Re: Convert to inline

2002-07-07 Thread Ricardo Jurczyk Pinheiro

Em Dom, 07 Jul 2002, [EMAIL PROTECTED] escreveu:

 No you only have to use turbo filename
 but maybe you use GIOS routines??

With a Hello world! program? No way. =)

Well, I'll try again...

ByE!

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Re: Convert to inline

2002-07-06 Thread Ricardo Jurczyk Pinheiro

Em Qua, 03 Jul 2002, Patriek Lesparre escreveu:

  So... is there any way of overriding this hang up, or another way 
  of compiling my files into fMSX?
 
 Did you try it with NLMSX, or RuMSX?

I need a MSX emulator which can be run on Linux, and RuMSX is Win32. NLMSX... 
I don't know.

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Re: Convert to inline

2002-07-06 Thread Ricardo Jurczyk Pinheiro

Em Qua, 03 Jul 2002, Frits Hilderink escreveu:

 
 TP 3.3 does not need MemMan.
 
 MemMan is needed to be able to use the GIOS.

Well, but why does it keeps asking 4 MemMan? Is there any conf switch that I 
should turn on?

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Re: Convert to inline

2002-07-06 Thread richard


No you only have to use turbo filename
but maybe you use GIOS routines??

Gtz
Richard Bosch



   

Ricardo

Jurczyk  To: [EMAIL PROTECTED]  

Pinheiro cc:   

[EMAIL PROTECTED]Subject: Re: Convert to inline

m.br  

Sent by:   

owner-msx@sta  

ck.nl  

   

   

06-07-2002 

21:48  

Please 

respond to 

msx

   

   





Em Qua, 03 Jul 2002, Frits Hilderink escreveu:


 TP 3.3 does not need MemMan.

 MemMan is needed to be able to use the GIOS.

   Well, but why does it keeps asking 4 MemMan? Is there any conf
switch that I should turn on?

--
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Re: Convert to inline

2002-07-04 Thread raymond


Is there somebody who has a working source for MBWave? If so, can we use
it? Or can somebody modify this source (I can mail it if necessary), so we
can use it?

Thanks,

Raymond


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Re: Convert to inline

2002-07-03 Thread raymond


If I can rightly remember, there is a Moonblaster replayer routine into
the Laammassaari (or anything like that
 sorry pals) libs.

True, but these are only for FM-PAC or Music Module and not for Moonsound.
And we would like to include Moonsound music...

 BTW: A friend of mine once wrote a inline generator (in TP) which worked
nicely. As soon as I have my 2nd PC
 back (it has a 5,25 drive), I'll dig into my old 5,25 discs, and I hope
I'll find some old (and nice) TP
 routines.

I hope you will find the inline generator and some nice routines, I'm
looking forward for them!

Raymond


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Re: Convert to inline

2002-07-02 Thread Ricardo Jurczyk Pinheiro

Em Dom, 30 Jun 2002, The MSX Files escreveu:

 I Know -- My breakfree game is almost finished, but still lacks music; but
 it's done in Pascal and with help of Lamassari libs, and it's coming along
 very nicely.

If I can rightly remember, there is a Moonblaster replayer routine into the 
Laammassaari (or anything like that
sorry pals) libs.
 
 Yeah, but that's to people who knows assembly. I know a little bit, but as
 they were saying I don't know enough to write a game. I'm  learning - and
 may some day even write some game in 100% ASM, but not right now. Should
 this stop me from making anything for MSX? If I stop to learn how to do
 everything in ASM, I'll probably loose interest when I finally get to
 understand everything.
 Meanwhile, I am doing what I can with what I have.

Well, I've a serious personal problem with Z80 ASM... But I like to code! =)
 
 Hmmm... I don't know... Nemesis 1 is very simple (ok, just counting the
 scroll, and the ships shooting each other, not using loads of different
 weapons) - if you use MSX2+ scrolling features, I quite don't see how a
 game like this can't be made in C or even in Pascal.

Maybe not so fast as it is.

BTW: A friend of mine once wrote a inline generator (in TP) which worked 
nicely. As soon as I have my 2nd PC 
back (it has a 5,25 drive), I'll dig into my old 5,25 discs, and I hope I'll find 
some old (and nice) TP routines.

=)

ByE!

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Re: Convert to inline

2002-07-02 Thread Ricardo Jurczyk Pinheiro

Em Dom, 30 Jun 2002, Hans Otten escreveu:

 HELP the guys instead of telling how wrong they are to try to code in what
 they want it to and feel comfortable with. Prejudice and knowing it all
 better certainly does not help.
 
 Raymond, Richard, i tried to collect all i could find on Turbo Pascal on MSX
 on my site. Especially the Kari Lammaasari libraries and the Graphpak
 libraries and the Turbo Pascal with GIOS are worthy of study.
 
 And if you have something working, i would be happy to publish it to help
 others.

Some time ago I started to write docs about every TP routine I could find, in 
order to help others who wants to 
use TP to code. I'll look after these material soon, and if it's in English, I'll 
place it in Funet, or any other place 
to help others.

ByE!

PS: One of my... Duties as a teacher is to teach algorithms and Pascal in a 
local university here in Rio de 
Janeiro. I've prepared my lectures into a 80-page Postscript file, which can be a good 
way of learning Pascal for
Portuguese-speakers. BTW, I want to add some MSX-specific chapters... =) 

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Re: Convert to inline

2002-07-02 Thread Ricardo Jurczyk Pinheiro

BTW, I've tried to run Memman into fMSX, but I haven't been successful.

But first let me explain my problem: It's much easier 2 me 2 code into my 
Linuxbox (a Duron 700, named Aragorn
into my home LAN), test, and finally run into the MSX, than to code into my Turbo-R 
(he's the ring bearer, Frodo!).
Hmm... So, as a TP programmer (sorry C-friends), it would be better to write the code 
using joe, nano, pico, vi, emacs,
ed or another Linux text editor, copy it to a diskimage and into fMSX, compile and 
execute. No problems until this step.
But TP 3.0 is not a command-line compiler, which makes me lose time, 
loading-TP-interface, opening-the-program-into-TP,
compiling-it, etc.  Finally, I've tried TP 3.3, which is command-line driven. Wow, 
great. But it needs Memman into
memory to be run. Hmm... And Memman hangs fMSX.

So... is there any way of overriding this hang up, or another way of compiling 
my files into fMSX? Any ideas are 
welcome, except those code in Asm, dudez feelings. =)

ByE!

PS: The 5,25 drive that I mentioned before is into my second PC... Boromir. 
And yes, the other MSXs will be
named Samwise, Meriadoc and Peregrin, as you can suppose. My Palm IIIxe is the 
dwarf... Yes, Gimli. =)

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Re: Convert to inline

2002-07-02 Thread Patriek Lesparre


 So... is there any way of overriding this hang up, or another way 
 of compiling my files into fMSX?

Did you try it with NLMSX, or RuMSX?

Greetz,
 Patriek

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RE: Convert to inline

2002-07-02 Thread Frits Hilderink


TP 3.3 does not need MemMan.

MemMan is needed to be able to use the GIOS.

Frits

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf 
 Of Ricardo
 Jurczyk Pinheiro
 Sent: Tuesday, July 02, 2002 10:55 PM
 To: [EMAIL PROTECTED]
 Subject: Re: Convert to inline
 
 
 BTW, I've tried to run Memman into fMSX, but I 
 haven't been successful.
 
   But first let me explain my problem: It's much easier 2 
 me 2 code into my Linuxbox (a Duron 700, named Aragorn
 into my home LAN), test, and finally run into the MSX, than 
 to code into my Turbo-R (he's the ring bearer, Frodo!).
 Hmm... So, as a TP programmer (sorry C-friends), it would be 
 better to write the code using joe, nano, pico, vi, emacs,
 ed or another Linux text editor, copy it to a diskimage and 
 into fMSX, compile and execute. No problems until this step.
 But TP 3.0 is not a command-line compiler, which makes me 
 lose time, loading-TP-interface, opening-the-program-into-TP,
 compiling-it, etc.  Finally, I've tried TP 3.3, which is 
 command-line driven. Wow, great. But it needs Memman into
 memory to be run. Hmm... And Memman hangs fMSX.
 
   So... is there any way of overriding this hang up, or 
 another way of compiling my files into fMSX? Any ideas are 
 welcome, except those code in Asm, dudez feelings. =)
 
   ByE!
 
   PS: The 5,25 drive that I mentioned before is into my 
 second PC... Boromir. And yes, the other MSXs will be
 named Samwise, Meriadoc and Peregrin, as you can suppose. My 
 Palm IIIxe is the dwarf... Yes, Gimli. =)
 
 --
 Ricardo Jurczyk Pinheiro - M. Sc. Numerical Modelling  - 
 [EMAIL PROTECTED]
 Anime, ABUB, MSX, Linux, Gospel, ST, Rock, Math... Fudeba! - 
 ICQ: 3635907
 Sola Scriptura - Sola Gratia - Sola Fide - Solo Christi - 
 Soli Deo Gloria 
 
 If you can touch it and you can see it, it's real.
 --
 For info, see http://www.stack.nl/~wynke/MSX/listinfo.html
 

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RE: Convert to inline

2002-07-01 Thread Pierre Gielen


DW ??? Do you mean DEFW?

Did you try:

foo EQU einde-04000h+start2
defw foo

or else:
foo EQU einde-04000h
foo2 EQU foo+start2
defw foo2

Pierre

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]Namens
[EMAIL PROTECTED]
Verzonden: zondag 30 juni 2002 14:39
Aan: [EMAIL PROTECTED]
Onderwerp: Re: Convert to inline



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?

gtz
Raymond and Richard



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At 14:10 30-6-02 +0200, you wrote:
I a m afraid that doesn't work :-(

Have you got any more ideas??

- Put the dw's on seperate lines to see which part fails (I may have an
idea though)
- 04000h = 16384
- 04000h = 4000h
- ...

I'm running out of ideas right now...


GreeTz, BiFi

Visit my Home Page at www.bifi.msxnet.org
mail me at: [EMAIL PROTECTED]
FTP: ftp.bifi.msxnet.org
ICQ #36126979

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Re: Convert to inline

2002-07-01 Thread raymond


Yes I did, didn't work. I think the problem is in the last part start2. But
is there a replayer which is only for use in ML programs, because we're
trying to convert the basic replayer now... And perhaps that makes life
easier. We do not need all the basic command, just some command in ML where
we can start music with, fade, stop, load, etc. for MBWave and/or MBFM (we
prefer MBWave though)

Thanks for all your help!

Raymond




   

  d-fader

  [EMAIL PROTECTED]To:   [EMAIL PROTECTED]

  Sent by: cc: 

  [EMAIL PROTECTED]Subject:  Re: Convert to inline 

  l

   

   

  01-07-2002 02:40 

  Please respond to

  msx  

   

   





dude,

did you try my code?

I get the idea you are lost in all these off-topic CRAP messages about
stuff
not relating to the problem at all (why do I say this, I know this will
result in 400 new messages about me talking crap again)

anyway,
try it! (probably won't work, but hey!)


d-fader
TeddyWareZ


PS. Anima is cool!
though yuna and tidus are the coolest


...hmmmf auron is cool too... and lulu...


argh! FFX rules!

ahum.





EOM
end of mail

- Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, June 30, 2002 5:27 PM
Subject: Re: Convert to inline



 Yo guys lighten up

 No need in fighting each other we are all intitled to our own opinion.
 at this point we are making a game in TP we have about 80% finished now
 in the progress we have learned a bit of assembly to because of some
 restriction in TP but with help of inline we managed to do a few things
we
 couldn't do otherwise.

 please help us with this problem and don't go fighting with each other
 because of the others opinion

 Gtz
 Raymond and Richard

 P.s. Maybe you can stop with this fighting and create an .INC file for us
 in the time you gane with not fighting ;-P



 |-+
 | |   Patriek Lesparre |
 | |   newimage@xs4all.|
 | |   nl  |
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 Hans Otten wrote:
 From: Patriek Lesparre [EMAIL PROTECTED]
  
   Geez... lighten up man! This is totally uncalled for.
  
 On the contrary, this was called for. Your personal style is quite
 confronting.

 Whatever... Then maybe I shouldn't help people at all anymore?!
 Haven't you learned not to fight fire with fire? Do try not to make
 elephants out of musquitos.

 And apparently you like to sort out arguments in public too!

 --
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Re: Convert to inline

2002-07-01 Thread Patriek Lesparre


Yes I did, didn't work. I think the problem is in the last part start2. But
is there a replayer which is only for use in ML programs, because we're
trying to convert the basic replayer now... And perhaps that makes life
easier. We do not need all the basic command, just some command in ML 
where we can start music with, fade, stop, load, etc. for MBWave and/or 
MBFM (we prefer MBWave though)

Ah ofcourse.. then you certainly don't need the DB FE, DW start-bladedibla 
stuff.. that's just the basic header...

If the MBWave replayer is anything like MB1.4 there should be easy to use 
commands that do exactly what you want.. I haven't seen the replayer myself :\

Anyway, getting rid of the basic header is a good start anyway.

Greetz,
 Patriek

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Re: Convert to inline

2002-07-01 Thread richard


we don't use .REL files Pascal but we use .REL files to convert the
replayer to inline code, and then use the inline in pascal.

Gtz
Richard








BTW: This discussion is getting interesting... I didn't know there was any
other way to include ASM in pascal beside using inline -- how exactly the
use of .rel files work??






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Convert to inline

2002-06-30 Thread raymond

Hello,

Tried to convert rel to inline, but something nice happens... We convert
first an ASM file to rel with Compass, this seems to go OK. But when we try
to convert it into Inline for use with TP, it genereates a code of just 128
bytres (the rel file is 18k!!), so this doesn't look quite well

Does anyone know how to convert it or is there a special method to convert
it. We use pmlink, are there perhaps other programs which can convert this?
If so, where can I find them or can anybody send it to me?

Thanks!

Raymond

P.s. We would like to convert the mwm player to inline for use in Turbo
Pascal...


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Re: Convert to inline

2002-06-30 Thread Albert Beevendorp

At 11:45 30-6-02 +0200, you wrote:
Hello,

Tried to convert rel to inline, but something nice happens... We convert
first an ASM file to rel with Compass, this seems to go OK. But when we try
to convert it into Inline for use with TP, it genereates a code of just 128
bytres (the rel file is 18k!!), so this doesn't look quite well

It's a bug in Compass. It makes slightly different .REL files compared to 
the ones made by M80 or Gen80.

I would recommend making an overlay file of it or something...


GreeTz, BiFi

Visit my Home Page at www.bifi.msxnet.org
mail me at: [EMAIL PROTECTED]
FTP: ftp.bifi.msxnet.org
ICQ #36126979

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Re: Convert to inline

2002-06-30 Thread raymond


How can we include the patches and the mbmacros source files in gen80?
because we are trying to convert the files to .rel with gen80 now but can't
seem to include these files.

Regards
Raymond



|-+
| |   Albert Beevendorp|
| |   [EMAIL PROTECTED]|
| |   Sent by: |
| |   [EMAIL PROTECTED]|
| |   l|
| ||
| ||
| |   30-06-2002 13:01 |
| |   Please respond to|
| |   msx  |
| ||
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--|
  |
  |
  |   To:   [EMAIL PROTECTED]   
  |
  |   cc:  
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  |   Subject:  Re: Convert to inline  
  |
  
--|




At 11:45 30-6-02 +0200, you wrote:
Hello,

Tried to convert rel to inline, but something nice happens... We convert
first an ASM file to rel with Compass, this seems to go OK. But when we
try
to convert it into Inline for use with TP, it genereates a code of just
128
bytres (the rel file is 18k!!), so this doesn't look quite well

It's a bug in Compass. It makes slightly different .REL files compared to
the ones made by M80 or Gen80.

I would recommend making an overlay file of it or something...


GreeTz, BiFi

Visit my Home Page at www.bifi.msxnet.org
mail me at: [EMAIL PROTECTED]
FTP: ftp.bifi.msxnet.org
ICQ #36126979

--
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Re: Convert to inline

2002-06-30 Thread raymond


We found how we can include the files.

But we now get 2 errors.

434B638 and a,%1100
Expresion syntax in basic.gen

434E640 or a,h
Expresion syntax in basic.gen

are these compass commands or is there anything we can do to solve these
errors??

Raymond and Richard



|-+
| |   raymond@msx4ever.|
| |   xs4all.nl|
| |   Sent by: |
| |   [EMAIL PROTECTED]|
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How can we include the patches and the mbmacros source files in gen80?
because we are trying to convert the files to .rel with gen80 now but can't
seem to include these files.

Regards
Raymond



|-+
| |   Albert Beevendorp|
| |   [EMAIL PROTECTED]|
| |   Sent by: |
| |   [EMAIL PROTECTED]|
| |   l|
| ||
| ||
| |   30-06-2002 13:01 |
| |   Please respond to|
| |   msx  |
| ||
|-+
  
--|

  |
|
  |   To:   [EMAIL PROTECTED]
|
  |   cc:
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  |   Subject:  Re: Convert to inline
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--|





At 11:45 30-6-02 +0200, you wrote:
Hello,

Tried to convert rel to inline, but something nice happens... We convert
first an ASM file to rel with Compass, this seems to go OK. But when we
try
to convert it into Inline for use with TP, it genereates a code of just
128
bytres (the rel file is 18k!!), so this doesn't look quite well

It's a bug in Compass. It makes slightly different .REL files compared to
the ones made by M80 or Gen80.

I would recommend making an overlay file of it or something...


GreeTz, BiFi

Visit my Home Page at www.bifi.msxnet.org
mail me at: [EMAIL PROTECTED]
FTP: ftp.bifi.msxnet.org
ICQ #36126979

--
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Re: Convert to inline

2002-06-30 Thread Albert Beevendorp

At 13:39 30-6-02 +0200, you wrote:
But we now get 2 errors.

434B638 and a,%1100
Expresion syntax in basic.gen

and %1100

434E640 or a,h
Expresion syntax in basic.gen

or h


GreeTz, BiFi

Visit my Home Page at www.bifi.msxnet.org
mail me at: [EMAIL PROTECTED]
FTP: ftp.bifi.msxnet.org
ICQ #36126979

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Re: Convert to inline

2002-06-30 Thread raymond


Pass 1 is OK now

but we get 1 error on pass 2 we then get the error

0001 0090R  36dw start,einde-04000h+start2,start
Numeric expected in basic.gen

Gtz
Raymond and Richard




|-+
| |   Albert Beevendorp|
| |   [EMAIL PROTECTED]|
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| |   msx  |
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  |
  
--|




At 13:39 30-6-02 +0200, you wrote:
But we now get 2 errors.

434B638 and a,%1100
Expresion syntax in basic.gen

and %1100

434E640 or a,h
Expresion syntax in basic.gen

or h


GreeTz, BiFi

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Re: Convert to inline

2002-06-30 Thread Albert Beevendorp

At 13:51 30-6-02 +0200, you wrote:
but we get 1 error on pass 2 we then get the error

0001 0090R  36dw start,einde-04000h+start2,start
Numeric expected in basic.gen

Hmm... try to put some spaces around the - and the +


GreeTz, BiFi

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Re: Convert to inline

2002-06-30 Thread raymond


I a m afraid that doesn't work :-(

Have you got any more ideas??

Gtz
Raymond and Richard



|-+
| |   Albert Beevendorp|
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--|
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  |   Subject:  Re: Convert to inline  
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At 13:51 30-6-02 +0200, you wrote:
but we get 1 error on pass 2 we then get the error

0001 0090R  36dw start,einde-04000h+start2,start
Numeric expected in basic.gen

Hmm... try to put some spaces around the - and the +


GreeTz, BiFi

Visit my Home Page at www.bifi.msxnet.org
mail me at: [EMAIL PROTECTED]
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Re: Convert to inline

2002-06-30 Thread Albert Beevendorp

At 14:10 30-6-02 +0200, you wrote:
I a m afraid that doesn't work :-(

Have you got any more ideas??

- Put the dw's on seperate lines to see which part fails (I may have an 
idea though)
- 04000h = 16384
- 04000h = 4000h
- ...

I'm running out of ideas right now...


GreeTz, BiFi

Visit my Home Page at www.bifi.msxnet.org
mail me at: [EMAIL PROTECTED]
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Re: Convert to inline

2002-06-30 Thread raymond


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?

gtz
Raymond and Richard



|-+
| |   Albert Beevendorp|
| |   [EMAIL PROTECTED]|
| |   Sent by: |
| |   [EMAIL PROTECTED]|
| |   l|
| ||
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| |   30-06-2002 14:58 |
| |   Please respond to|
| |   msx  |
| ||
|-+
  
--|
  |
  |
  |   To:   [EMAIL PROTECTED]   
  |
  |   cc:  
  |
  |   Subject:  Re: Convert to inline  
  |
  
--|




At 14:10 30-6-02 +0200, you wrote:
I a m afraid that doesn't work :-(

Have you got any more ideas??

- Put the dw's on seperate lines to see which part fails (I may have an
idea though)
- 04000h = 16384
- 04000h = 4000h
- ...

I'm running out of ideas right now...


GreeTz, BiFi

Visit my Home Page at www.bifi.msxnet.org
mail me at: [EMAIL PROTECTED]
FTP: ftp.bifi.msxnet.org
ICQ #36126979

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Re: Convert to inline

2002-06-30 Thread Hans Otten

Ypu have the GEN80 documentation? Else look at www.msxhans.msx2.com software
Assembler packages

- Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, June 30, 2002 14:38
Subject: Re: Convert to inline



 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?

 gtz
 Raymond and Richard



 |-+
 | |   Albert Beevendorp|
 | |   [EMAIL PROTECTED]|
 | |   Sent by: |
 | |   [EMAIL PROTECTED]|
 | |   l|
 | ||
 | ||
 | |   30-06-2002 14:58 |
 | |   Please respond to|
 | |   msx  |
 | ||
 |-+

---
---|
   |
|
   |   To:   [EMAIL PROTECTED]
|
   |   cc:
|
   |   Subject:  Re: Convert to inline
|

---
---|




 At 14:10 30-6-02 +0200, you wrote:
 I a m afraid that doesn't work :-(
 
 Have you got any more ideas??

 - Put the dw's on seperate lines to see which part fails (I may have an
 idea though)
 - 04000h = 16384
 - 04000h = 4000h
 - ...

 I'm running out of ideas right now...


 GreeTz, BiFi

 Visit my Home Page at www.bifi.msxnet.org
 mail me at: [EMAIL PROTECTED]
 FTP: ftp.bifi.msxnet.org
 ICQ #36126979

 --
 For info, see http://www.stack.nl/~wynke/MSX/listinfo.html





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Re: Convert to inline

2002-06-30 Thread Frederik Boelens

Hey,
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 ;)

Greetz,
Chaos
TwZ


 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?

 gtz
 Raymond and Richard



 |-+
 | |   Albert Beevendorp|
 | |   [EMAIL PROTECTED]|
 | |   Sent by: |
 | |   [EMAIL PROTECTED]|
 | |   l|
 | ||
 | ||
 | |   30-06-2002 14:58 |
 | |   Please respond to|
 | |   msx  |
 | ||
 |-+

---
---|
   |
|
   |   To:   [EMAIL PROTECTED]
|
   |   cc:
|
   |   Subject:  Re: Convert to inline
|

---
---|




 At 14:10 30-6-02 +0200, you wrote:
 I a m afraid that doesn't work :-(
 
 Have you got any more ideas??

 - Put the dw's on seperate lines to see which part fails (I may have an
 idea though)
 - 04000h = 16384
 - 04000h = 4000h
 - ...

 I'm running out of ideas right now...


 GreeTz, BiFi

 Visit my Home Page at www.bifi.msxnet.org
 mail me at: [EMAIL PROTECTED]
 FTP: ftp.bifi.msxnet.org
 ICQ #36126979

 --
 For info, see http://www.stack.nl/~wynke/MSX/listinfo.html





 --
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Re: Convert to inline

2002-06-30 Thread raymond


Yep we like to make it in assembly but we have 1 major problem.
we don't understand assembly :-(

so we have to use somthing we do understand.
and with all the inline we are learning a bit of assembly but not nearly
enough for some serious coding

Gtz
Raymond and Richard
stil working on a new game in TP ;-)




|-+
| |   Frederik|
| |   Boelens |
| |   [EMAIL PROTECTED]|
| |   |
| |   Sent by: |
| |   [EMAIL PROTECTED]|
| |   l|
| ||
| ||
| |   30-06-2002 15:46 |
| |   Please respond to|
| |   msx  |
| ||
|-+
  
--|
  |
  |
  |   To:   [EMAIL PROTECTED] 
  |
  |   cc:  
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  |
  
--|




Hey,
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 ;)

Greetz,
Chaos
TwZ


 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?

 gtz
 Raymond and Richard



 |-+
 | |   Albert Beevendorp|
 | |   [EMAIL PROTECTED]|
 | |   Sent by: |
 | |   [EMAIL PROTECTED]|
 | |   l|
 | ||
 | ||
 | |   30-06-2002 14:58 |
 | |   Please respond to|
 | |   msx  |
 | ||
 |-+


---
---|
   |
|
   |   To:   [EMAIL PROTECTED]
|
   |   cc:
|
   |   Subject:  Re: Convert to inline
|


---
---|




 At 14:10 30-6-02 +0200, you wrote:
 I a m afraid that doesn't work :-(
 
 Have you got any more ideas??

 - Put the dw's on seperate lines to see which part fails (I may have an
 idea though)
 - 04000h = 16384
 - 04000h = 4000h
 - ...

 I'm running out of ideas right now...


 GreeTz, BiFi

 Visit my Home Page at www.bifi.msxnet.org
 mail me at: [EMAIL PROTECTED]
 FTP: ftp.bifi.msxnet.org
 ICQ #36126979

 --
 For info, see http://www.stack.nl/~wynke/MSX/listinfo.html





 --
 For info, see http://www.stack.nl/~wynke/MSX/listinfo.html



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Re: Convert to inline

2002-06-30 Thread Mari van den Broek

Hello,


 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.

Aks the person you got the sourcecode from (?)

 but what does dw do?

DW is a command, if i;'m correctly informed it means Define Word... Look it
up in the manual...

--[ MARI ]--




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Re: Convert to inline

2002-06-30 Thread raymond


If we would have a manual, it would work, but unfortunally a manual was not
included. Saw in an earlier message that some one has scanned it, but it
are all gif files, so need to print them now and read it!

Raymond




|-+
| |   Mari van den|
| |   Broek   |
| |   [EMAIL PROTECTED]|
| |   |
| |   Sent by: |
| |   [EMAIL PROTECTED]|
| |   l|
| ||
| ||
| |   30-06-2002 16:00 |
| |   Please respond to|
| |   msx  |
| ||
|-+
  
--|
  |
  |
  |   To:   [EMAIL PROTECTED] 
  |
  |   cc:  
  |
  |   Subject:  Re: Convert to inline  
  |
  
--|




Hello,


 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.

Aks the person you got the sourcecode from (?)

 but what does dw do?

DW is a command, if i;'m correctly informed it means Define Word... Look it
up in the manual...

--[ MARI ]--




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Re: Convert to inline

2002-06-30 Thread Patriek Lesparre

Yeah.. Assembly seems difficult at start, but anyone capable of programming 
a decent language (like BASIC, Pascal or C) should be able to master it. 
Z80 is ideal for beginners... Really, it looks a lot harder than it is.

I'd personally never write a game with Toilet Paper :P

Greetz,
 Patriek

TwZ|Chaos wrote:
Hey,
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 ;)

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Re: Convert to inline

2002-06-30 Thread Mari van den Broek

 I'd personally never write a game with Toilet Paper :P

Me either, but maybe you can try to write it ON toilet paper :-)




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Re: Convert to inline

2002-06-30 Thread Frederik Boelens

Butter, Cheese and Eggs can be played very well on toilet paper
now let's quit with this off-topic nonsense ;)

Greetz,
Chaos
TwZ


 I'd personally never write a game with Toilet Paper :P
 
 Greetz,
  Patriek
 
 TwZ|Chaos wrote:
 Hey,
 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 ;)
 
 --
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Re: Convert to inline

2002-06-30 Thread Patriek Lesparre


  I'd personally never write a game with Toilet Paper :P

Me either, but maybe you can try to write it ON toilet paper :-)

Yeah, and then scan and ocr it! :P
But it would probably be a shitty game anyways...

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Re: Convert to inline

2002-06-30 Thread d-fader

Don't know any compiler for MSX except WBASS (but that's no compier)
compass, but maybe you have to change the dw to

dw start, ( einde - 04000h ) + start2

hope that helps :)


d-fader


- Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, June 30, 2002 2:38 PM
Subject: Re: Convert to inline



 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?

 gtz
 Raymond and Richard



 |-+
 | |   Albert Beevendorp|
 | |   [EMAIL PROTECTED]|
 | |   Sent by: |
 | |   [EMAIL PROTECTED]|
 | |   l|
 | ||
 | ||
 | |   30-06-2002 14:58 |
 | |   Please respond to|
 | |   msx  |
 | ||
 |-+

---
---|
   |
|
   |   To:   [EMAIL PROTECTED]
|
   |   cc:
|
   |   Subject:  Re: Convert to inline
|

---
---|




 At 14:10 30-6-02 +0200, you wrote:
 I a m afraid that doesn't work :-(
 
 Have you got any more ideas??

 - Put the dw's on seperate lines to see which part fails (I may have an
 idea though)
 - 04000h = 16384
 - 04000h = 4000h
 - ...

 I'm running out of ideas right now...


 GreeTz, BiFi

 Visit my Home Page at www.bifi.msxnet.org
 mail me at: [EMAIL PROTECTED]
 FTP: ftp.bifi.msxnet.org
 ICQ #36126979

 --
 For info, see http://www.stack.nl/~wynke/MSX/listinfo.html





 --
 For info, see http://www.stack.nl/~wynke/MSX/listinfo.html


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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 d-fader

Don't mention the sentence, that one isn't correct :) Actually what I meant
was:

'Don't know any compiler for MSX except WBASS (but that's not a  dedicated
compiler), but maybe you have to change the dw to'


sorry dudes



d-fader


- Original Message -
From: d-fader [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, June 30, 2002 4:26 PM
Subject: Re: Convert to inline


 Don't know any compiler for MSX except WBASS (but that's no compier)
 compass, but maybe you have to change the dw to

 dw start, ( einde - 04000h ) + start2

 hope that helps :)


 d-fader


 - Original Message -
 From: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Sunday, June 30, 2002 2:38 PM
 Subject: Re: Convert to inline


 
  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?
 
  gtz
  Raymond and Richard
 
 
 
  |-+
  | |   Albert Beevendorp|
  | |   [EMAIL PROTECTED]|
  | |   Sent by: |
  | |   [EMAIL PROTECTED]|
  | |   l|
  | ||
  | ||
  | |   30-06-2002 14:58 |
  | |   Please respond to|
  | |   msx  |
  | ||
  |-+
 

---
 ---|
|
 |
|   To:   [EMAIL PROTECTED]
 |
|   cc:
 |
|   Subject:  Re: Convert to inline
 |
 

---
 ---|
 
 
 
 
  At 14:10 30-6-02 +0200, you wrote:
  I a m afraid that doesn't work :-(
  
  Have you got any more ideas??
 
  - Put the dw's on seperate lines to see which part fails (I may have an
  idea though)
  - 04000h = 16384
  - 04000h = 4000h
  - ...
 
  I'm running out of ideas right now...
 
 
  GreeTz, BiFi
 
  Visit my Home Page at www.bifi.msxnet.org
  mail me at: [EMAIL PROTECTED]
  FTP: ftp.bifi.msxnet.org
  ICQ #36126979
 
  --
  For info, see http://www.stack.nl/~wynke/MSX/listinfo.html
 
 
 
 
 
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Re: Convert to inline

2002-06-30 Thread Patriek Lesparre

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 :/
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.

Greetz,
 Patriek

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Re: Convert to inline

2002-06-30 Thread Frederik Boelens

 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.


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.

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.

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

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?

Greetz,
Chaos
TwZ


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Re: Convert to inline

2002-06-30 Thread Albert Beevendorp

At 16:23 30-6-02 +0200, you wrote:
Butter, Cheese and Eggs can be played very well on toilet paper
now let's quit with this off-topic nonsense ;)

Tic Tac Toe ;)

me the 'taalpurist' :)


GreeTz, BiFi

Visit my Home Page at www.bifi.msxnet.org
mail me at: [EMAIL PROTECTED]
FTP: ftp.bifi.msxnet.org
ICQ #36126979

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Re: Convert to inline

2002-06-30 Thread Frederik Boelens

Sorry BiFi, I knew it had another name... 
but I was too lazy to look for it ;)

Greetz
Chaos
TwZ

- Original Message - 
From: Albert Beevendorp [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, June 30, 2002 4:37 PM
Subject: Re: Convert to inline


 At 16:23 30-6-02 +0200, you wrote:
 Butter, Cheese and Eggs can be played very well on toilet paper
 now let's quit with this off-topic nonsense ;)
 
 Tic Tac Toe ;)
 
 me the 'taalpurist' :)
 
 
 GreeTz, BiFi
 
 Visit my Home Page at www.bifi.msxnet.org
 mail me at: [EMAIL PROTECTED]
 FTP: ftp.bifi.msxnet.org
 ICQ #36126979
 
 --
 For info, see http://www.stack.nl/~wynke/MSX/listinfo.html
 


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Re: Convert to inline

2002-06-30 Thread Patriek Lesparre

Hans Otten wrote:
HELP the guys instead of telling how wrong they are to try to code in what 
they want it to and feel comfortable with. Prejudice and knowing it all 
better certainly does not help.

Geez... lighten up man! This is totally uncalled for.

Nobody is saying they are wrong, all we are saying is there are other ways.
They were already pointed to your site with all the good info, so that was 
helpful already.

And I've seen several games programmed in TP (like Brisk), and while being 
relatively simple games (programming technically speaking) they were quite 
sluggish. (Not saying anything about the funfactor of the game, because I 
loved Brisk very much.)

Anything technically more advanced than a puzzle game is just not suitable 
to be programmed in a higher language.

And if someone is working on a 'simple' game, it's a good idea to learn 
assembly in the process. Because then, if you want to program a more 
difficult game concept later, you already know assembly so you can 
concentrate on the difficult parts.

Greetz,
 Patriek

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Re: Convert to inline

2002-06-30 Thread Hans Otten

From: Patriek Lesparre [EMAIL PROTECTED]

 Geez... lighten up man! This is totally uncalled for.

On the contrary, this was called for. Your personal style is quite
confronting.







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Re: Convert to inline

2002-06-30 Thread Patriek Lesparre

Hans Otten wrote:
From: Patriek Lesparre [EMAIL PROTECTED]
 
  Geez... lighten up man! This is totally uncalled for.
 
On the contrary, this was called for. Your personal style is quite
confronting.

Whatever... Then maybe I shouldn't help people at all anymore?!
Haven't you learned not to fight fire with fire? Do try not to make 
elephants out of musquitos.

And apparently you like to sort out arguments in public too!

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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: Convert to inline

2002-06-30 Thread Patriek Lesparre

Maarten ter Huurne wrote:
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.

There is a point to it. Doing everything as fast as possible greatly 
improves battery life of handheld devices.

Ofcourse you are right with all your points when speaking about PC.

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?

Sure... But look at the problems Richard is having with integrating the 
moonblaster player in his TP project. Hybrid development is not as easy on 
MSX as it is on PC!
There's almost nothing in higher languages that can't be solved in assembly 
with some clever macro's and ready-made routines. Unless you're talking 
about object oriented stuff, but we're strictly talking MSX here.

  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.

Heh... That's an OS, something completely different. Try programming a game 
like Nemesis in BASIC or Pascal... Or even C! On MSX, it's not doable.

  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.

Which is what I was saying too... The games you mention are all relatively 
simple. A good shooting game or platform game just can't be done in a 
higher language on MSX. And even programming simple games in assembly 
allows you to polish them more!

Greetz,
 Patriek

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For info, see http://www.stack.nl/~wynke/MSX/listinfo.html



Re: Convert to inline

2002-06-30 Thread Frederik Boelens

Hi,

I don't see this as fighting against eachother, and I hope the others won't
too ;)
I'm just trying to give my opinion.

If you've already made 80% of the game in TP it would be a waste to throw it
away indeed.
At this moment I still think assembly is the best language for coding games,
but maybe you can show me with your game I am wrong ;)

Good luck!
Chaos
TwZ


 Yo guys lighten up

 No need in fighting each other we are all intitled to our own opinion.
 at this point we are making a game in TP we have about 80% finished now
 in the progress we have learned a bit of assembly to because of some
 restriction in TP but with help of inline we managed to do a few things we
 couldn't do otherwise.

 please help us with this problem and don't go fighting with each other
 because of the others opinion

 Gtz
 Raymond and Richard

 P.s. Maybe you can stop with this fighting and create an .INC file for us
 in the time you gane with not fighting ;-P



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 | |   30-06-2002 17:58 |
 | |   Please respond to|
 | |   msx  |
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 |-+

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   |   To:   [EMAIL PROTECTED]
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   |   cc:
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 Hans Otten wrote:
 From: Patriek Lesparre [EMAIL PROTECTED]
  
   Geez... lighten up man! This is totally uncalled for.
  
 On the contrary, this was called for. Your personal style is quite
 confronting.

 Whatever... Then maybe I shouldn't help people at all anymore?!
 Haven't you learned not to fight fire with fire? Do try not to make
 elephants out of musquitos.

 And apparently you like to sort out arguments in public too!

 --
 For info, see http://www.stack.nl/~wynke/MSX/listinfo.html





 --
 For info, see http://www.stack.nl/~wynke/MSX/listinfo.html



--
For info, see http://www.stack.nl/~wynke/MSX/listinfo.html



Re: Convert to inline

2002-06-30 Thread The MSX Files

At 06:13 PM 30/06/2002 +0200, you wrote:
Maarten ter Huurne wrote:
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.

There is a point to it. Doing everything as fast as possible greatly 
improves battery life of handheld devices.

Ofcourse you are right with all your points when speaking about PC.

I really think it goes for MSX as well. BASIC+ASM/Pascal+ASM/C+ASM can be
quite powerfull and much easier to debug than 100% ASM. It's much easier to
program too -- and with so few people programming nowadays for MSX, I
really think everyone is welcome to program anything, any way they think
it's the best.

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?

Sure... But look at the problems Richard is having with integrating the 
moonblaster player in his TP project. Hybrid development is not as easy on 
MSX as it is on PC!

It is as long as you do all the coding, or people code for you. When you
try to use other's work which wasnt ment to do this thing start to get
complicated.
I Know -- My breakfree game is almost finished, but still lacks music; but
it's done in Pascal and with help of Lamassari libs, and it's coming along
very nicely.

There's almost nothing in higher languages that can't be solved in assembly 
with some clever macro's and ready-made routines. Unless you're talking 
about object oriented stuff, but we're strictly talking MSX here.

Yeah, but that's to people who knows assembly. I know a little bit, but as
they were saying I don't know enough to write a game. I'm  learning - and
may some day even write some game in 100% ASM, but not right now. Should
this stop me from making anything for MSX? If I stop to learn how to do
everything in ASM, I'll probably loose interest when I finally get to
understand everything.
Meanwhile, I am doing what I can with what I have.

  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.

Heh... That's an OS, something completely different. Try programming a game 
like Nemesis in BASIC or Pascal... Or even C! On MSX, it's not doable.

Why is that different? An OS need to be as fast as possible... but as
Adriano once said, UZIX wouldnt be like hell to program.


Which is what I was saying too... The games you mention are all relatively 
simple. A good shooting game or platform game just can't be done in a 
higher language on MSX. And even programming simple games in assembly 
allows you to polish them more!

Hmmm... I don't know... Nemesis 1 is very simple (ok, just counting the
scroll, and the ships shooting each other, not using loads of different
weapons) - if you use MSX2+ scrolling features, I quite don't see how a
game like this can't be made in C or even in Pascal.

Greetz,
 Patriek

--
For info, see http://www.stack.nl/~wynke/MSX/listinfo.html

BTW: This discussion is getting interesting... I didn't know there was any
other way to include ASM in pascal beside using inline -- how exactly the
use of .rel files work?? 

[]'s


SLotman
MSX Files ( http://www.msxfiles.cjb.net )
Megaram Project ( http://megaram.msxfiles.cjb.net )
--
For info, see http://www.stack.nl/~wynke/MSX/listinfo.html



Re: Convert to inline

2002-06-30 Thread d-fader

dude,

did you try my code?

I get the idea you are lost in all these off-topic CRAP messages about stuff
not relating to the problem at all (why do I say this, I know this will
result in 400 new messages about me talking crap again)

anyway,
try it! (probably won't work, but hey!)


d-fader
TeddyWareZ


PS. Anima is cool!
though yuna and tidus are the coolest


...hmmmf auron is cool too... and lulu...


argh! FFX rules!

ahum.





EOM
end of mail

- Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, June 30, 2002 5:27 PM
Subject: Re: Convert to inline



 Yo guys lighten up

 No need in fighting each other we are all intitled to our own opinion.
 at this point we are making a game in TP we have about 80% finished now
 in the progress we have learned a bit of assembly to because of some
 restriction in TP but with help of inline we managed to do a few things we
 couldn't do otherwise.

 please help us with this problem and don't go fighting with each other
 because of the others opinion

 Gtz
 Raymond and Richard

 P.s. Maybe you can stop with this fighting and create an .INC file for us
 in the time you gane with not fighting ;-P



 |-+
 | |   Patriek Lesparre |
 | |   newimage@xs4all.|
 | |   nl  |
 | |   Sent by: |
 | |   [EMAIL PROTECTED]|
 | |   l|
 | ||
 | ||
 | |   30-06-2002 17:58 |
 | |   Please respond to|
 | |   msx  |
 | ||
 |-+

---
---|
   |
|
   |   To:   [EMAIL PROTECTED]
|
   |   cc:
|
   |   Subject:  Re: Convert to inline
|

---
---|




 Hans Otten wrote:
 From: Patriek Lesparre [EMAIL PROTECTED]
  
   Geez... lighten up man! This is totally uncalled for.
  
 On the contrary, this was called for. Your personal style is quite
 confronting.

 Whatever... Then maybe I shouldn't help people at all anymore?!
 Haven't you learned not to fight fire with fire? Do try not to make
 elephants out of musquitos.

 And apparently you like to sort out arguments in public too!

 --
 For info, see http://www.stack.nl/~wynke/MSX/listinfo.html





 --
 For info, see http://www.stack.nl/~wynke/MSX/listinfo.html

--
For info, see http://www.stack.nl/~wynke/MSX/listinfo.html