Re: MSX MOUSE

1999-05-31 Thread Erik



[EMAIL PROTECTED] schreef:
 
 How does the MSX mouse interface work ? It has something to do with Puls Width after
 it is triggered by the msx.?
 
 Andre van Dun
 
 
Real coordinates are send over , don't know the format of the data
but that's why you have to trigger it first , it set's the
coordinates to 0,0

Erik de Boer

--


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Sprite recycling (was Re: Overscan trick)

1999-05-31 Thread MkII

Sorry for the question, but what do you exactly
mean with "recycling" ??

To use again an already displayed sprite by changing its attribute data at
scan level via chained VDP raster interrupts.

Kiss you lot.

--
Madonna Mark Two
"Martin Galway means to me what Elvis meant to Sigue Sigue Sputnik"




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Re: Introducing Madonna Mk2 + WTB SRAM cartridge

1999-05-31 Thread MkII

 Last years in Spain the women users number are being increased very fast,
and now in Spain there is a good number of girls users, I know many names:

 Veronica Velasco  (VAJ Club)
 Z-0  (MkII, Maddona, a great group of Tarragona, kisses for you Z-0 :)
  ^^^
NB: We're *2* girls: Z-0 (the cute backdrop babe) + Madonna Mark Two (aka
MkII, that's me the cute plip plop programmer!).

Kiss you lot.

--
Madonna Mark Two
"Martin Galway means to me what Elvis meant to Sigue Sigue Sputnik"




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Re: Re: Overscan trick

1999-05-31 Thread Mark Zellenrath

   The first line interrupt needs to be at a line before line 192 and it
 should set the LN bit (screen height = 212 lines). The second line
 interrupt should be at a line beyond line 212 and clear the LN bit
 (screen height = 192 lines).
 
 Shouldn't the second line interrupt be between 192 and 212?
 Sound more logical to me: the VDP passes 192 and checks for 212 to end the
 screen. But before 212 is reached, you change end of screen to 192, which
 the VDP already passed.

  As usual, you are right, Maarten. The first line interrupt should be
before line 191 (set LN) and the second should be between 191 and 211
(clear LN). It seems my memory failed me - again. Sorry.
  Another option, which will probably also work, is to put the first
line interrupt between line 191 and 211 (clear LN) and the second line
interrupt beyond line 211 (set LN). You cannot, however, put an line
interrupt beyond line 230 or 240, depending on PAL or NTSC display, but
this is something that can be quickly checked.

 But I wonder if it's just a coincidence that NOP used a repeating pattern
 as the background of their overscanned title screen. Maybe there is some
 nasty sideeffect to the overscan trick that you have to compensate for.

  None that I know of. By using the overscan trick the displayed screen
is looped. It is viewing a cilinder from the side; it has no real start
nor end. So what ever picture you want to display, the lines =255
should match lines =0 otherwise you will have a non-continuity at the
top of your screen. A repeating pattern, for instance, takes care of
this.

  Bye, /\/\ark


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Re: Laurens, help... Flaw in the JoyNet specification...

1999-05-31 Thread Richard Gerrits

 Richard states that the correct is the DIN5 (1-13 and 2-12).

In my first mail in only stated, that its not correct to connect MSX pins
1-3 (which are inputs only) to PC pin 10,12,13 (which are also inputs only)
and to connect MSX pins 6-8 (outputs) to PC pins 2-4 (also outputs). So i
just swapped the output pins on the PC with the input pins. I never noticed
the possible mixup between pins 12 and 13.

After studing the DATAX page, I think (as mentioned in my previous mail) the
correct version is RECV DIN5 (1-12, 2-13). This because SEND DIN5 (1-2,
2-3).

Therefore (6-13
and 7-12) are correct on my direct cable.
 I think Richard did make a PC cable, otherwise he wouldn't state that. But
was
he the only one ? Who have already made a PC JoyNet cable ?


I made a PC cable, but not based on the joynet specification. The cable I
build goes from PC-lpt to both MSX-joystick and MSX-lpt, but is similar to
half a joynet-cable. It can only receive data from the PC and it now only
has two wires from PC to MSX and one from MSX to PC.
I'm going to expand it to 5 wires PC to MSX and 5 wires MSX to PC. This way
I should be able to transfer data at high speeds in both ways, 4 bits at a
time.

Greetings Richard






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Re: Laurens, help... Flaw in the JoyNet specification...

1999-05-31 Thread Werner Augusto Roder Kai

Laurens Holst wrote:

 If someone can confirm this / tell me why this is a flaw, then I will update
 it immediately.

See, in the same cable specification at Datax page:

JoyNet to PC cable

* The DB-25 connector says (1-12, 2-13):

PC (DB25 /m) pin layout:
12 - RECV pin 1
13 - RECV pin 2

* But the DIN5 connector says the opposite(1-13, 2-12):

RECV (DIN5 180 /f) pin layout:
1 - PC pin 13
2 - PC pin 12

The PC JoyNet cable presented at the official page is to link a PC to an MSX
with a standard JoyNet cable, or inserting a PC in a JoyNet ring.
At my page I presented the scheme for an 'alternative' JoyNet cable, without
the DIN5s connectors, with just a DB9 and a BD25 to link direclty a single PC to
an single MSX.
But as I dont know which in the PC JoyNet cable is right (1-13 and 2-12) or
(1-12 and 2-13), I can't set the correct connections (6-12 and 7-13) or (6-13
and 7-12) at my 'alternative' MSX-PC direct joynet cable.

Richard states that the correct is the DIN5 (1-13 and 2-12). Therefore (6-13
and 7-12) are correct on my direct cable.
I think Richard did make a PC cable, otherwise he wouldn't state that. But was
he the only one ? Who have already made a PC JoyNet cable ?
Please people help
Greets
Werner Kai




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Re: Overscan trick

1999-05-31 Thread MkII

At 08:12 AM 05/29/99 +0200, you wrote:

I'd prefer the 1st method (if it actually works) since I don't like the
idea of changing the adjust register overriding user's preset and leading
to a non centered screen on some monitors.

Overriding user's presets also happens using the first method. For example,
my monitor is aligned such that no borders at all are visible in 60Hz mode.
That's why I never noticed NOP's overscan trick until someone else told me
it was there.

An MSX display field is not meant (at hardware level) to be aligned such
that no borders at all are visible. It covers 98% of the horizontal scan
area and about 90% of the vertical scan area at 60Hz in 212 line mode. Your
monitor settings are just a personal choice which I recommend since you
also compensate the MSX weird aspect ratio ("egg-like circles").

The 1st method does not interfere with user's presets since you'll actually
be starting your display sooner and ending it later in a compensate way, so
the picture should be centered even if you have no borders.

The MSX 212 vertical height is actually a display MONSTRUOSITY. It should
have been a 256 x 192 screen ***with 1:1 pixel aspect ratio***, or better
320 x 224. The 20 additional lines somewhat compensate for the narrower
viewport, but also they sould have been 224, to round up (in character
terms) and cover the entire display area.

Mmm... it seems many MSX users are not much familiar with those hardware
tricks like overscan and sprite recycling. That would explain those
sprite-free trends.

Sprite recycling is known to rather a lot of people. The problem with it is
that you can only boost the total number of sprites on a screen, not the
number of sprites on one line.

Neither an Amiga could boost the number of sprites per line, but vertical
recycling is powerful enough to yield impressive games/demos.

Shouldn't the second line interrupt be between 192 and 212?
Sound more logical to me: the VDP passes 192 and checks for 212 to end the
screen. But before 212 is reached, you change end of screen to 192, which
the VDP already passed.

It's indeed more logical. Still have to test it.

But I wonder if it's just a coincidence that NOP used a repeating pattern
as the background of their overscanned title screen. Maybe there is some
nasty sideeffect to the overscan trick that you have to compensate for.

This method should have no side effects. It seems NOP used the 2nd, which
is more simple to guess but less powerful and it's obvious it has that
nasty side effect since you're actually moving down the same image to be
redisplayed.

 MSX has not been used to its full potential yet.

So, prove that and impress us with a FANTASTIC demo!
(I love demo's!)

I'll rather impress you with a FANTASTIC GAME.

Kiss you lot.

--
Madonna Mark Two
"Martin Galway means to me what Elvis meant to Sigue Sigue Sputnik"




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Re: More MegaSCSI

1999-05-31 Thread Nestor Soriano

   Now I have another stupid question.
   The MEGASCSI.TBL file...
   Is it really a partition table of the SCSI device?
   Why I have a copy of it on each partition? They are all the same,
right?
   Why this? Can I get partition table info whithout reading it? Is
it only for backup?
   CP uses MEGASCSI.TBL. Anything special? CP could change partitions
without reading MEGASCSI.TBL?

MEGASCSI.TBL is used only when executing CP. Having such file repeated in
each partition, accessing it is faster and easier. In old MegaSCSI disks
(disks formatted with old versions of SFORM), reading this file is the only
way to know how the disk is partitionned.

But disks formatted with ESE-ASPI format have an standard parition table on
the boot sector, so these TBL files are no needed. I developped a partition
changer for MegaSCSI, which uses only this standard table. In this way you
can also use IDE or PC partitions with MegaSCSI. You have this program
(PS.COM) in my web page.

P.S.: Konami Man, thanks a lot for MEGUIDE.TXT! Great info!

(-v-)v

P.S.2: Why so many questions? Why I just don't debug MEGASCSI.TBL and
   shut up my mouth? Because I DON'T have a MegaSCSI! I'm programming
   it even without having one. Yes. Crazy? Maybe. But I want to
   program for MSX. And I want to program MegaSCSI. And I am fudeba. :)

Hey hey, don't worry:

1) Nowadays, to be crazy is a recommended system requirement for being
MSXer. X-)
2) "Fudebako" means "pencil box" in japanese. "Fudeba" seems to be a non
existing word... ;-)

* Windows is made by MicroSOFT, not MicroGOOD, MicroRIGHT, or MicroFAST. *

People habitued to make MICRO programs can't make a good MACRO program! ;-)

Hasta incluso!!


 * XVI MSX USERS MEETING IN BARCELONA: NOVEMBER 27th 1999 *

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

New web address:   http://konamiman.msx.tni.nlhttp2//nestor.msx
   [EMAIL PROTECTED] ICQ#: 18281450

 Metal Gear for MSX - (C) Konami 1987  (Nothing new under the sun...)



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Re: Navarone MSX AD

1999-05-31 Thread MkII

Well, our next piece of "hard war" is called POTEMKIN 8:D

Sorry 4 any German, but I hope that it won't be any BISMARCK into
your projects... ;)

It would depend on the actual FIREPOWER of that battleship.

Why not an YAMATO development? =D

Because IF LEN(NAME$)  8 THEN *we don't use it*! 8;)

Kiss you lot.

--
Madonna Mark Two
"Martin Galway means to me what Elvis meant to Sigue Sigue Sputnik"




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Re: MegaSCSI Info - part #2

1999-05-31 Thread Nestor Soriano

 Descr.: Make "asaato" [this is a english word written with katakana, but
 "set" maybe?
Is not "set". I'm sure about that because "set" is written as "setto" in
katakana.

I think it is "Assert", I read this word in the SCSI official programming
reference in english.


 * XVI MSX USERS MEETING IN BARCELONA: NOVEMBER 27th 1999 *

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

New web address:   http://konamiman.msx.tni.nlhttp2//nestor.msx
   [EMAIL PROTECTED] ICQ#: 18281450

 Metal Gear for MSX - (C) Konami 1987  (Nothing new under the sun...)



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Re: z80 linux ?

1999-05-31 Thread Nestor Soriano

   Hey, it is a April 1st joke! See the date!
Everybody that goes to the page believes it's real...

(!!·.·) eh??
April 1st joke? What is this?
In spain, jokes day is December 28th!

As I said before, Konami Man is fudeba !

Yo me hago mi fanzine. X-)

El MSX inalambrico ! Que me dices ?

Pero a mi' me gustan los alambres! X-D


 * XVI MSX USERS MEETING IN BARCELONA: NOVEMBER 27th 1999 *

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

New web address:   http://konamiman.msx.tni.nlhttp2//nestor.msx
   [EMAIL PROTECTED] ICQ#: 18281450

 Metal Gear for MSX - (C) Konami 1987  (Nothing new under the sun...)



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Image conversion...

1999-05-31 Thread jam

Hi, Frengo:

 F Can you suggest me a program to convert PC-Image format (no loss
 F format like BMP or PCX) to SCC MSX format ?  I need to display them in
 F SCREEN12, so it must be able to handle more than 256 colors.
 F
 F It could be a PC program or MSX (Basic or DOS1)...

The ONE, the BEST:  MIF !




JAM ([EMAIL PROTECTED])  *MSX Dreams*
... INSERT COIN


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Platforms? No thanks!

1999-05-31 Thread jam

Hola, MSXMEN:

 RR Civilization (MicroProse)
 RR Graphical Adventure (either SIerra or Lucas type)

It would be nice if someone did a Lucasfilm-like game. In a whole CD-ROM, of
course!  :)

 RR Flight Simulator
 RR Wargames (Yeah, Dome and Laurens' toy are on way, but... I want to

What about that dune2 clone?



Salidos, digo ... Saludos.
JAM ([EMAIL PROTECTED])  *MSX Dreams*
Apdo. Correos 3294  18080 Granada
... Zanzibar land forms a military government ...


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Popularity of VDP OPL

1999-05-31 Thread jam

Hola Giovanni,

  Were VDPs starting from 9938 (MSX2 MSX-VIDEO) featured in other
  non-MSX systems?
 GN
 GN   "De acuerdo con la leyenda..." :)
 GN
 GN   1. Sega GENESIS has a adapted V9938.

If it was true, I think it's a GREAT adaptation. 64 colors screen modes, dual
plane and multi-color, big sprites, is nearer v9990 than v9938, I think.

 GN   2. Panasonic 3DO has a hidden V9990 inside.

It seems that Panasonic wanted to continue the MSX 'feeling' through the 3DO :)

 GN   3. The first Sound Blaster's board has a OPL1

Well, to be exact, Adlib cards have a YM8953 (OPL1) inside. First Soundblasters
had it for compatibility with Adlib.


 GN   Do you want to port to my old MC-1000? :))
 GN   More exotic than MC-1000 not exists.

It sounds like Roland Sequencer series :)



JAM ([EMAIL PROTECTED])  *MSX Dreams*
... MSX: hacia el siglo XXI


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3D routine

1999-05-31 Thread Ramon Ribas



 I think he's talking about the new stuff David showed at recent fairs.
As
 far as I know, Calculus did feature a lot of wireframes, but no texture
 mapping.
 Nope, Calculus had an option where u can have texture mapped 3D,
I'm
 sure.
Fudeba, fudeba... (Nope, you were fubapa, am I right?) ;
Well, if a plain color with an effect of changing a bit, as if it were
iluminated by a focus, is a texture... Then, I guess it has textures. But
I'd rather guess otherwise.

David, your opinion, please
BTW, David, people at Barcelona and Madrid fairs liked your 3D engine. 
What about doing an 'Elite'? ;)

CYA


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RE: Platforms? No thanks!

1999-05-31 Thread Ramon Ribas

 Let's try:
 
 -Prince of Persia (Airaam, Armando, where are you??? I have a
 'Snikt' for you!!!)
 Cannon Fodder (worth having an Amiga 500. As soon as I get my next wage
 I'll start!)
 Jackal (Konami!!! Who reminds this one? Everybody? I guess so...)
 Commando
 Airborne Ranger (MicroProse)
 Gryzor
 -Sensible Soccer (Konami Man, shut up before saying anything
ROARGH!)
 -Lemmings (or Micro Mirror Men, yeah, a platform but I'd like THAT
platform)
 -F-1 (WHATEVER!!! F3000, Nascar, Stock Race, even Truck Race...)
 Motorcycle (125 cc, 250, 500, SuperBikes, Minibikes... WHATEVER!!!)
 -Rally Champ (come on!)
 
 Wow, whathalot of ideas! =)
 
 I'd like to have something like "Metal Slug" 4 MSX. Yep, it's
little
 platform, but it's funny and... VIOLENT! =)
 
 Ramon is perfectly right, I think he has great ideas, and as u
may
 have seen, I've placed a '-' mark, where I think it would be one of the

 most interesting ones. Well, 1st, sorry, but how are these games,
"Jackal",
 "Airborne Ranger" and "Cannon Fodder"?
Don't you know Jackal FUDEBAAA X-DD
It is a KONAMI arcade! It is of the same epoque than Jail Break and it
consisted in 
a commando mission driving a jeep and setting free the prisoners in a camp.
Something like choplifter but with a jeep.

Airborne Ranger is 


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[off] Re: 3D routine

1999-05-31 Thread Adriano Camargo Rodrigues da Cunha


  Nope, Calculus had an option where u can have texture mapped 3D,
 I'm
  sure.
 Fudeba, fudeba... (Nope, you were fubapa, am I right?) ;

THAT'S RIGHT, RAMON :
YOU GOT THE FEELING!!!
YOU WERE ILUMINATED!!!
BETTER: YOU WERE FUDEBATED!!! :

Now you understand what "fudeba" means in all its magnitude! :)))

[remember! the fudebas will rule the world! :)]


Adriano Camargo Rodrigues da Cunha   ([EMAIL PROTECTED])
Engenharia de Computacao - UNICAMP
http://www.adrpage.cjb.net   MSX-TR:I have one.And you?

* "But it worked in Beta testing!" - Microsoft *



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Re: Laurens, help... Flaw in the JoyNet specification...

1999-05-31 Thread Richard Gerrits

After studing the DATAX page, I think (as mentioned in my previous mail)
the correct version is RECV DIN5 (1-12, 2-13).

I was wrong!!!

Tonight a made the 10 wires cable I spoke of earlier and wrote the protocol
for the msx (assembler) and the pc (c++). When I was debugging them I found
out something was wrong.
I have the following connection
MSX-lpt   PC-lpt
2 (d0)   to  10
3  (d1)  to   11
4  (d2)  to   12
5  (d3)  to   13
I got the following values:

write on msx-lpt read on PC-lpt (after correcting the inverted
pin 11)
0001 (1)  0100
0010 (2)  1000
0100 (4)  0010
1000 (8)  0001

In my case I should connect  2-13, 3-12, 4-10 and 5-11.
Thus in with joynet, joystick pin 1 should go to pc-lpt pin 13 and joystick
pin 2 should go to pc-lpt pin 12.


PC (DB25 /m) pin layout:
2 - SEND pin 1
3 - SEND pin 2
4 - RECV pin 3
xxx - nc
10 - SEND pin 3
11 - nc
12 - RECV pin 2
13 - RECV pin 1
xxx - nc
18-25 - SEND / RECV pin 5

RECV (DIN5 180 /f) pin layout:
1 - PC pin 13
2 - PC pin 12
3 - PC pin 4
4 - nc
5 - PC pin 18-25

Greetings Richard




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Flaw in the JoyNet specification...

1999-05-31 Thread Werner Augusto Roder Kai

Richard Gerrits wrote:

 Thus in with joynet, joystick pin 1 should go to pc-lpt pin 13 and joystick
 pin 2 should go to pc-lpt pin 12.
 
 PC (DB25 /m) pin layout:
 2 - SEND pin 1
 3 - SEND pin 2
 4 - RECV pin 3
 xxx - nc
 10 - SEND pin 3
 11 - nc
 12 - RECV pin 2
 13 - RECV pin 1
 xxx - nc
 18-25 - SEND / RECV pin 5
 
 RECV (DIN5 180 /f) pin layout:
 1 - PC pin 13
 2 - PC pin 12
 3 - PC pin 4
 4 - nc
 5 - PC pin 18-25
 
 Greetings Richard

Yes, and I updated the direct MSX-PC JoyNet cable, as you said. Was really
wrong. Now is:

MSX  PC
1-2
2-3
3-4
613
712
810
918~25

But now Laurens must update the official page, at the PC JoyNet cable...

PC (DB25 /m) pin layout:
12 - RECV pin 2
13 - RECV pin 1

Greetings, Werner




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Re: MegaSCSI Info - part #2

1999-05-31 Thread Pablo Vasques Bravo-Villalba

Alex Mitsio Sato wrote:
  Descr.: Make "asaato" [this is a english word written with katakana, but
  I can't identifie the original word, Soriano, do you know this word?] of
  SCSI bus ATN.

Seems like "assert". Does it make
any sense? =)

[]s,
Parn


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Re: Laurens, help... Flaw in the JoyNet specification...

1999-05-31 Thread Laurens Holst

  People, I discovered a flaw in the JoyNet specification.
  I discovered another one. In the section about connecting a MSX to a PC
  there is something like this:
 
(... ...)
 It must be at my JoyNet page...
 I made it based on data at DATAX page (the official page).
 Now, checking the official page, made by Laurens Holst, I found:

 Which is correct ? Is the diagram (picture) right ?

Since my page CONTAINS the official standard specification the flaw Richard
discovered is also a flaw on my page. And since I haven't updated this on my
page it's quite logical my page states different than Richard's update.

If someone can confirm this / tell me why this is a flaw, then I will update
it immediately.


~Grauw




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Re: Overscan trick / using sprites

1999-05-31 Thread student Wiskunde/Informatica

 Mmm... it seems many MSX users are not much familiar with those hardware
 tricks like overscan and sprite recycling. That would explain those
 sprite-free trends.

I haven't seen the overscan trick yet, but I know the trick from other
computers. As for sprite free trens: the problem is that even with
recycling, there is a limit of 8 sprites on a line: and then you've got a
colour problem, because the backround will always be far more colourful than
the sprites (a problem you don't have on a ZX spectrum).
When using software sprites (i.e. just copied bitmaps) the colour
limitations are gone, as are the restrictions on the number of sprites on a
single line.
You can't solve this using vertical spilts, and horizontal splits aren't
really manegable, because they occur too often.

 MSX has not been used to its full potential yet.

I agree :) but I don't think sprites are the way forward for games.

Cas

-- 
New game: blade kings by Pirillix ;)


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Re: Games for Joynet!

1999-05-31 Thread Pablo Vasques Bravo-Villalba

[EMAIL PROTECTED] wrote:
  Yup :) You could get pretty fast games using
  screen2 or screen4... And they could be very
  pretty, with right thinking ^^
 Exactly - that's why the OSR-engine uses screen4...

One Shot Rising? I should know more
about this subject, but actually I
know nothing... or forgot what I knew.
What's it? =)

 ...and the gfx really _COULD_ be pretty/nice/fantastic...

That's what I meant. I'm such a
bad english-writer! =)

[]s,
Parn


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Re: Girls'n'MSX...

1999-05-31 Thread Pablo Vasques Bravo-Villalba

"Giovanni R. Nunes" wrote:
   (*) Yes! Is another c~ountry but we're a common thing! Me and my
   NOKIAphone are Telefonica de Espanha clients... :) Hey! Why
   Telefonica loves use photos of "pretty womans speaking in phone?"

It must be because in Spain the women
are really pretty. :)

Sorry for the off-topic. ^^

[]s,
Parn


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emulator is comming

1999-05-31 Thread Smit, E. (TM)

Hi,

 Frits Hilderink is making an MSX/MSX 2/MSX 2+ emulator for Windows
 95/98/NT.
 He is a former member of our MSX Computer Club Enschede (MCCE). He also
 rebuild / decompiled / reverse engineered Turbo Pascal 3.3.

 Please sent in any MSX demo which balances on the edge of the
 possibilities of MSX.

 If possible also sent in some source to look at or check for if something
 goes wrong.
 But this is only a last resort.

 If someone wants a demo version of this emulator they can mail  him at:

 [EMAIL PROTECTED]

   or take a look ad our very old site (nothing new yet)
  http://www.wb.utwente.nl/fa/msx/


Erik Smit (former MCCE)


Met vriendelijke groet,



Erik Smit
Universiteit Twente
Faculteit Techniek en Management
Vakgroep Ontwikkelingskunde
Telefoon: xx-31-(0)53-4892017
Fax: xx-31-(0)53-4893087
email: [EMAIL PROTECTED]



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Re: Overscan trick

1999-05-31 Thread M . K . t . Huurne

  Mmm... it seems many MSX users are not much familiar with those hardware
  tricks like overscan and sprite recycling. That would explain those
  sprite-free trends.
 
  Sprite recycling is known to rather a lot of people. The problem with it is
  that you can only boost the total number of sprites on a screen, not the
  number of sprites on one line.
 
 Sorry for the question, but what do you exactly
 mean with "recycling" ??

Redefining sprite patterns in such a way that sprite n is shown more 
than one time on the screen. On MSX this is especially easy since you 
can change the offset to the sprite tables. That way you can redefine 
all sprites using a single VDP register write.

Bye,
Maarten


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Re: MegaSCSI Info - part #2

1999-05-31 Thread Nestor Soriano

Only for complementation of Nestor's MegaSCSI Info...

BUS RESET (Function #C1)
SELECTION (function #C8)
DISCONNECT (function #C9)
SET ATTENTION (function #CA)
RESET ATTENTION (function #CB)
MANUAL TRANSFERRING (function #CC)
HARDWARE TRANSFERRING (function #CD)

Wow!! This is very advanced SCSI programming!! (·.·!!)

DSKIO (#4010)
C.6-0=first sector number (bit22-bit16 if C.7=0)

Did ESE people think on making something for FAT16, or did not, eh??? ;-)


 * XVI MSX USERS MEETING IN BARCELONA: NOVEMBER 27th 1999 *

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

New web address:   http://konamiman.msx.tni.nlhttp2//nestor.msx
   [EMAIL PROTECTED] ICQ#: 18281450

 Metal Gear for MSX - (C) Konami 1987  (Nothing new under the sun...)



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