AW: About Snatcher...

1999-03-08 Thread Robert Vroemisse



 --
 Van:  jam[SMTP:[EMAIL PROTECTED]]
 Verzonden:dinsdag 2 maart 1999 15:07
 Aan:  [EMAIL PROTECTED]
 Onderwerp:AW: About Snatcher...
 
 
   I think that not keeping the original sounds, gfx and musix is a
   profanation
   really.
  
  RV Can someone tell me what a profanation is? It sounds rather negative.
 
 Sure!
Thanks!

 Bye,
 Jam
 
 
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AW: Alest 2

1999-03-08 Thread Robert Vroemisse



 --
 Van:  Jochen Bilderbeek[SMTP:[EMAIL PROTECTED]]
 Verzonden:donderdag 4 maart 1999 11:09
 Aan:  [EMAIL PROTECTED]
 Onderwerp:Alest 2
 
 Hello,
 
 I had a question:
 
 I've finished this great game (Aleste 2) several times, and I always 
 use weapon 5, the Homing missile.
 
 Are there more people who have finished this game and wich weapon did 
 you used 
 
 Thank you...
 
I finished the game several times. I always use weapen 1 or 4. Especially
weapon 4 is great.

Robert


 
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Re: MESXES

1999-03-08 Thread benjamin B

[Mode sarcastic ON]

If Konami makes a new game for MSX (for MSX TurboR) called 3D Nemesis or
Salamander 3D, do you buy it?

[Mode sarcastic OFF]


[Mode Sarcastic on again!]

If Panasonic, Sony and/or Philips make an MSX-3 computer (and it isn't a
PSX), do you buy it?

[Mode Sarcastic off again!]

[Mode SUPER sarcastic on]

If Microsoft makes Windows 98 for MSX, do you buy it?

[Mode SUPER sarcastic off]

Greetz,

Sander Zuidema





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AW: Alest 2

1999-03-08 Thread Robert Vroemisse



 --
 Van:  Ricardo Bittencourt Vidigal Leitao[SMTP:[EMAIL PROTECTED]]
 Verzonden:donderdag 4 maart 1999 18:33
 Aan:  [EMAIL PROTECTED]
 Onderwerp:Re: Alest 2
 
 On Thu, 4 Mar 1999, Nestor Soriano wrote:
 
  I finished Aleste 2 in medium level, without losing one ship! (-v-)v
  
 
   When I was younger, I could do this too.
   Now I'm afraid I couldn't do this anymore...
 
   Did anyone finished Aleste 2 using only Weapon 0 ?
   I tried a lot of times but never succeded.
 
Did you know that on the back of the original Aleste 2 box are pictures that
aren't in the game? There is a picture there of a weapon select screen which
isn't used at all. Strange isn't it?

Robert
 
 Ricardo Bittencourt   http://www.lsi.usp.br/~ricardo
 [EMAIL PROTECTED]"Save the trees: eat more woodpeckers"
 
 
 
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RE: Diskrom modifications

1999-03-08 Thread Patrick Kramer



 -Original Message-
 From: Maarten ter Huurne [SMTP:[EMAIL PROTECTED]]
 Sent: Saturday, March 06, 1999 2:04 AM
 To:   [EMAIL PROTECTED]
 Subject:  Re: Diskrom modifications
 
 At 04:16 PM 03/05/99 +0100, you wrote:
 
 I want to make a 'driver' for emulating disk-images from a PC to a MSX.
 The
 idea is to connect a MSX to a PC and then emulate a disk from data that
 is
 stored on the PC.
 
 I made a diskROM like that which reads DSK images from PC to MSX through
 the JoyNet cable. At the moment, it is read-only and works under DOS1
 (MSX-DOS and BASIC). 
 
 I can send you the code if you like.
Please do! I can use any help on this subject.
 The main problem with the code is that my protocol cannot recover from
 errors. The protocol
 is constructed in such a way that errors are rare, but they do occur
 sometimes (about once in 50 megs).
 
 The PC side is a simple "sector server" written in Delphi. You can select
 a
 DSK image and a volume inside that image (for multi-disk images). It also
 reports a disk change signal, which makes caching at the MSX side
 possible.
 
This is great! I downloaded the diskrom disassembly from Alwin
Henseler, this will also help me.


 Now, I want to know if I can get away with just writing
 new routines for PHYDIO etc. (i.e. changing the JP's in the diskrom at
 4010h, 4013h etc. to my routines which do the communication with the PC).
 I
 only want to change the physical I/O part, everything else should then
 still
 work.
 
 You only have to implement the I/O routines located at #4010 and higher
 (get DPB, read sector, disk change, format etc). You don't even need the
 other routines, because they are already located in the main diskROM.
 
But if you do this, I guess it is not possible anymore to use the
normal diskdrive, or...

 Then you need some way to connect your routines to a drive letter. What I
 do at the moment is to modify the table located at #FB21, using a CALL
 statement in BASIC. What would be better is to have the extra drive added
 at boot time. Can someone explain how to do this?
I don't yet know, but I'm working on this.

 I want to integrate this diskrom in a cartridge that holds the interface.
 
 I am very interested if you can make a high-speed parallel connection.
 JoyNet, which is a simple serial connection, is slow for DSK emulation (a
 bit slower than a real drive).
Well, I don't think it can be that hard. Especially if you use
components in the interface that can do the error-handling (that's why I was
thinking about ARCnet). But I don't have anything concrete yet, just
investigating the possibilities. I was also thinking of a way to use the
joystick-interface, but then use 4-bit parallel or 8-bit parallel in one
direction and 1 or 2 bit in the other direction (because I guess reading
will occur more often than writing).

Greetings,
Patrick



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Re: AW: Alest 2

1999-03-08 Thread shevek

On Mon, 8 Mar 1999, Robert Vroemisse wrote:

 Did you know that on the back of the original Aleste 2 box are pictures that
 aren't in the game? There is a picture there of a weapon select screen which
 isn't used at all. Strange isn't it?

I saw the same thing in Konami's Vampire Killer. Probably they did it on
purpose. On the back cover of the box there is a screen shot from level 14
(I think), in which the great key for the end-of-level-door can be seen.
But in the game it is located somewhere else.

Bye,
shevek

---
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AW: AW: Alest 2

1999-03-08 Thread Robert Vroemisse



 --
 Van:  shevek[SMTP:[EMAIL PROTECTED]]
 Verzonden:maandag 8 maart 1999 12:13
 Aan:  '[EMAIL PROTECTED]'
 Onderwerp:Re: AW: Alest 2
 
 On Mon, 8 Mar 1999, Robert Vroemisse wrote:
 
  Did you know that on the back of the original Aleste 2 box are pictures
 that
  aren't in the game? There is a picture there of a weapon select screen
 which
  isn't used at all. Strange isn't it?
 
 I saw the same thing in Konami's Vampire Killer. Probably they did it on
 purpose. On the back cover of the box there is a screen shot from level 14
 (I think), in which the great key for the end-of-level-door can be seen.
 But in the game it is located somewhere else.
 
 Bye,
 shevek
 
True. A lot of games use pictures from other versions. Gorby's pipeline uses
screenshots from the FM Towns version and Heroes of the Lance uses pictures
of the PC/Amiga version


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Joynet syncronous protocol

1999-03-08 Thread shevek

Hi

Last week I read somebody was writing a synchronous protocal for joynet.
At least that's what I would call it :-). The idea was to send data in
packets, during which the interrupts are off. There are 3 ways I could
imagine this being done:

1 - Synchronise both interrupts and start sending/receiving at interrupt
time.
2 - Just start and wait for the other computer to react.
3 - Use a line-interrupt to synchronise to the other computer's main
interrupt. This is really the same as the first one, but easier to
implement.

If you use the last option, it is possible that the interrupts are
timed "wrong", so it is not possible to put a line-interrupt at the right
spot. That means you have to count on a long wait time.
This is even worse in case 2, of course. If you use that one, you should
only send large packets, and not too often. This is not useful for all
aplications (and games).
The first option is the one my question is about. I know you can change
the timing of the interrupt by switching between 50Hz and 60Hz, but this
looks bad and I'm not sure how long both computers are timed equally. I
think the 50/60Hz is not so accurate, that it stays synchronous for long.
My question is:

Is it possible to force a vertical interrupt on the VDP, so you can really
have both interrupts synchronous? If it is, how is it done? Or is there
some other way to do it?

Bye,
shevek

---
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Re: SCC Musixx

1999-03-08 Thread Manuel Bilderbeek

 I think it doesn't have anything to do with that, b'coz he has the same mappe
r layout as his 8250..
 The problem is the memory mapper.. SCC-MUSIXX (i think) doesn't look what the
 primair and secondare slot selections are for memory, but it sais ok.. the pri
mair is slot 3 and the secondare is slot 2.. So I think if ye remove yer MEMORY
 MAPPER, it'ss work on yer sony too..
 

I don't have an external mapper in the SOny! Only an internal mapper in slot 
3-2 or 3-3 (like the 8250). So I can't remove the mapper, dude ;-)

Grtjs, Manuel

PS: MSX 4 EVER! (Questions? See: http://www.faq.msxnet.org)
PPS: Visit my homepage at http://www.sci.kun.nl/marie/home/manuelbi 



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Re: MegaRAM (was: cracked 24k ROMs)

1999-03-08 Thread Marco Antonio Simon dal Poz

On Sat, 6 Mar 1999, Maarten ter Huurne wrote:

 What I had in mind as "semi-automatic" is less automatic than your
 approach. It would locate all LD (x000h),A instructions, dump the bytes
 around it to your screen and then ask you "modify yes/no?". Usually, by
 looking at the bytes surrounding the "32 00 x0", it's easy to judge whether
 it's code or data.

All right, if there's programmer's intervention, then everything should be
right! Sometime ago, I tried something like that, but I couldn't detect
when a LD (16-bit register),A or LD (address),another 8-bit register was a
block switching. And I think that this hindered some adaptations to run
directly on disk.

 BTW, Konami MegaROM games couldn't be converted anyhow, because they do
 frequent block switching, what can't be done directly from the disk.
 
 I have seen some cracks that used the upper 64K of VRAM to store blocks
 when they were not used. Many older Konami MegaROMs use only 64K of VRAM
 (or 16K if they're MSX1 games).

I have one of these cracks: R-TYPE. But I don't like this kind of
convertion, because it's a MSX1 game that demands a MSX2 or superior to
run! And here in Brazil, there is still a lot of MSX1 working.

 But many of those 128K cracks had bugs (Vampire Killer, King's Valley) or
 slowdowns (Firebird). I think Maze of Galious did run fine, though.

Konami games cracked to run using high part of VRAM??? This should be very
slow!

 I would like to know more technical details about ESE-SCC, like: how to
 switch between "block select mode" and "write enable mode".
 
 By writing to a certain bit.
 From memory (could be incorrect), it's #7FFE, bit 4.
 In "write enable mode" you can access the SRAM like normal RAM (except for
 address #7FFE and #7FFF). Page switching does not occur if you write at
 #5000, #7000 etc.
 In "block select mode" it behaves as ROM and you can select pages as usual.

Then, the blocks selected on area 6000h-7FFFh have 2 bytes lost? I think
that the solution adopted in MegaRAM is a bit more intelligent.

 Here in Brazil, a guy whose name we don't know had made a conversion of
 Nemesis I to run directly from disk, without any memory expansion! But
 Nemesis I does frequent block switching, and how did he made this
 conversion? You wouldn't believe, but he reconstructed the entire game,
 joining the routines that were most frequently accessed, reducing the
 block switching rate at a minimum! But, he spent 8 months in this
 work. Of course, no other Konami games were converted in Brazil.
 
 Impressive!
 Konami also did such a thing, on Game Collection 3, but ofcourse they had
 the source codes available to them, making it a lot easier.

Yes, much more easier. I think that the guy that had made the conversion
could have done more conversions (because the Konami tricks had became
known to him), but he had given up because of software piracy. :-(

 Martos did a lot of re-arranging on Solid Snake. He made a kind of
 mini-BIOS, so that game routines could be fitted into #-#3FFF area.

Wow! This is very interesting!!! Where can I get a copy of it? Perhaps I
could use his arrangement to run directly from disk. Did he achieve this?

 BTW, the Nemesis conversion and my MegaROM games conversions (like
 Super Laydock, Final Zone, Fantasy Zone, Mirai and Young Sherlock) uses
 direct access to the port based FDC, then, it won't work on European MSX.
 Sorry! Perhaps, in future, if somebody is interested, I can make a version
 for the address bades FDC.
 
 Not all address based FDCs are equal. The one in the Philips machines is
 similar to the one in the SONY machines, but for example the turbo R FDC is
 very different.

I already know. I would have to make a different version designed for each
machine that has a different FDC. Hard work!

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: MESXES

1999-03-08 Thread Nestor Soriano

If Konami makes a new game for MSX (for MSX TurboR) called 3D Nemesis or
Salamander 3D, do you buy it?

Since this is IMPOSSIBLE, I'll not reply it. ;-)

If Panasonic, Sony and/or Philips make an MSX-3 computer (and it isn't a
PSX), do you buy it?

Why not?

If Microsoft makes Windows 98 for MSX, do you buy it?

NO!!! I'll COPY it. ;-D

Hasta incluso!


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

http://www.geocities.com/SiliconValley/Bay/9797/msx.htm
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AW: MESXES

1999-03-08 Thread Robert Vroemisse



 --
 Van:  Nestor Soriano[SMTP:[EMAIL PROTECTED]]
 Verzonden:maandag 8 maart 1999 13:49
 Aan:  [EMAIL PROTECTED]
 Onderwerp:Re: MESXES
 
 If Konami makes a new game for MSX (for MSX TurboR) called 3D Nemesis or
 Salamander 3D, do you buy it?
YES Even if it will cost 500 guilders

 Since this is IMPOSSIBLE, I'll not reply it. ;-)
 
 If Panasonic, Sony and/or Philips make an MSX-3 computer (and it isn't a
 PSX), do you buy it?
YES!!!

 Why not?
 
 If Microsoft makes Windows 98 for MSX, do you buy it?
That's a tough one

 NO!!! I'll COPY it. ;-D
 
 Hasta incluso!
 
 
 --
 ---
 Konami Man - AKA Nestor Soriano (^ ^)v - Itsumo MSX user
 
 http://www.geocities.com/SiliconValley/Bay/9797/msx.htm
  [EMAIL PROTECTED]   ICQ#: 18281450
  Please don't send me messages with HTML code
 
"New Pentium 34. Obsolete in 2 months. Guaranteed!"
 --
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Re: AW: MESXES

1999-03-08 Thread quickzand

At 13:56 8-3-99 +0100, you wrote:


 --
 Van: Nestor Soriano[SMTP:[EMAIL PROTECTED]]
 Verzonden:   maandag 8 maart 1999 13:49
 Aan: [EMAIL PROTECTED]
 Onderwerp:   Re: MESXES
 
 If Konami makes a new game for MSX (for MSX TurboR) called 3D Nemesis or
 Salamander 3D, do you buy it?
YES Even if it will cost 500 guilders

 Since this is IMPOSSIBLE, I'll not reply it. ;-)
 
 If Panasonic, Sony and/or Philips make an MSX-3 computer (and it isn't a
 PSX), do you buy it?
YES!!!

 Why not?
 
 If Microsoft makes Windows 98 for MSX, do you buy it?
That's a tough one
only if it has solitaire and freecell in it :P

 NO!!! I'll COPY it. ;-D
 
 Hasta incluso!
 
 
 --
 ---
 Konami Man - AKA Nestor Soriano (^ ^)v - Itsumo MSX user
 
 http://www.geocities.com/SiliconValley/Bay/9797/msx.htm
  [EMAIL PROTECTED]   ICQ#: 18281450
  Please don't send me messages with HTML code
 
"New Pentium 34. Obsolete in 2 months. Guaranteed!"
 --
 --
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Re: Athler Wars 2 cracked on Sony 900 with FM-PAC - continued. And other questions!

1999-03-08 Thread Manuel Bilderbeek

Manuel Bilderbeek wrote:
 I'm trying to get Athler Wars 2 (ASCII) work on my Sony HB-G900P...
 I have 2 cracked versions of it, one by Martos (on a SS disk) and a
 version consisting of blocks that are loaded into the mapper. The game
 runs fine when my FM-PAC is not inserted, but when my FM-PAC is in my
 900, after loading the screens becomes black, I see a little square
 (with all kinds of colors in it) and the drive starts making noise...
 And then it crashes...
 
 Why is this? According to The Red Devil it works fine on his HB-F700
 with FM-PAC in slot 1... (both FM-PACs are the original Panasonic ones)

When I wrote this, I tried it with the FM-PAC in slot 1. Now I got
myself a slotexpander, so I put the FM-PAC in the slotexpander (slot 2-1
it was). Now Athler Wars 2 does NOT crash, but it totally ignores the
FM-PAC! Other software works fine with the FM-PAC in both slots...
HOW CAN THAT BE??

Also, my crack of R-Type doesn't work with FM-PAC... It's just ignored.

Another thing: nice, a slotexpander... So I put my SCC in the
slotexpander, and now none of my SCC-cracks recognize it... (except
Solid Snake and the Games Collection disks for normal SCC...) Is this
normal?

By the way, can I connect a harddisk to my slotexpander? (Yes, with my
Gouda SCSI interface in it!)

And: why is the sound of my FM-PAC less loud when it's in the
slotexpander?? (How does it work anyway, are the sound channels mixed in
the expander? The sound of my Music Module (also in the expander) has to
go through the same wire, hasn't it?)

Ok, enough questions for now. I hope you can answer some...
-- 
Grtjs, Manuel

PS: MSX 4 EVER! (Questions? See: http://www.faq.msxnet.org)
PPS: Visit my homepage at http://www.sci.kun.nl/marie/home/manuelbi


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MadriSX'99

1999-03-08 Thread Club Hnostar

Hello,

Take a look to our homepage if you want some info about MadriSX'99.
A complete report on our next magazine (Hnostar 43)



== 

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 Last update: 8 March 1999

 ICQ Number: 25855133

 Spanish HNOSTAR MSX Magazine Editors
 HNOSTAR 42 is our latest number
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24th April: XI MSX Fair in Tilburg
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