>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
>co
>>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?
O*U*C*H*!
Sorry! Once again I mistook a TR ST with an ATARI ST!
Anyway, it's not fair to compare a 1990 TR with a 1982 C64. You should
>Take a look at some native C64 games coded in assembler like Green Beret,
Better have a dekko at the Spectrum version and gaze upon perfection! 8:D
MARK 2
MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED] and put
in the body (not subject) "unsubscribe msx [EMAI
It depends on some other things.
Are you using DOS 1 or DOS 2 ?
What is the current slot setting and where is this memman segment located ?
Do you have two memory mappers ? This gives some problems in DOS 2.
> [EMAIL PROTECTED] wrote:
>
> Hi,
>
> Does BDOS use the standard TPA segments if you
> >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 adv
> 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?
Ups! Well, call me heretic, but I played Cozumel on PC, not on MSX... 8)
--
/*-
Laurens Holst ha escrit:
> > 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.
Ein? Laurens, you are a bit pretentious! Why do you thik I can't figure
what the program does by reading it?? It is a short program and I can
perf
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 manufacture
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 >
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
in a segment switched by my memory
manager (memman) the data is not present ! It seems BDOS
switches back the standard TPA seg
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 wo
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 PROTEC
Hello Sandy:
SP> i soon have a 4x Slot Expander, and the following hardware:
SP>
SP> - Phillips Music Module
SP> - FM-PAK
SP> - Salemander/SCC/MSX-DOS 2.2
SP> - 512 MB Memory Mapper
SP>
SP> Q1: can i put them all in the slot expander and then the slot expander
SP> in slot 1 ?? Q2: Will a
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
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 mak
>I really need more info about that.
Officially, Nintendo says it will release the GBA (Game Boy Advance) to the
Japanese public in the fall of 2000. It will be a 32-Bit ARM Processor based
machine, 240*160 display. The unit should be able to display graphics in
65000 colors. And it will be comp
Hi!
>Hi Collin
>
>With the GFX9000 it's possible to code a great Sonic.
>
>Gretz Peter
I know, we from Fony wanted to make a game similar to Parodius, also great
game for the GFX9000 but sadly we didn't get very far, same with our
PuzzleBobble-like game Soap!. Too bad really, we had some nice id
] 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 s
>
> 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 p
> 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 abo
> > By the way, a voltage of 127V!!! How strange (it's not a 'nice'
number)...
> > But anyways here in Holland the voltage will increase from 220V to 230V
>
> The reason is simple: the energy distribution network is tri-phase (like
> all over the world), so after the distribution power transformer
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 1
> > 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 d
> >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 th
> > 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
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, i
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
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 exp
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 r
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
> >
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 s
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
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 b
> 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
> 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 yo
Hi!
I put a test version of the JoyNet Tetris game online.
You can download it from:
http://www.stack.nl/~mth/msx/joynet/
This is an early version, many features are missing. Two players can play
split screen. There is no JoyNet support yet. Also, the player cannot
influence each other.
Please
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'
At 08:49 PM 9/1/99 +0200, you wrote:
>Also, a screensplit can be a little hard to combine with Basic.
Why?
As long as BASIC doesn't disable the interrupts for long periods of time, a
screensplit is perfectly possible.
Ofcourse you should be careful which commands you use. If the screen split
sw
> Doom (or was it wolvenstein?) was also done for the Sega Megadrive (also
> known as Genesis). It kinda works, at a reasonable speed so I really think
Sega Genesis is much better than spectrum. And, if DOOM can run on a
spectrum, of course it can be programmed for MSX1. But... who wants such
a g
> On Wed, 1 Sep 1999, Laurens Holst wrote:
>
>
> > someday in the future (don't know exactly when; in 2003 or so). Will
> this
> > have a bad effect on my MSX (will it last less long)??? And if the
> 'purple
> > corners'-problem is because of a too-low voltage... will the increase
> solve
> > m
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