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09-29-2001 - Release 1.1 |
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This is a maintenance release of the U2 EGA Upgrade, which has a few new features. Updates since the previous release are:
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07-02-2001 - Release 1.0 |
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This is the first full release of the U2 EGA Upgrade, which has a lot of new features. Updates since the previous release are:
Known Issues: I've received one complaint that the title screen takes too long to draw (like 5-8 seconds to draw each row). I have been unable to reproduce the problem on several systems and I am thus not conviced that it is a bug in the game. If anyone else has this problem as well, please let me know. There will be some compatibility problems with the save games if you save on a non-Earth planet or save while on a vehicle. If you saved your game on the inner planets (Mercury-Jupiter) and you attempt to start the CGA program, your game will load on one of the Earth time periods. You will get a "Wrong Disk" message if you attempt the same with the outer planets. Saving with a vehicle in the EGA upgrade will result in that vehicle being lost in the CGA version. This is by design. It is therefore recommended that if you started your game on the EGA version, you finish it on the EGA version. There is no problem in the other direction, that is using a saved game from the CGA version on the EGA upgrade. |
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05-13-2001 - Release 0.3 beta |
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This is the third prerelease of the U2 EGA Upgrade. I'm pleased to announce that you can now play the game from start to finish! Updates since the previous release are:
The following has yet to be added:
Some Additional Notes: I recently learned that Micro Dragon released two forms of his speed fix: 1) a "u2.com" calling program and 2) instructions on how to repair the ULTIMAII.EXE binary with a hex editor. I've been informed that the Divide Overflow fix that was encorporated in the U2 of the Ultima Collection is actually the second form of Micro Dragon's Speed Fix, although Origin never gave him credit in the release. Let's all thank Micro Dragon for his speed fix, then! And thanks to Paulon Dragon for pointing this out. Oh, I also checked to see if there were any other updates applied to the Ultima Collection U2, but there were none. Known Issues: For some strange reason, the end game sequence crashes the game in NT. This does not appear to happen on other operating systems. I have already spent quite a bit of time trying to identify the problem. Hopefully, it will be fixed for version 1.0. Hyperwarp is a little too slow now. If you don't like waiting for the sequence to complete, just press a key. For those users with release 0.1-alpha, PLEASE remove the "u2ega.com" program, which the first form of Micro Dragon's speed fix. Also PLEASE remove the "uiiega.exe" program, which is the 0.1-alpha binary. These programs will conflict with this and future releases. |
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04-21-2001 - Release 0.2 alpha |
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This is the second alpha prerelease of the U2 EGA Upgrade. Updates since the previous release are:
The following has yet to be added:
Some Additional Notes: DOS 1.0 supported a method of file access using something called File Control Blocks (FCB's). When DOS 2.0 came out, the FCB method of file access was obsoleted, but still available for backward compatibility. However, FAT32 file systems have a problem with older programs that use FCB's when in pure DOS mode, but not in Win 9x. And Win ME does not like FCB's one bit. Therefore I've changed the file access method to the "newer" version (the one released with DOS 2), as I had done with U3, and the O/S's are happy once again. I learned only a few days ago that there are multiple versions of U2 for the PC! It appears that the version released with the Ultima Collection CD (ULTIMAII.EXE dated 01/08/98) is not plagued by the "Divide Overflow" problem that haunted previous versions. The version I have been working with thus far was dated 01/03/92, released with the Ultima I-VI Collection. I was able to pinpoint what was causing the problem (a rogue div instruction) and copied the section of the code from the newer U2 into this binary. Note that this obsoletes the reliance on Micro Dragon's U2 Speed Fix. I will also make an effort to find what other changes (if any) have been made to the new binary so those fixes can be encorporated into this project. I have also taken the liberty of updating Moonstone Dragon's Galaxy Map Patch Program (formerly u2patch.com, now cgapatch.exe) to update the CGA binary to fix the divide overflow error and read the PICCAS image, which was in the Apple version but left out of the PC version. The other patch program (dngpatch.exe) repairs the map files for the Pangea Greenland dungeon. Known Issues: Viewing helms, entering dungeons and towers, and the outer-space portion of the game are not yet implemented. Any attempt to access these parts of the game will not display on the screen. With the exception of outer-space, this problem will not crash your computer, as in the previous release. In fact you can still enter commands. Only the game screen will not be visible. The game will unfortunately still crash hard in outer-space, though. For those users with release 0.1-alpha, PLEASE remove the "u2ega.com" program, which was modified version of Micro Dragon's speed fix. Also PLEASE remove the "uiiega.exe" program, which is the 0.1-alpha binary. These programs will conflict with this and future releases. |
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01-30-2001 - Release 0.1 alpha |
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This is the first alpha release of the U2 EGA Upgrade. This release ships with a modified version of Micro Dragon's U2 Speed Fix. The following is a brief list of what has been added:
The following has yet to be added:
URGENT NOTE - Viewing helms, entering dungeons and towers, and the outer-space portion of the game do not work and may crash your system!! The game will either crash your DOS box, crash Windows, or reboot your machine for you. There was an address table in the game that was used to index the CGA video buffer. As the upgrade will not use CGA, I wrote over this table with new code to support the EGA video, hotkeys, and frame limiter. However, the algorithms for viewing helms, dungeons/towers, and outer-space have not yet been rewritten. As a result, when one of these functions is entered, the game will attempt to write a white pixel to an unknown memory address, which will most likely be in use by another program. All other portions of the game should be okay, but I will not be held responsible for any losses! You have been warned. |
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Pre-release History |
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11-26-2000 - Project Halts |
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By the end of the week, I had built a new EGA tileset, rewrote the video algorithms to display them on the screen, integrated a frame-limiter and added new function keys. Debugging could not continue much longer however as finals neared ever closer; and on its heals a three-week business trip to Denver made itself manifest. |
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11-21-2000 - Project Begins |
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After having created new tiles for the game, this was the point at which I found a way to successfully edit an EXE binary. (which was different in structure from COM binaries as I had just learned) The project had begun. |
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