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 use
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
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
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
Hi there,
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!
Was the Turbo-R not
Laurens Holst wrote:
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
sarcastic mode
Why aren't we surprised ???
/sarcastic mode
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 segment and
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
I still don't get it.
~Grauw
sarcastic mode
Why aren't we surprised ???
/sarcastic mode
Sighhh, talking about a completely useless message !!
You could have cut almost the entire message.
No wonder that the bandwith of the Net is getting to small.
I was aware of that.
Still I
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
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
--
email me: [EMAIL PROTECTED] or ICQ: 10196372
visit the Datax homepage at http://datax.cjb.net/
MSX fair Bussum / MSX Marathon homepage: http://msxfair.cjb.net/
- Oorspronkelijk bericht -
Van: Senryo [EMAIL PROTECTED]
Aan: [EMAIL PROTECTED]
Verzonden: vrijdag
At 05:15 PM 9/2/99 +0200, you wrote:
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
At 11:47 PM 9/2/99 +0200, you wrote:
Does BDOS use the standard TPA segments if you use the BDOS call
random block read to read a file ?
From the DOS2 Program Interface Specification: (section 2.5)
"Any disk transfers will be done to the RAM segments which are paged in
when the function call is
Laurens Holst ha escrit:
Well run it!
Ok, ok. Copy... paste... execute... oh! It looks like I figured! 8)
It looks nice and I haven't written it for nothing.
You have writed it for run on a computer or for someone who can execute
it on his mind.
Well, here you have a comment: effects like
[Space Man Bow]
Martos made this crack using standard BDOS calling. I can't understand why it
doesn't work
It seems to work, but after the Konami Logo (when it should load), the screen
stays white, and beeping can be heard (probably Martos' code indicating an
error)
Grtjs, Manuel
On Fri, 3 Sep 1999 09:51:25 +0200, MkII wrote:
A 7MHz 68000 can barely handle a single layer without additional hardware.
Are you 100% sure those games use exclusively the CPU as the multilayer engine?
All good game consoles (SNES, Genesis, PSX, etc), AFAIK, runs all their
processors at the
On Fri, 03 Sep 1999 17:26:30 +0200, Manuel Bilderbeek wrote:
[Space Man Bow]
Martos made this crack using standard BDOS calling. I can't understand why it
doesn't work
It seems to work, but after the Konami Logo (when it should load), the screen
stays white, and beeping can be heard
Try using Mapper.com. This error happens here with Solid Snake DISK version
when on BDOS2... But if I use MAPPER.COM the problem is solved.
Already tried that. Doesn't make a difference.
Grtjs, Manuel ((m)ICQ UIN 41947405)
PS: MSX 4 EVER! (Questions? See: http://www.faq.msxnet.org/)
PPS:
On Fri, 03 Sep 1999 18:13:20 +0200, Manuel Bilderbeek wrote:
Try using Mapper.com. This error happens here with Solid Snake DISK version
when on BDOS2... But if I use MAPPER.COM the problem is solved.
Already tried that. Doesn't make a difference.
Weird... Have you tried coping it on a
On Fri, 3 Sep 1999, Maarten ter Huurne wrote:
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).
Well, so that's no problem.
But I thought the voltage was going to
Laurens Holst ha escrit:
Well run it!
Ok, ok. Copy... paste... execute... oh! It looks like I figured! 8)
*sigh*
It looks nice and I haven't written it for nothing.
You have writed it for run on a computer or for someone who can execute
it on his mind.
Well, here you have a
On 03-sep-99 09:50:33 (GMT+2) , MkII wrote ;
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
Nah... I use my Spectrum for toasting bread, you know what I mean ;-)
Leon Lander
Try using Mapper.com. This error happens here with Solid Snake DISK
version
when on BDOS2... But if I use MAPPER.COM the problem is solved.
Already tried that. Doesn't make a difference.
Weird... Have you tried coping it on a DOS1 disk and boot without DOS2?
Is there still no utility
I don't know about MemMan (what ver. nr. are you using?),
but this might help you:
Using own mapperSWITCH-routines (fast!)
==
If you allocate memory in Dos2 environment, you get a mapperpage ID back in
the A-register. This value corresponds with the value
However, there is a restriction on the slot the RAM must be in:
"environment strings and disk transfer areas must be in the mapper RAM
slot."
I think "the mapper RAM slot" means the main mapper (primairy mapper
slot).
On turbo R, this is the internal mapper, on other MSXes this is the
On 03-sep-99 09:50:20 (GMT+2) , MkII wrote ;
Anyway, it's not fair to compare a 1990 TR with a 1982 C64. You should
compare a 1982 C64 against a 1983 MSX1 instead.
Add a MSX2 to that...
Bear in mind that a Commodore freak could very well start speaking of the
1985 Amiga. Or, provided
From the DOS2 Program Interface Specification: (section 2.5)
"Any disk transfers will be done to the RAM segments which are paged in
when the function call is made, even if they are not the original TPA
segments."
So, if Memman tells DOS2 which segments are selected (I assume it does),
this is
Laurens Holst ha escrit:
Yes, good idea.
Wow! It is really Laurens saying such a thing? 8)
And by the way, if you decrease the timing to .1 or so (do the effect twice
per interrupt) it is speeded up a lot.
Yes. The problem is that, when you have played the game, and you have a
map on a
] 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... ?
]
This is indeed the case with MSXDOS2. MSXDOS2 always loads data to the
current DOS kernels (DOS12) use the memorylocations from #f1c9..#f37F.
I've never seen any official document describing their contents as
'standard'. However many locations can't be changed in future DOS
versions, because of compatibility reasons (example: F36E hook used by
diskroms, F34D also
disktransfers:
+always use page 2 or 3 (#8000-#fffe)
+In MSX-DOS (12) environment it is also possible to pass parameters in
page 0 and 1, but it is slower (diskrom needs additional slotswitching)
+Always make sure that the transferarea is located in the primary
ramslot.
(in the official way you
[EMAIL PROTECTED] wrote:
"environment strings and disk transfer areas must be in the mapper RAM
slot."
...
Is there a workaround for this problem ?
no
you must allocate a primary mapper segment for your disktransfers or use
a TPA segment for that purpose. And copy the data to another
Another question remains: how can i arrange that compass (development env)
does
not use the primary mapper so that that one is free for my program.. because
i need
segments for that mapper and not from the 1Mb mapper that resides in slot
1..
you can just change the memorysettings in the
On Fri, 3 Sep 1999 20:23:08 +0200, Laurens Holst wrote:
Weird... Have you tried coping it on a DOS1 disk and boot without DOS2?
Is there still no utility like FIXDISK for Dos1??? To make a disk
Dos1-compatible???
(By the way, FIXDISK is meant to convert Dos1 disks to Dos2, but it also
works
Anyway, it's not fair to compare a 1990 TR with a 1982 C64. You should
compare a 1982 C64 against a 1983 MSX1 instead.
Add a MSX2 to that...
Why? MSX1 has already a year advantage over a C64. If you add a 1985 MSX2
the Commodore user would add the 1985 Amiga.
Bear in mind that a Commodore
A 7MHz 68000 can barely handle a single layer without additional hardware.
Are you 100% sure those games use exclusively the CPU as the multilayer
engine?
I'm 100% sure they don't :)
The SNES and the MegaDrive both have VDP's that do the scrolling for them.
The Sega Genesis has 2 layers with
On Sat, 4 Sep 1999 02:32:41 +0200, MkII wrote:
I'm 100% sure they don't :)
The SNES and the MegaDrive both have VDP's that do the scrolling for them.
The Sega Genesis has 2 layers with hardware scroll etc.
Just like the Gfx9000 P1-modus, only with colors from a smaller palette
(which doesn't
K_master wrote:
Hi. I am a Computer Engineer at Brazil.
I was starting a project like the JoyNet. ( About 2 weeks ago )
Good! JoyNet is a child dream! Forever sleeps.
The ideia is USE A PARALEL CABLE BETWEEN MSX AND PC.
The different thing, it's like the CABLE will Be done, ( HAS
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