new tools at bombaman HQ

2002-06-14 Thread Arjan Bakker

Hi all,

I've uploaded a tool we're using for Bombaman. This tool (mslconv, for the
PC), combines multiple wavekits in one file and strips out double samples,
which results in much smaller files! In our case, it will save at least 80k!
Full sourcecode has been included.

visit http://www.bombaman.generation-msx.nl/ and take a look in the
downloads-section!

greetz,

Arjan


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Bombaman level editor promo

2002-06-06 Thread Arjan Bakker

Hi everybody

As of now, you can download a promo version of the level editor from our
site ( http://www.bombaman.tk/ ). With this promo version, you can make
levels for the Ruins world. Of course you can't play the levels (yet), but
we wanted you to give the ability to play a little bit with the editor
already. Read the documentation for more info on the editor. Also, if you
have any comments about the editor, please feel free to tell us!

greetz,

Arjan Bakker
Team Bomba



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source-code for midi-replayer

2001-03-30 Thread Arjan Bakker

Hi everybody,

does somebody have the source-code for a midi-replayer for the MSX.
Preferably one that supports all major MSX-midi devices (MM, Turbo-R and
that bit2 midi-device...forgot it's name). I need the source to implement
midi-music in the upcoming game Bombaman (playable @ Tilburg). Offcourse the
replayer has to be fast enough, it may take up about 20% processing time per
interrupt (at 60hz).

Thanks in advance,

Arjan



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Re: fMSX 2.3 released

2000-12-10 Thread Arjan Bakker

Maarten wrote:
 I just tested with FD35A and that didn't work. It hangs while the text
 routine should be active. I'll look into this problem, it's probably
related
 to line interrupts.
Did you patch your FD35A with the patch-program that comes with FD39? If you
did, it should work just fine (haven't tested it, but FD39 works almost
perfect, even on fMSX1.6b2.a)

Greetz,

Arjan



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Re: fMSX 2.3 released

2000-12-10 Thread Arjan Bakker


Maarten wrote:
 I didn't patch it. Is this patch specific to FD35A or does it work on more
 FDs?
The patch is for FD24 to FD38.

 Could you please tell me what the patch does? That will make it a lot
easier
 to track the bug. Although your readers will certainly appreciate the
patch,
 I'd rather fix fMSX: it should be able to run anything a real MSX can.
The patch changes some loading routines. The FD used to call $0144 to read
sectors, the patch changes it in BDOS-equivalents.
Here's a snippet from the old routine (disassembled from MAG-INIT.BIN):
#D27C:LDA,(#D325)
OUT(#FE),A
LDHL,(#D31F)
LDDE,(#D321)
LDBC,(#D323)
XORA
CALL#0144
LDA,B
CP#00
JPNZ,#D27C;repeat if loading failed
JP#D24D

I hope this helps...

Greetz,

Arjan



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Re: Turbo R GT problem

2000-09-25 Thread Arjan Bakker

Hi everybody,

I managed to find out why Bomberman didn't start when you go from BASIC to
MSX-DOS and start the game. Stupid me forgot to initialise the memory-area
where I store the VDP-copy-registers (#f562 - #f570) :(. I also hope that
this is the reason why the game didn't work on a Turbo R GT, but I cannot
confirm this at the moment.

Greetz,

Arjan




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Turbo R GT problems

2000-09-17 Thread Arjan Bakker

Hi everybody,

on the Bussum-fair it appeared that my game (Bomberman) doesn't work on a
Turbo R GT. It does work on a ST so I don't know what the problem is. Also,
the game only works when I start it directly in DOS, not when I go to BASIC,
then to DOS and start the game.

I am not doing anything really fancy so I don't know why the game doesn't
work in these situations. Any help is appreciated!

Greetz,

Arjan




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Random numbers

2000-08-26 Thread Arjan Bakker

I've been working on a game for some time now (Bomberman, MAYBE FutureDisk
will show a demo of it on the Bussum-fair) but I'm having some troubles with
generating random numbers. I'm now using the refresh register which I add to
the previous offset in a look-up table, but it isn't random enough for me.
And the math-pack is too slow to be of any use. Does somebody have a fast
algorythm/code (assembly) for me?

Thanks,

Arjan



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Re: Random numbers

2000-08-26 Thread Arjan Bakker


 Below I pasted an assembly source of a random number generator that uses
an
 algorithm based on multiplication with a prime number and XOR-ing with a
 fixed mask.

 In its current form, it produces numbers in the range 0..27, but you can
 easily change that. You have to know that the middle bits of the seed are
the
 most "random", so use those for the result.
Thanks Maarten. And yes, I knew that the middle bits of R were most 'random'
but it just wasn't random enough for me.

Arjan.



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Re: Random numbers

2000-08-26 Thread Arjan Bakker


 In stead of adding 'R' to the previous offset, try adding the joystick
 inputs. Or rotate/shift the offset every button-press. User input is often
 the best way of creating random numbers :)
 A bit of XOR'ing here and there is not a bad idea either.
That sounds like a good idea too. I'll probably combine the suggestions I
got.



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Re: Random numbers

2000-08-26 Thread Arjan Bakker

Albert Beevendorp wrote:
 ld a,r
 ld b,a
 ld a,r
 xor b
 ld b,a
 ld a,r
 xor b

 is a better way to randomize and repeating this more should improve it.
I don't think so, because the time it takes to repeat it is constant so R
will be increased with the same number all the time.

Greetz.

Arjan




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Guido's lost in Plantinus

2000-06-12 Thread Arjan Bakker

Hi everybody!

A couple of days ago someone asked me if I could send hem Guido's lost in
Plantinus. I accidently deleted his message (sorry) so I decided to put the
game online. You can get it from http://members.xoom.com/ff7ultim/msx
The game is freeware so do with it whatever you want. You can also download
another game, Diamond, which is freeware also. Have fun :)

Arjan



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Re: MB-Wave (Was: games)

2000-06-09 Thread Arjan Bakker


 PLEASE, PLAIN TEXT!!!

 I really HATE HTML-formatted email, even though my email client supports
 it.
OK.

 Doesn't the tone number remain the same??? So then why store it?
 Oh, wait, I get it. The tone number depends on the frequency number. Well,
 there are two options:
 - just store it, don't really care about the size, or
 - only store it if it changes.
Then it'll be the first option, because the second one will make things
complicated you use patterns more than once. Take a look at this example:  a
song has three patterns, which are played in the following order: 0,1,2,1.
In pattern 0, a note is triggered for the first time, so it has to be stored
as frequency+tone. In pattern 1, a note is played, and it can use the same
tone, so you only have to store the frequency. In pattern 2, another note is
played, but it cannot use the same tone so you have to store frequency+tone.
After that, pattern 1 is played again. It won't sound good because the note
uses an other tone.
Now there are several options to avoid this:
-use patterns only once - limitations for composer, so don't use this!
-convert the song in such a way that it can tell if there's such a situation
andcreate a new pattern if it's neccesary.
Both options will increase the size of the song, but apparently you don't
care about that :)

[about linking notes]
 Not really. It's quite much the same as playing notes, except for that the
 key is not switched off for a short while.
Linking notes is actually quite easy. The replayer already knows which freq.
table it has to use, it only has to get a new freq. from it (offcourse it
has to do some other stuff, too). But with linking notes you'll have the
same problem as mentioned before (the freq. distance C4-D4 is smaller than
F4-G4). This can be solved in the same way as mentioned before. And you'll
also have the same problem with the transpose command, which can be solved
in the same way.

 So this way 2/3rd of all the calculations can be saved...
You've got it right. It's possible to bring CPU usage back to 15% this way
(that's what it uses in the third int of my replayer).

My replayer now has a CPU usage of about 25% per int.
 That's a lot... can be critical for a game...
If your game is CPU hungry, it'll be critical. But you don't have to lose
VDP-'power' because of the replayer, if you do it right...
BTW, it uses 25% when you set the number of channels on 24. If you set it on
16, the replayer is about as fast as a .MBM-replayer (15%-20% I guess).

 ...actually I'd like a new fast music-format which supports both Wave as
 well as FM (ofcourse it won't be fast anymore when it's used up to its
full
 potential, but then just don't use it to its full potential). FM sounds
have
 great possibilities (the MB 'X' command) but are still very small. I
really
 miss FM-sounds in the MBWAVE music nowadays.
Well, it should be relatively easy to change MBFM in such a way it could
support 24 wave-channels. And it would also be nice if it's possible to use
2 events per step per channel (or even note, volume, instrument, effect). It
can be done; who wants to do it? (I don't, I'm already working on something
else)

Arjan





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Re: games

2000-06-07 Thread Arjan Bakker


 :) this reminds me of a game called "Guido's lost in Plantinus"...
 The most terrible ugly-and-slow (and I really mean UGLY and really SLOW)
 Basic game I ever saw. It was priced Dfl. 25,- at the beginning of the
fair.
 At the end, it was priced Dfl. 5,- (and I still doubt they sold copies,
 although I really had to buy one because it's a collector's item to show
to
 my friends).
Wow, I didn't know my crappy BASIC-game is a collector's item :)
And you will be surprised to know that we even sold enough copies to make
some profit out of it. I also had a good laugh when I read the review on the
FD (the only review that was honest about the game, BTW)
There's only one thing I like about the game: it's bloody difficult (because
it's unplayable :( ). Today's games are usually too easy, especially the
RPGs. Hopefully FF9 will be a bit harder than FF7/8. I think they should
make it as hard as FF4/5/6. These were (and are) great games and have a good
difficulty level.

Arjan




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Re: Authors for MCCW (MSX Computer Club magazine on the Web) wanted!

1999-01-16 Thread Arjan Bakker



~Grauw wrote:
I don't write for FutureDisk because nobody ever asked me to do so and
besides I don't really like the style of writing of some articles (although
that doesn't mean I don't like the magazine, and the FD sold at the fair 
was
superb! Not so negative-only anymore!).

No, we've never asked YOU to write for FD, but I remember Koen asked for 
help some time age. It was before I joined the FD, so I guess it was on FD30 
or something like that.
Thanks for the compliments...

And Mari, I haven't seen ANY call from you for writers. I didn't offer
myself as a writer because you asked for it, I did it because I still 
wanted
to write some articles and make myself useful for MSX after Track stopped. 
I
had NO idea (really), that you were hurting for writers that much. And the
same will probably go for other people too.
What's the first XSW-magazine you have? I remember Mari asked for writers 
when the magazine was still A4-format, I even submitted a text about 
programming the OPL4...

No offence ~Grauw, but I think you (and you're not the only one) should read 
things a little better.
It happens way too often that people complain about things that shouldn't be 
complained about, because everything was made clear in the texts.
Read before React!

Arjan

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