Re: [MSX] new MSX Pad

2002-09-12 Thread Maarten ter Huurne

On Thursday 12 September 2002 19:05, [EMAIL PROTECTED] wrote:

 Correct it seems to take a long time for my message to arive to the list :

You are posting from multiple addresses that are not subscribed to the list. 
Therefore your postings are helt for approval. I usually check those every 
evening, so something sent during the day may not appear until that evening, 
or later if I am busy or forget to check. You should have received an 
automatic notification though.

I add each address from which I approve a message to a white list, so the 
next messages from the same address will reach the list immediately.

I'm sorry for the inconvenience, but the amount of spam makes this necessary. 
I delete about 3 spam mails per day that were sent to the mailinglist.

Bye,
Maarten

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Re: [MSX] Why should it work in 128K? (was: English version of the site and HardDisk version of Snatcher)

2002-09-01 Thread Maarten ter Huurne

On Sunday 01 September 2002 00:45, [EMAIL PROTECTED] wrote:

 I'm not saying that all new soft should be developped for Turbo-R with 1MB
 RAM and hard disk. But just to place in a reasonable mid term: it still
 seem a sort of sin to develop programs with somewhat high hardware or
 just memory requirements. But most tims this makes impossible to develop
 good programs.

I guess MSX developers do not like the attitude some (not all) PC developers 
have, of skipping optimisation and let the powerful hardware compensate for 
sloppy software.

On the other hand, if higher system requirements are necessary to build a 
program at all, or will save months of development time, it is better to 
release it with higher requirements.

I think the translated Snatcher is a good example. Daniel optimised it enough 
to run on 128K from floppy. However for running it on harddisk you need 256K, 
because making it run from harddisk on 128K would be a huge effort. Actually, 
I don't think there are many people whose MSX has a harddisk but no more than 
128K of memory.

 So, what is my proposal? To set the current MSX minimal standard to MSX2
 with DOS 2 and 256K RAM. Even requiring hard disk would not be a nonsense
 for some applications.

I don't think we really need such a standard. For each program the 
requirements are different:
- For programs that dynamically allocate memory, use files that can be 
anywhere on the system etc DOS2 makes sense. However, a game which has fixed 
memory requirements and will save to a predefined location does not benefit 
much from DOS2.
- Ofcourse any program that works with files over 720K (such as a movie 
player) needs a harddisk. But something like a text viewer does not need it, 
it would take no effort at all to make it work on floppy (which uses the same 
DOS2 calls).

So it's a matter of finding the balance between how much easier will 
development be and how many people will not be able to use my software.



Re: [MSX] SD-Snatcher for Mapper and SCC+ music

2002-08-26 Thread Maarten ter Huurne

On Monday 26 August 2002 20:14, kuipers wrote:

 I did not recieve the mail in html crap...

Probably you did, but your Outlook processed it like HTML so it was invisible 
to you. I did see the HTML.

 From: Daniel Caetano [EMAIL PROTECTED]
There is absolutely NO html here. If it's arriving on the list
  in HTML format is because any of the receiving servers is converting
  it. Since I send it directly to [EMAIL PROTECTED], I don't know why this
  is happening. But I can just send no more messages to this list.
  That's all.

It was not your mail that was in HTML, but the one from Robert Wilting. Please 
keep posting your Snatcher translation updates, they are very interesting.



Re: [MSX] SD-Snatcher for Mapper and SCC+ music

2002-08-26 Thread Maarten ter Huurne

On Monday 26 August 2002 22:32, robert wilting wrote:
 I think you are right. Since Hotmail automatically chooses rich text.
 I hope that setting the rich text editor of hotmail off will help if not
 then I might put the mailinglist on a different adress which will solve the
 problems.

This is much better. Thank you.

Bye,
Maarten

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Re: [MSX] Disk copy program that copies anything

2002-08-18 Thread Maarten ter Huurne

On Sunday 18 August 2002 17:49, Snout wrote:

 Wow, how did this happen? I sent this one 6 days ago!

From the mail headers:

Received: from mail7-sh.home.nl (mail7.home.nl [213.51.128.26])
by skynet.stack.nl (Postfix) with ESMTP id 74A624018
for [EMAIL PROTECTED]; Sun, 18 Aug 2002 17:37:18 +0200 (CEST)
Received: from cc159835a ([213.51.88.191]) by mail8.home.nl
  (InterMail vM.5.01.03.08 201-253-122-118-108-20010628) with SMTP
  id 20020812173018.XWDI14744.mail8.home.nl@cc159835a
  for [EMAIL PROTECTED]; Mon, 12 Aug 2002 19:30:18 +0200

It seems the mail went camping on one of the @Home mail servers for almost a 
week.

 (and IIRC it already appeared on the list too...)

Nope.


Finally, I'd like to add a remark related to the subject: it is not possible 
to copy everything on MSX, because the FDC does not allow access on a low 
enough level. Well, not the FDCs in the Philips and Sony machines anyway; I 
doubt significantly different FDCs were used in other models. Not all 
protections can be written in sector-at-once mode, for example overlapping 
sectors. And because some values have a special meaning to the FDC, these 
values cannot be written in track-at-once mode.

So there is a theoretical limit to what you can copy. In addition, there is a 
practical obstacle in reading the input. You can do a track-at-once read, but 
there is no easy way to know which magic byte sequences indicate a sector 
start and which magic byte sequences are decoys. A really smart program which 
be able to figure it out, but I have never seen a general purpose program 
that can copy a Micro Cabin/Sunrise type protection, even though it is 
possible to write those protections on MSX.

Some may say Formula can copy Cabin games, but in fact it doesn't write the 
protection, instead it applies a crack to the copy (the data files that come 
with Formula are crack templates for specific protections). This is why you 
can copy a Formula copy of a Cabin game with any other copy program such as 
FastCopy, while those programs cannot copy the original.

Bye,
Maarten

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[MSX] Mailman migration

2002-07-17 Thread Maarten ter Huurne

Hi,

We're running on GNU Mailman now and it seems to be working fine so far. I 
really like its web interface, it's more convenient than the e-mail 
administration of Majordomo. Mailman also has much more finegrained control 
over the list.

From now on only subscribed members can post to the list. If you want to post 
from another address, notify me or Wynke and we can add that address to a 
white list (Mailman supports this out-of-the-box :). I am sorry if this 
causes inconvenience, but the spam made it necessary.

For list members there are a lot of new options to configure now. If you don't 
reconfigure anything, the list will continue to work pretty much as it always 
did. But if you for example like to receive digests instead of individual 
messages, you can. Or you can disable messages for a while, for example if 
you go on holiday and don't want to get MSX mail in the mean time but still 
stay subscribed. You can get your initial password by using the Email My 
Password To Me button.

Bye,
Maarten

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[MSX] Member list

2002-07-17 Thread Maarten ter Huurne

Hi,

The list of subscribed addresses is only accessible to members. This should 
stop address harvesters from getting your address from the web. If you are 
more paranoid than that, you can choose to have your address not shown in 
this list, by configuring your personal settings (see previous mail).

The poster's address does not show up in the mail archive either. It did for 
the very first Mailman post made by Wynke, but not for any post made after 
that. I guess mail addresses in the message body do show up though, so be 
careful with that. Testing: [EMAIL PROTECTED] (this address is doomed anyway, it's 
already on the web and in newsgroup archives).

Bye,
Maarten

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Re: MGN

2002-07-15 Thread Maarten ter Huurne

On Tuesday 16 July 2002 00:57, The MSX Files wrote:

 MGN? What's that?
 MGN is the MSX Gaming Network, a site devoted to games being developed for
 MSX! Only recent games will show on the site.

That's a good initiative!

Maybe it's a good idea not only to highlight the games being developed, but 
also offer some support for the people creating them. There are always many 
ideas for MSX games, only some make it to the demo stage and very few are 
finished. Maybe if there is more sharing of knowledge and resources, more 
games will be finished.

For example some game makers can write a couple of tutorials including 
examples (design/code/gfx/music, depending on the subject). Maybe a tutorial 
about integrating the MoonBlaster replayer in your game is useful, there were 
several questions about that recently on this list. You don't have to be an 
expert to write a tutorial: if you managed to accomplish the task, you can 
teach someone else.

And some tooling that is useful for game developers. Compilers/assemblers 
(links to distributers or downloads, depending on the license), graphics 
conversion tools, raw sector writers (dcopy, rawrite etc), data compressors 
etc. Personally I would focus on cross-development: let the heavy programs 
run on a PC and target the output to MSX. Just downloads would not be enough, 
a description of how to use the tool is necessary for someone to get started 
with it easily. Most tools are already somewhere on the net, the added value 
of MGN could be to bring them all together and tell the game maker when to 
use what tool.

Bye,
Maarten

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Re: De nieuwe PALM website

2002-07-11 Thread Maarten ter Huurne

On Thursday 11 July 2002 21:33, David Heremans wrote:

 I asked them to remove [EMAIL PROTECTED] from their list. I wonder what they
 are going to reply :-)

I sent them the same request. I also suggested that sending spam is not a good 
way to improve your brand image. Usually spam is sent by hard-to-trace people 
offering shady deals, but this appears to be sent by Palm themselves, which 
is a wellknown company. I sure hope that this is not the start of a trend.



Re: Convert to inline

2002-06-30 Thread Maarten ter Huurne

On Sunday 30 June 2002 15:46, Frederik Boelens wrote:

 Why not just make the game in assembly in stead of TP?.
 Imho this seems much more diffecult, and with assembly you've got a lot
 more oppurtunities ;)

Programming in a higher level language is much easier, because you have things 
like type checking, easy control statements (if, for, while), subroutine 
calls with a parameter list, mathematical expressions are very compact etc.

I wouldn't recommend using assembly unless you absolutely need it, to get 
maximum performance or to get maximum control over the system.

  We now created the following situation in the source:
  dw start,einde-04000h
  dw start2,start
 
  and we get no errors anymore. But when we do this:
 
  dw start,einde-04000h+start2
 
  The error is back.
 
  so it looks like the start2 is going wrong.
 
  but what does dw do?

define word, it inserts a word in the output. For example, dw 01234h 
inserts 034h, 012h in the output (low byte is stored first in memory on 
Z80). It's rather similar to inline in TP, I guess.

This particular dw is probably creating a BLOAD header. If so, the statement 
before it is db 0FEh (db is define byte). The BLOAD header looks like 
this:
db 0FEh   ; magic number
dw start   ; start address
dw end   ; end address (inclusive)
dw exec   ; execution address
It's the same as the parameters you add after a BSAVE command in BASIC.

Bye,
Maarten

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Re: Convert to inline

2002-06-30 Thread Maarten ter Huurne

On Sunday 30 June 2002 16:36, Patriek Lesparre wrote:
 Maarten ter Huurne wrote:
 I wouldn't recommend using assembly unless you absolutely need it, to get
 maximum performance or to get maximum control over the system.

 Spoken like a true PC-programmer :/

I used to code everything in assembly, but I've learned a few things since 
then. I now see assembly as an optimisation strategy. There are some widely 
accepted rules about optimisation:

1. Only optimise if you need more performance. There is no point in spending 
effort to decrease CPU usage if your game already runs at full frame rate. Or 
to take 10ms off a loading routine.

2. Optimise the code that is called most often. If you make code that is 
running 1% of the time twice as fast, the program as a whole becomes 0.5% 
faster. If you make code that is running 50% of the time only 10% faster, the 
program as a whole becomes 5% faster.

3. Don't start optimising before the algorithm is working. Optimised code is 
usually harder to read and to maintain. I often programmed routines in BASIC, 
tested and improved them until they worked correctly and then wrote an 
assembly version.

Development in assembly will take longer than in a higher level language. If 
it's not necessary to write a certain part of a program in assembly, why 
would you spend your time doing so when you could be doing something more 
useful or more fun?

 IMO, with the state of Z80 cross compilers and/or native MSX compilers and
 given the power of the 3.58MHz Z80, it's hardly practical to program in
 anything higher than assembly for serious projects.

Much of Uzix is written in C and I would certainly call that a serious 
project.

On Sunday 30 June 2002 16:42, Frederik Boelens wrote:
 Ofcourse, you are right about the 'fact' that higher level languages are
 easier. but does it also
 counts on msx? Raymond had nothing but troubles implementing the mbwave
 replayer. And to make
 a good playable game with Turbo Pascal on msx seems very hard to me.

Raymond had problems getting an assembler compiling the MWM replayer. None of 
the problems mentioned were caused by Turbo Pascal, as far as I can tell.

 Ofcourse assembly (and the algorythms) can be hard to learn to.. especially
 if you want to make demo's like Almost Real ;) But with some important
 preprogrammed routines you can make some nice things already very fast.

Indeed we couldn't have written Almost Real in anything but assembly. But if 
the focus of a demo would be graphics, music (Impact) or jokes (Snout), it 
can be written in a higher level language as well.

 This doesn't go for all type of games, but don't you think most of them do
 need assembly to get a good gameplay?

It depends on the type of game. If you have a turn-based puzzle or strategy 
game without a CPU-intensive AI, assembly is not necessary. Simple action 
games (Pacman, Athletic Land) could work as well. Or adventures like 
Snatcher.

Things you probably want to do in assembly are the music replayer and the 
graphics decrunching.

Bye,
Maarten

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Re: Anti-Spam !!!

2002-06-24 Thread Maarten ter Huurne

On Monday 24 June 2002 23:56, eMeSiX wrote:

 This mail is for the people who mantain the MSX List

That is me and Wynke. I'm speaking only for myself in this mail.

 First: Kill *ALL* HTML mail

Filtering out !DOCTYPE and HTML should kill most HTML, but maybe not 
100%. Note however that not all HTML mail is spam, there are users trying to 
post HTML as well. Most of that is multipart, which is blocked already (same 
filter which blocks Outlook worms).

 Second: Users who aren't on the list can't mail to the list

I was against this before, but the spamming is getting pretty bad now, so I'll 
reconsider. Would anyone who has a problem with no longer being able to post 
from non-subscribed addresses please mail me personally? Depending on the 
number of objections we might decide to try and implement this.

 Third: If somebody starts spaming kill the user

Killing is a bit too much, but shutting them up would be nice. However, I have 
no idea how to find out who the spammer is. Remember that the From: field 
is very easy to forge, most addresses either don't exist or are from innocent 
people.

I have sent mails to abuse addresses of several ISPs in the past, but 
usually there is only an automated reply, sometimes not even that. It seems 
they just don't care.

 Just some stupid idea's to stop the spaming
 If the spamming doesn't stop in a moth i will quit the list.

Thank you for your suggestions. I cannot promise in what timeframe we will 
have anti-spam measures in place though. The MSX mailinglist is using the 
Stack infrastructure for free, so we cannot make hard demands, only ask 
nicely. There are various other lists using the same infrastructure; some 
changes might have to be system-wide and will therefore affect other lists as 
well. But we will do our best.

Bye,
Maarten

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Re: Anti-Spam !!!

2002-06-24 Thread Maarten ter Huurne

On Tuesday 25 June 2002 00:49, d-fader wrote:

 Well.. If it can't be settled, then we just have to settle it for
 ourselves, I think almost anyone with a 24h inet connection is willing to
 serve the community...
 I even can run a spam-filtered-server that'll forward the messages sent to
 me e.g.
 We'll eventually arrange something Jorge, don't worry...

I don't expect problems getting anti-spam measures installed at Stack, I just 
wanted to state that the matter is not completely in my hands. Therefore 
negotiation is required and that can take some time. So I cannot promise that 
we can block 100% of the spam or that we can do so within a month. I only 
promise to do my best to filter out more spam than right now.

I think the MSX mailinglist runs pretty good at Stack, so I would prefer to 
keep it there. They have reasonably reliable infrastructure (more reliable 
than many ISPs, in any case) and they can use the network under a very broad 
definition of fair use. I don't think it's possible to run a mailinglist 
this reliable from a standard cable/ADSL internet account, where you may have 
an ISP that gives you a dynamic IP address, limits your traffic, forbids you 
to run servers, goes bankrupt or doesn't provide service if you move to a 
different area.

I have been subscribed to this list since 1994 and it existed before that. 
Does anyone actually know when the list was started? Maybe we can celebrate a 
10-year anniversary in the not-too-distant future.

Bye,
Maarten

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Re: About the new CF Sunrise cart

2002-06-23 Thread Maarten ter Huurne

At 13:37 23-6-02 +0200, you wrote:

  What do you think about this cartridge?
   http://www.msx.ch/sunformsx/products/hardware/ideflash.html
  A great idea, isn't it?

Yes, some people I know bought it on the fair in Tilburg last April. Works
nice, have allready bought several different CF-cards...

Made some suggestions to Sunrise, why not make a combination of IDE
(hardisk) and CF-Card...

You can use an IDE interface and the IDE-to-CF adapter. Use an IDE cable 
for 2 harddisks and connect the real harddisk to one connector and the 
IDE-to-CF adapter to the other connector.

The IDE-to-CF connector works on PC as well, by the way. I have a Sharp 
Zaurus PDA and I was able to mount my CF card (256MB) on my Linux desktop 
without a problem. The filesystem is VFAT, so it will work in Windows as well.

Documentation isn't complete, have allready tested 16 MB and even 8 MB
CF-cards and they work fine. Only had some problems with the cards I used
when I put them back in my Digital Camera (cannot format card, camera says
it cannot support this card)... Have formatted it on my PC with Multi
CF-Card reader/writer...

Maybe if you use FAT16 on MSX, you can read the files both on MSX and on PC?

Bye,
 Maarten

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Re: Games for sale

2002-06-22 Thread Maarten ter Huurne

On Saturday 22 June 2002 09:17, Albert Beevendorp wrote:
 At 01:50 22-6-02 +0200, you wrote:
 Am I the only one receiving ooold mailinglist posts twice?

 For some strange reason, I am missing posts that I do get replies on. So I
 have it exactly the other way round :/

I cannot find your mail address in the error messages, so I guess the mail is 
lost after it is delivered. Maybe a misconfigured filter?

Bye,
Maarten

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Re: Games for sale

2002-06-22 Thread Maarten ter Huurne

On Saturday 22 June 2002 02:18, I wrote:

 Seriously, I don't know exactly what is happening. Looking at the headers,
 the mail was delivered Wednesday by the MSX mailinglist to
 [EMAIL PROTECTED] For some reason a mail server at
 multiweb.nl/quicknet.nl (is that the same thing?) decided to send the
 message back to [EMAIL PROTECTED] on Saturday.

Patsie replied that QuickNet/Multiweb is moving and is therefore using 
different mail servers. So I hope this is a temporary problem.

Bye,
Maarten

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Re: Games for sale

2002-06-21 Thread Maarten ter Huurne

On Saturday 22 June 2002 01:50, Sander Zuidema wrote:
 Am I the only one receiving ooold mailinglist posts twice?

There weren't enough answers yet, so we decided to repost every message...
;)

Seriously, I don't know exactly what is happening. Looking at the headers, the 
mail was delivered Wednesday by the MSX mailinglist to [EMAIL PROTECTED] 
For some reason a mail server at multiweb.nl/quicknet.nl (is that the same 
thing?) decided to send the message back to [EMAIL PROTECTED] on Saturday.

Bye,
Maarten

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Re: MSX Emulator comparison

2002-06-11 Thread Maarten ter Huurne

On Tuesday 11 June 2002 13:32, Roel de Wit wrote:

 Hmmm I've tried the standard Unix version of fMSX.. It compiled okay but
 said it couldn't open a window in X-Window...

The colour depth of fMSX is fixed at compilation time. Does the colour depth 
(BPP) specified in the fMSX Makefile match the colour depth of your X server?

 From what I've heard mini-GL
 comes in the form of Mesa which isn't too optimised yet for the PS2
 hardware The main 300 Mhz CPU isn't too powerfull (about 200-300 Mhz
 Pentium with gcc compiled standard stuff).. The power lies in the Video
 Units (VU ?) which can do video related mathematics very quickly.. If they
 aren't used an Open-GL implementation doesn't really make sense IMHO..

The VU are the vector units. Since openMSX doesn't do tricky vector stuff 
(just quads specified using 2D integer coordinates), you won't miss them. 
However, support for accelerated texture mapping is necessary for decent 
performance.

But even if GL won't work, you can always try SDL. The PS2 has a very fast bus 
and RAM, so SDL should be able to push its pixels to VRAM in little time.

Bye,
Maarten

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Re: Ontsla Stephany uit de bar!!!!!!

2002-06-10 Thread Maarten ter Huurne

On Monday 10 June 2002 08:03, Joost Yervante Damad wrote:

 Hi, I thought this list blocked HTML only mail?

The list only blocks multipart mails (for example, text + HTML), not 
HTML-only. Maybe it should.

Bye,
Maarten

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Re: MSX Emulator comparison

2002-06-09 Thread Maarten ter Huurne

On Friday 07 June 2002 10:01, Roel de Wit wrote:

 Hmmm what's the best emulator currently available for Linux (in source
 code) ?? I just received my Playstation 2 Linux Kit and want to do some
 recompiling :)

I know the following MSX emulators for Linux:
- fMSX from Marat
- fMSX-SDL (not sure if code is already available)
- MESS (MSX1 only)
- Zodiac (I don't know the status, look at SourceForge)
- openMSX (most MSX2 features implemented)
There may be more, does anyone (Sander?) know?

For the PS2 Linux I think openMSX is a good choice, because it has both SDL 
and OpenGL renderers. I read that PS2 Linux has an SDL port and also has a 
mini-GL library. So you can try both and see which works best.

On PC the GL renderer works pretty well (if you have decent hardware 
acceleration, such as nVidia's drivers). For example, in SCREEN2 every 8*8 
block is a texture and the screen is drawn by texture mapping squares with 
the right textures. It uses very little CPU time or bus bandwith. In OpenGL 
it's also relatively cheap to use interpolation, draw scanlines or use alpha 
blended overlays (these are planned but not implemented yet).

If interested, look at http://openmsx.sourceforge.net/
The current CVS version has much better GL support than the latest release.

Bye,
Maarten

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Re: MSX Emulator comparison

2002-06-06 Thread Maarten ter Huurne

On Thursday 06 June 2002 23:34, Sander Zuidema wrote:
 The MSX Resource Center tested six popular MSX emulators for the Windows
 platform and compared them to each other. Are emulators as good as the real
 thing? Does all MSX software run on every emulator? Which of these
 emulators is the best choice? This and more in the first MSX Resource
 Center Emulator Comparison! URL? http://www.msx.org

That's a nice and thorough review. Compliments!
Any chance of a similar review of MSX emulators running under Linux?

About the speed test programs: could you publish those? I would like to run 
them under openMSX and see how it scores.

And can you say something about the amount of CPU power that is required by 
the emulators? For people with gigahertz machines that may not matter, but 
for people with older machines it is important to know whether an emulator 
can run at realtime, and if it cannot, which features you can disable to make 
it run faster.

I like seeing Almost Real among the test programs. For those interested in the 
technical details, I can give some background info that can explain why 
emulators failed at certain moments:
- _AR is a BASIC command which triggers a hook which starts the loading. 
RuMSX failing on this probably means a problem in disk emulation.
- fake SCREEN 0 is actually SCREEN7. The VRAM uses a different addressing in 
SCREEN7 and 8 and Almost Real compensates for that. If the emulator does not 
implement this different addressing, the display will be garbled from the 
moment the logo starts rolling in.
- The multilayer scroll in the title part is a lot of line interrupts and 
polls, which time colour and horizontal adjust changes. If things are 
displayed wrong here, VDP timing is off.
- I don't really know why the loading pictures are so hard to get right - I 
can't get openMSX to display them correctly either (yet!). There may be 
different code for MSX2 and MSX2+ in this part, I'm not sure, Mark wrote it.
- The hang in the fractals part can occur on real MSX as well, so it's a bug 
in Almost Real. However, on real MSX it is pretty rare, but if emulator 
timing is off you can get it 100% of the time. This bug can occur on turbo R, 
I'm not sure whether it can occur on MSX2.
By the way, I assume you mean the emulated MSX hung on this part. If the 
emulator itself hung, something is very wrong.

shameless plug
We're still looking for someone to port openMSX to Windows. For details, visit 
http://openmsx.sourceforge.net/. If you're interested, post a message on our 
mailinglist.
/shameless plug

Bye,
Maarten

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Re: MSX Emulator comparison

2002-06-06 Thread Maarten ter Huurne

On Friday 07 June 2002 00:46, Sander Zuidema wrote:

  About the speed test programs: could you publish those? I would like to
  run them under openMSX and see how it scores.

 I'll mail them to you in private so not everyone can have a laugh at what I
 call benchmarks ;)

Thanks!

openMSX results:
CPU: 998.7
VDP: 979.4

In the CPU test, none of the subtest deviated more than one from 100. In the 
VDP test, most subtests were pretty close to 100, except for one 107 and one 
112.

Ofcourse these benchmarks only test part of the emulation, but as there is 
already a lot of variation in the scores of the different emulators, it at 
least shows that emulation accuracy is not optimal yet.

It would be interesting to have some kind of MSX emulator testkit, which runs 
various tests and displays how close to real a MSX the emulator is 
performing. Emulator programmers can use this to make their emulator more 
accurate. Apart from timing tests, feature tests and display/sound tests are 
interesting as well. The first two can easily be automated, display and sound 
tests would be judged by a human.

By the way, did you make sure all emulators used the same (8250) ROMs? 
Different ROMs may have slightly different routines, especially the interrupt 
handler installed by the disk ROM.

  And can you say something about the amount of CPU power that is required
  by the emulators?

 It;s an interesting thought for the future, but hard to test. I think I
 will have to rely
 on the information the developers give me then.

You can get an approximation by looking at the CPU usage and comparing that to 
the total CPU speed. For example, if CPU usage is 80%, then a much slower 
machine has little chance of running the emulator at full speed.

However, what is usually the determining factor is how fast the screen is 
rendered. So the drawing method is important (how much pixels are rewritten 
every frame) and also AGP/PCI bus speed. So CPU power is certainly not 
everything.

 And as soon as someone ported it, it will be in the comparison as well!
 (Be prepared) In the Linux-comparison, openMSX will be present as well.
 I am very curious in the results of this new approach.

Keep in mind that we're still in the 0.X version range: openMSX is not fully 
functional yet. Some things work very well, other things are pretty broken. 
Still, I think in it's current state a review is possible.

Bye,
Maarten

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Re: Apologies for previous mail, wrong address

2002-05-29 Thread Maarten ter Huurne

On Wednesday 29 May 2002 15:04, J. Lukens wrote:
 Again, sorry...

The previous mail never reached the list: the list filters block admin 
requests.

The filters also block multipart mails, so everyone please post in plain text, 
not text + HTML. This filter stops a lot of mail worms and spam, so we're 
definately keeping it. Two people tried to post in multipart format today, 
please retry in plain text.

Bye,
Maarten

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Re: Confirmation: Your CNET newsletter selections

2002-05-14 Thread Maarten ter Huurne

On Wednesday 15 May 2002 01:50, CNET Newsletters wrote:
 Thank you for subscribing to CNET newsletters. You have been removed from
 the following lists:

 -- CNET Tools for Software Developers
 -- Download.com Dispatch for PC
 -- CNET Announcements
 -- CNET Delivers
 -- Handhelds Newsletter

Some clarification:
- I don't know who subscribed the MSX mailinglist to these newsletters. Either 
CNET did it or some annoying person. My guess is the former, because the 
categories are somewhat related to the list; a hooligan would have checked 
everything. Normally I wouldn't assume a wellknown company would do such 
things (it's almost spamming), but it seems lack of cash makes them loose on 
morals.
- I unsubscribed [EMAIL PROTECTED] from all lists. Afterwards I changed the address 
to my own address, so if CNET ever decides to create new lists and 
auto-subscribe everyone to them, those mails will not go to the mailinglist.

Bye,
Maarten

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Re: harddisk read only?

2002-05-12 Thread Maarten ter Huurne

On Sunday 12 May 2002 13:22, Vincent van Dam wrote:
  I also know of some games which use it - although I don't think I can
  name one of those right now, I don't remember very well.

 Wasn't Firehawk one of these games?

Yes it is. But if you have a PAC, you can save in that instead.

Bye,
Maarten

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Re: converter of images for MSX from SCREEN8-TO-SCREEN12

2002-05-11 Thread Maarten ter Huurne

On Saturday 11 May 2002 18:33, Laurens Holst wrote:
 I don't know about other people but this is definately starting to annoy
 me...
 Please stop sending the same emails to the MSX Mailinglist over and over
 again. If you have a question, you only need to ask it once.

Apparently he wasn't subscribed to the list, so he never saw the answers to 
his questions. He is subscribed now, so this reposting should be fixed now.

By the way, there is an archive of the MSX mailinglist at www.msxnet.org, very 
useful to look up old messages.

Bye,
Maarten

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Re: harddisk read only?

2002-05-11 Thread Maarten ter Huurne

On Saturday 11 May 2002 00:04, Alex Wulms wrote:

 I hope that the amount of daily spam that I receive does not increase due
 to me posting again in a (public) mailinglist, which might very well be
 being monitored by spam email address collectors :-(

Note that there are no anti-spam measures on the MSX mailinglist. If you want 
to be safe, use a dedicated address. Some providers allow constructs like 
[EMAIL PROTECTED], so you can create as many e-mail addresses as 
you like for easy filtering, but also for tracking the origin of spam.

In my opinion, spam should be fought at the source, namely the people sending 
it. Anti-spam measures like putting e-mail addresses in images instead of 
text may work against address collectors, but also make it harder for 
legitimate users to contact you (no more mailto: links). Client-side 
filtering may reduce the amount of spam in your inbox, but the bandwith used 
transmitting the spam is still wasted.

What is really depressing is that apparently it pays to send spam. If no-one 
would ever buy something from a spammer, there wouldn't be so much spam being 
sent, often the same messages repeated many times.

Bye,
Maarten

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Re: Spam the mailinglist... (was: harddisk read only?)

2002-05-11 Thread Maarten ter Huurne

On Saturday 11 May 2002 11:41, Hans-Peter Zeedijk wrote:
 Maybe I can put some lite on it: Probably the problems were caused by me
 (deeply ashamed!) because my computer was breevly invested by that new KLEZ
 virus and because I am member of the list, a lot may have had that virus
 from me resulting in generating KLEZ invested rubish mails from them as
 well. Because I can send no attachments, I cannot sent a tool I got from
 Symantec to find and remove the virus. Please look on the sites from major
 Antivirus company's for this tool and scan your PC's

Sending clean-up programs is a bad idea anyway, because some viruses pretend 
to be clean-up programs themselves. Isn't KLEZ one of those?

If you want to help people scan and clean up, just post URLs to wellknown 
anti-virus sites offering clean-up programs.

 (ofcourse you with
 Linux, Apple or MSX computers used for reading mail are not infected)

Sometimes it's an advantage to be different... :)

 SORRY, SORRY SORRY,
 Hapzee. (Hope you will not block me from the list)

I think it's brave of you to confess this, which should not be punished. 
Ofcourse you should learn from this and be more careful next time.

Things to do to avoid most infections:
- Make sure you regularly install fixes for your Outlook, or start using a 
more secure e-mail client. Many serious security leaks have been discovered 
in Outlook in the past and new leaks are still found regularly.
- Uninstall Windows Scripting Host. If you don't know what this is, you don't 
need it, but many viruses/worms do.
- Do not start executable attachments in any format (exe, bat, pif, scr, vbs 
etc). Not even if the mail comes from someone you know or claims to be a 
virus cleaner.

Bye,
Maarten

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Re: To send for favour an programme of image converters from SCREEN 8 TO SCREEN 12

2002-05-04 Thread Maarten ter Huurne

On Saturday 04 May 2002 20:53, Andrea Gasparrini wrote:
 Andrea Gasparrini ha scritto:
  Hello all you of MSX,
 
  Send me for favour an programme of image converters from SCREEN8 TO
  SCREEN12.
 
  Send me soon your news.
  Writing to the address: [EMAIL PROTECTED]
 
  Good bye
  Andrea Gasparrini software from Italy.
 
  INSERT COIN

There is no need to reply to your own messages. Please don't do it; people 
have read your first message, don't worry about that.

Bye,
Maarten

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Tilburg info

2002-04-21 Thread Maarten ter Huurne

(mailinglist filters are too strict, so I manually repost this one)

--  Forwarded Message  --

From: N=?ISO-8859-1?Q?=e9stor_Soriano_?= [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Help! (Tilburg info)

Hey obsoletes! I need information and photos about the Tilburg fair for
SD MESXES#16 which is about to be released... I should have it today, or
tomorrow at the most late. Someone can help me?

Thankxs!!


*** XXI MSX USERS MEETING IN BARCELONA: MAY 5th 2002 ***
-
 Konami Man - AKA Nestor Soriano (^^)v
http://www.konamiman.com- [EMAIL PROTECTED]
ICQ#: 18281450

  Happa ichi mai areba ii. Ikite iru kara lucky da!
-
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Tilburg public transport info

2002-04-19 Thread Maarten ter Huurne

Hi,

If you're coming to Tilburg by public transport, this might be interesting 
for you.

Tomorrow there are no trains between Eindhoven and Tilburg. Instead, there 
are NS buses, so prepare for a slightly longer trip.

 From Tilburg station to the fair site, you can use the city buses, line 44 
or 45 direction north (noord). It takes a bit over 20 minutes. Get off at 
the Beethovenlaan/Schubertstraat stop. The fair address is De Schans 123. I 
think there is a small map at the bus stop (bushokje), but if you want to 
be sure use http://kaart.ilse.nl/ or something similar.
(I'm not responsible for errors in this description. I'm using both my 
memory and http://www.ovr.nl/.)

An alternative is the train taxi, which is more expensive than the bus but 
less expensive than a real taxi.

Fair is from 10:00 to 16:00. Poster is at 
http://www.cgv.myweb.nl/fr_posterY2.htm.

I hope to see many of you tomorrow. And I should be getting some sleep now. :)

Bye,
Maarten

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Re: 3D modeller for MSX in BASIC

2002-04-06 Thread Maarten ter Huurne

On Thursday 04 April 2002 04:06, you wrote:

   My browser crashed.
  This page is obviously direct link forbidden page.
  To reach properly, visit http://www.vega.or.jp/~tanaka/hiroshi/ then
  click  Software for MSX.

   Strange. Mozilla didn't crash, and the link worked with
 me, without problems...

Konqueror didn't crash, but showed a 403 - Forbidden page.

Bye,
Maarten
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Re: Msx archivers

2002-04-02 Thread Maarten ter Huurne

On Tuesday 02 April 2002 18:24, you wrote:
  Where can I find source code for pmext / pmarc?

 You can't. :(
 But Maarten ter Huurne made a nice extension for LHA that allows it to
 extract PMA files. Check his webpage: www.stack.nl/~mth

http://www.stack.nl/~mth/msx/crossdev/
It contains C source code. I also have Java code, if you prefer that, mail me.

I based the decompression routines on UnPMA by Alwin Henseler, which is 
written in Z80 assembly:
http://huizen.dds.nl/~alwinh/msx/software/index.htm

From the README.PMA of the PMA-enhanced LHA:

===

PMA files are generated by PMARC, a CP/M archiver by Yoshihiko Mino that was
popular among MSX users. While the archive structure of PMA files was
understood by LHA, the compression method (-pm2-) wasn't.

I took the (MSX assembly) sources of Alwin Henseler's UnPMA program,
translated them to C and integrated them with the LHA sources. The result is
an LHA program that can extract everything the original LHA could, and PMA
files as well. The new source is in the pm2* files, take a look if you're
interested.

These sources were tested with success on Linux, FreeBSD, Solaris and HP-UX.
Hopefully they will work on other systems as well. I fixed some warnings by
adding #include statements. If your system complains about a missing include
file, try removing the corresponding #include statement.

===

Bye,
Maarten
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Re: MSX PLAYer news

2002-03-24 Thread Maarten ter Huurne

On Sunday 24 March 2002 13:07, you wrote:
 Alex Wulms wrote, in reply to Richard Atkinson:
 ] generations too early. Also, do not *ever* run Marat software. Do I need
 ] to explain this one? ;)
 Why is everybody picking so much on Marat?

 Because he's an evil megalomaniac greedy thinks-he-knows-it-all asshole. Do
 I really need to explain this?!

I have a very different view of Marat. I don't think he has any more of a 
know-it-all attitude than the average programmer has.

And why greedy? He is giving fMSX-Unix away for free, including source. The 
reason Windows users pay is for the effort he puts into them (creating the 
GUI and support). Marat never stopped anyone from creating a Windows port of 
fMSX, instead he even links to them.

If you think of Marat in that way, so be it. I just wanted to state publicly 
that this view of Marat is not shared by everyone who has dealed with him.

 Note that fMSX is the father of many other MSX emulators that currently
 exist. Even the much heralded NLMSX is derived from fMSX.

 I wouldn't exactly call that a good thing. I'd call it inbreed!
 Although AFAIK NLMSX doesn't contain much, if any, fMSX code anymore.

I haven't seen the NLMSX codebase. But even if it would have very little fMSX 
code anymore, using fMSX as a starting point has made development a lot 
easier than starting from scratch.

fMSX is not perfect and I don't think it will ever be; there are some design 
limitations that will be hard to overcome. But I do have a lot of respect for 
it. fMSX was the first MSX emulator and it's still very much alive and 
kicking.

 No, I'm very glad a new MSX emulator is being developed that will stop the
 senseless cloning of fMSX! *hint hint*

I think openMSX will be able to shine on its own merits, there is no need to 
speak ill of fMSX and its derivatives.

Bye,
Maarten
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Re: Ikeda MSX Print: More news on MSX Player

2002-03-24 Thread Maarten ter Huurne

On Sunday 24 March 2002 12:13, you wrote:
] Price of MSX Player. Windows version is free price. And Yokoi wants
] OPEN SOUCE CODE LICENSE like GNU. But some program code writters donot
] like it. They wants protect their program technology from other people.
]
] He cannot license the code under GPL without permission from Marat. You
] cannot give away something you don't own.

 That is exactly his point. Yokoi would prefer to make it open source but
 some program code writers (like Marat) do not like that. Which indeed means
 that it can not be put under open source.

I want to offer the MS Windows code under GPL. But I cannot, because I do not 
own it. Saying I want to is an empty gesture, in my opinion.

MSX Association could have seen this coming. If a GPLed emulator was their 
goal, they should not have started with fMSX as their codebase. Stating 
(approximately) two years later that Marat does not allow them to release MSX 
Player under GPL is a bit misleading.

 But that is not a problem anymore. Last couple of month, several people
 have been working on a brand new MSX emulator, called OpenMSX. This MSX
 emulator is opensource. It has been rebuild from scratch, based on some new
 concepts regarding communication and synchronisation between the various
 processors in the MSX. This new communication and synchronisation model
 will eventually lead to a (near) perfect MSX emulation.

I know. :)

 ] What is copyright of MSX? MSX emulators are written using publicly
 ] available information and reverse engineering. There is no copyright
 ] necessary to create an MSX emulator.

 The copyright is on the base design.

I don't think the MSX standard is copyrighted. A certain implementation (MSX 
machine blueprints) can be, or a book describing the standard. But not the 
standard itself.

Note that I could summarise a book and place that summary online without 
violating any copyrights. Only if I would duplicate sections longer than a 
normal quotation from the book, it would violate copyrights.

Please view copyrights the way they were intended: to protect authors, so 
that they can make a living off their creative works. Many companies are now 
trying to use copyrights to gain as much money and control as possible, but 
that is not what copyrights are for, and in many cases that is not what the 
law provides for either. And don't make them fool you that the old rules no 
longer apply just because content has gone digital.

 Normally, you need to take a license
 to build an MSX and use the MSX trade mark.

Is MSX a trade mark? Then why isn't there a tm or (R) on my 8250 boot 
screen? Did Philips, Sony etc pay royalties to anyone? Doesn't a trade mark 
expire if it isn't defended for a prolonged amount of time? Can you even 
trademark three letters? (486 wasn't trademarkable.) I am not willing to 
assume anyone has rights to MSX without proof.

 Note that building your own
 products based on reverse engineering is these days forbidden in the USA,
 thanks to the 'digital millenium rights act', which is some new legislation
 around copyright, etc that was created somewhere around 1999/2000.

I know and I am very much concerned about these kinds of laws. However, 
fortunately until now Europe has remained mostly sane, so I am still able to 
create MP3s of CDs I bought and to reverse engineer my MSX.

Bye,
Maarten
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Re: Ikeda MSX Print: More news on MSX Player

2002-03-21 Thread Maarten ter Huurne

On Thursday 21 March 2002 23:58, you wrote:

 I did not interest in MSX Player. Because we can use other Emulators like
 fMSX, JAVA MSX Emulator, Zodiac, RuMSX and freeM etc.. But Hidekatsu
 Yokoi told me that MSX Player can emulate many MSX softwares more than
 the other Emulators. Probably it is No.1 emulate function. And MSX Player
 is fine work with The souce of Power produced by ANMA. It is cool thing!

fMSX can do that for over a year now. In fact, I sent some patches to Marat 
that make the Source of Power run. This is not something that MSX Player 
added.

I don't like the way they take advantage of the huge effort Marat put into 
fMSX and also the contributions made by Alex Wulms, myself and several 
others, without giving proper credit. I don't want cash, I don't even care 
much if my name isn't mentioned, but someone else taking credit for work I 
did makes me furious.

 Price of MSX Player. Windows version is free price. And Yokoi wants OPEN
 SOUCE CODE LICENSE like GNU. But some program code writters donot like
 it. They wants protect their program technology from other people.

He cannot license the code under GPL without permission from Marat. You 
cannot give away something you don't own.

 But Yokoi will fix this problem use via their barrister. Long time, Yokoi
 doesnot contact with Marat. Because Marat told that I can wait. At first,
 Yokoi negotiations with MicroSoft more than Marat. Message to Marat:

  You need not worry. Yokoi will pay royalty till distribute the MSX
  Player.

At less than a month before the planned release date, they'd better hurry.

 And Nishi paied many money to buy copyright of MSX from ASCII
 Corporation. Now, MSX Associations has Copyright of MSX, NOT ASCII Corp!

What is copyright of MSX? MSX emulators are written using publicly 
available information and reverse engineering. There is no copyright 
necessary to create an MSX emulator.

 Okazaki made very cool emulator of FM Music. And Yokoi discuss about it
 with Yamaha Corporation. Yamaha will NOT appeal to the law! Because this
 emulator is NOT use technology of Yamaha at all!

That is good news, but not a surprise really. In fact, Yamaha realised that 
it is allowed to create a piece of software that is compatible with a piece 
of hardware, when that software is written based on publicly available 
information and/or reverse engineering. If this is true for OPLL, why 
wouldn't it apply to any other piece of MSX hardware?

Bye,
Maarten
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Re: Regular expressions

2002-02-22 Thread Maarten ter Huurne

On Friday 22 February 2002 12:36, you wrote:

 Just for fun, I'm wandering how a regular expressions parser could be
 implemented on MSX.

If you just want to tokenize config files, you don't need full regex support 
on MSX. From the regular expressions for your config language, create a state 
machine. You can do this step using any convenient language, I would suggest 
something like Python or Perl, but you can use an MSX language instead if you 
like. Then implement a small engine in MSX assembly that executes a state 
machine.

Advantages:
- INS won't increase much in size: only state machine and engine would have 
to be integrated, the rest is an external program
- you can do most programming in a high-level language
- the state machine generator and engine are independent of the config 
language, so you don't have to re-write them if the config syntax changes

Example of state machine:

Let's say you have 2 keywords, being on and off. The state machine would 
look like this:
0 --(o)-- 1
1 --(n)-- 2
1 --(f)-- 3
3 --(f)-- 4
Where:
0 is the initial state
2 is the end state for on
4 is the end state for off
--(x)-- means you perform this state transition if the current input 
character is x

If there is no valid transition, the string you're reading is not a 
recognised token. In most languages, you would scan until a separator and the 
result is an identifier (non-keyword token). In a language without separators 
you would have to jump to the correct internal state, which is hard, so don't 
design such a language unless you actually need it.

Ofcourse on | off is a very trivial regex, but any regex can be expressed 
as a state machine. A non-trivial regex would make a too large example, 
this is also why state machine generation should be automated.

Bye,
Maarten
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Re: 2 games and few robot arms

2002-01-28 Thread Maarten ter Huurne

On Monday 28 January 2002 10:33, you wrote:

 Cart of Ashguine 311 Euro

I didn't know Ashguine 3 existed. Is it like Ashguine 2? Although I didn't 
understand that game at all, I enjoyed playing it.

Bye,
Maarten
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Re: 2 games and few robot arms

2002-01-28 Thread Maarten ter Huurne

On Monday 28 January 2002 22:23, you wrote:

 I didn't know Ashguine 3 existed. Is it like Ashguine 2? Although I didn't
 understand that game at all, I enjoyed playing it.

 just a hint, but take a look at the game on MSX Files, the rare section ;)

Thanks!

I downloaded the game, it seems like an action RPG. Demo is not nearly as 
good as Ashguine 2. The in-game scrolling is weird: sometimes the map 
scrolls, at other times you walk into the next room. However, it is unclear 
when which will occur, this is very disorienting. The idea behind combat 
system seems nice (evade enemies a la SD Snatcher, if you hit one you can 
find them in an action screen, which looks a bit like Golvellius).

But all in all it doesn't have the appeal part 2 did.

Bye,
Maarten
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Re: Vote for MSX! come to MSX fair MSX-NBNO 19 januari 2002

2002-01-18 Thread Maarten ter Huurne

On Friday 18 January 2002 15:17, you wrote:

   At the dutch site www.tweakers.net you can vote for the most popular
   homecomputer/console ever. Please go to the site and vote for MSX ;)
 
 I vote for msx who is next

 How many times can one vote (on the same IP) ? :)

It's a poll, not a popularity contest. There is no point in artificially 
raising the count for MSX. Instead, write some nice things about MSX in the 
reactions section.

Bye,
Maarten
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Re: weird mail flood

2001-12-18 Thread Maarten ter Huurne

On Tuesday 18 December 2001 23:23, you wrote:

 Do some other people on this list also receive all this 0.1K mails from
 [EMAIL PROTECTED] ?
 At has just two empty lines !

I don't receive them. I don't get any unusual error mails from the list 
server either.

Could you forward one (including headers) to my private mail address?

Bye,
Maarten
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Re: ScanMail Message: To Recipient virus found and action taken.

2001-12-17 Thread Maarten ter Huurne

Hi,

A combined reply:

 PIF's don't get opened automatically here. I got an pop-up dialog in which
 I could select 'open', ofcourse I didn't do it, heh, I'm dumb, but not a
 moron... Although... Ahwell.. that's something to discuss, but I think ppl
 who know a BIT about computers won't open that file manually, since it
 doesn't have a subject and it comes from a stranger, and they still got in
 mind not to interact with strangers, har!

I think this is one of the worms that, in some Outlook versions, get executed 
automatically. The mime type says audio/x-wav which makes Outlook think it's 
safe, so it passes the file on to Windows which doesn't know mime types and 
looks at the .pif extension and then decides to execute it. This is a 
recently discovered Outlook/IE vulnerability.

The list was already configured to block binary attachments. This has stopped 
quite a few worms in the last months. But since this one was 
multipart/alternative, which wasn't recognised as an attachment. Also, it 
was small enough to fit under the size limit.

 Just a thought: The majordomo has the list of ppl subscribed
 to this mailing list. Why not set up a filter that only accepts mails
 from a subscribed address.

 Hm, as I'm typing this, I already know the answer: it's pretty
 simple to fake a FROM field in a mail, so filtering on that won't
 do any good. 

That's not the problem. These worms are sent by infected machines, not by 
people with hostile intentions. It's a simple fixed algorithm, not some 
cracker trying to figure out a hole in the filters. Unless a mailinglist 
member's computer gets infected, the filter you suggest would block the worms.

The problem with that filter is that many legitimate posters also use 
non-subscribed addresses, for example because they read mail at different 
locations or because sometimes someone who isn't subscribed wants to post an 
announcement.

 Good work Wynke but the users need to have a good Virus scanner.
 En keep it up to date. 

Actually, I think virus scanners are only a workaround. The solution to this 
problem would be more care for security from software manufacturers. It would 
help if more users would show some consideration for security, for example by 
making security on of the criteria for selecting their mail client.

Bye,
Maarten
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Re: [NL only!] Ordering V9958 VDP(s)

2001-12-13 Thread Maarten ter Huurne

On Thursday 13 December 2001 22:14, you wrote:

 Yes, just 64K videoram wont be any good for VP9938 or 9958. So an upgrade
 is indeed required.

V9938 (and V9958 too, probably) can cope with 64K VRAM. However, SCREEN7/8 
need 128K. Even though a single page in those modes is 54K, it needs two 
parallel ICs to meet the timing demands.

Bye,
Maarten
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Re: SFG-05 register write routine

2001-12-02 Thread Maarten ter Huurne

On Monday 03 December 2001 00:44, you wrote:

 ORG #9000
   IN A, (#A8)
   PUSH AF
   OR #03
   OUT (#A8), A
   LD A, address
 BUSY  LD (#3FF0), A
   AND #80
   JRNZ BUSY
   LD A, data
   LD (#3FF1), A
   POP AF
   OUT (#A8), A
   EI
   RET

 This routine simply hung, presumably on the loop that waits for the YM2164
 status register to return a not busy signal (bit 7 = 0). Any ideas why,
 and what I should do differently / add to this?

First of all, you forgot the DI statement at the start. Switching the 
interrupt routine (#0038) away is a bad idea. Maybe your actual program did 
have DI though, since you do have an EI at the end of the program.

Second, the BUSY loop does not read any status register. So it will be 
executed either once or forever, depending on bit7 of address.

Bye,
Maarten
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A2000 mail problems

2001-11-08 Thread Maarten ter Huurne

Hi,

It seems A2000 addresses no longer work. They are generating huge (200K each) 
error messages; I just received 11MB of mail in the timespan of half a day. I 
tried to send a mail to various postmaster@ addresses, but they came back 
undelivered.

I am unzubscribing all problematic addresses right now; that is all 
zubscribed A2000 addresses and any address metioned in the error messages 
(may be forwarded to A2000). If you have an A2000 address and are receiving 
this message, please mail me.

If anyone knows more about this, please inform me. Usually I am more patient 
with malfunctioning addresses, but I don't want my regular mail getting lost 
because of these absurdly large error messages.

Bye,
Maarten

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Mail formats

2001-10-22 Thread Maarten ter Huurne

Hi,

Please everyone send just plain text mails. Lately I've seen a couple of 
messages where URLs were in some kind of attachment. Since the mailinglist 
server is configured to block attachments (stops viruses and helps people 
without broadband), these messages are blocked as well.

Some HTML mails are blocked as well. So if you want to be sure your message 
gets through and everyone can read it, please send it in plain text.

Bye,
Maarten
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Re: MSX slot interfaced to PC

2001-10-15 Thread Maarten ter Huurne

 If the new one chip msx comes out you can connect the hardware tru usb maby
 that wil work also on usb from a pc ro ?

In an emulator, it is possible to freeze the MSX until whatever acts like a 
cartridge responds. On a real MSX, there are strict timings and I don't think 
USB can make those deadlines.

By the way, even disregarding latency and only looking at bandwidth, I think 
USB 1.0 is not fast enough. When executing code from a cartridge (running a 
game ROM), there will be a merory read about once in 7 cycles (rough 
estimate). At 3.5 MHz that is 500 kilobyte per second. USB 1.0 has a 
bandwidth of 2 megabit per second (correct me if I'm wrong), which is 250 
kilobyte per second. This is disgarding any overhead of the USB protocol and 
disregarding the fact that the address being fetched should also be 
communicated, so the actual number will be even lower.

USB 2.0 is said to be a lot faster, but this higher speed can only be 
delivered under certain conditions. I think USB 2.0 will have enough 
bandwidth to act as an MSX cartridge, although you might need a dedicated 
cable with no other devices attached. However, I guess the latency will still 
be too large to allow this solution to work on a real MSX.

Bye,
Maarten
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Re: Just a question...

2001-09-25 Thread Maarten ter Huurne

On Monday 24 September 2001 23:02, you wrote:

 How many bytes could I send approximately in one interrupt by using a
 serial cable (com port on PC and joystick on MSX)?

Don't connect the COM port to anything other than RS232, because the COM port 
signals are at 12V.

JoyNet can be used between a PC parallel port and an MSX joystick port. You 
can find the schematics on Laurens' site. If you want a simple low-cost 
cable, please use JoyNet. Its speed is good enough for multiplayer games or 
telnet, but it's a bit slow for transferring files.

 Just by making a little program on MSX that keeps checking for data...

On an MSX2 I got about 3.5 kilobyte per second, on turbo R about 14 kilobyte 
per second. (At the other side of the cable was the same PC in both cases.)

As you can see, the bottleneck is the CPU, not the cable. The joystick port 
is not very convenient for I/O, because you have to switch PSG registers a 
lot (between reg 14 and 15). Also, there is no buffering (RS232 has FIFOs and 
you can send bytes to the interface instead of single bits).

Bye,
Maarten
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Re: Fw: Novaxis MAP syntax

2001-09-06 Thread Maarten ter Huurne

Hi,

This is a message from Manuel Bilderbeek, which was rejected because it 
contained an attachment. The full message (excluding attachment) is below.

 It's attached. The file is also here:
 http://www.funet.fi/pub/msx/utils/harddisk/novaxtab.pma
 Sorry for posting it on the newsgroup, I'm too lazy to make seperate
 posts. It's probably filtered out on the mailinglist... :-)

No, it is not filtered; it is sent to the admins who have to clear up your 
mess... Grmbl...
(no hard feelings, just don't make a habit of it)

Bye,
Maarten

--  Forwarded Message  --

Roderik Muit wrote:
 My mailer screwed up and didn't CC the news message to mailboxes...

Ah, thanks anyway for your response!
I'm writing here a small reaction. I'm not in the tech stuff, but very
interested anyway.

Hi,

Well, some people still know me (and flood my mailbox) It's OK, I've woken
up now.. ;-p
Since I'm seeing this message from 4 directions, I'll answer them all too.

Thanks again! :-)

(amazing to see a mailinglist + a newsgroup both still working... I had no
idea...)

It has been all the time!

Well, yeah, maybe. I'm not so good at keeping backups from things that

 were

'5 harddisks ago'. I can find out over the weekend whether I still have
something...

Please do so. I guess anything is useful.

For starters,
- MAP.COM was written by Gert de Boom
- the Novaxis SCSI BIOS was written by Jurgen Kramer - you've got the info
from that one on ftp.funet.fi already, apparently.

Those docs seem to be quite good. The problem was to get the info about
the partition types...

- NFDISK was written by me, using windowing routines from Jeffrey Timmer

 and

in v1.2 some code from a friend from a friend in Tilburg, whose name I
forgot...

What changed in version 1.2?
I myself have always used 1.2.

As far as I can make out, it's the info on the partition types you're
looking for.

Exactly.

[info about partition types]

I think I wrote some documentation on it. I hope so, since I'm not

 planning

to delve into assembly code in order to get that info. (Although it would

 be

nice to see how unstructured I programmed back then :-)

Please try to find that documentation back! :-)
But thanks already for your remembered info!

The 'Extended' format uses sectors elsewhere on the disk, as does the
BERT/HPN format.
The fourth entry in the 'normal pc' partition table in this case does not
contain data about a partition, but points to another sector somewhere on
the harddisk which holds data on more partitions (i.e. more sets of these

 32

bytes, at the same position as sector 0). That's the main idea.
On normal PC's, this is only done once, i.e. you have maximum 2 sectors

 with

partition data - one with info about 3 partitions + a pointer to the

 second

sector, and one with 4 partitions. So you can have max. 7 partitions on a
PC.
Note that this format is NOT supported by NFDISK (or any other MSX program

You mean the PC way of doing it is not supported by NFDISK?

 I

know). Back then I did not know anything about how the PC does extended
partitions, so I just created some partitions with a BERT interface, saw

 how

they did it, copied that, and assumed that that was how the PC did it too.

Apparantly it is not: according to Maico Arts you can only read the
first three partitions of an MSX harddisk with Extended partition table.
So the pointer in the fourth table is not recognised... (it seems).

What they do is: in sector 0 of the harddisk there are 2 * 32 bytes of

 info;

the first holding data about partition 1, the second being a pointer to
another sector. In this sector there are 2 * 32 bytes of info; the first
holding data about partition 2, the second being a pointer to another
sector. In this sector there are 2 * 32 ...(reiterate until you get to
partition 32. If I remember correctly that 32 partitions was the maximum -
anyway, it's an arbitrary limit.)

Yes, 32 is the maximum (which I have on my 1GB disk... ;-)
It's not a big deal, since it's not that useful to have 1GB harddisks
on MSX, but I'm still surprised you limited it... Or is this really
necessary?

(I thought that this format was PC compatible. I now don't really think it
is, because the PC only does a pointer to another sector once. It may be
compatible depending on how the particular PC's BIOS is implemented,
perhaps, maybe, kind of, idunno...)

See above: it doesn't even seem to work with the first pointer.

So in NFDISK 1.1/2 I added the 'BERT/HPN' format. (There must be a very
small utility around -on some Quasar disk anyway- that converts Extended
to/from BERT format. If someone knows this by any chance, please tell me -
because there may be documentation included that proves whether I'm

 talking

nonsense here or not.)

It's attached. The file is also here:
http://www.funet.fi/pub/msx/utils/harddisk/novaxtab.pma
Sorry for posting it on the newsgroup, I'm too lazy to make seperate
posts. It's probably filtered out on the mailinglist... 

Greetings from Uzix 0.2.0

2001-08-30 Thread Maarten ter Huurne

Hi,

This message is sent from my turbo R, connected to the net using a Sunrise
IDE+RS232C interface and a null modem cable to my Linux box. Uzix 0.2.0 is
really cool!

Bye,
Maarten


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Re: I have a dream.. bogus?

2001-08-25 Thread by way of Maarten ter Huurne [EMAIL PROTECTED]

The list filters screwed up again. Apparently typing only the first 6 letters 
of configuration is interpreted as an admin request are therefore prevented 
from going to the list.

Here is the original message:
(except I replaced the word that triggered the filter)

---

Date: Sat, 25 Aug 2001 04:23:12 +0200
To: [EMAIL PROTECTED]
From: Patriek Lesparre [EMAIL PROTECTED]
Subject: Re: I have a dream.. bogus?

 How many MSX users have Turbo-R + GFX 9000 + Moonsound ?

Me me me! Except the Gfx9000 is a Video9000. And add a LPE-Z380 to that
configuration please :)

 Patriek
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Re: About Powerbasic

2001-08-25 Thread Maarten ter Huurne

On Saturday 25 August 2001 13:36, you wrote:

 Because it was mentioned by someone of you that Punx will use Powerbasic:
 Why is that Powerbasic in a seperate cartridge?. it should have been easy
 to implement it on the ROM of the GFX9000

The GFX9000 doesn't have a ROM.

But I think on the turbo R, Power BASIC can be run from RAM, using the shadow 
RAM option (DRAM mode).


By the way, I have turbo R + GFX9000 + MoonSound as well.

Bye,
Maarten
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Re: About MegaSCSI

2001-08-25 Thread Maarten ter Huurne

On Saturday 25 August 2001 13:40, you wrote:

 Is that Mega SCSI still a do-it-yourself thing? I mean you have to make
 your own cartridge?
 Or is it for sale somewhere? (I am not afraid to use a soldering iron, but
 I don't know to mutch of electronics and nothing of making my own printed
 cirquit boards)

I think there are people selling MegaSCSI cartridges, but I do not remember 
who.

By the way, you don't actually have to make a PCB and a cartridge case 
yourself. You can start with a MegaROM cartridge and add SRAM and the SCSI IC 
and some others to that. The SCSI IC is quite expensive, so you have to be 
confident in your soldering skills.

Bye,
Maarten
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Re: But what the hell happens with page 1 switching???

2001-07-31 Thread Maarten ter Huurne

On Tuesday 31 July 2001 12:24, you wrote:

 - Obtain the slot currently switched on page 1 by reading the slot
 selction register, connecting the slot of page 1 into page 3 and reading
 address #. Save this slot+subslot value on OLDSLOT.

You should ofcourse complement what you read from #. I assume your code 
does, but you didn't mention it here.

 - Save contents of work area #FCC5 to #FCC8 (the sublot  registers
 saving area) as OLDSUB

What are these for, anyway?

 - Switch NestorMan slot on page 1 with ENASLT

Watch out: ENASLT does an EI.
Since you store values on fixed addresses, the interrupt handler is not 
re-entrant. You have to guard against interrupt-within-interrupt. The 
previous code you sent to the list did that (interrupt in progress flag).

Bye,
Maarten
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Re: FM-PAC questions

2001-07-08 Thread Maarten ter Huurne

On Sunday 08 July 2001 20:43, you wrote:

 About the original FM-PAC (Panasonic)

 How many Kbytes of S-RAM does it have?

8K, if I remember correctly.
Just look at the size of the .PAC save files, those are the SRAM size plus a 
few header bytes.

 I've seen in the label of the cartridge something about
 32 Kbytes but I'm not sure if they are the total amount of S-RAM
 or the minimum RAM required to use the cartridge.

Probably the latter.

 In what year was released (exactly)?

I don't know exactly, my guess would be 1987.

Bye,
Maarten
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Re: MSX World ONLINE!

2001-06-26 Thread Maarten ter Huurne

On Tuesday 26 June 2001 11:59, you wrote:

 The site is 100% working with (minimum required:) Internet Explorer 5.0 or
 Netscape Navigator 4.7, 

What about Mozilla, Opera, Konqueror, NetPositive, FudeBrowser and all the 
other browsers out there?

You can check your pages against the HTML standard using W3C's validator:
http://validator.w3.org/
Valid pages work in most browsers. And when they don't, it is the browser's 
fault.

 in resolutions 800x600 and 1024x768.

My screen resolution is 1024x768, but the browser window is about 700x700, of 
which 700x570 is available for the document. You cannot assume everyone uses 
a maximized browser window.

 Be sure that your browser is compatible with Javascript, frames (are there
 people which have browsers that are not?), and PHP (will come).

As Sean said as well, PHP is server-side, so it is independant of the browser.

There are browsers that do not support frames, for example Lynx (text mode 
browser). Also, some people dislike frames, especially if they prefer 
navigating using the keyboard instead of the mouse.


Please don't be discouraged by the comments on your HTML. Many pages cause 
troubles because they do not conform to the HTML standard. Combined with the 
fact that many designers only check with IE, this means using an alternative 
browser will cause broken displaying that would not occur if the designer 
stuck to the standard. This is a frustration of almost any non-IE user.

Web pages should be flexible enough to be displayed on a large number of 
browsers and resolutions. It's useless to demand a certain browser or 
resolution, because no-one is going to change the way they surf the web just 
to view your (or anyone else's) page. If necessary, use a simpler layout that 
will work for more viewers.

By the way, if you look at sites that get many visitors, those often have a 
simple layout. Google is a good example. Also, most sites use tables instead 
of frames nowadays, users seem to prefer that. And remember that a slick look 
may give a good first impression, but good content makes sure visitors come 
back.

Bye,
Maarten
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Re: Just a thought

2001-06-06 Thread Maarten ter Huurne

On Tuesday 05 June 2001 18:51, you wrote:

 Wasn't there a plan for this? The .msx format? A discussion WHICH
 COMPLETELY DIED WITHOUT ANY RESULT! :-(

Please be more patient. Standardising and then implementing takes a lot of 
time. MSX developers have studies or jobs and other projects going, so 
they're not always working on emulators. But the Unified MSX Format will be 
implemented.

Bye,
Maarten
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Re: Exclusive interview about Konami and the S.C.C.

2001-06-01 Thread Maarten ter Huurne

On Friday 01 June 2001 20:21, you wrote:

  The English translation is available on The MSX Games Box (
 http://www.msxgamesbox.com )

From the interview:
===
After one year of 'counter-cracking', Konami sales were gearing up et piracy 
was decreasing at the times games like Nemesis 2, Salamander, King's Valley 
2, Nemesis 3, F1 Spirit were about to come out.
===

I wasn't aware of any copy protections in those games. The large size (128K 
or more) made cracking difficult ofcourse, but that's a side effect of larger 
games, not a protection mechanism. I never cracked those games, but I don't 
know of any MegaROMs having copy protection measures.

===
In the case of a S.C.C. cartridge, a part of the hooks table ­ reserved for 
routing sounds to PSG ­ is replaced by instructions to redirect the sounds to 
the S.C.C. microchip located in one of the cartridge ports. A simple POKE  
H,y redirects the instructions.
===

This is new to me. Can anyone confirm or deny it?

===
Mars Up-One: If I am not wrong, the S.C.C. chip is not only a sound processor 
but also a memory mapper which handles the 16Kb blocs of the game ... what 
are the interactions with the memory mapper used on high-end MSX2 machines?
===

The SCC IC contains a mapper of 8K blocks, it is not related to the main RAM 
memory mapper. Details about this and other MegaROM mappers can be found on 
Sean Young's pages:
http://www.msxnet.org/tech/megaroms.html

Bye,
Maarten
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Re: Exclusive interview about Konami and the S.C.C. (plus cracking software stuff)

2001-06-01 Thread Maarten ter Huurne

On Friday 01 June 2001 23:07, you wrote:

 SEGA ? What SEGA has to do with MSX ?
 Remember, SEGA holds parts from patents that were from ASCII regarding MSX
 dedicated LSIs such as the VDPs (V9938 and V9958) and since they gave up 
 from hardware I think it will be more dificult to get authorizations to 
 build compatible devices legally ...

I hear a lot of people talking about patents on MSX chips. Could anyone point 
out exactly what parts of the designs are patented and by who? Since the 
stories about patents are so vague, I am starting to believe they are rumors 
rather than facts. After all, patent claims are always published, that is 
part of the concept.

This is not criticism against you, it's just a general feeling that's 
bothering me increasingly. However, if you could give some details on SEGA's 
patents, it would ease my mind.

  I think you guys know what I mean ...

Why act so mysteriously? The MSX Revival project is not a secret, we can 
discuss it openly.

Bye,
Maarten
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Re: 2 mapper speed question

2001-05-31 Thread Maarten ter Huurne

On Thursday 31 May 2001 20:39, you wrote:

 The situation: NMS8250: internal mapper 128kB, external 1MB

 How do I prevent the use of the internal mapper so I don't lose time
 switching slots?
 Can I block or disable the internal mapper (with a programm)?

What programs are you running?
And under what environment (BASIC, DOS1, DOS2)?

Bye,
Maarten
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Re: 2 mapper speed question

2001-05-31 Thread Maarten ter Huurne

On Thursday 31 May 2001 19:36, you wrote:

 I try to load megaroms with execrom.com or loadrom.com, in dos1 or dos2

On a 8250, under both DOS1 and DOS2 the primary mapper will be your 1024K 
external mapper. Unless execrom.com or loadrom.com explicitly select blocks 
from other mapper (unlikely), they will use blocks from the external mapper. 

So you are probably getting maximum speed already. If the games run too slow, 
look for cracked versions instead of ROM images. Cracked versions can be 
faster; it depends on how well the crack was done.

Bye,
Maarten
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Re: Uzix installation on Novaxis SCSI

2001-05-26 Thread Maarten ter Huurne

On Saturday 26 May 2001 14:09, you wrote:

 Anyway, the normal program to change partitions with on Novaxis is called
 MAP.COM or MAP32.COM (most people renamed it to MAP32.COM to avoid
 confusion with that MAP.COM that fixes direct mapper access in DOS2.).

That MAP.COM doesn't fix anything: it's a hack that allows broken programs to 
run under DOS2. If you run MAP.COM on a turbo R with more than 512K of 
memory, it will hang the system.

Bye,
Maarten
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Re: z80 disassembler

2001-05-02 Thread Maarten ter Huurne

On Wednesday 02 May 2001 10:17, you wrote:

 Anyone know a good one, or should I start
 writing my own, or patch z80asm?

I am working on a Z80 command line assembler/disassembler in Java. Assembling 
is about 75% finished, major thing missing is calculating labels and 
expressions. Disassembling is not started yet, but there is neatly formatted 
ASCII output functionality that I used to debug the parser. Also, there is 
the abstract syntax tree implementation from the assembler that can be 
reused. A disassembler would have to read Z80 opcodes and create the 
corresponding abstract syntax tree.

If you are going to write a disassembler, maybe we can join forces. A license 
like GPL is acceptable to me.

Bye,
Maarten

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Re: Self criticisms

2001-05-01 Thread Maarten ter Huurne

On Tuesday 01 May 2001 12:38, you wrote:

  What Yurei told me was, that he thinks some people, all of them Japanese,
  are trying to control the MSX users.

 Why does he think that? It sounds rediculous.

 We have a quite open discussion with the MSX Revival project. Not only .jp
 people.

It's not really that open.

Some people (who?) weren't happy to see Nishi's speech and slides published 
on the net. Nishi handed out copies of those slides and saw people with 
microphones recording the speech, so I assume that if Nishi that objected to 
them being published, he would have said so in Tilburg.

The meeting on Sunday was only for people invited. Understandable because of 
the small meeting room, but far from open. The information given there was 
not published for the benefit of those not present. Yokoi said things that he 
would probably not have said in public.

The design made by Japanese MSX users was not presented to the Dutch MSX 
users. Neither directly or afterwards. There is sense in letting two groups 
develop independently, but it's not open.

The fact that MSX Player is in fact fMSX-Intent was not known before Tilburg. 
Not in Europe, not in Japan. Even Marat didn't know.

Bye,
Maarten

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Re: IDE interface not detected

2001-05-01 Thread Maarten ter Huurne

On Wednesday 02 May 2001 02:11, you wrote:

  - I dumped the content of the area occupied by the IDE interface:
All are filled with FFh.

Maybe some broken program accidentally wiped the FlashROM. Try to re-flash 
the IDE BIOS.

Bye,
Maarten

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Dreamcast video

2001-04-23 Thread Maarten ter Huurne

Hi,

The company who designed the Dreamcast video is called Imagination 
Technologies. So either Nishi got the name wrong, or he was misquoted.

http://www.imgtec.com/

Bye,
Maarten

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Re: Full report of Nishi's lecture

2001-04-22 Thread Maarten ter Huurne

On Saturday 21 April 2001 22:30, you wrote:

 I've just put a (almost) complete report of what Nishi told today at the
 fair on the MSX resource center (www.msx.org).

Nice.

 If you read anything of
 which you think I misinterpreted, please let me know. (email is
 [EMAIL PROTECTED]).

I'll post them here instead, so other people who attended can check my 
corrections.

 Nishi's goal to realize the single-chip MSX were still on, and he contacted 
 Toshiba to create the chip. They accepted and made a chip which only 
 integrated sound, but not video. Nishi got very angry about that and got a 
 fight with Toshiba.

In addition to that, Toshiba asked license costs that were too high for 
ASCII.

 Arm is going to be the CPU, Intent and Linux are the OS. MSX one-chip is 
 linux all the way.

The one-chip MSX is going to have an ARM core: the ARM processor is included 
as part of the IC, it's not a separate chip. The one-chip MSX runs Intend on 
top of Linux, it's not Linux-only.

 Q: Did you come here just for the fair?
 A: Yes, I did (editors note: I don't think so)

Please tell us your reason for thinking that. It looks strange if you state 
it this way.

 Q: They new msx has tv out, why? With radio communication we like to use 
 wireless communication!
 A: We have a name (nanny) for the microcontroller, it is a nanochip with 
 flash and io but no video.

I thought he was talking about a controller (like PSX pad) which is called 
"Lanny" (it uses wireless LAN). But I didn't hear this part well, maybe I'm 
completely wrong about this.

 Q: But what if it becomes very popular, is there no way to competition?
 A: no.
 Q: Never?
 A: I do not want to say never. 

This part was specifically about competing with PC.

 Q: What will be the price of the one chip MSX?
 A: From 15/20$ to 10$

Clarification: that's for the chip itself, not the entire device. The device 
would be $100 or less.

Bye,
Maarten

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Re: Pictures of Tilburg 2001 (today) added to site

2001-04-22 Thread Maarten ter Huurne

On Saturday 21 April 2001 22:07, you wrote:

 I'd agree that's not more than actually marketing his new idea -- which is
 a nice idea indeed. Assuming this is true, why did he come to Tilburg see
 50-odd people to tell us about his new "MSX"? To Spread The Word (word of
 mouth is very powerful marketing tool of course).

Another reason is to tell MSX developers that they can publish their software 
through ASCII once the MSX Server is up.

  He claims they want to keep the clockrate of the CPU
  down to spare battery power, but also want people to program for the
  thingy in MSX code instead of native 'intend?' code... Seeying that a CPU
  needs to be between 10-30 times as fast as the original emulated CPU this
  seems an illogical remark..

I asked Nishi the question "If there is also Linux and Intend on the same 
machine, why would developers choose to program MSX?". Nishi stated that they 
didn't have to program MSX, they could choose freely. In practice, this means 
most developers will choose Intend, because it's easy (compared to plain 
Linux) and powerful (compared to MSX). MSX emulation is there to allow old 
games to run and maybe a handful of new MSX productions, but certainly not 
the majority of software written for this new device.

Also, filling the FPGA with MSX related programming is just one of the 
options. It could also be GameBoy emulation, or video (de)compression or 
whatever needs relatively simple tasks done at a very high speed. The name 
"new MSX" is a bit misleading, it's actually a flexible machine that is very 
suitable for MSX emulation, but is not inherently MSX compatible.

 It's NOT emulated. The one-chip-solution is on FPGA, which can be
 loaded with an MSX. So it is NOT emulated; the FPGA can easily handle MSX
 speeds.

As I understood it, the FPGA only handles the performance sensitive parts of 
MSX emulation, like the VDP and the sound chips. Things like memory, I/O to 
peripherals, disk emulation etc could be done by the ARM core.

  Respects go to Nishi though... even
  though he seems to claim that he invented the wheel from time to time.

I had that feeling too; the connection between MPEG and MSX is still unclear 
to me...

 Also this one-chip idea -- which is FPGA of course -- is meant to be 100%
 like the MSX computers we're using now.

It will definately be different, for example in the sense that there is no 
disk drive and no cartridge port. Nishi said that it is possible to create an 
MSX cartridge adaptor using the USB 2.0 connection, but he clearly did not 
make a commitment that ASCII would produce such an adaptor.

Bye,
Maarten

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Re: Pictures of Tilburg 2001 (today) added to site

2001-04-22 Thread Maarten ter Huurne

On Saturday 21 April 2001 23:51, you wrote:

 Basically I think that making it 'MSX compatible' is a way to reach the by
 then older group (still large) of 'ex-MSX' users who would get MSX games to
 play on their new Palmtop for free with the actual computer..

I doubt "for free" will be true. ASCII will want to make some money using the 
MSX Server and the company who made the game will probably not license it for 
free either. It's not sure the MSX Player will accept ROM and DSK images from 
arbitrary sources. Or if for example the games section on funet won't be 
closed down after pressure from ASCII.

 As Nischi said he wants to have chips in his shoe.. Many laught but I found 
 this a serious remark.

It's certainly possible to put chips there. Maybe even powered by energy from 
the walking movement. But what useful function can it perform? I have no 
interest to know how many steps I walked in a day. Maybe runners like to 
know, but for the average person this is nothing more than a gimmick and the 
chip will soon suffer from boredom when the user no longer cares about the 
information it provides.

Red Dwarf fans will know the AI Toaster, which is an excellent example of 
useless embedded technology. A small quote:
The toaster is persistent, is apt to remind crewmembers of the last time they 
had toast, and when you objected (and you surely would), it would become 
defensive and say, "What's the point of buying a toaster with artificial 
intelligence if you never want any toast?! I toast therefore I am."
(from http://www.sadgeezer.com/RedDwarf/toaster.htm)

Sure it will be possible to build a toaster with AI some time in the future. 
But the whole point is that the AI functionality doesn't make it a better 
toaster, in fact it makes it quite annoying.

In the anecdote about his grandmother using ballpen, calculator, tv and phone 
instead of a computer, Nishi wondered how he could get her to use a computer. 
That's a very technologically driven approach: I can create this wonderful 
device, now how can I get people to use it? One might get better results by 
doing to opposite: I have this situation, how can I improve it? For example, 
the TiVo and similar harddisk video recorders solve problems like "I am too 
lazy to program my VCR" and "I want to see this movie without commercials".

 What would be better then giving
 much of these devices a display with interface with basic capabillities all
 offered by a (in say 2008) a simple but standardized and cheap massproduced
 chip ? Exactly.

eZ80 or similar chips suffice for most IP enables devices. The one-chip "MSX" 
is unique because of it's FPGA, but that also makes it more expensive and 
programming the FPGA is more difficult than programming an ordinary 
processor. So manufacturers will only use it if they can actually do 
something useful with the FPGA, like signal processing or emulation or 
anything else that performs poor on CPUs.

 The idea of reconfiguring a chip to act as another chip is great though.

The Atari Jaguar was highly programmable, I think it included a user 
programmable DSP. Although powerful, it was also more complex than the other 
systems around and therefore wasn't popular among programmers. (I read this 
in a FAQ.)

The PlayStation 2 is also highly programmable (vector units and the general 
architecture), but programmers are complaining.

So I think a few competent programmers (like Tsujikawa) will create FPGA 
programs, for MSX emulation, for MP3 decoding etc and most applications will 
use those through a kind of library. I don't expect an average application to 
reprogram the FPGA.

Bye,
Maarten

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Re: MSX Revival Project - One Chip MSX

2001-04-22 Thread Maarten ter Huurne

On Sunday 22 April 2001 10:08, you wrote:

 intent by the way is just a uniform os which runs java code.
 so it's machine-independant.

Intent also has its own virtual machine, AFAIK. It's optimized for 
multimedia, which is an area where Java is not strong.

  Actually I'm more exited about that one-chip idea that the idea that it
  has something to do with MSX... Respects go to Nishi though... even
  though he seems to claim that he invented the wheel from time to time.

 Bush 'invented' the internet (or was it Gore?). And Gates also 'invented'
 lots of stuff...

That was (wasn't) Gore. I doubt Bush ever invented anything...

 I think it's strange the computer runs on Linux. First, as far as I know
 Linux is a Unix-clone for IBM-compatibles.

It started that way, but today Linux can run on PowerPC, Alpha, Sun Sparc, 
embedded devices, even on mainframes (and that's not the full list).

 The one-chip-msx is not an
 IBM-compatible. But I guess the name Linux is more common and more
 'accessible' to the public than Unix (which sounds even more complex for
 the common user than Linux does).

The average buyer of a device running Linux will probably never notice Linux. 
And there is no reason they should, an OS should just do its job quietly. 
Note that on Linux the GUI is separated from the OS, unlike Windows.

 Second, Intent can run on it's own, it
 doesn't need another layer like Linux. So why is Linux there? Ah, ofcourse
 I am glad it is there because it's not a JIT, like Intent is, and therefor
 faster. But it's less portable.

Linux code is pretty portable, but at source level, not at binary level like 
Java or Intent.

Why Linux? Partially marketing: it attracts programmers, others use it (PS2 
devkit). Linux is cheap (no license costs). And there is an increasing amount 
of driver support from manufacturers.

 the MSX-player is also a platform on which they can experiment with the
 server-database (or whatever it is called) idea.

They call it "MSX Server".

  The idea of reconfiguring a chip to act as another chip is great though.

 yess! why waste transistors (hence speed and expandability) on old hardware
 if you can _perfectly_ emulate it through software???

FPGA uses a lot of transistors as well. And currently unused FPGA gates 
could be considered wasted transistors, but they are necessary to add new 
functionality in the future.

Also, Nasu informed us today that manufacturing embedded FPGA at an 
affordable price is not possible yet. It may be possible in the future, 
Nishi is actually doing research on that at MIT.

  I doubt "for free" will be true. ASCII will want to make some money using
  the MSX Server and the company who made the game will probably not
  license it for free either. It's not sure the MSX Player will accept ROM
  and DSK images from arbitrary sources.

 It's based on fMSX so according to the GNU public licence (or whatever it's
 called) it _must_ be open source. Hence adaptations can easily be made.

fMSX is not under GPL.

Besides, even with GPL licenses, a piece of software can be released under 
multiple licenses. Since commercial use is not allowed by the public fMSX 
license, ASCII will have to buy a license from Marat. Depending on the 
details of that agreement, ASCII may or may not be required to open up 
anything.

  Or if for example the games section on funet won't be
  closed down after pressure from ASCII.

 that might be an issue, yes.
 but instead you will get a huge database featuring those same games.
 only usable in MSX-Player and One Chip MSX though, yes.
 but don't forget the Funet CDs...

I just wanted to indicate the implications this project could have on the MSX 
world. Currently no company cares about ROMs on funet, because they don't 
lose money on it. But if the games are being sold again, their attitude might 
change.

Basically, it depends a lot on how easy it is to use illegal images. Napster 
was acted upon by record companies, yet binary newsgroups with MP3s still 
thrive. However, binary newsgroups are too hard for many users, while Napster 
is easy to use. Copyright holders only care whether the masses are able to 
copy their product.

One problem is that it's almost impossible to make a distinction between 
illegal images and custom images. What if I want to cheat in some game? I 
would want to use the modified ROM image in the MSX Player. Or if I made my 
own game, I want to test that ROM image. So MSX Player should accept custom 
images, but if it does that, it will also accept illegal images, because it 
cannot see the difference.

  eZ80 or similar chips suffice for most IP enables devices. The one-chip
  "MSX" is unique because of it's FPGA, but that also makes it more
  expensive and programming the FPGA is more difficult than programming an
  ordinary processor. So manufacturers will only use it if they can
  actually do something useful with the FPGA, like signal processing or
  emulation or anything else that performs poor 

Etiquette

2001-04-18 Thread Maarten ter Huurne

Hi,

It's probably useful to inform new subscribers about the etiquette of this 
list, as well as reminding long time subscribers. When writing to the MSX 
mailinglist, please stick to the following rules:

No attachments:
If you want to spread files, put them on HTTP or FTP and mention the URL in 
your message.

No HTML mail:
Not every mail reader can handle it. It increases message size. And it 
doesn't really add anything useful to the message.

Write in English:
Since your message will be sent to all people on the list, make sure they are 
able to understand it. If you have a message that is only interesting to 
people in a certain language area, please explain why that is in English and 
below that you can write the message in Dutch or Portuguese or whatever. It's 
best to mention it in the subject line as well, for example "[Dutch] I am 
looking for a ride to Tilburg".

Write on-topic:
This is not a very strict rule, since a little off-topic discussion can be 
both interesting and fun. Just don't go too far off-topic. Only write what 
you think people will be interested in and remember that those people 
subscribed to an MSX mailinglist.

Reply personally if appropriate:
If your reply is only interesting to one person, send it to that person 
directly. Remember that the default reply address is [EMAIL PROTECTED], therefore 
your reply will go to the list unless you fill in another address manually. 
Bids on for-sale items and requests to mail files are examples of messages 
that are better not sent to the list.

Don't ask for warez:
You shouldn't ask for copies of either non-MSX software or MSX software that 
is still being sold. I have no problems with requests for out-of-production 
MSX software, but only if you have done some thorough web searching and 
couldn't find it anywhere.

General netiquette:
Don't quote more than you need to. Gather related responses in a single 
message. Read the FAQ. Be nice to each other. Don't overuse exclamation marks 
and capitals. Etc.

Thanks in advance.

Bye,
Maarten

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Re: Tilburg?

2001-04-11 Thread Maarten ter Huurne

On Wednesday 11 April 2001 07:40, you wrote:

 Can the
 orginizers send a document with all the attendants at the fair
 and what they will show and/or sell at the fair and where to
 contact them? I would be most pleased!

You should tell them your e-mail address. Your mail incorrectly stated it as 
[EMAIL PROTECTED]

Bye,
Maarten

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Re: Tilburg?

2001-04-11 Thread Maarten ter Huurne

On Wednesday 11 April 2001 17:13, you wrote:

 Stupid Idea to have an "Open Day" at the same day as the great MSX-Fair in
 Tilburg!

It's probably not an MSX-only club...

Bye,
Maarten

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Re: Ys 1 won't save?

2001-04-05 Thread Maarten ter Huurne

On Thursday 05 April 2001 15:38, you wrote:

 When attempting to save, Ys 1 asks me for a userdisk. When I put in my disk
 with my SD Snatcher saves or a formatted floppy, it complains of an
 "invalid userdisk". Can anyone help me?

Don't use your SD Snatcher save disk for anything else, or anything else for 
an SD Snatcher save disk! SD Snatcher saves to sectors and will overwrite any 
file that happens to be in those sectors.

I think a formatted floppy should work for Ys 1. Maybe you have to initialise 
it from within the game? It's a long time ago I played the game, so I don't 
remember exactly how it worked.

Bye,
Maarten

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Re: HOW to change email adress ??

2001-04-04 Thread Maarten ter Huurne

On Wednesday 04 April 2001 10:40, you wrote:

 Sorry forgot the tekst :-)
 butt how do you change your email adress ??

You zubscribe the new address and unzubscribe the old address. The 
mailinglist info page (see mailinglist signature) tells you how to zubscribe 
and unzubscribe. I misspelled these words on purpose, because the mailinglist 
filters them out to block zubscribe requests that are sent to the list.

In the future, please send questions about subscription and other 
administrative tasks to [EMAIL PROTECTED]

Bye,
Maarten

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Re: TILBURG FAIR

2001-04-04 Thread Maarten ter Huurne

On Wednesday 04 April 2001 07:47, you wrote:

 I heard that there will be a pressconference with ASCII.
 Is that true. What's the program of that 'special' saturday.

There is an archive of this mailinglist at www.msxnet.org, you can find the 
messages about ASCII and Tilburg there.

 Since two days I joined the mailing list so maybe I missed that info. I
 only recieved stuff about 'GAY MARRIAGE'.

There is some off-topic discussion on this list, but most is on-topic. It 
just happens that the last two days were pretty much off-topic.

Bye,
Maarten

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Re: NMS-8250/55/80 FDD

2001-04-02 Thread Maarten ter Huurne

On Monday 02 April 2001 17:57, you wrote:

 Ive read somewhere that the FDD of these computers
 doesnt have a rubber belt.
 Is that true?

Yes, it's true. They have Mitsumi drives that are much like modern PC drives, 
although about half a centimeter higher.

The drives often develop a problem when ejecting, where the disk is partially 
thrown out but the internals of the drive go back down again, so the disk is 
stuck in the drive. But at least their lifespan is longer than that of drives 
with rubber belts. Mine is still somewhat functioning after 15 years, with 10 
years of that in very regular use (I didn't have a harddisk).

Bye,
Maarten

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Re: old games

2001-03-30 Thread Maarten ter Huurne

On Friday 30 March 2001 10:45, you wrote:

 The other one starts with a spacecraft crash,
 and you then have to reassemble the pieces of your
 spacecraft core in order to take off again.
 The main person is a round ball guy, which can
 move in two modes, walk and hover. There also
 are teleport pots in the game, and spots to regen
 energy.  I actually finished this game, I think
 with help of maps in mccm. (Or did I make my own? :)

Maybe this is "Star Quake"?

Bye,
Maarten

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Re: MSX-logo

2001-03-23 Thread Maarten ter Huurne

  Scan the logo from a manual or something, should be a large picture and
  scanned at let's say 150dpi. Then start Adobe Illustrator and trace the
  lines. Now you've got yourself a vector based MSX logo. Resizing doesn't
  matter anymore, any size will be the right size.
  Ok, were can I find a free trial version of this adobe ilustrator for
  i386-linux? or an alternative ?

 Try it with GIMP :)

GIMP is bitmap only, it doesn't do vectors. Well, there is the paths thing, 
but that's only to create selections; I don't think you can export paths.

I think Corel ported their bitmap to vector conversion program to Linux. I 
doubt it is free though. But cheaper than Illustrator probably.

 Hmm, that could be kind of a problem ;) You never told us you don't use
 Windows.

I think he did, just not recently.

But why do you assume everyone uses Windows? Windows is on about 90% of the 
desktops; that is a lot but 10% is certainly not neglible. And I dare to say 
that non-Windows operating systems are relatively popular among MSX users.

Anyway, let's leave it at that, before we set off another pro/contra MS flame.

Bye,
Maarten

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Re: Getdisk

2001-03-19 Thread Maarten ter Huurne

On Monday 19 March 2001 16:33, you wrote:

 Getdisk in combination with putdisk are the MSX equivalents to DCOPY on the
 PC. btw, do PC drives read single sided floppies???

The drives do, but some operating systems have problems with the filesystem 
of a single sided disk. As long as you are reading or writing images, there 
should be no problems.

Bye,
Maarten

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Re: Floppy cable not working?

2001-03-16 Thread Maarten ter Huurne

On Friday 16 March 2001 01:02, you wrote:

 I'm having a problem with the floppy drive cable I (finally) got to connect
 the new PC floppy drive into my NMS 8250. It only works when hooked up one
 certain way, where it detects the drive as the B: drive. Part of the cable
 is twisted, but nothing I do seems to be able to make it recognize is as an
 A: drive. The cable looks something like this (5.25" connectors are being
 excluded):

Maybe you inserted the connector the wrong way around at both the drive and 
the motherboard. In that case, the straight wires are right, but the twisted 
ones are wrong (instead of drive select, some other signals are swapped). Try 
turning the connectors 180 degrees at both the drive and the motherboard.

Bye,
Maarten

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Re: Cartridge question

2001-03-13 Thread Maarten ter Huurne

On Tuesday 13 March 2001 13:07, you wrote:

 Unfortunately, that command doesn't help me much here. The problem is that
 cartridges use whatever video mode is active when they are booted.
 Therefore, even though the cartridges were written for NTSC televisions,
 they boot in PAL on my NTSC television. I was hoping for a way to boot
 directly to cartridge after I've done vdp(10)=0, so that the 60Hz mode
 would be conserved; in the softboot, the screen merely returns to 50Hz as
 it boots up again.

Maybe you can modify the BIOS ROM to boot in 60Hz by default. Does anyone 
know how easy/hard it is to replace the 8250 BIOS by an EPROM? It was done 
for MSX2 to MSX2+ expansions, so it's possible.

Another option is to build a switch on your cartridge port, to enable/disable 
slot select. Although an 8250 is pretty resilient against inserting 
cartridges when power is on, it's not something you should do on a regular 
basis. Using a small machine code program, it's possible to boot most 
cartridges (only cartridges that use the disk drive fail, like King's Valley 
2 and Metal Gear 2).

The program looks like this:
(programmers, please verify it)

SLOT:   equ 1   ; Cartridge slot containing ROM
org #C000
; SCREEN 2 - avoid display problems on MSX1 ROMs
ld  a,2
call#005F
; select ROM in page 1 and 2
ld  a,SLOT
ld  h,#40
call#0024
ld  a,SLOT
ld  h,#80
call#0024
; get start address and jump there
ld  hl,(#4002)
jp  (hl)

Bye,
Maarten

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Re: Pool

2001-03-08 Thread Maarten ter Huurne

On Thursday 08 March 2001 15:52, you wrote:

 I'm making a little pool.

Do you mean "poll"?

If you want a lot of reactions, maybe it's better to set up a form on a web 
page. It's possible to have HTML form results sent by e-mail, you don't need 
any advanced server software to create something like that.

 Do you think that a MSX2 and 256k RAM are high requirements for Internet
 access with MSX?

MSX2 - no problem
256K RAM - acceptable, altough 128K would be nice

The Philips NMS series was sold with 128K and it's the most common MSX2 in 
the Netherlands, maybe in all of Europe. There are still many machines that 
didn't receive a RAM expansion.

 Besides Internet access with MSX, you also get a multitask and multiuser
 OS.

Uzix?

Bye,
Maarten

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Re: Spam

2001-03-03 Thread Maarten ter Huurne

On Saturday 03 March 2001 17:45, you wrote:

 This absolutely isn't funny anymore...

Agreed. Spamming a mailinglist is bad, but doing it three times on a row is 
horrible. However, with the current mailinglist software there isn't much I 
can do about blocking it.

Fortunately, I managed to find this company's website hoster 
(www.cottagesoft.com) and I sent them an abuse report. They advertise with a 
strong spam filter, so let's hope they are as serious about stopping spam 
being sent as they are at preventing spam being received by their members.

Bye,
Maarten

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Re: Putting PC drives in a 8250

2001-03-01 Thread Maarten ter Huurne

On Thursday 01 March 2001 10:53, you wrote:

 Anway, I added this all to the FAQ, see the misc fAQ section. Could you
 check for me if it is okay and complete?

- This question is not listed in the table of contents (FAQ first page).
- These tips also work on the NMS8255 and probably the 8280 as well.
- Typo: "(over a length of aboyt 4 cm!)"
- If you want to use HD disks in the drive regularly, you also short the 
sensor that checks for the HD hole.
- You could add that it's possible to put two drives on one cable, as long as 
one reacts to DS0 and the other to DS1.

Bye,
Maarten

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Re: Putting PC drives in a 8250

2001-03-01 Thread Maarten ter Huurne

On Friday 02 March 2001 01:39, you wrote:

 I have a question about that; is the flatcable you modify the drive cable
 itself that connects the drive to the MSX2?

Yes, it's the 34-wire cable between the drive and the main board. If you 
don't want to modify (twist) the cable yourself, you can use a standard PC 
floppy cable instead.

Bye,
Maarten

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Re: SCART to composite

2001-02-28 Thread Maarten ter Huurne

On Wednesday 28 February 2001 18:21, you wrote:

 Check if there is a D(rive)S(elect) jumper on the diskdrive... many
 diskdrives do not have jumpers but are soldered (SMD-resistor!). Be sure
 that DS=0 for drive A en DS=1 for drive B.

Good one! I forgot about that.
Try [files "B:"] in BASIC and see if the drive reacts.

I'm using a PC-like twisted floppy cable in my 8250, but it's been a long 
time since I opened it, so I forgot about it. I put two drives on a single 
cable and used the second drive connector to place the jumper over pin 33 and 
34.

Bye,
Maarten

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Re: Konami MSX Antiques - compression

2001-02-28 Thread Maarten ter Huurne

On Wednesday 28 February 2001 18:55, you wrote:

 I'd like to have a try, just for fun. However,
 I don't have that MSX Antiques Collection here.
 Could someone send me a pair of Antiques/Original
 ROM to my e-mail address ( [EMAIL PROTECTED] )?

You can get the compressed ROM from the URL Tristan posted. The original ROM 
is available on komkon, as AntarcticAdventure.rom.gz.

 It doesn't matter which pair, I just want to
 test Maarten's theory...

I have been working a bit on a decompression routine since and the theory is 
wrong. Well, not totally wrong, but incomplete. There are many more encodings 
in the compression format than I expected. They just don't occur in the first 
100 bytes of the file.

Bye,
Maarten

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Re: programming question

2001-02-27 Thread Maarten ter Huurne

On Tuesday 27 February 2001 15:33, you wrote:

 I have to make a ball disappearing routine just like in puyo
 puyo/klax/collumns
 and all those other games.
 for example, if I have this matrix (serie of ball's):

 12436531
 14312262
 41222432

 it has to change in something like this one:

 1101
 10110011
 01000111

Exactly what is your disappearing rule?

It seems that groups of 3 or more balls of the same kind are removed. A group 
is a set of balls that are connected horizontally, vertically or diagonally.

I think the union find algorithm works well for this problem. Union find is a 
datastructure that devides a set into classes. In this case, the set consists 
of all balls and the classes are the groups. Every class is denoted by a 
special element, the representant, which is an element of that class.

Here is an implementation of union find in Java:
(excuses for the Dutch comments - this code is taken directly from the 
standard algorithms library of our programming contest team)

===

class UnionFind
{
// Datatype waarmee je klassen kunt representeren.
// Ook handig om samenhangende deelgrafen te vinden.

int[] repr;

UnionFind(int nrElem)
{
repr = new int[nrElem];
for (int r=0; rnrElem; r++) repr[r] = r;
}

int find(int elem)
{
// Zoek representant
int r = elem;
while (repr[r] != r) r = repr[r];
// Collapse path
while (elem != r) {
int h = repr[elem];
repr[elem] = r;
elem = h;
}
return r;
}

void union(int k1, int k2)
{
k1 = find(k1);
k2 = find(k2);
if (k1 != k2) repr[k1] = repr[k2];
}

}

class UnionFindTest
{
public static void main(String[] args)
{
UnionFind uf = new UnionFind(100);
uf.union(0, 1);
uf.union(1, 2);
uf.union(2, 3);
uf.union(1, 4);
System.out.println(uf.find(3) == uf.find(4));
System.out.println(uf.find(0) == uf.find(5));
System.out.println(uf.find(3) == uf.find(4));
}

}

===

You start with an empty data structure, that is where every ball is in a 
group by itself. Then you iterate over every ball in the field and look at 
all its neighbours. For every neighbour of the same color (you used the 
numbers 1..6 for this, I'll call it color) you merge the groups with a 
union(ball1,ball2) call. When you have done this for the entire field, you 
have found all groups: for every ball the representant returned by the 
find(ball) call is a ball number that uniquely represents the group that ball 
is in.

Now you can count the number of balls in each group: take an array the size 
of the number of balls on the screen and zero it out. Then iterate over every 
ball, asks its group representant and increase the counter for that 
representant. Once you have done this for all balls, the counters beloning to 
representants contain the number of balls in that group and the counters 
belonging to other balls are still zero.

Now iterate through the balls one last time, for every ball look up its 
representant, then look up the group size in the counters array. If group 
size = 3, the ball should  be removed.

I think it's best to program the algorithm in a language like Java, Pascal or 
C first before you translate it into assembly. I think it's possible to merge 
the first two iterations: the calculation of the representants and the 
counting of the group size. If you need the performance, you can try that 
optimization.

I hope I explained it well enough. It's not that complicated, but it's not 
trivial either. If you have any questions, please ask.

Bye,
Maarten

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Re: programming question - an example

2001-02-27 Thread Maarten ter Huurne

Hi,

I'll add an example, I hope that helps understanding the algorithm.

I'll take your example game field:
(the numbers are the colors of the balls)
12436531
14312262
41222432

I'll label the balls using uppercase letters:
ABCDEFGH
IJKLMNOP
QRSTUVWX

The initialisation of the union find data structure creates an array just 
like the one above: every ball is in its own group and therefore the 
representant of that group:
ABCDEFGH
IJKLMNOP
QRSTUVWX

Now ball A is considered. It has 3 neighbours: B, I and J. Only neighbour I 
has the same color. So those two belong in the same group and a union call is 
performed. Now the array looks like this:
ABCDEFGH
AJKLMNOP
QRSTUVWX
You'll notice that the I has been replaced by an A, because they both belong 
to the same group. I could have chosen to replace the A by an I instead, that 
doesn't make a difference.

After processing all balls in the same fashion, the resulting array looks 
like this:
ABCDEFGH
ACDLMMOP
CAMMMVWP

Then the group size counting is performed, this is the resulting counters 
array:
A : 3, B : 1, C : 3, D : 1, E : 1, F : 1, G : 1, H : 1
I : 0, J : 0, K : 0, L : 1, M : 5, N : 0, O : 1, P : 2
Q : 0, R : 0, S: 0, T : 0, U : 0, V : 1, W : 1, X : 0

This leads to the following "removal matrix":
0101
00110011
0111

Balls belonging to groups A, C and M should be removed. I noticed that your 
removal matrix looks a bit different:
1101
10110011
01000111
In this matrix, group A isn't removed. Is that a mistake in your example or 
did I misunderstand your removal rule and should group A in fact not be 
removed?

Bye,
Maarten

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Re: programming question

2001-02-27 Thread Maarten ter Huurne

On Tuesday 27 February 2001 16:28, you wrote:

 I was thinking about an algorithm similar to the maze-pathfinder...
 Percolation... Recursive What about that, oh great programming guru
 Maarten?

That's possible as well, to use a recursive flooding algorithm. But I think 
it's messier to implement, especially in assembly. You have to remember the 
points you already visited, otherwise you could end up in an infinite loop. 
And in assembly recursion isn't as easy as in a higher level programming 
language, you have to stack the local variables manually. And make sure it 
all fits on the stack.

 Duh -  ripping an Java algorithm of the internet and presenting that
 on a silver platter is not the essence of a 'programming guru'.
 That's more like 'script kiddie'...

  Eric (*real* programming guru)

 huge ;-) /huge

dutchIk moet toch even happen.../dutch
(inaccurate translation: I can't resist to react)

I wrote that I took it from our standard algorithms library. Guess who put 
the algorithm in there... Anyway, it is an existing standard algorithm and 
real programming gurus know they shouldn't re-invent the wheel. ;)

Bye,
Maarten

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Re: programming question - an example

2001-02-27 Thread Maarten ter Huurne

On Tuesday 27 February 2001 16:50, you wrote:

 your "ballremoving" routine was very nice, but actually I only want the
 balls to be removed, if there are 3 or more balls
 connected to eachother horizontally, vertically or diagonally.. (and if
 some of these balls have neighbours with the same
 color, they have to be removed too)

OK, it can be fixed.

The first step, calculating representants using union-find, is unmodified. 
After this step you know all the groups. The group size is no longer 
relevant, so the old second step is scrapped, as well as the old third step.

The new second step is to search for lines of 3 balls on a row, you can do 
this easily by doing a linear search for every ball in 4 directions: 
right-up, right, right-down, down (or 4 other directions, as long as they 
represent the entire 8-direction star). You can do the search using a single 
routine, with delta-x and delta-y as parameters.
Example: ("o" is the ball in question, "x" are balls searched, "-" are balls 
not seached)
- - - - x
- - - x -
- - o x x
- - x x -
- - x - x
You don't have to search every direction because they are searched from the 
ball on the other end of the line. (A line walked in the opposite direction 
is still the same line, no need to check it twice.)

A simple trick is to use sentinels: mark the edge of the playing field with 
balls of a color that doesn't occur in the game. Now you no longer have to 
check for the coordinates being outside the playing field, instead you can 
rely on the fact that no line will ever extend beyond the border of sentinel 
balls.
Example: (this is the bottom part of a playing field)
9 1 2 2 3 4 9
9 2 1 2 4 3 9
9 2 2 1 4 1 9
9 9 9 9 9 9 9
Here the balls of color 9 are the sentinels. They also help in other places. 
For example, gravity doesn't cause balls to fall out of the playing field, 
because the lower line of sentinels will stop them (no coordinate checking 
necessary). Also, the side walls form barriers when calculating whether a 
sideways move (by the player) is possible.

If balls diagonally connected to a line of balls are neighbours, you only 
have to search for lines of length 3. If balls are only considered neighbours 
if they are horizontally or vertically next to a line, you should search for 
the longest possible line.

All balls on the line are marked for removal, as well as all balls in the 
same groups as these balls. An easy way to implement this is as follows:
Step 3a: for every ball on the line, mark its representant for removal.
Step 3b: for every ball, check if the representant is marked for removal, if 
it is, mark the ball itself for removal as well.

There is a very useful optimization you can use: once you have all the 
datastructures for the current game field, re-use them when the next balls 
are dropped. You don't have to recalculate everything, you can apply the 
group calculation and the line searching only for each of the new balls. Note 
that in this case you do have to search lines in 8 directions, searching half 
of them is no longer sufficient because there is no search initiated from the 
balls on the other end of the line.

Whenever you remove balls, you will have to recalculate everything. However, 
a game typically displays an animation when this happens, so you'll have some 
spare CPU time to do the calculation.

Bye,
Maarten

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Re: SCART to composite

2001-02-27 Thread Maarten ter Huurne

On Wednesday 28 February 2001 01:38, you wrote:

 Well, I bought the thing a new floppy drive, connected pins 33 and 34 of
 the main board (where it connects to the cable) with a jumper, connected
 it... nothing. It still complains about "disk offline". Any ideas, anyone?

Does the drive spin when you access it with a disk in it?
Does the drive LED turn on when you access it? And when you don't, is it off?
You are using a DD disk, not a HD disk, are you?
Can you format a disk? (use CALL FORMAT from BASIC)

Bye,
Maarten

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Re: SCART to composite

2001-02-25 Thread Maarten ter Huurne

On Saturday 24 February 2001 20:39, you wrote:

 I already have a cable that plugs into the SCART port on the MSX2, and on
 the composite plugs on the television. This outputs an RGB signal, and,
 since RGB is the same for either PAL or NTSC, I should be getting the
 image, displaying in proper colours, correct? (It would still be rolling
 until I use vdp(10)=0, of course.)

If the cable plugs into the composite input of the TV, it cannot possibly 
deliver a RGB signal. Like Maico Arts said, a SCART plug contains both RGB 
and composite signals, your cable is probably using only the composite 
signal.

I think the only way to get color from a 8250 on an NTSC display is find a 
monitor or TV with RGB input. I'm running NTSC PlayStation games on my PAL TV 
using an RGB cable with no problems. However, I did need to buy an RGB cable, 
the cable that came with the PlayStation is one with a three tulip plugs to 
SCART converter, which only supplies composite video.

It may be possible to adapt the 8250 internally to change the color encoding, 
but I have no idea how difficult that is. I do know that the 8250 has a 
rather large audio/video board (the orange one above the green main board), 
it has few integrated components there so replacing the color encoding is 
probably not too hard once you know how.

About the disk drive:

AFAIK, 8250 drives don't have a rubber belt. The rubber belt problem occurs 
with the 8235/8245 and the turbo R models.

You can easily replace a 8250 drive with a standard PC disk drive. The only 
modification you need, is to place a jumper over pin 33 and 34 of the second 
drive connector on the main board. Pin 33 is ground and pin 34 is /RDY, the 
ready signal, a signal that modern PC drives no longer have. Connecting the 
pins will tell the 8250 that the drive is always ready, the 8250 DiskROM has 
no problems with that.

Bye,
Maarten

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Re: Konami MSX Antiques - Emulator

2001-02-24 Thread Maarten ter Huurne

On Saturday 24 February 2001 08:11, you wrote:

  I wonder why they chose to compress the ROMs, there is plenty of space on
  a CD to store a couple of MSX ROMs.

 So people wouldnt use em on real msxes? Just a guess ;-)

Well, there are plenty of sites with the ROMs on the net, it's rather 
pointless to take a lot of trouble to rip them from the Antiques CDs.

It could also be to make it harder to replace the ROMs with other MSX games 
and create your own Antiques collection. However, encryption would have done 
a better job than compression, especially this compression format which isn't 
too hard to reverse engineer.

 Really strange to compress the files, when a dummy block of app. 16MB can
 be found on the CD. This has no meaning :-(.

For some reason the PSX can't read the final part of a session. Therefore all 
games should have dummy data at the end of their session.

Bye,
Maarten

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Re: FDD belt

2001-02-23 Thread Maarten ter Huurne

On Friday 23 February 2001 17:50, you wrote:

 Something about the HB-F1XDJ FDD:
 http://www.amy.hi-ho.ne.jp/nakajima-jr/com/xdj.htm

 At the above page you can also see that theres a schematic about
 a RGB-SCART japanese connector.

Japanese RGB21 is not SCART. The connector is the same, but the signals are 
on different pins. Takamichi found out when the GFX9000 cable didn't work on 
his TV. If you compare the table on the above page with a SCART description, 
you'll notice it's wired differently.

Bye,
Maarten

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Re: Konami MSX Antiques - Emulator

2001-02-23 Thread Maarten ter Huurne

On Friday 23 February 2001 17:28, you wrote:

 The antiques collection ROM format is a type of compressed file, when rom
 is loaded in PSX memory, is exectly the same to original rom.

That's interesting. Do you know what kind of compression algorithm it is?

I wonder why they chose to compress the ROMs, there is plenty of space on a 
CD to store a couple of MSX ROMs.

Bye,
Maarten

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Konami MSX Antiques - compression

2001-02-23 Thread Maarten ter Huurne

Hi,

 The antiques collection ROM format is a type of compressed file, when rom
 is loaded in PSX memory, is exectly the same to original rom.

It turns out there are two different versions of Antartic Adventure. The one 
called AntarcticAdventure.rom on komkon is the one used in the Antiques 
collection.

I have a guess about the compression format. The base unit is one byte. 
Repeated patterns are encoded by storing a length and offset into the already 
unpacked data.

The meanings of the various bytes are:
:   special/unknown
11nn:   uncoded, length=n+8
10nn:   length=n+2, offset=d+1
0nnn :  length=n+3, offset=d

So far the #FF byte seems to have no meaning, but I doubt Konami doubt have 
put it there if it was useless (it's compression after all).

I found the table above by manually examining the first #60 bytes 
(approximately). To verify this theory, a program must be written that 
attempts to unpack the file using the codes in the table, then the unpacked 
file must be compared to the Antarctic Adventure ROM. I'm sleepy so I won't 
write that program now, feel free to write it yourself and post the results. 
If no-one writes it tomorrow I might have a go at it on Sunday.

Bye,
Maarten

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Re: Konami MSX Antiques - compression

2001-02-23 Thread Maarten ter Huurne

On Saturday 24 February 2001 04:03, I wrote:

 The meanings of the various bytes are:
 :   special/unknown
 11nn:   uncoded, length=n+8
 10nn:   length=n+2, offset=d+1
 0nnn :  length=n+3, offset=d

I read this again and I guess it isn't really clear.

"Uncoded" means that after the byte that contains the length, there will be 
that many raw bytes, bytes that can be copied directly to the output. Example:
C1 01 02 03 04 05 06 07 08 09
The C1 announces 9 (1+8) uncoded bytes, which follow directly after.

The bottom two cases are repeated patterns, if such a code is found while the 
current output address is X, then output[X-offset,X-offset+length) must be 
copied to output[X,X+length). Note the interval notation: including start 
index, excluding end index.

Bye,
Maarten

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Re: Snatcher translation...

2001-02-20 Thread Maarten ter Huurne

On Tuesday 20 February 2001 12:12, you wrote:

 Just want to know if anyone ever visits
 http://SnatcherTranslation.cjb.net ... We really need to get that
 game translated, please help by visiting...

Well, just visiting won't get the game translated. Recently someone asked 
about progress on the Snatcher translation mailinglist, the text below is 
taken from my reply.

===

To do the reverse engineering efficiently, we need an emulator that has good 
debugging functionality and a save state option. Debugging is necessary to 
see what Snatcher is doing, save state is necessary to test translations 
without having to restart Snatcher every time: using the Snatcher save system 
is too tiresome. Preferably the emulator source is available, so Snatcher 
specific debugging code can be added.
fMSX has source available and a primitive debugger, it would need a better 
debugger and save states added. MESS has a good debugger according to Sean, 
but MSX2 support is incomplete and there is no save state option either. I 
don't know about the Windows emulators, because I do all MSX development in 
Linux nowadays.
[Addition: Some people replied that RuMSX has both a save state option and a 
built-in debugger.]

The reverse engineering itself is difficult because Snatcher apparently keeps 
almost everything in a single data structure. Not just the texts, but also 
the menus, the animation scripting, the game scripting etc. Anyway, that's 
the impression I got when I was hacking at it, because I didn't understand 
all of it I cannot be 100% sure.

As you may know, Japanese is a lot more compact than English. So the 
translated text will take more space than the original text. I already know 
how to replace any Snatcher text with an English text of equal length, but 
that's not good enough.

Fortunately, Snatcher uses 2-byte characters but also supports the display of 
1-byte characters. So a factor 2 is saved by using the Latin alphabet (as 
English does), but a factor 2 is not enough. There are three ways to solve 
this:
1. Shorten the English text: leave out parts of the messages.
2. Compress the English text.
3. Increase the available space: re-arrange the Snatcher data.
It's possible to use a combination of methods.

Shortening should be avoided as much as possible, otherwise the quality of 
the translation will be poor. It's probably impossible to create a good 
translation by using only shortening.
Compression requires a few modifications to the Snatcher routines. It's a 
pretty useful method, but there are limits to how tight you can compress text 
with simple algorithms. And complex algorithms need too much changes in the 
Snatcher routines.
Increasing the space is done by gathering unused space and taking advantage 
of space saved elsewhere. Extra space must be freed both on disk and in 
memory in order to be useful. In memory, a lot of space (about 20 to 30K, I 
forgot the exact amount) can be freed by removing all kanas and kanjis from 
the font. On disk, we'd have to look for empty sectors and parts of script 
sectors that are unused. The largest problem is rearranging all data so that 
the extra space is located in a useful place: it's useless to have small 
empty areas all over the place, it has to be concentrated. When the data is 
rearranged, the game should know the new location of the data. Those pointers 
should be calculated automatically, because calculating by hand is a lot of 
work and error prone. So there is a lot of reverse engineering and tool 
building needed to make this work.

Note: On Solid Snake, we (Takamichi and I) used all three methods. Oasis only 
used shortening.

I hope this info will help you in understanding where the problems of 
Snatcher translation are.

===

There is an overwhelming public interest in a Snatcher translation. However, 
enthousiasm alone doesn't get the job done. There are concrete problems to be 
handled, only if those are solved the translation can become a reality.

Bye,
Maarten

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