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Ultima > I Mondain > Development

Development

   Ultima I is a very basic game as its era would restrict it. The readily available version is an update that brings in 16 colors and a newer engine. It still has an interesting 4 engine design. You play on a world map level with combat interaction. Dungeons abound that continue the combat interaction model but operate in a crude (though advanced for the time) first person 3-D. There is a settlement level that is smaller in scale than world but interactions are more complex. Last is a basic space combat simulation which could be split in two parts - top down and forward (combat) flight. 

   The space level is a more or less randomly generated map. Its engine is not inherently data related. This is also true of the randomized 9x9 square 10 level dungeons (sound like hell don't they, ha ha). The map engines, though, have files for maps and tiles specific to either the world or the local type. All of the game's data store (modifiable game statistics and levels) are in one convenient file.

File Formats

Not covered:

Main Tile List for the world map.

Local Tile List used in towns and castles.

EGA Color Table for any game with extended graphics adapter interface.

The Executables

Executable Ripped Strings Description
GEN.EXE Text from GEN Module used to create a character
MONDAIN.EXE Text from MONDAIN Wrapper for the final fight with Mondain
OUT.EXE Text from OUT Main game thread, including dungeons, also contains locations of NPC's in towns
SPACE.EXE Text from SPACE Wrapper for space interface
ULTIMA.EXE Text from ULTIMA Main game entry point

Ultima I Tool

My creation for dealing with a few of the noisome innards of the original Origin Ultima I data. As of this writing it has reached only version 0.3 under some thousand builds. It can be used to view and modify most of the game data. Though I think it needs no assistance to operate, I must apologize for no help file has been authored for it (just hooks in the code).

It started way back in about '95 when I had completed U1 and started my usual picking around with a few tools of my own devising. Mostly in DOS but later, as I got a hold of Visual C++, in windows, I hacked the map and player files as well as picking on others to see if I could.

Maybe I'll wrap U1 in that DirectX tile clone I'm working on, maybe not. U1 Reborn is cooler. ;}

To Do
Map and image editor selection, brushes. 
More cut, copy, paste, undo, redo stuff. 
Export/import of images/tiles.
Protection of archived files. 
Scripting.
Reversion to protected copies.
Help file.

Sooo many grandiose dreams so little time.

Version History

0.3 Enhanced editing global maps, added local. EGA local & global tiles viewing/editing in place. 

0.2 Added printing for player data, main map; main map editing. Updated drawing. Public debut as alpha.

0.1 First Release on Windows platform as U1Tool, views and edits player files, still characterizing data. Views main map.

0.0 (Originally as U1Manager) Built for DOS, viewing player data, main map. Conversion to Borland for Windows incomplete.

Download SilverWorks U1Tool.zip (Release@1033)