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-
- ΓòÉΓòÉΓòÉ 1. Welcome to OS/2 Warp ΓòÉΓòÉΓòÉ
-
- OS/2 Warp for Playing & Developing PC Games
- January 1995
-
- Copyright (c) IBM Corporation, 1995.
-
- Preface
- Disclaimer
- Trademarks
- Comments & Corrections
-
- OS/2 is a PC operating system that has been around for years, and is well known
- as the leading 32-bit PC operating system for enterprise client/server
- computing. Now, IBM is bringing this power to home and mobile users, and is
- turning heads, with OS/2 Warp.
-
- OS/2 Warp is the 32-bit, multitasking, multimedia, crash-protected,
- Windows-friendly, Internet-accessed, totally cool new way to run your computer.
-
- It combines the performance and reliability of its 32-bit heritage with new
- mobility and productivity features, such as simplified installation, reduced
- memory requirements, a BonusPak of productivity applications, Internet access,
- LaunchPad, and a more responsive user interface. OS/2 Warp lets you run lots of
- applications (written for OS/2, DOS, Windows 3.1 and its upgrades, and Windows
- for Workgroups 3.1 and 3.11) on the same system at the same time.
-
- OS/2 Warp for PC Gamers
- OS/2 Warp for PC Game Developers
- Potential OS/2 Warp Game Scenario
-
-
- ΓòÉΓòÉΓòÉ 1.1. Preface ΓòÉΓòÉΓòÉ
-
- This document focuses on specific OS/2 Warp features that apply to PC gaming.
- It assumes that the reader is already familiar with OS/2 as a PC operating
- system.
-
- The first section, OS/2 Warp for PC Gamers, describes OS/2 as a games platform,
- solving many of the problems PC users face when playing games under DOS or
- Windows, and helping to usher in a new breed of high-performance 32-bit games.
- It is being publishied as an article in IBM Personal Software Technical
- Newsletter, Issue 1, 1995.
-
- The second section, OS/2 Warp for PC Game Developers, describes unique
- advantages OS/2 has as a development platform and contains detailed information
- for program developers. It is being published in the May/June 1995 issue of
- IBM Personal Systems Technical Solutions magazine.
-
- IBM authors contributing to these articles include Wayne Caswell, Linden
- DeCarmo, Darren Dobkin, Steve Hancock, Rick Thompson, Gabriel Vizzard, Lloyd
- Webber, and Dave Whittle.
-
-
- ΓòÉΓòÉΓòÉ 1.2. Disclaimer ΓòÉΓòÉΓòÉ
-
- Some sections of this document may include information concerning future
- products or future releases of products currently commercially available. The
- description and discussion of IBM's future products, performance, functions,
- and availability are based upon IBM's current intent and are subject to change.
-
- The information contained in this document has not been submitted to any formal
- IBM test and is distributed on an as-is basis without any warranty either
- express or implied. The use of this information or the implementation of any of
- these techniques is a customer responsibility and depends on the customer's
- ability to evaluate and integrate them into the customer's operational
- environment. While each item may have been reviewed by IBM for accuracy in a
- specific situation, there is no guarantee that similar outcomes will result
- elsewhere. Customers attempting to adapt these techniques to their own
- environments do so at their own risk. This information is not intended to be an
- assertion of future action or a commitment to deliver products.
-
- The authors (and IBM) may use or distribute any information you supply in any
- way believed appropriate without incurring any obligation whatever.
-
-
- ΓòÉΓòÉΓòÉ 1.3. Trademarks ΓòÉΓòÉΓòÉ
-
- The following are trademarks or registered trademarks of IBM Corporation: Crash
- Protection, DSOM, IBM, MMPM/2, Multimedia Presentation Manager/2, OS/2,
- Operating System/2, Person to Person, PowerPC, SOM, System Object Model,
- Ultimedia Builder/2, Ultimedia Perfect Image/2, Ultimedia Video IN, Ultimedia
- Workplace/2, Ultimotion, Workplace Shell.
-
- Microsoft and Windows95 are trademarks or registered trademarks of Microsoft
- Corporation.
-
-
- ΓòÉΓòÉΓòÉ 1.4. Comments & Corrections ΓòÉΓòÉΓòÉ
-
- Comments and corrections concerning this document may be sent to:
-
- Wayne Caswell
- Internal zip 2999
- IBM Corp.
- 11400 Burnet Rd.
- Austin TX 78758
- 1-512-823-1746 (voice)
- 1-512-823-2733 (fax)
- wcaswell@vnet.ibm.com (internet)
- USIB5QD8 at IBMMAIL
-
-
- ΓòÉΓòÉΓòÉ 2. OS/2 Warp for PC Gamers ΓòÉΓòÉΓòÉ
-
- This section for PC gamers describes OS/2 Warp as an ideal games platform,
- solving many of the problems that PC users face when playing games under DOS or
- Windows, and helping to usher in a new breed of high-performance, 32-bit games.
-
- PC Games vs Arcade & Game Boxes
- 32- vs 16- vs 8-Bit
- Access to More Memory
- Multitasking and Multithreading
- Child Proofing
- Installing and Configuring DOS Games
- Troubleshooting Your Games
- Windows as a Game Platform?
- BonusPak Reaches into Home Markets
- Recommended DOS Settings
- List of Games Recognized by OS/2 Warp
- Potential OS/2 Warp Game Scenario
-
-
- ΓòÉΓòÉΓòÉ 2.1. PC Games versus Arcade & Game Boxes ΓòÉΓòÉΓòÉ
-
- More money is spent on games (arcade games and PC games) than on box-office
- movies, and 1994 sales of PCs surpassed that of television sets. Traditionally,
- the dedicated arcade and game boxes (such as Nintendo, Sega, and 3DO) have run
- the high-speed, fast-twitch, adrenaline-pumping action games popular with young
- males, leaving adventure and thinking games to personal computers; but that is
- starting to change with multimedia PCs and advanced operating systems like OS/2
- Warp.
-
- Game boxes are still less expensive and easier to install and use than PCs.
- Just plug them into your TV and the wall plug, and insert a game cartridge.
- There are no commands to start a game, and navigation through the game is
- simple, usually driven through a joystick that has just a few buttons.
-
- Although personal computers are likely to remain more expensive than game
- boxes, they are on the same technology curve and have the advantage of starting
- out as multifunction devices -- but with more computing power; both hard-disk
- and CD-ROM storage; the ability to support better graphics, sound, and video;
- more user interface alternatives such as keyboard, mouse, and speech and
- handwriting recognition; and significantly greater flexibility and
- expandability.
-
- PC games have been able to offer greater richness, depth of experience, and
- educational value. So parents, concerned that their kids are spending too much
- time in front of violent video games, are attracted by the types of games
- offered on PCs. They use this as partial justification for spending more for a
- PC, which can also be used for personal productivity and business applications,
- than for a game box.
-
- PCs are now starting to attract the action games, making them an even better
- investment, and possibly replacing some of the demand for game boxes. It's no
- wonder that the manufacturers of video games are looking at the PC market for
- ports of their games. Even shareware programs like Doom, from Id Software, have
- proven that the PC can rival the arcade and game controllers in offering
- engaging action and excitement.
-
-
- ΓòÉΓòÉΓòÉ 2.2. 32- versus 16- versus 8-Bit ΓòÉΓòÉΓòÉ
-
- Over the last few years, we've seen game controllers move from 8-bit models to
- 16-bit, with more function and the ability to handle better graphics. 16-bit
- personal computers have been available longer, and started a similar move to
- more powerful 32-bit systems with the Intel i386. Now PCs have moved through
- the 486 to Pentium and PowerPC processors, but most of the software is still
- designed for 16-bit systems. That's like running your V8 engine on just six
- cylinders.
-
- OS/2 Warp, a 32-bit operating system, helps make 32-bit PCs perform better,
- even when running old 16-bit games. The newer 32-bit OS/2 games and
- applications can improve performance even more, especially when compared to
- running older 16-bit versions under the Windows operating environment.
-
- You may ask "What benefits does 32-bit processing bring to games?" Without
- getting into details, you can summarize the benefits as faster performance,
- richer content, better compatibility with existing applications, and the
- ability to do more than one thing at a time -- a real boon for games that need
- to calculate their next moves while displaying video or animation,
- synchronizing that with exciting sound, and interacting with one or more users.
-
- Potential OS/2 Warp Game Scenario
-
-
- ΓòÉΓòÉΓòÉ 2.3. Access to More Memory ΓòÉΓòÉΓòÉ
-
- Today's computers come with more memory than they did a few years ago, and
- accessing that additional memory gives game developers the ability to handle
- superior graphics with higher resolution and more colors. With extra memory,
- programs can also do more, and offer richer, more life-like experiences.
-
- But DOS application developers have found that exploiting that extra memory is
- not easy. DOS is a 16-bit operating system, and as such can only address 1
- million bytes of information. Even with 32-bit computers that can address 2
- gigabytes of memory, DOS still requires developers to design programs in small
- 64 KB segments, and limits total memory access to 640K bytes. (1 MB minus DOS
- control blocks = 640 KB.) The 64 KB memory segment is the result of DOS's
- segmented memory model, which is carried over from the circa-1980 CPM operating
- system that DOS was based on. CPM ran on 8-bit computers that could only
- address 64 KB of memory.
-
- To gain access to the additional memory, developers have had to rely on memory
- managers (EMS, XMS, or DPMI) or on other tricks, including writing their own
- proprietary DOS extenders. (To support older programs, OS/2 Warp simulates
- these DOS extenders.)
-
- OS/2 Warp Manages Memory
-
-
- ΓòÉΓòÉΓòÉ 2.3.1. OS/2 Warp Manages Memory ΓòÉΓòÉΓòÉ
-
- OS/2 programs no longer need to worry about managing memory. Users accustomed
- to jumping through memory-management hoops will be pleasantly surprised by OS/2
- Warp, where they can take advantage of built-in DOS memory management. OS/2
- Warp gives each DOS or Windows program up to 48 MB of combined XMS/EMS memory,
- and up to 512 MB for each application written to the DPMI specification. And
- Terminate and Stay Resident (TSR) programs can be tucked neatly out of the way
- by using the LOADHIGH command.
-
- OS/2 Warp manages system memory, so you no longer have to do this yourself.
- Because OS/2 Warp has built-in support for more memory than you'll ever need,
- and lets your programs access more virtual memory than you really have
- installed, you no longer have to mess around with DOS extenders and the
- CONFIG.SYS conflicts that often exist between DOS games.
-
- You don't have to reboot with a different CONFIG.SYS each time you want to run
- a different game. Instead, each game runs in its own virtual DOS machine, with
- its own settings, thus avoiding CONFIG.SYS conflicts. Some configuration
- changes can even be made while the program is running. Later, we'll see some
- suggested settings that are typical for DOS games, but there's enough
- flexibility to handle almost any DOS game.
-
- OS/2 Warp even has the ability to boot a unique DOS session from a diskette or
- disk image created on your hard disk, while still running other applications.
- This is helpful if you have an application that is written to a specific
- version of DOS (e.g., PC DOS 2.1 or DR DOS). It's even possible to run a copy
- of the pre-1980 version of CPM/86 in this manner.
-
- OS/2 Warp shatters the 640 KB memory barrier permanently with its flat (or
- linear) memory model, giving OS/2 programs as much memory as they need. There
- is no practical limit to the amount of RAM that OS/2 applications can use --
- the system is capable of addressing up to 2 gigabytes of virtual memory and
- more than 16 MB of physical memory.
-
- OS/2 Warp can handle memory objects from just 1 byte in size to 2 gigabytes,
- giving you flexibility at both the small and very large ends of the software
- spectrum. OS/2 Warp recognizes and uses all available memory, and also supports
- virtual memory. As a result, OS/2 applications are not limited by the amount of
- memory that is physically installed in the system, and developers don't have to
- create (and users don't have to buy) DOS extenders. And, they don't have to
- deal with context switches between real-mode and protect-mode memory.
-
- OS/2 Warp's virtual memory manager treats hard-disk space as if it were real
- RAM, limited only by the size of the hard drive. OS/2 Warp silently and quickly
- swaps out to disk the memory that hasn't been used recently, freeing up real
- memory for active tasks. Because OS/2 Warp manages memory in small 4 KB page
- frames instead of variable 64 KB program segments, memory fragmentation and
- swapping is reduced, and speed is increased. Rather than getting out-of-memory
- errors, you get fast, efficient, virtual memory management that makes the best
- of your computer resources.
-
- In a few years, it won't be uncommon to find PCs with 64 MB of RAM --
- essentially today's mainframes on the desktop. With so much memory, simulation
- games can be more realistic, and action games can be more vivid. OS/2 Warp is
- ready for this challenge.
-
-
- ΓòÉΓòÉΓòÉ 2.4. Multitasking and Multithreading ΓòÉΓòÉΓòÉ
-
- Preemptive multitasking is what lets more than one program task run at the same
- time. With this feature, your fax software can answer a phone call and receive
- an incoming fax transmission while your son continues playing with his action
- game. The multitasking in Microsoft Windows and Apple System 7, however,
- expects each application to cooperate and voluntarily yield control to other
- programs -- not a very likely scenario. With Windows and System 7, you'd either
- receive the fax or play the game, but not both at once.
-
- Multithreading is the ability to execute more than one program thread at the
- same time -- within the same program. Because this capability is so helpful
- (even required) for games, many DOS developers wrote their own routines to
- handle multiple program segments. With OS/2 Warp, this extra code is not
- necessary, making OS/2 applications smaller and easier to write.
-
-
- ΓòÉΓòÉΓòÉ 2.5. Child Proofing ΓòÉΓòÉΓòÉ
-
- OS/2 Warp makes it possible for the same PC that's used to run a home office to
- also be used for games and kids' education.
-
- Even before the advent of this newest OS/2 version, it was reported by early
- adopters that OS/2 is the best PC platform for kids, especially when set up by
- an adult. It rivals an Apple Macintosh in ease of use, offers a richer choice
- of applications than either DOS or Windows, and protects applications from each
- other (or from kids). Kids, it seems, learned quickly about which parts of the
- system they were allowed to explore, and how to shut down the system when they
- were done. Although it won't prevent very small kids from spilling drinks on
- the keyboard or inserting foreign objects into diskette drives, OS/2 Warp adds
- a level of protection that helps make parents feel better.
-
- OS/2 Warp's Crash Protection ensures that an error in one program doesn't
- impact the system or other running programs. Program memory is protected from
- access by other programs.
-
- You can also create a "kids" folder, or a folder for each family member, and
- fill them with shadows of the program objects, files, or devices that family
- members are allowed to use. Shadows of your favorite games can appear in
- everyone's folder, for example. These shadows differ from copies in that they
- simply link to the original object, which might be a file or program on another
- disk, so you don't have to take up space with multiple copies.
-
-
- ΓòÉΓòÉΓòÉ 2.6. Installing and Configuring DOS Games ΓòÉΓòÉΓòÉ
-
- Games and education applications with arcade-style action can be very
- aggressive in their exploitation of PC hardware, so they often won't run in the
- Windows environment because of the need for faster graphics. Almost all of the
- popular games run well under OS/2 Warp, provided that customized settings are
- used. OS/2 Warp now automatically recognizes over 200 games, and creates
- individual icons with the associated settings to optimize performance. You can
- take advantage of this new OS/2 Warp feature in either of two ways:
-
- 1. Use the Add Programs application from the System Setup folder to configure
- multiple games. For each game that OS/2 Warp finds, it assigns a set of
- customized DOS settings and adds a program object icon in the Games folder,
- which is found inside the OS/2 System folder.
-
- 2. Drag a Program template from the Templates folder to set up an individual
- program. When you install new games, use the default subdirectory whenever
- possible. Then make a note of the fully qualified filename (e.g.,
- D:\3DBODY\3DBODY.EXE) of the file used to start the game. Use the Program
- template to add the game to the location of your choice. When you enter the
- file name, OS/2 Warp automatically adjusts all settings necessary to run
- the game. Simply close the Settings notebook, and launch the program object
- just created.
-
- Either way, you avoid the inconvenience of modifying your CONFIG.SYS or
- AUTOEXEC.BAT files, configuring memory, or using trial-and-error to find ways
- to keep all those demanding DOS and Windows applications working together.
-
- Application Recognition Database
- Save Settings
- Default Subdirectory
- Games Folder
-
-
- ΓòÉΓòÉΓòÉ 2.6.1. Application Recognition Database ΓòÉΓòÉΓòÉ
-
- A file named D:\OS2\INSTALL\DATABASE.TXT includes the tested settings for over
- 200 of the popular games and education titles, including all but a few of the
- top 100 and a number of shareware titles. If you want to add your own
- personalized titles to OS/2 Warp's "Application Recognition Database," merely
- edit the DATABASE.TXT file. When your changes are complete, compile the TXT
- file with the following commands:
-
- CD \OS2\INSTALL
- PARSEDB DBTAGS.DAT DATABASE.TXT DATABASE.DAT
-
- After the next reboot, OS/2 Warp includes your new settings, and is able to
- recognize your applications whenever you run Add Applications or use the
- Program template to create a new program object.
-
-
- ΓòÉΓòÉΓòÉ 2.6.2. Save Settings ΓòÉΓòÉΓòÉ
-
- OS/2 Warp now allows you to save settings for an individual application in a
- file you can share with other OS/2 Warp users. From the DOS Settings page,
- select Print, and then Encoded File, entering the name of the file that will
- contain the saved settings. Then, from the DOS Settings page on another system,
- the encoded file can be used to recreate the saved settings for a new object by
- pressing the Load button.
-
-
- ΓòÉΓòÉΓòÉ 2.6.3. Default Subdirectory ΓòÉΓòÉΓòÉ
-
- In most cases, you can simply use the default subdirectory offered by your
- application's installation program. This enables OS/2 Warp to most easily
- recognize the game. Some updated games, however, might require installation in
- a different directory than the default. For example, install the following
- games as specified:
-
- o Install KidPix 2 (for Windows) to a \KIDPIX2 subdirectory instead of the
- default \KIDPIX, especially if you have the original KidPix program, which
- also uses \KIDPIX.
-
- o Install Might and Magic V: The Dark Side of XEEN to \XEEN5 rather than to the
- default of \XEEN, especially if you have any of the earlier Might and Magic
- games, which also try to use \XEEN.
-
- o Install Pipe Dream to a directory named \PIPEDRM instead of to the default
- \PIPE.
-
-
- ΓòÉΓòÉΓòÉ 2.6.4. Games Folder ΓòÉΓòÉΓòÉ
-
- OS/2 Warp comes with three simple OS/2 games in a Games folder:
-
- 1. Solitaire - Klondike
-
- 2. Mahjongg Solitaire
-
- 3. OS/2 Chess
-
- The Games folder is a good place to put the program object icons for your other
- games. You can then create shadows of appropriate games in each of your kids'
- folders, as described above under "Child Proofing".
-
-
- ΓòÉΓòÉΓòÉ 2.7. Troubleshooting Your Games ΓòÉΓòÉΓòÉ
-
- OS/2 Warp permits you to do other things while a game is ongoing, but some
- graphics- or CPU-intensive games may slow down in this multitasking
- environment. For fastest performance with such games, close all windows and
- apps, especially other DOS apps, before you run a game. Leaving other apps open
- can steal CPU time from the game, thus slowing down any high-speed action.
-
- If you still have trouble running (or installing) your game under OS/2 Warp,
- the following notes may be of value.
-
- o OS/2 Warp doesn't recognize your game. -- If you have other games or
- applications that are not recognized by the OS/2 Warp Add Programs
- application and that don't run under the default DOS full-screen session, try
- the following:
-
- - Create a program object for your game by dragging the Program template
- from the Template folder.
-
- - Enter the path and file name and any necessary parameters (such as
- -NOSOUND, -SB, -VGA, and so on) according to the application's
- documentation.
-
- - Select the Session tab, then "DOS full screen".
-
- - Select "DOS settings" and "All DOS settings."
-
- - Change the settings in accordance with any documentation or technical
- support provided by the application vendor. Refer to "Recommended DOS
- Settings" later in this document to see which settings you'll likely want to
- change.
-
- o Trouble with sound. -- Whether running DOS, Windows, or OS/2, PC users
- occasionally experience problems running certain advanced games that
- aggressively use your system's sound capabilities. If you have problems with
- any game under OS/2 Warp, first try disabling the sound using the program's
- configuration, setup, install, or sound options.
-
- o Game won't even work. -- A small number of DOS games apparently use
- memory-management techniques, such as Virtual Control Program Interface
- (VCPI), which are virtually impossible to support in any multitasking,
- controlled-memory environment, such as OS/2 or Windows. To run these
- programs, your best option may be to boot a native copy of DOS. Fortunately,
- OS/2 Warp has a dual-boot feature that lets you easily switch back and forth
- between DOS and OS/2 Warp. Once most users move to OS/2, however, they rarely
- return to DOS.
-
-
- ΓòÉΓòÉΓòÉ 2.8. Windows as a Game Platform? ΓòÉΓòÉΓòÉ
-
- Microsoft Windows comes preloaded on most PC systems and is primarily used for
- Windows-based business applications that offer a consistent graphical user
- interface (GUI), but Windows has not proven to be a good games platform. This
- is partially because games provide their own user interface and don't need the
- Windows GUI, but mainly because the GUI interferes with the performance of
- action games.
-
- Games also tend to need much more memory than the Windows environment allows,
- since Windows itself takes away from the DOS 640 KB limit. For these and other
- reasons, a very large number of DOS games (especially action games) don't even
- run under current versions of Windows. With few exceptions, they do run under
- OS/2 Warp, often running even better than under native DOS because of the
- 32-bit nature of OS/2 Warp and its superior memory management.
-
- Microsoft Windows does offer some benefits to games that don't need fast
- performance, such as device independence for video displays and sound cards
- (developers don't have to provide their own support, but can write to standard
- interfaces), and Video for Windows (an add-on that is shipped with educational
- titles and some games). As a result, some new Windows-based games are starting
- to appear, but they are usually limited to reference titles and thinking games.
- OS/2 Warp offers similar benefits and can run these applications too.
-
- For more information on DOS, Windows and OS/2 as platforms for running action
- games, select here.
-
-
- ΓòÉΓòÉΓòÉ 2.9. BonusPak Reaches into Home Markets ΓòÉΓòÉΓòÉ
-
- A new BonusPak now ships with every copy of the OS/2 Warp operating system,
- giving users the immediate opportunity to experience the advantage of native
- OS/2 applications. In addition to a variety of popular applications, the
- BonusPak includes easy access to the Internet and other online services by
- clicking on the IBM Information Superhighway icon. It also includes
- high-performance multimedia support designed to offer a compelling development
- environment for next-generation games.
-
- The combined information superhighway and multimedia capabilities of OS/2 Warp
- will make it the ideal system environment for CD-ROM-based educational programs
- and games, and it will make it easy for users to transform their computers into
- televisions, view and store their favorite photos, and host live video
- teleconferences with friends and colleagues.
-
- We expect these added features to be a big hit in the booming home-office and
- edutainment markets. They will change the way people use their computers. For
- example, you will be able to have your daughter's birthday pictures developed
- on a Kodak Photo CD and send them electronically to family members across the
- country via Warp's Internet features.
-
- Multimedia Features
- IBM Works
- IBM Internet Connection
- CompuServe Information Manager
- IBM Person to Person
- FaxWorks for OS/2
- HyperACCESS Lite
-
-
- ΓòÉΓòÉΓòÉ 2.9.1. Multimedia Features ΓòÉΓòÉΓòÉ
-
- OS/2 Warp comes with many leading-edge multimedia features, some of which are
- ideal for playing today's sophisticated computer games.
-
- Multimedia Viewer
-
- Eastman Kodak Photo CD Technology
-
- Use the PC like a TV
-
- Ultimedia Video IN for OS/2
-
- MPEG Video
-
- Direct Interface Video Extensions (DIVE)
-
- Autodesk Animation
-
- Compressed Audio
-
-
- ΓòÉΓòÉΓòÉ 2.9.2. IBM Works ΓòÉΓòÉΓòÉ
-
- IBM Works is a collection of productivity tools and application programs
- designed to meet the needs of a wide variety of users. It will benefit
- personal use at home, as well as the home office, small business, and even
- users in corporate environments.
-
- IBM Works includes:
-
- Word Processor
- Spreadsheet
- Chart
- Database
- Report Writer
- Personal Information Manager
-
-
- ΓòÉΓòÉΓòÉ 2.9.3. IBM Internet Connection for OS/2 ΓòÉΓòÉΓòÉ
-
- The IBM Internet Connection for OS/2 is a complete Internet software package
- that gives you access to the vast resources of the Internet. This Internet
- application takes the complexity out of the command-line-based Internet
- applications of today, and provides the user with one-button installation, as
- well as one-button registration and hookup to the Internet. With the Advantis
- default service provider, the Internet becomes easily accessible and fun to
- explore.
-
- The IBM Internet Connection for OS/2 consists of the following:
-
- UltiMail Lite
-
- Gopher Client
-
- TelnetPM
-
- PMANT
-
- FTPPM
-
- Web Explorer
-
-
- ΓòÉΓòÉΓòÉ 2.9.4. CompuServe Information Manager for OS/2 ΓòÉΓòÉΓòÉ
-
- Developed by CompuServe for OS/2 Warp, this Information Manager program helps
- you get the most from your CompuServe membership. An object-oriented user
- interface allows you to access, sort, and utilize the online information and
- services quickly and easily. If you aren't currently registered with CompuServe
- but would like to try the service, there is a simple sign-up icon.
-
-
- ΓòÉΓòÉΓòÉ 2.9.5. IBM Person to Person for OS/2 ΓòÉΓòÉΓòÉ
-
- IBM's real-time conferencing software, Person to Person, has been integrated in
- the Warp BonusPak. P2P allows up to eight people to work together -- without
- actually being together -- on a single document, sharing suggestions and
- writing or drawing comments on the document on their PCs. Data to be worked on
- is placed into the shared clipboard and can be modified in real time. All
- parties see the same data at the same time or share files. Without leaving
- their desks, users can achieve the same level of efficiency, personal
- interaction, and productivity associated with traditional working sessions,
- saving time and reducing unnecessary business travel costs. By adding video
- cameras and an Action Media II adapter, users can host live teleconferences
- over existing networks. The link can be established over modems, LANs, ISDN, or
- the Internet, and will also accommodate future protocols (e.g., ATM and two-way
- TV cable).
-
-
- ΓòÉΓòÉΓòÉ 2.9.6. FaxWorks for OS/2 ΓòÉΓòÉΓòÉ
-
- FaxWorks for OS/2 is a 32-bit fax software program that sends and receives
- faxes of unlimited length, and prints faxes on any OS/2 Warp printer. Features
- include drag-drop fax viewing and printing, normal and fine resolution,
- portrait or landscape orientation, and variable page length.
-
-
- ΓòÉΓòÉΓòÉ 2.9.7. HyperACCESS Lite for OS/2 ΓòÉΓòÉΓòÉ
-
- HyperACCESS Lite for OS/2 is a 32-bit, easy-to-use, easy-to-set-up,
- object-oriented, modem communications program.
-
-
- ΓòÉΓòÉΓòÉ 2.10. Recommended DOS Settings ΓòÉΓòÉΓòÉ
-
- Although OS/2 Warp automatically recognizes the top 100+ DOS games and
- automatically optimizes the DOS settings, there surely will be games that were
- missed. In this case, you can either make a copy of a program icon for a
- similar game and then manually change the drive path and program name, or you
- can use the generalized system settings listed below as a base to start from,
- and fine-tune if needed.
-
- 1. Point to the game or program object.
- 2. Press mouse button 2.
- 3. Select the Session tab.
- 4. Select "DOS full screen".
- 5. Select "DOS settings."
- 6. Select "All DOS settings".
- 7. Select OK.
- 8. The DOS Settings are displayed in a graphical format, and can be changed
- according to your game's documentation, or to match the guidelines provided
- here.
-
- DOS Full Screen -- This is a push button that is selected before editing the
- DOS Settings. Selecting this option causes your application to cover the entire
- screen instead of running in a window. You won't be able to see other windows
- and icons, but most games run much faster in full-screen mode.
-
- DOS_BACKGROUND_EXECUTION=OFF (default=ON) -- You'll want to set this to OFF for
- most games, so that your game doesn't continue to run when you switch to
- another application. In other words, your game will "freeze" when it is in the
- background, and resume when you once again bring it to the foreground. Set this
- to OFF if you don't want your fictitious character to get shot by aliens while
- you're working on something else!
-
- DOS_FILES=nn (default=20) -- For those few games that use more than 20 files
- during game play, increase the number of files to 30 or 40. Doing this slightly
- reduces the amount of memory available.
-
- DOS_HIGH=ON (default=OFF) -- In most cases, you'll want to set this to ON
- (along with DOS-UMB) to provide more conventional memory for your game. Some
- games, however, prefer to access the DOS high-memory space directly, thus
- requiring DOS-HIGH (and DOS_UMB) to be set to OFF. If DOS_HIGH is ON, you'll
- generally also want DOS-UMB to be ON, XMS_HANDLES to be greater than zero, and
- XMS_MEMORY_LIMIT to be at least 64.
-
- DOS_STARTUP_DRIVE=d: (a drive letter) -- Some game applications allow you to
- create a boot diskette to play the game. In those cases where nothing else
- seems to work, create a boot diskette, then enter "A:" for this setting. After
- that, when you double-click on the game icon, just make sure that the boot
- diskette is in drive A:, and OS/2 Warp will start your game as though it were
- actually starting your system from drive A:
-
- DOS_UMB=ON (default=OFF) -- This setting should be ON unless DOS_HIGH is OFF.
- It lets your DOS game load drivers and other TSR (terminate and stay resident)
- programs into upper and XMS memory, thus freeing conventional memory space for
- your game.
-
- DPMI_DOS_API=AUTO -- DOS Protected Mode Interface (DPMI) is a memory-access
- specification for use in multitasking environments such as OS/2 Warp. Many new
- applications are starting to take advantage of this feature. If you see DPMI
- mentioned in the game documentation, or in error messages, this default should
- be changed to ENABLED.
-
- DPMI_MEMORY_LIMIT=4 -- This default is usually adequate; however, if you have a
- truly memory-hungry game, boosting this setting to match the amount of physical
- memory (RAM) you have might provide performance improvements. However, boosting
- it beyond your physical memory might cause memory swapping to disk, thus
- impairing performance.
-
- DPMI_NETWORK_BUFF_SIZE=8 -- This default should be OK, but some games require
- this setting to be 64.
-
- EMS_MEMORY_LIMIT=2048 -- If your game requires more than the default of 2 MB of
- EMS (expanded) memory, then increase this setting to match the amount of
- physical memory (RAM) you have in your system.
-
- HW_NOSOUND=ON (default=OFF) -- Setting this to ON usually prevents your game
- from using your PC's internal speaker to make annoying noises. This setting
- does not, however, turn off sound card support in games that attempt, but fail,
- to play under OS/2 Warp. You should use the application's installation or setup
- features to control sound-card support.
-
- HW_ROM_TO_RAM=ON (default=OFF) -- This setting, which enables copying ROM BIOS
- to faster RAM, usually improves performance slightly, unless your system is
- memory-constrained. In some games, this slight improvement can eliminate screen
- flicker.
-
- HW_TIMER=ON (default=OFF) -- This should be set to ON for games and other
- timing-sensitive applications that need direct access to hardware timer ports.
- With this setting ON, however, the performance of background applications could
- suffer. It's a price you pay for fast action games -- where else could you
- receive a fax while playing DOOM?
-
- IDLE_SECONDS=nn (default=0) -- Some programs, such as games and word
- processors, spend most of their time idling, waiting for user input. Because
- they were written under the assumption that they are the only application
- running, they may make heavy use of the processor during this time, polling the
- keyboard or another device in order to appear as responsive as possible to the
- user. This setting lets you tell OS/2 Warp how many seconds you would like OS/2
- Warp to wait before interrupting the program's idle time. By setting it to 10,
- you essentially tell OS/2 Warp to allow the DOS program to do whatever it
- pleases in 10-second intervals during idle time. If IDLE_SENSITIVITY is set to
- 100, disabling idle-detection, then it doesn't make any difference what
- IDLE_SECONDS is set to.
-
- IDLE_SENSITIVITY=100 (default=75) -- Set this to 100 for most DOS games to
- disable idle-detection, essentially telling OS/2 Warp not to interrupt your
- game just because you haven't responded for a certain period of time (defined
- by IDLE_SECONDS).
-
- INT_DURING_IO=ON (default=ON) -- Setting this to OFF causes DOS programs to not
- receive interrupts until after read/write is done. It should be left ON for
- multimedia applications to avoid choppy audio.
-
- KBD_ALTHOME_BYPASS=OFF (default=OFF) -- Some DOS games display great graphics
- even in a windowed DOS session. By pressing Alt+Home, you can toggle between
- running the game in full-screen or in a window. Other programs are not so
- well-behaved, however, and can even fail if using Alt+Home. In those cases, and
- whenever the application itself uses the Alt+Home key sequence,
- KBD_ALTHOME_BYPASS should be set to ON, which tells OS/2 Warp to pass the
- Alt+Home key sequence along to the application.
-
- KBD_CTRL_BYPASS -- In the case where a DOS game uses either the Ctrl+Esc or
- Alt+Esc key sequences, or when the game does bad things to the screen when you
- try to switch back to the OS/2 Warp desktop from your game, you should set this
- to either CTRL_ESC or ALT_ESC.
-
- MOUSE_EXCLUSIVE_ACCESS=ON (default=OFF) -- For most games, this can be set to
- ON to eliminate a second cursor, and to give your game more complete control
- over the mouse pointer.
-
- VIDEO_8514A_XGA_IOTRAP=OFF (default=ON) -- For most games, this should be set
- to OFF to provide faster, unrestricted access to the video device.
-
- VIDEO_FASTPASTE (default=OFF) -- In a few cases where a game seems
- unresponsive, setting this to ON can provide a minor benefit.
-
- VIDEO_RETRACE_EMULATION=OFF (default=OFF) -- This should be left OFF for games
- and graphical applications to improve performance.
-
- XMS_MEMORY_LIMIT=2048 (default=2048) -- Use this setting to increase the amount
- of XMS (Extended) memory available to an application, or to provide additional
- memory for the use of DOS_HIGH and DOS_UMB. In general, it's a good idea to
- leave this number a few megabytes less than the amount of physical memory you
- have.
-
-
- ΓòÉΓòÉΓòÉ 2.11. List of Games Recognized by OS/2 Warp ΓòÉΓòÉΓòÉ
-
- The following are the game titles that (as of this writing) are recognized by
- OS/2 Warp Version 3. For each title, an icon has been placed in OS/2 Warp's
- Games folder, including fine-tuned settings to enable enjoyable play. When
- different versions of these titles exist for different system platforms (e.g.,
- DOS and Windows), in most cases OS/2 Warp recognizes the multiple versions.
-
- 1942: The Pacific Air War, MicroProse
- 4D Boxing, Distinctive Software
- 7th Guest, Virgin Games
- A-Train, Maxis
- Aces of the Pacific, Dynamix
- Aces over Europe, Dynamix
- Alone in the Dark, I-Motion
- Alone in the Dark CD, I-Motion
- Alone in the Dark 2, I-Motion
- Arena: The Elder Scrolls, Bethesda Softworks **
- Asteroids, Microsoft
- Battle Chess, Interplay
- Battle Chess 4000, Interplay
- Battles of Destiny, QQP
- Battlezone, Microsoft
- Betrayal at Krondor, Dynamix
- Betrayal at Krondor CD, Dynamix
- Black Jack for OS/2, Reed
- Blake Stone, Apogee
- Carriers at War Construction Kit, Strategic Simulations
- Carriers at War II, Strategic Simulations
- Castle Wolfenstein 3D, Apogee
- Centipede, Microsoft
- Chess Master 3000, Mega CD Pack
- Chip's Challenge, Microsoft
- Chuck Yeager's Air Combat, Electronic Arts **
- Civilization, MicroProse
- Commander Keen, Apogee/id Software
- Commander Keen 4, GT Software/id Software
- Commander Keen 5, GT Software/id Software
- Conquered Kingdoms, QQP
- Corridor 7, Capstone
- Cosmo's Cosmic Adventure, Apogee
- Cruel, Microsoft
- Day of the Tentacle, LucasArts
- Day of the Tentacle CD, LucasArts
- DOOM, id Software **
- DOOM II, id Software **
- Dr. Black Jack, Microsoft
- Duck Tales, Incredible Technologies
- Duke Nukem, Apogee
- Duke Nukem 2, Apogee
- Dungeon Hack, Strategic Simulations
- El-Fish, Maxis
- Electranoid, Pixel Painters
- Empire Deluxe, New World Computing
- Epic Pinball, Epic **
- Eric the Unready, Legend
- F-117A Stealth Fighter 2.0, MicroProse
- F15 Strike Eagle 3, MicroProse
- Falcon 3.0, Spectrum HoloByte
- Fleet Defender, MicroProse
- Freddy Pharkas Frontier Pharmacist, Sierra
- Freecell, Microsoft
- Freecell (Win32s), Microsoft
- Front Page Sports Football, Sierra
- Frontier Elite II, Gametek/Konami
- Fuji Golf, Microsoft
- Galactic Civilizations, AIMs/Stardock
- Golf, Microsoft
- Gunship 2000, MicroProse
- Halloween Harry, Apogee **
- Hardball III, Accolade
- Harpoon CD, Three-Sixty Pacific
- Harpoon II, Three-Sixty Pacific
- Hocus Pocus, Apogee
- Hoyle's Book of Games, Sierra
- Hoyle's Book of Games, Vol. 3, Sierra
- Humans, GameTek
- Indiana Jones: Fate of Atlantis, LucasArts
- Indianapolis 500, Electronic Arts
- Indy Car Racing, Papyrus
- Jack Nicklaus Signature Golf, Accolade **
- Jack Nicklaus Unlimited Golf and Course, Accolade **
- JezzBall, Microsoft
- JigSawed, Microsoft
- Joe Montana Football, SEGA
- Just Grandma and Me, Living Books
- Kid Pix, Broderbund
- Kid Pix 2, Broderbund
- Killing Cloud, Konami
- Kings Quest I, Sierra
- Kings Quest II, Sierra
- Kings Quest III, Sierra
- Kings Quest IV, Sierra
- Kings Quest V, Sierra
- Kings Quest V CD, Sierra
- Kings Quest VI, Sierra
- Kings Quest VI CD, Sierra
- Klotski, Microsoft
- Knowledge Adventure, Knowledge Adventure, Inc. **
- LHX: Attack Chopper, Electronic Arts
- Lakers vs. Celtics and the NBA Playoffs, Electronic Arts
- Lands of Lore, Westwood Studios **
- Lands of Lore CD, Westwood Studios **
- Leisure Suit Larry 3, Sierra
- Leisure Suit Larry 5, Sierra
- Lemmings 2: The Tribe, Psygnosis
- Lemmings, Psygnosis
- Life Genesis, Microsoft
- Links-The Challenge of Golf, Access
- Links386 Pro, Access **
- MYST, Broderbund
- Mahjongg for OS/2, IBM
- Mario Is Missing, The Software Toolworks
- Master of Orion, MicroProse
- Math Blaster, Davidson
- Math Rabbit, The Learning Company
- Mavis Beacon Teaches Typing, Mega CD Pack
- Mickey's 123's, Disney
- Mickey's ABC's, Disney
- Microsoft Flight Simulator 4.0, Microsoft
- Microsoft Flight Simulator 5.0, Microsoft
- Might and Magic II, New World Computing
- Might and Magic III, New World Computing
- Might and Magic IV: Clouds of Xeen, New World Computing
- Might and Magic V: Darkside of Xeen, New World Computing
- Minesweeper for OS/2, David Charlap
- Minesweeper, Microsoft
- Missile Command, Microsoft
- Monster Bash, Apogee
- Mother Goose, Sierra
- NHL Hockey, Electronic Arts
- Oh No! More Lemmings, Psygnosis
- Operation Neptune, The Learning Company
- Oregon Trail, MECC
- Out of This World, Interplay
- Outpost, Sierra
- Oxyd magnum!, Dongleware Publishing **
- Pegged, Microsoft
- Pipe Dream, LucasFilm Games
- Pipe Dream (Windows), Microsoft
- Playworld, Broderbund
- Police Quest 3, Sierra
- Police Quest 4: Open Season, Sierra
- Police Quest 4: Open Season CD, Sierra
- Populous, Electronic Arts/Bullfrog
- Populous 2, Electronic Arts/Bullfrog
- Prince of Persia, Broderbund
- Prince of Persia 2, Broderbund
- Quest for Glory I, Sierra
- Quest for Glory II: Trial by Fire, Sierra
- Quest for Glory III, Sierra
- Quest for Glory IV: Shadows of Darkness, Sierra
- Railroad Tycoon, MicroProse
- Railroad Tycoon Deluxe, MicroProse
- Rally Racer, Accolade
- Raptor, Apogee/Cygnus
- RattlerRace, Microsoft
- Reader Rabbit, The Learning Company
- Reader Rabbit 1, The Learning Company
- Reader Rabbit 1 for Windows, The Learning Company
- Reader Rabbit 2, The Learning Company
- Reader Rabbit 3, The Learning Company
- Reader Rabbit's Ready for Letters, The Learning Company
- Rebel Assault, LucasArts
- Red Baron, Dynamix
- Red Baron CD, Dynamix
- Return to Zork, InfoCom
- Reversi, Microsoft
- Rex Nebular, MicroProse
- Rodent's Revenge, Microsoft Best
- Roids, Leonard Guy
- Sam and Max Hit the Road, LucasArts
- Scorched Earth, Wendell Hicken
- Seawolf, Electronic Arts
- Secret Weapons of the Luftwaffe, LucasArts AirCombat
- Secret of Monkey's Island 2, LucasFilm Games
- Secret of Monkey's Island, LucasFilm Games
- Serf City, Strategic Simulations, Inc.
- Sherlock Holmes (CD), Icom Simulations
- Sherlock Holmes III, Icom Simulations
- SimCity 2000, Maxis
- SimCity Classic, Maxis
- SimCity (Windows), Maxis
- SimEarth, Maxis
- SimFarm, Maxis
- SimFarm (Windows), Maxis
- Ski Free, Microsoft
- Solitaire, Microsoft
- Solitaire's Journey, QQP
- Solitaire's Journey (Windows), QQP
- Space Quest I, Sierra
- Space Quest IV, Sierra
- Space Quest V, Sierra
- Spear of Destiny, Apogee
- Speed Racer, Accolade
- Splash, Spinnaker
- Star Trek 25th Anniversary, Interplay
- Star Trek: Judgment Rites, Interplay
- Stellar 7, Dynamix
- Super Solvers Gizmos & Gadgets, The Learning Company
- Super Solvers Midnight Rescue, The Learning Company
- Super Solvers Outnumbered!, The Learning Company
- Super Solvers Spellbound!, The Learning Company
- Super Solvers Spellbound! CD, The Learning Company
- Super Solvers Treasure Mountain, The Learning Company
- Taipei, Microsoft
- Take a Break Pinball, Dynamix
- Task Force 1942, MicroProse
- Tempest, Microsoft
- Tensor, AIMs/Palet
- TetraVex, Microsoft
- Tetris, Spectrum HoloByte
- Tetris for Windows, Microsoft
- The Bard's Tale II, Interplay
- The Bard's Tale, Interplay
- The Castle of Dr. Brain, Sierra
- The Grandest Fleet, QQP
- The Incredible Machine, Sierra
- The Island of Dr. Brain, Sierra
- The Legend of Kyrandia (Book I), Westwood Studios
- The Legend of Kyrandia (Book II), Westwood Studios
- The Lost Admiral, QQP
- The Perfect General, QQP
- The Playroom, Broderbund
- The Treehouse, Broderbund
- Their Finest Hour: The Battle of Britain, LucasArts Air Combat
- Theme Park, Electronic Arts/Bullfrog
- Theme Park CD, Electronic Arts/Bullfrog
- TicTactics, Microsoft
- Tie Fighter, LucasArts
- Tom Landry Strategy Football Deluxe, Merit Software
- Tony LaRussa Baseball II, Strategic Simulations
- Treasure MathStorm, The Learning Company
- Treasure Mountain V1.02, The Learning Company
- Tri Peaks, Microsoft Best
- Tut's Tomb, Microsoft Best
- U.S. Atlas Multimedia, Software Toolworks Mega CD
- Ultima Under World, Origin
- Ultima Under World II, Origin
- V for Victory: Market Garden, Three-Sixty Pacific
- V for Victory: Velikiye Luki, Three-Sixty Pacific
- VGA Planets, Tim Wisseman
- Video Poker, Brett King
- Warlords, Strategic Studies Group
- Warlords II, Strategic Studies Group
- Warlords II Scenario Builder, Strategic Studies Group
- Wasteland, Interplay
- Wheel of Fortune, GameTek
- Where in Europe is Carmen San Diego?, Broderbund
- Where in Space is Carmen San Diego?, Broderbund
- Where in Time is Carmen San Diego?, Broderbund
- Where in the USA is Carmen San Diego?, Broderbund
- Where in the World is Carmen San Diego?, Broderbund
- Wing Commander, Origin
- Wing Commander Academy, Origin
- Wing Commander II, Origin
- Wing Commander II Special Operations I, Origin
- Wing Commander II Special Operations II, Origin
- Wizardry VII: Crusaders of the Dark Savant, Sir-Tech
- WolfPack CD, Nova Logic
- WordZap, Microsoft
- World Atlas Multimedia, Software Toolworks
- World Circuit, MicroProse
- X-Wing, LucasFilm Games
- XCOM - UFO Defense, MicroProse
- XCOM - UFO Defense CD, MicroProse
-
- Note: In some games, depending on the hardware configuration, sound should be
- disabled for optimum performance. Titles marked with an ** are games that
- require the sound to be disabled in most of the tested configurations. Try them
- with sound on your system first.
-
-
- ΓòÉΓòÉΓòÉ 3. OS/2 Warp for PC Game Developers ΓòÉΓòÉΓòÉ
-
- PC game developers have long pushed past the limits of DOS, spending countless
- hours creating their own memory-management DOS extenders, simulating
- multi-threading, and supporting only de-facto standard sound cards and VGA/SVGA
- displays unless they write their own drivers. They had to do all this before
- they could even begin writing the game itself! Unfortunately, because each
- developer must create all of this on his/her own, conflicts occur between games
- from different developers, and it's very difficult for users to constantly
- reconfigure their systems to resolve such conflicts.
-
- Not only can OS/2 Warp run the installed base of DOS and Windows games and
- applications, it also solves many of the problems faced in writing games. And
- developers are starting to view OS/2 as a way to the future of PowerPC,
- symmetric multiprocessing, multiplayer networking, and new interfaces like
- voice recognition and virtual-reality devices. A new entertainment toolkit for
- OS/2 will make it even easier to exploit these new technologies.
-
- Market Potential
- Selecting APIs and Tools
- Memory Management
- Multitasking and Multithreading
- Synchronizing Events and Actions (including DIVE)
- Audio Support
- Image and Photo CD Support
- Device Drivers
- Multiplayer Network Access
- Migrating Existing Applications
- Future Proofing (including PowerPC)
- New Toolkit
- Developer Assistance Programs
- Possible OS/2 Warp Game Scenario
-
-
- ΓòÉΓòÉΓòÉ 3.1. Market Potential ΓòÉΓòÉΓòÉ
-
- PC application developers are noticing how expensive it is to launch new DOS-
- or Windows-based products. The launch of a simple Windows screen-saver, for
- example, can cost over $1 million, because of all of the product "clutter" in
- that market. OS/2 Warp, on the other hand, offers an easier entry into a
- potentially larger market -- at least for 32-bit applications. It's already
- established in the enterprise, where most OS/2 applications are custom-written,
- line-of-business apps, and it's rapidly moving into the home. Almost all of the
- one million copies sold in its first two months went to new OS/2 users, which
- we know because the upgrade version (from OS/2) didn't become available until
- January, 1995.
-
- The market potential for OS/2 looks just as bright as the technology behind it.
- OS/2 is well accepted as the industry's leading 32-bit operating system for
- IBM-compatible PCs, greatly outselling Windows NT, and receiving numerous
- industry awards. It has attracted thousands of mainstream software developers
- worldwide. Now, with OS/2 Warp Version 3, IBM is bringing the industrial
- strength of OS/2 to home and notebook PC users -- making it easier for
- consumers to buy, install, and use, and expanding the market for OS/2 apps.
- OS/2 Warp performs well on systems with as little as 4 MB of memory.
-
- The beta of OS/2 Warp won BYTE Magazine's "Best of COMDEX" at COMDEX/Spring
- '94. And that was before IBM added the BonusPak of bundled applications and
- Information Superhighway access. As of this writing, OS/2 already represents an
- installed base of over 8 million licenses, and IBM plans to sell more OS/2 in
- 1995 than Apple Computer, Inc. will sell of the Macintosh, meaning more than 5
- million units.
-
- IBM's timing couldn't be better, given the growth of home PCs, Microsoft's
- problems with Windows 95 (as reported in the trade press), and a growing
- interest in Intel-based systems from among Apple PC users. By 1996, more than
- half of all PCs will be sold into the home, and with OS/2 Warp, IBM is showing
- serious interest in that market, while users are showing serious interest in
- OS/2 Warp.
-
-
- ΓòÉΓòÉΓòÉ 3.2. Selecting APIs and Tools ΓòÉΓòÉΓòÉ
-
- DOS:
-
- DOS has long been the preferred platform for PC games, if for no other reason
- than because DOS makes it easy to directly access hardware devices like the
- video screen, game port, and CD-ROM drive. This direct access to hardware
- devices is necessary so that the PC can rival arcade games and their
- high-speed, fast-twitch, adrenaline-pumping action popular with young males.
-
- To add more function under DOS, programs have grown in size, and developers
- have had to invent ways of expanding beyond the 640 KB memory barrier. And to
- improve performance, they've written routines to let their game do more than
- one thing at a time. This all makes development more difficult and costly.
-
- Even with the inventive "tricks" that today's fastest DOS games (like DOOM)
- include, they still run well under OS/2 Warp!
-
- Windows:
-
- The "OS/2 Warp for PC Gamers" section of this document gives reasons why action
- games don't run well under today's Windows environments, and why most game
- developers have stayed with DOS. But you may also be thinking, "What about
- Microsoft's new Windows 95?"
-
- ISVs developing products for the Windows market have been put in an awkward
- position, faced with one Microsoft delay after another. Many are now starting
- to turn to OS/2 Warp as their first market for advanced 32-bit applications,
- possibly porting back to Windows 95 when that market finally develops.
-
- Microsoft has also made it difficult for developers to keep up with its many
- versions of Windows, with at least four different sets of APIs. And there are
- major differences between these versions: (footnote)
-
- 1. Win16 -- The 16-bit, single-thread, segmented-memory API set for Windows
- 3.0 and 3.1 only.
-
- 2. Win32s -- The 32-bit, single-thread API set that allows an application to
- run unchanged on either Windows 3.1 or Windows NT.
-
- 3. Win32 -- The 32-bit, multiple-thread API set for Windows NT. Applications
- written to Win32 will run only on NT.
-
- 4. Win32c -- The 32-bit, multiple-thread API set for Windows 95. It is equal
- to Win32, minus the support for NT specific features (e.g., security, SMP
- and advanced graphics), plus the Windows 95 user-interface extensions.
- Applications written to Win32c will run on Windows 95 only, at least until
- Microsoft releases an upgrade to NT that incorporates the Windows 95 user
- interface and APIs.
-
- 5. WinG -- Microsoft's attempt to make Windows more friendly to games, letting
- developers access video buffers and run full-screen instead of being forced
- to run in a window. It remains to be seen how many games will be rewritten
- for WinG. According to the trade press, Windows will continue to have
- difficulty running the installed base of 16-bit DOS games and, of course,
- may not be able to run the new 32-bit OS/2 games.
-
- 6. Win32i -- An open industry standard, proposed by a large group of
- developers who are tired of being forced to write to different APIs and who
- are at the mercy of Microsoft's control of those APIs. The fact that Win32i
- is being proposed seems to be a sign of growing developer frustration with
- Microsoft and its control of programming standards.
-
- Do you think software developers appreciate being forced to choose between
- Windows APIs (and limit their market), or to write multiple versions of their
- applications? No, but they do it anyway because it is the cost of participating
- in the Windows market.
-
- OS/2:
-
- IBM's approach to developing for OS/2 is easier -- with a single API set that
- can be used to build apps for hand-held PCs all the way up to multiprocessing
- super-servers. That same API set can be used for character-mode apps, or for
- very graphical apps that take over the whole screen or work in a windowed
- environment with OS/2's Workplace Shell user interface.
-
- To further improve the productivity of developers, OS/2 supports
- object-oriented programming techniques and languages. The Workplace Shell
- itself is written in this way, using OS/2's System Object Model (SOM), which
- allows object-oriented programs to be written in any language (not just C++).
- All of the Workplace Shell object types (folders, data files, printers, etc.)
- are implemented as SOM objects.
-
- OS/2 apps can be written with a mix of 16-bit and 32-bit modules, making it
- easier to convert older apps. Developers don't have to convert all of their
- modules at once, and can choose to exploit the 32-bit, flat-memory model or
- features like multithreading and SOM objects when they are ready. (This is in
- extreme contrast with Microsoft's attempt to force the rewrite of all modules
- in all Windows apps that want to keep using the Windows-Compatible logo.)
-
- IBM has been working with various standards organizations, and has made many of
- its technologies open and available on other platforms, including Windows.
- These technologies include the Workplace Shell, SOM, OpenDoc, Taligent
- Frameworks, Ultimedia Compression, and others.
-
- The interesting thing is that DOS and Windows users, who are not in a hurry to
- upgrade their hardware and apps, have a new friend in OS/2 Warp, the most
- backward-compatible operating system around. I mean that in a nice way. This
- latest release of OS/2 goes farther than ever before to support DOS and Windows
- users, and the applications and systems they already own. These users aren't
- interested in buying a processor upgrade or a new planar, and may even balk at
- adding memory. Even with modest hardware, many users who couldn't even run OS/2
- before are now enjoying this new 32-bit, multitasking, multimedia,
- Internet-accessed, crash-protected, Windows-friendly, totally cool way to run
- their computer. They gain new BonusPak apps, and don't have to upgrade their
- DOS or Windows apps until they are ready.
-
-
- ΓòÉΓòÉΓòÉ 3.3. Memory Management ΓòÉΓòÉΓòÉ
-
- What would it mean to you, the game developer, if you didn't have to worry
- about memory management?
-
- There would be no more need for DOS extenders -- the ones you write or the ones
- you expect your users to buy. You wouldn't have to segment your programs into
- 64 KB modules, and the overall size of your program would be smaller. You'd see
- improved performance. Because you no longer have to do a lot of trivial stuff,
- you can get your product to market quicker, or with more function.
-
- OS/2 provides rich EMS, XMS, and DPMI support for DOS and Windows applications,
- but its own flat-memory (versus segmented-memory) model means that, once you
- develop for OS/2, porting to other 32-bit operating systems (such as System 7,
- Windows 95, or UNIX) or other hardware platforms (PowerPC, Macintosh,
- System/390 ...) is relatively easy. This is especially true because of the
- openness and availability of various IBM technologies (Workplace Shell, SOM,
- OpenDoc, Taligent Frameworks, Ultimedia Compression...) on other platforms.
-
-
- ΓòÉΓòÉΓòÉ 3.4. Multitasking and Multithreading ΓòÉΓòÉΓòÉ
-
- Microsoft Windows and Apple System 7 offer limited forms of multitasking that
- requires the programmer to physically add the wait and time-slicing commands
- into his program. We call this cooperative multitasking. Because the success of
- a program is often determined by magazine benchmark tests that feature
- performance, however, most applications don't "cooperate."
-
- In OS/2, the operating system acts as the traffic cop and can preempt a
- long-running application to satisfy the needs of a higher-priority task. We
- call this preemptive multitasking.
-
- Multithreading means that programs can start subtasks that will then be
- executed by the operating system in the background. For example, a word
- processor may create a separate thread (subtask) to handle printing or saving
- to disk. When the user asks the word processor to perform one of these tasks,
- the word processor creates a new thread, and control returns to the word
- processor (and the user) immediately, so he/she can continue typing.
- Applications that utilize multithreading can be much more responsive to the
- user. Game play can be greatly enhanced and smoother.
-
- OS/2 removes the burden from the programmer by supporting multiple threads of
- execution. This multithreading results in unparalleled responsiveness for game
- players. In addition, programs can have a separate thread playing music and
- drawing graphics, all without any special code by the developer. For example,
- the OS/2 game Galactic Civilizations has an artificial-intelligence thread
- running in the background, generating different "personalities" for the various
- aliens that the player is competing with, and calculating the computer's next
- move while the user is moving his/her own pieces or querying status.
-
- Speaking of Galactic Civilizations, it was the first commercially available
- game for OS/2 Warp, and (as of December 12, 1994) has quickly risen to the Net
- PC Games Top 100 worldwide preference list. This is an independent Internet
- poll conducted each week on the most popular games. Since the list is compiled
- from votes by the world's most avid gamers, many in the PC game industry
- consider it the most objective compilation available. According to John
- Schaeffer, president of AIM, Sandy, Utah, publisher of Galactic Civilizations,
- "There's only one PC operating system that gamers can depend on to handle the
- resource-intensive design of Galactic Civilizations: OS/2 Warp."
-
- "This week is a victorious one for OS/2 games with Galactic Civilizations
- bumping DOOM 2: Hell on Earth from our number one position, and Roids (an OS/2
- shareware game) boasting the highest new entry position," says Jurgen Appelo,
- editor of the Net PC Games Top 100.
-
- "Mirroring the strong customer demand for OS/2 Warp, Galactic Civilizations is
- really flying out the door," says Buck Bohac, president of Indelible Blue, an
- OS/2 solutions catalog provider in Raleigh, N.C. "Next to OS/2 Warp, we've
- rarely seen such demand for a new product as we have for Galactic
- Civilizations."
-
-
- ΓòÉΓòÉΓòÉ 3.5. Synchronizing Events and Actions ΓòÉΓòÉΓòÉ
-
- Games typically have to synchronize actions with the playing of a CD-ROM or
- motion on the screen. This requires that programs poll (i.e., constantly get
- the status of) a sound card to determine where it is playing. This constant
- polling consumes lots of processor time and is nontrivial code.
-
- Fortunately, OS/2 Warp provides a variety of choices for inter-process
- communications. Multimedia Presentation Manager/2 (MMPM/2), for example,
- provides a much simpler method to synchronize sound. Simply make one call, and
- OS/2 Warp will automatically notify your application of the exact position of
- the sound device. In addition to periodic notifications, MMPM/2 also offers the
- ability to notify your application at a very specific point in time for
- synchronization purposes. MMPM/2, which used to be a separately priced add-on
- product, is now included with OS/2 Warp, so you can be sure that every OS/2
- Warp user has the software to handle multimedia.
-
- When MMPM/2 is used to play a video clip, it uses one thread to decompress the
- video (which is very processor-intensive) and another thread to play the audio.
- The two are synchronized so well that you can (for example) hear the tennis
- ball hit the racket at the same time you see it hit -- even when several other
- applications are running at the same time!
-
- Video Support:
-
- OS/2 Warp supports several ways of addressing the video display, and three of
- them are especially interesting to game developers.
-
- Direct Access to Video Buffer
- Direct Interface Video Extension (DIVE)
- 32-bit Virtual I/O
-
-
- ΓòÉΓòÉΓòÉ 3.5.1. Direct Access to Video Buffers ΓòÉΓòÉΓòÉ
-
- To start with, you can get close to the hardware with OS/2 Warp, and write
- directly to video memory, even when running in a Presentation Manager window.
- While this capability provides excellent performance, there are complexities
- that must be dealt with when using it. Applications that write directly to the
- video buffer must provide their own clipping support, color space conversion to
- the frame buffer, and scaling (if applicable). Also, on displays that are
- bank-switched, these apps must invoke functions whenever access moves from one
- bank to another.
-
-
- ΓòÉΓòÉΓòÉ 3.5.2. Direct Interface video Extension (DIVE) ΓòÉΓòÉΓòÉ
-
- DIVE is a display engine that frees the developer from the complexities of
- direct video buffer access while still providing a high level of performance.
- The DIVE display engine provides easy-to-use API functions for display updates,
- and hides the complexities of color space conversion, window clipping, scaling,
- and bank switching. It also utilizes graphics display hardware acceleration
- capabilities when present, so your game may actually run faster through the
- display engine than it would with direct video buffer access.
-
-
- ΓòÉΓòÉΓòÉ 3.5.3. 32-Bit Virtual I/O ΓòÉΓòÉΓòÉ
-
- A third alternative for games development is Virtual I/O (VIO) full-screen
- sessions. While Presentation Manager services are not available, applications
- running in this environment have full access to OS/2's 32-bit multitasking,
- I/O, and memory management functions. API support for some basic VGA modes is
- provided, and you can also manipulate VGA and SVGA registers (just like in DOS)
- to control advanced graphics modes. These functions are not portable to OS/2
- for the PowerPC, however, and should therefore be used with caution.
-
-
- ΓòÉΓòÉΓòÉ 3.6. Audio Support ΓòÉΓòÉΓòÉ
-
- MMPM/2, which comes with OS/2 Warp, provides a very rich API (called Media
- Control Interface, or MCI) to access sound and video devices. Game vendors no
- longer have to write a myriad of sound drivers to play a digital audio file.
- One simple call lets you access popular sound cards (from Creative Labs, Media
- Vision, Aztech, Gravis, IBM...), as well as other internal or external
- multimedia devices, such as CD-ROM or videodisc.
-
- Sharing Sound Cards
- Playlists Provide Specific Game Support
-
-
- ΓòÉΓòÉΓòÉ 3.6.1. Sharing Sound Cards ΓòÉΓòÉΓòÉ
-
- With OS/2 Warp, it only takes about ten lines of code for an OS/2 game
- developer to share the audio device with any other OS/2 application. This
- smooth support assures you that your game always has access to the audio
- device. This capability is unique to OS/2.
-
- Other operating systems make it virtually impossible to share a sound card with
- another application. Even when running DOS apps under OS/2 Warp, the sound card
- can't be shared (they must be OS/2 apps in order to share). Thus, if another
- application is already using the sound card, the game will have to play in
- silence. Because the computing world is moving toward multitasking
- environments, where many programs and games can run at the same time, this is a
- severe limitation with DOS or Windows applications.
-
-
- ΓòÉΓòÉΓòÉ 3.6.2. Playlists Provide Specific Game Support ΓòÉΓòÉΓòÉ
-
- Game developers have used DOS because it lets them do things that are against
- the rules -- DOS permits self-modifying code, doesn't have a cumbersome API,
- and provides tremendous speed. To attract game writers to OS/2, the MMPM/2
- designers created playlists specifically to support the things people are used
- to doing under DOS.
-
- Playlists let you play (or stream) digital audio or wave files directly from a
- program's memory buffers, which is very fast. Playlists also offer a dynamic,
- BASIC-like language that lets an app instruct MMPM/2 exactly how to play a
- file. This language can have loops, dynamically grow or shrink, automatically
- change memory buffers, perform synchronization messages, and even create
- self-modifying code. For example, a playlist can be created that plays a
- machine-gun sound five times, then a scream, and finally plays Taps twice --
- all without intervention from the programmer. This cannot be done in any other
- operating environment.
-
-
- ΓòÉΓòÉΓòÉ 3.7. Image and Photo CD Support ΓòÉΓòÉΓòÉ
-
- OS/2 Warp has access to the large memories required to work with
- high-resolution images and Kodak Photo CDs, and includes the necessary software
- support. IBM has signed a license for Photo CD technology from Eastman Kodak,
- and has integrated that technology into OS/2 Warp. As a result, OS/2 Warp is
- the first PC operating system to be Photo CD-enabled without requiring users to
- buy additional software.
-
- Kodak's Photo CD system allows color images, including 35mm photos, scanned
- images, and computer-generated color graphics, to be stored in the Photo CD
- format. Up to 100 high-resolution Photo CD images can be stored on a single
- Photo CD master disc. The master discs store images at five levels of
- resolution, ranging from 2048 x 3072 pixels to 128 x 192 pixels.
-
- With the addition of integrated Photo CD support in OS/2 Warp, any OS/2
- application that supports display or manipulation of images will be able to
- view Photo CD images. This includes all applications that use the documented
- OS/2 multimedia interface. For example, current versions of Ultimedia Perfect
- Image/2 image processing and enhancement software; Ultimedia Builder/2, an
- easy-to-use multimedia presentation development package; and Ultimedia
- Workplace/2, a tool for linking multimedia information and databases, are able
- to exploit this capability.
-
- Motion (Indeo, Ultimotion, and MPEG)
- Video Capture
- Animation (FLI-FLC)
-
-
- ΓòÉΓòÉΓòÉ 3.7.1. Motion (Indeo, Ultimotion, and MPEG) ΓòÉΓòÉΓòÉ
-
- Many game developers have megabytes of proprietary video and audio content that
- are simply unplayable under environments such as Windows. In contrast, OS/2
- Warp offers application developers the ability to support any audio, video, or
- bitmap format if the vendor writes the appropriate file-parser routines.
- Another ramification of this rich format support is that the same game can
- support numerous audio and video formats with a single API call.
-
- OS/2 Warp offers unparalleled motion video support, with or without specialized
- hardware. OS/2's 32-bit environment maximizes video performance in the
- pervasive software-only environment, enabling the broadest audience for video
- content for games and titles. OS/2 supports the popular .AVI file format,
- including Intel's Indeo 2.1, 3.0, and 3.1 compression codecs, as well as IBM's
- Ultimotion compression. OS/2's software motion video playback remains
- synchronized even while other activities are going on, and OS/2 also supports
- video hardware acceleration devices, such as Sigma Design's Reel Magic MPEG
- adapter and graphics coprocessors that scale the video image. Now, it is
- possible for games to actually display motion video while plotting future
- courses of action in a different thread!
-
- Using IBM's Ultimotion video format, you can include video content in your game
- that plays back at 320 x 240 resolution at 15 frames per second (fps) on
- virtually all 486 systems and above, without floating-point support. Faster
- systems will play back 320 x 240, 30fps Ultimotion video content. More
- important, since the Ultimotion video data stream is fully documented and
- supports random access, you can use the video content in creative ways in your
- game to achieve interactivity and special effects.
-
- Ultimotion video content can also be played back through Video for Windows in
- the Microsoft Windows environment. The Ultimotion decompressor for Windows
- enables the Windows-based playback of Ultimotion video clips created under
- OS/2. The Ultimotion decompressor is a plug-in module that can be installed and
- used with existing video tools such as Microsoft's Video for Windows. It can
- also be used by software developers to create their own customized Windows
- applications that incorporate digital video.
-
- Now software developers can take advantage of high-resolution, software-only
- Ultimotion video to create a wide range of applications such as games,
- computer-based training, desktop video conferencing, sales kiosks, or
- edutainment. Ultimotion offers up to full-screen VGA resolution or, at lower
- resolutions, frame rates of up to 30 fps (full-motion video). Ultimotion also
- offers an excellent compression ratio that allows the creation of high-quality
- video at low data rates. This makes it ideal for networked or CD-ROM-based
- applications.
-
- The Ultimotion Development Kit -- including a license for Ultimotion,
- Ultimotion data stream documentation, a beta of the IBM Ultimotion decompressor
- for Windows, and sample Ultimotion files -- is available at no charge to
- qualified developers. For more information in the USA and Canada, contact IBM
- Worldwide Industry Hardware Support at (800) 426-4579, ext. 200. In the USA and
- worldwide, information can be received by faxing requests to (708) 635-3620.
- The Ultimotion Development Kit is also available on-line via PRODIGY (IBM
- Device Driver in the OS/2 Club Download Library), CompuServe (OS/2 Support,
- Library 17, IBM files), or Internet via anonymous FTP from
- software.watson.ibm.com in the /pubs/os2/misc directory.
-
-
- ΓòÉΓòÉΓòÉ 3.7.2. Video Capture ΓòÉΓòÉΓòÉ
-
- Ultimotion playback capability was introduced as part of OS/2 2.1 in May 1993.
- In November 1993, IBM introduced Ultimedia Video IN for OS/2 (Video IN/2),
- software that enables users of OS/2 version 2.1 to capture images and create
- digital video clips in IBM's Ultimotion and Intel's Indeo formats. Using the
- Ultimotion format, Video IN/2 can create digital video clips in a choice of
- resolutions, from 640 x 480 (full-screen VGA) to 160 x 120. Video IN/2 also
- offers a choice of frame rates for Ultimotion, with a maximum of 30 fps
- full-motion video (at resolutions of up to 320 x 240). Both real-time and
- asymmetrical (off-line) capture support are provided.
-
- Ultimotion provides excellent image quality at extremely low data rates. An
- average compression ratio of 18:1 allows Ultimotion to deliver 320 x 240 video
- running at 15 fps at the 150 kilobytes per second (kbs) data rates offered by a
- single-spin CD-ROM, and running at 30 fps on double-speed CD-ROM at data rates
- of 300 kbs.
-
- Video IN/2, formerly a separately priced product, is now included in OS/2 Warp.
-
-
- ΓòÉΓòÉΓòÉ 3.7.3. Animation (FLI-FLC) ΓòÉΓòÉΓòÉ
-
- An exciting new development in the world of OS/2 multimedia is support for
- animation files. What this means to you is that the same unsurpassed
- performance, resource management, synchronization, device independence,
- file-format independence, and data-compression independence is now available
- for animation, as it has been for still images, audio, and digital video.
-
- The great majority of all PC-based animation uses the .FLI and .FLC file
- formats designed by AutoDesk. FLI is the format used by older animation
- applications like AutoDesk Animator. FLC, a superset of FLI, was introduced
- with AnimatorPro. Collectively, files in either of these formats are referred
- to as FLICs.
-
- FLICs contain data that is organized into frames. The data is compressed, both
- within a frame and across frames. You can create new FLICs with AnimatorPro or
- a compatible animation design tool.
-
- AnimatorPro has many tools for painting individual still frames with a variety
- of color and texture effects, including ray-tracing functions. AnimatorPro also
- has a tweening tool that lets you generate a sequence of frames between any two
- still frames, creating an illusion of motion or transformation. Finally,
- AnimatorPro will compress and convert your frames into an .FLC file.
-
-
- ΓòÉΓòÉΓòÉ 3.8. Device Drivers ΓòÉΓòÉΓòÉ
-
- PC users are impressed by multimedia apps and games, but they get frustrated
- with the DMA and IRQ settings required to support sound, especially when there
- are conflicts with other adapters and apps. They have lots of choices of sound
- cards, but not all of the games support all of the cards, and even the
- emulation (of SoundBlaster, for example) is inconsistent between cards and
- drivers shipped with games.
-
- From a game developer perspective, keeping up with the proliferation of
- different types of sound cards and video cards is a constant headache. Each
- device requires a different driver, and writing all of these drivers is
- difficult.
-
- A possible solution to both sets of problems is for the game to support the
- device drivers that come with Windows or OS/2. Users would find it much easier
- to install, and the developer wouldn't have to supply all of those drivers and
- risk conflicts with other drivers. But that means writing Windows or OS/2 games
- (not DOS games), and we already visited that issue above. Game vendors have so
- far chosen to include their own device drivers, so they can access devices
- directly instead of having to wait for Windows to do the I/O.
-
- The device drivers supplied with OS/2 let developers access system hardware
- directly, so you get the best of both worlds -- device independence and direct
- access. OS/2 also supports the DOS device drivers that ship with games, fax,
- and communications programs, and any other app that has unique device needs.
- Windows cannot support those drivers or run those applications.
-
-
- ΓòÉΓòÉΓòÉ 3.9. Multiplayer Network Access ΓòÉΓòÉΓòÉ
-
- With OS/2 Warp, a developer can write multi-player and multi-computer games by
- utilizing standard networking APIs. OS/2 Warp supports the most popular
- networking protocols (e.g., TCP/IP, IPX, and NetBIOS). Furthermore, since these
- protocols are operating system-independent, it is possible to interact with
- games running under DOS, X-Windows, and even System 7.
-
-
- ΓòÉΓòÉΓòÉ 3.10. Migrating Existing Applications ΓòÉΓòÉΓòÉ
-
- IBM has obtained the exclusive marketing rights to a migration tool from One Up
- Corp. in Dallas. SMART 2.0 (Source Migration Analysis Reporting Toolset)
- automatically converts as much as 70% of the Windows API and message code from
- 16- and 32-bit Windows applications to 32-bit OS/2 applications. SMART 2.0 is
- distributed as part of IBM's Developer Connection for OS/2 quarterly CD-ROM and
- newsletter, priced at $199 per year.
-
-
- ΓòÉΓòÉΓòÉ 3.11. Future Proofing ΓòÉΓòÉΓòÉ
-
- Although OS/2 games (written for today's Intel x86 or Pentium processors) can
- take advantage of all the features mentioned in this document, developers are
- especially excited about the future prospects for those games, discussed now.
-
- Symmetric MultiProcessing
- PowerPC
- Human Centrics
- Object Orientation
- OS/2 Binaries
- Native PowerPC Apps
-
-
- ΓòÉΓòÉΓòÉ 3.11.1. Symmetric Multiprocessing Systems ΓòÉΓòÉΓòÉ
-
- SMP computer systems are becoming more affordable, and will reach consumer
- price points in a year or two. IBM already has a version of OS/2 for SMP that
- supports up to 16 processors and can dispatch program tasks or threads on any
- of them. The same shrink-wrapped OS/2 binaries that run under OS/2 Warp also
- run under OS/2 for SMP.
-
-
- ΓòÉΓòÉΓòÉ 3.11.2. PowerPC ΓòÉΓòÉΓòÉ
-
- IBM's PowerPC is a RISC processor that is posing a serious challenge to Intel.
- Because of its lower price, smaller size, and lower power requirements, the
- PowerPC is popping up everywhere -- in automobiles, in PDAs, in TV set-top
- boxes, and in multiprocessing supercomputers. It's comforting to know that the
- same OS/2 source code that runs on Intel systems will also run on PowerPC
- systems with a simple recompilation. That's a major advantage for OS/2, since
- Microsoft's Windows 95 won't run natively on PowerPC.
-
-
- ΓòÉΓòÉΓòÉ 3.11.3. Human Centrics ΓòÉΓòÉΓòÉ
-
- Human-centered technologies will provide key features of OS/2 and PowerPC, so
- people will be able to interact with computers with the same skills they use to
- interact with other people. These technologies include advanced handwriting and
- speech recognition, personal agents (who learn your habits, make suggestions,
- and act on your behalf), animated actors (whose facial movements synchronize
- with their spoken words), and natural language (so you don't have to remember
- computer commands).
-
- Some of the multimedia features planned for OS/2 for PowerPC, such as software
- motion video capture and playback, are already built into OS/2 Warp. And two
- human-centered applications planned for PowerPC, ImageMail and Person to Person
- (P2P), are also already built into OS/2 Warp.
-
-
- ΓòÉΓòÉΓòÉ 3.11.4. Object Orientation ΓòÉΓòÉΓòÉ
-
- The object-oriented technologies planned for PowerPC are built on the base of
- OS/2's System Object Model (SOM), OpenDoc, and the Taligent frameworks. A
- framework is a programming structure that reduces the amount of programming to
- be done, because the code that supplies the mechanics of a task is already
- written. For example, a communications framework would handle all of the
- complicated work of adhering to the transport protocols. Application developers
- could just "plug into" a framework by writing to published interfaces. What an
- easy way to add multiuser networking capabilities to PC games!
-
-
- ΓòÉΓòÉΓòÉ 3.11.5. OS/2 Binaries ΓòÉΓòÉΓòÉ
-
- Existing OS/2 Intel-based binaries should run unmodified on the PowerPC with a
- future release of OS/2 for PowerPC. These applications, however, best exploit
- the PowerPC capabilities when they are recompiled and run in native PowerPC
- mode. When Intel object code is run on the PowerPC, there is a performance loss
- caused by the translation from Intel to PowerPC instruction sets.
-
-
- ΓòÉΓòÉΓòÉ 3.11.6. Native PowerPC Apps ΓòÉΓòÉΓòÉ
-
- You can start writing native applications for the PowerPC today -- by writing
- pure 32-bit OS/2 Warp applications. Start development on Intel systems using
- ANSI C compilers. The OS/2 for PowerPC Software Developer Toolkit (SDK)
- contains a cross-compiler from Metaware that runs on Intel systems but produces
- PowerPC binaries. In addition, the 32-bit source code you develop can be used
- on today's OS/2 Warp as well as tomorrow's OS/2 for PowerPC. Only a single
- source needs to be maintained for both Intel and PowerPC hardware systems!
-
-
- ΓòÉΓòÉΓòÉ 3.12. New Toolkit for Developing Games ΓòÉΓòÉΓòÉ
-
- IBM intends to extend The Developer Connection for OS/2 family with an
- additional toolkit to enhance the development of entertainment software (games,
- education, etc.). This new toolkit will build on the existing function in The
- Developer Connection by incorporating new technologies from IBM. These new
- technologies, such as comprehensive networking and speech recognition, are
- areas where IBM excels, and they can provide a unique competitive advantage for
- the games and entertainment developer.
-
- IBM envisions a new generation of OS/2-based games that combine multimedia with
- these new technologies in a way that home computer users will find
- irresistible. To show the power of this new generation, and to illustrate
- programming techniques, the toolkit will contain source code for a sample game
- that will use all the technologies provided. This sample application will be a
- 32-bit, multithreaded, multi-player, networked, speech-recognition-capable
- adventure game using animation, digital video, waveform audio, MIDI, still
- images, sprites, and 3-D graphics.
-
- Following is a scenario example of what IBM hopes to enable with its new
- entertainment software developer toolkit.
-
- OS/2 Warp Game Scenario
- Objects and Classes
- Speech Recognition
- 3-D Graphics
- Joystick Support
-
-
- ΓòÉΓòÉΓòÉ 3.12.1. Objects and Classes ΓòÉΓòÉΓòÉ
-
- OS/2 Warp Game Scenario
-
- IBM intends to make the previous scenario possible with the delivery of its new
- OS/2 toolkit for games, education, and entertainment programmers.
-
- The centerpiece of this toolkit will be a game object Base class, which will
- ease the way for games and entertainment programs to exploit the best of new
- technology from IBM. The game object Base class contains (among others) the
- following classes:
-
- Client and Server Classes
- World objects
- Subclasses of Container Class
- Display Proxies
-
-
- ΓòÉΓòÉΓòÉ 3.12.1.1. Client and Server Classes ΓòÉΓòÉΓòÉ
-
- Client and Server classes will make possible multiplayer networked games by
- routing messages via an open-ended set of supported communications transport
- subsystems.
-
- The Server class will use the IBM Lakes architecture to provide this
- communications support. IBM Lakes is the networking technology that underlies
- the Person-To-Person program that IBM ships in the BonusPak for OS/2 Warp.
-
- Lakes provides support for application-level connections via TCP/IP, LAN
- NetBIOS, or asynchronous dial-up, and its architecture can be extended to
- handle other transport subsystems in the future. An OS/2 game with a game
- Server object can communicate with game Clients and other game Servers using
- any or all of the supported transport layers simultaneously.
-
- Most games built on the entertainment toolkit will not need to subclass the
- Client or Server classes. They can remain contentedly ignorant of the workings
- of the underlying communication functions. Merely by instantiating a Server
- object, a game can ensure that all players of a multiplayer game session see a
- consistent view of the game. Communications between the Server and Client
- objects ensures that state information is reliably replicated and updated for
- each client.
-
- Because Lakes supports the dynamic addition or deletion of individual nodes or
- applications at any time during a communications session, players will be able
- to join or leave a game in progress at any time. When a player joins a game,
- the game's Server object will ensure that the player's Client is brought up to
- date with the latest state information for the game. Furthermore, all
- preexisting Clients will be informed of the presence of the new player.
-
- The physical location of a game's Server object is of no concern to the game
- programmer; it is merely recommended that the game code that instantiates the
- Server object be built into a separate executable from the code that
- instantiates Client objects. Any end-user, given the appropriate executable,
- will have the capability of instantiating the Server object on his/her own
- machine at the same time he/she brings up his/her Client. Another user can
- connect to the first user and use the same Server object; only another Client
- is started. Finally, a game Server administrator could start a detached process
- with just the Server, to which user's Clients will attach as these users log
- on. In this way, the same executable packaging can easily support a stand-alone
- player, multiple peer-to-peer connections, or a pay-per-access, client-server
- configuration.
-
- Transport layers for communicating between Servers and Clients are also of no
- concern to the game developer. Lakes hides all the details of networking with
- an elegant concept called channels. The Server and Client objects simply
- include Lakes channels and ports through which all messages pertinent to the
- state of the game will pass. A Lakes channel always connects a sending port to
- a receiving port. Whenever an application joins a Lakes call set (i.e.,
- whenever a user joins a multi-player game in progress), all of the messages
- sent to Server or Client objects' sending ports will automatically be received
- by all of the corresponding receiving ports at all of the connected Server or
- Client objects. In this way, anything that one player does to change the state
- of the game is automatically seen by all other players. And this
- synchronization of state data occurs without any special code in the game
- application.
-
- Since Lakes channels can be serialized, the game object base class can
- guarantee that messages affecting the game are processed in the same order by
- all distributed Servers and Clients. For example, if Peter and Susan both reach
- the cellar door key at roughly the same time, but Susan is actually a little
- faster, both players' clients will receive the same two messages in the same
- order:
-
- 1. Susan's player object has attempted to pick up the key.
-
- 2. Peter's player object has attempted to pick up the key.
-
- So, when Susan's and Peter's clients receive these messages, they will both
- know that Susan's grab was successful and Peter's attempt failed.
-
- At the time a Client connects to a call set and joins a game, the game may, if
- it wishes, determine whether the Client has the necessary display data (audio,
- animation, video, etc.) and input data (e.g. speech recognition grammars) to
- play the game. If the Client does not have the necessary data, or it has a
- back-level version of the data, the game Server object may:
-
- o disallow the client from playing,
-
- o download (presumably with the user's permission) the necessary data, or
-
- o allow the client to play with back-level data.
-
- Furthermore, the game application may allow clients with different levels of
- display/input data to play together. For example, a Client on a slow machine
- without multimedia functions could still participate by playing a text-based
- version of the game. It would be up to the Display Proxy objects in the game to
- test whether multimedia function is available. If it is, each object would use
- the available multimedia types to display itself. If it is not, each object
- would be displayed using only text data.
-
-
- ΓòÉΓòÉΓòÉ 3.12.1.2. World Objects ΓòÉΓòÉΓòÉ
-
- World class objects will represent a single game. Each instance of a World
- object represents an instance of that game in progress. The state of the World
- object's data represents the current state of the game.
-
- The World object will be instantiated in the same physical location as the
- Server object; World and Server objects generally exist in a one-to-one
- relationship. Each time a player joins the game, the World object instantiates
- a player object to represent the player in the game. Via communication with the
- Server object, all connected Client objects will then be notified of the new
- player, causing the creation of a Display Proxy Player (DPPlayer) object at
- each Client.
-
- If the new player's Client does not have the display data necessary for the
- game (i.e., all the video, images, animation, MIDI, etc. that the game uses),
- or if the Client has an old version, the World object will download all the
- necessary files to the Client at the time that the new player joins the game.
-
- As the game progresses, all actions taken by all players will be serialized in
- the World object to keep the game self-consistent. If two players try to change
- the state of the game at the same time, this serialization will ensure that the
- changes make sense. For example, if two players in an adventure game try to
- pick up a cellar door key at the same time, the player whose Client gets a
- message to the World object first will actually get the object.
-
-
- ΓòÉΓòÉΓòÉ 3.12.1.3. Subclasses of Container Class ΓòÉΓòÉΓòÉ
-
- The game object Base class will define a Container class for creating objects
- that contain other objects: Room, Room Exit, Player, Non-Player, Thing, and
- other Containers. Stated another way, a subclass of Container will be (for
- example) Room.
-
- Room objects can be used to represent physical places in a game, or they can
- represent more abstract concepts like levels.
-
- Room Exit objects define the interfaces between Room objects. They govern when
- and how a player may pass from one Room to another. Room Exit objects will
- enable use of the server-switching functions that allow separate World objects
- to connect.
-
- Player objects are instantiated for each player that joins the game; they, too,
- are containers. Players can contain objects that they own, such as a key picked
- up in an adventure game, or a weapon earned in an action game.
-
- Non-Player objects are similar to Player objects in that they can own Things
- and move from Room to Room. However, their behavior is determined by the game
- application. An example of a Non-Player object would be an alien monster in a
- space adventure game.
-
- The Non-Player object class will provide randomizing methods for influencing
- behavior. For example, a game may assign a sequence of actions that a
- Non-Player object will perform at a specified time. The game may also specify
- that exact order or timing of the sequence be modified in a random fashion.
-
- Non-Player objects will be designed to exploit the game object Base class's
- journaling functions. A journal of actions recorded by a Player object could be
- used as the basis for the randomized behavior of a Non-Player object. So, a
- space adventure game programmer could determine the behavior of an alien
- monster by first recording a journal while an experienced user played as though
- he was the monster. The recorded actions of the user's Player object would be
- randomized to program the new Non-Player object.
-
- The Thing class would be used to populate the Room objects with all the
- necessary parts of the game. All Thing objects could, at the discretion of the
- game application, use any of the underlying technologies built into the game
- object Base class. For example, any Thing object could accept input from mouse,
- joystick, keyboard or speech recognition. A Thing object could display itself
- on the player's system using any of the available OS/2 Multimedia formats:
- still picture, animation, motion video, wave audio, or MIDI.
-
- Two-dimensional Thing objects will be able to use the new OS/2 sprite engine
- for motion through a room and for detecting collisions with other Thing
- objects. Three-dimensional objects will make use of a new OS/2 3-D graphics API
- for translation and rotation through space.
-
-
- ΓòÉΓòÉΓòÉ 3.12.1.4. Display Proxies ΓòÉΓòÉΓòÉ
-
- All of the objects described above, except the Client object, reside in the
- same physical location as the Server object. Taken together, they define the
- logical processing of the game, but they do not define how the game appears to
- the user.
-
- The Room, Player, Non-Player and Thing objects each have a counterpart that
- gets instantiated in the client of every player in the game. This counterpart
- is called the object's display proxy, or DP. Display proxies contain the actual
- data necessary for an object to manifest itself to the user: image, animation,
- video, audio, or MIDI data. Since this data is kept locally at each Client,
- there will be no performance impact caused by the transmission of display data.
-
- The Display Proxies will use the new Direct Access Video Extension (DIVE)
- interface for displaying images. This new OS/2 Warp interface will permit
- high-speed (50 fps or more, depending on image size, availability of
- acceleration hardware, and display type) animation from still image data. An
- application could, therefore, specify a bitmap array as the display data for a
- Display Proxy object; the game object base class will display the images in
- that array through DIVE whenever that object is visible.
-
-
- ΓòÉΓòÉΓòÉ 3.12.2. Speech Recognition ΓòÉΓòÉΓòÉ
-
- The Input class will use the IBM Continuous Speech Series to provide
- speech-recognition input capability to all objects defined by the application.
- ICSS is a continuous speech-recognition system that digitizes and compresses
- speech input, then applies a recognition search based on an algorithm that
- compares phoneme models against context files. Context files define the
- grammars that delineate the words that are acceptable as input.
-
- Because ICSS accepts continuous speech, the user does not need to pause after
- every word he/she speaks. Furthermore, ICSS is speaker-independent, so users do
- not have to be trained to talk to ICSS, and ICSS does not have to be trained to
- listen to users. Unlike speech-recognition systems for dictation, ICSS uses
- small grammars that define the possible spoken inputs at a given point in time.
- The capabilities of ICSS to accept continuous speech from an untrained user, to
- operate independent of a particular speaker, and to utilize discrete,
- customizable grammars makes it an ideal input method for games and
- entertainment software.
-
- To speech-enable any of the objects it creates, an application based on the
- entertainment toolkit's game object Base class will provide a context file that
- contains a grammar for each state of the object. As the object changes state,
- the new grammar will automatically be loaded so as to correctly interpret any
- subsequent utterances.
-
- For example, an object that represents a book might be defined to have states
- such as "open" and "closed". The grammar for the open state would contain
- commands such as "Read the book" and "Close the book", whereas the grammar for
- the closed state would contain "Open the book". Once these states and grammars
- are defined, the base class will ensure that the book object receives an "open"
- message when it is closed and the user says, "Open the book."
-
- If ICSS is installed on the user's system, the Input object will:
-
- o Establish a session with ICSS
- o Load the correct context to guide speech recognition every time the input
- focus changes or an object's state changes
- o Start the ICSS listening process
- o Spin off a separate thread which will wait for spoken input
- o Convert the spoken command into a call to the appropriate object method
- o Terminate the session with ICSS upon application termination.
-
-
- ΓòÉΓòÉΓòÉ 3.12.3. 3-D Graphics ΓòÉΓòÉΓòÉ
-
- IBM intends to provide support for 3-D graphics modeling and rendering in the
- entertainment toolkit. Like the MMPM/2 implementation of software motion video,
- this new 3-D graphics support will use the DIVE interface for maximum
- performance.
-
-
- ΓòÉΓòÉΓòÉ 3.12.4. Joystick Support ΓòÉΓòÉΓòÉ
-
- IBM intends to provide a joystick driver for OS/2 in the entertainment toolkit.
-
-
- ΓòÉΓòÉΓòÉ 3.13. Developer Support ΓòÉΓòÉΓòÉ
-
- IBM wants to make it easy to port existing games, easy to develop new ones, and
- easy to bring them to market. Several support programs have been set up to
- meet these objectives.
-
- IBM Developers Assistance Program (DAP)
- Developers Connection for OS/2
- Conversion Tools (SMART)
- Additional Support
-
-
- ΓòÉΓòÉΓòÉ 3.13.1. IBM Developers Assistance Program ΓòÉΓòÉΓòÉ
-
- The IBM Worldwide Developers Assistance Program (DAP) is open to all developers
- of IBM Personal Software-based products. These developers include corporate
- programmers producing in-house applications, consultants, educators, industry
- analysts, government agencies, and others with an interest in PC DOS, OS/2,
- Pen, Multimedia, LAN Systems, and now OS/2 for PowerPC.
-
- The DAP is designed to provide a broad range of technical, business, and
- marketing support services for this growing and increadingly diverse
- development community, such as:
-
- o Technical support through IBM OS/2 forums on CompuServe
- o The opportunity to participate in early-code programs
- o Access to DAPTOOLS via CompuServe and the Internet
- o Access to OS/2 Custom Application Porting Workshops and LAN Systems Workshops
- o Technical Conferences
- o IBM product announcements.
-
- Worldwide DAP membership is open to individuals, with no company or product
- prerequisite, and with no fee. Enrollment is done electronically through
- either CompuServe or Internet. On CompuServe, enter Go OS2DAP to complete the
- on-line application form. On Internet, FTP to dap.svo.com (192.203.134.5). Log
- on using a guest account (GUEST1, ... , GUEST10) and password of DAP4ME.
- Download the file WWDAP.TXT. Complete and send to wwdap@vnet.ibm.com.
-
- If you have any questions, please call 407-982-6408 or 407-982-1030.
-
- The Worldwide DAP also has a number of extensions that offer customized
- services for specific developer needs. Your eligibility for a specific service
- depends on the type of products you are currently marketing, or developing with
- plans to market. Some services vary by country but can include:
-
- o Online technical support at no charge
- o Defect support for all warranted products that are supported by IBM support
- centers
- o Complimentary access to the online database of Personal Software-based
- development tools Complimentary subscriptions to OS/2 Developer magazine
- o Discounts on IBM Personal Software products
- o Listings in IBM OS/2 & LAN Systems Application Directory, IBM OS/2 & LAN
- Systems Development Tools Guide, and Sources and Solutions catalog.
- o "READY! for OS/2" and "READY! for LAN Systems" certification marks
- o IBM Direct Marketing Center
-
-
- ΓòÉΓòÉΓòÉ 3.13.2. Developers Connection for OS/2 ΓòÉΓòÉΓòÉ
-
- The Development Connection for OS/2 is a unique annual subscription program,
- offered in conjunction with the world-wide Developers Assistance Program, and
- designed to deliver CDs and Newsletters to your door four times a year.
- Electronic support is also provided to subscribers though Compuserve and the
- Internet. The Developer Connection for OS/2 is designed to support application
- developers that develop on the OS/2 platform with the most current technical
- information, tools, and sneak-previews, along with creative tips and
- techniques. IBM intends to extend the Developer Connection family with a
- toolkit for developing entertainment software.
-
- The OS/2 Developer's Connection CD-ROM subscription, containing a wide
- selection of development tools and code, is available for $199 (U.S.) from IBM
- (see phone numbers).
-
-
- ΓòÉΓòÉΓòÉ 3.13.3. Conversion Tools (SMART) ΓòÉΓòÉΓòÉ
-
- IBM recently signed an agreement with One Up Corporation to widely distribute
- its conversion tool, Source Migration Analysis Reporting Toolset** (SMART),
- including current and future versions. SMART will be offered as part of the
- Developers Connection for OS/2 CD-ROM and results in tremendous time and cost
- savings for developers converting to 32-bit OS/2 applications from 16-bit
- Windows, 32-bit Windows NT, and 32-bit applications for future versions of
- Windows, as well as from 16-bit OS/2 applications.
-
- SMART consists of two primary tools. (1) The Analysis and Reporting Tool
- measures the size of a conversion effort and provides a roadmap for migration,
- typically in a day, rather than the 6 person-month effort usually required.
- (2) The Source Migration Tool automatically converts as much as 70 percent, or
- more in some cases, of the API and message code to 32-bit OS/2 code.
-
-
- ΓòÉΓòÉΓòÉ 3.13.4. Additional Support ΓòÉΓòÉΓòÉ
-
- A surprising amount of information and support is available for OS/2 game
- developers. Much of it comes from electronic bulletin boards and networks.
-
- OS/2 Warp includes electronic access to CompuServe and various tools to
- navigate the Internet. IBM also provides easy access to an Internet home page
- (server) on the World Wide Web (WWW) that contains a growing library of support
- information, information about available OS/2 applications, and sample code. As
- a game developer, be sure to ask about having your application listed there,
- and about supplying demo code for users to download and try.
-
- The list below is a small subset of Internet and CompuServe sites that contain
- answers and information about OS/2 multimedia and game development.
-
-
- INTERNET :
-
- COMP.OS.OS2.ANNOUNCE -- carries important OS/2 announcements
- COMP.OS.OS2.BETA -- explores beta releases of OS/2
- COMP.OS.OS2.BUGS -- discusses possible bugs found in released
- versions of OS/2
- COMP.OS.OS2.GAMES -- deals with game playing under OS/2
- COMP.OS.OS2.MISC -- addresses anything else related to OS/2
- programming
- COMP.OS.OS2.MULTIMEDIA -- discusses OS/2 multimedia
- (including MMPM/2)
- COMP.OS.OS2.PROGRAMMER.OOP -- focuses on programming with
- object technologies (such as SOM, DSOM, OpenDoc, Taligent frameworks,
- and the OS/2 Workplace Shell)
- COMP.OS.OS2.PROGRAMMER.PORT -- helps programmers port
- applications to OS/2
- COMP.OS.OS2.PROGRAMMER.TOOLS -- compares and contrasts the
- various programming tools and compilers available for OS/2
- COMP.OS.OS2.SETUP -- offers a place to talk about setup and
- installation issues
- COMP.REC.GAMES -- for general games questions
- FTP-OS2.CDROM.COM -- for OS/2-based multimedia programs and
- source code
-
- COMPUSERVE:
-
- OS2DF1 (MMPM/2 section) -- multimedia and game support
- GO IBM -- OS/2 Forum
- FIND OS/2
-
- This next list includes a small subset of the hundreds of non-IBM
- bulletin-board systems with significant OS/2 content. They are sequenced by
- area code and country code.
-
- ΓöîΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö¼ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÉ
- ΓöéFernwood Γöé(203) 483-0348 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéThe Bin BBS Γöé(206) 451-1905 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéOS/2 Source BBS Γöé(303) 744-0373 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéDenver OS/2 BBS Γöé(303) 755-6859 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéInside Technologies BBS Γöé(313) 283-1151 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéOS/2 Woodmeister Γöé(314) 446-0016 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéGateway/2 Γöé(314) 554-9313 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéPyramid/2 Γöé(415) 494-7497 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéBay Area OS/2 Γöé(510) 657-7948 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéOS/2 San Diego Γöé(619) 558-9475 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéOS/2 Las Vegas Γöé(702) 433-5535 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéOS/2 Shareware Γöé(703) 385-4325 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéGreater Chicago Online Γöé(708) 895-4042 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéOS/2 Exchange BBS Γöé(904) 739-2445 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéAbaforum (Barcelona) Γöé34-3-589.38.88 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéIBM UK Γöé44-256-336655 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéOS/2 UK Γöé44-454-633197 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéIBM Denmark Γöé45-42-88-72-22 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéCopenhagen UG BBS Γöé45-48-24-45-80 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéOS/2 Norway Γöé47-22-38-09-49 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéIBM Norway Γöé47-66-99-94-50 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéIBM Germany Γöé49-7034-15-2160Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéOS/2 Australia Γöé61-2-241-2466 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- ΓöéSoft/2 Shareware Γöé61-8-370-7339 Γöé
- Γö£ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö╝ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöñ
- Γöé (Adelaide) Γöé Γöé
- ΓööΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓö┤ΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÿ
-
- Your local FidoNet BBS may carry OS/2 echo conferences and/or OS2NET. If not,
- ask your system operator to join them. Smartnet (an international network of
- PCBoard BBSs), and PRODIGY (JUMP OS/2 CLUB) are also excellent resources.
-
- For information about the IBM United States OS/2 BBS, phone 800-547-1283. IBM
- Canada also maintains several support BBSs: (416) 946-4244, (416) 946-4255,
- (514) 938-3022, (604) 380-5441, (604) 664-6464.
-
-
- ΓòÉΓòÉΓòÉ 4. Possible OS/2 Warp Game Scenario ΓòÉΓòÉΓòÉ
-
- The following scenario provides an exciting glimpse of what the near future
- will bring.
-
- Eric uses OS/2 Warp's Internet Connection to log on to a game server via the
- Internet. In one fantasy world provided by this game server, Eric has obtained
- the key to the cellar door. He's already explored the cellar, gleaning all the
- clues within, but he's hoping to get something more in exchange for the key
- itself.
-
- An animated figure with a likeness of Eric's face approaches the cellar door on
- the screen as Eric guides his player-likeness with a joystick. Eric speaks
- aloud, "Create a VCR", and an image of a video cassette recorder and TV monitor
- appears at his alter-ego's feet. "Record!" commands Eric, and a red light on
- the recorder starts blinking. Eric looks into the video camera he has attached
- to his $200 video capture card. "I have the key to the cellar door," he says as
- the animated reels turn on the tape recorder. "If you can tell me how to break
- the Wizard's spell, I'll give you the key." Eric selects the Stop button on the
- animated VCR and then shuts down his game session.
-
- Later that day, Peter connects to the same game server via LAN NetBIOS, and
- starts exploring the same game world. When he gets to the cellar door, he sees
- the VCR and TV monitor and selects the play button. Peter watches Eric's
- recorded message in the animated TV monitor inside his game world. His
- curiosity is piqued, and Peter says, "Who left this message?" A dialog appears
- on-screen showing an image of Eric with his nickname and TCP/IP address. In
- spite of the fact that Peter doesn't have TCP/IP installed, Peter says, "Call
- him."
-
- Meanwhile, Eric has pulled up the IBM Works word processor (included with OS/2
- Warp in the BonusPak) and is into more serious homework, but he has left his
- Person-to-Person Call Manager running in auto-answer mode. Suddenly the game
- reappears on Eric's OS/2 desktop. Eric sees his own player-image and the image
- of another player (with a face that looks like Peter's) standing near that same
- cellar door.
-
- Peter has the same view on his screen. Peter speaks into his microphone, and as
- he talks, his player-likeness moves its mouth in a pantomime of speech. Eric
- can hear Peter's words emanating from his multimedia speakers: "I know someone
- who has beaten the Wizard. I will give you her number if you give me the key to
- the cellar door."
-
- Eric's mike is active, too. He replies, "No deal. Get me the information I need
- first; then I will give you the key."
-
- "Okay, can you hold a second?" Peter asks. "Let me see if I can get her
- on-line." Peter then says, "Call Susan," and his modem begins to click and hum.
- A moment later, a third player-figure is visible in the game scene, and a third
- voice can be heard on the audio channel. "Susan," says Peter, "Eric has offered
- to give us the cellar door key if we can show him how to defeat the Wizard. Do
- you want to deal?"
-
- The same game has popped up on Susan's screen. "It's complicated," replies
- Susan, "so I made it into a macro. Here, I'll replay it for you." She starts a
- second session of the same game, but the scene is different: the Wizard's
- laboratory. The same scene appears on Peter's and Eric's machines. As Peter and
- Eric watch, Susan's player-image engages in a duel with the Wizard, using
- various weapons and exchanges of cryptic utterances.
-
- "Got it," says Eric. "Thanks!" With his joystick, he drags the cellar door key
- from his sack onto the image of Peter's player. Then he picks up the VCR, drags
- it to the shredder, and shuts down his game session.
-
- Eric's player-image has disappeared from the other players' screens, but Peter
- can now see the key in his own sack. He unlocks the cellar door and says to
- Susan, "Follow me." They step inside...
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- Personal Software is delivered to PC and OS/2 user groups and is also available
- in softcopy form on the Internet World Wide Web (htpp://www.austin.ibm.com/pspinfo/ibmpcug.html).
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- For either a single issue or a subscription to Personal Systems magazine, call 1-800-678-8014.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- Multimedia Viewer is an object-oriented tool that enables users to organize,
- manage, and browse images, audio files, animation, and video clips. Multimedia
- objects are shown with "thumbnails", or miniature pictures, as if they were
- slides on a photographer's light table. The multimedia viewer is an extension
- of OS/2 Warp's Workplace Shell that gives the user freedom to display or play
- an object by simply double-clicking on it with a mouse. Multimedia Viewer
- allows users to view popular image formats such as GIF, TIFF, Targa and PCX.
- Many of the formats are found in online services such as CompuServe and Internet.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- Eastman Kodak Photo CD Technology allows users to store and view
- high-resolution color images and photographs developed on Kodak Photo CDs. The
- ability to view these images will make OS/2 Warp an attractive program for
- creating business and school presentations, newsletters, and other documents.
- OS/2 Warp is the first PC operating system to be Photo CD-enabled without
- additional software requirements.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- Use the PC Like a TV with OS/2 Warp's support of popular video overlay cards,
- including the WIN/TV card from Hauppauge Computer Works, Inc. With the
- preemptive multitasking power of OS/2 Warp, a fully-scalable TV screen can run
- in the foreground or background while users work on other applications.
- Device-driver support for other video overlay adapters is also included.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- Ultimedia Video IN for OS/2 (Video IN/2) enables users to capture digital
- video, compress the data into files on their hard-disk drives, and then use the
- data in presentations using IBM's Ultimotion and Intel's Indeo formats. Video
- IN/2 complements other multimedia capabilities in OS/2 Warp, including the
- ability to play and record Audio Video Interleaved (AVI) clips. Video input
- comes from a video recorder or other device.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- Motion Picture Experts Group (MPEG) is an industry standard for digital video
- that is supported in Warp through Sigma Design's ReelMagic MPEG multimedia
- playback adapter. This support allows multimedia developers to create OS/2 Warp
- applications that offer full-motion, full-screen, full-color video and
- CD-quality digital stereo sound from a single-speed CD-ROM. MPEG support in
- OS/2 Warp also allows users to view movies and television shows created in the
- emerging cross-platform VideoCD standard.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- Direct Interface Video Extensions (DIVE) is an API in OS/2 Warp that gives OS/2
- applications direct access to the PC video hardware, enabling them to generate
- the high-speed graphics needed for today's advanced multimedia software. The
- DIVE graphics interface allows powerful, high-speed games and digital-video
- applications to use a single high-speed API for stretching, clipping, and color conversion.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- Autodesk Animation playback support in OS/2 Warp allows users to view video
- animation files developed using the Autodesk .FLI and .FLC animation file
- formats. These formats are recognized as the industry standard for PC
- animation. Sound effects can be added to these files to enhance playback.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- Compressed Audio support is included for the industry-standard Interactive
- Multimedia Association ADPCM and Microsoft ADPCM formats. These formats reduce
- the amount of disk space required to store audio content, and make it easier to
- send and receive voice files over networks. Now, audio files take up to 75
- percent less disk space, without the need for additional hardware device
- support. IBM is also extending this capability in Warp to reduce the disk space
- needed for AVI files.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- Word Processor -- A full-function word processor that includes advanced
- features such as tables, mail/merge processing, graphic objects, and functions
- found in other full-function word processors.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- Spreadsheet -- A full-function spreadsheet that includes a variety of features
- designed to meet the needs of a variety of applications. Combine the
- spreadsheet capability with the chart application to produce a compound
- document with text, numbers and charts on the same page.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- Chart -- A versatile charting application that produces a variety of chart
- types and allows enhancement with text and drawing tools. Charts can be printed
- on their own or combined into other IBM Works documents.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- Database -- A powerful, easy-to-use database application program that can
- organize both text and graphical information, and import and export files in a
- variety of formats. The database application works with the IBM Works Report
- Writer to produce customized reports.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- Report Writer -- Produces custom reports from any IBM Works or dBase-compatible database.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- IBM Works Personal Information Manager (PIM) -- A collection of productivity
- applications to help you manage your daily activities. Features include an
- appointment book, monthly planner, calendar, to-do list, phone book, contact
- list, note pad, and much more.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- UltiMail Lite -- An easy-to-use interface for creating, sending, receiving, and
- storing compound document electronic mail.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- Gopher Client -- A graphical, user-friendly interface to the Internet, enabling
- the user to locate and display or transfer information. The Internet consists
- of more than 30 million computers; Gopher helps you navigate comfortably and
- confidentially among these systems.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- TelnetPM -- Allows the user to log in to other computers on the Internet.
- Programs and information located on other computers can be accessed as though
- they were on your own computer. (VT100 and VT220 terminal emulation.)
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- PMANT -- Allows access to information and programs located on Internet hosts
- that support 3270 sessions such as VM or MVS. (3270 terminal emulation.)
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- FTPPM -- Allows you to easily share, store, and distribute data between your
- computer and other computers on the Internet. If you are authorized access to a
- given computer, you can manipulate files on that computer as though it were
- your own.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- WebExplorer allows users to access the World Wide Web (WWW) through a graphical
- user interface. The WWW links resources together in an easy-to-use-fashion. For
- example, a user can get a map of a country, click on a city to retrieve
- information, see photographs, and read about current demographics. With
- WebExplorer, users traverse the Internet by moving from one document to another
- via links or hyperlinks, and can save and annotate documents.
-
- WebExplorer was completed after general availability of OS/2 Warp. It is being
- included in newer versions of OS/2 Warp and is also available electronically.
- To download to your PC, simply click on an icon that is presented on the Gopher
- Server or IBM Home Page. It will download and install itself.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- The descriptions of Win16, Win32s, Win32, Win32c, and WinG are from Gartner
- Group, Inc., January 1994.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- 800-6-DEVCON to order in the United States
- 800-561-5293 to order in Canada
- 45-3-252-6588 or FAX 45-3-252-8203 to order in Europe
- 61-2-354-7684 or FAX 61-2-354-7766 to order in other locations
-