At 02:14 PM 10/12/98 -0400, you wrote:
Where may I see the complete "JoyNet Standard" hardware and
software specifications?
Laurens JoyNet homepage:
http://datax.cjb.net/
Bye,
Maarten
MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTE
FYI, the JoyNet documentation is still online at:
http://datax.grauw.nl/joynet/joynet.html
At some point Ill move the information to the MSX Assembly Page - I
just havent gotten around to it yet.
~Grauw
--
Ushiko-san! Kimi wa doushite, Ushiko-san
Hi all,
I did a MAP update today; I moved the JoyNet documentation from the old
archived http://datax.grauw.nl/ location to the MAP, at
http://map.tni.nl/resources/joynet/ . In the process I also cleaned up
and merged documents, and fixed stuff that was broken, and even
attempted to add some
About the voting for JoyNet / JoyCom: there is a problem: geocities doesn't
send the form through to my geocities-email-account but to the email-account
I signed up with. This one does not exist anymore so I didn't recieve any
forms.
When I listen to the response I've recieved about it JoyNet
Hi. I am a Computer Engineer at Brazil.
I was starting a project like the JoyNet. ( About 2 weeks ago )
Good! JoyNet is a child dream! Forever sleeps.
Do you think so? JoyNet has a completely different purpose.
It is just a standarized cable, because several games used several types
Hi all,
Does anyone have a game finished for joynet ?
Because I currently own 4 msx'es (Fleamarkets...) and it would be
cool if I could play some games on them which use joynet.
Greets,
Sander Niessen
__
Get Your Private, Free Email at http
information and MISC
Hello everyone,
Just have two questions:
1/ where to get the JOYNET BIOS and latest specifications for the cable?
The latest specs for the cable are on my official JoyNet homepage at
http://datax.cjb.net/
Protocols are still in development, however I will try to finish
Laurens Holst wrote:
If someone can confirm this / tell me why this is a flaw, then I will update
it immediately.
See, in the same cable specification at Datax page:
JoyNet to PC cable
* The DB-25 connector says (1-12, 2-13):
PC (DB25 /m) pin layout
Hi!
I put a test version of the JoyNet Tetris game online.
You can download it from:
http://www.stack.nl/~mth/msx/joynet/
This is an early version, many features are missing. Two players can play
split screen. There is no JoyNet support yet. Also, the player cannot
influence each other
Greetings,
Where may I see the complete "JoyNet Standard" hardware and
software specifications?
Greg_
http://www.netcom.ca/~telic
1998.Oct.12, Toronto, Canada.
MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED] and put
in the body (not subject) &q
At 04:08 PM 4/20/99 +0200, you wrote:
Yes ! Hey ! Everybody take your Joynet cables to tilburg and try to
play the game with more than 4 players...
I hope someone has a lot of 'real' JoyNet-cables, because mine is only a
2-computer cable (Since I only have 2 computers...)
I have a real one
compatible with Linux or other OS's.
...
Or would then JoyNet be obsolete? I think not. For simple communication
like
games or inter-connections between MSX computers (e.g. only one MSX needs
to
have the ethernet card with a connection to the net, and the others are
linked
via JoyNet), it would
I think joynet is a better name for the standard. Joycom could be a good
name for a serial/modem port from a joystick port.
I am looking forward to a programm using JoyNET for file transfer. I am
still trying to get all my files from a 8250 with MK scsi cartridge to a
Turbo R with novaxis
Greetings Alex Wulms,
AWAny PC experts on this list to dream-up the PC-Joynet cable? So,
something from parellel port to 2times din5 (one send, one receive).
I've done some i/o interface projects with the PC, for both the
Standard Parallel Port (SPP) and Extended Parallel Port (EPP
At 04:19 PM 4/22/99 +0200, you wrote:
People, I discovered a flaw in the JoyNet specification.
Today, I went to the electronics-shop to buy some DIN5's, and there I
discovered there are two types of DIN5-plugs: Din5 180 degrees and Din5 270
degrees.
Which one is the one we use with JoyNet
At 11:35 AM 5/25/99 -0300, you wrote:
I sent our joynet game through e-mail to several Dutch people (for
Tilburg '99).
But it seems that nobody even unpacked it :-(
No bug reports, no any reports, zero feedback.. :-(
I carried it with me on a disk (and a cable in my
Hi,
As I promised you,
The new URL of our site:
http://www.coreclub.cjb.net
Our Joynet English page:
http://mercury.spaceports.com/~coreclub/english/joyneten.htm
From there you can download the two versions of our JoyNet game
UZIX is multi-threaded. JoyNet send could be a thread and JoyNet receive
another thread.
It's not a good way to do it, Maarten.
On "heavy systems", like a PC, it's a good solution.
But on MSX, that has limited memory and clockspeed, it's not.
You're was
Hi!
Below is a proposal for a JoyNet cable for the PC parallel port. I already
built one and it works well.
It can be used for transferring files between PC and MSX, for debugging (PC
logging everything which the MSXes send), by emulators that want to
implement JoyNet functionality etc.
Please
Hi,
As you might know, I am programming some things for the joynet. Of course
I would like everyone to have one joynet-cable per computer. Many people
will be able to make their own cables. A description can be found on the
hmepage of Laurens Holst:
http://www.geocities.com/SiliconValley/Lab
People, I discovered a flaw in the JoyNet specification.
Today, I went to the electronics-shop to buy some DIN5's, and there I
discovered there are two types of DIN5-plugs: Din5 180 degrees and Din5 270
degrees.
Which one is the one we use with JoyNet??? Maarten? Shevek?
I hope it is Din5 180
On Thu, 22 Apr 1999, Maarten ter Huurne wrote:
At 04:19 PM 4/22/99 +0200, you wrote:
People, I discovered a flaw in the JoyNet specification.
Today, I went to the electronics-shop to buy some DIN5's, and there I
discovered there are two types of DIN5-plugs: Din5 180 degrees and Din5
270
At 04:33 PM 4/27/99 +0200, you wrote:
1/ where to get the JOYNET BIOS and latest specifications for the cable?
There is no such thing as a JoyNet BIOS (not yet, anyway).
If you want, I can mail you my source for a communication protocol. It has
one major problem though: it cannot recover from
We still have to dream up a cable to connect the MSX-Joynet cable to the
PC parallel port.
Ehm.. It may sound like a terribly stupid idea, but why not using the joystick
port(s) of the PC for 'emulating' the joystickports?
(Hmmm first answer to my own Q: because the PC joystick ports can't
Greetings,
I've seen questions here about connecting JoyNet to a PC, maybe
via the PC joystick port.
For lots of technical information about the PC joystick, such as
how to connect various circuits and devices to it, look at...
http://www.hut.fi/Misc/Electronics/docs/joystick
Hello everyone,
Just have two questions:
1/ where to get the JOYNET BIOS and latest specifications for the cable?
2/ Anyone having information about a "MEGA" demo for year 2000 where 'old'
MSX group are welcome to come and code their lest production for MSX?
greetings,
At 05:45 PM 5/25/99 +0200, you wrote:
- Tetris network
(maybe Triplex can be adapted???)
I am working on a Tetris for JoyNet. The MSX2 graphical part works OK, the
controls can be improved but function nevertheless. What is missing is the
communication and inter-player-relations. And MSX1 GFX
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
Maybe OSR can make use of JoyNet??? Anyone knows one of the developers?
I have his e-mail address. And I think he reads this list too.
I don't know if the gameplay of OSR is suitable for multiplayer. But I'm
sure the engine is. I think with a little modification it would make an
excellent
For Linux, the best solution would be to write a serial driver for JoyNet.
Then pppd can be used to connect to UZIX and you can use the existing PPP
network device.
You can also make a user-mode solution, that sends stdin over JoyNet and
sends JoyNet input to stdout. That program can
From: "Werner Augusto Roder Kai" [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: Games for Joynet ?
Date: Tue, 25 May 1999 11:35:16 -0300
sander Niessen wrote:
Hi all,
Does anyone have a game finished for joynet ?
Because I currently ow
sander Niessen wrote:
From: "Werner Augusto Roder Kai" [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: Games for Joynet ?
Date: Tue, 25 May 1999 11:35:16 -0300
sander Niessen wrote:
Hi all,
Does anyone have a game finished
I am looking into PICmicro chips (integrated cpu, some memory and lots of
read/write pins) and was thinking of building a `joynet accelarator' with
it: it should just buffer all reads and writes until they are used. This
way you can increase the speed of a joynet link (or a different type
and OPL4 are slightly different, so they have to be equal on both machines),
and then the transfer rate will still be very slow compared to synchronous
communication and the entire concept of JoyNet (cheap, easy) will be lost.
Shevek wanted to use instruction length for timing at first, but now he
On Tue, 05 Sep 2000, you wrote:
I hope you realize that implementing JoyNet in any system which also
executes other tasks is a highly delicate matter??? It requires a lot of
fine-tuning, and within a single application that's easy, but with multiple
apps running...
It's not hard at all
On Wed, 10 Mar 1999, Frengo wrote:
On Tue, 9 Mar 1999 13:48:08 +0100 (MET), shevek wrote:
Hi Shevek,
Hi,
As you might know, I am programming some things for the joynet. Of
course
I would like everyone to have one joynet-cable per computer.
Great idea :-)))
Two Question :
1
Yes ! Hey ! Everybody take your Joynet cables to tilburg and try to
play the game with more than 4 players...
I hope someone has a lot of 'real' JoyNet-cables, because mine is only a
2-computer cable (Since I only have 2 computers...)
I have a real one. And components for a second, but I also
People, I discovered a flaw in the JoyNet specification.
Today, I went to the electronics-shop to buy some DIN5's, and there I
discovered there are two types of DIN5-plugs: Din5 180 degrees and Din5
270
degrees.
Which one is the one we use with JoyNet??? Maarten? Shevek?
I hope it is Din5
sander Niessen wrote:
Hi all,
Does anyone have a game finished for joynet ?
Because I currently own 4 msx'es (Fleamarkets...) and it would be
cool if I could play some games on them which use joynet.
Greets,
Sander Niessen
I sent our joynet game through e-mail to several
Does anyone have a game finished for joynet ?
Because I currently own 4 msx'es (Fleamarkets...) and it would be
cool if I could play some games on them which use joynet.
Nope... not yet.
But I have some ideas:
===
- Grand Theft Auto alike, but without cars and with a lot
Maarten ter Huurne schrieb:
Maybe OSR can make use of JoyNet??? Anyone knows one of the developers?
I have his e-mail address. And I think he reads this list too.
I don't know if the gameplay of OSR is suitable for multiplayer. But I'm
sure the engine is. I think with a little modification
On Sun, 6 Sep 1998 16:24:52 +0200, J.P. Zeedijk wrote:
I think joynet is a better name for the standard. Joycom could
be a good name for a serial/modem port from a joystick port.
Diplomatic guy... :)
I am looking forward to a programm using JoyNET for file
transfer. I am still trying to get
:We still have to dream up a cable to connect the MSX-Joynet cable to the
:PC parallel port.
:
:Ehm.. It may sound like a terribly stupid idea, but why not using the
joystick
:port(s) of the PC for 'emulating' the joystickports?
:
:(Hmmm first answer to my own Q: because the PC joystick ports
:I'm impatient for see "DOME" and "Strategic Army" on my MSX!! And Laurens
:said thet Strategic Army will support JoyNet for multiplayer! It is
:wonderful! :-D
Well I have a problem with JoyNet at the moment... I can't get the cable
working!!!
I've built one _twice_ and
:We still have to dream up a cable to connect the MSX-Joynet cable to the
:PC parallel port.
Since PC-joysticks can have all kinds of fuzzy-wuzzies, I think you CAN
write to the PC-gameport. However, this one is used to emulate a
MSX-joystick. Therefor, the emulator should detect if JoyNet
I had the schematic for MSXPC JoyNet able but I lost the damn thing...
Can
somebody give it to me so I can put it on the official
documentation-page???
I posted this design months ago:
JoyNet cable for PC parallel port
Pin-layout:
SEND (DIN5 /m
At 12:28 AM 4/19/99 -0300, you wrote:
Perhaps you (or somebody else) can show our Joynet game at Tilburg ? At
MSX JAU 98 we had just 4 cables, so we played just in 4 people...
Volunteers ?
I can bring 1 cable (or 2 if I feel like soldering this week) but no
computers or monitors.
Who can
I sent our joynet game through e-mail to several Dutch people (for Tilburg
'99).
But it seems that nobody even unpacked it :-(
No bug reports, no any reports, zero feedback.. :-(
Sorry I didn't mention your game in my previous message...
Anyway, I HAVE unpacked it, just haven't tried it yet
People, I discovered a flaw in the JoyNet specification.
I discovered another one. In the section about connecting a MSX to a PC
there is something like this:
(... ...)
It must be at my JoyNet page...
I made it based on data at DATAX page (the official page).
Now, checking the official
K_master wrote:
Hi. I am a Computer Engineer at Brazil.
I was starting a project like the JoyNet. ( About 2 weeks ago )
Good! JoyNet is a child dream! Forever sleeps.
The ideia is USE A PARALEL CABLE BETWEEN MSX AND PC.
The different thing, it's like the CABLE will Be done, ( HAS
On Tue, 05 Sep 2000, you wrote:
Small numbers of cycles are not possible. But usually, the number of
cycles needed is about 50 or 100.
JoyNet singal propagation doesn't need waits that long. On 3.5MHz I got
speeds of about 3.5 kilobyte per second, that is 3500*8=28000 bits per
second, which
On Fri, 08 Sep 2000, you wrote:
JoyNet singal propagation doesn't need waits that long. On 3.5MHz I got
speeds of about 3.5 kilobyte per second, that is 3500*8=28000 bits per
second, which is 125 clocks for a total 1-bit cycle (data + ack). Given
the fact that there are quite a few
emulator uses the serial port for that. I could add "joynet emulation"
through the parallel port, but right now there are few joynet
applications, and it would be hard to test the implementation.
Ricardo Bittencourt
I'll bring both my joynet cables with me. I might even consider taking my MSX
turbo R with me to have something to plug the cable into :-)
Though, I'm not going to stay all day long. I can leave the cables at the
fair and come pick them up at five when the fair closes but I won't leave
People, I discovered a flaw in the JoyNet specification.
I discovered another one. In the section about connecting a MSX to a PC
there is something like this:
MSX PC
1 /FORWARD (IN)--13 SEL (IN)
2 /BACK (IN)--12 PE (IN)
3 /LEFT
UZIX can be useful to test JUMP, because it has every layer of the network
already implemented. JoyNet + JUMP can replace RS232 and we'll have a running
system.
Maarten is right. Implementing JUMP so it's able to send and
receive a byte through the network is enough for UZIX
receiving...
If you use a non-timed protocol, you can leave interrupts enabled. To
improve performance of the JoyNet transfer, you can lift the thread
priority a bit above average.
In linux, interrupt handlers and their children are not processes and thus
don't have a priority. If they claim
pretty unorganised and you might have other programs
overwriting your hook, or something.
Indeed, switching off the interrupts is a good idea too. Hey, you know what?
I'll add those triks to the JoyNet-page... Now I'm going to do that, has
anybody else written (but not yet programmed
Hi, I've updated my homepage with some
Photoshop-graphics, it looks a lot nicer now.
Also, I have slightly updated most sections and
I have added a nice HTML to the Images-section and I have updated the
JoyNet-page.
Photoshop is cool although it's still not
perfect
(what about editing
Perhaps you (or somebody else) can show our Joynet game at Tilburg ?
The laserbike-game??? Well, I will take my cable with me, and finding
another computer shouldn't be too difficult either... I hope your name is
in
the source, otherwise I should write it down...
Yes ! Hey ! Everybody take
- A 2-player RPG???
(with 'mission objectives' of which both players can do the half)
Great idea!
MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED] and put
in the body (not subject) "unsubscribe msx [EMAIL PROTECTED]" (without the
quotes :-) Problems? contact [EMAIL
Richard Gerrits wrote:
People, I discovered a flaw in the JoyNet specification.
I discovered another one. In the section about connecting a MSX to a PC
there is something like this:
MSX PC
1 /FORWARD (IN)--13 SEL (IN)
2 /BACK
) are correct on my direct cable.
I think Richard did make a PC cable, otherwise he wouldn't state that. But
was
he the only one ? Who have already made a PC JoyNet cable ?
I made a PC cable, but not based on the joynet specification. The cable I
build goes from PC-lpt to both MSX-joystick and MSX-lpt
Richard Gerrits wrote:
Thus in with joynet, joystick pin 1 should go to pc-lpt pin 13 and joystick
pin 2 should go to pc-lpt pin 12.
PC (DB25 /m) pin layout:
2 - SEND pin 1
3 - SEND pin 2
4 - RECV pin 3
xxx - nc
10 - SEND pin 3
11 - nc
12 - RECV pin 2
13 - RECV pin 1
xxx - nc
18
3 september 1999 6:10
Onderwerp: I have a question about JoyNet...
Hi. I am a Computer Engineer at Brazil.
I was starting a project like the JoyNet. ( About 2 weeks ago )
The ideia is USE A PARALEL CABLE BETWEEN MSX AND PC.
The different thing, it's like the CABLE will Be done, ( HAS
On Fri, 8 Sep 2000, Maarten ter Huurne wrote:
For Linux, the best solution would be to write a serial driver for
JoyNet. Then pppd can be used to connect to UZIX and you can use the
existing PPP network device.
Not at all. Linux knows the `network driver' as a special object. I
ynchronous communication with JoyNet.
It requires a timer on both sides running both at the same speed. Which you
haven't, unless both have a MusicModule or OPL4 plugged in (timings of MM
and OPL4 are slightly different, so they have to be equal on both machines),
and then the transfer rate will still be
-timed protocol, you can leave interrupts enabled. To improve
performance of the JoyNet transfer, you can lift the thread priority a bit
above average.
In linux, interrupt handlers and their children are not processes and thus
don't have a priority. If they claim the processor, they'll get
ach others by
: using JoyCOM (or JoyNET ?) and one MSX could generate picture only for
: one eye !
:
: Yeah ! weird ... and funny too ! maybe we try that latter ! but there
: will be
: some video sync problems :)
:
:Maybe we can try to get correct sync by switching between 50/60 Hz at
:begin
:And you can include all of these things in a set of standard-routines
:that go with any JoyNet application, and might be updated any time.
:An application programmer could just take this standard set of
:routines, and build his/her application around it, not worrying about
:the internals
;SCNCNT
dec (hl)
jp nz,#0D02 ;END_INT
blahblah...
My solution ALWAYS works, yours only in a specially adapted
Assembly-program. Imagine: Someone has written a great Tetris-like game
which is extremely fit for use with JoyNet. One problem: he already finished
the program, which still uses the BIOS
[EMAIL PROTECTED] wrote:
We still have to dream up a cable to connect the MSX-Joynet cable to the
PC parallel port.
Ehm.. It may sound like a terribly stupid idea, but why not using the joystick
port(s) of the PC for 'emulating' the joystickports?
(Hmmm first answer to my own Q: because
upload my fake diskROM called JoyDsk to
it and run DSK images from my PC harddisk using the JoyNet cable.
_JDSETDISK(2) inserts disk 2!
By the way, if you have a JoyNet cable, a PC, and a piece of RAM in
the range 4000-7FFF which is not in the primary mapper (examples:
ESE-SCC or second mapper
of the joystick-port on which JoyNet is connected.
Of course, that is what I do as well. But when I want to access the disk
(BDOS), I need to have the bios in page 0 (or at least the slot switching
routines). I don't have them in my own 0-page code, or at least not in a
dos-compatible way
to a
good working sd-snatcher! Though, the work is not finished yet, so you all
have to be patient.
After I'm done with the VDP emulation improvements, I'll continue my work on
the universal joynet drivers.
Kind regards,
Alex Wulms
--
Alex Wulms/XelaSoft - MSX of anders NIX - Linux 4 ever
See
to a
good working sd-snatcher! Though, the work is not finished yet, so you all
have to be patient.
After I'm done with the VDP emulation improvements, I'll continue my work
on
the universal joynet drivers.
And are you going to make use of my idea, so that the BIOS doesn't change
the joystik-pins
At 08:42 PM 3/3/99 +0100, you wrote:
Now you can make a nice hook which sets SCNCNT to 255 so that the BIOS
key/joy-routines aren't used, and then run a copy of the keyboard-routine
and add a Joystick-routine which doesn't affect the JoyNet pins...
Hey, you got that??? Now you don't even have
Perhaps you (or somebody else) can show our Joynet game at Tilburg ? At
MSX JAU 98 we had just 4 cables, so we played just in 4 people...
Volunteers ?
The laserbike-game??? Well, I will take my cable with me, and finding
another computer shouldn't be too difficult either... I hope your name
On Wed, 21 Apr 1999, Maarten ter Huurne wrote:
Can everyone who is bringing JoyNet cables confirm this to the list? Then
we know if we have enough to do some serious playing and we also know who
to gather when we set-up the network.
I'm bringing 2, maybe 4 (real ones). But I need 3 of them
Hello everyone,
Just have two questions:
1/ where to get the JOYNET BIOS and latest specifications for the cable?
From the page of Maarten ter Huurne and/or Laurens Holst. URL's are on The
Ultimate MSX FAQ, ofcourse (misc section).
2/ Anyone having information about a "MEGA&
On Tue, 27 Apr 1999, Martial BENOIT wrote:
Hello everyone,
Just have two questions:
1/ where to get the JOYNET BIOS and latest specifications for the cable?
On my homepage there is something like a BIOS:
http://fmf.fwn.rug.nl/~shevek
Bye,
/***Use_gcc_to_compile
in Hnostar.
Joynet page? Please send more details for me?
Aha ! So now you come out of the shadows just to destroy our so-beloved JoyNet
standard ? Our final confrontation will take place at MSX Jau'99 !
I plan to make a Fudebameter just for search
Ciclical Fudebance Check of MSX's
the official cable and you are using it so pleez make things
clear.
I think 12 - pin 1 and 13 - pin 2 is the best, but you made this one up so
please tell me how it HAS to be.
Yes, please help. Did anybody (less Maarten and Richard) make a PC JoyNet cable
?
I think not, because
On Sat, 21 Aug 1999 19:54:05 +0200, Laurens Holst wrote:
Please don't slow down joystick port I/O access on account of JoyNet!
If you read carefully, you can see that I mention that the normal Joystick
AND JoyNet can use the full speed very well. I was talking about the problem
that the Z380
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
doing JUMP transfers
- it is hard to program on PCs
(file serving, internet connection, MSX emulators)
You need a clock-independant timer for timing.
Most basic setup MSX-es haven't (and that's the idea of JoyNet, simplicity).
I think synchonous communication (by the means of sending ACKs
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
Hi Folks,
Not long ago I got some new MSX stuff and while sorting things from one of my
cable-bags, I found my old JoyNet cable again. Realising that there were hardly
any games/apps made, I thought it was probably due to the fact there was never
really written a good protocol for it.
So last
Eric boon wrote:
:There are only 2 options (only 2 suggestions have been made);
: JoyCom and JoyNet.
:
:Hey! I suggested 'MSXNet' once!
:I know, it had to be read between the lines, but it _was_ there ;-)
But did you mail it to [EMAIL PROTECTED]???
~Grauw
MSX Mailinglist
From now on, you can VOTE for the name of the
joystick-communication/network-standard.
There are only 2 options (only 2 suggestions have been made);
JoyCom and JoyNet.
Hey! I suggested 'MSXNet' once!
I know, it had to be read between the lines, but it _was_ there ;-)
Eric (not keeping
Maarten ter Huurne [EMAIL PROTECTED] wrote:
Below is a proposal for a JoyNet cable for the PC parallel port. I already
built one and it works well.
It can be used for transferring files between PC and MSX, for debugging (PC
logging everything which the MSXes send), by emulators that want
From now on, you can VOTE for the name of the
joystick-communication/network-standard.
There are only 2 options (only 2 suggestions have been made); JoyCom and
JoyNet.
You can go to my homepage:
http://datax.cjb.net
or go directly to the vote-page:
http://www.geocities.com/SiliconValley/Lab
What do you think about the developing of a game like xblast for MSX ?
There are alredy 5 or 6 clones and the best is "Battle Bomber" of the BltBoyz,,
but it doesn't have the joynet funciont, you can ask them if the want to add it to
their game, it will be a very
-Oorspronkelijk bericht-
Van: shevek [EMAIL PROTECTED]
Aan: [EMAIL PROTECTED] [EMAIL PROTECTED]
Datum: dinsdag 2 maart 1999 22:42
Onderwerp: Re: Joynet and BIOS
On Tue, 2 Mar 1999, Laurens Holst wrote:
The MSX BIOS changes the pins of the joystickport while reading the
joystickports
Shevek wrote:
And well, I have my own
page-0 routines already anyway. Including memory manager, device manager
and string handling routines.
Now you're calling it a device manager yourself too, eh? ^_^
Greetz,
Patriek
[EMAIL PROTECTED] ,-. ,. ,-. TNI on the web:
Pablo Vasques Bravo-Villalba schrieb:
Yup :) You could get pretty fast games using
screen2 or screen4... And they could be very
pretty, with right thinking ^^
Exactly - that's why the OSR-engine uses screen4...
...and the gfx really _COULD_ be pretty/nice/fantastic...
greetz
JJoS aka
Yes, a timeout is needed for such situations. But as long as the other
side is connected (and running an os with JUMP drivers), everything should
be ok and no locks are possible.
You should _never_ assume that... One flawd bit on the ack line and... The
receiver thinks he sent an ack and
). Anyway, I think it
would be easy to make it hecto-multi-player (257 players at most,
simultaneously), by making use of joynet.
257? How did you cook up _that_ number? 255 or 256 or even 65536 :-) are
numbers I could imagine, but 257?
I'm coding something at the moment
so that implementing
Hi,
It's about the exact time(s) of sampling the bit values of the main
(RxD/TxD) signal. In asynchronous communications, this is based upon
a fixed time for a single bit, determined by the baudrate.
Ehrm... I don't wanna spoil the fun, but for JoyNet, we're talking
about asynchronous
Yes, and I updated the direct MSX-PC JoyNet cable, as you said. Was
really
wrong. Now is:
MSX PC
1-2
2-3
3-4
613
712
810
918~25
But now Laurens must update the official page, at the PC JoyNet cable...
PC (DB25 /m
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