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-=-=-=-=-=-=-

Ultima/ gs
for Apple IIgs  from Vitesse



Ultima

     If you've seen the original game's manuals, you know the
 Vitesse versions are stronger in some areas (like monster
 descriptions) and weaker in others (like describing Space
 travel).  Vitesse neglects to say much about the use of
 the Sector Scan. 


Space

     Space is laid out on a 7x7 wrap-around grid. Pressing I shows
 a rough map of all 49 sectors. You can locate your ship and also
 get a pretty good idea of what is in each sector.

	
		Sector Scan Key

	+ is a space station which may also have one or two ships
        you can use
	H indicates presence of one or more hostile ships
	^ a yellow diamond indicates there is a star here
	.  dots indicate an empty sector


     Space combat is a good deal more difficult in Ultima I/gs. It
 helps to use the keypad (instead of the arrow keys) and to know
 that the 5 key works for "down". Getting used to using SPACE for
 quick re-centering and F to fire takes a while. After a bit of
 practice I've managed to do okay. Still, it is fair to criticize
 the new Ultima I for mixing-in a rather rough arcade sequence.
 There should be some other way for 'arcade challenged' players
 to become Space Aces-- like, for a lot more $$ you can purchase
 a better ray gun, sector bomb, or whatever.   


Overflow

     The new Ultima I does seem to have fixed the overflow problem.
 That is, if an attribute like Intelligence is at 99, then visiting
  a place where the attribute is boosted (like the Tower of
 Knowledge) has no effect. The attribute does not reset to 0. 
 Unfortunately, the game does not let Hit Points or Experience
 go beyond 9999.


Diddling ...

     You may wish to change the value of some attribute that gets
 messed around-- for example, Intelligence can be lost when
 battling Mind Whippers. If so, just edit the saved game file.
 Attributes start at byte $6E with Strength. The order is the same
 as that shown via a Z-stats display.  Each attribute is stored as
 two bytes. So, for example, a Strength of 92  will show up as
 5C 00. These are hex values with, as usual, the low byte coming
 first. $5C is 92 in decimal.

     Why two bytes? Evidently, this has to do with the 65816 being
 in 16-bit mode when it reads/writes values to the saved game file.
 Obviously, since the program tops-out at 99 for attributes, the
 2nd (high) byte is always going to be $00. 


Time Machine

     So far, no player seems to have located the Time Machine-- even
 after becomming a Space Ace and rescuing the Princess. (In fact, I
 rescued all eight princesses and got the "You are ready for Time
 Travel... Time Machine is to be found far to the Northwest" message
 each time-- still, no Time Machine!)  Even if there really is some
 way to locate the Time Machine, the absence of adequate clues
 amounts to a game bug.

     A player can 'find' the Time Machine by diddling a Saved Game
 file. First, go to the town next to the King's castle on the Lands
 of Lord British continent and buy some cheapo transport, like a
 Horse or Cart. Leave town and BOARD the new Horse or whatever.
 Move to an open area (say, a bit to the north of the town and
 castle).  Now, press Q to Save the game (while still on board). 
 Exit the game.

     Using Block Warden or some other block editor, edit the Saved
 Game file (it will occupy a single block).  Byte $1A should have
 a value of $01 if you are on a Horse, $02 if you're in a Cart ....
 $05 for an Air Car, .... .  Change the value in byte $1A to $07.
 Save/Write the changed block.  The $07 means you are aboard the
 Time Machine.

     Start the game and load in the changed Saved Game. You will be
 aboad the Time Machine. Do an X-it and move. The Time Machine will
 remain on the map. It's a good idea to save your game here. When
 you next board the Time Machine and have all four Gems, you are
 transported to Mondain's domain. (In fact, there is no option to
 exit!)   You can board the Time Machine whenever you're ready to
 take on Mondain. (HINT: Use the GET command to GET/Destroy
 Mondain's Gem of Power.)


Continent Names: Ultima/IIgs and Ultima/Original

Lands of Lord British		Ho
Lands of the Feudal Lords		Eyoh
Lands of the Dark Unknown		He
Lands of Danger & Despair		Hum


Continent Order on the Globe

	---> He <------> Hum <------> Ho <------> Eyoh <---
	     |                                     |
	     Ho                                   Hum
 	

Misc Saved Game Info

$0008-$000B	H/V location of character (2 bytes each)
$001A		ID code of current boarded Transport (bit 3 is 0). $00 = None
$003E- ...		These appear to be counts of each transport type (Air Cars @ $42)
$006E- ...		STRENGTH and other Character Attributes (2 bytes each)
$007E, $007F	$$ (max is 9999)
$009E- ...  	Horizontal location of transport at $013E- ... 
$00EE- ...		Vertical location of transport at $013E- ...
$013E- ...		Vehical ID codes (bit 3 is set):  Horse= $09, Shuttle= $0E, ...
$018E- ...		Possibly, continent Location for transport at $013E- ...

Note 1: Evidently, the program creates a new H/V record for a vehical
 which moves to a new continent. (i.e. another byte at $013E ... is
 used for the ID code, etc.)  Really, this looks like a bug.

Note 2: One can change the type of an existing Transport by changing
 its ID code in the $013E ... area. For instance, to change an
 existing Horse to a Time Machine, change $09 to $0F. The program
 is pretty good about adjusting counts, etc. when the game is saved.


R/