Re[2]: Salamander questions

1999-08-13 Thread Antonio Nestor Soriano

Jordi Segura i Pla [EMAIL PROTECTED] escribi=f3/wrote/kakimashi=
ta/escreveu/=e9crit:

  10. To where does the prediction on Lavinia point? (final boss?)

Yep. It says to you the colour of the nucleus to be destroyed in the
last boss of the game, in order to gain access to the main nucleus.

  On Odysseus is also a
  prediction (which is very hard to get, by the way) of which it's likely=
 that
  it points to Metalslave

What is "Odysseus"? It is the last stage?
Then the prediction here just says "you need the crystal breeze".

 Buf! I remember I only finished X once, a long time ago. And that time I
 was so inspired that I also finished the game (good ending). But no more
 times... I can't remember how did I kill it.

He he... I finished X and the whole game several times! (-v-)v
How to kill first boss? It is not so difficult... put in front of the
ray gun, shoot, and dodge the ray going up or down, paying attention to
the bullets of course. I can't explain it well... 8-)

 Apa-siau !!!

Hasta incluso!


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Re: Re[2]: Salamander questions

1999-08-13 Thread Suni Antti

On Fri, 13 Aug 1999, Antonio  Nestor Soriano wrote:

   10. To where does the prediction on Lavinia point? (final boss?)
 
 Yep. It says to you the colour of the nucleus to be destroyed in the
 last boss of the game, in order to gain access to the main nucleus.

Thanks!
 
 What is "Odysseus"? It is the last stage?
 Then the prediction here just says "you need the crystal breeze".

But could you tell where it can be found?
 
 He he... I finished X and the whole game several times! (-v-)v
 How to kill first boss? It is not so difficult... put in front of the
 ray gun, shoot, and dodge the ray going up or down, paying attention to
 the bullets of course. I can't explain it well... 8-)

You don't have to dodge at all, if you "do it my way", although you need
at least one option. You should fly (quickly, before the shooting begins)
to the very front of the monster and then a little up and forward, to end
between the monsters "main torso" and the upper (or lower) red-ball-gun.
When you go there and position your option in front of the monster, then
when you start shooting the rays will whizz by your rear, and the red
ball -guns won't shoot at all. It's quite precise with the positioning 
though. I discovered it actually when I completed Nemesis 2 (whose final
boss this was). BTW did you know that the lightning-ray only starts
shooting once you have shot at it first?

Thanks for the infos, if you have anything else we'd like to hear it.

Antti Suni
email: [EMAIL PROTECTED]
Tuomo Mikola
email: [EMAIL PROTECTED]




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Hello MSX-ers!!!

1999-08-13 Thread Laurens Holst

Grauw calling earth, Grauw calling earth...
Connection established.
Linking to the internet... Connected.
Checking email... 135 messages found.

Statistics:
Current location: Netcafe, Trier, Germany.
Camping: Wasserbillig, Luxembourg (translation of wasserbillig: cheap
water).
Keyboard: German QWERTZ-keyboard... (SUCKS)

Notes:
- Seen the total solar eclipse. Clouded everywhere exept at our
location!!! Yes, it was cool. The sun looked like the moon and it went
from light to dark and from dark to light in 10 seconds!

- Bought R-Type DX for the Gameboy Color. Cool game, and if you finish
it then you get a bonus'game': Da Souyza (LIFE-alike thingie).

- Have finally made up my mind how to implement vehicles in Strategic
Army. Expect some cool things in the near future.


Well, ca l8er, I'll start reading all those bunch of messages...


°Grauw "I HATE German keyboards!!!"



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Re[2]: Re[2]: Salamander questions

1999-08-13 Thread Antonio Nestor Soriano

Suni Antti [EMAIL PROTECTED] escribi=f3/wrote/kakimashita/escreveu/=e9crit:

  What is "Odysseus"? It is the last stage?
  Then the prediction here just says "you need the crystal breeze".
 But could you tell where it can be found?

In the moment when the scroll direction changes from down-up to
right-left, look for one of these holes which throws out enemies, placed in
the up-right corner of the screen; it is hidden between two metal walls.
Destroy it and go inside. Be careful or you will crash against these
walls!

 BTW did you know that the lightning-ray only starts
 shooting once you have shot at it first?

Of course. And if you have travel-around missiles, this is very nasty,
because long time after you have shooted, these missiles reach the ray
gun and it shoots again. This can kill you if you don't pay attention
enough...

 Thanks for the infos, if you have anything else we'd like to hear it.

Ask me anything about Nemesis 2, I'm the master of this game! (I think
so...) ;-D


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Re: Illusion City on MSX2 machines

1999-08-13 Thread Laurens Holst

   I ran Illusion City(IC) in Turbo-R's Z80 mode.
 How? Easy, on Mega
   SCSI's FD emulation I can change CPU mode pressing
 Z (Z80) or R
   (R800) when a disk "change". People is so slow,
 very slow, you can
   sleep playing!
 
   Without jokes, the music and animations ran in
 normal speed but the
   characters move is boring, is like a MSX-emulator!
 But in MSX running
   at 7Mhz the game can be more playable.

Well, that was the idea.
And besides, the code is really written POORLY. I think I might be able
to optimiye some things. However, I have to be careful with that. I
will first try to get it working.


~Grauw


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Re: Re[2]: Re[2]: Salamander questions

1999-08-13 Thread Suni Antti

On Fri, 13 Aug 1999, Antonio  Nestor Soriano wrote:

 In the moment when the scroll direction changes from down-up to
 right-left, look for one of these holes which throws out enemies, placed in
 the up-right corner of the screen; it is hidden between two metal walls.
 Destroy it and go inside. Be careful or you will crash against these
 walls!

We thought it might be there... that's not an easy place to get,
especially considering the bouncing balls and all. We'll have to try
sometime. 

Antti Suni
email: [EMAIL PROTECTED]





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Re: Would a GameBoy emu for MSX be possible?

1999-08-13 Thread Laurens Holst

 I wonder: would it possible to make a GameBoy
 emulator for MSX? I know
 it also has a Z80... Maybe it will only work on
 7MHz or Turbo R, but
 would it be possible?
 
   Hmmm, maybe like Mission, which patches the Coleco
 ROMs so they can be run
 in MSX.

No no no!!! The GameBoy processor is NOT a Z80, so this is NOT
possible!!!


~Grauw



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Re: Illusion City on MSX2 machines

1999-08-13 Thread Laurens Holst

 I wonder everybody is talking about Illusion City
 for MSX2 machines but even
 when it's running on a MSX2 machine lots of us still
 can't understand what
 it's about, So my question is: Is it going to be
 translated aswel or is it
 going to be just an msx2 version

One thing at a time. First lets get it working, and maybe a translation
later. That's a completely different part of the program, you know. Not
part of the Illusion City BIOS, like memory mapping and Z80/R800
switching/detection.


~Grauw


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Re: PopCom algorythm...

1999-08-13 Thread Laurens Holst

 can anyone supp;y me with the algorythm of the
 PopCom
 compression method?? (I have the sources, but hey, i
 just don't feel like dissing it, cause i think i'll
 miss
 something if i do, and docs are so mucj easier! ;))

Contact Paragon, they use POPCOM compression in DOME.


~Grauw



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Re: Illusion City on MSX2 machines

1999-08-13 Thread Laurens Holst


 Where can I get a version that supports slot 3-2 ?
 
 Or..
 
 What do I have to patch to make it use slot 3-2 ?

Aargh!!! Wait, please! I'm working on it!

by the way, If you have a 256k or larger mapper in slot 3-2 Illusion
City already supports it.


~Grauw


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Re: Would a GameBoy emu for MSX be possible? Yes! On GFX9000!

1999-08-13 Thread Laurens Holst


  I wonder: would it possible to make a GameBoy
 emulator for MSX? I know
  it also has a Z80... Maybe it will only work on
 7MHz or Turbo R, but
  would it be possible?

 According to Collin van Ginkel (now developing on
 GameBoy) it should be
 possible with a GFX9000. If anyone would like to try
 and write such an
 emulator, you can contact him for all technical
 docs!

He is right. However, maybe it is a better idea to just 'recompile'
some GameBoy-games, instead of emulating them... Just like those
recompiled Konami-games for the PC... Emulating it soo much
processor-sensitive, especially because the GameBoy uses a non
Z80-compatible processor (however is also uses memory-mapped I/O, which
makes it easier to emulate...


 Will anyone try to beat this challenge?

Maybe sometime in the future, when I've got a Gfx9000...


~Grauw


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Re: Ademir and Mices...

1999-08-13 Thread Laurens Holst

   About pinout of MSX Mice (source: Laurens Holst)
 
  "1 data b0 (in)
   2 data b1 (in)
   3 data b2 (in)
   4 data b3 (in)
   5 +5V (out)
   6 trigger 1 (in)
   7 trigger 2 (in)
   8 strobe (out)
   9 ground"
 
   (...)
 
   The MSX Mouse sends 2 signed bytes to the
 computer, X and Y. This
   byte must be added to the current X and Y
 location, so it is a
   relative movement.  So X=0 means X is the same,
 X=1 means X=+1 and
   X=255 means X=-1. This is very easy to implement,
 however it poorly
   supports mouse speed control, because it's a
 digital signal.  Well,
   anyways, those 2 bytes are transferred in 4 parts.
 The computer reads
   pins 1-4 four times, afterwards signalling the
 mouse to ready the next
   4 bits by complementing pin 8." 

Addition to this: you need to wait a while between to readouts before
the mouse has the next set of bits ready... I will mail more info as
soom as I'm home (at least, when I don't forget).


   About speed control, you can use Nyyrikki's "mouse
 driver" to adjust
   speed, accelaration and acceleration speed.

??? Hmmm... definately have to take a look at that.


~Grauw


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Re: MSX-DOS 2 (not compatable with DOS1??)

1999-08-13 Thread Laurens Holst

 As you might know, TeddyWareZ is doing a project
 called
 SCC-BLAFFER NT.. I use all BDOS routines, so I
 thought
 it would work with a DOS2 cartridge inserted.. But
 it
 doesn't... Is the BDOS in DOS2 different then the
 BDOS
 in the MSX itself?? I just don't get it, cause I
 don't
 have experience whatsoever using DOS2. I thought it
 would be downwards compatable.. Is that *NOT* true??
 And how can I get things going using DOS2??
 
 I use all the BDOS routines which refer to writing
 and
 reading blocks. (not the sector part.). So can
 someone
 please tell me how to get things going, and maybe
 even
 supply me with some good docs about DOS2???

The BDOS-routines are the same, but memorymapping has to be done using
the mapperroutines instead of direct I/O in Dos2 (however, if you have
allocated mapperpages then you can also use them with direct I/O.
However, you must set them using the mapperroutines before executing
any BDOS-calls.

I can give you some more info if you'd like to...


~Grauw


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[Phoenix] suggestion

1999-08-13 Thread Laurens Holst

Hi!

An idea for a part of the Phoenix homepage...
I would like to make it...


'Printerport' standards:

There have been made several devices to connect to the printerport. It
would be easy if a program would be able to autodetect them. In the
case of one-way communication devices like SiMPL this is possible by
connecting one of the datapins to the status-pin. Then every device can
be given an ID-number, which corresponds to the datapin connected to
the statuspin.

I suggest 2 standards:

ID0 Modified SiMPL (D/A convertor)
ID1 Knightrider device (8 leds display or alike)

All new IDs must be requested at Phoenix.

Bidirectional devices can't have an ID, they must implement another
way.

Experimental or single-user (private) devices shouldn't have an ID
either. If an ID is for some reason really nessacary then ID7 can be
used. However, before publiciying the scheme it should request a new ID
at Phoenix.

About printers, as long as the program keeps its hands off the
strobe-bit the printer won't print anything...

Does anyone know how to autodetect a printer??? Guess that's not
possible.

If nothing is found then a printer or an unmodified SiMPL can be
assumed... The program should ask the user.

I heard about a MIDI-devide on the printerport... Does it exist???
Isn't it confused with the Joystick MIDI???


~Grauw




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Re: [Phoenix] suggestion

1999-08-13 Thread andre . vandun

Hello,

a better idee is using a i2c or spi eeprom device for storing
configuration data then your flexible.

greetz andre





owner-msx [EMAIL PROTECTED] on 08/13/99 03:12:37 PM
Please respond to msx [EMAIL PROTECTED] @ SMTP 
To: msx [EMAIL PROTECTED] @ SMTP
cc:  
Subject:[Phoenix] suggestion
Classification: Restricted
Hi!

An idea for a part of the Phoenix homepage...
I would like to make it...


'Printerport' standards:

There have been made several devices to connect to the printerport. It
would be easy if a program would be able to autodetect them. In the
case of one-way communication devices like SiMPL this is possible by
connecting one of the datapins to the status-pin. Then every device can
be given an ID-number, which corresponds to the datapin connected to
the statuspin.

I suggest 2 standards:

ID0 Modified SiMPL (D/A convertor)
ID1 Knightrider device (8 leds display or alike)

All new IDs must be requested at Phoenix.

Bidirectional devices can't have an ID, they must implement another
way.

Experimental or single-user (private) devices shouldn't have an ID
either. If an ID is for some reason really nessacary then ID7 can be
used. However, before publiciying the scheme it should request a new ID
at Phoenix.

About printers, as long as the program keeps its hands off the
strobe-bit the printer won't print anything...

Does anyone know how to autodetect a printer??? Guess that's not
possible.

If nothing is found then a printer or an unmodified SiMPL can be
assumed... The program should ask the user.

I heard about a MIDI-devide on the printerport... Does it exist???
Isn't it confused with the Joystick MIDI???


~Grauw




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Only a question to Laurens Holst... :-)

1999-08-13 Thread Alex Mitsio Sato

Why write many messages to speak about the same things
:-)

Best Regards

Alex Mitsio Sato


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