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- ░░▒▒▓▓██ BOPPIN v1.1 ON-DISK TECHNICAL SUPPORT ██▓▓▒▒░░
-
- Copyright 1994 - Accursed Toys
- Distributed by Apogee Software Ltd.
- P.O. Box 496389 ■ Garland, TX 75049 ■ Hints line: (214) 278-5655
-
-
- =========================
- WHAT'S NEW IN VERSION 1.1
- =========================
-
- ■ A few minor map problems (shareware Level 14 was one) were corrected, so
- you can't get stuck in the game.
-
- ■ The "Deaddy" bear logo, and the character suicides from v1.0 are now removed
- by default. They are still accessible; please see the command line parameter
- section of this document for more information.
-
-
-
- ===================
- SYSTEM REQUIREMENTS
- ===================
-
- ■ Boppin requires MS/DOS 5.0 or greater. It also requires a 386 computer
- with a minimum of 2 megabytes of memory. A sound card is also recommended.
-
- The list of Sound cards supported in Boppin are: Sound Blaster, Sound Blaster
- Pro, Sound Blaster 16, Sound Blaster AWE32, Roland Sound Canvas, Ensoniq
- SoundScape, Gravis UltraSound, Pro Audio Spectrum 16, Logitech SoundMan 16,
- WaveBlaster, Adlib, Disney/Tandy Sound Sources, and any General MIDI device.
-
- NOTE: If you have a Gravis UltraSound, this game requires you have your IRQ
- set to either 7 or less. The GUS default is 11, and that IRQ is not
- supported at this time.
-
-
- ========================
- BEFORE RUNNING THIS GAME
- ========================
-
- ■ This game is not designed to be run under MicroSoft Windows. Windows takes
- up far too many system resources that our programs require for efficient and
- proper operation. When running this program, DO NOT LAUNCH FROM WINDOWS.
- Run it directly from DOS. If you are in the Windows environment, quit
- Windows and then run the program. (NOTE: Using the MS/DOS Icon does not exit
- you from Windows. That is a shell from Windows. You need to completely close
- down the Program Manager to totally exit from Windows. To test this, type
- the word exit. If nothing happens, then you're at the DOS prompt. If you
- return to Windows, then you were only shelled.)
-
- ■ Any kind of menu program such as Dos Shell will most likely cause problems.
- We recommend running our programs completely from the DOS prompt. To test
- this, enter the word "exit". If nothing at all happens, then you are
- completely at the dos prompt, and not "shelled" from anything else. If you
- type exit, and return to another program (such as Windows or the MS/DOS
- Shell), then you need to completely exit the program that you returned to
- before attempting to run Boppin.
-
- ■ Boppin is a protected mode game, which means that it doesn't really care
- about how much conventional memory you have, it looks at your TOTAL memory.
- Boppin requires a minimum of 2 meg of memory, but 4 megs is really
- recommended. If you only have two meg of memory total on your computer, you
- will have to boot clean in order to get the game running. Read further on
- in this file for a more detailed explanation of what a protected mode
- program is.
-
- ■ As with all of our other shareware games, Apogee encourages the copying of
- the shareware episode to hand out to friends. That's how shareware works!
- However, if you give a copy of the shareware episode to a friend, please
- make sure to delete the BOPPIN.CFG file before doing so. This file contains
- information that is specific to your computer, and if you run it on the new
- computer with your config file, your friend will run into problems!
-
-
- ====================
- BOPPIN DETAILED HELP
- ====================
-
- ■ Apogee strongly recommends that before you make any suggested changes to
- either your hardware or software setup, that you consult your manuals to
- make sure that any changes will not irreparably alter your computer, or its
- configuration. Modifying your system or software can be dangerous, and we
- will be unable to assist with any resulting problems from such alterations.
-
- ■ If your copy of Boppin locks up, you may wish to check some settings in your
- CMOS configuration. If any of these are on, then switch them off: Hidden
- Refresh, Hardware Video Shadowing, Turbo Switching. Also, if you have this
- one, make sure it is enabled: HD1 Block Mode.
-
- ■ If you have a Diamond SpeedStar video card, disable Zero Wait State.
-
- ■ If you hear static when you are playing with a Sound Blaster or compatible
- card, make sure to turn the MIC and LINE volumes to zero. Your card may be
- seeing input from these, and it would cause static. (For a Sound Blaster
- Pro, this program is SBP-SET; see your card's manual for precise instructions
- on how to do this.) If you still continue to hear static after doing this,
- try disconnecting any parallel port devices. IRQ5 and IRQ7, which are used
- by sound cards, are often frequently used by printers as well. If you have
- both plugged in, it may cause static, and poor sound performance.
-
- ■ If you are running a Compaq computer, and the game tells you that you do not
- have a VGA card, and you know for a fact that you do, or you experience
- lockups, this is what you'll need to do. You'll need to contact Compaq for
- an update. The reason for this is that Compaq has some video cards that do
- not conform to all proper detection methods. There is a device driver
- available from Compaq that will fix this problem. The driver's name is
- FINDVGA.SYS. Compaq does have this file available for download on their BBS
- with the filename SP0117.ZIP.
-
- ■ If you notice the game running slowly on your system, here are a few
- suggestions on improving game performance.
-
- » Disable your disk cache. Boppin does its own internal caching, and
- sometimes external caches such as SmartDrive can get in the way, and slow
- things down.
-
- » Disable your upper memory manager (QEMM, 386Max, EMM386, etc). Since
- Boppin is a protected mode game, the services of these programs are not
- needed. If you only have 2 (or 4) meg of ram, this may be necessary to
- get your game to run in the first place.
-
- » Try reducing the amount of digital channels in the setup program. Some
- system configurations have problems with having Boppin set for higher
- than 4 digital channels.
-
- ■ If you are running a compressed drive such as DoubleSpace or Stacker, this
- can also cause problems. Boppin has been tested under MS-DOS's new
- DriveSpace, and it does work. It also has been tested under Stacker (v3.0,
- v3.1, & v4.0), and it works there, too. However, we have logged an
- incompatibility with MicroSoft's old DoubleSpace compression utility. If you
- are running DoubleSpace, it most likely will not work for you. To try and
- get it running, move Boppin to an uncompressed portion of your hard drive,
- and do not load your compressed disk driver in your config.sys and/or
- autoexec.bat files. That should also help. It may be possible to totally
- bypass the driver during the boot-up process (depending on which version of
- DOS, and which driver you're running). See your manuals for information on
- how to boot without your driver (if possible).
-
- ■ There are certain times where it might be possible to get both characters
- on the screen at one time, even if you're only playing one player. This
- usually happens when you press the fire button/key for whatever device you
- have selected for Player Two. This is normal, since player two can jump in
- at any time. If, however, you run into a situation where you can control
- both players at once with the same controller, please contact us at one of
- the E-Mail addresses at the bottom of this document. If you do, please let
- us know these things:
-
- » Can you control both with the keyboard (or joystick)?
- » Was the game started in two player mode before saving?
- » Did a second character start during the game, making it a 2 player mode?
- » Did you hit the fire button for the second player by mistake?
-
-
- ============================
- HOW TO USE THE SETUP PROGRAM
- ============================
-
- Before you run Boppin, you must run the setup program. This is a separate
- program that cannot be called from within Boppin; so all changes must be made
- outside the game. This program lets you set up your sound card settings for
- both music and sound effects. Since this is the only thing you can change in
- the setup program, you should never need to run this game again unless you
- alter your sound card settings, or change sound cards in your computer.
-
- When you run the program, it will first ask you for what sound device you wish
- to use for sound effects. Move the arrows to your selection, and then press
- enter. Next, you'll be asked to select the device you will be using for
- music. Again, move with the arrows, and press enter when you get to the sound
- card in the list that you have in your computer.
-
- Once you've done that, it's time to get hoppin' and play Boppin!
-
-
- ==============================
- BOPPIN COMMAND LINE PARAMETERS
- ==============================
-
- There is only one command line parameter in Boppin. It is BLOOD. What this
- does is to let you see the original "Deaddy" Bear and the character suicide
- animations that were standard in v1.0 of this game. You start the game like
- this: BOPSW BLOOD (for the shareware episode; if you're playing one of the
- registered versions, the start command is different, but 'blood' is the same.)
-
- This command is not saved anywhere, so if you want to see this all the time,
- you would need to create a batch file that entered this every time you played
- the game.
-
-
- ====================================
- HOW TO GET BOPPIN RUNNING UNDER OS/2
- ====================================
-
- The following settings were suggested by Cyrille Marclay (thanks!).
-
- We have tested them at Apogee and have found them to work. However, in order
- to make them work, you must run the SETUP.EXE program in a DOS session and
- specify NONE as the device for both music and sound effects.
-
- At this time, we have been unable to get the game to run with either music or
- sound effects turned on. If you are able to get either to work, please let us
- know how you did it (and what sound card you have) !
-
- AUDIO_ADAPTER_SHARING = OPTIONAL
- COM_DIRECT_ACCESS = OFF
- COM_HOLD = ON
- COM_RECEIVE_BUFFER_FLUSH = NONE
- COM_SELECT = ALL
- DOS_AUTOEXEC = C:\AUTOEXEC.BAT
- DOS_BACKGROUND_EXECUTION = OFF
- DOS_BREAK = OFF
- DOS_FCBS = 16
- DOS_FCBS_KEEP = 8
- DOS_FILES = 30
- DOS_HIGH = OFF
- DOS_LASTDRIVE = Z
- DOS_RMSIZE = 640
- DOS_SHELL = C:\OS2\MDOS\COMMAND.COM C:\OS2\MDOS
- DOS_UMB = OFF
- DPMI_DOS_API = AUTO
- DPMI_MEMORY_LIMIT = 4
- DPMI_NETWORK_BUFF_SIZE = 8
- EMS_FRAME_LOCATION = AUTO
- EMS_HIGH_OS_MAP_REGION = 32
- EMS_LOW_OS_MAP_REGION = 384
- EMS_MEMORY_LIMIT = 2048
- HW_NOSOUND = ON
- HW_ROM_TO_RAM = ON
- HW_TIMER = ON
- IDLE_SECONDS = 0
- IDLE_SENSITIVITY = 100
- INT_DURING_IO = OFF
- KBD_ALTHOME_BYPASS = OFF
- KBD_BUFFER_EXTEND = ON
- KBD_CTRL_BYPASS = NONE
- KBD_RATE_LOCK = OFF
- MOUSE_EXCLUSIVE_ACCESS = OFF
- NETWARE_RESOURCES = GLOBAL
- PRINT_SEPARATE_OUTPUT = ON
- PRINT_TIMEOUT = 15
- TOUCH_EXCLUSIVE_ACCESS = OFF
- VIDEO_8514A_XGA_IOTRAP = OFF
- VIDEO_FASTPASTE = OFF
- VIDEO_MODE_RESTRICTION = NONE
- VIDEO_ONDEMAND_MEMORY = ON
- VIDEO_RETRACE_EMULATION = OFF
- VIDEO_ROM_EMULATION = ON
- VIDEO_SWITCH_NOTIFICATION = OFF
- VIDEO_WINDOW_REFRESH = 1
- XMS_HANDLES = 32
- XMS_MEMORY_LIMIT = 2048
- XMS_MINIMUM_HMA = 0
-
- NOTE: The settings shown here were tested under OS/2 v2.11. They have not
- been tested under OS/2 for Windows or OS/2 Warp, but they should work
- just as well with these settings.
-
- These settings are not officially supported by Apogee. Your mileage may vary.
-
- =======================================
- HOW TO GET BOPPIN RUNNING UNDER WINDOWS
- =======================================
-
- You can't. At least you can't without extreme difficulty or with any kind of
- reliability. Apogee strongly recommends that you not attempt this, and run the
- game directly from DOS; shutting down Windows' Program Manager. Running from
- the MS/DOS icon is only shelling from Windows, it is not running from DOS.
- Running our games under Windows is more like running them AGAINST Windows, and
- you will save yourself a lot of trouble if you not attempt this. Apogee does
- not support running under Windows, and cannot help if you try.
-
-
- ========================================================
- WHAT IS THE "SET BLASTER" COMMAND, AND WHY DO I NEED IT?
- ========================================================
-
- Boppin (and any other Apogee game that uses the Sound Blaster) uses the SET
- BLASTER command to figure out where to send it's sound output. A Sound Blaster
- card can have many different sound outputs, and since there are zillions of
- computers out there, a way needs to be used in order to tell the game where
- your sound card is located. The SET BLASTER line is how we do it. Check to
- make sure that you have the SET BLASTER line in your AUTOEXEC.BAT file. This
- code is an example, and isn't exactly what you need to put in your system, make
- sure to read the entire explanation of this command.
-
- NOTE: Some of these parameters (P, H, & E) are dependant on certain types of
- cards. For example, the E is only needed if you have an AWE32. The
- minimum requirements are to have the A, I, D, & T parameters. The other
- three may or may not be needed depending on what type of card you have.
- Please read this entire section to see if you need any of them. If you
- are using a clone card, or some card that's not a "true" Sound Blaster,
- then you will most likely only need A, I, D, & T.
-
- SET BLASTER=A220 I5 D1 T3 P330 H6 E620
- | | | | | | | | |
- | | | | | | | | |_______ AWE32 Only Parameter
- | | | | | | | |__________ "High" DMA Channel
- | | | | | | |_______________ MIDI Port
- | | | | | |__________________ Type of Card
- | | | | |_____________________ DMA Channel
- | | | |________________________ Interrupt
- | | |_____________________________ Port Address
- | |___________________________________ Environment Variable
- |________________________________________ DOS Command
-
- NOTE: There can be no spaces between the word BLASTER and the equal sign (=).
- If you have a space in there, your system will read the parameter incorrectly,
- and it will not be recognized by our games.
-
- Now, these may not (most likely not) be the same for your board, because the
- Port Address, Interrupt and DMA Channel can be set by adjusting "jumpers" on
- your sound board. Some newer cards have this information controlled by
- software, please consult your card's manual for more information on how to set
- these things. You should also check your manual if you are unclear as to how
- to tell what settings your card is set at. The information *IS* important, so
- it's recommended that you know precisely what the settings are. If you are
- using a card that "emulates" the Sound Blaster (such as the Gravis UltraSound
- through software, or the PAS16), you should check your card's manual on how to
- set the card for Sound Blaster emulation.
-
- For PORT ADDRESS, it's almost always 220. That seems to be the default for
- most sound cards out there, and unless you know you've switched it away from
- 220, it's a safe bet it's still there.
-
- The INTERRUPT is something that varies from system to system. Apogee does not
- recommend using IRQ2. Most of the people we run into who use IRQ2 have
- difficulty getting their programs to run properly, unless they switch to a
- different IRQ channel.
-
- The DMA CHANNEL is one that causes some people problems. By default, this is
- almost always set at 1. Unless you have a specific need to change this, it's
- probably still at 1. If you're running into lockups using digitized sounds
- with Apogee games, this is probably where your problem lies. If you get lockups
- with an Apogee game that has digitized sounds, and this variable is correct,
- try turning off the digitized sounds, and if the game plays right, you probably
- have a DMA conflict. Adjust the DMA channel on your sound card, then reflect
- said change in this variable in the SET BLASTER line.
-
- The TYPE OF CARD is something that is fairly easy to check out. If you're
- running a non-Creative Labs sound card, then you want this to either be 1 or 3,
- depending on which card it is. It's usually 1. For a genuine Sound Blaster
- card, it's one of these...
-
- 1 or 3 for a plain Sound Blaster. 2 or 4 for a Sound Blaster Pro, or a 6 for
- a Sound Blaster 16 or an AWE32). The factor in choosing between the two
- numbers here is the age of the card. If it's an older card, than choose the
- smaller number (1 or 2). Clone cards, or cards that emulate the Sound Blaster
- usually have a T variable of 1. Experiment to see what works best for you.
-
- The MIDI PORT parameter will only be needed if you are using a card that has
- MIDI capabilities. If so, this is where you define what MIDI port you are
- using. 330 seems to be the default, so if you have a MIDI card, and you
- haven't changed anything from factory defaults, this is probably where it still
- is.
-
- The HIGH DMA CHANNEL is something that is used primarily on Sound Blaster 16
- cards. This is not the same as the standard DMA channel, this is a different
- one. This is only used if you're using a 16 bit sound card capable of playing
- 16 bit Sound Blaster sounds. By default, this is usually 5, so unless you know
- that it's something else, it's probably still 5.
-
- The E620 parameter is something that is needed _only_ if you have a Creative
- Labs AWE32 sound card. If you have one of these, this parameter will have been
- set up properly assuming you've installed the software that came with the card.
- Check your AWE32 documentation for a more thorough explanation of what this
- parameter is used for.
-
- I get a lot of questions from people wanting to know why they have to use this
- if they don't have a Sound Blaster. Well, it's simple. This command has
- NOTHING to do with what type of sound card you use. Apogee games that use
- digitized sounds expect these cards to be at specific settings. If they are
- not, then the game needs to be told this. The way to do this is with the
- environment variable BLASTER. That's why this is needed. Some of our newer
- programs have specific setup programs which let you set up this information
- manually, but they still require the SET BLASTER line to operate properly.
-
- Please remember to add this to your AUTOEXEC.BAT, save the file back to disk,
- reboot your computer, and make sure to delete the game config file (BOPPIN.CFG)
- before running again. If you have any further questions, please drop Apogee a
- line.
-
-
- =======================
- WHAT IS PROTECTED MODE?
- =======================
-
- As promised earlier in this document, here is an explanation of Protected mode.
- This information is not necessary to get the game running, but it's included as
- background information for the curious.
-
- Historically, DOS programs have always required that you run them in the first
- 640k of ram. This was a limitation imposed on DOS back when v1.0 was the only
- thing around. For compatibility's sake, this is the way things have remained.
- Any memory above 640k could only be used for data storage, not for program
- execution. That's why you always saw those dreaded "Out of Memory" messages.
-
- As time went on, certain programs, (and later DOS itself) gained the ability to
- load part of themselves "high", leaving more conventional (the first 640k) of
- memory available. You still had the limitation of the 640k barrier, but some
- more breathing room was made by these memory advances.
-
- More recently, advances were made in memory management so that programs could
- run in protected mode. Protected mode is a special way of programming so that
- your program doesn't have the 640k barrier. Depending on how the program is
- written, the entire thing is in protected mode, or it requires the use of a DOS
- "Extender" to run that way. Boppin is such a program. Boppin uses a DOS
- extender to access much more memory than it would have been able to if it were
- written the old way. A game of this complexity would have never been able to
- have been written if the old 640k barrier method of programming was used.
-
- Well, you might be asking, what about my older programs? Can't I just use a
- DOS extender, and have that run something like "Wolfenstein 3D", and never get
- those out of memory errors? Well, it's not as simple as that. If a program is
- using a DOS extender, it has to be written a special way. A DOS extender isn't
- just a magic wand that you can use to wipe away your memory problems for
- non-protected mode programs. The program has to be written a special way to
- make use of the DOS extender.
-
- To summarize, Protected mode (sometimes referred to as "flat memory") is a way
- for a DOS program (either by itself, or through the use of a DOS extender) to
- access more than just the first 640k of memory for program execution. Because
- of this, more complex programs (such as Boppin) are able to be written. If
- using the old 640k barrier method (sometimes referred to as "segmented
- memory"), this type of program would not have been possible.
-
- If you're still confused, don't worry about it. As I said above, this
- information is not necessary for the proper play of Boppin. It's in here for
- background information only. If you're still inclined, check out some DOS
- programming books available at your library or a book store. They have far
- more verbose explanations of this than would be possible in this document.
-
-
- ==========================
- THANKS TO THE BETA TESTERS
- ==========================
-
- Apogee wishes to extend a heartfelt thanks to the Apogee Beta Team. Without
- them, it would be far more difficult to produce the quality games we do within
- a reasonable amount of time. Thanks guys (and Gals).
-
-
- ==========
- CHEAT KEYS
- ==========
-
- Here are some cheat keys you can use when playing Boppin'.
-
- ■ These keys are available only on the Main Menu. They do not require any
- password to activate, and will work in both the shareware and registered
- versions of Boppin.
-
- » Control-V: This starts a slide show of all levels of all episodes in the
- game, starting with the last played episode. During the slide
- show, the following keys are in effect (escape will exit the
- slide show):
-
- PageUp, left arrow, backspace, or pushing the joystick left
- will take you to the previous level.
-
- PageDn, right arrow, return (enter), pushing the joystick
- button, or pushing the joystick right will take you to the
- next level.
-
- » Control-T: This displays a sound test dialog. You can listen to all the
- sound effects in the game from here.
-
- ■ During the game, these keys are available at any time, and without any
- special password. These cheat keys will work in the shareware episode.
-
- » Control-B: This will display the Mystery Spot. Pressing a key or button
- will remove the spot.
-
- » Control-L: Moves you to the next level. This is particularly useful if you
- get stuck in a level. This will not work during the final
- battle, and this will cost you one life to use.
-
- ■ During the game, these keys are available, but you must first activate them
- with a special password before you can use them. The password you will need
- to enter is "TOYSS". These cheats are not available in the shareware
- episode, you must have one of the registered versions to use these keys.
-
- » Control-F: Go immediately to the final battle for that episode.
-
- » Alt-H: During the final battle, this delivers one maximum hit.
-
- » Control-F5: Adds one credit to Player 1 (9 is the limit).
-
- » Control-F8: Adds one credit to Player 2 (9 is the limit).
-
- » 1 (or !): Sets lives and credits of Player 1 to zero. This may not be
- available if the shift key is used for a button. This isn't
- really a cheat, this was one of the debugging parameters used
- by the programmer during beta testing.
-
- » 2 (or @): Sets lives and credits of Player 2 to zero. This may not be
- available if the shift key is used for a button. This isn't
- really a cheat, this was one of the debugging parameters used
- by the programmer during beta testing.
-
-
- ============================
- CONTACTING TECHNICAL SUPPORT
- ============================
-
- Apogee thanks you very much for playing our games. Customer satisfaction is a
- high priority of Apogee's, and we strive to please everyone. Our Technical
- Support staff is available to assist all of our customers in solving any
- technical problems that may be experienced. Our Technical Support Department
- is available to answer your questions Monday through Friday during the hours of
- 8:00 A.M. to 6:00 P.M. Central Standard Time. The phone number for the Tech
- Support Department is (214) 278-5655.
-
- However, the voice line isn't your only channel of contact. We are also
- reachable via a fax machine at (214) 278-4670, (24 Hours a Day) or you can
- write to us. Our mailing address is:
-
- Apogee Software
- POB 496389
- Garland, TX 75049-6389
- United States of America
-
- Voice: (214) 278-5655
- Fax: (214) 278-4670 (24 hrs)
-
- If you do contact our Technical Support department, please be at your computer,
- and have it ready for assistance. If you can't be at your computer, please
- have printouts of the following things available, so that we may assist you
- better. It may be possible do provide technical support without these things,
- but it will be much more difficult.
-
- The needed files are CONFIG.SYS & AUTOEXEC.BAT, plus what happens when you
- execute the "MEM /C" command (or just MEM if you get an error using MEM /C).
-
-
- =============
- APOGEE ONLINE
- =============
-
- Apogee Technical Support can also be contacted via a variety of electronic
- medium. Several major online services are monitored, and Apogee's E-Mail
- addresses are listed below. Also, a variety of Bulletin Board networks are
- monitored as well, and those are also listed.
-
- ■ Major Online Services
-
- Internet -> joe.siegler@swcbbs.com Internet -> apogee@metronet.com
- CompuServe -> 74200,553 America Online -> APOGEE
- GEnie -> APOGEE Prodigy -> CXVP94A
-
- See the appropriate instructions for these various services on how to send
- private mail to these addresses. All of these services have Internet E-Mail
- gateways, but please, if you're sending Internet E-Mail, use the swcbbs.com
- address.
-
- ■ Internet Services
-
- Join the Apogee mailing list! The Apogee mailing list is a list where we send
- press releases, general Apogee info, new game release notifications, and other
- miscellaneous items out on. Drop us a line at one of the above Internet
- addresses, and we'll put you on. Just say the word!
-
- Apogee also has a "finger" plan set up for the most up to date online
- information about Apogee Software. Finger "apogee@fohnix.metronet.com" for
- the most up to the second info about our releases! If you are unsure if you
- can do this, or don't know what "finger" access is, please check with your
- local Internet service provider for more information on this Internet service.
-
- Apogee has an official FTP site for our shareware episodes. The latest stuff
- is always available for anonymous FTP by ftp'ing to "ftp.uml.edu" in the
- directory "msdos/Games/Apogee".
-
- ■ Software Creations & other Bulletin Board Networks
-
- We can be reached on Software Creations, the Apogee BBS. Software Creations
- can be reached by calling 1-508-368-7036. Software Creations is our #1 file
- site. Our games are released there before anywhere else in the world, so if
- you want the latest stuff, take a trip over to Software Creations, the BBS
- voted #1 two years running by the readers of BoardWatch Magazine!
-
- There are several BBS networks that are monitored for Apogee messages. Our
- Online Support Representative monitors all of the following BBS networks.
-
- Fidonet, Relaynet (Rime), Intelec, Ilink, U'NI-Net, & Smartnet.
- All of these BBS networks have Games, Shareware, and Apogee conferences.
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- Fidonet -> 1:124/9006 Rime -> APOGEE (or 1674)
-
- Apogee also has a FDN on the Fidonet Filebone. Check with your local Fido
- Filebone administration for more info on how to get Apogee's shareware
- delivered right to your BBS! Check FILEBONE.NA (available from your local Fido
- administration) for more info.
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