[MUD-Dev] Re: MUD Development Digest
Koster
Koster
Fri Feb 27 14:12:54 CET 1998
On Friday, February 27, 1998 5:56 AM, Dr. Cat[SMTP:cat at bga.com]
wrote:
> > From: "Koster, Raph" <rkoster at origin.ea.com>
> >
> > Ultima I used a redefined B&W character set at 80x24 for all
> > graphics,including the "3d" dungeon view, which was very simple.
The
> > space sections were overhead view, with an asterisk for a star,
and
> > little ship icons... Space got left out of all subsequent Ultimas,
and
> > Richard now says he was "putting the kitchen sink in" and now
knows
> > better. :)
> The Apple II family didn't have
> hardware redefinable character sets, like the later Atari 800 and
> Commodore 64 did. Some companies provided software character
generators
> that ran in the "hi-res" graphics mode, but Richard wasn't using one
of
> those. The wildenress display used "tiles" that were twice as tall
and
> twices as wide as a text character, giving the ability to put around
> 20x16 tiles on the screen. Maybe less than 16 vertically, I forget
> whether he used the Apple's hardware 4 line text window. The remake
had
> a little less because of the addition of fancy blue and white
borders, as
> used in Ultima 3 and 4. The towns and castles used smaller shapes
to get
> more detail and maneuvering room on-screen, and matched the 40x24
> dimensions of an Apple text screen.
Oops, I MEANT 40x24. :P
My experience btw was on the Atari, which did use redefinable char
sets at 40x24... I never actually saw the Apple version. U1 didn't use
artifacting for the colors, but U3 did, as I recall, and it resulted
in the tile size become 2x2 characters...
-Raph
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