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
FYI, the JoyNet documentation is still online at:
http://datax.grauw.nl/joynet/joynet.html
At some point Iâll move the information to the MSX Assembly Page - I
just havenât gotten around to it yet.
~Grauw
--
Ushiko-san! Kimi wa doushite, Ushiko-san
.
Patsie
- Original Message -
From: Michiel Weel <[EMAIL PROTECTED]>
Date: Friday, May 20, 2005 10:12 am
Subject: RE: [MSX] reviving JoyNet
> Hey Pats :)
>
> Couldn't you just write this in MSX-C? Should be right up there with
> ANSI-C, right?
> Just some other port
]
RE > On Behalf Of [EMAIL PROTECTED]
RE > Sent: Friday, May 20, 2005 9:43 AM
RE > To: msx@stack.nl
RE > Subject: [MSX] reviving JoyNet
RE >
RE >
RE > Hi Folks,
RE >
RE > Not long ago I got some new MSX stuff and while sorting
RE > things from one of my cable-bags,
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
On Tue, 26 Sep 2000, Adriano Camargo Rodrigues da Cunha wrote:
> UZIX processes have priority. You can use a daemon process as a
> JUMP driver (as TCP/IP do). The only problem that can arise is that it
> will slow down the link (assuming JUMP is a sincronous protocol - an
> asincronous prot
> 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
> > I don't know much about IP either, but Adriano Camargo Rodrigues da Cunha
> > knows (and implemented it in UZIX) and Laurens Holst is now learning (and
> > implementing) it. Guys, please enlighten us.
> Pfff... It's really very simple. An IP packet consists of a header
IP packets are
> 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 it. So
> just ajusting the polling frequency should do. I don't know how uzix does
> this.
UZIX processes have priority. You can use a daemon pro
On Fri, 8 Sep 2000, Laurens Holst wrote:
> > 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 l
> 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 wa
> > Not at all. Linux knows the `network driver' as a special object. I
should
> > just write a network driver, so the parallel port is treated as a
network
> > device. Then you can just use the connection as if it is an ethernet
card
> > , which means there is no need for a point to point link. I
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
hey don't want it over joynet,
because `fast' is slow anyway?)
> > > A timeout is always needed, because when the cable is disconnected the
> > > protocol should be able to handle that.
> >
> > True, but the protocol should not be able to enter a dead lo
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
> > th
regular protocol.
> > > and your system is completely 'locked' while 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 av
tely 'locked' while 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 pro
On Tue, 5 Sep 2000, Maarten ter Huurne 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
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&
> 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
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
> > I do have ideas on how to implement a bidirectional
> > peer-to-peer link using JoyNet (=2 computers only).
>
> Let's hear it! Supporting more than 2 nodes is a matter of routing, and it
> can be solved in a higher layer.
Not with JoyNet. With more than 2 computers
> And if the 2-computer case is very important, you can always make a single
> cable connecting 2 nodes. But it won't work for larger networks and it
isn't
> really JoyNet, just partly compatible. I think Laurens even has the
schematic
> for the 2-computer cable on his J
ine with me. I shall not use the term collision for something
else again. I was just explaining what I meant in my document.
> You wouldn't have to design the IP layer, because it already exists. We only
> have to find out what the minimum packet size is and whether using IP in a
>
> 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
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 very slow compared to synchronous
> communication and the entire concept of JoyNet (cheap, easy) will be lost.
Shevek wanted to use
as well as a line:
#nodes#cables:ring#cables:line
2 2 1
3 3 2
4 4 3
etc.
And if the 2-computer case is very important, you can always make a single
cable connecting 2 nodes. But it won't work for larger networks and it isn't
r
yte boundaries are crossed by the code).
>
> Hm, that makes things awfully complicated, indeed.
I don't understand how you can use asynchronous communication with JoyNet.
It requires a timer on both sides running both at the same speed. Which you
haven't, unless both have a MusicM
u mean that sending or receiving a packet is an atomic action?
Yes.
> > Actually it is the being timed
> > that makes it possible to be bidirectional. A non-timed protocol must have
> > at least two lines (data and acknowledge) on the sender side. For joynet,
> > that mean
positive point is that the data flow can be
> > > bidirectional.
> >
> > I don't understand: why are these properties consequences of using
> > packets?
>
> With packets I mean packets that are sent in one go, without executing
> other code while waiting for acknow
On Fri, 18 Aug 2000, Maarten ter Huurne wrote:
> On Fri, 18 Aug 2000, you wrote:
>
> > 3. When JUMP should be used
>
> The term "JUMP" is not introduced...
> JUMP = Joynet Univeral Message Protocol?
Hmm did I forget that? sorry. It should be Joynet Unified Mac
interrupt must be disabled when 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 comm
nd how it's done exactly, only that it works.
However, I still think a checksum is good enough for JoyNet. It is quite
reliable (isn't it?), and the risk of undiscovered errors is quite small
unless the connection is very bad, and actually a lot of errors occur.
> I think we had this discussion before, but 32 bit CRC is overkill for small
> chunks of data. For example, MSX floppy uses 16 bit CRC for sectors (512
> bytes long).
A quick and interesting checksum algorithm is the one used for
TCP/IP (one's complement of the sum of the one's compl
On Fri, 18 Aug 2000, you wrote:
> 3. When JUMP should be used
The term "JUMP" is not introduced...
JUMP = Joynet Univeral Message Protocol?
> If a coder wants to make a program (probably a game) that should run on
> multiple computers, she may use any protocol she desire
oops, I forgot to describe the packet header. Well, we can discuss about
that later anyway. I think this should be enough already for quite some
time to fight about ;)
Bye,
main(){int c[4] ,x=4 ,l=getpid() ,i;; for( srand(l);c[ x]=- rand
()%6 ,x-- ;);; for( ;44>
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
> > > 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 se
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'
ECTED] or ICQ: 10196372
visit the Datax homepage at http://datax.cjb.net/
MSX fair Bussum / MSX Marathon homepage: http://msxfair.cjb.net/
>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<
-
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
Pablo Vasques Bravo-Villalba schrieb:
> One Shot Rising? I should know more
> about this subject, but actually I
> know nothing... or forgot what I knew.
> What's it? =)
Hmm it's a game still in developement...
You can get some information from:
http://www.myworld.privateweb.at/gavam
>*Sigh* this isn't the most clear discussion I heard of... Definitely not.
>First, the one is wrong, then the other is good, but it is wrong...
Rhaaa!!!
Sorry about this, but when Werner mentioned this problem, I suggested
something because I thought it to be logical. When I made the cable, I fo
help!!!
> You have made 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
> 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 upd
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
>
xxx
0010 (2) 1000
0100 (4) 0010
1000 (8) 0001
In my case I should connect 2-13, 3-12, 4-10 and 5-11.
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
2) 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-joy
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
flaw I discovered is only Werners Page (MSX Core Club), in the section:
Alternative JoyNet cable for PC (to link a PC with only one MSX). The
diagram there is wrong, this should be:
MSX PC
1-2
2-3
3-4
612
713
810
925
MSX Mailingli
> > >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 (th
[EMAIL PROTECTED] wrote:
> > 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...
One Shot Rising? I should know more
about this subject, but actually I
know nothing..
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)
>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 /L
Grauw,
> > >- Tic-Tac-Toe for 2 MSX-computers (duh!!!)
> >Jogo da velha ("Old-woman's Game") ?
> ???
In portuguese, Tic-Tac-Toe is called "Jogo da Velha", what means
something like "Old-woman's Game".
Adriano Camargo Rodrigues da Cunha ([EMAIL PROTECTED])
Eng
"Giovanni R. Nunes" schrieb:
> >- A Micro Machines (or Greatest Driver 2D Special)-like game (racing
> > with a top-view, should be possible in screen 4) (has lots of 'egale
> > vlakken', so screen 4 has enough colors I think)
>
>No problems w/ SCR2/SCR4 graphics, worry with the code... :)
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 Ch
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 e
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
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 with a
> >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 littl
ive like a madman, and be chased by the police.
> >- A Real Time Strategy (although I don't know yet if JoyNet is fast
> > enough for Strategic Army)
> >- A Micro Machines (or Greatest Driver 2D Special)-like game (racing
> > with a top-view, should be possible in
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. An
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 (
"Giovanni R. Nunes" wrote:
> >- Grand Theft Auto alike, but without cars and with a lot of gangsters. Some
> > kind of deathmatch. (something for my gfx-engine I think)
>This Game I don't know... Sorry. :)
This was released in Brazil as "O Grande Ladrao
de Automoveis" or something... How foo
>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
- 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 PRO
Hi!,
>- Grand Theft Auto alike, but without cars and with a lot of gangsters. Some
> kind of deathmatch. (something for my gfx-engine I think)
This Game I don't know... Sorry. :)
>- A Real Time Strategy (although I don't know yet if JoyNet is fast
> enough for
> 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,
> 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 c
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 o
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
>My protocol is delay insensitive. You can't make a delay insensitive
>protocol and use timeouts at the same time.
You can, just set the timeout to, well, 3 minutes (255 interrupts). That
will always be ok, because even the slowest MSX can transmit a byte in 3
seconds...
>Actually flipping both
At 10:22 AM 4/29/99 +0200, you wrote:
>>If you want, I can mail you my source for a communication protocol. It has
>>one major problem though: it cannot recover from errors. Errors are rare,
>>so for testing the protocol is OK, but there errors are just a bit too
>>frequent (once in 80 megs if my
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 f
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, howeve
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
> 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
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?
greetin
>> >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.
>> >
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:
>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.
&g
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 on
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 Din
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
>>> 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.
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). B
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
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 moni
>> > 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 shoul
Laurens Holst wrote:
>
> > 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
Hello
>Maarten ter Huurne wants that program. Can you please mail it to him?
>
>And no, afaik there is no never version of it.
>And for Dos1, it is the best program.
Well, there is a version newer than that, but it uses memman. it is
called RD4.bin and doesn´t work with dos2 at all...
maybe I
> 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
a 19mm high CITIZEN U1DA-01A. I never saw another FDD like
this, but I think that is of a 'new' 26-pin connector standard for
laptop FDDs only... I've got the connector information at the
CITIZEN-USA (FDD part) homepage.
Perhaps you (or somebody else) can show our Joynet game at
>>I had the schematic for MSX<>PC 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 por
At 10:35 PM 3/11/99 +0100, you wrote:
>I had the schematic for MSX<>PC 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:
S
> -Original Message-
> From: shevek [SMTP:[EMAIL PROTECTED]]
> Sent: Thursday, March 11, 1999 5:42 PM
> To: Frengo
> Cc: MSX Mailinglist
> Subject: Re: Joynet cables
>
> On Wed, 10 Mar 1999, Frengo wrote:
>
> >
> > 1) How about using t
>> 1) How about using the Joynet cable to connect the MSX also to a PC
>> (parallel port) ?
>> I know there was just a cable to do that, but I think that Joynet is a
>> standard...
>
>I know cables like that have been made, although there is no standard
>about
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 pe
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
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