Re: Athler Wars 2 cracked on Sony 900 with FM-PAC - continued. Andoth

1999-03-11 Thread J. Lautenbag

>>Isn't R-TYPE a MSX1 Megarom game? I have never seen a MSX1 game that does
>>use FM-PAC.
>
>Nosh...

Em... don't you mean No Fuss? Nosh is MSX2 as far as I know...

Jasper.



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Re: Randar 3

1999-03-11 Thread Alex Wulms

] At 17:24 06/03/99 +0100, you wrote:
] >>> RT> I don't have Hnostar 42, the previous numbers I do have (but they're
] >>> RT> at home in The Netherlands and as I am staying in Japan now, I can't
] >>> RT> check them easily). And besides, I don't understand much of
] >Spanish...
] >>>
] >>>I think Hnostar should release en English edition .
] >>
] >> I think so too, and almost told it to the "Tarela brothers".
] >> Hnostar is wonderful, but only people who know Spanish can read it. If
] >>it's written in English, many more people could read it.
] >
] >It'll require a lot of extra work for them...
] >Maybe english-only is a good option, but I think the spanish readers won't
] >appreciate that. Just buy a Spanish dictionairy and you can get around if
] >you combine your knowledge of English, French etcetera.
Or simply use the translation engine at altavista to view the spanish page in 
english in stead of spanish. The english translation may not be perfect but 
it is understandable.


Kind regards,
Alex Wulms

-- 
Alex Wulms/XelaSoft - MSX of anders NIX - Linux 4 ever
See my homepage for info on the  *** XSA *** format
http://www.inter.nl.net/users/A.P.Wulms




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Re: Athler Wars 2 cracked on Sony 900 with FM-PAC - continued. And oth

1999-03-11 Thread Alex Wulms

] >Hey!? R-Type with FM-Pac
] >I have this crack really long, but never thought that
] >this msx1 shooter has opl-music...
] >
] >...and maybe I'll never hear it!  :(
] >I have FM-Pac internal, without fm-basic! So I don't
] >think any program will ever detect it...
] 
] Only stupid program(mer)s detect the FM-PAC by testing forthe FM-Basic.
] They should knowthere are lots of FM-PACs without, as well as internal
] FM-PACs as Korean FM-PAC. By the way, we are talking about FM-PAC, but it is
] called MSX-Music. The FM-PAC just complies to the MSX-Music-standard.
] FM-Basic is _not_ inluded in the MSX-Music-standard.
Yes, it is. Any module with the fm-chip but without the Music-Basic or 
Music-BIOS is not a MSX Music module.


Any MSX 2+ with internal MSX-Music has the fm-chip, the Music-Basic and the 
Music-Bios. The same is true for the Korean FM-PAC and the Dutch FM-PAK.


Kind regards,
Alex Wulms
-- 
Alex Wulms/XelaSoft - MSX of anders NIX - Linux 4 ever
See my homepage for info on the  *** XSA *** format
http://www.inter.nl.net/users/A.P.Wulms




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Re: Emulating floppy disks on a MSX2 with harddisk

1999-03-11 Thread quickzand

At 13:12 11-3-99 +0100, you wrote:
>> Hi Manuel!
>> I use tree programs to manage the disk-images.
>> 1.- getdisk.com to do the disk-image from floppy
>> 2.- putdisk.com to restore the floppy from a diskimage
>> 3.- start.com to run the disk-image.
>
>Yes, I got them from FUNet and Maico Arts. They're under names you'd expect. 
>(getdisk.pma, etc.)
>
>> I remember that these programs can be downloaded from funet, but they were
>> compressed in a file named... hdemu.???.hdmenu.???...sorry, I
>> don't remember the exact name. 
>
>That is another program, HDEMU, from Japan. It's Turbo R only, though.
>
>Thanks!
>
>Grtjs, Manuel
>
>PS: MSX 4 EVER! (Questions? See: http://www.faq.msxnet.org)
>PPS: Visit my homepage at http://www.sci.kun.nl/marie/home/manuelbi 
>
I believe the getdisk, putdisk and start proggies were on mccm's millenium  too 
(disc 1:\utils\msx)

greetinx 

pepijn

>
>
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>
>



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Re: MegaRAM (was: cracked 24k ROMs)

1999-03-11 Thread Marco Antonio Simon dal Poz

On Thu, 11 Mar 1999, Maarten ter Huurne wrote:

> At 09:56 AM 3/11/99 -0300, you wrote:
> 
> [Solid Snake]
> >> The 256K version is without sound however, so it is not equal to the 512K
> >> version.
> >
> >Why this conversion cut the sound? Did it cut the PSG sound?
> 
> All sound.
> Sound data for MG2 is quite large (about 80K). Although not all songs are
> necessary at the same time, the least that is necessary is the replayer,
> the current song and most sound effects. Not cutting sound in the 256K
> version must have been close to impossible.

Using a 720kb disk, wasn't possible to use more 8kb blocks than the
original number?

> >> And why don't use DISKROM?
> >
> >Because there are 2 problems: the high memory area is destroyed by the
> >game variables, and I couldn't use the page 0 to save them (making a
> >memory swap) because the latest Konami games also uses the page 0 to store
> >variables. The other problem is simultaneously high speed disk access and
> >copy protection.
> 
> As I wrote in another reply, most of the high memory area is only used by
> the diskROM if you're accessing files. When you do sector access, even
> through the diskROM, much less high memory is reserved.

That's true, but the area above EFxx is still used in sector transfers.
And the most part of Megarom games that don't disk access does use memory
until F380.

After I had debugged the TR diskrom, I discovered that area F1AF is
essential to read/write sectors, and EB95 is the common area to transfer
any kind of data in several kinds of disk interfaces.

> By the way, there are copy protections that can be checked by using only
> the diskROM. For example, the protection used by Sunrise, which is actually
> an adapted version of MicroCabin's protection.

My conversion of R-TYPE to run in Megaram + VRAM (MSX2) does use a similar
technique. But it's very slow!

Greetings from Brazil!

-
Marco Antonio Simon Dal Pozhttp://www.lsi.usp.br/~mdalpoz
[EMAIL PROTECTED]   "Apple" (c) Copyright 1767, Sir Isaac Newton

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Re: Athler Wars 2 cracked on Sony 900 with FM-PAC - continued. And oth

1999-03-11 Thread Laurens Holst

>Hey!? R-Type with FM-Pac
>I have this crack really long, but never thought that
>this msx1 shooter has opl-music...
>
>...and maybe I'll never hear it!  :(
>I have FM-Pac internal, without fm-basic! So I don't
>think any program will ever detect it...

Only stupid program(mer)s detect the FM-PAC by testing forthe FM-Basic.
They should knowthere are lots of FM-PACs without, as well as internal
FM-PACs as Korean FM-PAC. By the way, we are talking about FM-PAC, but it is
called MSX-Music. The FM-PAC just complies to the MSX-Music-standard.
FM-Basic is _not_ inluded in the MSX-Music-standard.


~Grauw




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Re: Joynet cables

1999-03-11 Thread Laurens Holst

>> 1)  How about using the Joynet cable to connect the MSX also to a PC
>> (parallel port) ?
>> I know there was just a cable to do that, but I think that Joynet is a
>> standard...
>
>I know cables like that have been made, although there is no standard
>about it. Actually, I don't really see the use of it... If you want power,
>you take a PC (or a unix, of course) and forget about MSX. If you want
>fun, you take a MSX (or some other cool home computer).

Well it is useful if you have a MSX and a PCn and want to play a game
multiplayer (using an emulator on the PC). Also, you can think of some sort
of TCP/IP-connection just like when using a Null-Modem cable.
And a MSX<>PC-connection is faster than MSX<>MSX for the PC can respond a
lot faster. An MSX<>tR-connection is faster too for the same reason.

I had the schematic for MSX<>PC JoyNet able but I lost the damn thing... Can
somebody give it to me so I can put it on the official documentation-page???


~Grauw




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Re: Athler Wars 2 cracked on Sony 900 with FM-PAC - continued. And oth

1999-03-11 Thread Laurens Holst

>Hum, I tested my ROM in an emulator
>and it failed to detect the FM-Pac.
>Maybe I should try in my "real thing",
>but I don't have any free slots in it.
>(one has the FDC and the another may
>carry FM-Pac or MegaRAM, but not both) =(

Maybe doing a _MUSIC before running R-Type works. I don't think so, but you
can try...



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Re: Athler Wars 2 cracked on Sony 900 with FM-PAC - continued. Andoth

1999-03-11 Thread Laurens Holst

>Isn't R-TYPE a MSX1 Megarom game? I have never seen a MSX1 game that does
>use FM-PAC.

Nosh...


~Grauw



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Re: I need a ride from Nijmegen to Tilburg (and back

1999-03-11 Thread Dirk van der Well


-Oorspronkelijk bericht-
Van: benjamin B <[EMAIL PROTECTED]>
Aan: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
Datum: donderdag 11 maart 1999 20:18
Onderwerp: Re: I need a ride from Nijmegen to Tilburg (and back


>> What reunion 
>
>
>A couple of guys, mostly from Flying Bytes, MSX Engine and Compjoetania are
>staying in Hotel Centraal, a night/evening before Tilburg to have some
>(more) fun.
>
>If you want to join, contact me [ [EMAIL PROTECTED] ]
>


Sorry. perhaps another time :)


grx,

Dirk
>



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Re: MegaRAM (was: cracked 24k ROMs)

1999-03-11 Thread Maarten ter Huurne

At 09:56 AM 3/11/99 -0300, you wrote:

[Solid Snake]
>> The 256K version is without sound however, so it is not equal to the 512K
>> version.
>
>Why this conversion cut the sound? Did it cut the PSG sound?

All sound.
Sound data for MG2 is quite large (about 80K). Although not all songs are
necessary at the same time, the least that is necessary is the replayer,
the current song and most sound effects. Not cutting sound in the 256K
version must have been close to impossible.

>> And why don't use DISKROM?
>
>Because there are 2 problems: the high memory area is destroyed by the
>game variables, and I couldn't use the page 0 to save them (making a
>memory swap) because the latest Konami games also uses the page 0 to store
>variables. The other problem is simultaneously high speed disk access and
>copy protection.

As I wrote in another reply, most of the high memory area is only used by
the diskROM if you're accessing files. When you do sector access, even
through the diskROM, much less high memory is reserved.

By the way, there are copy protections that can be checked by using only
the diskROM. For example, the protection used by Sunrise, which is actually
an adapted version of MicroCabin's protection.

Bye,
Maarten



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Re: I need a ride from Nijmegen to Tilburg (and back

1999-03-11 Thread benjamin B

> What reunion 


A couple of guys, mostly from Flying Bytes, MSX Engine and Compjoetania are
staying in Hotel Centraal, a night/evening before Tilburg to have some
(more) fun.

If you want to join, contact me [ [EMAIL PROTECTED] ]

Greetz,

Sander Zuidema



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Re: Athler Wars 2 cracked on Sony 900 with FM-PAC - continued. And oth

1999-03-11 Thread Pablo Vasques Bravo-Villalba

[EMAIL PROTECTED] wrote:
> Hey!? R-Type with FM-Pac
> I have this crack really long, but never thought that
> this msx1 shooter has opl-music...

Hum, I tested my ROM in an emulator
and it failed to detect the FM-Pac.
Maybe I should try in my "real thing",
but I don't have any free slots in it.
(one has the FDC and the another may
carry FM-Pac or MegaRAM, but not both) =(

> ...and maybe I'll never hear it!  :(

Me too =(

> I have FM-Pac internal, without fm-basic! So I don't
> think any program will ever detect it...

Maybe you can load the FM-BASIC ROM
in the lower 32Kb in the main memory
bank, like some cartridge-based game.
I don't remember how I did it, but
I'm sure it is possible. But I don't
know if it will really work and if
it won't use memory needed by the
crack.

[][]s,
`:) Parn
ICQ# 1693182
[EMAIL PROTECTED]
--- "Music of the soul", Mitsuo Hagita


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RE: T&E Soft Disk Specials

1999-03-11 Thread Sandy Pleyte

> Hello,
> 
> >in 1988 T&E Soft released T&E Disk Special 1 and in 1989 they released
> >number 2. Does anybody know something more about them.
> 
> 
> I can't tell you anything about them (long time ago I looked at these
> disks!).
> 
> >i have 1A and 2A, is there somebody who has others ?
> 
> I have both disks, 1A, 1B, 2A and 2B...

Can you send me disk 1B and 2B ? I want to show them on my homepage.

Mail me at : [EMAIL PROTECTED]

C-Ya, Sandy 

MSX PAGE: http://people.zeelandnet.nl/sndpl/



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Re: T&E Soft Disk Specials

1999-03-11 Thread Mari van den Broek

Hello,

>in 1988 T&E Soft released T&E Disk Special 1 and in 1989 they released
>number 2. Does anybody know something more about them.


I can't tell you anything about them (long time ago I looked at these
disks!).

>i have 1A and 2A, is there somebody who has others ?

I have both disks, 1A, 1B, 2A and 2B...

--[ MARI ]--




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Re: I need a ride from Nijmegen to Tilburg (and back

1999-03-11 Thread Eric . Boon

>> What reunion 

>Check out the newsgroup comp.sys.msx for that...

Sorry, can't do that.
I only have e-mail at the moment - no netnews, no www :-(

So again:
What reunion 

Eric


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Re: Athler Wars 2 cracked on Sony 900 with FM-PAC - continued. And oth

1999-03-11 Thread john . j

jam schrieb:

> Martos made a great R-Type crack, and patch the routine that looks for the
> FM-Pac. This version works perfectly on any MSX Machine with almost 128KB of
> mapped RAM.

Hey!? R-Type with FM-Pac
I have this crack really long, but never thought that
this msx1 shooter has opl-music...

...and maybe I'll never hear it!  :(
I have FM-Pac internal, without fm-basic! So I don't
think any program will ever detect it...

greetz
Wolfgang

--
Tilburg Team: Janosch, SGI, D-AX, inDark,
   Maspo, SFS, Chief-Gavaman





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MESXES: speeding down...

1999-03-11 Thread Nestor Soriano

>Hola Nestor, la familia bien ?no?

Vamos tirando... 8-)

>Nestor, when will the next number of your magazine come out?
>Let me see... Uhhm... number 13. The same number in which FKD disappears...

[Mode sarcastic OFF]
[Mode real life ON]

Boy, life in Club Mesxes valley is not same as some years before. All of us
study in the university and/or work, so surely we can never return to our
old 4 issues/year ratio.

You can find similar explanation in Future Disk#39. The difference is that
we will not stop to make SD MESXES. Just go a little slower... 8-)

Hasta incluso!


-
Konami Man - AKA Nestor Soriano (^ ^)v - Itsumo MSX user

http://www.geocities.com/SiliconValley/Bay/9797/msx.htm
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Re: AW: MESXES

1999-03-11 Thread Nestor Soriano

>   Well, I'll start a group to develop Linux 4 MSX

<(OoO)>

...I can only say: good luck and ganbattene! ;-)


-
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Re: MESXES

1999-03-11 Thread Nestor Soriano

>> >If Microsoft makes Windows 98 for MSX, do you buy it?
>No ! There is something called WIOS !!

...but there is something called "money", needed to buy a GFX9000... 8-(


-
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Re: MESXES

1999-03-11 Thread Nestor Soriano

>Have you tested the MSX Legacy CD? What about Nemesis with SCC? :)

SUPERB!! And hey, Yie Ar Kung Fu saga with SCC is also quite good!

Hi people! Buy this CD!
(Hi Jam! My commission!!) X-)


-
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Re: MegaRAM (was: cracked 24k ROMs)

1999-03-11 Thread MARUJO

Marco Antonio Simon dal Poz wrote:

> > MegaRAM does allow such a page switch, right?
> 
> Yes, Megaram accepts the block number in every memory position within the
> addressable area of the block. LD (4000h),A and LD (5FFFh),A have the same
> effect (after a OUT (8Eh),A ). This happened exactly because Megaram was
> designed to simulate perfectly the most part of the Megarom games. After
> that, a few softwares were designed to take profit from that.

Also, MegaROM games uses four external mappers for selection.

MegaROMs on-chip (Texas 27010 = 1Mbit: 16 pages x 16384 x 8bits)
Pages are selected when write register (only one register), whit
instruction LD (ADDRESS), PAGE .

The standart mapper on-chip reserves 8 bit for this register, on
full capacity allowed 4.194.304 bytes (16k * 256).

> And after that, the program sends a cancel command to the FDC. Some time
> after I made my conversions, I discovered that the brazilian diskrom could
> read 1kb sectors, but that was too late.

Can I know your FDC/disk routines ?

MARUJO.
 ___ _   _ ___ ___
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Re: Joynet cables

1999-03-11 Thread shevek

On Wed, 10 Mar 1999, Frengo wrote:

> On Tue, 9 Mar 1999 13:48:08 +0100 (MET), shevek wrote:
> 
> Hi Shevek,
> 
> >Hi,
> >
> >As you might know, I am programming some things for the joynet. Of
> >course
> >I would like everyone to have one joynet-cable per computer.
> 
> Great idea :-)))
> 
> Two Question :
> 
> 1)  How about using the Joynet cable to connect the MSX also to a PC
> (parallel port) ?
> I know there was just a cable to do that, but I think that Joynet is a
> standard...

I know cables like that have been made, although there is no standard
about it. Actually, I don't really see the use of it... If you want power,
you take a PC (or a unix, of course) and forget about MSX. If you want
fun, you take a MSX (or some other cool home computer).

> 2)  Why not programming something to read a PC hard disk from a MSX ?
> It would be useful for MSX with no IDE o SCSI interface...

It would be really slow, it wouldn't work with normal things like
disk-roms and it wouldn't even be that much cheaper. An IDE interface
costs about 41 euros. A PC to MSX cable would cost about 8 euros. I agree
the difference is 33 euro, which is not little, but if you want a
harddisk, it is worth it...

Bye,
shevek

---
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Re: MegaRAM (was: cracked 24k ROMs)

1999-03-11 Thread Marco Antonio Simon dal Poz

On Wed, 10 Mar 1999, Maarten ter Huurne wrote:

> At 09:58 AM 3/10/99 -0300, you wrote:
> 
> >That's ok for Konami, Compile and T&E Soft games, but there are some
> >strange ones that does use other ways of block switching. BTW, T&E does
> >use very often LD HL,0302h / LD (9FFFh),HL
> 
> Hmmm, ROMs like that would be difficult to adapt for ESE-SCC.
> MegaRAM does allow such a page switch, right?

Yes, Megaram accepts the block number in every memory position within the
addressable area of the block. LD (4000h),A and LD (5FFFh),A have the same
effect (after a OUT (8Eh),A ). This happened exactly because Megaram was
designed to simulate perfectly the most part of the Megarom games. After
that, a few softwares were designed to take profit from that.

> >I had saw in Nemesis x, F1 Spirit and Penguin Adventure that Konami, at
> >each interrupt, changes blocks 1, 2 and 3 to 13, 14 and 15, respectively
> >at positions 6000h, 8000h and A000h.
> 
> A crack could group blocks like this: 0 and 1, 2 and 3, 0 and 13, 14 and
> 15. 8K is "lost" because block 0 is duplicated. But switching is very
> efficient: two blocks can be switched using a single OUT to the mapper.
> Ofcouse blocks visited as frequently as these were never put in VRAM.

That's explained why 128kb Megarom games cracked requires 256kb of Memory
Mapper. I remember that, when I converted the Mapper version of R-TYPE to
proper operation with Megaram, I found a "priorities table", because it
uses the VRAM to store some blocks. And the most accessed blocks were
stored in the Mapper. But that's a 256kb game, isn't it?

> >I didn't know that the DSK version was adapted to run with only 256kb of
> >Memory Mapper! What was more difficult: translate do English or adapt do
> >256kb of Mapper?
> 
> I can't say, because it was not me but Martos who did the 256K version. The
> only thing I did to it was fix a bug in the load routines. Before the bug
> was fixed the 256K version crashed quite often.
> The 256K version is without sound however, so it is not equal to the 512K
> version.

Why this conversion cut the sound? Did it cut the PSG sound?

> >But, with direct access to FDC, the data transfer rate is maximized. And
> >the main idea was copy protection, using special formatting (1kb sectors)!
> 
> Why use copy protection on cracked games? Isn't the whole point of a
> cracked game that you don't have to buy it?

Well, that's a long story. The Nemesis conversion wasn't made by me, and
it was the first and the best conversion made in Brazil. In that time, the
copy protection technique was so advanced (compared with the knowledge
available) that absolutely nobody could copy it. So, the guy that made the
conversion had really made some money from that. I tried to do the same,
but 1 year after his conversion, people discovered that PC's could copy
the disks with that copy protection, and then he almost stopped to make
money with that project. So, he never made another Konami conversion.

My conversions (like Super Laydock, Mirai, Fantasy Zone, Young Sherlock,
Final Zone) were made 3 or 4 years later than Nemesis conversion, and I
had made absolutely no money, because in that time copier software had
already existed. So, I made a research of all the capabilities of copy of
that softwares, and I had created a new kind of copy protection. Some
months later, another guy created a new software for special disk copies,
and that copied several times my conversions.

It was very impressive the way how my conversions had been spread over the
country, after 3 months all brazilian magazines were announcing people
selling copies of my conversions of Megarom games.

> By the way, 1K sectors can be loaded by some diskROMs. 8250 can do it,
> turbo R can't. I was planning to use it as a copy protection as well. But
> because I didn't want to do direct FDC access, I discarded it.

Turbo-R Diskrom can't read 1kb sectors because the way the main reading
loops was made is completely stupid!

LD B,00h
LOOP1:  LD A,(07FF4H)
ADD A,A
JP C, LOOP1
ADD A,A
RET P
LD A,(7FF5H)
LD (HL),A
INC HL
DJNZ LOOP1
LOOP2:  LD A,(7FF4H)
ADD A,A
JP C,LOOP2
ADD A,A
RET P
LD A,(7FF5H)
LD (HL),A
INC HL
DJNZ LOOP2

And after that, the program sends a cancel command to the FDC. Some time
after I made my conversions, I discovered that the brazilian diskrom could
read 1kb sectors, but that was too late.

Greetings from Brazil!

-
Marco Antonio Simon Dal Pozhttp://www.lsi.usp.br/~mdalpoz
[EMAIL PROTECTED]   "Apple" (c) Copyright 1767, Sir Isaac Newton

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Re: Athler Wars 2 cracked on Sony 900 with FM-PAC - continued. Andoth

1999-03-11 Thread Marco Antonio Simon dal Poz

On Tue, 9 Mar 1999, jam wrote:

> Hi, Manuel:
> 
>  MB> Also, my crack of R-Type doesn't work with FM-PAC... It's just
>  MB> ignored.
> 
> Well  It isn't due to the crack version. The original R-Type has a bug in
> the MSX-Music ROM detection. It looks for a string that is not contained inside
> every MSX-Music ROM.

Isn't R-TYPE a MSX1 Megarom game? I have never seen a MSX1 game that does
use FM-PAC.

> Martos made a great R-Type crack, and patch the routine that looks for the
> FM-Pac. This version works perfectly on any MSX Machine with almost 128KB of
> mapped RAM.
> 
> If you wish, I can send it to you.

If you can, send it to me, too. Send an attachment to [EMAIL PROTECTED]

Greetings from Brazil!

-
Marco Antonio Simon Dal Pozhttp://www.lsi.usp.br/~mdalpoz
[EMAIL PROTECTED]   "Apple" (c) Copyright 1767, Sir Isaac Newton

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Re: MegaRAM (was: cracked 24k ROMs)

1999-03-11 Thread Marco Antonio Simon dal Poz

On Tue, 9 Mar 1999, jam wrote:

> Hola Marco Antonio:
> 
>  >> But many of those 128K cracks had bugs (Vampire Killer, King's
>  >> Valley) or slowdowns (Firebird). I think Maze of Galious did run
>  >> fine, though.
>  MP>
>  MP> Konami games cracked to run using high part of VRAM??? This should be
>  MP> very slow!
> 
> It isn't slow!  I have some of these cracks and them work fine!

And these cracks use how much memory? For 64kb I think that the data
transfers between RAM and VRAM will be so intensive that the slowdown
can't be impercebtible.

Greetings from Brazil!

-
Marco Antonio Simon Dal Pozhttp://www.lsi.usp.br/~mdalpoz
[EMAIL PROTECTED]   "Apple" (c) Copyright 1767, Sir Isaac Newton

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Re: MegaRAM (was: cracked 24k ROMs)

1999-03-11 Thread Marco Antonio Simon dal Poz

On Mon, 8 Mar 1999, jam wrote:

> Hola Marco Antonio:
> 
>  MP> But Nemesis I does frequent block switching, and how did he made this
>  MP> conversion? You wouldn't believe, but he reconstructed the entire
>  MP> game, joining the routines that were most frequently accessed,
>  MP> reducing the block switching rate at a minimum! But, he spent 8
>  MP> months in this work. Of course, no other Konami games were converted
>  MP> in Brazil.
> 
> Frank Martos, from Spain, made that many times. He adapted many megaROMs for
> using diskdrive instead of RAM. And he had to reconstruct most of games, due to
> the same trouble: the page-switching.

REALLY? That's incredible! And which games did he converted to load
directly from disk?

>  MP> Super Laydock, Final Zone, Fantasy Zone, Mirai and Young Sherlock)
>  MP> uses direct access to the port based FDC, then, it won't work on
>  MP> European MSX. Sorry! Perhaps, in future, if somebody is interested, I
>  MP> can make a version for the address bades FDC.
> 
> And why don't use DISKROM?

Because there are 2 problems: the high memory area is destroyed by the
game variables, and I couldn't use the page 0 to save them (making a
memory swap) because the latest Konami games also uses the page 0 to store
variables. The other problem is simultaneously high speed disk access and
copy protection.

I think that the first problem is the worst.

Greetings from Brazil!

-
Marco Antonio Simon Dal Pozhttp://www.lsi.usp.br/~mdalpoz
[EMAIL PROTECTED]   "Apple" (c) Copyright 1767, Sir Isaac Newton

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Re: Emulating floppy disks on a MSX2 with harddisk

1999-03-11 Thread Manuel Bilderbeek

> Hi Manuel!
> I use tree programs to manage the disk-images.
> 1.- getdisk.com to do the disk-image from floppy
> 2.- putdisk.com to restore the floppy from a diskimage
> 3.- start.com to run the disk-image.

Yes, I got them from FUNet and Maico Arts. They're under names you'd expect. 
(getdisk.pma, etc.)

> I remember that these programs can be downloaded from funet, but they were
> compressed in a file named... hdemu.???.hdmenu.???...sorry, I
> don't remember the exact name. 

That is another program, HDEMU, from Japan. It's Turbo R only, though.

Thanks!

Grtjs, Manuel

PS: MSX 4 EVER! (Questions? See: http://www.faq.msxnet.org)
PPS: Visit my homepage at http://www.sci.kun.nl/marie/home/manuelbi 



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Re: MegaRAM (was: cracked 24k ROMs)

1999-03-11 Thread Maarten ter Huurne

At 09:58 AM 3/10/99 -0300, you wrote:

>That's ok for Konami, Compile and T&E Soft games, but there are some
>strange ones that does use other ways of block switching. BTW, T&E does
>use very often LD HL,0302h / LD (9FFFh),HL

Hmmm, ROMs like that would be difficult to adapt for ESE-SCC.
MegaRAM does allow such a page switch, right?

>I had saw in Nemesis x, F1 Spirit and Penguin Adventure that Konami, at
>each interrupt, changes blocks 1, 2 and 3 to 13, 14 and 15, respectively
>at positions 6000h, 8000h and A000h.

A crack could group blocks like this: 0 and 1, 2 and 3, 0 and 13, 14 and
15. 8K is "lost" because block 0 is duplicated. But switching is very
efficient: two blocks can be switched using a single OUT to the mapper.
Ofcouse blocks visited as frequently as these were never put in VRAM.

>I didn't know that the DSK version was adapted to run with only 256kb of
>Memory Mapper! What was more difficult: translate do English or adapt do
>256kb of Mapper?

I can't say, because it was not me but Martos who did the 256K version. The
only thing I did to it was fix a bug in the load routines. Before the bug
was fixed the 256K version crashed quite often.
The 256K version is without sound however, so it is not equal to the 512K
version.

>But, with direct access to FDC, the data transfer rate is maximized. And
>the main idea was copy protection, using special formatting (1kb sectors)!

Why use copy protection on cracked games? Isn't the whole point of a
cracked game that you don't have to buy it?
By the way, 1K sectors can be loaded by some diskROMs. 8250 can do it,
turbo R can't. I was planning to use it as a copy protection as well. But
because I didn't want to do direct FDC access, I discarded it.

Bye,
Maarten



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