[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
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
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:
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
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
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:
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
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
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
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
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
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:
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
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
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
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
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!!! :
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
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
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
MSX Mailinglist. To unsubscribe, send an
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
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
[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
"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. :)
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
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
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
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