[MSX] MAP Update - JoyNet

2007-06-29 Thread Laurens Holst

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 formal language :).


A lot of stuff with regard to JoyNet disappeared. Oh, the transience of 
the web. Fortunately I was able to retrieve some stuff from the Web 
Archive and my local files. There’s still some things missing though:


- Maarten ter Huurne’s JoyNet test program (I do have the source), 
http://map.tni.nl/resources/joynet/#tester
- Maarten ter Huurne’s Tetris clone beta 
http://map.tni.nl/resources/joynet/#tetrisclone
- Ricardo Bittencourt’s JoyWave WAV play thing, 
http://map.tni.nl/resources/joynet/#joywave
- A bunch of missing F-16 Fighting Falcon (1984) scans from the MSX Core 
Club site (originally), http://map.tni.nl/resources/joynet/#f16
- Connect disk 2 archive (I do have disk 1), 
http://map.tni.nl/resources/joynet/#connect
- Snafu, the final version (the one from Jaù ’99). I only had the first 
version, http://map.tni.nl/resources/joynet/#snafu


If anyone could help me retrieve those, that would be nice.

So anyway, if you have links to JoyNet, please update them. I believe I 
saw one on the Ultimate FAQ :).


Also I made a few updates to my own website at http://www.grauw.nl/, 
mainly regarding moving stuff from my old archived website to my current 
one.



~Grauw

--
Ushiko-san! Kimi wa doushite, Ushiko-san nan da!!
~
Laurens Holst, student, university of Utrecht, the Netherlands.
Website: www.grauw.nl. Backbase employee; www.backbase.com.

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[MSX] reviving JoyNet

2005-05-20 Thread patsie
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 night I started figuring things out again and came up with a pretty 
decent _theoretical_ protocol.
Since I'm not really an MSX programmer, this is where you guys come in :)

First of all I still have a couple of questions.
I remember that the joystick ports status gets 'changed' when interrupts are 
enabled. Is this 1 status the ports change to,
or does it change randomly/continuously? If it's a stable status, which bits 
get set and which bits unset?

Finally, is there interest in opening a discussion on this mailinglist, or 
should I find someone to help me implement
this in private?

Greets,

   Patsie

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RE: [MSX] reviving JoyNet

2005-05-20 Thread Michiel Weel
Hey Pats :)

Couldn't you just write this in MSX-C? Should be right up there with
ANSI-C, right?
Just some other ports  stuff, by the way when are we gonna sort the
MSX's ?

Cheers mate!

RE  -Original Message-
RE  From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] 
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, I found my old JoyNet 
RE  cable again. Realising that there were hardly any 
RE  games/apps made, I thought it was probably due to the fact 
RE  there was never really written a good protocol for it. So 
RE  last night I started figuring things out again and came up 
RE  with a pretty decent _theoretical_ protocol. Since I'm not 
RE  really an MSX programmer, this is where you guys come in :)
RE  
RE  First of all I still have a couple of questions.
RE  I remember that the joystick ports status gets 'changed' 
RE  when interrupts are enabled. Is this 1 status the ports 
RE  change to, or does it change randomly/continuously? If 
RE  it's a stable status, which bits get set and which bits unset?
RE  
RE  Finally, is there interest in opening a discussion on this 
RE  mailinglist, or should I find someone to help me implement 
RE  this in private?
RE  
RE  Greets,
RE  
RE Patsie
RE  
RE  ___
RE  MSX mailing list (msx@stack.nl)
RE  Info page: http://lists.stack.nl/mailman/listinfo/msx
RE  

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Re: [MSX] reviving JoyNet

2005-05-20 Thread Laurens Holst
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
--
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Re: (Joynet protocol)

2000-09-27 Thread B. Wijnen

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 protocol will not work, because UZIX JUMP driver will lose
 bits).

I understand. It is actually a good thing to give the driver a priority,
because then the user can decide if she wants to slow down the network to
get better performance or not.

So Grauw (you were writing a paper on an asynchronous protocol, right?),
please hurry up and post it, so we can soon realise it.

   The best thing (even for TCP/IP) would be putting the driver
 inside the kernel (but it can't be done now, due to low memory).

It is good to be compatible with e.g. 64kB, but you could use the system
as in linux, where the user can compile her own kernel with or without
support for all kind of things, so she can choose to have a powerfull
kernel or a small one.

I personally like the idea of a microkernel very much though, because it
can be bugfree eventually. The idea is to have the kernel doing the
resource managing (memory, cpu time) and leave the device managing (vdp,
psg, etc) to the drivers. The drivers should then not have all
permissions, as they do in the linux kernel, but also be limited, so the
kernel doesn't hang if a driver does.

Drivers should be run-time includable and removable (like insmod and
rmmod, but in a more transparent way). I don't know if you feel like
including those ideas into UZIX. I just think it is a good idea, because
it gives the possibility to put drivers like tcp/ip in the kernel, without
wasting the space/opening possible security holes for the users that don't
use them.

Bye,

 main(){int  c[4]   ,x=4  ,l=getpid()  ,i;;   for(  srand(l);c[  x]=-   rand
()%6 ,x--   ;);;  for( ;44   x;){  char a[9] ,*p=
 "%.1f\n",   b[9];x=i=0;  gets(a);for   (l=4 ;l--   ;)x+=-(a[l]  -=48)==
   (b[l  ]=c[   l]);  ;for   (l=0;16i;l =++i %4)x
+=(b[i/4]+   a[l]   ?0:(  a[l]=b[i/4] =10)) ;printf(p,x  *.1)   ;};}




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Re: (Joynet protocol)

2000-09-26 Thread Adriano Camargo Rodrigues da Cunha


 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 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 protocol will not work, because UZIX JUMP driver will lose
bits).
The best thing (even for TCP/IP) would be putting the driver
inside the kernel (but it can't be done now, due to low memory).


Adriano Camargo Rodrigues da Cunha   ([EMAIL PROTECTED])
Engenharia de Computacao - UNICAMP   
http://www.adrpage.cjb.net   http://if.you.dont.like.msx.usuck.com

* Te ky o my kybord ha litl dfect. *



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Re: (Joynet protocol)

2000-09-26 Thread Adriano Camargo Rodrigues da Cunha


  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 a header plus data. Header is, at least, 20 bytes.
Data is 0 or more bytes. TCP packets are a header plus data. TCP header
is, at least, 20 bytes. Data is 0 or more bytes.
So, a TCP/IP packet is, at least, 40 bytes (no data, only the IP
and TCP headers). UZIX TCP/IP Stack doesn't use any TCP/IP options,
because they are quite useless for TCP/IP clients (except the Maximum
Transmission Unit option, that is 4 bytes).
A datalink protocol should be able to handle packets with a
minimum of 40 bytes for TCP/IP. The maximum size is important too (since
sending packets of 50 bytes, for example, just allow transmission of, in
the best case, 10 bytes of data). 256 bytes is a good choice, and is not a
so big value.


Adriano Camargo Rodrigues da Cunha   ([EMAIL PROTECTED])
Engenharia de Computacao - UNICAMP   
http://www.adrpage.cjb.net   http://if.you.dont.like.msx.usuck.com

* The faith remove montains, substituting them by abisms. - CDA *



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Re: (Joynet protocol)

2000-09-26 Thread Adriano Camargo Rodrigues da Cunha


 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 wasting twice the memory and charging twice the CPU. Use the same
process (I wouldn't call it a 'thread', since the concept is different) to
send and receive data. That's how the TCP/IP is implemented.


Adriano Camargo Rodrigues da Cunha   ([EMAIL PROTECTED])
Engenharia de Computacao - UNICAMP   
http://www.adrpage.cjb.net   http://if.you.dont.like.msx.usuck.com

* -8- Don't cut here or you'll destroy your monitor! -8- *



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Re: (Joynet protocol)

2000-09-12 Thread B. Wijnen

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 line and... The
 receiver thinks he sent an ack and waits for the next data, the sender
 didn't receive an ack so he doesn't send the next packet... wham. Lock.

If I set the joystick port to 1, it cannot go to 0 and stay there, or can
it? even if it can, you should just refresh the signal every now and then
and you can still design a protocol with no dead-lock posibility.

bye,

 main(){int  c[4]   ,x=4  ,l=getpid()  ,i;;   for(  srand(l);c[  x]=-   rand
()%6 ,x--   ;);;  for( ;44   x;){  char a[9] ,*p=
 "%.1f\n",   b[9];x=i=0;  gets(a);for   (l=4 ;l--   ;)x+=-(a[l]  -=48)==
   (b[l  ]=c[   l]);  ;for   (l=0;16i;l =++i %4)x
+=(b[i/4]+   a[l]   ?0:(  a[l]=b[i/4] =10)) ;printf(p,x  *.1)   ;};}




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Re: (Joynet protocol)

2000-09-08 Thread B. Wijnen

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 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 instructions executed for every bit, there is 
 hardly any waiting at all.

In that case I am truely convinced that the unidirectional solution is
also the quickest (given the joynet hardware).

  Adriano wrote that he would like someone to write some code to use joynet
  in uzix. I would like to do it, when the protocol is finished. If anyone
  else wants to do it (or doesn't want me to do it :P ), let me know, since
  I could use my time on other things as well.
 
 I could do it, but I have too many projects already, so if you are willing 
 to, I prefer that you do it.

It looks like I am the best person to do it anyway. I have experience in
writing drivers for linux and designing operating systems and computers.
It should be pretty easy (with my knowledge, that is).

  I would also like to write a network driver for linux, so you can connect
  it to a router as well and connect the internet and all that.
 
 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 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. It also means
that UZIX will need to use 4 byte host addresses (actually interface
addresses), at least in the JUMP driver.

 You can also make a user-mode solution, that sends stdin over JoyNet and 
 sends JoyNet input to stdout. That program can then be connected to pppd 
 using pipes. It's less flexible than a kernel driver, but it's also easier to 
 write

Not at all. Just hacking the plip driver is done in a few minutes.

 and won't crash your system if it's buggy.

That is true. Well, let's just hope I'm a good programmer :P

 It can be a good intermediate step towards a kernel driver.

It can be, but I prefer to write a kernel driver directly.

Hmm, ok. So the parent must be named in every document. By the way I
don't keep my old versions of it and I don't expect others to. There is
no archive of them, which makes it a bit useless, since you cannot see
the tree anyway.
  
   There is the mailinglist archive on msxnet.org...
 
  But I don't post the document to the mailinglist every time I change it.
 
 It's doesn't matter what kind of version system you use personally. The 
 proposed versioning system is only intended for published documents. So it 
 should refer to the last *published* parent document.

All documents I make are directly published on my homepage
(www.cpedu.rug.nl/shevek/JUMP.txt). I do not keep an archive of that. But
the evolution tree doesn't really matter anyway, IMO. The reason to give
version numbers to the documents is to make them distinguishable, so you
know you are talking about the same thing.

Bye,

 main(){int  c[4]   ,x=4  ,l=getpid()  ,i;;   for(  srand(l);c[  x]=-   rand
()%6 ,x--   ;);;  for( ;44   x;){  char a[9] ,*p=
 "%.1f\n",   b[9];x=i=0;  gets(a);for   (l=4 ;l--   ;)x+=-(a[l]  -=48)==
   (b[l  ]=c[   l]);  ;for   (l=0;16i;l =++i %4)x
+=(b[i/4]+   a[l]   ?0:(  a[l]=b[i/4] =10)) ;printf(p,x  *.1)   ;};}




Problems? contact [EMAIL PROTECTED] See also http://www.faq.msxnet.org/




Re: (Joynet protocol)

2000-09-08 Thread B. Wijnen

I only replied to what I didn't agree with or what I had something to say
about. Other things I cut out.

On Wed, 6 Sep 2000, Maarten ter Huurne wrote:

 The protocol can be fixed: adding CRC and a timeout is sufficient. But I 
 think a more elegant solution is possible, where you wouldn't need a CRC.

What do you mean with that? Some error-correction algoritm in the protocol
(equivalent to a CRC)? Or UDP-like transfer, which leaves the
error-checking to the receiving party?

 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 lock, as long as
both computers system memory is not corrupt.

 Anyway, it could be a gradual system: if you haven't had a transfer in
 a long time, lower the poll frequency.

That is a very good idea, but care must be taken not to make the
calculating of the time before the next poll is done make the system too
inefficient. Also, a minimum frequency should of course be kept, so you
don't have to wait an hour for a reaction after a week not using the
network.

  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 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 it. So
just ajusting the polling frequency should do. I don't know how uzix does
this.

 Do you mean a scheduler? UZIX has one, PC operating systems have one.

Not all PC operating systems do. *-DOS doesn't.

 Note that a running thread is not necessarily active, because there can be 
 many running threads and CPU time will be shared between them. However, if 
 the user is waiting for a JoyNet transfer, there will probably be no 
 foreground process (the user is waiting) and background processes should be 
 set at a lower priority than the JoyNet transfer, so in result the JoyNet 
 transfer will get the majority of the CPU time.

No, they should not. If one process wants the joynet data, and another
wants data from memory, there is no reason to priviledge the networking
process. On normal linux systems, most of the processes (all except the
ones that don't require any input for a while, like compilers) sleep most
of the time waiting for data to be ready (from disk, from network, from
the user via a keyboard, etc.). I think it will be a little different in
uzix, because most hardware needs to be polled, but I think that still it
is good to give joynet normal priority. If the system is slow, the network
is slow...

Bye,

 main(){int  c[4]   ,x=4  ,l=getpid()  ,i;;   for(  srand(l);c[  x]=-   rand
()%6 ,x--   ;);;  for( ;44   x;){  char a[9] ,*p=
 "%.1f\n",   b[9];x=i=0;  gets(a);for   (l=4 ;l--   ;)x+=-(a[l]  -=48)==
   (b[l  ]=c[   l]);  ;for   (l=0;16i;l =++i %4)x
+=(b[i/4]+   a[l]   ?0:(  a[l]=b[i/4] =10)) ;printf(p,x  *.1)   ;};}




Problems? contact [EMAIL PROTECTED] See also http://www.faq.msxnet.org/




Re: (Joynet protocol)

2000-09-08 Thread Maarten ter Huurne

On Fri, 08 Sep 2000, you wrote:

  The protocol can be fixed: adding CRC and a timeout is sufficient. But I
  think a more elegant solution is possible, where you wouldn't need a CRC.

 What do you mean with that? Some error-correction algoritm in the protocol
 (equivalent to a CRC)? Or UDP-like transfer, which leaves the
 error-checking to the receiving party?

Error detection other than CRC. Under the assumption that there are only 
1-bit errors, the protocol itself can detect errors. I'm not sure this 
assumption is correct, but gathering statistical evidence (hours of testing) 
should tell us more about that.

  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 lock, as long as
 both computers system memory is not corrupt.

The protocol will deadlock if the cable is disconnected. There is no way to 
avoid that. But a timeout will handle those situations and abort the hanging 
transfer. A timeout must be viewed as a kind of exception (in Java/C++ 
terminology), it is not part of the 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 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 it. So
 just ajusting the polling frequency should do. I don't know how uzix does
 this.

Hmmm...
Maybe JUMP in Linux should be implemented in user mode after all? Claiming 
the processor for what could be a long time is not a good idea. Or maybe 
Linux is fast enough to use one interrupt for every single bit transfer? 
Anyway, I still want to be able to play MP3s while a JoyNet transfer is in 
progress.

  Do you mean a scheduler? UZIX has one, PC operating systems have one.

 Not all PC operating systems do. *-DOS doesn't.

OK; all multitasking OSes have one.

  Note that a running thread is not necessarily active, because there can
  be many running threads and CPU time will be shared between them.
  However, if the user is waiting for a JoyNet transfer, there will
  probably be no foreground process (the user is waiting) and background
  processes should be set at a lower priority than the JoyNet transfer, so
  in result the JoyNet transfer will get the majority of the CPU time.

 No, they should not. If one process wants the joynet data, and another
 wants data from memory, there is no reason to priviledge the networking
 process. On normal linux systems, most of the processes (all except the
 ones that don't require any input for a while, like compilers) sleep most
 of the time waiting for data to be ready (from disk, from network, from
 the user via a keyboard, etc.). I think it will be a little different in
 uzix, because most hardware needs to be polled, but I think that still it
 is good to give joynet normal priority. If the system is slow, the network
 is slow...

JUMP also acts as a router, forwarding packets that are intended for another 
node. Should other computers in the network suffer if one of them is under 
heavy load?

Bye,
Maarten



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Re: (Joynet protocol)

2000-09-08 Thread Maarten ter Huurne

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 instructions executed for every bit,
  there is hardly any waiting at all.

 In that case I am truely convinced that the unidirectional solution is
 also the quickest (given the joynet hardware).

There is one thing that takes a lot of time in the non-timed protocol: 
because the ack should be read for every bit written (reverse read and write 
if you're receiving instead of sending), you constantly have to switch 
between PSG register 14 and 15.

In a timed protocol you only have to read ack once in a while. I think a 
timed protocol can be quicker, but it's just too complex to get it working 
correctly on all possible configurations.

  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 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. It also means
 that UZIX will need to use 4 byte host addresses (actually interface
 addresses), at least in the JUMP driver.

One advantage of PPP is that there are very little modifications necessary in 
UZIX. Another advantage is that host configuration can be done using PAP. If 
JUMP is treated as ethernet, UZIX has to be configured manually or we would 
have to write a DHCP client for it.

  You can also make a user-mode solution, that sends stdin over JoyNet and
  sends JoyNet input to stdout. That program can then be connected to pppd
  using pipes. It's less flexible than a kernel driver, but it's also
  easier to write

 Not at all. Just hacking the plip driver is done in a few minutes.

Are you experienced or optimistic? ;)

Bye,
Maarten



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Re: (Joynet protocol)

2000-09-08 Thread B. Wijnen

On Fri, 8 Sep 2000, Maarten ter Huurne wrote:

 Error detection other than CRC. Under the assumption that there are only 
 1-bit errors, the protocol itself can detect errors. I'm not sure this 
 assumption is correct, but gathering statistical evidence (hours of testing) 
 should tell us more about that.

That is a good idea. Anyway, I don't think the error detection mechanism
is really important for the protocol. It can, e.g. be implemented at a
high level like TCP/IP. Then fast and unreliable packets can also be sent
(some people seem to want that... maybe they 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 lock, as long as
  both computers system memory is not corrupt.
 
 The protocol will deadlock if the cable is disconnected. There is no way to 
 avoid that. But a timeout will handle those situations and abort the hanging 
 transfer. A timeout must be viewed as a kind of exception (in Java/C++ 
 terminology), it is not part of the regular protocol.

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.

  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.
 
 Hmmm...
 Maybe JUMP in Linux should be implemented in user mode after all? Claiming 
 the processor for what could be a long time is not a good idea. Or maybe 
 Linux is fast enough to use one interrupt for every single bit transfer? 
 Anyway, I still want to be able to play MP3s while a JoyNet transfer is in 
 progress.

No problem. The implementation should consist of polling every once in a
while and flipping bits if the receiver says it's ready. It doesn't keep
the processor occupied very much.

 JUMP also acts as a router, forwarding packets that are intended for another 
 node. Should other computers in the network suffer if one of them is under 
 heavy load?

I think this is up to the owner of the computer. This means it should be
ajustable in the driver. This shouldn't be a problem to implement.

Bye,

 main(){int  c[4]   ,x=4  ,l=getpid()  ,i;;   for(  srand(l);c[  x]=-   rand
()%6 ,x--   ;);;  for( ;44   x;){  char a[9] ,*p=
 "%.1f\n",   b[9];x=i=0;  gets(a);for   (l=4 ;l--   ;)x+=-(a[l]  -=48)==
   (b[l  ]=c[   l]);  ;for   (l=0;16i;l =++i %4)x
+=(b[i/4]+   a[l]   ?0:(  a[l]=b[i/4] =10)) ;printf(p,x  *.1)   ;};}




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Re: (Joynet protocol)

2000-09-08 Thread B. Wijnen

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 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. It also means
  that UZIX will need to use 4 byte host addresses (actually interface
  addresses), at least in the JUMP driver.
 
 One advantage of PPP is that there are very little modifications necessary in 
 UZIX. Another advantage is that host configuration can be done using PAP. If 
 JUMP is treated as ethernet, UZIX has to be configured manually or we would 
 have to write a DHCP client for it.

I do not have experience with that. But I don't think doing it manually is
much work. On my linux box it is just one ifconfig statement. Do you think
it would be more difficult on a MSX?

   You can also make a user-mode solution, that sends stdin over JoyNet and
   sends JoyNet input to stdout. That program can then be connected to pppd
   using pipes. It's less flexible than a kernel driver, but it's also
   easier to write
 
  Not at all. Just hacking the plip driver is done in a few minutes.
 
 Are you experienced or optimistic? ;)

Both :P

Bye,

 main(){int  c[4]   ,x=4  ,l=getpid()  ,i;;   for(  srand(l);c[  x]=-   rand
()%6 ,x--   ;);;  for( ;44   x;){  char a[9] ,*p=
 "%.1f\n",   b[9];x=i=0;  gets(a);for   (l=4 ;l--   ;)x+=-(a[l]  -=48)==
   (b[l  ]=c[   l]);  ;for   (l=0;16i;l =++i %4)x
+=(b[i/4]+   a[l]   ?0:(  a[l]=b[i/4] =10)) ;printf(p,x  *.1)   ;};}




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Re: (Joynet protocol)

2000-09-08 Thread Laurens Holst

  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. It also means
  that UZIX will need to use 4 byte host addresses (actually interface
  addresses), at least in the JUMP driver.

 One advantage of PPP is that there are very little modifications necessary
in
 UZIX. Another advantage is that host configuration can be done using PAP.
If
 JUMP is treated as ethernet, UZIX has to be configured manually or we
would
 have to write a DHCP client for it.

PAP does not configure anything. It handles the login procedure. I think you
mean PPP's LCP and IPCP.


  Not at all. Just hacking the plip driver is done in a few minutes.

 Are you experienced or optimistic? ;)

:)


~Grauw


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Re: (Joynet protocol)

2000-09-08 Thread Laurens Holst

 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 waits for the next data, the sender
didn't receive an ack so he doesn't send the next packet... wham. Lock.


~Grauw


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Re: (Joynet protocol)

2000-09-05 Thread Laurens Holst

 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 JoyNet page.

Yes, it's there.


   Another problem is the granularity of the waiting loops. If you want
to
   avoid self-modifying code, the fastest waiting loop is DJNZ, which
takes
   9 cycles for the last loop and 14 cycles for the other loops. So if
you
   want to wait 10 cycles, you'll have to round to 23.
 
  Timing must indeed be thought of. There is no need to round. Loops that
  are the same every time can easily be coded.

 Using JP instead of DJNZ, the number of cycles per loop can be made
constant.
 But it's not possible to get every number of cycles (try 6). Nor is it
 possible to have any fine-grained control without using self-modifying
code.
 And apart from being complex, self-modifying code doesn't work in
read-only
 memory.

I made a SiMPL sample-player once, which (before playing the sample)
'calibrated' itself (see how many samples can be played within an
interrupt). If it was too fast, a unit-long wait was inserted. Repeat
until too slow. Then lower unit by, say, a factor ten, and start
decreasing the wait until it's too fast again, and so on until unit has
reached the minimal quantity.

I used NOPs to wait, since it's the most precise unit. They were inserted
into the code (so the part after the NOP waits was relocatable). It's a bit
complex, but accurate.


 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
 JoyNet network will work in practice.

 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 (with a
good and fast-calculated checksum) and some data. However I suggest to use a
simpler protocol. The IP-address for example is 32-bits. You only need 8
bits in this case. And it contains some other parameters which are
absolutely not nessecary, and if they are they can be passed as options, not
as a part of the default header.

Look at ftp://ftp.funet.fi/rfc/rfc791.txt
That's the IP documentation.


~Grauw


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Re: (Joynet protocol)

2000-09-05 Thread Laurens Holst

  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, the databits arrive at a
different computer than Ack does. But it's not very difficult to come up
with something for a ring...

About my protocol: I'll work out an example on my MSX. The basic idea is
like this (I have no implementation experience yet though, so it can still
be changed): The joystickports are checked regularly. A transfer request is
indicated to the peer by flipping ack and setting dat1 and dat2 to 01 or 10,
also flipping each time. Why those values? Well, by default the datapins are
set to 11, and if the peer MSX is disconnected or off, the datapins are 00.
The other then responds, initiating the transfer. The data is transmitted in
4 transmissions on both sides, so 8 in total. If the transfer is
bidirectional, the data of the peer is sent together with the ACKs. The
first two bytes indicate the packet length (excluding the lenght bytes and
the checksum), then the packet is sent, and after the packet a 16-bit
TCP-like checksum (excluding the lenght and checksum bytes) is sent:

"The checksum field is the 16 bit one's complement of the one's complement
sum of all 16 bit words in the header and text.  If a segment contains an
odd number of header and text octets to be checksummed, the last octet is
padded on the right with zeros to form a 16 bit word for checksum purposes.
The pad is not transmitted as part of the segment.  While computing the
checksum, the checksum field itself is replaced with zeros."

Mind you: one's complement. Not two's complement, neither no complement.
Check your docs on that (Rodnay Zaks' book on the Z80 features a short
description). Short description: when adding data in one's complement, also
add the carry. (so ADD A,r:ADC A,0 is a one's complement addition). In one's
complement, a negative value is indicated by complementing the value. So -1
is FFFE. And -0 is . But at the same time FFFE is also FFFE (one's
complement doesn't limit to -32768 and +32767 if I'm correct... that's a
tiny bit confusing)... Then complement the final checksum result. When you
receive the data, one's complement add all received words, including the
checksum, and if the result is # then all's well.

Why a one's complement checksum? Check out rfc1071
(ftp://ftp.funet.fi/rfc1071.txt) and be amazed how cool this checksum is!!!

Well that's about it. Simple, eh?


  However if you have every
  host connected to two others using a peer-to-peer link (2 computers, so
not
  really a 'network') in both joystickports (which make it a network
again),
  then bidirectional transfer is indeed be possible.

 The idea of JoyNet was to keep one joystick port free. For example, to
play a
 game using a joystick or game pad.

Yes.


~Grauw


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Re: (Joynet protocol)

2000-09-05 Thread Maarten ter Huurne

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 is 125 clocks for a total 1-bit cycle (data + ack). Given the 
fact that there are quite a few instructions executed for every bit, there is 
hardly any waiting at all.

 Around those numbers any number of
 cycles is possible. Fine grained control would be large, but not
 impossible (without self-modifying code).

OK, it would be possible. But not elegant.

 Adriano wrote that he would like someone to write some code to use joynet
 in uzix. I would like to do it, when the protocol is finished. If anyone
 else wants to do it (or doesn't want me to do it :P ), let me know, since
 I could use my time on other things as well.

I could do it, but I have too many projects already, so if you are willing 
to, I prefer that you do it.

 I would also like to write a network driver for linux, so you can connect
 it to a router as well and connect the internet and all that.

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 then be connected to pppd 
using pipes. It's less flexible than a kernel driver, but it's also easier to 
write and won't crash your system if it's buggy. It can be a good 
intermediate step towards a kernel driver.

   Hmm, ok. So the parent must be named in every document. By the way I
   don't keep my old versions of it and I don't expect others to. There is
   no archive of them, which makes it a bit useless, since you cannot see
   the tree anyway.
 
  There is the mailinglist archive on msxnet.org...

 But I don't post the document to the mailinglist every time I change it.

It's doesn't matter what kind of version system you use personally. The 
proposed versioning system is only intended for published documents. So it 
should refer to the last *published* parent document.

Bye,
Maarten



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Re: (Joynet protocol)

2000-09-05 Thread Laurens Holst

 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 then be connected to pppd
 using pipes. It's less flexible than a kernel driver, but it's also easier
to
 write and won't crash your system if it's buggy. It can be a good
 intermediate step towards a kernel driver.

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...

You see, JoyNet doesn't generate an interrupt to indicate the peer is
sending/listening, so you'll need to poll continuously, and your system is
completely 'locked' while receiving... And the sender can't execute other
tasks until the receiver has acknowledged the send_request and has received
all data...

It can be done, I think (execute all other processes every int, the
transmission will hold then but the rest will at least work). However,
execute-on-int (to give it a name) is quite hard to program I think. And you
must also watch out that the sender doesn't call the other processes while
the receiver just finished calling the other processes (that would result in
no bytes being received). That can be solved by letting the sender determine
when the int starts and transmit some kind of "Execute Other Processes wait"
escape-code when the event occurs, so the receiver can then also execute the
processes at the same time. In that case, an (partly optional,
implementation-dependant) escape-code-mechanism has to be constructed.
However, I don't know how that fits into the architecture of Uzix (I think
badly).


~Grauw


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Re: (Joynet protocol)

2000-09-05 Thread Maarten ter Huurne

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 if you use a non-timed protocol. I have had this running 
for over a year now, except for the fact that it hangs on transmission 
errors. Transmission errors are rare in a non-timed protocol, but they can 
occur (I got one after sending about 50MB).

The protocol can be fixed: adding CRC and a timeout is sufficient. But I 
think a more elegant solution is possible, where you wouldn't need a CRC. A 
timeout is always needed, because when the cable is disconnected the protocol 
should be able to handle that.

 You see, JoyNet doesn't generate an interrupt to indicate the peer is
 sending/listening, so you'll need to poll continuously,

You have to poll once in a while. For systems like PCs polling 100 times per 
second is no problem. And much higher frequencies are possible as well, 
although they will start influencing system performance. Anyway, it could be 
a gradual system: if you haven't had a transfer in a long time, lower the 
poll frequency.

 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 average.

 And the sender can't execute other
 tasks until the receiver has acknowledged the send_request and has received
 all data...

That depends on the protocol.

 It can be done, I think (execute all other processes every int, the
 transmission will hold then but the rest will at least work). However,
 execute-on-int (to give it a name) is quite hard to program I think.

Do you mean a scheduler? UZIX has one, PC operating systems have one.

 However, I don't know how that fits into the architecture of Uzix (I think
 badly).

UZIX is multi-threaded. JoyNet send could be a thread and JoyNet receive 
another thread. When there is no transfer, these threads sleep for a while. 
When they wake up, they check if a transfer should be started, this is how 
you get the polling behaviour. If a transfer was started, the thread will 
remain running until the transfer stops.

Note that a running thread is not necessarily active, because there can be 
many running threads and CPU time will be shared between them. However, if 
the user is waiting for a JoyNet transfer, there will probably be no 
foreground process (the user is waiting) and background processes should be 
set at a lower priority than the JoyNet transfer, so in result the JoyNet 
transfer will get the majority of the CPU time.

Bye,
Maarten



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Re: (Joynet protocol)

2000-09-04 Thread B. Wijnen

On Sat, 2 Sep 2000, Maarten ter Huurne wrote:

   How can a node (single computer in the network) determine whether its
   neighbours use JUMP or not? Especially, how can it do so without causing
   problems with other protocols?
 
  It can't. It is impossible to determine.
 
 I don't think it's possible to use JUMP and an incompatible protocol on the 
 same network. So why not demand that every node in the network uses JUMP?

I put a note about it in the file. Because JUMP does not need a closed
ring, all that is needed to demand the whole network to be JUMP. But the
endpoints must be recognisable as non-JUMP.

  Of course if too many bogus
  packets are received, the driver may conclude that the connection is not
  JUMP. A special header could be designed for non-JUMP protocols for when
  they receive a JUMP packet, but they may choose not to use it.
 
 Even that is impossible. If the other protocol uses a different algorithm for 
 sending packets, a node using JUMP wouldn't even be able to receive it's 
 packets.

In which case the JUMP side will reject that side of the connection. The
other side will probably need a ring network, in which case it will hang,
or something.

   Also, it should be made explicit whether the link with the previous
   or next node is mentioned: prev.dat0, prev.dat1 and next.ack are inputs,
   next.dat0, next.dat1 and prev.ack are outputs.
 
  True, this should be explicit. But not next and prev, because the network
  is bidirectional. sender.A, sender.B and receiver.C should do, I think.
 
 The prefixes "prev" and "next" can be used on a bidirectional network. If the 
 nodes are numbered, node N knows neighbour N-1 as "prev" and neighbour N+1 as 
 "next". Especially when using a bidirectional network, "sender" and 
 "receiver" is less clear, because either neighbour can fulfill both roles.

True. I shall soon change it.

  With packets I mean packets that are sent in one go, without executing
  other code while waiting for acknowledge signals or something. If you do
  that, you can make use of a timed protocol.
 
 So you 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 means it must be one-directional.
 
 That's true. But does it really matter? A unidirectional network seems a lot 
 simpler to me.

It is simpler to code, but slower and harder to get (you really NEED 2
cables for two computers).

  The being timed also means you have to wait for the receiver to be ready.
 
 Synchronous transfer.

Indeed.

   In modem terminology, isn't SR called RTS (Request To Send)?
 
  Yes, I think so. I'm not really familiar with those things.
 
 If they are the same, it's better to use the existing term: RTS.

I already changed it in the file.

   Why are packets split up into 32 byte chunks? Usually, packets are the
   "atoms" of network communication.
 
  Packets can be really big (16kB e.g.).
 
 Why?

See below. I agree with you to chop them , by the way.

 It is common practice that a higher level protocol chops large data into 
 small chunks. There is no need to send packets as large as 16K. And there is 
 a reason not to do it: a 16K packet needs a buffer space of 16K and memory 
 isn't abundant on MSX.

That is why I took 16kB as absolute maximum. A handshake should be able to
make it less. But it will be changed anyway.

  I want to have a check every now
  and then, to prevent the whole packet having to be resent and to have more
  secure transmission. This protocol is (without the CRC's) much less
  reliable than the unidirectional one.
 
 It would be much easier to stick to small packets. If packet sizes vary a lot 
 (from a couple of bytes to 16K or larger), you have to pick a CRC that is 
 good enough for the largest packets. If packets are small, you can use a 
 smaller CRC, if you want to send a lot of data, you simply send a lot of 
 packets.

True, but I thought it would be much slower.

  I guess you thought the packets were smaller. We have to watch out for too
  much packets. every packet, the sender has to wait for the receiver to be
  ready. This means that the time wasted waiting is proportional to the
  number of packets transmitted, no matter how large they are.
 
 You could make a flag in the header indicating that another packet will 
 immediately follow the current one. The receiver will then return to "ready 
 mode" as soon as it can.

That is a good idea :)

   Timing has some serious disadvantages:
   - it depends on how strong the joystick port drives the signals
 (probably not equal for all MSX types)
   - it depends on cable length
 (actually capacity, but length is probably the most important factor)
 
  This is true. There is a way to get around this

Re: (Joynet protocol)

2000-09-04 Thread Laurens Holst

  There is another problem in the time before a transfer is started. The
sender
  must wait for the receiver to be ready. If it waits while interrupts are
  disabled, interrupts can be disabled for quite a while (maximum: timeout
  value). If it waits while interrupts are enabled, the waiting can be
  interrupted and the receiver must wait for the sender, resulting in a
more
  complex protocol.

 Interrupts must be disabled during waiting and the timeout value must be
 smaller than 1/60th of a second.

Music (games/apps) and Modem (apps) won't be happy with that.


  "Know the time used for the operation" is not as simple as it sounds.
It's
  different for Z80 at 3.5MHz/6MHz/7Mhz/8MhZ, R800, Z380 and non-MSX
machines.
  And on machines with a cache it's impossible to calculate exactly, you
can
  give only minimum and maximum times, but that's not good enough. Even
the
  simple fact that the R800 doesn't send CAS (or was it RAS?) when it
isn't
  needed adds a lot of complexity to the calculation (it matters how many
  512-byte 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 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 very slow compared to synchronous
communication and the entire concept of JoyNet (cheap, easy) will be lost.

Synchronous communication doesn't require the interrupts to be disabled, and
it's faster. However I haven't got ideas on how to implement it (think about
it yourself). I do have ideas on how to implement a bidirectional
peer-to-peer link using JoyNet (=2 computers only).

As far as I can see, it's also not possible to communicate bidirectional
using a JoyNet network (2 computers), since it has only 1 dataline (ack)
going back to the previous host (for acknowledgement), and the other two
datalines (dat1 and dat2) go to the next host. However if you have every
host connected to two others using a peer-to-peer link (2 computers, so not
really a 'network') in both joystickports (which make it a network again),
then bidirectional transfer is indeed be possible. However you haven't got
any spare joystickports then, the amount of cables is twice as much, and the
setup has to be changed depending on the implementation (some might require
'real' JoyNet ring network, which is actually quite logical, and some might
require a semi JoyNet ring with simple peer-to-peer links like described
above).


~Grauw


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Re: (Joynet protocol)

2000-09-04 Thread Maarten ter Huurne

On Mon, 04 Sep 2000, you wrote:

  That's true. But does it really matter? A unidirectional network seems a
  lot simpler to me.

 It is simpler to code, but slower and harder to get (you really NEED 2
 cables for two computers).

A ring scales just 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 
really JoyNet, just partly compatible. I think Laurens even has the schematic 
for the 2-computer cable on his JoyNet page.

 That is the negative point of it, indeed. But I still think performance
 decreases much more by using a unidirectional network, especially when the
 network is large. Since there usually is a two-way communication, in a
 unidirectional network the whole ring always needs to be folowed. In a
 bidirectional network, the shortest path can be taken.

In the best case, the bidirectional network will be a factor two faster. 
However, since the bandwidth in the "backwards" direction is only half that 
of the forward direction, that lowers the gain somewhat.

  Another problem is the granularity of the waiting loops. If you want to
  avoid self-modifying code, the fastest waiting loop is DJNZ, which takes
  9 cycles for the last loop and 14 cycles for the other loops. So if you
  want to wait 10 cycles, you'll have to round to 23.

 Timing must indeed be thought of. There is no need to round. Loops that
 are the same every time can easily be coded.

Using JP instead of DJNZ, the number of cycles per loop can be made constant. 
But it's not possible to get every number of cycles (try 6). Nor is it 
possible to have any fine-grained control without using self-modifying code. 
And apart from being complex, self-modifying code doesn't work in read-only 
memory.

  And after solving all the complex issues, there will be compromises on
  performance, so the main advantage of a timed protocol may diminish.

 You may be right. Are you suggesting to rewrite the document to a
 unidirectional format?

Yes, please.
And not just unidirectional, but also a protocol without timing.

 I want to know what other users think of this
 before I do it. (so please react if you care about what it will be)

I'm interested too.

  A collision means that there are two signals on the same wire at the same
  time. As far as I know, that will never happen with JoyNet. What can
  happen, is that two neighbours want to send to each other at the same
  time, but that's no collision.

 Hmm, ok. It's a question of definition. I defined a collision as two
 packets going over the same wire while it can handle only one. The cable
 is an abstract line that can carry a stream of data, in this case 3 wires
 of copper.

I think the term "collision" is reserved for overlapping signals on the 
hardware level. For example BNC (coax) networks have collisions, when two 
network cards send a packet at the same time. When that happens, both packets 
are destroyed.

What you are describing has a lot of similarities, but it happens on a higher 
level. It is a case where mutual exclusion of two processes (sending and 
receiving) using a single resource (the wires) must be guaranteed. A 
difference with collisions is that collisions are undetectable until after 
they have happened. The mutex (mutual exclusion) can be detected in advance, 
although they're not easy to deal with: deadlock is possible if you do it the 
wrong way.

  Maybe we should make JUMP packets large enough to contain IP packets?
  That would make IP-over-JUMP a lot easier. Actually, maybe JUMP should
  only describe the network layer and we can send plain IP packets over
  that.

 That is a good idea. But I don't know enough about IP packets to design
 it.

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 
JoyNet network will work in practice.

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.

  I agree with Manuel here. It's not about a "best" version, it is simply
  useful to know the "evolution tree" of a document.

 Hmm, ok. So the parent must be named in every document. By the way I don't
 keep my old versions of it and I don't expect others to. There is no
 archive of them, which makes it a bit useless, since you cannot see the
 tree anyway.

There is the mailinglist archive on msxnet.org...


Sometime soon, I'll post a design for a non-timed protocol that can handle 
errors. I'm not 100% sure yet it is correct, which is why I didn't release it 
before. However, I am not making much progress on my own, so I'll publish it 
hoping for some

Re: (Joynet protocol)

2000-09-04 Thread Maarten ter Huurne

On Mon, 04 Sep 2000, you wrote:

  Interrupts must be disabled during waiting and the timeout value must be
  smaller than 1/60th of a second.

 Music (games/apps) and Modem (apps) won't be happy with that.

The good news is, that using a non-timed protocol interrupts can be allowed. 
It must be done carefully, because too many or badly timed interrupts will 
kill performance, but at least interrupts no longer influence correctness.

 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 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 
agrees that this is too problematic.

Note that you cannot even trust two timers of the same kind to run equally 
fast. For example, start a music replayer in two MSXes with the same song at 
the same moment. After about a minute you'll hear that they're out of sync. 
So even 60Hz isn't exactly the same for every MSX.

We should indeed remember that the whole point of JoyNet is to be simple and 
cheap. If we want high speeds, we'll need different hardware. I'm interested 
in that, but it's a different project.

 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.

 As far as I can see, it's also not possible to communicate bidirectional
 using a JoyNet network (2 computers), since it has only 1 dataline (ack)
 going back to the previous host (for acknowledgement), and the other two
 datalines (dat1 and dat2) go to the next host.

Without fixed timing, bidirectional transfers are indeed impossible over 
JoyNet.

 However if you have every
 host connected to two others using a peer-to-peer link (2 computers, so not
 really a 'network') in both joystickports (which make it a network again),
 then bidirectional transfer is indeed be possible.

The idea of JoyNet was to keep one joystick port free. For example, to play a 
game using a joystick or game pad.

Bye,
Maarten



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Re: (Joynet protocol)

2000-09-04 Thread Adriano Camargo Rodrigues da Cunha


 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.
By the way, if someone wants to write a driver for JUMP and wanna
put it in UZIX, contact me please. Due to the actual stage of UZIX
development, it's not an easy thing to write low level drivers for it
without my help (I hope this problem will finish soon).


Adriano Camargo Rodrigues da Cunha   ([EMAIL PROTECTED])
Engenharia de Computacao - UNICAMP   
http://www.adrpage.cjb.net   http://if.you.dont.like.msx.usuck.com

* Number of Vulcans needed to replace a bulb? Precisely 1.000 *



Problems? contact [EMAIL PROTECTED] See also http://www.faq.msxnet.org/




Re: (Joynet protocol)

2000-09-01 Thread B. Wijnen

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 Machine
Protocol. I used this term to emphasize the fact that it is not a MSX
protocol, but a protocol for the cable. Any computer that can set the
signals on the cable can make use of the protocol.

  If a coder wants to make a program (probably a game) that should run on
  multiple computers, she may use any protocol she desires. If she has a way
  of knowing what the other side of the connection does, for example because
  it also runs her software, she does not need to follow JUMP. It is
  advisable however, to check if the computer is at that time in a JUMP
  network, because the network would be suffering from the (for JUMP) bogus
  packets that seem to keep coming in.
 
 How can a node (single computer in the network) determine whether its 
 neighbours use JUMP or not? Especially, how can it do so without causing 
 problems with other protocols?

It can't. It is impossible to determine. Of course if too many bogus
packets are received, the driver may conclude that the connection is not
JUMP. A special header could be designed for non-JUMP protocols for when
they receive a JUMP packet, but they may choose not to use it.

  4. Why JUMP should be used
 
  The reason to have a standard protocol is simple. many coders can make many
  network programs and they all want to communicate with each other. If there
  is no standard protocol, every computer would need drivers for all
  protocols.
 
 In the case where there is only 1 application running on the network, JUMP is 
 not necessary. However, if you want to create a Joynet ring that really acts 
 like a network, a protocol like JUMP is necessary. So JUMP is good for TCP/IP 
 over Joynet, file serving and such.

Exactly. Thank you for expaining.

  In the rest of this document, I shall address the lines by the letters A, B
  and C. A and B are the lines comping from the buttons. C is the line going
  to steer left. A and B are outgoing lines and C is an incoming line on one
  side. With the computer on the other side, A and B are incoming and C is
  outgoing.
 
 What about naming them "dat0", "dat1" and "ack"? Those names are easier to 
 remember.

I don't think so. A and B are very logical, because on the msx they are
connected to joystick button A and B. I chose C as `the other line',
because I didn't feel the need for a different name. `ack' suggests that
it is only used for the `acknowledge' pulse, which is not true in this
protocol.

 Also, it should be made explicit whether the link with the previous 
 or next node is mentioned: prev.dat0, prev.dat1 and next.ack are inputs, 
 next.dat0, next.dat1 and prev.ack are outputs.

True, this should be explicit. But not next and prev, because the network
is bidirectional. sender.A, sender.B and receiver.C should do, I think.

  6.1. General overview
 
  Jump is a protocol that works in packets. There are positive and negative
  sides to that. The most important negative point is that the sending
  computer has to wait for the receiving computer to be ready. The most
  important 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 acknowledge signals or something. If you do
that, you can make use of a timed protocol. 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 means it must be one-directional.
The being timed also means you have to wait for the receiver to be ready.
So I was actually talking about the results of a timed protocol (which
must nessecarily work in packets).

 By the way, are there low-level network protocols that do not send data in 
 packets? I can't remember seeing one.

I used one in Boulderdash III. You can check out the source on my homepage
if you like: www.fmf.nl/~shevek -msx

  6.2. Sending a packet
 
  Before sending, a send request (SR) should be given. After that, the
  sending computer has to wait for a reaction (and check for collisions, see
  below). When the client has seen a send request, it sends a clear to send
  (CTS). After that, the transmission begins. It works as follows:
 
 In modem terminology, isn't SR called RTS (Request To Send)?

Yes, I think so. I'm not really familiar with those things.

  Sender sends header
  Receiver sends CRC1 and packet size back for confirmation
  Sender sends confirmation
  While (packetlength = 32) {
  Sender sends 32 bytes of the packet
  Receiver sends CRC0
  Sender sends confirmation
  first 32 bytes are cut

Re: (Joynet protocol)

2000-09-01 Thread Maarten ter Huurne

On Fri, 01 Sep 2000, you wrote:

   If a coder wants to make a program (probably a game) that should run on
   multiple computers, she may use any protocol she desires. If she has a
   way of knowing what the other side of the connection does, for example
   because it also runs her software, she does not need to follow JUMP. It
   is advisable however, to check if the computer is at that time in a
   JUMP network, because the network would be suffering from the (for
   JUMP) bogus packets that seem to keep coming in.
 
  How can a node (single computer in the network) determine whether its
  neighbours use JUMP or not? Especially, how can it do so without causing
  problems with other protocols?

 It can't. It is impossible to determine.

I don't think it's possible to use JUMP and an incompatible protocol on the 
same network. So why not demand that every node in the network uses JUMP?

 Of course if too many bogus
 packets are received, the driver may conclude that the connection is not
 JUMP. A special header could be designed for non-JUMP protocols for when
 they receive a JUMP packet, but they may choose not to use it.

Even that is impossible. If the other protocol uses a different algorithm for 
sending packets, a node using JUMP wouldn't even be able to receive it's 
packets.

  What about naming them "dat0", "dat1" and "ack"? Those names are easier
  to remember.

 I don't think so. A and B are very logical, because on the msx they are
 connected to joystick button A and B. I chose C as `the other line',
 because I didn't feel the need for a different name. `ack' suggests that
 it is only used for the `acknowledge' pulse, which is not true in this
 protocol.

OK.

  Also, it should be made explicit whether the link with the previous
  or next node is mentioned: prev.dat0, prev.dat1 and next.ack are inputs,
  next.dat0, next.dat1 and prev.ack are outputs.

 True, this should be explicit. But not next and prev, because the network
 is bidirectional. sender.A, sender.B and receiver.C should do, I think.

The prefixes "prev" and "next" can be used on a bidirectional network. If the 
nodes are numbered, node N knows neighbour N-1 as "prev" and neighbour N+1 as 
"next". Especially when using a bidirectional network, "sender" and 
"receiver" is less clear, because either neighbour can fulfill both roles.

   Jump is a protocol that works in packets. There are positive and
   negative sides to that. The most important negative point is that the
   sending computer has to wait for the receiving computer to be ready.
   The most important 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 acknowledge signals or something. If you do
 that, you can make use of a timed protocol.

So you mean that sending or receiving a packet is an atomic action?

 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 means it must be one-directional.

That's true. But does it really matter? A unidirectional network seems a lot 
simpler to me.

 The being timed also means you have to wait for the receiver to be ready.

Synchronous transfer.

   Before sending, a send request (SR) should be given. After that, the
   sending computer has to wait for a reaction (and check for collisions,
   see below). When the client has seen a send request, it sends a clear
   to send (CTS). After that, the transmission begins. It works as
   follows:
 
  In modem terminology, isn't SR called RTS (Request To Send)?

 Yes, I think so. I'm not really familiar with those things.

If they are the same, it's better to use the existing term: RTS.

  Why are packets split up into 32 byte chunks? Usually, packets are the
  "atoms" of network communication.

 Packets can be really big (16kB e.g.).

Why?

It is common practice that a higher level protocol chops large data into 
small chunks. There is no need to send packets as large as 16K. And there is 
a reason not to do it: a 16K packet needs a buffer space of 16K and memory 
isn't abundant on MSX.

 I want to have a check every now
 and then, to prevent the whole packet having to be resent and to have more
 secure transmission. This protocol is (without the CRC's) much less
 reliable than the unidirectional one.

It would be much easier to stick to small packets. If packet sizes vary a lot 
(from a couple of bytes to 16K or larger), you have to pick a CRC that is 
good enough for the largest packets. If packets are small, you can use a 
smaller CRC, if you want to send a lot of data, you simply send a lot of 
packets.

   This is the complete transmission of a packet. CRC

Re: (Joynet protocol)

2000-08-19 Thread Laurens Holst

 Timing has some serious disadvantages:
 - it depends on how strong the joystick port drives the signals
   (probably not equal for all MSX types)
 - it depends on cable length
   (actually capacity, but length is probably the most important factor)
 - it means the 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 communication (by the means of sending ACKs) is the most
reliable, easiest and fastest way to do it (although you spend 1/3rd of your
bandwidth with ACKs, the protocol can operate on the slowest computer's
maximum speed instead of on a fixed timer).


~Grauw


--

 email me: [EMAIL PROTECTED] or ICQ: 10196372
  visit my homepage at http://grauw.blehq.org/




Problems? contact [EMAIL PROTECTED] See also http://www.faq.msxnet.org/




Joynet

2000-08-18 Thread B. Wijnen

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   x;){  char a[9] ,*p=
 "%.1f\n",   b[9];x=i=0;  gets(a);for   (l=4 ;l--   ;)x+=-(a[l]  -=48)==
   (b[l  ]=c[   l]);  ;for   (l=0;16i;l =++i %4)x
+=(b[i/4]+   a[l]   ?0:(  a[l]=b[i/4] =10)) ;printf(p,x  *.1)   ;};}




Problems? contact [EMAIL PROTECTED] See also http://www.faq.msxnet.org/




Re: (Joynet protocol)

2000-08-18 Thread Maarten ter Huurne

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 desires. If she has a way
 of knowing what the other side of the connection does, for example because
 it also runs her software, she does not need to follow JUMP. It is
 advisable however, to check if the computer is at that time in a JUMP
 network, because the network would be suffering from the (for JUMP) bogus
 packets that seem to keep coming in.

How can a node (single computer in the network) determine whether its 
neighbours use JUMP or not? Especially, how can it do so without causing 
problems with other protocols?

 4. Why JUMP should be used

 The reason to have a standard protocol is simple. many coders can make many
 network programs and they all want to communicate with each other. If there
 is no standard protocol, every computer would need drivers for all
 protocols.

In the case where there is only 1 application running on the network, JUMP is 
not necessary. However, if you want to create a Joynet ring that really acts 
like a network, a protocol like JUMP is necessary. So JUMP is good for TCP/IP 
over Joynet, file serving and such.

 In the rest of this document, I shall address the lines by the letters A, B
 and C. A and B are the lines comping from the buttons. C is the line going
 to steer left. A and B are outgoing lines and C is an incoming line on one
 side. With the computer on the other side, A and B are incoming and C is
 outgoing.

What about naming them "dat0", "dat1" and "ack"? Those names are easier to 
remember. Also, it should be made explicit whether the link with the previous 
or next node is mentioned: prev.dat0, prev.dat1 and next.ack are inputs, 
next.dat0, next.dat1 and prev.ack are outputs.

 6.1. General overview

 Jump is a protocol that works in packets. There are positive and negative
 sides to that. The most important negative point is that the sending
 computer has to wait for the receiving computer to be ready. The most
 important positive point is that the data flow can be bidirectional.

I don't understand: why are these properties consequences of using packets?

By the way, are there low-level network protocols that do not send data in 
packets? I can't remember seeing one.

 6.2. Sending a packet

 Before sending, a send request (SR) should be given. After that, the
 sending computer has to wait for a reaction (and check for collisions, see
 below). When the client has seen a send request, it sends a clear to send
 (CTS). After that, the transmission begins. It works as follows:

In modem terminology, isn't SR called RTS (Request To Send)?

 Sender sends header
 Receiver sends CRC1 and packet size back for confirmation
 Sender sends confirmation
 While (packetlength = 32) {
 Sender sends 32 bytes of the packet
 Receiver sends CRC0
 Sender sends confirmation
 first 32 bytes are cut off packet
 }
 Sender sends remaining bytes of packet
 Receiver sends CRC0
 Sender sends confirmation
 Receiver sends CRC1
 Sender sends confirmation

Why are packets split up into 32 byte chunks? Usually, packets are the 
"atoms" of network communication.

 This is the complete transmission of a packet. CRC0 is a 8 bit CRC on the
 data that has just been received. CRC1 is a 32 bit CRC of all received
 bytes*3.

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).

 Sending of
 bytes is done by sending the bits on a timed basis, as is shown.

Timing has some serious disadvantages:
- it depends on how strong the joystick port drives the signals
  (probably not equal for all MSX types)
- it depends on cable length
  (actually capacity, but length is probably the most important factor)
- it means the interrupt must be disabled when doing JUMP transfers
- it is hard to program on PCs
  (file serving, internet connection, MSX emulators)

 Both wait a time t1
 Receiver reads bit [i;i+1|i] from [AB|C]
 Both wait a time t2

While the receiver reads the bits, the sender is doing nothing. But they 
should remain in sync, so either the receive time must be substracted from t2 
or the sender must wait an amount of time equal to the receive time.

 6.4 Control signals and collision detection

Are collisions possible? If there can be no collisions, collision detection 
is not necessary.

 Please let me know what you think of it. If anything is not clear or you
 want it different, let me know.

What is most unclear to me, is why the design decisions are made. The timing 
values, why are they chosen as they are? Why is the packet sent in 32-byte 
chunks instead of 16-byte or 256-byte?

One thing you haven't addressed, is ho

Re: (Joynet protocol)

2000-08-18 Thread Adriano Camargo Rodrigues da Cunha


 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 complement of each word
in the packet). Another interesting one is that used in PPP frames. There
is an implementation (FCS - Fast Checksum S-i-dont-remember-what-this-
letter-means) that uses a 512 bytes lookup table; the cost of
the checksum is two XOR operations per byte and the resulting checksum
is a constant for any packet (I don't remember the value by heart).
If someone is interested, I can give a source code example.


Adriano Camargo Rodrigues da Cunha   ([EMAIL PROTECTED])
Engenharia de Computacao - UNICAMP   
http://www.adrpage.cjb.net   http://if.you.dont.like.msx.usuck.com

* Press any key except... no, No, NO, NOT THAT ONE! *



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joynet pc/msx

1999-11-28 Thread Ricardo Bittencourt Vidigal Leitao


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)
  DOWNLOAD

3) Wait until it loads and have fun
times:
k6-233 and a turbo-r in r800 mode : 1.6 s (+/- 0.1)
k6-233 and a turbo-r in z80  mode : 6.0 s (+/- 0.1)

EVERYONE WHO TRIES THIS PROGRAM MUST SEND AN EMAIL TELLING IF IT
WORKS OR NOT. Thanks.


Ricardo Bittencourt   http://www.lsi.usp.br/~ricardo
[EMAIL PROTECTED]  "Ricardo is subtle, but malicious he is not"
-- Uniao contra o forward - crie suas proprias piadas --



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in the body (not subject) "unsubscribe msx [EMAIL PROTECTED]" (without the
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Re: Fw: I have a question about JoyNet...

1999-09-04 Thread Laurens Holst

   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 of
cables, so you had to buy a different cable for each game.

Also, JoyNet is VERY low-cost (less than $5), while your nice project will
cost... well, I think at least $50 per cartridge.

The purpose is entirely different so they can't be compared. JoyNet is meant
to be a cheap cable to play multiplayer games, while your project is meant
to be a high-end network adapter (if I understand correct).


~Grauw


--

  email me: [EMAIL PROTECTED] or ICQ: 10196372
 visit the Datax homepage at http://datax.cjb.net/
MSX fair Bussum / MSX Marathon homepage: http://msxfair.cjb.net/




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Fw: I have a question about JoyNet...

1999-09-03 Thread Laurens Holst


--

  email me: [EMAIL PROTECTED] or ICQ: 10196372
 visit the Datax homepage at http://datax.cjb.net/
MSX fair Bussum / MSX Marathon homepage: http://msxfair.cjb.net/

- Oorspronkelijk bericht - 
Van: Senryo [EMAIL PROTECTED]
Aan: [EMAIL PROTECTED]
Verzonden: vrijdag 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
 regenerators ).
 Can be used Any distance You want.. ) A friend of mine a Electrical
 Engineer is doing the Cable ( with Leds indicators:  ON/OFF, TX/RX,
 CLOCK PULSE ).
 
 I am modeling the PROTOCOL.
 We are doing the PC like a MSX Disk-Driver server.
 
 The PC sends to MSX the Files in packets, with timeout, sincronism, and
 all Things in a Protocol.
 
 THE MSX See The PC like a Disk Drive, then You can Read  ROMS, GAMES AND
 OTHER,  5 times more quick than a DISK DRIVE.
 
 On PC you have a File ( That store and send datas to MSX ) Like GAMES,
 files.
 
 Or you CAN PUT ON MEMORY. I have 128 Mb RAM on PC.
 
 Then I use the RAM Mesmory that is HUNDRED time faster than the HD.
 
 It's The START.
 
 More later, We will serve, HD, AND ALL I/O COMPONENTS OF PC.
 
 AND INTERNET E-MAIL, ALL THE STUFF.
 
 WITH  200Kb/s .  And a Secure Protocol.
 
 
 Please. Send this MSX  to ALL  PEOPLE ON MSX LIST, AND JOYNET...
 
 
 Thanks..
 
 
 My e-mail:  [EMAIL PROTECTED]
 



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Re: Fw: I have a question about JoyNet...

1999-09-03 Thread MARUJO

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
  regenerators ).
  Can be used Any distance You want.. ) A friend of mine a Electrical
  Engineer is doing the Cable ( with Leds indicators:  ON/OFF, TX/RX,
  CLOCK PULSE ).

I make a cable for six stations. Uses the bus/Ethernet
scheme. Token Ring is snail-motion.

  I am modeling the PROTOCOL.

Yes! I also!

[Pindorama Language On]
Entao me envia um mail ! Tb tenho interesse em melhorar
o meu protocolo fudeba!
[/PLO]

MARUJO.
 ___ _   _ ___ ___
|   | |_| |_ __  _  __| WALTER BERNARDO NUNES |
| /|| |_   _|  \| |/ /| [EMAIL PROTECTED]|
 \  /  || | | |_|  / / Graduacao Fisica-UFRGS |
   \  /|| |_| |_  |_| |/__|
 \__/__||___|___|___|_|_ /  [tag ainda nao disponivel]


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Re: Flaw in the JoyNet specification...

1999-06-02 Thread Richard Gerrits

*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 found
out I was wrong.

So I guess only the PC (DB25 /m)-layout has to be changed at my page, eh?

That's correct. It should state: 13-1 and 12-2.

But is this the good change??? Is the error in the DB25-scheme or in the
DB5-scheme? I hope it is the last one, for then I don't need to redraw the
figure...

The figure is correct.

Greetings Richard



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Re: Flaw in the JoyNet specification...

1999-06-01 Thread Laurens Holst

 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) pin layout:
 12 - RECV pin 2
 13 - RECV pin 1

*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!!!

Ok, so the MSX-PC cable has to be changed into the above, am I right?
Nooo!!! Dam, the upper diagramme is the diagramme of an 'alternative'
MSX-PC-cable...

So I guess only the PC (DB25 /m)-layout has to be changed at my page, eh?
But is this the good change??? Is the error in the DB25-scheme or in the
DB5-scheme? I hope it is the last one, for then I don't need to redraw the
figure...

Anyways, Maarten ter Huurne, 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.

Thanks.


~Grauw "Dam ain't getting no heck of it anymore"




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Re: Flaw in the JoyNet specification...

1999-06-01 Thread Werner Augusto Roder Kai

Laurens Holst wrote:

 *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!!!

Yes, let's all work in Micro$oft ! We would do it good !

 Anyways, Maarten ter Huurne, 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 PC JoyNet cable
?
I think not, because if so, they would have discovered the flaw at the official
page...
[]s
Werner

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Re: Laurens, help... Flaw in the JoyNet specification...

1999-05-31 Thread Richard Gerrits

 Richard states that the correct is the DIN5 (1-13 and 2-12).

In my first mail in only stated, that its not correct to connect MSX pins
1-3 (which are inputs only) to PC pin 10,12,13 (which are also inputs only)
and to connect MSX pins 6-8 (outputs) to PC pins 2-4 (also outputs). So i
just swapped the output pins on the PC with the input pins. I never noticed
the possible mixup between pins 12 and 13.

After studing the DATAX page, I think (as mentioned in my previous mail) the
correct version is RECV DIN5 (1-12, 2-13). This because SEND DIN5 (1-2,
2-3).

Therefore (6-13
and 7-12) 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, but is similar to
half a joynet-cable. It can only receive data from the PC and it now only
has two wires from PC to MSX and one from MSX to PC.
I'm going to expand it to 5 wires PC to MSX and 5 wires MSX to PC. This way
I should be able to transfer data at high speeds in both ways, 4 bits at a
time.

Greetings Richard






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Re: Laurens, help... Flaw in the JoyNet specification...

1999-05-31 Thread Werner Augusto Roder Kai

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:
12 - RECV pin 1
13 - RECV pin 2

* But the DIN5 connector says the opposite(1-13, 2-12):

RECV (DIN5 180 /f) pin layout:
1 - PC pin 13
2 - PC pin 12

The PC JoyNet cable presented at the official page is to link a PC to an MSX
with a standard JoyNet cable, or inserting a PC in a JoyNet ring.
At my page I presented the scheme for an 'alternative' JoyNet cable, without
the DIN5s connectors, with just a DB9 and a BD25 to link direclty a single PC to
an single MSX.
But as I dont know which in the PC JoyNet cable is right (1-13 and 2-12) or
(1-12 and 2-13), I can't set the correct connections (6-12 and 7-13) or (6-13
and 7-12) at my 'alternative' MSX-PC direct joynet cable.

Richard states that the correct is the DIN5 (1-13 and 2-12). Therefore (6-13
and 7-12) 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 ?
Please people help
Greets
Werner Kai




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Re: Laurens, help... Flaw in the JoyNet specification...

1999-05-31 Thread Richard Gerrits

After studing the DATAX page, I think (as mentioned in my previous mail)
the correct version is RECV DIN5 (1-12, 2-13).

I was wrong!!!

Tonight a made the 10 wires cable I spoke of earlier and wrote the protocol
for the msx (assembler) and the pc (c++). When I was debugging them I found
out something was wrong.
I have the following connection
MSX-lpt   PC-lpt
2 (d0)   to  10
3  (d1)  to   11
4  (d2)  to   12
5  (d3)  to   13
I got the following values:

write on msx-lpt read on PC-lpt (after correcting the inverted
pin 11)
0001 (1)  0100
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 /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
18-25 - SEND / RECV pin 5

RECV (DIN5 180 /f) pin layout:
1 - PC pin 13
2 - PC pin 12
3 - PC pin 4
4 - nc
5 - PC pin 18-25

Greetings Richard




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Flaw in the JoyNet specification...

1999-05-31 Thread Werner Augusto Roder Kai

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
 18-25 - SEND / RECV pin 5
 
 RECV (DIN5 180 /f) pin layout:
 1 - PC pin 13
 2 - PC pin 12
 3 - PC pin 4
 4 - nc
 5 - PC pin 18-25
 
 Greetings Richard

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) pin layout:
12 - RECV pin 2
13 - RECV pin 1

Greetings, Werner




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Re: Laurens, help... Flaw in the JoyNet specification...

1999-05-31 Thread Laurens Holst

  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 page, made by Laurens Holst, I found:

 Which is correct ? Is the diagram (picture) right ?

Since my page CONTAINS the official standard specification the flaw Richard
discovered is also a flaw on my page. And since I haven't updated this on my
page it's quite logical my page states different than Richard's update.

If someone can confirm this / tell me why this is a flaw, then I will update
it immediately.


~Grauw




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Re: Games for Joynet!

1999-05-31 Thread Pablo Vasques Bravo-Villalba

[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... or forgot what I knew.
What's it? =)

 ...and the gfx really _COULD_ be pretty/nice/fantastic...

That's what I meant. I'm such a
bad english-writer! =)

[]s,
Parn


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Re: Flaw in the JoyNet specification...

1999-05-30 Thread Richard Gerrits

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(IN)--10 /ACK (IN)
6 /TRG1   (IN/OUT)--2 D0   (OUT)
7 /TRG2   (IN/OUT)--3 D1   (OUT)
8 OUTPUT   (OUT)--4 D3   (OUT)
9 GND-25 GND

This should be:
MSX   PC
1-2
2-3
3-4
613
712
810
925

Greetings Richard.



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Laurens, help... Flaw in the JoyNet specification...

1999-05-30 Thread Werner Augusto Roder Kai

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  (IN)--12 PE   (IN)
 3 /LEFT(IN)--10 /ACK (IN)
 6 /TRG1   (IN/OUT)--2 D0   (OUT)
 7 /TRG2   (IN/OUT)--3 D1   (OUT)
 8 OUTPUT   (OUT)--4 D3   (OUT)
 9 GND-25 GND
 
 This should be:
 MSX   PC
 1-2
 2-3
 3-4
 613
 712
 810
 925

It must be at my JoyNet page...
I made it based on data at DATAX page (the official page).
Now, checking the official page, made by Laurens Holst, I found:

  JoyNet to PC cable

   PC (DB25 /m) pin layout:
   12 - RECV pin 1
   13 - RECV pin 2

RECV (DIN5 180 /f) pin layout:
1 - PC pin 13
2 - PC pin 12

Which is correct ? Is the diagram (picture) right ?
Thank you.
Werner Kai




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RE: Games for Joynet ?

1999-05-26 Thread Antoni Burguera Burguera


- A 2-player RPG???
  (with 'mission objectives' of which both players can do the half)

Great idea!


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Re: Games for Joynet ?

1999-05-26 Thread sander Niessen



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 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 Dutch people (for Tilburg
'99).
   But it seems that nobody even unpacked it :-(
   No bug reports, no any reports, zero feedback.. :-(

   I also had a Joynet page in english, but I changed my site and didn't 
remake
the page.
   Tonight I will do it, and then Laurens will be able to update the link at 
his
homepage.

   The page will be online from 2h AM here. Then I will send the complete URL 
to
this list. But here is GMT-3, so I think it will be tomorrow there...
   Greetings
   Werner Kai

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PARTICIPE do proximo encontro de usuarios de MSX !  MSX JAU' 99 !
dias 13, 14 e 15 de novembro na cidade de JAU'-SP   Mais Informacoes:
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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 Dutch people (for Tilburg
'99).
   But it seems that nobody even unpacked it :-(
   No bug reports, no any reports, zero feedback.. :-(

   I also had a Joynet page in english, but I changed my site and didn't 
remake
the page.
   Tonight I will do it, and then Laurens will be able to update the link at 
his
homepage.

   The page will be online from 2h AM here. Then I will send the complete URL 
to
this list. But here is GMT-3, so I think it will be tomorrow there...
   Greetings
   Werner Kai

*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
PARTICIPE do proximo encontro de usuarios de MSX !  MSX JAU' 99 !
dias 13, 14 e 15 de novembro na cidade de JAU'-SP   Mais Informacoes:
http://www.msxjau99.cjb.net ou http2//msx.jau.99 - EU VOU ! E VOCE^ ?


Hi Werner,

Could you please send it to me ? Not to this email address but to the 
following: [EMAIL PROTECTED]

Thanx,

Sander Niessen


__
Get Your Private, Free Email at http://www.hotmail.com


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Re: Games for Joynet!

1999-05-26 Thread Pablo Vasques Bravo-Villalba

"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 foolish :)

 - Tic-Tac-Toe for 2 MSX-computers (duh!!!)
Jogo da velha ("Old-woman's Game") ?

Yup :) You could get pretty fast games using
screen2 or screen4... And they could be very
pretty, with right thinking ^^

[]s,
Parn


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Re: Games for Joynet ?

1999-05-26 Thread Maarten ter Huurne

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 backpack too), but I
forgot about it until it was already time to go home :(

But I will certainly run it here in my room with some friends once I finish
the second cable.

Or maybe I'll hack JoyNet support into fMSX...

Bye,
Maarten



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Re: Games for Joynet ?

1999-05-26 Thread Maarten ter Huurne

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 maybe.

About Triplex: the source is available, but only on paper :(
Anyway, since the communication routines would have to be rewritten anyway,
I don't know if it's worth it to re-use the Triplex code. But maybe I can
re-use some of the algorithms (if Sander still remembers them).

- Tic-Tac-Toe for 2 MSX-computers
  (duh!!!)

In general, a turn-based strategy game where both can see the board is not
suitable for JoyNet, because you could just as well play it on one
computer. Only when the board is secret ("zeeslag", the game where you have
to sink the enemy battle ships) or the game is real-time with a lot of
players (Werner Kai's game), using JoyNet adds a dimension to the game.

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 Micro Machines engine. It has properties like high-speed
scrolling, wall detection, turning the ship in small angle increments.

Rather than starting to work on many games, it might be better to build a
library of useful functions for JoyNet. Examples:
- a routine that uploads code and data to diskless MSXes (shevek made this)
- an algorithm that automatically numbers the computer in the ring (I
already have some ideas for this)
- a sort-of kernel, which regularly checks whether there is an incoming
transmission (for fast games, checking at 60Hz is not frequent enough)
- CALL commands to use JoyNet from BASIC, to enable more people to program
for JoyNet

Bye,
Maarten



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Re: Games for Joynet!

1999-05-26 Thread Laurens Holst

   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. :)

Well, imagine you're a gangster and you walk through a city of flats (in
top-down view). You can encounter other gangsters and then you'll have to
shoot them
You can find boxes with different kinds of contents, like a machine-gun, a
10-second kill frenzy gun etcetera.
In the PC-game Grand Theft Auto, you can also steal cars, buses, tankers and
trains, and drive 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 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... :)
I like draw in this screen mode.

I can code everything.


 - A 2-player RPG???
   (with 'mission objectives' of which both players can do the half)

A game like XaK 3? But w/ players going to diferent ways, not?

There are some things to complete to go to the next part, i.e. you'll have
to collect a bucket, a key and a scoop. Well the one player can search for
the bucket and the scoop while in the meantime the other one can find the
key. They then meet again at the door where they unlock it and proceed to
the next part.

Something like that.


 - Tetris network (maybe Triplex can be adapted???)

It is old, try another idea... :)

Well, I won't try it anyway. It was just a suggestion.


 - Tic-Tac-Toe for 2 MSX-computers (duh!!!)

Jogo da velha ("Old-woman's Game") ?

???


  Anyways, I like the Micro Machines and Gangster-game most. If you
  think one of these ideas is cool and you would like to make it, let me
  know, maybe we can co-perate.

   I can help you with graphics and algoritms (Z80 Asm code not is my
   specialitty).

But it is mine. Anyway, I have not planned anything yet, but if I have I'll
remember you.


~Grauw




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Re: Games for Joynet ?

1999-05-26 Thread Laurens Holst

 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 Micro Machines engine. It has properties like high-speed
 scrolling, wall detection, turning the ship in small angle increments.

Indeed.


 Rather than starting to work on many games, it might be better to build a
 library of useful functions for JoyNet. Examples:
 - a routine that uploads code and data to diskless MSXes (shevek made
this)
 - an algorithm that automatically numbers the computer in the ring (I
 already have some ideas for this)
 - a sort-of kernel, which regularly checks whether there is an incoming
 transmission (for fast games, checking at 60Hz is not frequent enough)
 - CALL commands to use JoyNet from BASIC, to enable more people to program
 for JoyNet

My idea. But who's gotta program it, eh? It is one of my 5 projects I'm
currently working on, but it isn't going very fast (dam I've gotta work
harder on that).

By the way, the cable of Blokslag, Zeeslag and that other game, from MSX
Friesland Noord is NOT compatible with JoyNet. I'll put it on my homepage
the next update (haven't got time now).


~Grauw




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Our Joynet page and game online...

1999-05-26 Thread Werner Augusto Roder Kai

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 manual
in English.
Greetings

Werner Kai

-- 
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
PARTICIPE do proximo encontro de usuarios de MSX !  MSX JAU' 99 !
dias 13, 14 e 15 de novembro na cidade de JAU'-SP   Mais Informacoes:
http://www.msxjau99.cjb.net ou http2//msx.jau.99 - EU VOU ! E VOCE^ ?



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Re: Games for Joynet ?

1999-05-26 Thread Werner Augusto Roder Kai

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 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 Dutch people (for Tilburg
 '99).
But it seems that nobody even unpacked it :-(
No bug reports, no any reports, zero feedback.. :-(
 
I also had a Joynet page in english, but I changed my site and didn't
 remake
 the page.
Tonight I will do it, and then Laurens will be able to update the link at
 his
 homepage.
 
The page will be online from 2h AM here. Then I will send the complete URL
 to
 this list. But here is GMT-3, so I think it will be tomorrow there...
Greetings
Werner Kai
 
 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
 PARTICIPE do proximo encontro de usuarios de MSX !  MSX JAU' 99 !
 dias 13, 14 e 15 de novembro na cidade de JAU'-SP   Mais Informacoes:
 http://www.msxjau99.cjb.net ou http2//msx.jau.99 - EU VOU ! E VOCE^ ?
 
 
 
 
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 put
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 quotes :-) Problems? contact [EMAIL PROTECTED]
 (www.stack.nl/~wiebe/mailinglist/)
 
 
 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 Dutch people (for Tilburg
 '99).
But it seems that nobody even unpacked it :-(
No bug reports, no any reports, zero feedback.. :-(
 
    I also had a Joynet page in english, but I changed my site and didn't
 remake
 the page.
Tonight I will do it, and then Laurens will be able to update the link at
 his
 homepage.
 
The page will be online from 2h AM here. Then I will send the complete URL
 to
 this list. But here is GMT-3, so I think it will be tomorrow there...
Greetings
Werner Kai
 
 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
 PARTICIPE do proximo encontro de usuarios de MSX !  MSX JAU' 99 !
 dias 13, 14 e 15 de novembro na cidade de JAU'-SP   Mais Informacoes:
 http://www.msxjau99.cjb.net ou http2//msx.jau.99 - EU VOU ! E VOCE^ ?
 
 
 Hi Werner,
 
 Could you please send it to me ? Not to this email address but to the
 following: [EMAIL PROTECTED]
 
 Thanx,
 
 Sander Niessen
 
 __
 Get Your Private, Free Email at http://www.hotmail.com
 
 
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-- 
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PARTICIPE do proximo encontro de usuarios de MSX !  MSX JAU' 99 !
dias 13, 14 e 15 de novembro na cidade de JAU'-SP   Mais Informacoes:
http://www.msxjau99.cjb.net ou http2//msx.jau.99 - EU VOU ! E VOCE^ ?
 snafu.zip


Re: Games for Joynet ?

1999-05-26 Thread john . j

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 it would make an
 excellent Micro Machines engine. It has properties like high-speed
 scrolling, wall detection, turning the ship in small angle increments.

Hi all!

Phew - OSR 4 JoyNet? - I don't think it's suitable...

The gfx-engine would be! ...and I had many nice ideas 4 games too,
but I was (?) to realistic not to start them, cause I have to go on 2
finish this thing!

Wanna hear some ideas? - Ok...

- a side-view-"jumping" maze game...   ;)
  (a ball jumps through the maze, but the ball always would be in
  the center of the screen - so the rest of the screen have 2 jump...)

- a kinda racing game - why not call it "Micro Sliders eXtended"?

- a "ball-game" (Projectile): gamefieldsize about 40 screens, 3 players,
  goals on each side (every player has a goal to defend), and on the 4th side
  a combination of the 3 different goals, each player has to push the (one and
  only) ball, he would be pushed away cause of the collision, and so everyone
  of the three try to push it into a goal   (maybe u can imagine what I mean)
  It could be one of the best things 2 use JoyNet...


But I know 2 less of the JoyNet 2 say something exactly...
Additional the scroll-engine works in screen4, that means:
it's not really easy to design...

greetz
JJoS aka Chief-gavaman


--
--
 official developer of O.ne S.hot R.ising
--
I hate bugs! - I like Starship Troopers...






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Re: Games for Joynet!

1999-05-26 Thread john . j

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 Chief-gavaman


--
--
 official developer of O.ne S.hot R.ising
--
I hate bugs! - I like Starship Troopers...






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Games for Joynet ?

1999-05-25 Thread sander Niessen

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://www.hotmail.com


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Re: Games for Joynet ?

1999-05-25 Thread Werner Augusto Roder Kai

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 Dutch people (for Tilburg
'99).
But it seems that nobody even unpacked it :-(
No bug reports, no any reports, zero feedback.. :-(

I also had a Joynet page in english, but I changed my site and didn't remake
the page.
Tonight I will do it, and then Laurens will be able to update the link at his
homepage.

The page will be online from 2h AM here. Then I will send the complete URL to
this list. But here is GMT-3, so I think it will be tomorrow there...
Greetings
Werner Kai

*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
PARTICIPE do proximo encontro de usuarios de MSX !  MSX JAU' 99 !
dias 13, 14 e 15 de novembro na cidade de JAU'-SP   Mais Informacoes:
http://www.msxjau99.cjb.net ou http2//msx.jau.99 - EU VOU ! E VOCE^ ?




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Re: Games for Joynet ?

1999-05-25 Thread Laurens Holst

 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 of gangsters. Some
kind of deathmatch.
  (something for my gfx-engine I think)
- 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 screen 4)
  (has lots of 'egale vlakken', so screen 4 has enough colors I think)
- A 2-player RPG???
  (with 'mission objectives' of which both players can do the half)
- Tetris network
  (maybe Triplex can be adapted???)
- Tic-Tac-Toe for 2 MSX-computers
  (duh!!!)

Ofcourse, I'd like to make all these games myself, but ofcourse... that's
not possible, I haven't got THAT much time. As I use to say: 5 projects at
once is enough.
Anyways, I like the Micro Machines and Gangster-game most. If you think one
of these ideas is cool and you would like to make it, let me know, maybe we
can coöperate.

Maybe OSR can make use of JoyNet??? Anyone knows one of the developers?


~Grauw





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Re: Games for Joynet ?

1999-05-25 Thread Laurens Holst

 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. :)
Well, I have tried the first version (the Basic-one).

Yes, I know we had to try it out in Tilburg. But the day was so short and...


 I also had a Joynet page in english, but I changed my site and didn't
remake
 the page.
 Tonight I will do it, and then Laurens will be able to update the link at
his
 homepage.

Great. Let me know.


 The page will be online from 2h AM here. Then I will send the complete URL
to
 this list. But here is GMT-3, so I think it will be tomorrow there...
 Greetings
 Werner Kai

Here is GMT +1, so that's 6h AM here.


~Grauw




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Games for Joynet!

1999-05-25 Thread Giovanni R. Nunes


  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 Strategic Army)

- 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... :)
   I like draw in this screen mode.

- A 2-player RPG???
  (with 'mission objectives' of which both players can do the half)
  
   A game like XaK 3? But w/ players going to diferent ways, not?

- Tetris network (maybe Triplex can be adapted???)

   It is old, try another idea... :)

- Tic-Tac-Toe for 2 MSX-computers (duh!!!)

   Jogo da velha ("Old-woman's Game") ?

 Anyways, I like the Micro Machines and Gangster-game most. If you
 think one of these ideas is cool and you would like to make it, let me
 know, maybe we can co-perate.

  I can help you with graphics and algoritms (Z80 Asm code not is my
  specialitty).


  ---
  Giovanni Nunes
  [EMAIL PROTECTED] - [EMAIL PROTECTED]
  http://www.geocities.com/ResearchTriangle/2472/




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Re: JOYNET information and MISC

1999-05-01 Thread Laurens Holst

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 D0 and D1 (happens only as transmission error) is
what causes the protocol to hang in the first place.

I can ofcourse make my protocol partially delay insensitive. But there is
another problem: performance. If I put a timeout counter in the inner loop,
the speed will suffer a lot. So now I'm thinking about using the interrupt
to generate timeouts.

That's true, although if you put it on the interrupt it won't take that
mucht time.


~Grauw




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Re: JOYNET information and MISC

1999-04-29 Thread Maarten ter Huurne

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 memory is correct) to call this protocol
reliable.

By the way, Maarten, can't you indicate to the opposite computer that an
error occurred by BOTH flipping D0 and D1??? (That can be used as an
indication to restart the handshake-process...) And if you combine that with
some timeouts... You should be able to let it recover from errors.

My protocol is delay insensitive. You can't make a delay insensitive
protocol and use timeouts at the same time.
Actually flipping both D0 and D1 (happens only as transmission error) is
what causes the protocol to hang in the first place.

I can ofcourse make my protocol partially delay insensitive. But there is
another problem: performance. If I put a timeout counter in the inner loop,
the speed will suffer a lot. So now I'm thinking about using the interrupt
to generate timeouts.

Bye,
Maarten



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Re: JOYNET information and MISC

1999-04-28 Thread shevek

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***Don't_mind_the_warning/

 int*aaa   ,v[   9];int*main   (){int   i,j,s=1,   k,z   ,c[
]={1,4   ,7,4,3,4,6,4   ,1,1,1  ,2,
3,3,3,   4};;;;;;;for   (i=0;i ++
 9!k;s=-s){k=0;;scanf("%d"  ,z)   ;v[z]=s ;for(j
 =0;   j8   ;++j){ z=v[c[j]];k|=z ==v
 [c[   j]-   c[j+8]  ](v[c [j]+c[  j+8
]]==zz);   ;}}printf("   %d   won\n",-   s*k   );}

/***Tic-tac-toe.use_0-8_to_play/



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Re: JOYNET information and MISC

1999-04-28 Thread Laurens Holst

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 one; but in
a few days (before saturday) I will add a section to the page with
proposings for a 2-computer and a network-protocol. Which you still have to
program, ofcourse. Also, solutions for the "interrupt-problem" will be given
(the standard MSX interrupt resets the JoyNet pins).


~Grauw




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Re: JOYNET information and MISC

1999-04-28 Thread Maarten ter Huurne

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 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 memory is correct) to call this protocol
reliable.

Laurens also made a protocol, I don't know if his sources are avialable
(either through WWW or my request).

And there is the JoyDsk ROM, a diskROM-like program that enables you to use
a PC like a disk drive through the JoyNet cable (DOS1 only at the moment).

Bye,
Maarten



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JOYNET information and MISC

1999-04-27 Thread Martial BENOIT

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,

Martial.



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Re: JOYNET information and MISC

1999-04-27 Thread Manuel Bilderbeek

 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" demo for year 2000 where 'old'
 MSX group are welcome to come and code their lest production for MSX?

Ask Roman v/d Meulen:
 "Meulen, R. van der" [EMAIL PROTECTED]


Grtjs, Manuel

PS: MSX 4 EVER! (Questions? See: http://www.faq.msxnet.org/)
PPS: Visit my homepage at http://www.sci.kun.nl/marie/home/manuelbi/ 




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Re: Flaw in the JoyNet specification...

1999-04-23 Thread patsie



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
 degrees.
 Which one is the one we use with JoyNet??? Maarten? Shevek?
 I hope it is Din5 180 for I bought four of those...
 
 Good!
 I have 180 degrees DIN5s too.
 (the same ones as used for MIDI)


'Flaw' is such an ugly word, I'd like to call it 'an undocumented
feature' ;)
Perhaps it was not clearly stated in the text, but I also got DIN5 180's
The schemes I've drawn also noted these, altho never really specified in
the text. It would be nice if Grauw put a little remark about this on his
JoyNet homepage.


   Greetz,

  Patsie



  *  .  Email: [EMAIL PROTECTED] [note the anti-spam].  * 
() _   _IRC  : Patsie   .  [IRCnet] |  .|  ()
  . \_/  *   .   *  .  .|-O-|
   _/ \_ *  Who said StarWars was dead! .   *   |   | .  *




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Re: Flaw in the JoyNet specification...

1999-04-23 Thread Laurens Holst

 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 for I bought four of those...

 Good!
 I have 180 degrees DIN5s too.
 (the same ones as used for MIDI)


'Flaw' is such an ugly word, I'd like to call it 'an undocumented
feature' ;)

*grin*


Perhaps it was not clearly stated in the text, but I also got DIN5 180's
The schemes I've drawn also noted these, altho never really specified in
the text. It would be nice if Grauw put a little remark about this on his
JoyNet homepage.

I already specified "180 degrees" in the latest update (yesterday). Next
time, I will add some graphics which show the difference too. In fact, I
will add graphics of all connectors and their PIN-layout.
Well, I don't know the DB25-layout, but I don know the others.

I tried to send an example of a DIN5 180 and DIN5 270 with the email, and
also a flyer about JoyNet for Tilburg, but it didn't arrive at the
mailinglist (the strange thing is, it didn't get rejected either)(at least
it didn't return into my mailbox).


~Grauw




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Flaw in the JoyNet specification...

1999-04-22 Thread Laurens Holst

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 for I bought four of those...
I have attached images of both of 'em.

Also, I have attached a flyer about JoyNet for Tilburg. If the connector has
to be a 270 degrees connector this must still be changed.


~Grauw

P.S. I hope to updated the official homepage... More after Tilburg.
I will add some new things, like more info for programmers and a connectors
overview.



  Email me: [EMAIL PROTECTED]
Visit my (Grauw  Datax') homepage at
http://datax.cjb.net/ ... Live long and prosper




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Re: Flaw in the JoyNet specification...

1999-04-22 Thread Maarten ter Huurne

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??? Maarten? Shevek?
I hope it is Din5 180 for I bought four of those...

Good!
I have 180 degrees DIN5s too.
(the same ones as used for MIDI)

Bye,
Maarten



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Re: Joynet game at Tilburg 99

1999-04-21 Thread Maarten ter Huurne

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. And components for a second, but I also have to fix some
turbo Rs before Saturday, I don't know how much soldering I can cope with.

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.

Also, is there anyone who is bringing a PC and who would like a demo of the
JoyDsk ROM? In that case, I'll bring my PC JoyNet cable and ESE-SCC.

Bye,
Maarten



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Re: Joynet game at Tilburg 99

1999-04-21 Thread shevek

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 myself...
Bye,

/***Use_gcc_to_compile***Don't_mind_the_warning/

 int*aaa   ,v[   9];int*main   (){int   i,j,s=1,   k,z   ,c[
]={1,4   ,7,4,3,4,6,4   ,1,1,1  ,2,
3,3,3,   4};;;;;;;for   (i=0;i ++
 9!k;s=-s){k=0;;scanf("%d"  ,z)   ;v[z]=s ;for(j
 =0;   j8   ;++j){ z=v[c[j]];k|=z ==v
 [c[   j]-   c[j+8]  ](v[c [j]+c[  j+8
]]==zz);   ;}}printf("   %d   won\n",-   s*k   );}

/***Tic-tac-toe.use_0-8_to_play/



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Re: Joynet game at Tilburg 99

1999-04-21 Thread Laurens Holst

 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 have to fix some
turbo Rs before Saturday, I don't know how much soldering I can cope with.

Ok, I'll buy some components and solder one. I will take my MSX with me (we,
Datax, have a stand, although we have no products finished).


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.

Also, is there anyone who is bringing a PC and who would like a demo of the
JoyDsk ROM? In that case, I'll bring my PC JoyNet cable and ESE-SCC

Well at least Delta Soft will take their laptop with them.


~Grauw




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Re: Joynet game at Tilburg 99

1999-04-21 Thread Alex Wulms

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 the 
computer there without me watching it.


Kind regards,
Alex Wulms



-- 
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See my homepage for info on the  *** XSA *** format
http://www.inter.nl.net/users/A.P.Wulms




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Re: Joynet game at Tilburg 99

1999-04-20 Thread Laurens Holst

  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 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 found a program called "RAMDISK.BIN" - That is the 'Mapper Ramdisk
 2.14 by P. te Bokkel'.
 Maarten ter Huurne wants that program. Can you please mail it to him?

 I did send it to him.

Thanks. Now I don't have to do that anymore.


 And no, afaik there is no never version of it.
 And for Dos1, it is the best program.

 It is much faster than the DOS2 ramdisk...

Well, I never use a RAMDISK. Instead, I use a HD + Diskcache (LUNA). I
reserved 1MB of my mapper for that...


~Grauw




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Re: our joynet game

1999-04-20 Thread Maarten ter Huurne

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 contribute more JoyNet cables and computers and monitors?

   I found a program called "RAMDISK.BIN" - That is the 'Mapper Ramdisk
2.14 by P. te Bokkel'. It uses the Mapper RAM and the VRAM to create a
RAMDISK (C:) in a MSX with two drives.

Can you send it to me? Iwant to disassemble the part where drives are
added, to improve the JoyDsk ROM.

Bye,
Maarten



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Re: 26-pin FDD, our joynet game Mapper Ramdisk

1999-04-19 Thread Laurens Holst

 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 is in
the source, otherwise I should write it down...


 I found a program called "RAMDISK.BIN" - That is the 'Mapper Ramdisk
2.14 by P. te Bokkel'. It uses the Mapper RAM and the VRAM to create a
RAMDISK (C:) in a MSX with two drives. Does anybody know if there is a
better/newer version of this software ? Or another mapper ramdisk
software (for those that don't have DOS2)?

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.


~Grauw




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Re: Joynet cables

1999-03-15 Thread Laurens Holst

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)   RECV (DIN5 /f)

GND  5 ---+- 5  GND
D0   1 --+| +--- 1  D0
D1   2 ---+  || |  + 2  D1
ACK  3 +  |  || |  |  +- 3  ACK
   |  |  || |  |  |
   |  |  || |  |  |
  10  3  2  18-25  13 12  4

 PC (DB25 /m)


I don't know if it was accepted into the standard. But I can say that it
works (built one and used it).

Well, now it is.
It was the only proposal, if someone had a better one he has had time enough
to tell us.

Hey, thanks!



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Re: Joynet cables

1999-03-11 Thread shevek

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)  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 it. Actually, I don't really see the use of it... If you want power,
you take a PC (or a unix, of course) and forget about MSX. If you want
fun, you take a MSX (or some other cool home computer).

 2)  Why not programming something to read a PC hard disk from a MSX ?
 It would be useful for MSX with no IDE o SCSI interface...

It would be really slow, it wouldn't work with normal things like
disk-roms and it wouldn't even be that much cheaper. An IDE interface
costs about 41 euros. A PC to MSX cable would cost about 8 euros. I agree
the difference is 33 euro, which is not little, but if you want a
harddisk, it is worth it...

Bye,
shevek

---
Visit the internet summercamp via http://polypc47.chem.rug.nl:5002



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Joynet cables

1999-03-09 Thread 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. 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/2328/joynet/joynet.html

For people who can't/don't want to make their own cables, I am willing to
make them. I will sell them at the fair (meeting, whatever) in Tilburg,
but only to people who have reserved them.
They will cost about 15 guilders (equals about 7 euros), maybe less.

If anyone wants me to make cables for him/her,  or has any questions, mail
me.

Bye,
shevek

---
Visit the internet summercamp via http://polypc47.chem.rug.nl:5002





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Joynet syncronous protocol

1999-03-08 Thread shevek

Hi

Last week I read somebody was writing a synchronous protocal for joynet.
At least that's what I would call it :-). The idea was to send data in
packets, during which the interrupts are off. There are 3 ways I could
imagine this being done:

1 - Synchronise both interrupts and start sending/receiving at interrupt
time.
2 - Just start and wait for the other computer to react.
3 - Use a line-interrupt to synchronise to the other computer's main
interrupt. This is really the same as the first one, but easier to
implement.

If you use the last option, it is possible that the interrupts are
timed "wrong", so it is not possible to put a line-interrupt at the right
spot. That means you have to count on a long wait time.
This is even worse in case 2, of course. If you use that one, you should
only send large packets, and not too often. This is not useful for all
aplications (and games).
The first option is the one my question is about. I know you can change
the timing of the interrupt by switching between 50Hz and 60Hz, but this
looks bad and I'm not sure how long both computers are timed equally. I
think the 50/60Hz is not so accurate, that it stays synchronous for long.
My question is:

Is it possible to force a vertical interrupt on the VDP, so you can really
have both interrupts synchronous? If it is, how is it done? Or is there
some other way to do it?

Bye,
shevek

---
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Re: Joynet and BIOS

1999-03-06 Thread Laurens Holst

At 08:45 PM 3/3/99 +0100, you wrote:

Don't bother about Dos, you can just copy it, who cares? And it's very
easy
to use! By the way, you can redefine ALL RSTs in the Dos-environment. None
of them is reserved, exept perhaps the one of the interrupt but you can
replace that one too.

What about the inter slot call? That's one RST you'd better not redefine.
For example, the H_KEYI handler in the NMS8250 uses it.

Ain't that #24???


~Grauw




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Re: Joynet and BIOS

1999-03-06 Thread shevek

On Thu, 4 Mar 1999, Patriek Lesparre wrote:

 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? ^_^

You were right it is pretty confusing to call it a file manager. And I am
always open for good suggestions :-)

Bye,
shevek

---
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Re: Joynet and BIOS

1999-03-06 Thread Maarten ter Huurne

At 01:35 PM 03/06/99 +0100, you wrote:

Don't bother about Dos, you can just copy it, who cares? And it's very
easy
to use! By the way, you can redefine ALL RSTs in the Dos-environment. None
of them is reserved, exept perhaps the one of the interrupt but you can
replace that one too.

What about the inter slot call? That's one RST you'd better not redefine.
For example, the H_KEYI handler in the NMS8250 uses it.

Ain't that #24???

#24 is EnaSlt (slot switch routine)
#1C is the inter slot call you mean

There are two inter slot calls, the other one is an RST which is used like
this:
RST #30
db SLOT_ID
dw ADDRESS

So, you cannot redefine all RSTs under DOS.

Bye,
Maarten




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Re: Joynet and BIOS

1999-03-06 Thread Maarten ter Huurne

At 03:04 PM 03/06/99 +0100, you wrote:

 What about the inter slot call? That's one RST you'd better not redefine.
 For example, the H_KEYI handler in the NMS8250 uses it.

ARGH! That is bad... Well, I'll just make sure BIOS is switched in
page 0 when I call it. That doesn't happen very often anyway, only when I
want to stop the diskdrive.

Reading from disk may also need an inter slot call (if your machine
contains more than 1 diskROM, for example when you use DOS2).

One tip for when you enable the BIOS only when accessing disks: make sure
that if DOS2 is present, you call "invalidate disk buffers" before you load.
Disk buffers are a kind of cache. It is automatically invalidated after a
certain time (less time than any human takes to swap a disk). But if you no
longer call the normal interrupt handler, time "freezes" for it. So DOS2
will always think the disk buffers are valid, even though it's possible the
disk has been changed in the time its interrupt handler wasn't called. You
can solve that problem by always invalidating disk buffers when you start a
series of loads.

Bye,
Maarten




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Re: Joynet and BIOS

1999-03-05 Thread Laurens Holst

] But, as I understand now, you're not writing a universal driver...
*snif*...
Don't cry too loud. I'm still working on a universal driver. Though, I'm
first finishing a different project: Helping Marat in improving the vdp
emulation of fMSX. The improvements made up to now have already lead 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 anymore??? And are you going to make a Basic-driver using
CMD too???


~Grauw




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Re: Joynet and BIOS

1999-03-05 Thread Maarten ter Huurne

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 to do difficult things to a
*complete new* interrupt-routine, you can still use your own, and IT WORKS
UNDER BASIC!!! And Basic is cool because you can then easily program little
test-progs or small games etc... Good idea of me, eh???

Well, you can use BASIC unless you need to read the keyboard. Making for
example a simple chat program is not possible.

Also, I am not sure it will work on every MSX.

A different option is to make a protocol that always ends in the state with
the data bits 1 and the strobe 0. That's how I solved the BIOS problems in
my implementation.

Bye,
Maarten



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Re: Joynet and BIOS

1999-03-05 Thread Maarten ter Huurne

At 08:45 PM 3/3/99 +0100, you wrote:

Don't bother about Dos, you can just copy it, who cares? And it's very easy
to use! By the way, you can redefine ALL RSTs in the Dos-environment. None
of them is reserved, exept perhaps the one of the interrupt but you can
replace that one too.

What about the inter slot call? That's one RST you'd better not redefine.
For example, the H_KEYI handler in the NMS8250 uses it.

Bye,
Maarten



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Re: Joynet and BIOS

1999-03-05 Thread Alex Wulms

] ] But, as I understand now, you're not writing a universal driver...
] *snif*...
] Don't cry too loud. I'm still working on a universal driver. Though, I'm
] first finishing a different project: Helping Marat in improving the vdp
] emulation of fMSX. The improvements made up to now have already lead 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 anymore???
No. I'm making a package based protocol. During the transfer of a single 
package, the interrupts must remain switched off. The transfer of a package 
is initiated via a handshake protocol. As a result, it does not matter what 
happens with the signals at the moment that I'm not transferring data.


] And are you going to make a Basic-driver using
] CMD too???
There is going to be a basic driver. Most probably a memman tsr. I do not 
know yet if I will use the CMD hook or that I will use the USR command. 
Anybody any preference?



Kind regards,
Alex Wulms


-- 
Alex Wulms/XelaSoft - MSX of anders NIX - Linux 4 ever
See my homepage for info on the  *** XSA *** format
http://www.inter.nl.net/users/A.P.Wulms




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Re: Joynet and BIOS

1999-03-04 Thread Laurens Holst

 I recently took a look (- :) -) at the BIOS, and I saw that it only looks
at
 the Keyboard when the keyscan-counter SCNCNT reaches 0.

What computer was that? I looked into the bios of my NMS 8250 (not
recently, ok) and I'm pretty sure it reads the keyboard every
vdp-interrupt. Hey, I just found the solution! I'll just switch off the
interrupts, using vdp(1). When my program returns from the dos-call, I can
switch them on again. :-)

Nope... it doesn't read it every interrupt. Every 3rd interrupt (in the
normal case). Check it out! Here, this is what the BIOS does:

ld hl,#F3F6  ;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-interrupt, and he doesn't want to
have too much work on it (ie. he doesn't want to write a complete new
interrupt). Then it's useful to have such a driver ready.
But, as I understand now, you're not writing a universal driver... *snif*...


 Hey, you got that??? Now you don't even have to do difficult things to a
 *complete new* interrupt-routine, you can still use your own, and IT
WORKS
 UNDER BASIC!!! And Basic is cool because you can then easily program
little
 test-progs or small games etc... Good idea of me, eh???

The idea is good for small things. But actually, I was planning to make
big things. Sorry, I mean BIG, or even HUGE. And well, I have my own
page-0 routines already anyway. Including memory manager, device manager
and string handling routines. I want to add my joynet routines in it. I
also will add a multitasker soon. Those are not the kind of things you
want to run under BASIC, or with BASIC switched in memory...

Yeah ok but I was talking about a universal driver. Using this trick you can
easily implement it in other programs; you don't need to write an entire new
interrupt.


But thanks for the help. Now I do have the answer anyway :-)

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) (or programmed, even better!)
some "protocols" for JoyNet??? I have made a comm-protocol for 2 computers
using JoyNet, and a ring connected-protocol which detects if the ring is
closed. However, I still haven't made up a protocol which determines how
many computers there are and which assigns the computers a number...


~Grauw






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Re: Joynet and BIOS

1999-03-04 Thread shevek

On Thu, 4 Mar 1999, Laurens Holst wrote:

 Yeah ok but I was talking about a universal driver. Using this trick you can
 easily implement it in other programs; you don't need to write an entire new
 interrupt.

That is true, but if you want to use your memory optimal with multiple
tasks, it gets 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) (or programmed, even better!)
 some "protocols" for JoyNet??? I have made a comm-protocol for 2 computers
 using JoyNet, and a ring connected-protocol which detects if the ring is
 closed. However, I still haven't made up a protocol which determines how
 many computers there are and which assigns the computers a number...

I have done that. I'm planning to write a small program, that should be
loaded from cassette on a MSX without a diskdrive and that will read a
program from the net and execute it. In the protocol I use, it is
nessecary that every computer knows it's ID, so it is also sent (and
incremented by every computer is passes).

Bye,
shevek

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Re: Joynet and BIOS

1999-03-04 Thread Patriek Lesparre

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

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Re: Joynet and BIOS

1999-03-04 Thread Alex Wulms

] But, as I understand now, you're not writing a universal driver... *snif*...
Don't cry too loud. I'm still working on a universal driver. Though, I'm 
first finishing a different project: Helping Marat in improving the vdp 
emulation of fMSX. The improvements made up to now have already lead 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 

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Re: Joynet and BIOS

1999-03-03 Thread Laurens Holst


-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. Therefor, you can only send/recieve while interrupts are
 disabled, or -I perfer this option- you can write your own
interrupt-routine
 which doesn't modify
 the pins 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. (They will be dos2-compatible, but they don't switch
the usual way on rst 20). So does the BIOS always switch 1's in the
buttons and a 0 in the strobe, or is it random?

Use Dos... :)

...or...

Information about SCNCNT (#F3F6):
A counter which keeps track if the keyboard has to be scanned on a
VDP-interrupt. This counter is ontrolled by the VDP-interrupt. The value of
this counter goes from 3 to 0; if zero is reached then the keyboard is being
scanned SCNCNT (ScanCount) is reset to 3.

I recently took a look (- :) -) at the BIOS, and I saw that it only looks at
the Keyboard when the keyscan-counter SCNCNT reaches 0. If the counter isn't
0 then the BIOS jumps to the end of the hook immediately. But the Joystick
read-routines are AFTER the Keyboard-routines so you should be able to
(temporarely) disable the Joystickroutines (and the keyboardroutines!!!) by
setting SCNCNT to a high value like 255, then it waits 255 interrupts before
the next keyboard/joystick readout...

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 to do difficult things to a
*complete new* interrupt-routine, you can still use your own, and IT WORKS
UNDER BASIC!!! And Basic is cool because you can then easily program little
test-progs or small games etc... Good idea of me, eh???

Ofcourse, I'm not sure if this works on every MSX since I can't test it, but
I really think it will work...


~Grauw




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Re: Joynet and BIOS

1999-03-03 Thread Laurens Holst

I don't want to call it from the dos-prompt, because I am not allowed to
distribute the game with dos included. I prefer to have my own "bios" in
page 0, because I have rewritten more than just the interrupts. I make use
of all the RST commands a lot more efficient then the bios does. Therefor
I would really like a way in which I can keep my own RAM in page 0...

Don't bother about Dos, you can just copy it, who cares? And it's very easy
to use! By the way, you can redefine ALL RSTs in the Dos-environment. None
of them is reserved, exept perhaps the one of the interrupt but you can
replace that one too.


~Grauw



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