Akalabeth - World of Doom (Ultima 0)

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sbadger
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Akalabeth - World of Doom (Ultima 0)

Post by sbadger » Thu May 18, 2017 8:43 am

Hi there,

Thought I should share the fact that i'm porting Richard Garriott's Akalabeth for the Apple II to the beeb. Often considered Ultima 0 in Richard G's series.

Image

I've made some progress, the initial stat setup and shop are working and i've made an initial stab at the outside map.
It's been 30 odd years since programming on the beeb, (well master, the size of the code is too big at the moment for graphic modes on the bbc b)

Some pics of progress...
aka0.png
opening

aka1.png
char creation
aka2.png
shop
aka4.png
outside

i'm working on it in downtime, but hopefully will make some progress over the next few weeks.

Stew
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Re: Akalabeth - World of Doom (Ultima 0)

Post by Lardo Boffin » Thu May 18, 2017 8:59 am

Cool. I downloaded a copy of this for my iPhone. Simple but fun.
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Re: Akalabeth - World of Doom (Ultima 0)

Post by Dave Footitt » Thu May 18, 2017 10:59 pm

Interesting, not heard of that one before, look forward to seeing some progress, I'm a sucker for some D&D :lol:

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Re: Akalabeth - World of Doom (Ultima 0)

Post by sbadger » Sat Mar 24, 2018 1:22 pm

It's been a while but blew the dust of this port. it's come along. There are a few bugs to tackle but it's nearly there
ala3.jpg
ala4.jpg
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Re: Akalabeth - World of Doom (Ultima 0)

Post by lurkio » Sat Mar 24, 2018 1:33 pm

sbadger wrote:It's been a while but blew the dust of this port. it's come along. There are a few bugs to tackle but it's nearly there
Looks good!

=D> =D>

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Re: Akalabeth - World of Doom (Ultima 0)

Post by FourthStone » Sun Mar 25, 2018 11:46 pm

Well done, looking very nice!

Loving the view with the ladder going up into the unknown, makes me want to go exploring to find out what's there :-k

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Re: Akalabeth - World of Doom (Ultima 0)

Post by jonb » Mon Mar 26, 2018 7:55 am

Love the faux Medieval language.

"Shalt though complete thy code forthwith?"

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Re: Akalabeth - World of Doom (Ultima 0)

Post by sbadger » Tue Apr 07, 2020 3:50 pm

]Akalabath BBC Master v1.01.SSD Time doesn't half fly! :oops:

Well I've finally overcome the memory problems (not just computer) and extracting & converting the Apple II source image files.

It's Master only as its using shadow modes, on a BBC B it can't even change to Mode 4 once loaded.
On the disc is a PRES Adv Basic Editor Packed and unpacked original versions, the Packed version is the one loaded by default

It's pretty fun to play - if not brutally difficult to get somewhere without running out of food.

EDIT: another issue fixed, thanks Chris
Attachments
Akalabath BBC Master v1.02.SSD
(110 KiB) Downloaded 19 times
Last edited by sbadger on Tue Apr 21, 2020 11:20 am, edited 3 times in total.
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Re: Akalabeth - World of Doom (Ultima 0)

Post by Arcadian » Tue Apr 07, 2020 6:10 pm

Awesome, Stew! I've never really been into RPGs but I'll certainly give this a good go!

Top work!!!
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Re: Akalabeth - World of Doom (Ultima 0)

Post by ChrisB » Mon Apr 20, 2020 8:26 am

Good work.

This seems to be entirely in BASIC. As such I think a B+ should work (if you set page to &1100 - seems to run out of room at &1900). A second processor might also work (with the exception of the screen loads - although they don't actually contribute to gameplay) and possibly a B with a shadow board although unless they support the MODE+128 way of setting the shadow it will be more tricky to support.

Unfortunately I did encounter a "no such variable" at line 2550 after just defeating a Rat. Looks like v was not defined (b, i and I were 1, 3 and 1 respectively)

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Re: Akalabeth - World of Doom (Ultima 0)

Post by sbadger » Mon Apr 20, 2020 10:19 am

Thanks Chris,

Interesting on the missing var, line 2550, I'm actually wondering if it's a hangup of the BASIC packing in the PRES AdvBasic tool?.
I think I'll do a slightly toned down packed version to see If I can repro

stew
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Re: Akalabeth - World of Doom (Ultima 0)

Post by lurkio » Mon Apr 20, 2020 1:06 pm

sbadger wrote:
Tue Apr 07, 2020 3:50 pm
It's pretty fun to play - if not brutally difficult to get somewhere without running out of food.
Agreed, on both counts!

=D> =D> =D>

But I presume the high rate of food-consumption was the same in the original Apple II version of the game?

sbadger wrote:
Mon Apr 20, 2020 10:19 am
Interesting on the missing var, line 2550, I'm actually wondering if it's a hangup of the BASIC packing in the PRES AdvBasic tool?.
I've used Pack in the PRES Advanced BASIC Editor a fair bit, and I've never come across that problem before. Are you assigning a value to the variable v (or whatever it was originally called) at the initialisation stage of the program?

:?:

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Re: Akalabeth - World of Doom (Ultima 0)

Post by sbadger » Mon Apr 20, 2020 4:36 pm

Thanks for the info - indeed I've played a fair bit of it and not hit that path. I've added an init for that var, Apple II BASIC is clearly more forgiving, originally called TASK, defines what monster Lord British says you need to kill.

Oh and yes - Same food scoffing as Apple II
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Re: Akalabeth - World of Doom (Ultima 0)

Post by ChrisB » Tue Apr 21, 2020 12:04 am

I don't like doing this but I was looking at the source (long story) and I see that there are some "PLOT .. TO" commands which I think are left over from the original source (lines 3087 to 3089 in the uncompressed source). I don't know when you'll get to these (seems dependent on a monster type?) but probably needs correcting.

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Re: Akalabeth - World of Doom (Ultima 0)

Post by sbadger » Tue Apr 21, 2020 9:37 am

ChrisB wrote:
Tue Apr 21, 2020 12:04 am
I don't like doing this but I was looking at the source (long story) and I see that there are some "PLOT .. TO" commands which I think are left over from the original source (lines 3087 to 3089 in the uncompressed source). I don't know when you'll get to these (seems dependent on a monster type?) but probably needs correcting.
ha! I knew there was something left to do!! #-o.
not a problem, EDIT: I've updated the SSD
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