus (NES) --- Pre-Release 20200212 available
« Reply #48 on: February 12, 2020, 05:11:46 pm »
i'm leaving with you decide a better way to go, if you think it will ruin the color palette, then you don't even need to change
« Last Edit: February 12, 2020, 05:18:09 pm by roney33 »

Googie

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Re: Ultima: Exodus (NES) --- Pre-Release 20200212 available
« Reply #49 on: February 12, 2020, 05:49:54 pm »
Diggin' the new pics, this is gonna be so cool to play when it's done.  :thumbsup:

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Re: Ultima: Exodus (NES) --- Pre-Release 20200212 available
« Reply #50 on: February 12, 2020, 06:06:07 pm »
I'm not sure how this got past me but it's looking quite remarkable, especially since more often than not the console versions of Ultima tend to get some flak from PC purists. Great work :)

Out of curiosity, what version of Ultima VI did you use as a base for the portraits? How many colors can be used on the portraits on the NES Exodus?

roney33

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Re: Ultima: Exodus (NES) --- Pre-Release 20200212 available
« Reply #51 on: February 12, 2020, 08:36:20 pm »
almost all armor is neither fighter nor barbarian, nor can i sell some weapon parts, like bow, broad ax, and iron sword

Fox Cunning

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Re: Ultima: Exodus (NES) --- Pre-Release 20200212 available
« Reply #52 on: February 13, 2020, 04:17:30 am »
Cheers mate!
Out of curiosity, what version of Ultima VI did you use as a base for the portraits? How many colors can be used on the portraits on the NES Exodus?

I used the MCGA PC version. Those portraits were 56x64 pixels, whilst mine are 40x46 so I couldn't just copy-paste them.
Instead, I drew new ones on GraphicsGale using a 4-colours palette which is the same used by text in the game, as well as water tiles and a few other things.
With careful placement and a larger "border" around the portraits, one could potentially have up to 10 colours per portrait.

almost all armor is neither fighter nor barbarian,
Thanks for the report! Barbarians can only use up to Leather armour, which is correct but as you pointed out I've mistakenly copied the Barbarian's entry in the table in place of the Fighter's one. Will be corrected in today's update.

nor can i sell some weapon parts, like bow, broad ax, and iron sword
Do you remember which shop you were trying to sell these weapons?
All shops should only buy the same weapons that they can also sell.

4lorn

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Re: Ultima: Exodus (NES) --- Pre-Release 20200212 available
« Reply #53 on: February 13, 2020, 06:22:13 am »
Cheers mate!
I used the MCGA PC version. Those portraits were 56x64 pixels, whilst mine are 40x46 so I couldn't just copy-paste them.
Instead, I drew new ones on GraphicsGale using a 4-colours palette which is the same used by text in the game, as well as water tiles and a few other things.
With careful placement and a larger "border" around the portraits, one could potentially have up to 10 colours per portrait.

Nice! I was wondering about the colors and detail, thought about doing some portraits based on those - only if you're interested, of course. In any case I need to set some time to play your version this weekend :)

Fox Cunning

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Re: Ultima: Exodus (NES) --- Pre-Release 20200213 available
« Reply #54 on: February 13, 2020, 08:14:18 am »
Just posted an updated pre-release version (same post as before on page 1).

This should fix the weapon/armour equipping bug. If you find that you can't sell your gear, please let me know which town/vendor it was, and what item(s).
I've also been experimenting a bit with various floor tiles: if you find them obnoxious let me know.
This version also introduces some optimisations. Nothing extreme, but the games does significantly more than the original release, and in less cycles.

Nice! I was wondering about the colors and detail, thought about doing some portraits based on those - only if you're interested, of course. In any case I need to set some time to play your version this weekend :)
I'm happy to share everything that I have. Will you be working on adding portraits to a different game?

roney33

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Re: Ultima: Exodus (NES) --- Pre-Release 20200213 available
« Reply #55 on: February 13, 2020, 09:20:19 am »
this romhack may become something big eventually, you can after that, use this same engine to recreate the ultima 1, 2, and 5

i was tested your last update, it's magnificent, the brick ground i used this tileset

« Last Edit: February 13, 2020, 10:00:32 am by roney33 »

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Re: Ultima: Exodus (NES) --- Pre-Release 20200213 available
« Reply #56 on: February 13, 2020, 10:03:00 am »
I'm happy to share everything that I have. Will you be working on adding portraits to a different game?

Ah I'm orry sorry, I think I worded that wrongly. I was wondering if you required any assistance with the portraits, which I could help with. The only graphical improvements I am working on at this moment are for two Genesis games, one being Fatal Labyrinth, and none of them has portraits.

Scythifuge

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Re: Ultima: Exodus (NES) --- Pre-Release 20200213 available
« Reply #57 on: February 13, 2020, 06:09:57 pm »
This is amazing and UNCANNY as I was thinking about NES Exodus earlier today as I was listening to Metallica's Master of Puppets album, because I used to listen to MOP while playing the game, because after a while, the NES version music would start to get to me. I love projects like this.  I am slowly drawing Ultima-esque sprites (Ultima VII style) for various Ultima and Ultima style projects (such as remaking The Savage Empire) and I have been starting to work on NES/early computer style sprites and tiles and have started to look into using RPG Maker MV.

I apologize for rambling, but I was wondering if it would be possible to hack the music and replace the NES music with the tunes from the Commodore 64/ Apple versions?  I have the midi files and could look into how music is composed on the NES.  I am also curious if you have any plans to look at the Warriors of Destiny ROM to see if that could be salvaged, as the NES version is a train wreck.

Fox Cunning

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Re: Ultima: Exodus (NES) --- Pre-Release 20200213 available
« Reply #58 on: February 14, 2020, 11:22:26 am »

A quick update as I've just uploaded today's pre-release (still found here).
Just some minor graphical changes and tidying up of my code this time.


Ah I'm orry sorry, I think I worded that wrongly. I was wondering if you required any assistance with the portraits, which I could help with. The only graphical improvements I am working on at this moment are for two Genesis games, one being Fatal Labyrinth, and none of them has portraits.
My bad, I misread your post. This specific project I'd just like to finish as soon as possible now, but I will definitely need a hand when I do an Ultima IV / V makeover.


I apologize for rambling, but I was wondering if it would be possible to hack the music and replace the NES music with the tunes from the Commodore 64/ Apple versions?  I have the midi files and could look into how music is composed on the NES.

I did think about that, but a lot of people seem to really like the original music (I personally dislike the title screen/dungeon music).
So my idea at this point is to do a separate music hack that is compatible with both the original game and my Remastered version.

I am also curious if you have any plans to look at the Warriors of Destiny ROM to see if that could be salvaged, as the NES version is a train wreck.
I will definitely get to U5 at some point (I'd like to do an enhanced U4 as well first). I will have a deep look into it when the time comes, although I feel it may turn out to be easier to just redo the whole game from scratch.

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Re: Ultima: Exodus (NES) --- Pre-Release 20200213 available
« Reply #59 on: February 14, 2020, 12:11:12 pm »

I did think about that, but a lot of people seem to really like the original music (I personally dislike the title screen/dungeon music).
So my idea at this point is to do a separate music hack that is compatible with both the original game and my Remastered version.
I will definitely get to U5 at some point (I'd like to do an enhanced U4 as well first). I will have a deep look into it when the time comes, although I feel it may turn out to be easier to just redo the whole game from scratch.

I forgot to thank you for all of the work you are doing.  It can be easy to forget to do such things when communicating with text and when there is major excitement for a project near and dear to the heart.  Thank you very much for your work.  Ultima is my favorite franchise.  I learned about Ultima from Dragon Magazine and fell in love with it before I ever played it, and my first title was IV for the NES because we didn't have a computer yet.  I then got a C64 after they phased out, and then a PC in 1993, and collected many Ultimas, including the crazy C64 version of VI! Thank you again for all that you are doing. I appreciate everyone in the Ultima scene who helps keep the series alive, such as the Exult team, and various others who have done great things for the series (there is a Unity port of Ultima Underworld, VGA and music patches for the PC version of III and IV, and other great projects out there!)

I like the idea of a separate hack. It seems that there are 10 tracks in the original Ultima III, and I did a search for the NES OST and I see 11 tracks.  I don't know how music works for NES games. I know space is an issue, but would it be possible to have two soundtracks?  Or the original soundtrack with one of the NES tracks?

I am also curious to know if the title screen could be redrawn and/or animated?  If so, I could take a crack at it, or draw tiles if you need any.  We could add III to the title.  I remember the original would show a scene with four adventures fighting a dragon and they would get killed by the dragon's flame, which was funny, hehe... Then the title screen would show a demo of the gameplay.  I know that it would probably difficult, if not impossible to implement, though I can't help but be curious.


I will definitely get to U5 at some point (I'd like to do an enhanced U4 as well first). I will have a deep look into it when the time comes, although I feel it may turn out to be easier to just redo the whole game from scratch.


I'll definitely be on the look out!  If you need any help with those projects, I would love to help.  I was in a motorcycle accident back in 2016, so I have a lot of time on my hands and have been honing my pixel skills, and I have a lot of practice drawing the oblique style of graphics that they used for V.  I also have the other Ultima soundtracks in midi format.  I have been thinking about buying NES Maker as I don't know assembly (yet,) and have been working on C# for Unity at this time.  However, my NES and C64 ambitions will probably have me reading tutorials and reading books on assembly.  I think that it is great that you have the skills that you have!