On Mon, 6 Aug 2001, Mark Bolman wrote:
> a question: How can i play multiple-disk games with brmsx??
Keep the disks in separate .dsk archives, and use
the Load DSK option of the GUI to change disks.
For example, suppose you want to play aleste 2,
which is on files ALE2-00.DSK, A
On Tue, 29 May 2001, Ivan Latorre wrote:
> I am wondering if he also has Panasonic's MSXturboR A1-ST or A1-GT
> technical guides...
I have both technical guides, I can scan it if there is
interest. They are both in japanese, and have schematics and
waveforms for the main signals on the t
On Wed, 7 Feb 2001, Manuel Bilderbeek wrote:
> > restrictive law: "Lei de Informatica". I have cursed it many times... =3D)
> What does this law say?
There is a good page in english about this law, you can see it
in this address:
http://www.lsi.usp.br/~jecel/reserve.html
--
I forgot to comment this one...
On Fri, 26 Jan 2001, Maarten ter Huurne wrote:
> A different option is to make the parser build a data structure and the let
> the emulator use that data structure to initialise itself. First, the entire
> INI file will be parsed and stored in the data
On Fri, 26 Jan 2001, Maarten ter Huurne wrote:
> I noticed you are using a callback mechanism to feed information to the
> program using the parser. Because there is no fixed order of statements in
> the INI file, this may be inconvenient. For example, a "Banksize=8" may
> appear after "Initia
Hi people,
I finished the first version of the Unified MSX Format
syntax verifier. You can get it in the address:
http://www.lsi.usp.br/~ricardo/msx/inicheck.zip
Unfortunately I'm too tired to write an instruction manual,
I hope you can wait until tomorrow. Gene
On Thu, 25 Jan 2001, Maarten ter Huurne wrote:
> I prefer to use /MM/DD:
> - if you sort it alphabetically it's also sorted chronologically
This argument is strong enough for me. .MM.DD is my choice,
and I must agree with Pablo when he says .MM.DD is the most apropriate
separ
Maarten said we should remove the Gametype tag from the standard,
since Gametype=Cartridge is redundant when a ROM tag is present inside the
package. I agree.
Also, if we're going to make the format as simple as possible, by
removing all the redundant tags, then we can also remov
On Wed, 24 Jan 2001, Maarten ter Huurne wrote:
> Below you'll find a description of the generic mapper: how it works and the
> syntax we use to store its parameters in the INI file. This description is
> intended to become part of the standard describing .msx files. Please correct
> any mistak
On Wed, 24 Jan 2001, Arno Bakker wrote:
> (.msx server)
> So lets have it... why not use a database??
I have two reasons:
1. Making it a simple text file is easier to make mirrors.
Everyone with a home page can mirror it, without the need to program in
cgi, perl, php or whatever
Maarten ter Huurne wrote:
> Packager ID: Server:
> [EMAIL PROTECTED] -
> msxpackbeta beta.msxpack.org
> msxpack msxpack.mirror.nl
> msxpack release.msxpack.org
> mr_x msx.whatever.com:8080
Just to improve the idea: .msx database servers do
On Tue, 23 Jan 2001, Maarten ter Huurne wrote:
> > There should be only ONE official package version and this meant to be the
> > best one. More than one version of the package for the same game will only
> > bring confusion.
>
> I'll have to think about that. Is seems a bit too centralized fo
On Mon, 22 Jan 2001, Pablo Vasques Bravo-Villalba wrote:
> I believe this format only
> supports one .ini file, am I right? If so, then
> it wouldn't matter the name (nemesis3.ini,
> gofayabo.ini and such): it just would be neces-
> sary to scan for an .ini file and use it.
I don't think
On Mon, 22 Jan 2001, Maarten ter Huurne wrote:
> (about equal signs inside comments)
> You are right, it is possible. But we would still have to document which
> characters can and cannot be at the start of a keyword. I think a single
> comment style would be simpler.
Then let's just m
On Mon, 22 Jan 2001, Alex Wulms wrote:
> nemesis3.msx
> contains
> nemesis3.ini
I don't think this will work. As defined before, filenames inside
the .msx archive must be 8.3 names, however names outside the .msx archive
can have any size. We could have nemesis_3_the_eve_of_destruction.m
On Mon, 22 Jan 2001, Sean Young wrote:
> Well we can call the format "unified msx game format", and the extension is
> .msx -- how's that?
I prefer "Unified MSX Format". There's no need to insert "game"
in the name, since the format can be used for apps that are not games.
However, which
On Mon, 22 Jan 2001, Maarten ter Huurne wrote:
> > If we're going to stick with INI-style syntax (where
> > every sentence have the form XXX=YYY), then there's no need
> > to define which character indicates a comment. If a given
> > line doesn't have a XXX=YYY syntax, then it is a comment.
>
Hi people.
This effect of interlacing is already implemented in brmsx since
version 2.6. It's used in the game Breaker. Instead of making a more
complex vram retrieve, like you're doing, I opted for a complete shuffling
of all the 128kb of vram each time you switch from a lower s
On Wed, 21 Jun 2000, Maarten ter Huurne wrote:
> - low level: the VRAM IC is accessed by CPU and VDP at the same time.
In the ADVRAM this never happens, because the dynamic rams
used in the msx are replaced by static ram, much faster. Since the
rate the VDP request data to vram is the sa
On Tue, 20 Jun 2000, ag0ny wrote:
> Maybe a greater advance in the new MSX graphics scheme would be RAM-mapped
> VRAM (it is VRAM being directly accesible by the CPU).
This was already done by Ademir Carchano and it's called ADVRAM.
More info is in:
http://www.lsi.usp.b
With the help of Maarten and Jose Morente I fixed the bug at last.
Indeed the MSX-MIDI was generating interrupts every 5ms and my program was
expecting it at 16/20 ms.
Instead of switching hooks, I fixed the bug with a simple lookup
in the vdp status register, to check if the int
On Fri, 19 May 2000, Rafael Lima wrote:
< about brmsx >
> ...and I still have this problem with a click of the mouse
> crashing the emulator...
You're right, brmsx 2.6 has a bug in the GUI.
If you try to open the gui in msx-1 mode it will crash
the emulator. I introduced this er
On Thu, 18 May 2000, Jose Angel Morente wrote:
> Does anybody know why does Zanac show corrupted graphics on main title
> if it is run on BrMSX or fMSX with the -msx2 option?
This is a bug in the emulation of the interrupt handler.
BrMSX has two different interrupt pipelines fo
On Mon, 15 May 2000, Maarten ter Huurne wrote:
> What is the problem of BrMSX running Space Manbow in MSX2+ mode? Maybe I
> encountered the same problem when modifying fMSX-Unix. If so, I can tell
> Ricardo some details about it.
As usual,the problem of BrMSX is the lazyness of the progr
On Tue, 25 Apr 2000, Laurens Holst wrote:
< about nemesis dawn >
> By the way, I don't think more than 8 colors are being used... couldn't this
> be made for screen 5 (or screen 7)??? I guess it then won't fit in 2 lines
> anymore though...
Nope. All 32 shades of gray are used, plus dit
On Tue, 25 Apr 2000, Siebe Berveling wrote:
> > Now you may ask me why I delayed for so long the release of the
> >new version... The answer is that the current version didn't work in BrMSX
> >until the new release 2.5 ;-)
> Maybe you should have tried a REAL MSX some time earlier ...
> Hint, hin
On Mon, 24 Apr 2000, Daniel Jorge Caetano wrote:
> >Why didn't you never showed us "Nemesis Dawn" demo? Don't say that you
> >made it yestarday!
> It was shown in MSX Rio'99! (-;
The version in the page in not the same version shown in rio'99
As you may remember , that version h
I just released the brmsx 2.5.
Main new features: support to 7MHz clock, ADVRAM and VDP fixes.
http://www.lsi.usp.br/~ricardo/brmsx.htm
Also finished the ADVRAM page.
This page includes detailed description of the standard,
sample programs and benchmarks.
I just finished a web page with all my msx-basic two-liners.
It's called "two liners art gallery", because two-liners
programming is much more an art than a science :)
Point your browsers to ...
http://www.lsi.usp.br/~ricardo/msx/twoliner
... and don't fo
On Fri, 21 Apr 2000, Laurens Holst wrote:
> The Z80 is quite simple, constructed very logical... I think that if you
> know how to program PLD's it shouldn't be too hard to make... But why??? It
> is still available!!!
Perhaps... because you can add new opcodes? :)
The ACE002 ha
On Fri, 21 Apr 2000, Maarten ter Huurne wrote:
> SD Snatcher runs more fluent in R800 mode than it does in Z80 mode. So I
> think the speed limitation is not in the VDP...
I believe he was talking about the intro, who really becomes a lot
out-of-sync in fast vdps, or unfinished emulators
On Fri, 21 Apr 2000, Siebe Berveling wrote:
> Untill now, I had the idea that ACE002 was just a starting project.
> But when you tell me it fits on a 15x15cm board i can't help thinking that
> it already exists ...
Everyone saw the fist prototype in MSX Rio meeting of 1999.
I thi
On Fri, 21 Apr 2000, Laurens Holst wrote:
> But first, ADVRAM is again something else which has to be added, and second,
> it is only useful for moving large blocks, like when loading from disk
> (directly into VRAM). It's nice, but when loading the speed doesn't really
> matter. In all other cas
On Tue, 18 Apr 2000, Pierre Gielen wrote:
> Great! Just a thought: using your code as a starting point, would it be
> possible to recompile a popular game series like Pokemon for a standard
> MSX-2 running on 3.57MHz? I think that could mean a lot for the popularity
> of the MSX system.
On Wed, 5 Apr 2000, Frits Hilderink wrote:
> Is it true that every Z80 instruction on a MSX takes
> one extra T-State because of a delay caused by
> the MSX Engine ?
Yes it is. If this wasn't true, then the pitch on the voices
produced by BrMSX would be lower, since BrMSX emulate
On Wed, 15 Mar 2000, Laurens Holst wrote:
> And have you tried scrolling (a part of) the screen without direct access???
> Nah, definately direct access.
I did. The scroll of FudeBrowser is full screen and quite fast,
and made only with BIOS calls. No direct access.
On Wed, 15 Mar 2000, Adriano Camargo Rodrigues da Cunha wrote:
> > BrMSX doesn't support 8x8 sprites in screen 5! Hush!
> Do a SPAM on Ricardo's mail account asking him to implement 8x8
> sprites in SCREEN 5. :)
It may sound strange, but it is the correct thing to do.
I onl
On Sun, 12 Mar 2000, Patriek Lesparre wrote:
> A single word: GEM
I tried the emulator and it's really impressive. Good job !
Absolutely no games worked at propetly speed, but I'm sure this
will change in the GFX9000 version running in a z180 or z380. I tried the
following games
On Wed, 23 Feb 2000, Jose Angel Morente wrote:
> > http://www.lsi.usp.br/~ricardo/msx.htm
> I visited your home page two days ago . You are GREAT!
>
Thanks for the bag-pulling, but I didn't make all the programs on
this page. Some are contributions made by other brazilian programm
On Tue, 22 Feb 2000, Maarten ter Huurne wrote:
> Another approach would be to implement the FudeBrowser converter on MSX.
> You wouldn't need to implement the display routines because they already
> exist.
The whole idea of FudeBrowser was to have something ready-to-run
when someone made
On Tue, 4 Jan 2000, d-fader wrote:
> I have a (maybe pretty stupid) question... A while ago someone told me that
> it is possible to turn off all interrupts (No call to $fd9f and stuff)... Is
> this true??
Sure, all you need to do is to execute the assembly instruction
"DI" (opcode F3).
On Sat, 18 Dec 1999, Nestor Soriano wrote:
> So, is there any other BIOS routine to set SCREEN 11 and 12? Or there
> is no other way that handle the VDP registers directly?
Unfortunately not. You must call the BIOS to set SCREEN 8, and
then change the value of reg.25 by hand.The call to
On Wed, 15 Dec 1999, Sandy Pleyte wrote:
> copy /b pairs.rom + /b pairs.rom pairsfmsx.rom
> this also worked for some 8kb roms witch didn't work with fmsx. And if
> i'm right there is a utillity witch can split it again. I thougt i can
> be downloaded from brmsx ??
You're right. BrMSX e
A new program for joynet is available at:
http://www.lsi.usp.br/~ricardo/msx.htm
JoyWave can play .WAV files of unlimited size in a MSX Turbo-R.
The .WAV is stored in a PC, and uploaded through the joynet cable. Source
code is included.
-
On Wed, 1 Dec 1999, Pablo Vasques Bravo-Villalba wrote:
> > members.xoom.com/z80msx/front.gif
>
> Those kanjis look like "mirai", which
> mean "future". But I'm unsure if it
> has anything to do with the game's name.
>
I have a game called "mirai". It is a MSX-1 megarom game, s
I just finished a program to load 16kb roms through a joynet cable
connected to a PC. You can download it from:
http://www.lsi.usp.br/~ricardo/msx/RBJOYNET.ZIP
To use it:
1) type (in the pc)
UPLOAD ANTARTIC.ROM
2) type (in the MSX)
D
Hello,
A new version of FudeBrowser is available:
http://www.lsi.usp.br/~ricardo/msx.htm
New since version 1.0:
- a new 3D scrollbar and a cursor
- now the user can navigate through the pages on a disk,
by clicking on the links
On Thu, 7 Oct 1999, MkII wrote:
> Is it possible to split the display in several text/pseudobitmap/bitmap
> modes (say SCREEN 4 and SCREEN 5) without losing sync?
Sure. The game "Psycho World" split the screen between scr5 and
scr7 in the intro, and between scr5 and scr4 in the game. "Sp
On Wed, 1 Sep 1999, Laurens Holst wrote:
> By the way, a voltage of 127V!!! How strange (it's not a 'nice' number)...
Of course it is. Not only 127 is prime, but also
127=1+2+4+8+16+32+64. Knuth lovers may like to know that
numbers in the form 11...b can only be prime if
the num
On Mon, 30 Aug 1999, Patriek Lesparre wrote:
> Maybe a SG-1000 (early sega console) or SC-3000
> (early sega computer) would be easier, they are VERY similar to MSX1 (same
> VDP). Perhaps some sort of compiler could be programmed, maybe all that's
> needed are some I/O-port changes...
In
On Thu, 26 Aug 1999, Giovanni R. Nunes wrote:
> And don't forget! What means "pia" in portuguese? :)
That's easy, "pia" means "boy" or "child".
Someone asked about PC memory management in real mode. There are
three ways to do it:
1) XMS: with this method you can acces
On Wed, 25 Aug 1999, Maarten ter Huurne wrote:
> However, I guess MG2 is the only Konami game which creates instruments
> while playing. In the replayer of King's Valley II there was no such
> behaviour.
I believe F1 Spirit also uses dynamic instruments to change the
pitch of the motor n
On Tue, 17 Aug 1999, Maarten ter Huurne wrote:
> >Since we have 16 colors on the
> >original, the horizontal pixels can have 256 colors (16x16).
> Not exactly. Mixing color A and color B will create the same color as
> mixing color B and color A. So the maximum number of colors is actually 128.
On Tue, 17 Aug 1999, MkII wrote:
> >This looks great on the monochrome spanish games such as
> >"Batman", even better than a real MSX in some cases.
> Also, different TVs yield different picture qualities, perhaps even better
> than BrMSX with the best of interpolations.
This non-linear
On Mon, 16 Aug 1999, Laurens Holst wrote:
> > By interpolating the next colours. Nemesis II really looks nice when
> > played under BrMSX.. You should really try it once !
>
> Well any RGB/Scart TV/Monitor does that as well. The colors also "vloeien"
> over eachother. On PC it is just a nessici
On Sun, 15 Aug 1999, Laurens Holst wrote:
> > Is that so ? I have a P200MMX and if I put BrMSX at full speed, it runs
> > about 7 or 8 times the speed of a real MSX...
> Whow, is that fast (not really for an emulator which runs at full speed on a
> 386-33 and uses MMX enhancements etc.).
Hello guys.
The application manual of YM2413 was uploaded to funet.
The address for downloading is:
ftp://ftp.funet.fi/pub/msx/txt/tech/YM2413.LZH
This is a 2.4Mb archive containing all the scanned pages in GIF
format. Next week I'll upload the Y8950 msx
I just took a look at the unknown setup used in the game.
This "Mi" sequence at 05FFEh is used to initialize the SRAM inside
the Panasonic FM-PAC cartridge (not present in the msx-music of turbo-r).
You should really take a look at Sean Young's page. It has lots of
great
On Tue, 27 Jul 1999, Laurens Holst wrote:
> 1. What happens if a 1 is written to adress #7FF6 in the MSX-MUSIC ROM???
According to Sean Young's MSXNET pages, this address can be used
to turn off the YM2413 from a FM-PAC cartridge. I guess this is used to
avoid conflicts with the internal
On Mon, 26 Jul 1999, Adriano Camargo Rodrigues da Cunha wrote:
> BrMSX is not perfect.
> Ricardo can fool my "Emulator Detector 1.0".
> But it can't fool "Emulator Detector 2.0".
Send me the program and I'll fix it...
---
On Fri, 23 Jul 1999, Marco Antonio Simon dal Poz wrote:
> BTW, I scanned the entire TC8566AF datasheet, but I didn't use an OCR, so
> the actual size is 12.5Mb (34 GIF files). I hope to pass the files through
> an OCR this weekend, so next week it should be available.
I didn't use OCR at
On Sat, 24 Jul 1999, Maarten ter Huurne wrote:
< MUST source code >
> > No, it's not really so big. And not takes so much time. (-: But it is
> >"compressed", and takes a lot of time, more than normal programs.
> What do you mean by "compressed"?
It uses lots of macros to expand the inn
On Thu, 22 Jul 1999, Daniel Jorge Caetano wrote:
> >Another interisting question: why SCREEN 9 does not exist?
> I think Ademir Carchano and Ricardo Bittencourt knows the answer.
SCREEN 9 was used only on a korean machine, to implement the
hangul character set. This machine used the V9
On Thu, 22 Jul 1999, MkII wrote:
> But it has a reason I forgot. What's the actual effect of RETI?
RETI is the same thing as RET, only with a different opcode.
Some Z80-based devices can detect the opcode of RETI when it's on
the data bus, and by doing this they can know when i
On Tue, 20 Jul 1999, MkII wrote:
> There're spurious JPs where it should have been JRs (!). Plenty of
> space??? *:D
Speed reasons perhaps?
JP is 2 cycles faster than JR when the loop is taken...
Ricardo Bittenco
On Mon, 12 Jul 1999, jam wrote:
> I've tested BrMSX and it doesn't emulate MSX2, and PSG emulation sounds noisy
> even at maximum freq (45455 Hz).
>
Did you tested it under Windows?
BrMSX indeed produces a lot of "clicks" in Windows due to the
multitasking. The preferred OS fo
On Tue, 13 Jul 1999, Laurens Holst wrote:
> > Why not? T-states emulation is kind of easy.
> Oh, is it?
Sure. All you have to do is compute how many t-cycles you have in
each time frame (16ms/20ms). If I recall correctly, the MSX-1 at 60Hz
should have more or less 59000 cycles. After exe
On Tue, 13 Jul 1999, Maarten ter Huurne wrote:
< wise for java >
> I would like to attempt WISE for Java, if it's not too much work. Can yacc
> produce Java or C++ code, or only C?
>
I'm using the GNU flex and bison, they can output C and C++ code.
Some time ago I saw a yacc implementat
On Tue, 13 Jul 1999, Laurens Holst wrote:
> And by the way, I don't think software-emulation can time correctly (like
> T-states etc.)
Why not? T-states emulation is kind of easy. Almost all
MSX-emulators does this right. If T-states weren't working perfectly, then
you would never be abl
On Fri, 9 Jul 1999, MkII wrote:
> What's the recommended method to setup PSG for 4-bit PCM playback? Setting
> the lowest pitch? Disabling both noise & tone in the mixer?
>
Disable the mixer. This way the output becomes grounded on level
"1" regardless of the internal counter states.
On Fri, 28 May 1999, MkII wrote:
> > Some Sega Master System games do use the 5.5 bits trick, but the
> >PSG of the Master isn't a true AY-3-8190. Instead, it is a SN-something,
> >slower than our one (and also it doesn't have envelopes...)
>
> But compatible?
>
Nearly. The main di
On Thu, 27 May 1999, MkII wrote:
> 4 sound sources and you got only 4 bits??? AFAIK each PSG channel has a 4
> bit volume resolution (16 levels), so 3 channels yield 5.5 bit (16*3=48
> levels). As level 16 is reserved for EG and level 0 for mute there're
> actually 45 levels.
>
I tried t
On Wed, 26 May 1999, Maarten ter Huurne wrote:
> >I'm looking forward to include MSX2+ support for smoother backdrops. If I
> >only could write a fast and compact enough YUV DCT decoder + get hold of a
> >2+ (must use an emulator for that, sigh!)...
>
> What is "DCT"?
>
It stands for "D
On Fri, 21 May 1999, Maarten ter Huurne wrote:
> MP3 is part of MPEG... Does anyone know if it's part of MPEG1 or MPEG2?
>
It's part of the MPEG-1 standard. The full name of mp3 should
actually be "mpeg 1 audio layer 3".
Anyway I agree with Giovanni, people interested in mp3 pla
On Wed, 24 Mar 1999, Hans Otten wrote:
> Hardware DMA indeed not possible with the builtin chips in the MSX.
> But the term DMA stems from long ago (CP/M for eaxmple) when with DMA was
> meant the memory location/buffer where the transferred data to/from is
> stored.
>
These days I use
On Tue, 23 Mar 1999, Laurens Holst wrote:
> I 'kloten' also a bit with Radx-8 for some time and if I remember correct
> its memory-requirements were pretty high.
>
I don't think so...
Radx-8 was one of my first MSX2 games, and I was able to run it on
my converted Expert with on
On Fri, 19 Mar 1999, Adriano Camargo Rodrigues da Cunha wrote:
> > It was very easy to add, indeed. I added it some time ago, just to
> > make the KGC games playable (I always wanted to hear Nemesis with SCC
> > sound! :)
>
> Oooops, ooops, ooops!!!
> That's something I never pay
On Fri, 19 Mar 1999, Alwin Henseler wrote:
> You're writing an MSX emulator, and you don't even HAVE a memory
> mapper? Go get one!
>
I already bought, but Ademir Carchano is SO SLOW to send my
enhanced machine...
> BTW. Adding memory mapper emulation to a MSX-1 emulator should be
>
On Thu, 18 Mar 1999, Marco Antonio Simon dal Poz wrote:
> Is there a program that takes profit of the 64kb memory mapped?
>
Sure. Some versions of "Konami's Game Collection" require a
Mapper, but for most games the mapper can be only 64kb. The only games
that require a 128kb mapper are
On Wed, 17 Mar 1999, Alwin Henseler wrote:
> > > > Yes, no problem. About emulation, BrMSX already emulates some Megaram
> > > > models.
> > > So I noticed. I just wondered what the use was (still do I think).
> > > After all: you can run modified MegaROMs in it (or originals, with
> > > the rig
On Mon, 8 Mar 1999, Robert Vroemisse wrote:
> Did you know that on the back of the original Aleste 2 box are pictures that
> aren't in the game? There is a picture there of a weapon select screen which
> isn't used at all. Strange isn't it?
>
Can anyone please scan this picture and plac
On Thu, 4 Mar 1999, Laurens Holst wrote:
> ??? If it's available in Holland and works in Dos2-environment I'd like to
> have such a thing... Then I could make a ROM-collection on my harddisk...
> ???
>
There's no need for a multi-purpose MegaRAM, since the "ExecROM"
program can patch al
On Thu, 4 Mar 1999, Nestor Soriano wrote:
> I finished Aleste 2 in medium level, without losing one ship! (-v-)v
>
When I was younger, I could do this too.
Now I'm afraid I couldn't do this anymore...
Did anyone finished Aleste 2 using only Weapon 0 ?
I tried a
On Mon, 12 Oct 1998, Maarten ter Huurne wrote:
> Is there any MSX emulator out there that already uses the parallel port for
> linking? If so, it would be best to make the standard compatible with that
> emulator.
>
I don't know any emulator that uses parallel port for linking. My
emul
On Tue, 25 Aug 1998, G.S. Vigneault wrote:
> How may I find details about where the RP5C01 is mapped into
> the MSX hardware memory or i/o space -- and how the RP5C01 RAM
> is used/allocated?
>
Try the MSX Technical Handbook:
http://www.komkon.org/fms/MSX/
I'm no
On Thu, 17 Dec 1998, Alex Wulms wrote:
> ] I use OS2, that has a quite fast JVM, perhaps in my system is less slow...
> ] Can you tell me where can I find it ?
> You can find it at:
> http://www.medicina.ufmg.br/~arnon/msxemu
>
Hello guys.
The current address for the Java MSX e
On Tue, 21 Jul 1998, Manuel Bilderbeek wrote:
> I'm playing the very nice RPG 'The Lost World' by Umax.
I have a related doubt.
Some months ago I won a contest made by Cobra Software, and
received an original copy of "Pumpkin Adventure 3", another great game
from UMAX. But I d
On Sun, 23 Aug 1998, Randy Simons wrote:
> Sure, MSX is a 2D machine normally, but 3D games can rule! Any more 3D games
> I've never heard of?
>
There is one very nice game for MSX-1 called "Episode 4". It's
like Doom, but you can only turn 90 degrees at a time and there is only
one mons
On Wed, 26 Aug 1998, Jimmy Hoffa wrote:
> >Putting extra hardware, of course. Ademir Carchano sells "msx
> >conversion kits", the current version upgrades an msx-1 to an msx-2+ 7MHz.
>
> This sounds *VERY* interesting! Now, how can I get in touch with Ademir
> Carchano, and how much does a kit
On Sun, 2 Aug 1998, Nelson M. Leiva L. wrote:
> Hello Ricardo, My Head Over Heels no works fine in your BrMSX.
>
Maybe you are using an older version of BrMSX.
I tested the funet version of "Head Over Heels" and it works fine
in BrMSX 1.136 (the current version available on the
On Fri, 17 Jul 1998, Kari Lammassaari wrote:
> The MSX side demanded MC-code (msx-interrupt routine resets the joystic
> bits of PSG ) , but PC could do it with Pascal.
>
You did an asm routine just because the interrupts were messing
the communication? Remember you can disable interrupt
On Thu, 29 Oct 1998, NYYRIKKI wrote:
> > U can find JPEG specifications in ftp://x2.ouli.fi.
>
> I'm not sure, but I think, that this should be : ftp://x2.oulu.fi
> because I have heard about this place also before... Hmm... Maybe I should
> visit there too. :-)
>
The correct a
On Tue, 25 Aug 1998, M.H.M. van den Broek wrote:
> > Every time I booted my old MSX-1, it asked for a date (to save
> >files on disk). When I converted my MSX-1 to MSX-2, the boot stopped to
> >ask the date. And I didn't change the drive interface!! So my questions
> >are: how the drive knew I ch
Thanks for the answers for my previous questions, but
now I have some new ones:
1) You said the GFX9000 can be connected in any cartridge slot. Does it
means I need not to modify the internal hardware of my msx?
Simply by connecting the cartridge the gfx is enabled?
Can I remove
On Mon, 19 Oct 1998, Maarten ter Huurne wrote:
> There is a much more convenient way of doing this: select RAM in the
> #-#3FFF area and write your own interrupt handler at #38.
>
Sure, this is what I'm doing in my new software, "Music Station".
For those who don't know, "M
On Sun, 5 Jul 1998, Antoni Burguera wrote:
> I have a routine that redefines a character (in screen 2, in the three
> pattern tables), and it ends with a ret.
There is a faster way to redefine all three pattern tables at the
same time in SCREEN 2.
You can just do a VDP(4)=0. Thi
On Wed, 11 Nov 1998, NYYRIKKI wrote:
Hello NYYRIKKI,
> Anyway Emulators are so full of bugs, that they can
> be probabbly detected quite a easy by:
I'm sorry but:
> CPU speed test,
BrMSX emulates the Z80 clock counting, including the extra
waitstate in M1 cycles. It a
On Wed, 11 Nov 1998, NYYRIKKI wrote:
>
> (For anybody who want's to do something like this, then test diskrom slot
> #4010 is there #C3)
>
This won't work in BrMSX since it does direct emulation of the FDC
through the I/O ports, without the need for patches, like fMSX.
---
On Sun, 18 Jan 1998, Ricardo Jurczyk Pinheiro wrote:
> At 03:20 14/01/98 +0100, you wrote:
> >Marcelino Luna Espinosa <[EMAIL PROTECTED]> wrote:
> >LEX & YACC ? ;-)
>
> Well, there is a guy here in Brazil (Ricardo Bittencourt -
> [EMAIL PROTECTED]) who made a new C compiler for MSX: RBCC.
On Wed, 21 Jan 1998, Jan-Lieuwe Koopmans wrote:
> IN and OUT (and VDP), really haven't got *ANYTHING* to do with ML. IN and
> OUT just let you write or read data through a port. The VDP command let's
> you write to VDP registers. Basically the only ML related command is "USR".
> Ban this one and
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