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OS/2 Help File
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1995-04-08
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304KB
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2,433 lines
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.
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ΓöéThe Bin BBS Γöé(206) 451-1905 Γöé
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ΓöéOS/2 Source BBS Γöé(303) 744-0373 Γöé
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ΓöéDenver OS/2 BBS Γöé(303) 755-6859 Γöé
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ΓöéInside Technologies BBS Γöé(313) 283-1151 Γöé
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ΓöéOS/2 Woodmeister Γöé(314) 446-0016 Γöé
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ΓöéGateway/2 Γöé(314) 554-9313 Γöé
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ΓöéPyramid/2 Γöé(415) 494-7497 Γöé
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ΓöéBay Area OS/2 Γöé(510) 657-7948 Γöé
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ΓöéOS/2 San Diego Γöé(619) 558-9475 Γöé
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ΓöéOS/2 Las Vegas Γöé(702) 433-5535 Γöé
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ΓöéOS/2 Shareware Γöé(703) 385-4325 Γöé
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ΓöéGreater Chicago Online Γöé(708) 895-4042 Γöé
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ΓöéOS/2 Exchange BBS Γöé(904) 739-2445 Γöé
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ΓöéAbaforum (Barcelona) Γöé34-3-589.38.88 Γöé
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ΓöéIBM UK Γöé44-256-336655 Γöé
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ΓöéOS/2 UK Γöé44-454-633197 Γöé
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ΓöéIBM Denmark Γöé45-42-88-72-22 Γöé
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ΓöéCopenhagen UG BBS Γöé45-48-24-45-80 Γöé
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ΓöéOS/2 Norway Γöé47-22-38-09-49 Γöé
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ΓöéIBM Norway Γöé47-66-99-94-50 Γöé
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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