ooh yeah..(foto's bussum)

1999-09-20 Thread AkA DanSHakU

the address will be :
[EMAIL PROTECTED]/ktrawins


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Foto's Bussum page available somewhere Sunday

1999-09-20 Thread AkA DanSHakU

...sorry peoples... too tiered to brew a webpage tonight...
should be there by tomorrow...

greetz
akai!


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Re: ooh yeah..(foto's bussum)

1999-09-20 Thread AkA DanSHakU

AkA DanSHakU wrote:
 
 the address will be :
 [EMAIL PROTECTED]/ktrawins

eehhsorry...this should be 

people.a2000.nl/ktrawins


greets
akai


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Re: [off] memory management in the PC

1999-08-29 Thread AkA DanSHakU

Cesar Cardoso wrote:

 Remember guys, this is valid only on MS/PC/DR/OpenDOS, Windows 3.x,
 Windows 9x.
 Other systems (Linux, BSD family, Windows NT I think, Solaris/Linux,
 OS/2) don't need to do all this tricks.

...because they never use the real mode
they give you a bunch of virtual mem. and you never worry about where it
is allocated... btw, win9x can do it as well although the manager
ssuucckkss!!..

greetz
akai!


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Re: MSX WINNERS ! (Are We !)

1999-08-25 Thread AkA DanSHakU


 And winners don't use drugs !

eerhh i use drugs and i'm a winner but to be honest i don't
use drugs to win :)
 
greetz
akai!


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Re: MSX LUSERS (can't ye even spell that right?) - Bad english??

1999-08-25 Thread AkA DanSHakU

Laurens Holst wrote:
 
  Laurens Holst wrote:
   oh yeah, btw.. it's loser, not luser.. (didn't have no
   education eh??)
 
  Jeez! English is terrible on this list!
 
  People, it is LOOSERS and LAMERS. Not losers not lusers nor lammers.
 
  Yeah, yeah, the lamer part I understand, butteh, it's
  loser, and not looser, because 'looser' means (in dutch)
  'losser'... And 'loser' means 'verliezer', dusseh, check je
  engels/nederlands woordenboekje eerst nog maar ff..
 
 Okay okay ik sta voor lul...
 

alleen bij de nederlanders ;)

  (sorry it ain't english..)
 
  ~Grauw
  TeddyWareZ.
 
  Hi ha ho.. DJ. Chaos is a piano.. (ha ha ha)..
 
 Hehe...
 
  Chaos: sigh!
 
 lol



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Re: [Phoenix] Re: Phoenix project - The new MSX platform pro-standarization

1999-07-20 Thread AkA DanSHakU

 It can be made by hardware, because Z380 has a special feature, like an
 interrupt when an unknown command is found... So these instructions can
 be redirected to another single processor that only execute these
 instructions.
 
 That only works if the opcodes are unused (no instruction is mapped to
 them). But if a different Z380 instruction is mapped to the R800 opcode, it
 is not trapped but the (wrong) Z380 instruction is executed instead.
 I think the latter is the case: R800 opcodes speficy different instructions
 on Z380.

why not make some kind of mappingdevice (before the cpu) to map r800 ops
to z380 equivalents and remap all z380 ops that are used differently by
r800 to completely
different ops.
this way the z380 would become r800 compatible and still have it's
unique ops 

greetz
akai


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Re: Phoenix project - The new MSX platform pro-standarization

1999-07-19 Thread AkA DanSHakU

...are there any specs yet?...

akai


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Re: philosophical view of emulation vs real thing

1999-07-18 Thread AkA DanSHakU

Tristan wrote:
 
  then why did Konami prog for the Snes???   :))
 
 Konami did games for both Sega and Nintendo

.it was a joke... 


  D-KC COULD have used 2 OPL's and hardwire them left and right.. Did he use
  OPL's anyway? I can imagine someone using a dsp or a normal processor
  instead...(and do an emulation!)
 
 No it's a standard OPLL feature. It has 2 outputs. Output one is the
 first 6 channels, output two is the remaining 3 channels (or drums).

tnx for the info..

greetz
akai


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Re: philosophical view of emulation vs real thing

1999-07-17 Thread AkA DanSHakU

  FM is actually quite simple... you take one wave and multiply it with
 another
  to change the sound...
 
 Eh, in principle, yes. I guess it becomes more complicated as soon as you
 start
 doing things like feedback :-)

yeah, you're right... but i suppose the feedback is digital as well so
it would be done every cycle or every xx cycle or someting... this can
be emulated as well - put the last output in a buffer and add it to the
signal next time you calculate it.. 
It would be nice if someone came up with a block diagram of the OPL ...
then you could easily see where the signal is looped 

 yeah, but megadrive didn't have an FM chip, did it?
 
 Dunno, I thought it had some kind of SCC like thingie...

then why did Konami prog for the Snes???   :))

 
 BTW, I own a FM-PAC made by Digital-KC which has an earphone out connector,
 which has the drum sound on one side and the music sounds on the other.
 Does that mean that the OPL has two separate outputs, or is it just a
 filter processing the sound afterwards? (drums = relative high freq, so
 a set of low/high pass filters could do the trick). I always wondered...

I dont think that a filter would do the trick.. .. you can easily check
if it's a 
filter by making a drum-like sound in (let's say) moonblaster and see if
it pans to
the oter side... the more i think about it the more it seems
illogical... drums are noisy and noise is a spectrum so that means
that there must be sounds that would 
automatically (partially) pan to the drum side when they operate on the
drums spectrum.
And the kick-drum is quite low (ground freq. somewhere between 80 and
140 Hz) so this would mean that a baseline and a kick-drum would be
panned equally.. does this still make sense? (to me it does
;)

D-KC COULD have used 2 OPL's and hardwire them left and right.. Did he
use OPL's anyway? I can imagine someone using a dsp or a normal
processor instead...(and do an emulation!) 

 Eric (would love to own a DX-7, btw ;-))

me too!...me too

greetz
akai

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Re: philosophical view of emulation vs real thing

1999-07-17 Thread AkA DanSHakU

 You once wondered if the SFG-05 in my Yamaha CX-5M is a DX-7. Can anyone shed
 a light on this?

could be...

 By the way, is there any program for Yamaha CX-5M, NOT written by Yamaha? It
 is a really cool FM-synth, that SFG-05! 4 operator! Yummie!

nope CX-5M != DX-7... 
dx-7 has 6 operators

greetz
akai

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Re: AW: philosophical view of emulation vs real thing

1999-07-15 Thread AkA DanSHakU

Coen van der Geest wrote:
 
 Hi there,
 
 But if I run an MSX1 game on BrMSX, using a video card with TV-out and an
 MSX joystick connected to the PC, and I hide the PC itself from sight, can
 you tell the difference with a real MSX1?
 
 Did I hear Turing Test? *grin* (OK, someone already used that joke B4,
 but I liked it).
 
 I don't mind if a few crappy coded games won't run. If BrMSX can run MSX1
 games as well as my 8250 can, it's close enough to perfect for me.
 
 The problem is that sound chips like the FM Pac can't be emulated
 correctly, since the A/D (that's D/A ed.) Convertor of (for example) the SoundBlaster
 can't produce FM sounds. 

a fmpac cannot be emulated on ANY d/a convertor... an d/a convertor is
just that, an Digital-to-analouge convertor... kick it... spit at it...
but it will not give one sigh.. you realy need to apply an digital sound
source to get a signal from it... 
btw... didn't the soundblaster 16 have an OPL3 or OPL4? 

 It is very hard to emulate the FM Pac, which is
 kind of an analogue synth. 

nope... fm-pac has a FM synth inside which is digital...
i challange you to name one analouge signal processing step in the
fm-pac (except for 
any amps) 

 Compare it with Rebirth emulating the
 (analogue) TB303 synth. 

are you saying that you can compare an FM-Pac to ReBirth?
if so you are wrong (and i hate saying this) again completely
different technology 
if you mean that you'd have to use ReBirth-like technologies to 
emulate an FM-Pac then i'd say forget it emulating an fm sound
generator
using tiny samples is near to impossible due to the complexity of FM
sound...
The only option i see is that you do some reading on FM and write code
that emulates
the fm-operators... this way you can make any fm sound on any d/a
convertor..
FM is actually quite simple... you take one wave and multiply it with
another to change
the sound... 

 Emulators like KGen (Megadrive/Genesis) use this
 technology. 

yeah, but megadrive didn't have an FM chip, did it?

 BTW: I love emulators. Great hobby.

If i ever found some time i'm sure i'd be doing emulators as well... :))

greetz,
akai

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Re: OPLL emulation (was: AW: philosophical view of emulation vs real thing)

1999-07-15 Thread AkA DanSHakU

Tristan wrote:
 
  Each and every ad-lib compatible soundcard can emulate FM Pac and FM-part
  of music module, since the ad-lib contains the OPL1 FM-Chip. Each sound
  blaster compatible soundcard can emulate FM Pac, FM-part of music module
  and ADPCM part of music module, since the soundblaster contains both the
  OPL1 and a DA converter.
 
 This is only partly true. First, the OPL chip used on ADLIBs is not
 called OPL1. 

Yeah, but does it have the same operators?... i think it
does..(allthough i never
checked)

 Second, AFAIK that OPL is not equal to the OPLL used on
 the FM-PAC (MSX-Music). I know of no way to create the OPLL hardware
 voices on an OPLx chip, unless there is some way to extracht OPL data
 for these voices from the OPLL.

do a romdump of the fm-pac

 However, the sound of OPLL songs played through OPLx compatible FM
 chips is _almost_ the same.
 
this is propably due to post-occilator filtering... FM synthesis
produces a lot of harmonics and non-harmonics and most of them get very
noisy in the upper spectrum .. to make fm sound good to the human ear
you need to filter yamaha has been developing on this bit a lot
since the first fm synth came out (Yamaha DX-7) 
i'm sure that the filters used in the fm-pac opl have different
algorithms than say a soundblaster opl.

I'm not sure but there might be another source for difference ... Yamaha
COULD (but i'm completely unsure about this) have boosted the operators
resolution. this would mean
that what used to sound like digital noise on the pac now actually sound
like metalic noise

 It's just a matter of how high your standards are set, realy

completely true... i mean, to get the REAL fm-pac sound you'd have to
connect your pc sound to a crappy monitor or tv... :))

greetz,
akai

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Re: OPLL emulation (was: AW: philosophical view of emulation vs real thing)

1999-07-15 Thread AkA DanSHakU

Wasn't OPLL the LANGUAGE to program the opl in the pac?..

greetz
akai

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Re: Black boxes (Was Re: philosophical view of emulation vs real thing)

1999-07-15 Thread AkA DanSHakU

Maurizio wrote:
 
 Take some black boxes.
 
 Give the same imput to all the boxes.
 
 Watch the outputs.
 
 If the output is the same for all the boxes, the boxes are identical
 regardless what there is inside each one.

good...now we only need a keyboard, tv-out and tv emulator :)

grtz
akai

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Re: OPLL emulation (was: AW: philosophical view of emulation vs real thing)

1999-07-15 Thread AkA DanSHakU

Pablo Vasques Bravo-Villalba wrote:
 
 AkA DanSHakU wrote:
  Wasn't OPLL the LANGUAGE to program the opl in the pac?..

 No way! :) It's a soundchip by Yamaha.

Ok... my mistake... just got a bit confused... i thought that OPL1 was
the chip and OPLL was the BASIC language...sigh...it's been so long
ago..
sigh...

 To program the OPLL you use its sound
 registers, which are ultimately set by
 some ML* program. :)

yeah,yeah...i know... i used to design fm sounds.. (AAARRRGHHH).. :))


greetz
akai


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[OT] does anyone have the starwars vcd iso's?

1999-05-27 Thread AkA DanSHakU

hi.. sorry for the off-topicness of this massage.. the temptation was to
big..
i will not give one again... 
greetz
aka


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Re: MIC IN cartridge

1999-05-22 Thread AkA DanSHakU

Maybe it is easier to put a simple ADC with a interrupt from it's
sync-source
going to the msx it should be pretty easy to make!...  

   You can read the ADC directly. I don't remember the port number, but it
  was
   somewhere around 10. It produces 8-bit sample values.
   The timing may be difficult, because you have to poll it at the right
   frequency.
  
  The timing is the whole problem.
 
  What are exactly those timing issues, btw? I'm real good at synchronous
 coding.
 
 Well, this is the mainloop:
 Take 1 sample and store - wait x time - loop
 
 On the turboR, a timing interrupt is generated. On a normal MSX you will
 need to do this by putting NOPs or short loops at the place where you must
 wait. On other MSX-computers, I can time the amount of NOPs, ofcourse,
 simple calculations. But that wouldn't work on MSX-computers of differing
 speeds.
 
 Another possibility: calibrating (I do this in my SIMPL WAV player, if you
 want to know how it's done ask me), which works correct on all
 MSX-computers, but it isn't as accurate as the first method. Also, the
 calibrating needs some time, but that's not a problem because it has to be
 done only once at the start of the program (it needs about 3 secs, if you
 use a waveform for the calibrating this gives a very cool effect)...
 
 So it IS possible, but not ideal. It won't be the EXACT frequency needed,
 and besides, it is not easy to program. I'd rather prefer an interrupt or a
 bit which flips at a frequency or n Hertz.
 
 Main reason for wanting such a new cartridge is that I don't have a Philips
 MusicModule, which will cost me about 100 (Dutch) bucks, and which I would
 only use for recording. Such a cartridge as I described would be cheaper.


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Re: Konami Micro@?!*@*?@

1999-05-22 Thread AkA DanSHakU

Ricardo Jurczyk Pinheiro wrote:
 
 At 23:49 20/05/99 +0200, you wrote:
 What is bleem?
 
 Is it related to MSX?

YES! because then you can play Konami games running on an msx-emul.
on an PSX-emul on your PC
greetz
aka


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Re: 3D card on MSX

1999-05-21 Thread AkA DanSHakU

Peter Burkhard wrote:
 
  The 3DCard is stupid because isn't impossible to make... problably will be
  a bit difficult to realize a BIOS, but do we realy need it??
 
 
 It's not the BIOS, but you cant find programmer for 3D-games.
 Games with polygones are verry difficult to program.

but not impossibleon the right hardware..


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[OT]Re: Konami Micro@?!*@*?@

1999-05-20 Thread AkA DanSHakU

MkII wrote:
 
  Disagree. If somebody devised MSX versions of the latest PC gfx engines
  then it would be pretty possible to create such games on our beloved
  computer.
 
 so who's gonna code the C++ compiler?
 
 There're freeware C++ compilers already available such as GNU CPP. It's a
 matter of recompiling it to Z80/MSX-DOS and providing a suitable memory
 environment on the MSX but...

and who's gonna write the new object orientated bios then ?...

 It's FAR easier to develop in another platform and then crosscompile for
 MSX. That's the way PSX games are coded.

yeah i have got mine hooked up too. :)

 
 Or you thought they attach a keyboard + HD to the gameport/memcard slots of
 a PSX? 8;)
 
  And trust me, not many major modifications to the design of the board would
  be necessary to acomplish this.
 
 ahum you mean like giving your msx a 100Mzh front side bus or
 someting minor like that... because else you would be using about 2% of
 the cards potential...
 
 Including a simplified mid-range PC motherboard into the video board (which
 wouldn't be so expensive) would suffice.

this way the msx would allso be a nice powersupply as the Mboard would 
have to do all datatransaction with the hd (or else the videocard would
be 
starving for poly's) + all the precalculations because it's just too
mutch..
so besides the Mboard you'd need a processor (like a P2 to feed a TNT),
memory
and a new HD to keep up wit the datastream. this would cost about as
mutch
as a PC without a monitor
sorry..

 
 I remember there was a Macintosh video card which actually consisted of an
 Amiga Video Toaster board PLUS a complete Amiga 2000 motherboard (!). The
 Toaster costed about $1000 and the A2000 simplified board just $100.
 
  Same conclusion as ever: PCs are used as plain power supplies for a jungle
  of boards.
 
 Bullcrap!... the present generation graph boards cannot do polygon
 transformations which leaves all the hard 48 bit floating point
 calculations to the processor an MSX, however we all love it, woud
 be rendered (virtually) useless against all the processing power needed
 to show a decent 3D enviroment Then next gen boards however will
 contain poly transform acceleration and thus could be used to beef up
 the MSX!...
 
 As you've said, present generation gfx boards are transitory. Next gen will
 keep using the PC as a power supply and mass data storage.

but it would be even worse if you try to do it on MSX wouldn't it


greetz (no kisses as i havent seen a picture of you! ;)
AkA


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Re: Konami Micro@?!*@*?@

1999-05-20 Thread AkA DanSHakU

MkII wrote:
 
  If that super-resolution, render and 3D moving WERE REALISTIC ENOUGH and
  their programmers HAD A BARE MINIMUM TALENT perhaps it would be a little
  fun. IMO the videogames we see nowadays (specially in the PC side) are
  little more than poorly finished overproduced aberrations.
 
 one question.can you do it better? i thought so
 
 I must confess I *CANNOT* do it better because I don't like this kind of
 games and never developed skills for creating them.

you cannot judge people for not doing something that you could have done
but 
decided not to do because you're not interested...
 
 Also, IMO the hardware is not powerful AND suitable enough for a convenient
 realism, despite the artists' talent and efforts.

like that is the problem. like we never belived that pixels are
heroes ..
btw i think it's good that the focus is on technology for now because i
want to play
realistic games in the future ... nexter gen! 

 
 There are talented artists, but they seem NOT MUCH INVOLVED IN PC GAMES 8:D

yeah pc games industry sucks. but it's still a platform coming
of age ...
there are new areas of gaming to be explored and, belive me, is some
time even
developers will be comfortable enough with it to code nice things...

 
 And I know what I'm saying. Try to trace any 8/16-bit era genius and look
 what he/she's involved in.
 
 When it comes to original whereabouts my favourite is Costa Panayi's
 (Spectrum).
 
 Working as a toy designer for Chicco (!) 8:D

didn't know about that... but it makes sense... the problem is that
games have 
gotten too damn complicated. no more good old days, even in 2D, so
all the
friendly, nontechnical gamedesigners have left . i thought it was a
wonder
that Hideo (MetalGear) did a game for PSX! so he must be one of the
survivers..


 
 Kiss you lot.
 
 Madonna Mark Two
 
 
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Re: Getout Micro$of!! X-)

1999-05-19 Thread AkA DanSHakU

 No! This is not a useless discussion! MSX has changed a lot since microsoft
 designed it, then I think it is a good idea redefine the mean of it.
 I recognise the rol of Microsoft, but I think that "MSX Super eXpanded" or
 something like that is a good idea.

MSX hasn't changed a bit  the available hardware changed but MSX =
MSX 
and that's why i like it..!!!
grtz
AkA


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Re: Konami and Microsoft: new error messages!

1999-05-19 Thread AkA DanSHakU

 Will you people please cut the Konami-Micro$oft crap?
 I don't like Micro$oft either, but hey, everyone does. No need to tell it via
 this list in 25 messages or more... Just do what you can: boycot them. PERIOD..
 
 Grtjs, Manuel - Sorry, but I'm getting tired of it...

This e-mail has performed an illegal operation. The thread 'Konami and
Microsoft: new error messages!' will be terminnated.
Press 'OK' to reboot.
[OK]


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Re: Xak rewlz!!

1999-05-19 Thread AkA DanSHakU

i dl your copy but it wouldn't unpack
if anyone still wants it look in : 
members.tripod.lycos.nl/r/FILE.htm
this is some J-site but it's there so go get it!!..
greetz
aka


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