I'm trying to develop a asynchone (or synchrone?) method to transfer data
between 2 MSX-computers (i.e. for games), using JoyNet. Advantages of this
compared to a fixed Baud-rate-protocol are that it runs on every kind of
MSX-computer, unlike its speed and available timers. Also, you won't have to
recalibrate each time after sending 10-20 bits. Both computers use the same
speed as the slowest MSX, and the slowest MSX _will run on its top speed_.
The main idea is that bith computers flipflop bit 3. And because you'll have
to flipflop bit 3 after a read, why not write at the same time? Thus making
bidirectional transfer possible. It uses 6 transfers for one byte, and this
includes an 1-bit checksum (a copy of the P/V-flag on the Z80, if I'm
correct).
Every transfer is a send + a recieve, both containing 2 bits (and 1
flipflop).
The first transfer transfers an ID-byte, indicating any send-requests plus
the checksum. If both computers don't want to send, the transfer stops, if
both computer wants to send, bidirectional transfer is used and if only one
computer wants to send, the other computer does only read (and send
flipflops).
The 2nd, 3rd, 4th and 5th are the byte devided in 2-bit parts, and the last
transfer (the 6th) confirms if the checksum is correct.
Behold, I'm working on this and this is only to let you know about it and to
let you critizise (?english?) my idea. So not to use it yourself in your
program (although you won't hear a word of me if you do, but in that case
let me know).
~Grauw "Yes, I indeed think it's a very good idea."
****
MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED] and put
in the body (not subject) "unsubscribe msx [EMAIL PROTECTED]" (without the
quotes :-) Problems? contact [EMAIL PROTECTED] (www.stack.nl/~wiebe/mailinglist/)
****