AW: AW: AW: About Snatcher...

1999-02-25 Thread Robert Vroemisse



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 Van:  [EMAIL PROTECTED][SMTP:[EMAIL PROTECTED]]
 Verzonden:woensdag 24 februari 1999 20:54
 Aan:  [EMAIL PROTECTED]
 Onderwerp:Re: AW: AW: About Snatcher...
 
 At 18:31 23-2-99 +0100, you wrote:
 At 02:02 PM 2/23/99 +0100, you wrote:
 
 I want to arrange the whole soundtrack maybe with some other composers.
 We
 could make Moonsound versions of the music. Or maybe it's wise to keep
 the
 original music. It helps to set the atmosphere. Snatcher without SCC?
 H,
 I don't know. 
 
 I have written code that emulates SCC or SCC+ on a MoonSound. Jerome
 Borsboom has written code that emulates SCC+ on 2 normal SCCs. So there
 are
 enough options to play the original music.
 
 If a reprogramming is done, why not allow the user to select either
 original music or re-arranged music?
That's an option. But we need a lot of composers then. I won't arrange the
whole musical score myself. I would need a lot of help with that.
 
 [Ripping GFX from PSX version]
 
 So how do you want to "snatch" these graphics? I own a Explorer so I can
 grab some pictures. But animations would be a problem.
 
 Another option is to rip GFX directly from CD, by writing the appropriate
 converter. If the file format is not too difficult, this will work very
 well.
 
 Another problem is
 the size of the pictures and the amount of colors used. It has to be
 screen
 8 or even 12.
 
 Or we could finally make a GFX9000 game...
 GFX9000 can display 15bit pictures, which is the highest color depth that
 the PSX supports.
 
 
 hm I don't think this is a very good idea, as not many people 
 own a gfx9000 (including me) but it is a nice idea to make a gfx9000
 version
 too.
 
 [Editing as GIF or BMP]
 
 Why convert it first from pc to MSX? It is a MSX game, so we make it on
 MSX.
 
 Ever heard of the term "cross-development"? The professionals use it all
 the time.
 
 BMP or GIF files can't be used on MSX directely, so we cannot use them. 
 
 Writing a BMP to screen 5 converter is much easier than writing a game
 like
 Snatcher...
 
 
 
 greetings
 
 pepijn
 
 
 
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AW: Maarten ten Huurne

1999-02-25 Thread Robert Vroemisse



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 Van:  Zon, Remco van der[SMTP:[EMAIL PROTECTED]]
 Verzonden:donderdag 25 februari 1999 10:29
 Aan:  '[EMAIL PROTECTED]'
 Onderwerp:Maarten ten Huurne
 
 
 
 10 REM co
 20 [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] 
 30 MAIL 20
 
 Remco.
 Zou je voor mij ook zo'n gaaf programma kunnen schrijven? hihihihi
 


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Re: Some explanations... (MSX Club Power Replay)

1999-02-25 Thread Cas Cremers

Hi,

 users aroun the worldwide and they revise the contents, but it is
 impossible to know if everything is ok, for example: Akin game, this game
 was get from Funet files, and it is in many BBSs, 2NDF download all the
 Funet files and insert it in the CD...the main responsible is the web/ftp
 administrator for including illegal software.


I cannot check the BBSs. I have never seen Akin on Funet myself, and as far
as I can tell it cannot be found on Funet at this moment. If I would have
seen it, I would have contacted the system management. Of course the web/ftp
admin is responsible for their stuff, but

 And now, are we MSX destroyers or living shits???


Not my words. But I have pressed this before: with so few developers left,
we have to be very, very careful with wat we do. Do not underestimate the
effect of copying software from active groups.

 Have you visited our web??? -  http://usuarios.meridian.es


No, "access prohibited" it said in Spanish.

 What do you think now??


The same I did before: everyone on the web is aware enough of the few active
groups. The CDs you distributed were obviously illegal in every sense, and
you would have known this. That is _your_ responsibility, you cannot simply
hide behind the ones who compiled the CD.

 We are sorry for the illegal software found in Xtory CDs, but it is the
 smallest part of this CDs, CDs which are very important to have in order
 and easy to find the MSX software.

 Cas Cremers: You have an e-mail from 2NDF, answer them please...


At this moment (11:55, 25 feb 1999) I haven't got any mail from 2NDF. I
assume it will be sent shortly? If not, please resend.

Kind regards,

Cas Cremers
Parallax MSX Games




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Re: Cracked ROM in 24k portions

1999-02-25 Thread Maarten ter Huurne

Manuel Bilderbeek wrote:
 
 I have some cracked ROMs with 24kb blocks. Very quick to load, but the
 disadvantage: it's from H8000-HE000 (or somewhat higher for the code
 that has to LDIR the block in the right mapperpage) in memory, and the
 basic loader has to fit in too: result: CTRL needs to be pressed.
 
 I was wondering, can't someone make a nice ML-loader that stores the
 blocks in the lower 32k of RAM? (Using the same blocks, but, instead of
 a BASIC loader a ML loader, the RET of the block-LDIR-code will return
 to this ML loader then (or something)).
 
 Can anyone help me with this?
 (Cas? Maarten? Jerome?)

Do you mean "help" literally, or do you mean "who can do this for me"?

To answer your question, yes I can do it. But unless they are either
brilliant games that one wants to play every day or you have a very good
explanantion why you can't boot with CTRL, I think I can better spend my
time on other things.

By the way, I think there are two easier solutions than the one you
described:
1. make it load in 16K BLOAD blocks
2. make it load from 1 giant file using an ML loader

Bye,
Maarten




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Re: Cracked ROM in 24k portions

1999-02-25 Thread Manuel Bilderbeek

  I was wondering, can't someone make a nice ML-loader that stores the
  blocks in the lower 32k of RAM? (Using the same blocks, but, instead of
  a BASIC loader a ML loader, the RET of the block-LDIR-code will return
  to this ML loader then (or something)).
  
  Can anyone help me with this?
  (Cas? Maarten? Jerome?)
 
 Do you mean "help" literally, or do you mean "who can do this for me"?

Quoting myself:  can't someone make a nice ML-loader that ...

 To answer your question, yes I can do it. But unless they are either
 brilliant games that one wants to play every day or you have a very good
 explanantion why you can't boot with CTRL, I think I can better spend my
 time on other things.

True... But I thought it might be simple. Never mind.

 
 By the way, I think there are two easier solutions than the one you
 described:
 1. make it load in 16K BLOAD blocks
 2. make it load from 1 giant file using an ML loader

Unfortunately my knowledge of cracking ROMs isn't that good... But Jerome told 
me he'd try to realise option 2, which is ofcourse the best.

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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AW: AW: AW: AW: About Snatcher...

1999-02-25 Thread Robert Vroemisse



 --
 Van:  Maarten ter Huurne[SMTP:[EMAIL PROTECTED]]
 Verzonden:woensdag 24 februari 1999 17:08
 Aan:  [EMAIL PROTECTED]
 Onderwerp:Re: AW: AW: AW: About Snatcher...
 
 Robert Vroemisse wrote:
 
   Or we could finally make a GFX9000 game...
   GFX9000 can display 15bit pictures, which is the highest color depth
 that
   the PSX supports.
  So 3 people can play it because they have a GFX 9000.
 
 I think the number of people with GFX9000 is closer to 300 than to 3.
 
  But I think the graphic programs for MSX are better than the programs
 for
  PC. I mean that the MSX programs are capable to change little things
 like
  colors and some pixels very fast. I don't need a PC for that.
 
 That's your opinion. Personally, I prefer the PC to draw. I can have
 multiple images open at the same time, use layers, use image filters, do
 dithering etc.
 
But you don't need all that just to make an existing MSX picture better. You
use these advanced options when you create whole new pictures or when you
manipulate photos. And I can know these things because I study
"reclametekenen" and are every evening busy with pc graphic programs.

 Paint Shop Pro can change colors very easily and pixels aren't that
 difficult either (although it's not as easy as GraphSaurus).
 
 But anyone cooperating could use his/her favourite GFX editor. I was just
 pointing out that your argument "these are MSX GFX, so PCs are useless" is
 wrong.
OK, in theory you are right, but I think every graphic designer on MSX would
rather use a real MSX than PC programs for the simple reason that it's less
work.

  When you use
  for example Adobe Photoshop you can make wonderful pictures, but you
 cannot
  use them on MSX without quality loss
 
 Ofcourse you can't display a 24-bit color image on MSX without quality
 loss. But if you draw on PC in 16 colors using a palette that has 8 levels
 of R, G and B, the picture can be converted to MSX perfectly.
  
 Bye,
   Maarten
 
But why perform all these "kunstgrepen" when you can do it on your MSX
No problems with converting graphics to MSX format. Just rip the graphics
out of the game. Make it a screen 7 picture and upgrade it slightely. It's
at most half an hour work to change such a picture this way. Why make things
difficult when you can do it the easy way.

Robert



 
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Re: [real coding] DOS2 and Memory...

1999-02-25 Thread Laurens Holst

Hi people,

Thinking that you should set the interruptvector at #C000 when you set I to
#C0 is a commonly made mistake in the MSX world. You should set your
interruptpointer at address #C0FF instead. As some of you might know, the
databus in the MSX is connected to VCC with pull-up resistors. As a
consequence the Z80 will always fetch the value 0xFF when reading from the
databus at a moment that no device is writing to the databus. For example,
when the Z80 reads the databus in IM2 after having received an interrupt
request.

Well as I wrote I always filled in the whole area from #C000 to #CFFF so I
never got problems with it (nowadays I program under Dos environment so I
don't use it anymore). By the way, that will be C0FE and not C0FF, because
interrupt-vectors can only be even numbers, bit 0 is ignored (always zero).

Recently, I read the specs of of my Philips modem adapted to an RS232... The
chip inside can generate an interrupt-vector... Is this put through to the
MSX, will it really generate a vector when used in IM2??? If so, that would
be cool. Or is the MSX standard not capable to use a IM2-vector?


~Grauw




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Re: IDE Problem

1999-02-25 Thread Laurens Holst

There is only one person who has a Bert version 3.0, Rinus
Stoker.
I think he will be the onlyone using it, since I don't hear
anything from Hans Oranje anymore.

I hope he will finish it (it isn't finished yet, Rinus will probably have a
prototype). FYI: Hans is still active...


btw: the bert 3.0 has a hardware modification in comparison
to the bert 2.7 

Yeah, that's really too bad. I hope he can modify my v2.7 for not too much
money when it's finished...


Well anyway I think I still had to buy a Bert interface
because Novaxis is
very hard to find and I have never heard of a Dutch
Mega-SCSI-distributor
either. Besides, Bert is a lot cheaper than Mega-SCSI...

you are right about both. ASbout novaxis: I bought my Bert
interfaces when they just came available, and also with
novaxis, so no problem here. I also got my megascsi when
these japanese guys were at tilburg, for a couple of years.

You can order it in Japan, but as you already said, it is
very expensive...

Glad I am right :)


~Grauw



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Re: English Snatcher

1999-02-25 Thread Ricardo Jurczyk Pinheiro

At 09:33 24/02/99 +0100, you wrote:
Hi,

Why should "we" remake a good (japanese) game. I prefer translateing.

Why not make a complete new game. Like metal gear of the 8 bits
nintendo.
The graphics are worse compered to msx. The music realy bad. I think
it's not
so hard to take the graphics. Some years ago we found the graphics of an
other
8 bits nintendo game. We didn't find the colors. So we stoped. The idea
was to make a new msx game and with the 8 bits version of nintendo as an
example.

Have you ever take a look at some ZX-Spectrum homepages, specially the
Russian ones? They've done games like Dune 2, Mortal Kombat, Doom and
others to the Speccy. Of course, it's limited by the machine's capacity.
So, why not we can remake some games, even from PC and/or PSX, to our MSXs?
But please avoid doing versions speciallt 4 GFX9000 and/or Moonsound. 

Note about Abyss: You know, Abyss is doing that game, XTazy. Nice, but it
requires GFX9000, Moonsound AND harddisk. So, I think XTazy will be surely
the best, but also one of the most unpopular MSX game which had ever been
made. Why? The requirements to run XTazy.

ByE!


  _   __  
 |  __ \ (_| ICQ UIN: 3635907 | | M. Sc. In Numerical Modelling - UFF 
 | |__) | _   __ _ _ __ __| | ___ Niteroi - RJ - BR  +-+
 |  _  / | |/ __// _` | '__/ _` |/ _ \   |  Sola Scriptura |
 | | \ \ | | (__| (_| | | | (_| | (_) |  |   Sola Gratia   |
 |_|  \_\|_|\___\\__,_|_|  \__,_|\___/  Jurczyk Pinheiro |Sola Fide|
 http://pagina.de/rjp - [EMAIL PROTECTED] - [EMAIL PROTECTED]  |   Solo Cristi   |
 MSX freak, X-Phile, Trekker, Christian, Transformers,   | Soli Deo Gloria |
 Anime (Yamato!), CuD, Linux, Rock, Comics, and hate M$! +-+


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Re: Memory mapper

1999-02-25 Thread Ricardo Jurczyk Pinheiro

At 16:48 24/02/99 +0100, you wrote:
At 16:09 24/02/99 +0100, you wrote:
Hi
Does anyone have a schematic of a memory mapper that can use 1 MB SIMMs ? 

I'll ask a friend about this, I only have it for Turbo R internal


Can u send this info 2 me too?

4th question: does anyone know of a MSX-site that has anything related to
MSX-hardware (schematics etc.)

don't know

I've a friend who were preparing a MSX Hardware Book, like that Hardware
Book that we can find in the web. And you can take a look at Alwin's
homepage, and Novatec's homepage. There are some very interesting projects.
  _   __  
 |  __ \ (_| ICQ UIN: 3635907 | | M. Sc. In Numerical Modelling - UFF 
 | |__) | _   __ _ _ __ __| | ___ Niteroi - RJ - BR  +-+
 |  _  / | |/ __// _` | '__/ _` |/ _ \   |  Sola Scriptura |
 | | \ \ | | (__| (_| | | | (_| | (_) |  |   Sola Gratia   |
 |_|  \_\|_|\___\\__,_|_|  \__,_|\___/  Jurczyk Pinheiro |Sola Fide|
 http://pagina.de/rjp - [EMAIL PROTECTED] - [EMAIL PROTECTED]  |   Solo Cristi   |
 MSX freak, X-Phile, Trekker, Christian, Transformers,   | Soli Deo Gloria |
 Anime (Yamato!), CuD, Linux, Rock, Comics, and hate M$! +-+


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Re: AW: AW: AW: About Snatcher...

1999-02-25 Thread Marco Antonio Simon dal Poz

On Wed, 24 Feb 1999, Ahti Soilamaa wrote:

 On Tue, 23 Feb 1999, Marco Antonio Simon dal Poz wrote:
 
  On Tue, 23 Feb 1999, Coen van der Geest wrote:
 
   I believe Snatcher was made in Screen 7, but I could be wrong about
   that...
  
  I bet it was made in screen 5.
 
 Don't bet much. You will lose. For sure !
 Perhaps you are thinking of SD-Snatcher, it's in screen 5.

Putz, you're completely right! I always make confusion betweeen Snatcher
and SD-Snatcher. It's because I can play SD-Snatcher, but for who doesn't
know nothing about japanese language, I can't play Snatcher.

So, SD-Snatcher was made in screen5, but I bet SD-Snatcher was made in
screen 7.

Greetings from Brazil!

--
Marco Antonio Simon Dal Poz http://www.lsi.usp.br/~mdalpoz
[EMAIL PROTECTED]   "The measure of success is the knowledge"

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Re: AW: AW: msx-ers

1999-02-25 Thread Laurens Holst

Sorry to disappoint you, but it wasn't a program itself. It was just the
Dos2 MBWave replayer playing in the background while MBFM was running at
the same time. I just wanted to point out that it is possible to replay all
the Wave and FM channels at ones. Besides, Oracle is supposed to support
PSG, FM-pac (fm+drums), MSX-Audio (fm+sample) and the OPL4 (24 Wave AND 18
FM) at the same time. But it still hasn't been released. I wonder if Fuzzy
Logic will ever finish it. Coz the 1.1 version (only PSG, Music and Audio)
sounds great!

According to my information the MoonSound-version will be released as a
seperate version... That means 18 channels of FM and 24 of Wave but no
FM-Pac, MSX-Audio nor PSG. If they are still working on it... I don't know.
Maybe Sunrise does.


~Grauw




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MSX hardware page...

1999-02-25 Thread Laurens Holst




I think it might be a good idea if someone 
started some kind of schematics-page where you an find all different kinds of 
schematics varying ffrom 7MHz-print to SIMM-memory-prints...

It would be very useful to have these all at one 
place (and translated into english!)

Ofcourse, if someone would like to make this, he 
would have to ask the authors of the textfiles permission first...


~Grauw


Re: English Snatcher

1999-02-25 Thread Peter Burkhard

Note about Abyss: You 
know, Abyss is doing that game, 
XTazy. Nice, but it
requires GFX9000, Moonsound AND 
harddisk. So, I think XTazy will 
be surely
the best, but also one of the 
most unpopular MSX game which had 
ever been
made. Why? The requirements to 
run XTazy

Abyss stopped with XTAZY, the new XTAZY
come out from Stichting Sunrise.

Why the mos unpopular MSX game,
hear in Europ and in Japan exist a lot
of people with a GFX9000, MoonSound
and Harddis.
A IDE-Harddisk is verry cheap-

Peter


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AW: About Snatcher...

1999-02-25 Thread jam

Hello, Robert !!!

  Sounds to be a good idea. In this case, we could support harddisk as
  well and
  maybe putting in some additional graphics.

 RV You mean redo the whole game? Great idea. I would be willing to make
 RV some graphics better. The graphics stink like it is now. Some
 RV additional colors and better animation wouldn't hurt at all. I can
 RV write some music as well. (moonsound that is)

I disagree at this point. If we reconstruct the game then I think that we MUST
keep the original graphics and musics, in order to keep the original feeling.


Salidos, digo ... Saludos.
JAMcn   ([EMAIL PROTECTED])
Apdo. Correos 3294  18080 Granada
... 1 COIN 1 CREDIT


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AW: AW: About Snatcher...

1999-02-25 Thread jam

Robert Vroemisse wrote:

 RV I want to arrange the whole soundtrack maybe with some other
 RV composers. We could make Moonsound versions of the music. Or maybe
 RV it's wise to keep the original music. It helps to set the atmosphere.
 RV Snatcher without SCC?

Of course!!!
Re-arranging the whole soundtrack will cause a destruction of the original
atmosphere and feeling of this great game.



Salidos, digo ... Saludos.
JAMcn   ([EMAIL PROTECTED])
Apdo. Correos 3294  18080 Granada
... A long long time ago, planet Gradius was involved in three space wars .


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AW: About Snatcher...

1999-02-25 Thread jam

Hola Herbert !!!

Herbert Kloseck wrote:

  You mean redo the whole game? Great idea. I would be willing to make
  some graphics better. The graphics stink like it is now. Some
  additional colors and better animation wouldn't hurt at all. I can
  write some music as well. (moonsound that is) Robert
 HK
 HK Do you want still keep the original soundtrack for SCC+?

I think that not keeping the original sounds, gfx and musix is a profanation
really.



Salidos, digo ... Saludos.
JAMcn   ([EMAIL PROTECTED])
Apdo. Correos 3294  18080 Granada
... GAME OVER


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MSX tape interface

1999-02-25 Thread jam

Hi shevek !!!

shevek wrote:

 s But for the applications you want to use, why should you want to
 s connect it to the PC at all? The MSX can handle those things very well
 s on it's own.

And, what about a tape interface for Turbo-R?
I'd like to rescue many great, old games I used to play when I had my MSX1!




Salidos, digo ... Saludos.
JAMcn   ([EMAIL PROTECTED])
Apdo. Correos 3294  18080 Granada
... A long long time ago, planet Gradius was involved in three space wars .


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AW: AW: About Snatcher...

1999-02-25 Thread jam

Hello John.

  original, so it must stay. When the music was bad, we had te
  rearrange the tracks again, but since the music was really good, why
  change it. [[..some snips..]]
 jj
 jj Please don't keep the original music - it's written for SCC+.
 jj Where can I buy one??: /

It is VERY EASY to patch the replayer routines in order to use a current SCC.
In fact, I have Snatcher, SD Snatcher, Game Collections and MuSICA, all of them
working with a standard SCC. And it sounds equal SCC+!



Salidos, digo ... Saludos.
JAMcn   ([EMAIL PROTECTED])
Apdo. Correos 3294  18080 Granada
... GAME OVER


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