Nice number (was: Japanese voltage)

1999-09-02 Thread Maarten ter Huurne

At 04:29 PM 9/1/99 -0300, you wrote:

   Of course it is. Not only 127 is prime, but also 
127=1+2+4+8+16+32+64. Knuth lovers may like to know that
numbers in the form 11...b can only be prime if
the number of digits is prime too (demonstration left to 
the reader).

:)


Well, I'm a reader, so here comes a demonstation:

Number N has D digits, which are all ones.

Assume D is not a prime number.
So there are numbers A and B such that A*B=D (A1,B1).

Now make numbers C[X], where C[X] is B ones followed by B*X zeroes.
For every X, the numbers C[X] are dividable by the number "B ones".

The sum of C[0]..C[A-1] is N.
So N is also dividable by the number "B ones".
Since B1, "B ones" is also greater than 1, so N is not prime.


Example:

N = 255 = b (8 ones)
8=4*2 (choice 2*4 is also possible)

C[0] =   11b
C[1] = 1100b
C[2] =   11b
C[3] = 1100b
sum  = b = 255 = N

C[0]..C[3] are dividable by 11b (3), so the sum is too. And that sum is N,
so N is dividable by 3 and therefore not prime.


By the way, the inverse is not always true: If the number of binary digits
is prime, is the number itself is not guaranteed to be prime. Example: 2047.

Bye,
Maarten



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Re: Z-Machine

1999-09-02 Thread Antoni Burguera Burguera


 You can also make nice effects without scrolling.
 When I was talking about effects I was talking about "letting the characters
 appear in a nice way"... Not about entire scrolltexts or so... (have you run
 my little Basic-proggie?)

No, I haven't run your program, but I can figure what's your idea.
 
 Also, a screensplit can be a little hard to combine with Basic.

Yes. Screensplit is not a necessity.

 And do you really want to use Basic??? I believe NestorBasic gave some

IMHO, the best way of doing a text adventure engine is to make something
like an interpreter (that can be very short) that reads the adventure
information from other files. This can be done generically enough to
allow the programming of other adventures without changing anything of
the engine.

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Re: C64 cartridge for MSX. :)

1999-09-02 Thread Antoni Burguera Burguera

 Hmm.. download Boulderdash, Operation Wolf, Rick Dangerous 2, Platoon,
 Combat School, IK+, Skate or Die, Giana Sisters, Salamander, etc, and
 compare those with (excisting) MSX versions instead of H.E.R.O.

Yes. And Turrican... I'm speaking of HERO because it is the only game I
downloaded for commodore. But, hey!, I like commodore too! I like every
8bit computer!

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Afraid with Hero? Try Galaga!

1999-09-02 Thread Giovanni R. Nunes


  Antoni,

 About C64, (...) Recently I downloaded the C64 emu for PC, and
 also one game, "HERO" (...). And the MSX version is much better than
 the C64 version...  perhaps the HERO conversion to C64 wasn't good, I
 don't know...

  Hero? Try to compare Galaga! In MSX is the MSX version, a bit like to
  NAMCO original arcade game. And in C64? Is look like a ZX81 or TRS-80
  mod.I versions, all ships are small-boxes... Ouch!

 
  ---
  Giovanni Nunes, [EMAIL PROTECTED]
  "... Mas cabeca tem duas partes/ Parte a e parte b/ A parte boa acabou
  sendo a pior entao ..." - Minhas Ferias (Pato Fu)




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Re: C64 cartridge for MSX. :)

1999-09-02 Thread Pablo Vasques Bravo-Villalba

MkII wrote:
   Ok, I don't know C64 but comparing C64 with Turbo-R:
   Well, C64 has poor sound and no much fine performance. My ST plays
   "Amiga MOD files", displays more than 256 colors and plays "digital
   video"... :)))
 Where did you get an ST with 256 color capability? Mine only has 16 out of
 512.

How? Any FS-A1ST has 19k colors. `:)))

I know what you thought. ;)

[]s,
`:) Parn
ICQ#: 1693182   E-mail: [EMAIL PROTECTED]
Parn's Music Station  http://parn.cjb.net/
Game Music, Original Compositions and more


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Sources...

1999-09-02 Thread TFH

Hello..

Some people have asked about the sources of MSX-Emulators. I have put the
sources online for RuMSX (Partialy), Virtual MSX and Power MSX 0.04. You can
find these in the emulation section.

In the near future I also plan to put sources online of demos and other
programms. If you have any sources which you like to see online, please
e-mail these to: [EMAIL PROTECTED]

If you have the sources of any other MSX-Emulator, please feel free to send
these as well !

Greetz,

Arnie

Go visit the MSX Emulator Page (M.E.P.)
http://www.file-hunter.com
http://go.to/msx
http://www.mep.msxnet.org
http://surf.to/msxemu
http://msxemulator.cjb.net/
ICQ:1446



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Re: Emulation problems with status register#1

1999-09-02 Thread David Heremans

Laurens Holst wrote:
 
  This still doesn't answer the question whether interrupt cancelling
 is
  possible.
 
  Scenario:
  1. DI
  2. enable interrupts at VDP level
  3. wait for some time, long enough for an interrupt to occur
  4. disable interrupts at VDP level
  5. EI
  6. test: does an interrupt occur?
 
 The interrupt does not occur.
 The VDP simply copies the value of the FH bit to the interrupt-pin of
 the
 slot.
 This pin remains set (and thus generating an interrupt, unless they
 are
 disabled using DI) until the corresponding statusregister is read.
 
 Since both are different statusregisters, they can overlap eachother.
 
 ~Grauw
 

Hello,

Just working my way trough all the mail I got during my vacation.
Interesting to know and never told in this entire discussion is the
following trick (One I used a lot in the beginning)

To reset a interrupt from a horizontal line interrupt (reg #19), I used
to set the interupt enable bit to zero and then back on again. Turning
the bit off also dropped the interrupt.
This was better because I could now make the interupt line drop in
lesser time, I just had two write twice to a register. With the official
read methode I had to write a register, wait, read a status register and
then put #15 back to zero (as assumed by the standard interrupt handler)

David Heremans


-- 

"One difference between SuSE and Red Hat is that the 
former operates in a country where people don't sue 
each other over coffee being too hot."
Linus Torvalds


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Snes vs Megadrive rectification

1999-09-02 Thread Collin van Ginkel

Laurens Holst wrote:

In fact,
almost all power of the Sega Megadrive is based on its videochip.) (the
SNES-videochip though was MUCH better. In contrary to the Sega Genesis the
SNES had 1. processorpower, 2. Much more colors, and 3. More planes. If you
play a Genesis on an Emulator you can really see the big difference. In
addition, the SNES has capabilities like zooming and rotating, transparent
planes (very, very awesome! Much cooler than the zooming.)

Please get your facts straight Laurens. The MegaDrive/Genesis had a 68000
processor running at 7 mhz. Twice the speed of the SNES. I admit that the
Snes has cool graphical features like you mentioned, but take one look at
the sonic games released for the Genesis, it has so many layers most
computers can't emulate it, because of the immense speed!

Greetz,

Collin


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RE: Japanese voltage

1999-09-02 Thread Marco Antonio Simon dal Poz

On Thu, 2 Sep 1999, Patrick Kramer wrote:

  On Wed, 1 Sep 1999, Laurens Holst wrote:
  
  I don't think it's possible. But if done, you'll have to exchange all of
  your equipment based on electric motors and transformers connected
  directly to the electric network. It would be too expensive! Other
  approach would be to connect a transformer to each electric/eletronic
  equipment that you have. Too expensive and too heavy!
  
   Well...they're doing it gradually over a x-year period (1 volt a
 year I thought). 
   Actually it's not that big a deal. It's a 4.5% raise. I don't know
 what the guaranteed tolerances are, but 
   if they are able to decrease them, the upper limit could remain the
 same.

4.5% is reasonable, but Laurens said it would change from 220V to 330V, a
50% increase!

   Theoretically, equipment will last shorter, either because of the
 extra heat generated, or because of the extra current.
   The heat that must be dissipated by the regulator is (8-5)*3 = 9
 watts.
   A 4.5% increase would yield 8.36 V on the input of the regulator.
 This gives (8.36-5)*3=10.1 watts.

Sure, sure, sure! One solution could be a switching power supply. But, for
common small electronic equipments, the power consumption will increase.
Then, why the electric company wants to increase the voltage?

   Most (if not all) problems with electronic equipment will be more
 heat in the power supply (and maybe more heat in the whole apparatus). Best
 solution for a MSX would be to buy one of these cheap (PC) switch-mode power
 supplies, they are non-linear and will consume LESS current if fed with a
 higher voltage (V*I remains roughly the same). Some of them are rated for
 100-240 volt without switching anything (like the charger for my camcorder).

In electronic equipments you can use switching power supply, but what will
happen with electrical machines (synchronous motors, induction motors,
series and parallel motors)?

With synchronous and induction motors, there will be an increase in the
phase difference between voltage and current waveforms, keeping the same
average power, but decreasing the power factor (cos phi). So, the loss in
the transmition and distribution lines will be increased. Probably the
electric company will compel users to increase capacitor banks to
improve the power factor. What do you think about it?

With series and parallel motors, the rotation will increase, and also the
power consumption.

So, if the objective is to reduce the power loss in the transmission and
distribution lines, increasing the voltage won't be a solution!

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: Afraid with Hero? Try Galaga!

1999-09-02 Thread Leon Lander

On 02-sep-99 14:08:50 (GMT+2) , Giovanni wrote ;

  Hero? Try to compare Galaga! In MSX is the MSX version, a bit like to
  NAMCO original arcade game. And in C64? Is look like a ZX81 or TRS-80
  mod.I versions, all ships are small-boxes... Ouch!

Err.. this is like kicking in a open door, but anyway yes, you're right
about Galaga looking like a ZX81 version conversion.. simply because it is.
And if recall it right, it's coded in basic... ugh.

Take a look at some native C64 games coded in assembler like Green Beret,
Bruce Lee, Last Ninja, Ugh Olympics, and the ones mentioned in my previous
message, and be ready for a shock ;-) Good luck with your C64 cartridge #-)

Kind regards
Leon Lander (A1200/C128D/MSX2+)

-- 
Wise man say, don't judge about computers you don't even know.



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Re: Snes vs Megadrive rectification

1999-09-02 Thread Pablo Vasques Bravo-Villalba

Collin van Ginkel wrote:
 Please get your facts straight Laurens. The MegaDrive/Genesis had a 68000
 processor running at 7 mhz. Twice the speed of the SNES. I admit that the
 Snes has cool graphical features like you mentioned, but take one look at
 the sonic games released for the Genesis, it has so many layers most
 computers can't emulate it, because of the immense speed!

What could stop SNES from making a very fast
Sonic? :) It even would be cooler, since the
graphics would revolve around Sonic in those
loops, and not the opposite. :))) It seems
like in MegaDrive, SNES and MSX usually the
game is limited by the video processor power.

If not, then a SNES wouldn't be better than
a Master System because both their central
processors run at 3.5MHz. :)

[]s,
`:) Parn
ICQ#: 1693182   E-mail: [EMAIL PROTECTED]
Parn's Music Station  http://parn.cjb.net/
Game Music, Original Compositions and more


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Re: Z-Machine

1999-09-02 Thread Laurens Holst

  You can also make nice effects without scrolling.
  When I was talking about effects I was talking about "letting the
characters
  appear in a nice way"... Not about entire scrolltexts or so... (have you
run
  my little Basic-proggie?)

 No, I haven't run your program, but I can figure what's your idea.

If you didn't run it, you didn't get what I mean.


  Also, a screensplit can be a little hard to combine with Basic.

 Yes. Screensplit is not a necessity.

Glad you agree.


  And do you really want to use Basic??? I believe NestorBasic gave some

 IMHO, the best way of doing a text adventure engine is to make something
 like an interpreter (that can be very short) that reads the adventure
 information from other files. This can be done generically enough to
 allow the programming of other adventures without changing anything of
 the engine.

Yes, and I think that can as well be done in Assembly.
Basic just isn't... nice for that.
I think.


~Grauw


--

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Re: Nice number (was: Japanese voltage)

1999-09-02 Thread Laurens Holst

  Of course it is. Not only 127 is prime, but also
 127=1+2+4+8+16+32+64. Knuth lovers may like to know that
 numbers in the form 11...b can only be prime if
 the number of digits is prime too (demonstration left to
 the reader).

 :)


 Well, I'm a reader, so here comes a demonstation:

 Number N has D digits, which are all ones.

 Assume D is not a prime number.
 So there are numbers A and B such that A*B=D (A1,B1).

 Now make numbers C[X], where C[X] is B ones followed by B*X zeroes.
 For every X, the numbers C[X] are dividable by the number "B ones".

 The sum of C[0]..C[A-1] is N.
 So N is also dividable by the number "B ones".
 Since B1, "B ones" is also greater than 1, so N is not prime.


 Example:

 N = 255 = b (8 ones)
 8=4*2 (choice 2*4 is also possible)

 C[0] =   11b
 C[1] = 1100b
 C[2] =   11b
 C[3] = 1100b
 sum  = b = 255 = N

 C[0]..C[3] are dividable by 11b (3), so the sum is too. And that sum is N,
 so N is dividable by 3 and therefore not prime.


 By the way, the inverse is not always true: If the number of binary digits
 is prime, is the number itself is not guaranteed to be prime. Example:
2047.

 Bye,
 Maarten


I still don't get it.


~Grauw


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Re: Snes vs Megadrive rectification

1999-09-02 Thread Collin van Ginkel

Hi!

What could stop SNES from making a very fast
Sonic? :) It even would be cooler, since the
graphics would revolve around Sonic in those
loops, and not the opposite. :))) It seems

Hmm some hobby-coders have tried that! They got a playable version (I have
it too) but it doenst feature the 10+ layers of multilayer-parallax-type
scrolling (I know on the MegaDrive it's only one hardware-plane but it looks
cool)

The rotating-screen trick on the SNES is only one plane. You can't do the
entire screen so it wouldn't work with sonic. 

The Megadrive version of Sonic1 had a very cool bonus-level that rotated
completely, nice trick!

like in MegaDrive, SNES and MSX usually the
game is limited by the video processor power.

Yeah too bad the MSX-2 wasn't a bit more like the SNES or MegaDrive. Would
have been awesome to do the kind of games those machines had on MSX. Maybe
we get the chance with the new Gameboy coming from Nintendo sometime next
year. Should be a PERFECT 2D-console! 

If not, then a SNES wouldn't be better than
a Master System because both their central
processors run at 3.5MHz. :)

:)

Greetz,

Collin


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Re: Snes vs Megadrive rectification

1999-09-02 Thread Laurens Holst

 Yeah too bad the MSX-2 wasn't a bit more like the SNES or MegaDrive. Would
 have been awesome to do the kind of games those machines had on MSX. Maybe
 we get the chance with the new Gameboy coming from Nintendo sometime next
 year. Should be a PERFECT 2D-console!

I really need more info about that.

I mean, I just bought a GameBoy Color 2 months ago... I thought someone said
that the advantage of a gameconsole over a PC was that it lasted approx. 4
years instead of 6 months...

Not in this case, I guess...


~Grauw


--

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Re: Snes vs Megadrive rectification

1999-09-02 Thread Peter Burkhard

 
 Hmm some hobby-coders have tried that! They got a playable version (I have
 it too) but it doenst feature the 10+ layers of multilayer-parallax-type
 scrolling (I know on the MegaDrive it's only one hardware-plane but it looks
 cool)
 
 The rotating-screen trick on the SNES is only one plane. You can't do the
 entire screen so it wouldn't work with sonic. 
 
 The Megadrive version of Sonic1 had a very cool bonus-level that rotated
 completely, nice trick!
 
 like in MegaDrive, SNES and MSX usually the
 game is limited by the video processor power.
 
 Yeah too bad the MSX-2 wasn't a bit more like the SNES or MegaDrive. Would
 have been awesome to do the kind of games those machines had on MSX. Maybe
 we get the chance with the new Gameboy coming from Nintendo sometime next
 year. Should be a PERFECT 2D-console! 
 
 If not, then a SNES wouldn't be better than
 a Master System because both their central
 processors run at 3.5MHz. :)
 
 :)
 
 Greetz,
 
 Collin
 
 ***

Hi Collin

With the GFX9000 it's possible to code a great Sonic.

Gretz Peter
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Re: Japanese voltage

1999-09-02 Thread Alex Wulms

] 4.5% is reasonable, but Laurens said it would change from 220V to 330V, a
] 50% increase!
I think that was a typo. It should be 230V. At this moment, some countries in 
Europe use 240V, others 220V. The EU wants to harmonize the European 
electricity market. To ease that, they want to have the same voltage level in 
all European countries. So, 230V is a good compromise.

Kind regards,
Alex Wulms

-- 
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See my homepage for info on the  *** XSA *** format
http://www.inter.nl.net/users/A.P.Wulms




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Z-Machine

1999-09-02 Thread jam

Hola Antoni:

  CALL LANGUAGE("SPANISH")
 
  Joer, tio, te pensabas que era un holandesco o algo deso o que?
  X-
 AB
 AB Pues no conozco a muchos holandescos de Granss ;-)

oxtia puta, pos si que me tienes fichao X-D

  CALL LANGUAGE("ENGLISH")
 AB
  Of course. But we could make a screen split. Screen 8 (or better
  screen 7) for the graphics and screen 2 or screen 0 for the text. It
  would be very fast.
 AB
 AB It seems a good idea.

I thought that the best option is to use SCREEN 6 for the text. It is as fast
as SCREEN 5 but it has SCREEN 7 resolution (nice fonts!).

   AB "Aventuras AD", the creators of "Cozumel", "Aventura espacial",
   AB ... It has some links to pages with adventure creators (like
   AB SINTAC or NMP).
 
  I hate AD adventures. All of them are incoherent :(
 AB
 AB All of them, except Cozumel. "Aventura Espacial" and the two sequels
 AB of Cozumel are incoherent, but Cozumel itself is great.

But . I never finished Cozumel. Second part had a bug. Samudio said that
master tape of Cozumel for MSX had a drop-out which caused this bug on every
tape released. Do you have a copy without this bug?



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


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Z380 is working!!!

1999-09-02 Thread jam

Hi Frengo

  Madrid a few months ago. This new VDP is very-very-fast and it will
  be compatabilized (does this word exist?) with the old V9958. Also,
  Padial is working on a 3D engine for MMSX which is more than 5 times
  faster than a PSX (something like a voodoo2 chip).
 F
 F What's kind of chip is Padial using ? FPGA ? What kind of FPGA ?

Yep. it's a FPGA, but I don't know which FPGA is it. I'm sorry.

 F Have you got news about Zilog ? I have received the information that
 F Z80 family (Z380 included) will not be produced any more...

AFAIK, I visited Zilog web one or two weeks ago, and I didn't notice about
this. Z380 info is available yet.



JAM ([EMAIL PROTECTED])  *MSX Dreams*
Apdo. Correos 3294  18080 Granada
... GAME OVER. CONTINUE  F5


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C64 cartridge for MSX. :)

1999-09-02 Thread jam

Hi Giovannio

  Is that possible? How about SID? :)
 GN
 GN   SID is the sound chip, not? It looks like a PSG (3 channel, noise,
 GN   etc...), peharps can be simulated using PSG.

I don't think so. SID is better than a PSG, it has filters (like a classic
synthesizer!)




JAM ([EMAIL PROTECTED])  *MSX Dreams*
Apdo. Correos 3294  18080 Granada
... It is now 6809 Nemesis year.


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'the MSX page' update / atualizacao de 'the MSX page'

1999-09-02 Thread jam

Hello:

 MB Kage, Ninja 2 and some other old MSX1 games. Most MegaROMS I have do
 MB run, but exceptions are e.g. Ashguine 1 and 2, Hydlide 3 MSX2 version
 MB and Martos' Space Manbow crack (which loads during the game, in some
 MB incompatible way, seemingly)... Would be nice if the latter worked:

Martos made this crack using standard BDOS calling. I can't understand why it
doesn't work




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BDOS

1999-09-02 Thread antalvk



Hi,

Does BDOS use the standard TPA segments if you use the BDOS 
call random block read to read a
file ?

The reason i ask is that whenever i want to load the file 
ina segment switched by my memory 
manager (memman) the data is not present ! It seems BDOS 
switches back the standard TPA segment and
places the data in the standard TPA segment whenever loading. After that my segment is placed back... 
?

Only if i do not switch any segments or use the standard 
segment from the TPA the data is loaded
correctly ? 

Is this correct ? or am i doing something wrong ?
Greetz,
Antal


Re: C64 cartridge for MSX. :)

1999-09-02 Thread Daniel Jorge Caetano

On Wed, 1 Sep 1999 19:53:41 +0200, MkII wrote:

  Ok, I don't know C64 but comparing C64 with Turbo-R:
  Well, C64 has poor sound and no much fine performance. My ST plays
  "Amiga MOD files", displays more than 256 colors and plays "digital
  video"... :)))
Where did you get an ST with 256 color capability? Mine only has 16 out of
512.

  Weird... There is no Screen 10, 11 and 12 on your Turbo R?

 []'s Daniel Caetano ([EMAIL PROTECTED])

...DOS 6.0: A $49 confirmation that you need REAL utilities.
OS/2 Sites: http://www.os2brasil.com.br/novidades/
http://www.os2brasil.com.br/novidades/drivers.shtml
http://www.geocities.com/SiliconValley/8752/os2hp/index.html
MSX Sites:  http://www.fudeba.cjb.net/ e http://www.msxnews.cjb.net/
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RE: Japanese voltage

1999-09-02 Thread Maarten ter Huurne

At 02:51 PM 9/2/99 -0300, you wrote:

4.5% is reasonable, but Laurens said it would change from 220V to 330V, a
50% increase!

Eh... Laurens wrote 230V (I just looked it up).

But I thought the voltage was going to be increased to 240V. Anyway, this
plan has been around for years, so manufacturers can make sure in advance
their equipment will accept a higher current.

Does anyone know why the Dutch voltage is changing? Is it some kind of
European standardisation procedure? (like the 0800 and 0900 phone numbers)

Bye,
Maarten



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