Hi,

>It's about the exact time(s) of sampling the bit values of the main
>(RxD/TxD) signal. In asynchronous communications, this is based upon
>a fixed time for a single bit, determined by the baudrate.

Ehrm... I don't wanna spoil the fun, but for JoyNet, we're talking
about asynchronous communication. What you describe here
("...based upon a fixed time...baudrate") is synchronous comm.

        [Which trashes the whole supersampling idea]

>For instance a 32-bit CRC (Cyclic Redundancy Check), not something
>like "adding all bytes, modulo 2^16" for a 16-bit checksum.

>Say _what_? Are you planning to transfer Gigabytes?

>And if it's for transferring data (for instance MSX -> PC), some
>extra overhead is really a don't care, if you got 50 MB's to
>transfer, who cares whether that takes 20, or 22 hours or so?

Get real. If you've got 50 MB to transfer, JoyNet is definitely
not the way to get it done. You'd better take a RS232 or similar
type of communication...

        [Transmission errors]
>(for games, this might even introduce a nice 'random' element!).

Yeah, right. Then I can't shoot my enemies because they jump around
all the time, due to the transmission errors, instead of staying
nicely where they are :-)

        Eric

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