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OS/2 Help File
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1996-11-22
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ΓòÉΓòÉΓòÉ 1. Installation ΓòÉΓòÉΓòÉ
This archive contains versions of TIMER0.SYS and DIVE. They are not installed
automatically and will have to be installed by hand.
Please note that these files are copyrighted by IBM and are included in the
MainActor/2 archive by agreement of IBM Germany.
ΓòÉΓòÉΓòÉ 1.1. Installing DIVE ΓòÉΓòÉΓòÉ
DIVE is used by MainActor/2 for displaying video. The archive dive.zip contains
the DIVE related files. Please copy the *.LUT files into the \mmos2 directory
and the dive.dll into the \mmos2\dll directory.
Make sure that you do not have a newer version installed.
ΓòÉΓòÉΓòÉ 1.2. Installing TIMER0.SYS ΓòÉΓòÉΓòÉ
TIMER0.SYS is needed by MainActor/2 for syncing audio and video streams. If
TIMER0.SYS is not installed, video and audio streams will not be synced correctly.
To install TIMER0.SYS, extract the files from the timer0.zip archive and
install them with the device driver installer (DDINSTAL) utility. Make sure to
remove the readonly attributes of the \os2\boot\clock*.sys files first with:
attrib -r \os2\boot\clock*.sys.
Please check if a newer TIMER0.SYS is not already installed.
ΓòÉΓòÉΓòÉ 2. Introduction ΓòÉΓòÉΓòÉ
MainActor/2 is a multimedia processing package. It allows you to load, edit,
play and save animations, pictures and sounds of various formats and of any size.
MainActor/2 features animation processing and editing functions and is the most
powerful part of this package.
MainView/2 is the external player of MainActor/2. It is useful when you only
want to play an animation and don't want to load MainActor/2 just for that.
MainView/2 can also be associated to other programs, like the WebExplorer.
Both MainActor/2 and MainView/2 use the same modules for processing the various
formats and are therefore quite flexible and expandable. They also both use
DIVE from IBM for playback.
ΓòÉΓòÉΓòÉ 2.1. Why release a Beta ? ΓòÉΓòÉΓòÉ
We are new on the OS/2 market and want to make our product's as integrated into
the OS/2 environment as possible. The best way is to let the user decide how he
likes to use a program or which functions he needs. This is the reason why we
decided to release MainActor/2 at this stage.
Of course this means that we need your feedback. So, if you are interested in
an animation processing package for OS/2, send us your suggestions.
Note that beta software can contain bugs and is missing features of the final release.
ΓòÉΓòÉΓòÉ 2.2. Other Platforms ΓòÉΓòÉΓòÉ
MainActor is also available on other platforms. Currently for Windows 95 / NT
4.0, we hope to support other platforms as well one day. All platforms for
which IBM's excellent VisualAge C++ open class libraries are available is a
possible and easy target platform, like AIX, Solaris, HP-Unix etc.
MainActor always uses the fastest video and audio playback system available on
each platform, like DIVE under OS/2 and DirectX under Windows 95 / NT 4.0.
If you decide to register MainActor, you automatically get a license for all
platforms MainActor is or will be running on.
ΓòÉΓòÉΓòÉ 3. MainActor/2 ΓòÉΓòÉΓòÉ
MainActor/2 is the animation processing part of the MainActor/2 package.
You can load, edit and play/show every animation, picture and sound format for
which MainActor/2 has the proper loader module. You can save any animation,
picture and sound format for which MainActor/2 has the proper saver module.
The currently supplied modules are listed by selecting the Loader Modules...
and Saver Modules... items of the Help menu.
MainActor/2 features detailed online help. For additional information, please
have a look at the User Guide.
ΓòÉΓòÉΓòÉ 3.1. Start Options ΓòÉΓòÉΓòÉ
You can pass MainActor/2 the names of projects to load.
For example mactr.exe gfx\mov\test.mov pix\art.pcx would load the animation
test.mov and the picture art.pcx right after MainActor/2 has started.
ΓòÉΓòÉΓòÉ 3.2. FAQ ΓòÉΓòÉΓòÉ
The frequently asked questions document for MainActor/2 can be requested from
our listserver by using the FAQ command.
ΓòÉΓòÉΓòÉ 3.3. User Guide ΓòÉΓòÉΓòÉ
This guide explains the functionality of MainActor/2 as well as the vocabulary
used by the online help and this documentation.
ΓòÉΓòÉΓòÉ 3.3.1. Working with Projects ΓòÉΓòÉΓòÉ
A project is either an animation, one or several pictures or a sound effect. An
animation or sound effect is always a project of its own, the name of the
project will be the name of the animation/sound effect.
Pictures are handled differently. All pictures of a given format are grouped
together in one project, the name of the project will be the name of the format
of the pictures, like IFF or JPEG. This way you can group any numbers of
pictures together and convert them into an animation.
Every project has its own pop-up menu which is identical to the Project menu.
If you press the right mouse button in the containers whitespace, the File menu
will be shown as a pop-up menu.
ΓòÉΓòÉΓòÉ 3.3.1.1. Loading Projects ΓòÉΓòÉΓòÉ
There are several ways how to load a project.
We included our own file requester with MainActor/2, this way you can select
any number of files very easily, for example load a whole directory or a range
of files. If you choose to use the system file requester you will have to
select any single file per hand.
A different way is to drag and drop the file icons over the project list. This
way you can also load any number of files.
ΓòÉΓòÉΓòÉ 3.3.1.2. Playing Projects ΓòÉΓòÉΓòÉ
Simply double click on the project or select the Play Project... item of the
Project menu.
ΓòÉΓòÉΓòÉ 3.3.1.3. Removing Projects ΓòÉΓòÉΓòÉ
Use the Remove Project item of the Project menu if you want to remove a
specific project. Also, if you want to remove all currently loaded frames, you
can use the Remove All item of the File menu.
Another way is to drag and drop the project icon over a shredder object.
ΓòÉΓòÉΓòÉ 3.3.2. Working with Frames ΓòÉΓòÉΓòÉ
The frames of the current project are displayed in the frame list. A frame is
an image which is either part of an animation or a picture in a picture list.
If the frame is part of a picture list, the frames can be sorted, single or
various pictures can be removed or their locations can be changed by drag and
drop. This is not possible for animation frames, as these are mostly dependent
on a each other in a linear fashion.
Frames have the Frames menu available as a pop-up menu.
ΓòÉΓòÉΓòÉ 3.3.2.1. Removing Frames ΓòÉΓòÉΓòÉ
You can remove the currently selected frames by selecting the Remove Frames
item of the Frames menu or by dragging the frames to a shredder object.
Removing frames is only possible if the frames are part of a picture list.
ΓòÉΓòÉΓòÉ 3.3.2.2. Selecting Frames ΓòÉΓòÉΓòÉ
Frames can be simply selected with the mouse or by selecting one of the Select
or Deselect sub menu items of the Edit menu.
The items of the Frames menu often work on all selected frames, like the items
for removing and saving.
ΓòÉΓòÉΓòÉ 3.3.2.3. Showing Frames ΓòÉΓòÉΓòÉ
A frame can be displayed by simply double clicking on it or by selecting the
Show Frames... item of the Frames menu.
ΓòÉΓòÉΓòÉ 3.3.2.4. Sorting Frames ΓòÉΓòÉΓòÉ
Frames can be sorted by hand or automatically by their size or filename.
To sort the frames by hand, simply drag and drop the frames to their new
location inside the frame list.
The sub menu items of the Sort Frames item of the Frames menu sort the frames
by their size or filename.
Sorting frames is only possible if the frames are part of a picture list.
ΓòÉΓòÉΓòÉ 3.3.3. Working with Timecodes ΓòÉΓòÉΓòÉ
Every frame of an animation or picture list has a timecode associated to it.
The timecode controls the time the frame is shown during playback. MainActor/2
displays the timecode in milliseconds, therefore a timecode of 1000 would mean
that the frame would be displayed exactly one second.
Projects can have two different kinds of timecodes: Global or local timecodes.
Converting projects with different timecode methods can be tricky, have a look
at the Timecode Translation.
ΓòÉΓòÉΓòÉ 3.3.3.1. Global Timecodes ΓòÉΓòÉΓòÉ
Global timecodes only support one timecode per animation, meaning that every
frame has to have the same timecode.
These animation formats, for example AVI/FLI/FLC, often insert additional
frames into the animation for timing purposes. These frame are dummy frames and
have a size of zero, they just have the purpose to slow down playback for the
last 'real' frame.
You can set the global timecode of an animation by selecting the Global
Timecode... item of the Project menu.
ΓòÉΓòÉΓòÉ 3.3.3.2. Local Timecodes ΓòÉΓòÉΓòÉ
Local timecodes can be set for every frame of an animation and allow a
different timecode for each frame. Local timecodes can be found in QT and
IFF-AnimX animation formats. You can however not set the local timecodes of QT animations.
Additionally, MainActor/2 treats picture lists as if they would have a local
timecode feature. You can therefore set the timecodes of pictures. This is
useful for quickly making a slide show as a preview of an animation or to set
the timecodes prior to saving, so that the resulting animation automatically
has the right timecodes associated to it.
You can change the local timecodes of the currently selected frame by choosing
the Local Timecodes... item of the Frames menu.
ΓòÉΓòÉΓòÉ 3.3.4. Notes on Saving ΓòÉΓòÉΓòÉ
Saving new pictures or animations is quite easy, you can save all frames or
just the selected frames of the frame list to the new format.
When saving pictures, MainActor/2 will automatically enumerate the new
pictures, like "test0003.bmp".
There are however some things you need to know, like how MainActor/2 deals with
Timecode Translations or handles 8Bit Palettes.
ΓòÉΓòÉΓòÉ 3.3.4.1. 8Bit Palettes ΓòÉΓòÉΓòÉ
When you save a new 8Bit (256 color) animation MainActor/2 will use a
customized palette for the whole animation. That means that MainActor/2 will
not save a new palette once the source palette changes but tries to create an
optimized palette for the new animation which will then be used for all frames.
We think this approach results in smoother animations, especially on platforms
which write directly to the color space, like low level DOS, Amiga and MAC viewers.
The generation of the animation is, however, slower, as MainActor/2 has to
process all frames to generate the source palette.
It is possible to edit the palette prior to saving.
ΓòÉΓòÉΓòÉ 3.3.4.2. Editing 8bit Palettes ΓòÉΓòÉΓòÉ
You can edit 8bit palettes prior to saving with the palette editor. Useful if
you want to optimize the palette, but as MainActor changes the color indices
while optimizing the palette it becomes a must when you want to set a specific
color index as color 0, for example if you want to save the color as
transparent with the GIF saver.
With the color editor you always have full control over the palettes you save
in your 8bit animations or pictures.
ΓòÉΓòÉΓòÉ 3.3.4.3. Timecode Translation ΓòÉΓòÉΓòÉ
There can be some problems while converting local timecode animations to global
timecode animation formats.
Converting global timecode animation formats to local timecode animation
formats is easy, because MainActor/2 can set every local timecode to the global
timecode of the source project.
This does not work the other way round, as you can set the global timecode of
the animation to only one of the local timecodes of the source project.
MainActor/2 tries to calculate the best global timecode for the new project and
inserts dummy frames behind frames which have higher timecodes than the new
global one.
This all sounds a little complicated but we hope MainActor/2 does the job
without you even noticing it.
If you are not satisfied with the timing of a certain animation, you can always
split it up into pictures, load them as a picture lists and can set the
timecodes of the pictures yourself. If you want to add dummy frames in the
resulting animation, simply add the same picture various times into the picture
list. Of course, a later version of MainActor/2 will have a sequencer which
will make this kind of work very easy indeed.
ΓòÉΓòÉΓòÉ 3.3.4.4. AVI And Sound ΓòÉΓòÉΓòÉ
Some AVI animations with sound generated by MainActor may not play back
correctly under OS/2. The OS/2 MM system is extremely sensible about the
position of audio buffers in an AVI stream, in contrast to all other system we
know(Windows etc.).
If the playback is jerky under OS/2 simply use the AVI File Utility included in
the Bonus Pack of OS/2 to interleave the audio and video chunks.
ΓòÉΓòÉΓòÉ 4. MainView/2 ΓòÉΓòÉΓòÉ
MainView/2 is the player only part of MainActor/2. Useful if you just want to
play an animation or want to run an animation from within another program, like
the WebExplorer.
It can play every format for which MainActor/2 has the proper loader module.
Saving is not supported from within MainView/2.
The install script writes the path of the current directory to the user.ini
file. This helps MainView/2 to find its loader modules if it was not started
from within its own directory. If you change the location of the MainActor/2
files or delete the user.ini file, make sure to restart the install script.
ΓòÉΓòÉΓòÉ 4.1. Start Options ΓòÉΓòÉΓòÉ
Starting MainView/2 by clicking on its icon opens a file requester. Otherwise
you can pass the name on the command line.
Note that you can also drop the icon of the animation or picture on the
MainView/2 icon.
The syntax for MainView/2 is: mainview.exe [options] filename.
If you do not pass any options on the command line, MainView/2 will use the
global settings of MainActor/2.
MainView/2 supports the following options in this release:
-(c|cache)
Cache Data. This option will load all data of the animation into a
ram cache before playing. This will speed up animation playback. If
not enough free ram is available, MainView/2 will free the already
allocated memory and play directly from harddisk/cdrom. This option
is off by default.
-(v|volume) number
Set the sound volume, the range for the number is 0-100. Default is 80.
-(tbl|toolbarlocation) location
Sets the initial location of the control toolbar. Location can be
one of the following strings: top, bottom, left, right, floating and hidden.
-(hw|hidewindow)
Hide the load window, the window which displays the progress of the
loading process. The window will not be shown. This option is off by default.
-(das|disableautostart)
This option will stop MainView/2 to start animations automatically.
-(cfr|customfilerequester)
Use the custom file requester instead of the system file requester.
This option is off by default.
-(r|repeat) number
The number indicates how many times the project shall be repeated
while playing. Default is 1.
Example: mainview -volume 80 -tbl bottom dino.mov would play the dino.mov
animation with a sound volume of 80 and the toolbar would be located at the
bottom of the window.
ΓòÉΓòÉΓòÉ 5. mainCODEC/2 ΓòÉΓòÉΓòÉ
mainCODEC/2 is part of MainActor/2 but is distributed as a separate archive. It
contains a subset of the MainActor/2 modules as MMPM/2 codecs. These codecs
allow the supported formats to be used within the native OS/2 multimedia
system, for example inside the player or VideoIN.
ΓòÉΓòÉΓòÉ 5.1. Where to find it ΓòÉΓòÉΓòÉ
mainCODEC/2 can be downloaded from our Web Pages (http://www.mainconcept.de)
and our BBS (+49-(0)241-4090446).
Also, it should be available per ftp at hobbes.nmsu.edu.
ΓòÉΓòÉΓòÉ 6. Registration ΓòÉΓòÉΓòÉ
If you decide to register MainActor/2, we will send you a personal serial
number which will be able to unlock all future versions of this software on all
available platforms. Currently MainActor is running on OS/2 and Windows 95 / NT
4.0.
The fee for MainActor/2 is $60 (99,- DM) or any equivalent sum in your local
currency. Please no foreign checks (except EuroChecks). We do take
Master/EuroCard and VISA.
You can contact us at :
MainConcept, GbR Moenig/Zabel
Hermann-Heusch-Platz 3
D-52062 Aachen
Germany
Tel: +49-(0)241-4090444
FAX: +49-(0)241-4090445
BBS: +49-(0)241-4090446
Email: info@mainconcept.de
http://www.mainconcept.de
You can also order at BMT Micro. Please have a look at the file bmtmicro.txt
included in this package.
ΓòÉΓòÉΓòÉ 7. Mailing List ΓòÉΓòÉΓòÉ
We are running a mailing list for MainActor/2 called os2-MainActor. If you are
interested in the product, we recommend to join the list. To join to the
mailing list send email to listserv@mainconcept.de.
ADD <your email address> os2-MainActor
Adds your email address to the mailing list.
DELETE <your email address> os2-MainActor
Deletes your email address from the mailing list.
FAQ os2-MainActor
Will send the FAQ of the mailing list.
INDEX
Will send a list of all available mailing lists on our server.
HELP
Will send the help page for all available commands on our server.
ΓòÉΓòÉΓòÉ 8. Credits ΓòÉΓòÉΓòÉ
We have to thank the following people:
o Mark Podlipec. Some of the AVI and Quicktime decoders included in MainActor
are based upon his work.
o The Independent JPEG group for their JPEG source.
o The folks at IBM for their great VisualAge C++ environment.
ΓòÉΓòÉΓòÉ 9. History ΓòÉΓòÉΓòÉ
The history lists the last three revisions of MainActor/2, together with the
bug fixes, improvements and new features of every revision.
ΓòÉΓòÉΓòÉ 9.1. Version 0.50 ΓòÉΓòÉΓòÉ
o All possible actions in the MainActor/2 window are now multithreaded and
don't block the message queue (selecting a range of frames, caching data
etc).
o Added the GIF Picture loader+saver.
o Added the GIF Animation loader+saver.
o Added the module gui interface to pass options to the saver modules.
o Added the info toolbar at the bottom of the main window and scraped the
loader progress window.
o MainView/2 now uses the system file requester by default. The custom file
requester is now optional. Therefore renamed the systemfilerequester option
to customfilerequester.
o Added the palette editor and the functionality to edit 8bit palettes prior
to saving.
o Added the Show Palette function to the frames menu.
o All windows used by MainActor are now entirely based on the open class
library. No more dialog templates.
ΓòÉΓòÉΓòÉ 9.2. Version 0.60 ΓòÉΓòÉΓòÉ
o Bugfixes, most serious was the caching problem of IFF-Anim animations.
o Added the JPEG loader and saver modules.
o MainActor missed the audio part of some AVIs, fixed.
o Some Quicktime formats were not recognized, fixed.
o Added the WAV saver, its now possible to split audio from animations.
o Animation playback introduced a high pitched noise at the end of some
avis/quicktimes, fixed.
o Added sound support to the AVI saver and improved the local to global
timecodes conversion routines.
o The save window now remembers the last module and codec selections.
o Added the Sample Mode (Mono/Stereo) field to the Project Info window.
o Fixed some alignment problems in the BMP saver. 24 bit bmp's were also not
displayed correctly under the W95 paint program, fixed.
o Updated the user interface.
o Added the BMP loader module.
o Added Motion JPEG support to the AVI loader and saver and to the qt loader.
o Improved the handling of qt files. Also 8bit audio contained in qt
animations sometimes was signed and MainActor missed it. Resulting in audio noise.
ΓòÉΓòÉΓòÉ 9.3. Version 0.65 ΓòÉΓòÉΓòÉ
o Added a system codec interface which adds Intel Indeo support to the AVI
and Quicktime loader modules and Intel Indeo v3.1 and Ultimotion support to
the AVI saver module.
o Added the MMPM/2 quality and key frame rate options to the AVI saver
module. These options define the behaviour of the system codecs.
o Fixed a stupid bug in the quicktime loader module which could cause crashes
while loading a qt animation.
o Changed the CVID decompression routines (AVI/Quicktime) to generate more
vivid colors.
o Added global playback settings for MainActor and