Reverse-engineering the 1998 Ultima Online demo server

(draxinar.github.io)

31 points | by notsentient 3 hours ago

6 comments

  • skerit 52 minutes ago
    > I worked on this project intermittently for 10 years, until recent developments in LLMs finally made it possible to complete this seemingly never-ending task.

    I've been working on my own MFC C++ decompilation project. It's insane how useful LLMs are for this.

  • kev009 1 hour ago
    The UO emulator scene got me into network programming. I've never seen an online game capture so many ancillary/emergent/accidental gameplay mechanics as well as this, somehow all the 3d MMOs seemed to downgrade a lot of the interesting economics, building, exploring that UO delivered. PvP and quest type stuff is probably a lot better in other games but it was still compelling and you could realistically play solo or in a group or casually interact with randoms and effortlessly switch between these as you felt like it.
  • grebc 1 hour ago
    Memories.

    I played T2A a little last year, great shard & peeps running it.

    https://www.uosecondage.com/

  • snickmy 35 minutes ago
    sooo many memories.

    got into it with Sphere (51 and 55) if my memory doesn't trick me.

    was there ever a working port of the client for OSX ? would love to revamp it.

  • shutterkiller 52 minutes ago
    Posts like this are a great reminder that protocol archaeology is half software history, half debugging. The reconstruction work here sounds genuinely fun.
  • youre-wrong3 34 minutes ago
    [dead]