
		**** The Exodus Project ****
		*    Ultima III Upgrade    *
		*                          *
		*        Release 3.0       *
		****************************


Project Status:

	01-13-2011 - Release 3.0:

		After many years, the 3.0 release is finally available.
		The major feature of this release is its support for 256-
		color VGA graphics.

		It's worthwhile to note that the video and music code was
		entirely re-written and extracted into external drivers.
		This makes it easier for me to maintain, but also enabled
		the ability to "switch" between video modes with a config
		program by merely swapping drivers.

		In addition to the headline VGA graphics, users have the
		option of playing in EGA and CGA modes if they so choose.
		Furthermore, for "classic mode" enthusiasts, there is now
		a CGA Composite driver which simulates the blending of
		CGA colors on composite monitors.  This is actually how
		U3 on the IBM PC was intended to be played!  More info
		at https://sourceforge.net/p/ultima-exodus/wiki/CGA%20Composite/

		Besides the graphics drivers, a number of other things
		have been updated/added:

		- You can replace those 0-7 moon phase numbers with actual
		  moon phase icons.  Make sure "moon phases" is set as
		  "enabled" in the config.
		- The EXE programs included with the upgrade (U3CFG.EXE
		  and U3RESET.EXE) have been recompiled to work properly
		  under 16-bit DOS without a DPMI interface (e.g. DOS4GW).
		- A bug was fixed that would give inaccurate Marks/Cards
		  information in Ztats.
		- The frame limiter was rewritten using the PIT (Programmable
		  Interrupt Timer) as opposed to date milisecond comparisons.
		  Some of the timings have been adjusted.
		- The Exodus Project is now open source!  Find us on
		  SourceForge at the following URL:
		  https://sourceforge.net/projects/ultima-exodus/

		Lastly, I no longer include the modified binaries in the
		release packages.  I found that as I modified more and
		more of the files in the Ultima games I was coming
		awefully close to including the entire game in the zip
		file.  Now, the release packages include a patch file that
		contains only the differences.  You'll need to use the
		binpat program to patch your executable and data files.
		There's more on this in the install instructions.

	Please see below for an abbreviated project history or visit the
	project website (http://exodus.voyd.net/) for the complete status
	history.  I also post relevant information on project updates to
	the rec.games.computer.ultima.series and .dragons newsgroups.


Known Issues:

	None at this time.


Abbreviated History:

	01-08-2002 - 2.5
		- Fixed bug with Sosaria map getting reset when entering
		  or leaving Ambrosia.

	08-31-2001 - 2.4
		- Fixed bug that would save your game when your party dies
		  with AutoSave disabled.
		- U3RESET program added.  Disperse your party before use.

	04-06-2001 - 2.3
		- No longer opens all files in r/w mode.  It now chooses
		  either the read or write modes depending on the use of
		  the data.
 		- Updating some timing on intro

	01-01-2001 - 2.2
		- Fixed major AutoSave bug where Sosaria map was not
		  getting cached and reloaded when you entered/exited a
		  town.
		- Created U3CFG.EXE to configure game options.
		- Created launcher program ULTIMA3.COM which passes
		  parameters to midpak, bypassing a bug in the Win2K
		  command-line.  Reads game options from U3.CFG.
		- Added int 66 wrapper to ULTIMA3.COM so NT/2K does not
		  crash if MIDI is disabled.
		- Game can no longer be launched from U3EGA.COM.
		- Improved memory handling.
		- Play "Alive" during endgame sequence.
		- Upgraded file I/O (removed DOS 1.0 FCB's)

	11-27-2000 - 2.1
		- Created u3autosv.exe AutoSave patch
		- Edited MIDI music to loop properly
		- Fixed bug w/ AutoSave when entering or leaving Ambrosia

	11-19-2000 - 2.0
		- Added MIDI music via Midpak driver
		- Disabled AutoSave (temporarily)
		- Added special keystrokes to combat
		- Removed erroneous cursor from endgame sequence
		- Added mane to horse tile

	09-10-2000 - 1.0
		- Frame limiter support added improved overall
		- Added frame limiter to peer gems, intro animations,
		  and demonstration screen.
		- Added special keystrokes ALT-X/R/M
		- Finished coloring all tiles
		- Colored intro dragon animation
		- Slowed down sound in dragon breath so it is audible

	08-29-2000 - 0.5 beta
		- Colored peer-gems in overworld
		- Transformed slow-down mechanism into a full-fleged
		  frame limiter.

	08-25-2000 - 0.4 alpha
		- Dungeons work, now in color
		- Peer gems work (although the colors are strange)
		- Colored more tiles

	08-22-2000 - 0.3 alpha
		- Updated slow-down mechanism to yield to keyboard input
		- Colored more tiles
		- Screen blinks on area-affect spells
		- Party member box blinks on hit or poison
		- Number above party member box is highlighted when it
		  is his/her turn in combat.
	
	08-15-2000 - 0.2 alpha
		- Game now plays in all normal tile-based views.
		- Dungeons and gems do not yet work.
		- Added preliminary internal slow-down mechanism

	08-13-2000 - 0.1 alpha
		- First alpha release
		- Added preliminary coloring to convert tiles to EGA
		- Can only watch intro, watch demo, navigate main menu,
		  and set up a party.
		- The game itself does not play.

	07-30-2000 - Project Begins
