Re: Sprite pointers - mixed and scrambled

1999-10-11 Thread john . j

Daniel Jorge Caetano schrieb:

> >R5:   A14   A13   A12   A11   A10   1   1   1

Graphic 3 Mode (Screen 4):

R5:A14  A13  A12  A11  A10  A9  A8  A7

greetz
JJoS

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Re: VDP commands in TEXT modes

1999-10-07 Thread john . j

MkII schrieb:

> Is it at all possible to issue high speed VDP commands in
> character-oriented video modes?
>
> If not, what's the actual result? Perhaps some useful tricks could be devised.

On V9958 it should be kinda possible,
on v9938 I gave up, because of a "logical trap" which
will be present if using them...

JJoS

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Re: MSX Control at Tilburg 99 - English/Spanish

1999-06-13 Thread john . j

Laurens Holst schrieb:

> > In Tilburg'98 a man called Paul Scharer presented a MSX controlling a
> milling
> > machine (is the right name ?). I saw it in Hnostar #42.
> > Where can I get more information about that (specifications, pictures,
> etc...)
> > ?
>
> It was on the same stand as OSR (One Shot Rising).
>

No, it was not!
We showed a "Lego-Project" controlled with
a Laptop (also possible with msx).

Paul Schärer is from "MSX Fun Club - SWISS",
but I have no direct mail...  (try:  http://www.msx.ch )

greetz
JJoS


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Re: Games for Joynet!

1999-06-07 Thread john . j

Pablo Vasques Bravo-Villalba schrieb:

> One Shot Rising? I should know more
> about this subject, but actually I
> know nothing... or forgot what I knew.
> What's it? =)

Hmm it's a game still in developement...

You can get some information from:
   http://www.myworld.privateweb.at/gavaman/default.html
But b warned! - No update since 1998!:(


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

???


greetz
JJoS aka Chief-Gavaman

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Re: Overscan trick

1999-05-30 Thread john . j

Maarten ter Huurne schrieb:

> >Mmm... it seems many MSX users are not much familiar with those hardware
> >tricks like overscan and sprite recycling. That would explain those
> >sprite-free trends.
>
> Sprite recycling is known to rather a lot of people. The problem with it is
> that you can only boost the total number of sprites on a screen, not the
> number of sprites on one line.

Sorry for the question, but what do you exactly
mean with "recycling" ??

greetz
JJoS


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Re: Games for Joynet!

1999-05-26 Thread john . j

"Giovanni R. Nunes" schrieb:

>  >- A Micro Machines (or Greatest Driver 2D Special)-like game (racing
> >  with a top-view, should be possible in screen 4) (has lots of 'egale
> >  vlakken', so screen 4 has enough colors I think)
>
>No problems w/ SCR2/SCR4 graphics, worry with the code... :)
>I like draw in this screen mode.

Code is "not really" the problem - time it is...;)

You wanna design in screen4???
I think you'll know about the limitations - do u?

Wanna see something of the gfx-editor / level-editor? (OSR - screen4)

greetz
JJoS aka Chief-gavaman

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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


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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


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Re: msx2 horizontal scrolling..

1999-05-08 Thread john . j

[EMAIL PROTECTED] schrieb:

> Tha' demo scrolled the screen horizontal!! (just like
> vdp(24), but then horizontal..) HeXx said it was a
> lil trick, but he doesn't know what is was.. (as he made
> tha' a century ago! ;) ).. Well.. Does any1 know how
> to do tha' trick??
>

1) was it on a v9958 chip?
2) were the borders "breaking away" in 8 dot units?


JJoS


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Re: Tilburg anyone?...

1999-04-27 Thread john . j

Laurens Holst schrieb:

> >Hey - thanx a lot!
> >You earned a big bottle of beer!!  :)
>
> *grin* please send it by email...
>

Yikes, me and my _BIG_ mouth

aehm... what about Tilburg 2000?

greetz
JJoS

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Re: Tilburg anyone?...

1999-04-27 Thread john . j

Laurens Holst schrieb:

> [...cut...]
> And further, a demo of One Shot Rising (OSR) was presented, which is a
> simple-looking, though VERY cool game.
> [...cut...]
>

Hey - thanx a lot!

You earned a big bottle of beer!!  :)

greetz
JJoS

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Re: Movement high speed for SPRITES in language machine from BASIC

1999-04-18 Thread john . j

Andrea Gasparrini schrieb:

> I want to know if you have a ROUTINE in language machine from BASIC with of
> the POKE or other for make move the SPRITE to tall speed in language machine,
> understands!!, because from BASIC is slow for create videogame, understands!!!,
> all ok

The slowest part of a videogame IS definitely the PlayerControl and
the calculation of the spritemovement! To display the whole thing
isn't the bottleneck!

So, if you want to write a game - write the whole stuff in TurboPascal, C,
and preferable Assembler!

greetz
JJoS


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   -, SFS, Chief-Gavaman
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Re: CODING Question

1999-04-15 Thread john . j

Cas Cremers schrieb:

> >Task: approximation in assembler to
> >->  a =  sqrt ( b*b + c*c )   let's call it sentence of p...
> >
> [...cut...]
> p:= max(a,b)+0.25*min(a,b)
> [...cut...]
> Cas Cremers

He - thanx a lot! Exactly what I have been searching for!

greetz
JJoS

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CODING Question

1999-04-13 Thread john . j

Hi all!

I have a lil question

Task: approximation in assembler to
->  a =  sqrt ( b*b + c*c )   let's call it sentence of p...

Well, I need a _FAST_ approximation.
The simpliest is:  a+b
(I know, it is NO real approx., but it is simple...)

Can someone of you tell me a "better" (fast) one?
The values vary from 0 to 8.


thanx'n'greetz
JJoS

btw: I dont want to use a table, is there a way?


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http2//osr.msx - no update since ages...





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Re: Nobunaga no yabou

1999-04-12 Thread john . j

Patriek Lesparre schrieb:

> I might be wrong, coz I just thought of this, but KO = new (as in KO-NAMI,
> meaning New Wave), and EI = image/picture/movie...

I thought that KO, NA and MI are the first letters from the
names of the founding fathers?!

greetz
JJoS


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Songwriters - is it allowed?

1999-04-05 Thread john . j

Hi there!

I want to ask the following...

We want to show a AVI-Demo (on PC) on the
Tilburg Fair. And we also want to use some great(!) MSX
Musics for it. We only wanna show! (Nothing to make money with it!)


Please tell me if we are allowed to use the following musix:

- DISS-CUSS ???   25 2,21
- THE INTRO JV880/JD990   BART ROYMANS 44 4,07
- X-Perianz Master of Audio  21 2,01 1996
- X-Stacy  Master of Audio  19 1,50 1995
- Transpirance DANDAN  40 3,44 1996

Many thanx in advance!  :)

greetz
Wolfgang aka. JJoS aka Chief-Gavaman


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Re: What's the latest MSX ?

1999-03-24 Thread john . j

Rainier Maas schrieb:

> >> MC> Hi MSXers. I want to know what's the latest msx machine made or
> >>
> >>The latest MSX was Panasonic FS-A1GT (MSXTurboR)
> >
> >Sure, but... does anyone knows about the FS-A1XT, or FS-A1WT? I
> >think I read something about it into the Ultimate MSX FAQ.
>
> I think those two are just rumours. I've never seen any pictures or specs
> from them.
>

Arent these MSX2+ ?? (XT and WT)

greetz
JJoS


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Re: [Fwd: Silence!]

1999-03-18 Thread john . j

[EMAIL PROTECTED] schrieb:

> [EMAIL PROTECTED] schrieb:
>
> > Alex Wulms schrieb:
> >
> > > >> Shadow !!!??? Where are you ?!?!!?!? We seem to need you in here !!! Because
> > > >> a lot of the people in this newsgroup don't seem to mail anymore when you're
> > > >> not arround !!!
> > >
> > > >Maybe you don't know: he has no access to the newsgroup...  :(
> > > What happened? Did his boss figure out that he was spending more time on the
> > > newsgroup that on his job???
> >
> > Uhmm... it's possible, cause he changed the company...
> >
> > He has again a mail-address, but no access to the ng   :(
> > (I hope you keep him updated with your cr.. uhm, I meant
> > with your wonderful partial off-topics...)   ;cP
> >
> > NO - PLEASE! Don't tell me again why there are "some" off-topics!
> > I know - MSX is fun and to talk about it (just fun)   :-'
> >
> > greetz
> > JJoS
> >
> > --
> > Tilburg Team: Janosch, SGI, D-AX, inDark,
> >Maspo, SFS, Chief-Gavaman
>
> Darn!! I have sent this message to the personal account...
> But I'm sure all of you wanna read this...   ;cP
>
> greetz
> JJoS
>
> --
> Tilburg Team: Janosch, SGI, D-AX, inDark,
>Maspo, SFS, Chief-Gavaman
>

ARG

Again wrong -> should be in the newsgroup

I'm really confused...


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[Fwd: Silence!]

1999-03-18 Thread john . j

[EMAIL PROTECTED] schrieb:

> Alex Wulms schrieb:
>
> > >> Shadow !!!??? Where are you ?!?!!?!? We seem to need you in here !!! Because
> > >> a lot of the people in this newsgroup don't seem to mail anymore when you're
> > >> not arround !!!
> >
> > >Maybe you don't know: he has no access to the newsgroup...  :(
> > What happened? Did his boss figure out that he was spending more time on the
> > newsgroup that on his job???
>
> Uhmm... it's possible, cause he changed the company...
>
> He has again a mail-address, but no access to the ng   :(
> (I hope you keep him updated with your cr.. uhm, I meant
> with your wonderful partial off-topics...)   ;cP
>
> NO - PLEASE! Don't tell me again why there are "some" off-topics!
> I know - MSX is fun and to talk about it (just fun)   :-'
>
> greetz
> JJoS
>
> --
> Tilburg Team: Janosch, SGI, D-AX, inDark,
>Maspo, SFS, Chief-Gavaman

Darn!! I have sent this message to the personal account...
But I'm sure all of you wanna read this...   ;cP

greetz
JJoS


--
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   Maspo, SFS, Chief-Gavaman




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Re: R-Type with FM

1999-03-14 Thread john . j

jam schrieb:

>  jj> ...and maybe I'll never hear it!  :(
>  jj> I have FM-Pac internal, without fm-basic! So I don't
>  jj> think any program will ever detect it...
>
> Why do not you install the msx-music ROM?

How do you mean this?

Do you mean on "hardware-way",
or a software solution?

If hardware: where can I get this rom? - I don't need
the whole "FM-Pac package", music works if there
is no routine which checks if the "opl-string" is present.


greetz
JJoS


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Re: Athler Wars 2 cracked on Sony 900 with FM-PAC - continued. And oth

1999-03-11 Thread john . j

jam schrieb:

> Martos made a great R-Type crack, and patch the routine that looks for the
> FM-Pac. This version works perfectly on any MSX Machine with almost 128KB of
> mapped RAM.

Hey!? R-Type with FM-Pac
I have this crack really long, but never thought that
this msx1 shooter has opl-music...

...and maybe I'll never hear it!  :(
I have FM-Pac internal, without fm-basic! So I don't
think any program will ever detect it...

greetz
Wolfgang

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Re: Your Opinion [which game...]

1999-03-01 Thread john . j

Maarten ter Huurne schrieb:

> At 11:13 PM 02/27/99 +0100, you wrote:
> >The game I am speaking about is: OSR (One Shot Rising).
> I remember playing it at a fair.
> Because there were no enemies in it, it was rather difficult to image what
> it is supposed to play like.

I know why I doesn't ask for your opinion (at least - till now...)

> >The game is designed in screen 4
> That would leave a lot of free VRAM, doesn't it?
> You could put level data there. Like Cas said, you'll only have to fetch a
> small number of bytes per interrupt.

The scroll needs between 96 and  800 Bytes per interrupt...


> Another option is to put MWM/MBM music in VRAM. I don't know of anyone who
> ever did this, but it would make sense. MoonBlaster replayers work like
> this: they fetch crunched data from the song file, decrunch to a buffer and
> then play from that buffer. If you put the crunched data in VRAM, that
> would hardly slow things down.

This idea sounds very interesting!

> My conclusion is that there are some things you should try first, before
> moving to higher system requirements.

My target was (and is): a game programmed in '86 standard.
One argument: one of our designers has a not-modified MSX2...
(with use of additional hardware if connected)

> How come you are in memory problems anyway? Could you give a summary of
> which components take up how many memory?

I think I solved them - let's c what about the speed...

Data I have to store (with approx. byte-size)

real vram-data:14.976
various vram:  98.304 (where are the darn enemys... ;P  )

level: 49.152 (Levelsize = 64 screens)
animation+
objectinfo:32.768
code:  16.000 ?
kernel-code:5.000 ?
musicdata:  ?


> Yes, MoonSound SFX! []

But I will also try to make sfx on psg/fm/audio...


greetz'n'hope the best

chief


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Re: Your Opinion [which game...]

1999-02-27 Thread john . j

Marco Casali schrieb:

> A question with game are u preparing exactly?

Yep...

Most of you already heard about it (at least I hope so...).

First, I hope not to caused confusion because of using
another nick -> JJoS (short for John J. of Stith, a name
with which I am writing stories...), my MSX-nick is
Chief-Gavaman from Programmers' Affair.

The game I am speaking about is: OSR (One Shot Rising).
I haven't placed the homepage-link in my last mails, because
it's not updated (since october/november).   :/

THE GAME

It is (will be) a tactical shooter. The special element about
it is, that it's a free-scroller. The game is designed in
screen 4 - but part 2 (hehehe...) is planned to be released
for the gfx9000. But first I have to finish part one (hope
this year is the release)  :)

If you never have seen anything from OSR, just download the
special 3-level version (win-zipped, 164kb) from my page.

 http://www.myworld.privateweb.at/gavaman/osr.zip

It needs: 128kb (v)ram, sound-fx only MoonSound, no enemys...


greetz, thanx 4 your reactions!

JJoS (aka Chief-Gavaman)



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Re: AW: AW: About Snatcher...

1999-02-23 Thread john . j

Robert Vroemisse schrieb:


> > >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 would say: keep the SCC. Don't alter too much of the game.
> The music was good in the
> 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..]]

Please don't keep the original music - it's written for SCC+.
Where can I buy one??: /

greetz
JJoS   :-'






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Re: AW: AW: msx-ers

1999-02-12 Thread john . j

Maarten ter Huurne schrieb:

>
> I made a replayer source that can play both MFM and MWM songs. With a very
> small modification it could play 24 wave and 18 FM channels.
>
> What you would need in addition is something to make those kind of files.
>

You know what!! It would be great for games!
Let the composer use 24 or more channels, and despite of it you will have
many channels left for sound-fx!?!

What's the trick?

greetz
JJoS






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Re: MoonSound Greatest, Volume 1 and 2...

1999-02-10 Thread john . j

Mari van den Broek schrieb:

> Hello,
>
> For people who don't have a MoonSound but still like to listen to the music
> made with this fabulous piece of MSX-hardware we made a audio-CD with a
> selection of the best (?) music created with MoonSound. Each CD contains 25
> songs and the total playing time is over 73 minutes!

What about people owning a MoonSound?
I would like to have many of the musics you named - but for the replayer!
Would it be possible?

greetz
JJoS




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Re: Hi all!

1999-02-10 Thread john . j

Sander Zuidema schrieb:

> I'm Sander Zuidema. Former composer of Flying Bytes.
>

Darn! So many composers - so less (new) MoonSounds to find in the web;cP

JJoS



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[real coding] DOS2 and Memory...

1999-02-05 Thread john . j

Hi!

I read (nearly) all the messages from the last time...
- Oh my god! I really miss  mails refering to (program-) technical thingies...

So - lets start a "serious" thread...   ;cP


DOS 2 & memory
--
I found out that the DOS2 page-switch routines are
kinda slow. Does anybody know a simple, "legal", and
compatible way to speed up those bottlenecks?

Compatible, because I dunno how many different versions
of DOS2 are in use. - And I want it to work with every
kind of DOS2.

Oh - another question comes in mind:
In DOS1 you are not allowed to "ask" the outs (#fe...) about
the page number which they may contain.

-> How will I know which ones are selected?
-> Is there a _STANDARD_ definition which
   memmaps are selected after the bootstrap?


DOS2 and Interrupts:

I want to redirect the standard-interrupt (with use of
IMx). Will I get troubles if there is NO(!) ROM selected
in page0/1 the whole time? - I dont wanna load in this
situation, only wanna switch mem...


hope to get interesting answers...

greetz
JJoS
(or call me chief-gavaman)




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