Re: Just an inspiration I had suddenly

2000-03-13 Thread shevek

On Thu, 9 Mar 2000, Laurens Holst wrote:

> > > It is only me who thinks that we need with some urgence a C or BASIC
> > > compiler with the same integrated interface of Compass??
> >
> > Perhaps I am the only one, but really prefer the unix way, where all is
> > separated, so you can use your own editor with any programming language
> > and you don't have to learn the editor commands that come with the
> > integrated environment.
> 
> I did it that way. TED for editing, Gen80 for compiling...
> 
> Compared to Compass: SLO (no tokenizing), and uneasy (in Compass: press
> ^A (or F4-Space-Space) to assemble (to disk), switch between sources with
> CTRL-1/2/3/4, switch to 60 Hz with CTRL-6, load and save almost every
> fileformat, from .COM to raw sector access, advanced memory management,
> highly configurable,DOS or Basic shell by simply pressing shift-ESC,
> quitting the shell by -again- easily pressing shift-ESC, and TONS more...
> Really, I love it! And Compass 2.0 will be --> HOLY <--, faster assembling,
> better shell, better debugging...).

That is not why you need a integrated thing. It's why you need a good
environment (multitasking to be exact). I haven't seen uzix, but I think
it should be good... I'm making something myself, but I don't think it
will be finished anytime soon, since I don't spend much time on it.

I think you know how it works (fast) in linux, when you use ALT-Fx to
switch beween anything you like, not just the things you might use with
your assembler (drawing program, calculator, assembler, anything...) This
is a more flexible way, but I agree it takes some time to build it.

Bye,
shevek

/***Use gcc to compile***Don't mind the warning/

 int*a,k   ,v[9];int*main   (){int   i,j,s=1,   x,z   ,c[
]={1,4,7,4,3,4,5,4   ,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;j
 <8;   j++){z=v[ c[j ]];k|=z==v [c[
 j]-   c[j+8]]&(  z&&(v[ c[j]+c  [j+
8]]==z));;;}}printf("   %d   won\n",-   s*k   );}

/***Tic-tac-toe.use 1-9 to play/



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Re: Just an inspiration I had suddenly

2000-03-07 Thread shevek

On Thu, 2 Mar 2000, Nestor Soriano wrote:

> It is only me who thinks that we need with some urgence a C or BASIC
> compiler with the same integrated interface of Compass??

Perhaps I am the only one, but really prefer the unix way, where all is
separated, so you can use your own editor with any programming language
and you don't have to learn the editor commands that come with the
integrated environment.

Bye,
shevek



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and put "unsubscribe msx [EMAIL PROTECTED]" (without the quotes) in
the body (not the subject) of the message.
Problems? contact [EMAIL PROTECTED]
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 The MSX IRC channel: #MSX on Undernet




Re: No interrupts? (coding question)

2000-01-06 Thread shevek

On Wed, 5 Jan 2000, Laurens Holst wrote:

> > > You can turn off the interrupts in VDP also, but this does not
> > >interrupt IRQs from another devices (assuming there is strange hardware
> > >connected in your machine).
> >
> > I think this is what I'm searching for... Could you provide me with more
> > information about that?
> 
> I don't know exactly... take a look at the v9958 (or v9938) specs... in
> registers 0 and 1 there should be three bits called IE0, IE1 and IE2. Those
> can enable/disable the interrupts. One of them represents the line-interrupt
> (I think IE2), one represents the light pen interrupt (I think IE1), and one
> represents the 'normal' interrupt (I think IE0).
> 
> Complement that one to disable the VDP interrupts.

The lightpen one is in register 0, bit 4. No matter what you set it to,
the lighpen will never give an interrupt on the MSX, since the lightpen is
not connected to the VDP. In register 1, bit 5 (IIRC), is the vertical
scanning interrupt flag. It controls if the VDP gives an interrupt every
time the screen has been built (when it starts with the lower border).
This is the usual interrupt which you might want to disable. There is one
last one, I thought it was in register 8 or 9, for the horizontal scanning
interrupt. If you set that right, the VDP gives interrupts when it starts
with the building of the line set in register &H18 (vdp(&H19) in basic).
Normally it is set to no interrupts, but it is very useful for
split-screen things.

Bye,
shevek

/***Use gcc to compile***Don't mind the warning/

 int*a,k   ,v[9];int*main   (){int   i,j,s=1,   x,z   ,c[
]={1,4,7,4,3,4,5,4   ,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;j
 <8;   j++){z=v[ c[j ]];k|=z==v [c[
 j]-   c[j+8]]&(  z&&(v[ c[j]+c  [j+
8]]==z));;;}}printf("   %d   won\n",-   s*k   );}

/***Tic-tac-toe.use 1-9 to play/



MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED] and put
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Re: Piping

1999-12-02 Thread shevek

On Wed, 1 Dec 1999, Adriano Camargo Rodrigues da Cunha wrote:

> > If you think that spawning many processes for a pipe is a waste of resources 
> > on low-end systems like MSX you should use the temporary file approach, just 
> > like MSXDOS and MS-DOS do.
> 
>   Yeah, I could, but it's not the right way (and it's t
> dirty...), since the pipe() system call exists in UZIX kernel.

For a unix system like uzix, the MS-DOS method is totally useless, indeed.

>   Last night I tried my first implementation of pipes in sash (UZIX
> default shell). I tried only with one pipe.
>   My algorithm is:
> 
>   1. put arguments from prompt into char *argv[]
>   2. check for the pipe symbol ("|")
>   3. if not found pipe symbol, run as a single executable file
>   4. pipe(pipe_fd) (result: pipe_fd[0]=read, pipe_fd[1]=write)
>   5. first fork:
>   close(pipe_fd[0])
>   close(1)
>   dup2(pipe_fd[1], 1)
>   argv = all arguments before the pipe symbol
>   execute(argv[0])
>   6. second fork:
>   close(pipe_fd[1])
>   close(0)
>   dup2(pipe_fd[0], 0)
>   argv = all arguments after the pipe symbol
>   execute(argv[0])
>   7. [wait for all processes to terminate? only last one?]
>   7. return to prompt

This sounds ok. I presume that process 1 and process 2 are running
simultaniously and are put to sleep when they ask for data that isn't
there yet? If not, that is a problem.

>   Well, it works for the cat/more pair. Doing a cat fudeba.txt |
> more works. But it doesn't work for the ls/more pair. System hangs after
> displaying the last file in directory (NOTE: system doesn't crash, just
> all processes goes to sleep mode).

Did you think of sending a wake-up signal to the process waiting for data
when there is put data in the buffer after is was empty?

>   Another question is: shouldn't shell wait for all processes to
> terminate? Or just for the last process?

I should say both, since the first can still receive input when the last
died. But most of the time it doesn't matter, since when the last process
dies, the first will recieve a "broken pipe" signal for any output it
sends.

>   By the way, the pipe() syscall implementation is (well, seems to
> be) right, since 'man' works (and it uses a pipe to 'more' to display
> manual pages).

It sounds like the process isn't awakened. If that is so, only the pipes
that do not block the second process work. So if the data flow is not
enough, it doesn't work.

Bye,
shevek

/***Use gcc to compile***Don't mind the warning/

 int*a,k   ,v[9];int*main   (){int   i,j,s=1,   x,z   ,c[
]={1,4,7,4,3,4,5,4   ,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;j
 <8;   j++){z=v[ c[j ]];k|=z==v [c[
 j]-   c[j+8]]&(  z&&(v[ c[j]+c  [j+
8]]==z));;;}}printf("   %d   won\n",-   s*k   );}

/***Tic-tac-toe.use 1-9 to play/



MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED] and put
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RE: Piping

1999-11-25 Thread shevek

On Thu, 25 Nov 1999, Boon, Eric wrote:

>   [Howto]
> > cat fudeba.txt | head 20 | tail 10 | less
> 
> I know for sure (i.e. 95% ;-)) that Messy DOS uses temporary files in this
> case...
> (so actaully does something like:
>cat fudeba.txt > tmp001
>head -20 tmp001 > tmp002; del tmp001
>tail -10 tmp002 > tmp003; del tmp002
>less tmp003; del tmp003
> (DOS might even postpone the deletion of the tmp... files to the end!))

This is correct. Unix uses a much more flexible approach. It uses a
buffer, that is filled by the first process and emptied by the second. If
the buffer is full, the first process blocks (stops executing), until
there is some space. If the buffer is empty, the second process is put to
sleep. This way, there is no problem when the piped data is much (like an
endless pipe, for which in DOS the second process would never be
executed). That is why it is not considered a waste of resources.

I hope you understand it.
Bye,
shevek

/***Use gcc to compile***Don't mind the warning/

 int*a,k   ,v[9];int*main   (){int   i,j,s=1,   x,z   ,c[
]={1,4,7,4,3,4,5,4   ,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;j
 <8;   j++){z=v[ c[j ]];k|=z==v [c[
 j]-   c[j+8]]&(  z&&(v[ c[j]+c  [j+
8]]==z));;;}}printf("   %d   won\n",-   s*k   );}

/***Tic-tac-toe.use 1-9 to play/



MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED] and put
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RE: LHA-PMA for UNIX released

1999-11-25 Thread shevek

There is a very popular port to pc made by Linus Torvalds. It can be
downloaded via ftp on:
ftp://ftp.kernel.org/pub/linux/kernel/v2.2/linux-2.2.13.tar.gz
For more info on how to use it or how to get a complete system, see
e.g. http://www.linux.org

Sorry, couldn't help it, but I just can't stand incorrect synonyms... PC
is NOT the same as "a computer running Microsoft DOS or Microsoft
Windows"... Just like linux is not very similar to unix, it IS unix. Just
like solaris, freeBSD, HP-UX, irix, etc.

Anyway, you guys probably aren't interested in this, so I'll shut up now.

Bye,
shevek

On Thu, 25 Nov 1999, Frits Hilderink wrote:

> 
> Anyone made a PC port yet ?
> 
> > Hi MSX-ers,
> >
> > I'd like to inform you that LHA-PMA is released.
> > It's LHA UNIX modified so it can extract PMA archives.
> > Now you can unpack PMA files in an instant on your favourite UNIX-like
> > system.

/***Use gcc to compile***Don't mind the warning/

 int*a,k   ,v[9];int*main   (){int   i,j,s=1,   x,z   ,c[
]={1,4,7,4,3,4,5,4   ,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;j
 <8;   j++){z=v[ c[j ]];k|=z==v [c[
 j]-   c[j+8]]&(  z&&(v[ c[j]+c  [j+
8]]==z));;;}}printf("   %d   won\n",-   s*k   );}

/***Tic-tac-toe.use 1-9 to play/



MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED] and put
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Re: Authors for MCCW (MSX Computer & Club magazine on the Web) wanted!

1999-11-22 Thread shevek

On Mon, 22 Nov 1999, Laurens Holst wrote:

> > > underlining **will** do (while waving my hand).
> > 
> > No, it won't.
> 
> No, underlining **will** do! (while waving with my hand again).

No, it won't. And stop waving with that hand like you're some kind of jedi
or something.

> > > ps. I bet no-one understands my wave-hand joke... *sigh*...
> > 
> > :P
> 
> Okay one smart (?) person here.

Nah, I just saw the movie

Bye,
shevek

/***Use gcc to compile***Don't mind the warning/

 int*a,k   ,v[9];int*main   (){int   i,j,s=1,   x,z   ,c[
]={1,4,7,4,3,4,5,4   ,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;j
 <8;   j++){z=v[ c[j ]];k|=z==v [c[
 j]-   c[j+8]]&(  z&&(v[ c[j]+c  [j+
8]]==z));;;}}printf("   %d   won\n",-   s*k   );}

/***Tic-tac-toe.use 1-9 to play/



MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED] and put
in the body (not subject) "unsubscribe msx [EMAIL PROTECTED]" (without the
quotes :-) Problems? contact [EMAIL PROTECTED] (www.stack.nl/~wiebe/mailinglist/)




Re: Wanted: Writers for FutureDisk

1999-11-22 Thread shevek

On Mon, 22 Nov 1999, David Heremans wrote:

> > ~Grauw
> > 
> > ps. my nick is Grauw, the ~ means something like "bye".
> > 
> 
> Actually '~grauw'  means 'the homedirectory of the user with logon-id
> grauw'

Only when you're on a unix system. ~grauw is just a virtual character on
the internet, not limited to an operating system. So the ~ means whatever
he wants it to mean...

Bye,
shevek

/***Use gcc to compile***Don't mind the warning/

 int*a,k   ,v[9];int*main   (){int   i,j,s=1,   x,z   ,c[
]={1,4,7,4,3,4,5,4   ,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;j
 <8;   j++){z=v[ c[j ]];k|=z==v [c[
 j]-   c[j+8]]&(  z&&(v[ c[j]+c  [j+
8]]==z));;;}}printf("   %d   won\n",-   s*k   );}

/***Tic-tac-toe.use 1-9 to play/



MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED] and put
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quotes :-) Problems? contact [EMAIL PROTECTED] (www.stack.nl/~wiebe/mailinglist/)




Re: Authors for MCCW (MSX Computer & Club magazine on the Web) wanted!

1999-11-22 Thread shevek

On Mon, 22 Nov 1999, Laurens Holst wrote:

> underlining **will** do (while waving my hand).

No, it won't.

> ps. I bet no-one understands my wave-hand joke... *sigh*...

:P

Bye,
shevek

ps: I don't really have an opinion about the discussed topics, so I don't
reply to it... sorry

/***Use gcc to compile***Don't mind the warning/

 int*a,k   ,v[9];int*main   (){int   i,j,s=1,   x,z   ,c[
]={1,4,7,4,3,4,5,4   ,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;j
 <8;   j++){z=v[ c[j ]];k|=z==v [c[
 j]-   c[j+8]]&(  z&&(v[ c[j]+c  [j+
8]]==z));;;}}printf("   %d   won\n",-   s*k   );}

/***Tic-tac-toe.use 1-9 to play/



MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED] and put
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Re: PMA

1999-11-09 Thread shevek

On Tue, 9 Nov 1999, Maarten ter Huurne wrote:

> > What I'm _really_ after is a Linux util to decompress PMA's.
> I prefer option 2. I already added "-pm0-" support, but "-pm2-" support is a
> lot harder. The main problem is that I'm not that experienced with C. Help
> is appreciated.

I can help you there. If you have the packing format specs of PMA, I could
as well write a whole new unpacker/packer for unix. Just let me know what
you need/what you have.

Bye,
shevek

/***Use gcc to compile***Don't mind the warning/

 int*a,k   ,v[9];int*main   (){int   i,j,s=1,   x,z   ,c[
]={1,4,7,4,3,4,5,4   ,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;j
 <8;   j++){z=v[ c[j ]];k|=z==v [c[
 j]-   c[j+8]]&(  z&&(v[ c[j]+c  [j+
8]]==z));;;}}printf("   %d   won\n",-   s*k   );}

/***Tic-tac-toe.use 1-9 to play/



MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED] and put
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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;   j<8   ;++j){ z=v[c[j]];k|=z ==v
 [c[   j]-   c[j+8]  ]&(v[c [j]+c[  j+8
]]==z&&z);   ;}}printf("   %d   won\n",-   s*k   );}

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



MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED] and put
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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;   j<8   ;++j){ z=v[c[j]];k|=z ==v
 [c[   j]-   c[j+8]  ]&(v[c [j]+c[  j+8
]]==z&&z);   ;}}printf("   %d   won\n",-   s*k   );}

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



MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED] and put
in the body (not subject) "unsubscribe msx [EMAIL PROTECTED]" (without the
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Re: Speed difference between disk formatted on PC and MSX

1999-04-20 Thread shevek

On Tue, 20 Apr 1999 [EMAIL PROTECTED] wrote:

> What the threat was about is that when you format a disk, the 
> formatting program decides the number of bytes per gap. MSX diskROMs 
> seem to use more bytes per gap than PCs. Then we started wondering 
> what difference this makes.

Indeed. But I didn't reply to that. Never mind.

> So this is your long-awaited new signature?

Indeed. Do you like it?

/Use_gcc_to_compile/

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

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



MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED] and put
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Re: Speed difference between disk formatted on PC and MSX

1999-04-20 Thread shevek

On Tue, 20 Apr 1999 [EMAIL PROTECTED] wrote:

> shevek wrote:

:)

> 
> > > Shevek wrote:
> > 
> >  Even mailers don't understand my name doesn't start with a capital :(
> 
> It was not my mailer, I typed that sentence myself. I thought all 
> names start with capitals, simply because that is the convention for 
> names. Why do you want yours with a lower case first letter?

The name shevek comes from a book (the dispossessed by Ursula LeGuin). It
is the name of a character there. It's about an anarchistic (but
organised) planet. Because I would like to live in such a world and
because he's pretty much like me anyway, I chose it to be my nickname.
They have a different language and the names are generated by computer. My
own interpretation is that the silly capital/non-capital-thing was removed
as well, since the language was designed by people.
There is someone else on the net I know of called Shevek. He's a coder,
too. Like this there still is a difference between us (I'm sure there are
more differences :) )
Anyway, this is pretty off topic, so I'll start my real reply now ;)

> > > >I think it is the same reason as putting the boot sector on the outside of
> > > >the disk (the widest circle). There is more magnetic space reserved for
> > > >the sector, so it will be more secure.
> > > 
> > > That's not true. A bigger gap doesn't mean the bytes inside sector get more
> > > space, it only means they are surrounded by more space.
> > 
> > Strange. I always thought of it as very logical that cd's have their first
> > track on the inside:safer against (physical) damage. and disks have it on
> > the outside: safer against magnetic damage.
> 
> The part about inner/outer circle position may be true. It sounds 
> logical to me anyway.
> I was saying that the analogy with gaps was not correct. A gap 
> contains bytes just like sectors do, altough the values of the bytes are 
> not used to store data. Making gaps bigger doesn't change the amount 
> of magnetic disk surface reserved for one byte.

The gaps will be larger, but sectors will be larger as well. The whole
track is scaled. It makes sense to me, anyway.

/Use_gcc_to_compile/

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

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



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Re: Speed difference between disk formatted on PC and MSX

1999-04-19 Thread shevek

On Fri, 16 Apr 1999, Maarten ter Huurne wrote:

> Shevek wrote:

 Even mailers don't understand my name doesn't start with a capital :(

> >I think it is the same reason as putting the boot sector on the outside of
> >the disk (the widest circle). There is more magnetic space reserved for
> >the sector, so it will be more secure.
> 
> That's not true. A bigger gap doesn't mean the bytes inside sector get more
> space, it only means they are surrounded by more space.

Strange. I always thought of it as very logical that cd's have their first
track on the inside:safer against (physical) damage. and disks have it on
the outside: safer against magnetic damage. But the last argument doesn't
seem to work, then. In that case I would expect it to be on the inside of
the disk against physical damage, like on a cd...

Does anyone know the reason for putting it on the outside? Or did they
just choose something?

Bye,
shevek

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Re: Re[2]: Speed difference between disk formatted on PC and MSX

1999-04-16 Thread shevek

On Fri, 16 Apr 1999 [EMAIL PROTECTED] wrote:

> [interleaving]
> 
> > If I remember correctly,
> > there exists some kind of japanese copy program which can analyze the track
> > for you. Though, I do not remember its name.
> 
> I believe it was 'Formula'; works on tR only, though.
> The perfect tool to analyze copy-protections :-)

I know of a program called formula that can do this indeed. It uses direct
fdc access, so it does not work on eg the philips nms8245. It works fine
on the nms8250, though.

Bye,
shevek

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Re: Speed difference between disk formatted on PC and MSX

1999-04-16 Thread shevek

On Thu, 15 Apr 1999, Adriano Camargo Rodrigues da Cunha wrote:

> 
>   Erik,
> 
> > when the gap size is too small (and he is on a pc formatted disk) he
> > sometimes have to make a complete rotation for the next sector
> 
>   But with a small gap do I gain more disk space, don't I?
>   If not, what is the advantage of having a small gap if, in some
> cases (as this one), it slow down the reading speed of the disk?

I think it is the same reason as putting the boot sector on the outside of
the disk (the widest circle). There is more magnetic space reserved for
the sector, so it will be more secure.

Manuel: Interleaving is putting the sectors of a disk in a strange order,
and not linear. This is good for computers that take long to write the
data to the memory. If the gap is passed already, it is not in the sector
it needs, so it doesn't need to wait a full cycle. This is indeed part of
the standard, so all MS(X)-DOS disks will work fine with interleaved
settings.

Bye,
shevek

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Re: New MSX Emulator

1999-04-05 Thread shevek

On Sat, 3 Apr 1999, TFH wrote:

> Again there is a new PC Emulator for the PC-Platform.
   ^^

Hmm... Sounds like a great debugging tool... But why post it here?

*grin*

Bye,
shevek (I'm not blond, I only act like it)

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Re: mapperports - megademo :)

1999-03-31 Thread shevek

On Mon, 29 Mar 1999, Maarten ter Huurne wrote:

> At 03:43 PM 3/29/99 +0200, you wrote:
> 
> >> Besides, what kind of program would leave the mapper in a different state
> >> than when it was started?
> >
> >I am busy on a muli-tasking system that cuts programs off on the
> >interrupt. It is very well possible that one program sets the mappers is
> >some state and when an other program is called, it's memory-status will be
> >saved. Therefor I need a way to read all settings:slots, subslots and
> >mappers.
> 
> You don't have to _read_ them, you have to _know_ them!
> It must be clear by now that remembering what you write to the mapper ports
> is a reliable way of knowing the mapper settings, unlike reading the ports.

Not at all reliable. I don't know what all programs do with it. If they
are programmed correctly according to the rules I make for the operating
system, it will be ok. But I designed it in a way that all currently
existing programs that don't use the bios will probably work fine. And I
really don't know when they switch... But I think there is a (very slow)
way of checking it by only writing to the ports. You need to switch a bit
for that, though, so you cannot "read" all 4 mapper-states that way.

Bye,
shevek

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Re: mapperports - megademo :)

1999-03-31 Thread shevek

On Mon, 29 Mar 1999, Maarten ter Huurne wrote:

> At 03:35 PM 3/29/99 +0200, shevek wrote:
> 
> >Is it useful to know if there is a mapper if you don't know where it is?
> 
> No, it isn't. ("where" = "slot")
> To check the presence of the mapper, you don't have to read the mapper
> ports. Just like you can detect a megaRAM, although the megaRAM mapper
> cannot be read.
> On any slot containing RAM, you use the "count pages" algorithm. If you get
> "1" as a result, it is either no mapper or a 1-page mapper (makes no
> difference in use).

Not at all. It is the same difference as between 64kB fixed memory and a
64kB mapper. A 16kB mapper can be switched in any page. No mapper is fixed
address.

Bye,
shevek

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Re: mapperports - megademo :)

1999-03-30 Thread shevek

On Mon, 29 Mar 1999, Alex Wulms wrote:

> ] A very good initiative.
> ] 
> ] > *memorymapped RAM is optional for MSX2
> ] 
> ] > *The size of a memorymapper is at least 64kB (four pages of 16kB)
> ] 
> ] I don't agree with this. Although all mappers are at least 64kB, I don't
> ] see any reason for demanding it to be.
> Huh? You don't agree with the official specification of the MSX2 system? That 
> sounds rather strange to me ;-)

Is it? Hmm... In that case, I must admit it will be ok to demand this

Bye,
shevek

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Re: Betr.:: Re: mapperports - megademo :)

1999-03-29 Thread shevek

On Mon, 29 Mar 1999 [EMAIL PROTECTED] wrote:

> [Mappers]
> 
> > I have a little idea:
> > What if someone writes a mapper support driver for DOS1? Shouldn't be too
> > hard. Programs could even install such a driver themselves so that they
> > can switch the mapper using a single interface.
> 
> Ehm... I thought MemMan was just that. A mapper support driver for
> DOS1 and 2...

I think what he meant is adapting dos1 in a way so that it can use
dos2 mapper routines. That would be useful, since you don't need dos2 than
for good mappersupport.

Bye,
shevek

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Re: mapperports - megademo :)

1999-03-29 Thread shevek

On Sat, 27 Mar 1999, Maarten ter Huurne wrote:

> Besides, what kind of program would leave the mapper in a different state
> than when it was started?

I am busy on a muli-tasking system that cuts programs off on the
interrupt. It is very well possible that one program sets the mappers is
some state and when an other program is called, it's memory-status will be
saved. Therefor I need a way to read all settings:slots, subslots and
mappers.

Bye,
shevek

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Re: mapperports - megademo :)

1999-03-29 Thread shevek

On Sat, 27 Mar 1999, Jon De Schrijder wrote:

> Can you all agree with the following?
> It is important for both MSX software- and hardware-developers that we
> all can come to an agreement.
> Probably there are still memorymappers procuded nowadays and also
> software depending on these.

A very good initiative.

> *memorymapped RAM is optional for MSX2

> *The size of a memorymapper is at least 64kB (four pages of 16kB)

I don't agree with this. Although all mappers are at least 64kB, I don't
see any reason for demanding it to be. It can be any size which is a
multiple of 16kB. I think we should not even define that it must have a
number of pages which is a power of 2. It may happen somebody wants to
make a mapper of 48kB or something as a test. I think it should work on
every MSX, the only problem is you cannot read the mappersize from the
port, but that can be done in a different way anyway.

> *There can be more than one memorymapper in an MSX2 or higher.

Agreed

> *Mapperports are of course writeable. It is not required for the mapper
> to store all written bits. Storing more bits than are actually used by
> the mapper is not illegal. (see the Philips MSX with 4 bit-mapper and
> only 64kB RAM connected)

Agreed

> *When powering up the system, the bios should initialize the mapperports
> by writing the apropriate values to it.

I think we could as well state the standard here: They will be filled with
3,2,1,0 for page 0,1,2 and 3 respectively.

> *Mapperports may be read. However, the returned information is limited
> (see below)
> 
> *The read-out mechanism of a mapper should comply with the the
> following: when reading a mapperport the last written BITS should be
> returned. So only the bits that were actually stored when the mapperport
> was written, should be outputted on the databus. The other bits of the
> databus should remain in a high-impedance state.

Hmm... Why not make them undefined? This is easier for the
hardware-designer and doesn't matter for the software-designer, since the
mappersize cannot be read from it anyway.

> As a result of this the following things are true:
> -There occur no short-circuits on the databus; or a databit is not
> controlled at all (high-imped) or it is controlled by one or more
> mappers at the same time; in that case all mappers return the same
> databit (the databit that they stored when the mapperport was written)
> (Note also the fact that it is no problem when there exists a small
> delay between the several mappers when outputting their data, because
> the 'slow' outputs will still be in a high-impedance state and will not
> affect the 'fast' outputs.)
> -It is possible that databits not controlled by any mapper return random
> bits. There is no reason to assume these bits to be 1 or 0.

There is. High impedance means 1, since MSX pulls it's databus up.

> -Since all valid memory mappers contains at least 4 mapperblocks, at
> least 2 bits are used for the mapperports. When writing data to a
> mapperport, the two least significant bits can always be read back.
> (useful to check if there is a memory mapper present in the system)

Is it useful to know if there is a mapper if you don't know where it is? I
think it could also be useful to have a mapper of only 1 page.

Bye,
shevek

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Re: 64K VRAM?

1999-03-29 Thread shevek

On Thu, 25 Mar 1999, Ricardo Jurczyk Pinheiro wrote:

> At 13:19 24/03/99 +0100, you wrote:
> >MSX and DMA??? Seems quite impossible to me...
> >Isn't it?
> 
> Nope dudez, I've heard a lot about these possibilities, of MSX and
> DMA... Of course, rebuilding the computer and peripherals. But I don't know
> hardware enough to talk about.

I would expect the hardware to use the busreq-pin on the z80. But is that
one actually in the cartridge-slot?

Bye,
shevek

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Re: MegaRAM

1999-03-29 Thread shevek

On Thu, 25 Mar 1999, Marco Antonio Simon dal Poz wrote:

> > PLEEZ MAN!!!
> > English...
> 
> Ok! Next time it will be a private e-mail.
> 
> But take it easy! Some time ago (2 years) many people answered e-mails in
> dutch, and I never complained about it!

Dutch people did...

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Re: Problems when changing stack

1999-03-25 Thread shevek

On Wed, 24 Mar 1999, Nestor Soriano wrote:

> ld (SAVESP),sp
> ld sp,NEWSP+100
> push all
> .
> . (changes slot and segment on page 2, do stuff and restores old status)
> .
> pop all
> ld sp,(SAVESP)
> jp old interrupt hook
> 
> SAVESP: dw 0
> NEWSP:  ds 100
> 
> Well, a program executing such code causes the system to crash when any
> other program is executed. Someone knows where is the problem?

You had some hints of what the problem most probably could be. I give you
one more, but I don't think you made this mistake: push all and pop all
must be in reversed order, this is correctly done?

Most probably you get an interrupt while your routine is working. If that
happens only once, the system will hang. You can switch them off with
vdp(1), so you're sure there'll be really no interrupts, even if some
routine might switch them on. This is not really safe, though, since other
devices might give interrupts as well, like the gfx9000. So just make sure
they're not switched on is the safest.
If you disable the bios, don't forget to read vdp status register 0 to
reset the interrupt.

Bye,
shevek

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Re: page 1 diskloading (was: 64K VRAM?)

1999-03-24 Thread shevek

On Wed, 24 Mar 1999, Jon De Schrijder wrote:

> But this routine is only provided in MSX-DOS(2) environment; when in
> BASIC, a RET instruction is placed at #F36E.  So: disktransfer in page1 in
> BASIC is probably not possible (or perhaps the F37D entry temporarily
> changes the #F36E hook; didn't test it); This is logical: BASIC ROM is
> normally selected in page 1.

It is not that logical. I want to make a program that is started from
basic but switches ram to page 1. Than calling the diskrom on f37d with
dma in page 1 would be useful. Until now, I always avoided it, but I would
like to know if it would work on every MSX. If so, I could just as well
use it...

Bye,
shevek

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Re: 64K VRAM?

1999-03-24 Thread shevek

On Wed, 24 Mar 1999, Laurens Holst wrote:

> MSX and DMA??? Seems quite impossible to me...
> 
> Isn't it?

Ehm... well, in the BDOS specs the term DMA-address is used for the start
address of disk-actions (read-write). This is NOT the same as DMA on
PC's...

Bye,
shevek

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Re: Discdrive

1999-03-23 Thread shevek

On Tue, 23 Mar 1999 [EMAIL PROTECTED] wrote:

> - can you put a normal doublesided drive in a nms8245?

Yes

> - And where can I get one..??

Any elektronics shop

You probably wonder how to do this... simple:
read the FAQ:www.faq.msxnet.org

Bye,
shevek



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Re: 64K VRAM?

1999-03-23 Thread shevek

On Mon, 22 Mar 1999, Marco Antonio Simon dal Poz wrote:

> On Mon, 22 Mar 1999, shevek wrote:
> 
> > On Mon, 22 Mar 1999, Marco Antonio Simon dal Poz wrote:
> > 
> > > For the most part of diskroms, DMA can be in page 1, because they have
> > > access to FDC through addresses 7FF8h-7FFCh and also BFF8h-BFFCh, and they
> > > transfer a small routine to F1BFh (or something like that) that allows a
> > > disk transfer to happen in page 1.
> > 
> > Is that MSX-standard or just the case on many MSXs?
> 
> The standard doesn't say anything about the method that the diskrom should
> use. So, it's just the case on many MSXs. The standard only says that the
> interface should use memory addresses to transfer data between CPU and
> FDC.

Ok, but this means that using DMA in page 1 is against MSX standard, or
not?

Bye,
shevek



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Re: 64K VRAM?

1999-03-22 Thread shevek

On Mon, 22 Mar 1999, Marco Antonio Simon dal Poz wrote:

> For the most part of diskroms, DMA can be in page 1, because they have
> access to FDC through addresses 7FF8h-7FFCh and also BFF8h-BFFCh, and they
> transfer a small routine to F1BFh (or something like that) that allows a
> disk transfer to happen in page 1.

Is that MSX-standard or just the case on many MSXs?

Bye,
shevek



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Re: mapperports (was MegaRAM)

1999-03-22 Thread shevek

On Sun, 21 Mar 1999, Erik wrote:

> So that rumor is solved , you are allowed to read them.
> The only problem is that the unused bit's of the registers can return
> unexpected data.( always 1 or 0 or the data you did write to it or maybe crap)
> You first have to calculate the amount of memory and the number of used bit's.
> If you have done this you can use this information to mask the return data of the
> registers.

The only thing you need to expect is that writing the data you read from
the mapperport will set it back to the state it was in when you read it.
All other info about the mapper can be obtained by writing to the port and
reading and writing the memory.

> You also have to take care that some people  have more then 1 mapper (however this
> is
> technically not allowed , but who cares)

Not allowed? Hmm, didn't know that. Well, many people have it anyway, so
it better be supported, I guess...

Bye,
shevek



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Re: 64K VRAM?

1999-03-22 Thread shevek

On Fri, 19 Mar 1999, Laurens Holst wrote:

> What if you want to load code (in Dos) from # using the BDos-routines???
> Yup, right, you load it in #4000 and then switch it to #.

I never tried, but as far as I know the DMA can never be in page 1, since
that is where the disk-rom is switched during the actual reading
process... You can load it to #8000, of course :-)

Bye,
shevek



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Re: R: LOG(x) BASIC function

1999-03-22 Thread shevek

On Fri, 19 Mar 1999, Stefano Fronteddu wrote:

> Taylors rule says that 
> 
> log (1+x) = x - x^2/2 + x^3/3 +  + (x^(2n+1)) / (2n+1)!
> 
> so
> 
> log x = (x-1) - (x-1)^2/2 + ... +(-1)^n-1 * ((x-1)^n) / n

This is correct, but remember that this is an approximation near x=0 (in
the original form), so if you want to know log(100), it will have a large
error. For more correct values over the whole interval (you need to
specify one, preferribly not being infinitely long), there are other ways
that take longer for each step, but come much closer to the desired
function if x is large.

Bye,
shevek



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Re: MegaRAM

1999-03-22 Thread shevek

On Fri, 19 Mar 1999, Alex Wulms wrote:

> So, the MSX specifications got 
> changed and from that moment on, it was not allowed anymore to read the 
> mapper registers.

Do you mean it is not allowed to read them at all, or just not to see what
size the mapper has? I made some mapper management routines, that
determine how big the mapper is in a perfectly compatible way, also with
multiple differently sized mappers plugged in, but it also contains
routines that read the mapper, since I don't expect all programs to use my
routines (which make them much more compatible with old software than
DOS2...)

Bye,
shevek



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Re: MegaRAM

1999-03-18 Thread shevek

On Thu, 18 Mar 1999, Erik wrote:

> the NMS8220 does have a mapper, and the mapper is 128Kb wide , but only
> 64Kb of
> ramis used.

What do you mean with that? It has 64kB, but reacts as 128kB? so:
out(&Hfe),0:?inp(&Hfe)
would return &b1000 in stead of &b1100? That would be against
MSX-standard! I must be misunderstanding you, I think...

Bye,
shevek



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Re: LOG(x) BASIC function

1999-03-18 Thread shevek

On Thu, 18 Mar 1999, Patriek Lesparre wrote:

> Hi all,
> 
> I was wondering how BASIC calculates LOG(x). Does it use a look-up table
> (would require massive amounts of memory), some sort of algorithm (would
> require massive amounts of CPU time), or some mixed method?
> 
> I'm trying to speed up multiplication and division (in machinecode) by
> using the following:
> log(x) + log(y) = log(x*y)
> log(x) - log(y) = log(x/y)
> 
> I calculated I'd need about 96kB for a look-up table with reasonable
> accuracy. Because log(256*256)=4.8164 I'd need 48164 x 2 bytes.
> 
> Although I don't mind wasting that much memory, there has to be a smarter
> way...

There is, though it's slower, of course. I believe the usual way
calculators do it is with an aproximation curve. If you ask for the log,
it gives you the result of a function (usually a polynome) which looks
very much like a log. You could use the taylor-series, which can be
calculated quite quick, but is not a very good approximation. I don't know
the taylor-series by heart, but I could look it up. In case you want to
start programming, it will be of the form:
y=a+bx+cx^2+dx^3+
If i'm working on it anyway, I could find a more optimal way of choosing
the parameters. If you tell me on what range you want to use it, I could
optimize it for you. A faster way is to have a small lookup table and
expect the parts in between to be lineair. It shouldn't be very slow to
calculate that. Than you can make your own desicion how much memory you
want to spend on it (96kB is really too much, I think...)

I hope this helped,

Bye,
shevek



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Re: 64K VRAM?

1999-03-18 Thread shevek

On Thu, 18 Mar 1999, Marco Antonio Simon dal Poz wrote:

> Is there a program that takes profit of the 64kb memory mapped?

There once was a basic-database that used the mapper. I guess it worked
with 64kB as well... Most flexible memory programs do, I think. The memman
filecopier BK does... I wrote some string management routines that use all
memory it finds in page 2 and 1 page in page 1, so that would also be of
more use when it has a mapper. I think there are many other programs.

Bye,
shevek

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Re: 64K VRAM?

1999-03-17 Thread shevek

On Wed, 17 Mar 1999, Marco Antonio Simon dal Poz wrote:

> How can 64kb of RAM be memory mapper? Memory Mapper with only 4 memory
> blocks is a bit unuseful!

Not at all. With a mapper every 16kB page can be switched on , 4000,
8000 or C000. This is useful for example when you want to use a lot of
memory under BASIC. You can lift the bottom of your program to C000 (F676
if I remember correctly) and then use page 2 as data-area. With a 64kB
mapper this still gives you 48kB to use, in stead of the 16kB you would
have without a mapper.

Bye,
shevek

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Re: Linux 4 MSX????

1999-03-17 Thread shevek

On Wed, 17 Mar 1999, Ricardo Jurczyk Pinheiro wrote:

> At 22:47 16/03/99 +0100, you wrote:
> >
> >On Tue, 9 Mar 1999, Ricardo Jurczyk Pinheiro wrote:
> >
> >>Well, I'll start a group to develop Linux 4 MSX
> >
> >What? 
> >I'm a linux user too.
> >But it's a pity that our Z80 hasn't multiprocess features.
> 
> Sure, but there isn't any problem to do a multitask Unix system... =)

That is true, but you can't really prevent a crash. What would a
multitsker do against one of its program doing:
DI
LABEL:  JP LABEL
?
With no non-maskeble interrupts (Z80 has them, but MSX doesn't), it is
impossible to get out of the loop, except with a reset... So a multitasker
on MSX probably couldn't even stand a comparison with W95, which imo means
it's really bad

Bye,
shevek

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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

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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

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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: AW: Alest 2

1999-03-08 Thread shevek

On Mon, 8 Mar 1999, Robert Vroemisse wrote:

> Did you know that on the back of the original Aleste 2 box are pictures that
> aren't in the game? There is a picture there of a weapon select screen which
> isn't used at all. Strange isn't it?

I saw the same thing in Konami's Vampire Killer. Probably they did it on
purpose. On the back cover of the box there is a screen shot from level 14
(I think), in which the great key for the end-of-level-door can be seen.
But in the game it is located somewhere else.

Bye,
shevek

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Re: Joynet and BIOS

1999-03-06 Thread shevek

On Fri, 5 Mar 1999, Alex Wulms wrote:

> 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?

I'd say, make them as they are designed: if you need to return a value,
use usr. If not, use cmd.

Bye,
shevek

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Re: Joynet and BIOS

1999-03-06 Thread shevek

On Thu, 4 Mar 1999, Maarten ter Huurne wrote:

> 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.

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.

Bye,
shevek

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Re: MegaRAM (was: cracked 24k ROMs)

1999-03-06 Thread shevek

On Fri, 5 Mar 1999, Alex Wulms wrote:

> ] Why did he used memman? Isn't direct control of the Memory Mapper faster?
> I used memman to make fastcopy compatible with any other memory hungry 
> program that used memman. At the time that I wrote fasctopy 3.0, memman was 
> still a very promising initiative.

It was indeed. The main problem I found is that it cannot properly switch
the memory in page 0 (it can if the standard slot switching routines are
present, but you cannot put them there since you cannot access the memory
(it might not be mapped)), and it can not at all switch the memory in page
3.

Bye,
shevek

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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: MegaRAM (was: cracked 24k ROMs)

1999-03-04 Thread shevek

On Thu, 4 Mar 1999, Marco Antonio Simon dal Poz wrote:

> Why did he used memman? Isn't direct control of the Memory Mapper faster?

Faster indeed. But eigther you only use one mapper, which is a serious
limitation, or you have to search all the memory yourself, which makes it
about just as fast.

I did write my own memory manager, because the one from MST is not really
capable of switching page 0. It was indeed quite a job, though. And I will
have to rewrite it when I make a multi-tasker, so I need to know which
program reserved the memory (so I can unmark it in case of a crash).

Bye,
shevek

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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: Your Opinion

1999-03-04 Thread shevek

On Mon, 1 Mar 1999, jam wrote:

> Hi, Lauren
> 
>  LH> I say just make the memory-requirements higher. All the serious
>  LH> MSX-ers (well almost all) have at least 256k of RAM. And the people
> 
> And what about those Japan users with a MSX2+ machine?
> Note that in Japan, only Turbo-R machines have more than 64KB!

Is this 64kB mapped, or is it fixed on a certain address?

Bye,
shevek

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Re: Joynet and BIOS

1999-03-03 Thread shevek

On Wed, 3 Mar 1999, Laurens Holst wrote:

> Use Dos... :)

Just in case I didn't just mention I don't WANT to use dos, I DON'T!!! OK?

(I'm not really angry, I just want to let you know it is totally out of
the question that I'm using dos)

> ...or...

That sounds better :-)

> 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. :-)

> 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...

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

Bye,
shevek

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Re: Joynet and BIOS

1999-03-02 Thread shevek

On Tue, 2 Mar 1999, Martial BENOIT wrote:

> why don't you use the DOS? I mean you are talking of BDOS, by the way buy
> making the game directly load from DOS prompt, you'll have the DOS and BIOS
> entry in page 0 that is RAM in DOS mode, therefore you just have to modify
> RST38 RAM location so it jump to your own interupt driver, this way you
> still have acces to CALL 0005h for disk rouitnes and still use your
> interupt driver at the same time.
> 
> just copy the data at location RST38 (5 byte if I remember well...) and
> restore the 5 byte when exiting you application.

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...

Bye,

shevek

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Re: Joynet and BIOS

1999-03-02 Thread shevek

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?

Thanks, bye,
shevek

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Joynet and BIOS

1999-03-02 Thread shevek

Hi,

As you might know, I am writing some programs for joynet. While I was
testing something I found out about some problems which are quite
important to other people who want to make programs for it.

The MSX BIOS (at least that of the philips NMS8250 and NMS8245) changes
the values of the joystick connections. Probably it will nopt change if
the strobes are 0 and the A and B outputs are 1, but I am not sure about
this. It is quite important if there is a situation where you can have the
interrupts switched on, so it will be possible to have disk-access. So
please, if anybody knows what the BIOS does with the ports, and if there
are any guaratees about what it doesn't do?

Bye,
shevek

PS: I have some software ready for using the joynet with an asynchronous
protocol. I will put it on my homepage soon. It is freeware.

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

1999-02-23 Thread shevek

On Mon, 22 Feb 1999, Alex Wulms wrote:

> 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.

This is true on a standard MSX with correct devices connected to it. If on
the other hand a device only checks IORQ and not M1, it might put data on
the bus when it is read at interrupt-time (In this mode IORQ and M1 are
both active).

Conclusion: Putting the interrupt vector on [I]fe (I believe the
last bit is set to 0, since a 2-byte address is fetched) should be enough
on a corruct machine, but it is more secure to fill the whole table from
[I]0 to [I]fe, so:

jumptable: equ  &hc000
   ld   a,.high. jumptable
   ld   i,a
   ld   hl,interrupt_routine
   ld   (jumptable),hl
;fill table up
   ld   hl,jumptable
   ld   de,jumptable+2
   ld   bc,&Hfe
   ldir

Bye,
shevek

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Re: MSX tape interface

1999-02-23 Thread shevek

On Tue, 23 Feb 1999, Patrick Kramer wrote:

> Hi,
> 
> Does someone know what is the maximum speed a MSX can accept when reading
> tapes? I mean, if I were to generate perfect FSK (so drop the cassette
> quality problems).
> 
> Or is it possible to skip the FSK part and connect a TTL (or alike) signal
> right BEHIND the FSK decoder in the MSX ?
> This way I could connect it to my PC to download data to the MSX, and leave
> the MSX on forever, connected to my TV and running a database kind of
> application (with data like what I have on video, or an index of all of my
> CD's, maybe even IR controlled)
> 
> Just some of my crazy ideas...

Perhaps this is possible, but it would not be the easiest way. Connecting
MSX to PC is possible via the joystickport(s) or printerport (depends on
the direction of the stream). I heard people are working on a standardized
connection via joynet.

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

Bye,
shevek

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Re: AW: English Snatcher

1999-02-22 Thread shevek

On Mon, 22 Feb 1999, Coen van der Geest wrote:

> Suggestion: what about Shalom, Knightmare 3? I was hooked on Maze of
> Galious and I want to complete the trilogy :-)

Yes! me too!

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Zip

1999-02-22 Thread shevek

Hi,

For this zip-(de)cruncher I'm planning to write, I found out only one
method is used nowadays. I got a file describing a packing method from
Ricardo Jurczyk Pinheiro. I hope it is this one... I didn't get the
pictures with it, by the way. Please send them to me as well. Does anybody
know if just implementing this method would be enough? If not, I will need
the other packing methods as well and in that case it will definitely not
be finished before Tilburg. If this is all, it might.

Bye,
shevek

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Re: disk image formats

1999-02-22 Thread shevek

On Sun, 21 Feb 1999, Alwin Henseler wrote:

> Conclusion:
> -If you want to use DOS1, use one of the standard MSX disk formats 
> (360/720 K)

But is it possible to do what the utility was originally made for? Make
smaller disk-images for games that aren't going to read from higher
sectors anyway. If you just use a normal header-structure (boot, fat 1,
fat 2, dir, data) and it will give a 'disk offline' or something when you
try to read from higher sectors, the program will be very useful. It still
won't be a harddisk emulator, of course.

Bye,
shevek

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Re: NOVAXIS scsi and general questions added! HELP!

1999-02-19 Thread shevek

> What's the story about SCSI terminators?

SCSI has a start and an end. The start assumes the cable to have a certain
impedance, which is the value it would have if the cable is endless. Any
device not being the last should have impedance 0. This is not possible,
but it will be very low. The last device should still look like the cable
is endless, iow the impedance should be the same as that of an infinitely
long cable. That is what a terminator is. It adds this impedance to the
cable. (Which explains the name: it terminates the cable) SCSI systems
are quite stable. I have heard of people putting a terminator on every
device, or none at all, and the system still works. But it should have one
terminater at the end, and none at other places.

I hope this helps.
Bye,
shevek

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Re: Speeding up novaxis SCSI

1999-02-18 Thread shevek

On Wed, 17 Feb 1999, I-ball wrote:

> There is a lot to improve in this rom The man used a lot of JR's instead
> of JP (If no jump is made then JP is faster)

This is not true. JP nn uses 10 T-states. JP cc,nn uses 11. No matter if
there is a jump or not. JR rr uses 11 t-states as well, but JR cc,rr uses
12 if there is a jump, and 7 if no jump is done. Even with twice as many
jumps as non-jumps, JR will be faster.

Bye,
shevek

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Re: AW: AW: AW: msx-ers

1999-02-16 Thread shevek

On Tue, 9 Feb 1999, jam wrote:

> I'll stop 'writing' tag lines if you wish ..

No, don't stop. they're cool!

Bye,
shevek


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Re: NMS8280 HELP !!!

1999-02-11 Thread shevek

On Wed, 11 Feb 1998, Frengo wrote:

> On Tue, 9 Feb 1999 13:28:49 +0100 (MET), shevek wrote:
> 
> >On Sun, 8 Feb 1998, Frengo wrote:
> >
> >> The are more original MSX floppies working today ? :-)
> >
> >I opened my 8245 some time ago. It has a weird connector (1 line of 15
> >pins, or something). It uses normal 3.5" floppies, though.
> 
> Normal 3.5'' Floppies ? Are you sure ?
> I have seen more than one 8245 and they have 730Kb floppy with a non-pc
> connector.

730 kB? what do they look like? Normal floppies fit in mine, anyway. Are
you sure we're talking about the same computer? The connector is indeed
non-pc, that's right. (that's what I said in the first place)

Bye,
shevek

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Re: MSX game: an idea

1999-02-10 Thread shevek

On Wed, 9 Dec 1998 [EMAIL PROTECTED] wrote:

> >Sending the complete map? Not necessary!
> 
> No, just the data of the robots. Which raises the question which data
> a robot should have and which are sent to the other robots:
> Public:
> - Position(of course)
> - alive sign  (so other robots will know whether a robot is still in play)
What also should be sent is the action performed on sqares (attack and
drop), since the other robots have to react to it. If communication is
possible, I would think it better to give it a maximum length, so the
network doesn't get too slow.

> Private:
> - Energy
> 
> Or would it be more fun if all robots would know about each others
> energy level (I see complete hordes of robots turning against the
> weakest :-))
What I would like is having separate energie for:
- shield
- attack
- move
And one main energie type, which can be transferred to (not from) those
types. To make this work, it will be useful that transferred energie
cannot be used in the same turn as it was transferred. Otherwise,
everybody would just have all his/her energie as shield at the end of
every turn, which would make the separation useless.

> >Do you want the program to be the only parameter for the robot, or are there
> >other settings as well? For example, it could be an option to make a robot
> >that receives more damage from attacks, but in return it would move faster.
> 
> That hasn't been discussed, yet. But we assumed each robot could only move
> one square (4-neighbourhood) per turn, so an agility/dexterity trade-off
> is not possible. It could however be possible to divide the available power
> between defence (shield, whatever) and attack power.
With energie separation as stated above, this would make it part of the
program. I think it would make the programming too complex if you have to
choose the hardware as well. I think we all agree on it that the language
should be as simple as possible.

> >About the map: is every square (I assume it uses squares, not hexes or
> >something else) accessible? Or are some squares blocked (obstacles)?
> 
> Squares are fine :-)
> I'd say that all squares are accessible.  What do we do, however with
> dead robots? Are they removed from the field or will they stay as obstacles?
I'd like them to stay, but if anybody has good arguments for removing
them, it's fine with me. I think it would be nice if in a scan, you can't
see if a robot is alive or not.

> >When a robot scans the environment, does it get info like "enemy at (-2,-3),
> >friend at (1,-1)" or does it know which enemies and friends are nearby:
> >"enemy type 1 at (-2,-3), friend type 3 at (1,-1)"?
> 
> Not discussed, yet :-)
> I proposed an inaccurate long range scanner, giving information about a certain
> part of the playing field, which only delivers the number of robots, energy
> packets etc.  Shevek and I worked up a short range scanner, which gives
> detailed information about a small environment surrounding the robot.
I'd say that with short range scanning (looking) you can see also the
ID-number of the robot and its communication at channel "local".

> Team play has not been discussed at all (apart from mentioning it w.r.t.
> the energy packets), so all other robots are of type enemy :-)
I agree.

> > Maybe a robot can even identify individual enemies and friends, to remember
> >"I damaged that one pretty seriously last time I saw it, so now I'll finish
> >him off".
> 
> IMHO that should be left to the robot programmer - the programming language
> for the robots should have the means to do things like that, of course...
This would be possible with the scan mentioned above.

> >When using multiple robots in a team, can they communicate? Cooperation would
> >be much more diverse if communication is allowed. And if they can communicate,
> >are they allowed to send as much info as they want per turn, or only a limited
> >amount?
> 
> I think that team play would be very hard if no communication can take
> place between the robots of the same party.  But, as already stated, team
> play has not been discussed yet. IMHO team playing makes the whole thing
> very complex, and simplicity should be the thing to strive for.  The more
> complex we define the possible behaviour, the complexer our programming
> language will become. That will definitely have an impact on the code size
> of the robot programs _and_ on the code size of the compiler/parser.

There should be a maximum size, if only for the coder of the
robot-language, so he knows the size he must reserve for this purpose.
But how much?

For communication, I suggest the following method:
Every robot can send signals at certain channels:
-local:onl

Re: MSX game: an idea

1999-02-10 Thread shevek

On Mon, 7 Dec 1998, Ricardo Jurczyk Pinheiro wrote:

> At 12:19 06/12/98 +0100, you wrote:
> 
> I think you're forgetting the latency problem. Explaining: All the
> MSXes would be connected by the joystick port, right? So, if you've 16 MSX
> connected, the first MSX would be connected to the second, the second to the
> third... And finally, the sixteenth to the first, so we'll have a 16-MSX ring. 
> 
> Suppose you want to send some signals from the fourth to the
> twientieth computer. So, your packages would be sent through eight
> computers, and you'll spend time sending this file, maybe some seconds.
> Sending a file through a LAN is a matter of time: The faster, the better.
> Into a game, it's a life-and-death problem: Just imagine that you lose a
> game 'cause of network lag. 
Generally speaking, you are right. In this game, it is not the point,
though, since it works in turns. computer 1 never wants to send a package
to computer 4. It only sends the complete playing area to computer 2 and
gets it from computer 16. Therefor, in this case, a ring would be the
perfect architecture.

> So, does anyone has thought about a... switch, like the Ethernet
> switches, mostly common into Beowulf supercomputers, to be used into our
> networked MSXes? I don't think it would be pretty difficult to be done.
Not difficult, perhaps, but how many people do you think will buy one? If
you want a networking standard that is actually used, it need to be REALLY
low-cost. Personally, I wouldn't buy a switch if it would be more
expensive than say 3 english pounds (and I'm sure you can't make it for
that money)...

> And about the game: I don't think 256 computers connected would be a
> great idea... Huge amount of packages running over the LAN, it would be a
> great mess.
I agree. It was just to make clear that the number of robots will not be
one of the limitations.

> ByE!
> 

Bye,
shevek



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Re: My MSX project + protect mode

1999-02-10 Thread shevek

On Sat, 28 Nov 1998, Jun-Sung Kim wrote:

> Date: Sat, 28 Nov 1998 10:33:42 +0900 (KST)
> From: Jun-Sung Kim <[EMAIL PROTECTED]>
> Reply-To: [EMAIL PROTECTED]
> To: [EMAIL PROTECTED]
> Subject: Re: My MSX project + protect mode
> 
> 
> Hi,
> 
>  Lately about the protected mode...
> 
>  If you want to implement it, minimize it.
> The reason that I like MSX, is the full controllability. MSX is a
> PERSONAL Computer, so all results are responsible to the user.
> 
>  Well, it may be also good to prevent the important system area
> being crushed in another point of view. Then I suggest that
> just some memory space can be protected optionally. In AHDL style :),
> 
>  mem_protect = ( A[31] == b"1" ) and not(super);
> 
>  The simplest way! ( I like always "simple" :)
> 
>  By the way, did you fix the memory usage(physical/logical memory
> configurations) and the slot pin assignment? 
> 
>  - Jun.

If you want to make a new memory-configuration, and it should be
multitasking (please, make it linux-like and not windows-like), I have a
tip for you that most pc-programmers will not agree with:
Make it possible to use segments. What I mean is you can set some register
outside the cpu on a value rg and if an address ad is asked by the cpu,
the address that is actually read out is ad+mf*rg, where mf is a
multiplying factor, prefferibly smaller than 64 (use a power of 2 of
course, so you don't actually have to multiply). This makes it possible to
load a program into just about any address, and start it from wherever you
want the origin to be. If you would use standard msx-memory configuration
for multitasking, you would have to use at least 16kB for every task, no
matter how small. It's not too hard to implement, but it makes life much
easier for programmers. (I don't know why pc-programmers always say
segments are the worst thing ever invented...)

Bye,
shevek




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Re: uploaded Split v1.1 (file spitter)

1999-02-10 Thread shevek

On Sat, 30 Jan 1999, Laurens Holst wrote:

> >Quickly after my previous upload, I again uploaded a utilitly I wrote
> >once. It's called "Split" (v1.1), which is a file splitter, that you
> >can use for example to split MegaROM files into single blocks, or
> >easily strip some kind of header of a file.
> >
> >How you determine what files to break into pieces and exactly where,
> >is up to you, there's no file searching or -viewing options in it.
> >But it has almost every thinkable option of how you want files to be
> >divided in smaller pieces. Only 'shortcoming': it needs MSX-DOS 2.
> 
> Dos2 RULEZ!!!
> 
> I was wondering... is there still anybody who hasn't got Dos2??? If not,
> then I could just make utilities Dos2-only... Lot easier than inluding
> (terrible) Dos1-support...
> Oh, I was also wondering who hasn't got a harddisk?
> Ok, I know the MSX-ers on this list are only the real die-hards, so this
> will not be a relyable question for the general MSX-user, but still... I'd
> like to know.
> 
> 
> ~Grauw

I think I will buy some things at Tilburg, but at the moment I
don't have DOS2, nor do I own a harddisk.
I do have a GFX9000, though :)

bye,
shevek
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Re: About Compressing tool and De-compressing tool.

1999-02-10 Thread shevek

Hmm. I'm not going to join the fight about pc's or unix, although
people who know me know my opinion about it (this mail is written in
pine...). Anyway, I found a pc to extract the file, so I have one more
question: The text-files explain very well how archives are made using
zip (thank you, by the way), but one of the parameters is compression
method (which is not very strange). But it doesn't explain what the
numbers mean, it just gives them a name. I heard it is hard to find
this information, but I need it to code a decruncher, since otherwise
it can only decrunch unpacked archives. Does anybody know how many
methods the newest zip-version has, and how they work?

Some time ago, someone asked me about bitmaps (I dont remember who). I
have the complete secifications on my page at the moment:
http://fmf.fwn.rug.nl/~shevek

Bye,
shevek

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Re: Robotz 0.2

1999-02-10 Thread shevek

> >> Syntax: ATCK
> >>
> >> The ATCK command makes the robot attack another robot at a neighbouring
> >> square.
> >
> > What if there is no robot in that square? Is the empty square attacked or
> > is there no attack at all? Since attacking costs a turn, there is a
> > difference.
> 
> IMHO, the empty square should be attacked, regardless of whether the square
> is actually occupied or not and it takes a turn. Question is whether you
> will lose energy attacking an empty square...

I'd say it would result in dropping the energy on the square, so you can
pick it up afterward. This would imply the DROP command becomes obsolete.
This is, IMHO, a good thing. (simlicity)
I don't see any problem in using drop/atck 0 as skip. programs can be up
to 32kB anyway (or 16kB), so that is large. You have room for a routine
that checks it. Provided you have some private variables, that is.

> > Awaiting v0.3... ;)
> 
> Duh.. with your comments being right all the time, wouldn't it be easier if
> _you_ wrote the versions and _I_ be awaiting them? ;-D

*** grin ***

I don't have time for a real reply now, it'll come later...

Bye,
shevek



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Re: IDE driver & documentation

1999-02-10 Thread shevek

Maurizio wrote:
> 
> I'm not a good programmer, i'm doing something in basic and nothing more.
> 
> But i have a question: Why is so difficult to disassemble the dos2 kernel?
> 
> We can dump the bios to use it with an emulator but we can't look into it? why?

It's easy to disassemble and read. Understanding is the hard part. In
assembly, all the commands are so simple, that without the authors
comment, it's very hard to understand. I myself have disassembled the
BIOS and sometimes when I want to know how to access hardware, I read
it. But that is hard. Once even I had my own program screwed up, so all
the labels (names of line numbers and variables) had changed and made no
sense anymore. It was my own program, but stil I hardly understood what
it did.

bye,
shevek


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Re: About Compressing tool and De-compressing tool.

1999-02-10 Thread shevek

On Fri, 15 Jan 1999, Frengo wrote:

> On Thu, 14 Jan 1999 17:20:16 +0100, Manuel Bilderbeek wrote:
> 
> >> > Could someone make a nice ZIP (de)compressor for MSX?
> >> 
> >> Maybe, if I can find the time. Please send me the compressing specs. If it
> >> isn't too hard, It'll be finished before Tilburg.
> >
> >Great! But I don't have the specs. Can't they be found on the web?
> >Anyone else?
> 
> Search on the net Zip & Unzip, a Unix/OS2 clone of PkZip.
> They are free and the source code is available...
> 
> You can try at Hobbes.nmsu.edu 

Hmm. Ok, but I would have to read the code. That takes some time, since I
don't feel like it so much. Doesn't anybody have the method, so I can just
write my own algoritm?

Bye,
shevek



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Re: Turbo-R ?

1999-02-10 Thread shevek

On Mon, 30 Nov 1998, Valery wrote:

> Date: Mon, 30 Nov 1998 10:17:07 +0600
> From: Valery <[EMAIL PROTECTED]>
> Reply-To: [EMAIL PROTECTED]
> To: [EMAIL PROTECTED]
> Subject: Re: Turbo-R ?
> 
> 
> Hi
> 
> >>Because R800 executing DJNZ & JR
> >>instruction another way for calculating destination address
> >
> >I don't think so. R800 can execute all Z80 code in the same way as a real
> >Z80 does.
> >
> 
> 
> Then no sense to put 2 processors
> I take it from Z80 and R800 Assembly/Machine Language Op-code Tables

The reason is that if it would not have a Z80A, it would not be able to
work with correct timing, and therefor may not be called MSX. Since the
R800 can execute all Z80 opcodes, MSX-software usually does work on R800 
(if written correctly, of course)

Bye,
shevek



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PSG

1999-02-10 Thread shevek

Hi,

Last week, I wrote about MSX PSG accessing. On Commodore 64, it is
impossible to read sound registers, so when I saw the same in MSX BASIC, I
thought it was a hardware thing.

I never tried to write to register 14, but if it is not hazardous, that is
only good. I don't see the reason for writing there, though. I have one
question left:

In the tables I have at home, register 7, bit 6 and 7 are said to be port
A/port B, and register 14 bit 6:keyboard. Does anybody know what those
bits do?

Bye,
shevek



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Re: About Compressing tool and De-compressing tool.

1999-02-10 Thread shevek

> Could someone make a nice ZIP (de)compressor for MSX?

Maybe, if I can find the time. Please send me the compressing specs. If it
isn't too hard, It'll be finished before Tilburg.

Bye,
shevek



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Re: BMP format

1999-02-10 Thread shevek

On Tue, 12 Jan 1999, Robert Vroemisse wrote:

>   Does anyone have a BMP to screen 5 converter?

I have the BMP-specs. I'll send them to you if you want. Converting to
screen 5 is quite easy (provided it is a 4 bit per pixel image).

Bye,
shevek



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Re: How to save/load in metal gear?

1999-02-10 Thread shevek

On Mon, 28 Dec 1998, Anne de Raad wrote:

> The original ROM can save to disk and cassette. I think that the 128kB
> diskversion only can save to cassette, just like King's Valley II...
> 
> Greetz,
> 
> Anne de Raad

Save to disk from the original ROM? Please tell me how you do that, my rom
(the cartridge) doesn't seem to have this option.

Bye,
shevek



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Re: Yamaha FM Synthesizer chips...

1999-02-10 Thread Shevek

NYYRIKKI wrote:
> >   Isn't there a JPG file viewer for MSX?
> 
> Yes there are few, thank god. I'm just suprised, that nobody has done one
> for GFX9000. (This is a tip for someone)

Ok, I can do that. If someone can tell me about the JPG-format, that is.
(this is a question for someone)

CU
Shevek


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jpg-format

1999-02-10 Thread shevek

Hi,

As I mentioned before, I want to make a jpeg-viewer for gfx 9000.
But it is really hard to find the used compression method. If anyone
knows the method or has some source code (any language) of a decoder or
encoder? Anything is welcome.

Thanks,
shevek: [EMAIL PROTECTED]


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Re: Memory...

1999-02-10 Thread shevek

On Tue, 12 Jan 1999, J. Lautenbag wrote:

> >In MSX INFO BLAD Hans van Oranje wrote how to use SIMMs as MSX-RAM...
> >So I guess it depends on the price of SIMMs and the parts used...
> >
> >Willem Cazander told me this design was not optimal, but I guess the
> design
> >he was talking about is a little more expensive...
> 
> Are those schematics online somewhere? Or can somebody mail them to me?
> Second hand SIMM's aren't that expensive...

Please put them online. I would like them too.

Bye,
shevek



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Re: How to save/load in metal gear?

1999-02-10 Thread shevek

On Sun, 27 Dec 1998, Alessandro Molina wrote:

> I have 128kb of ram, how can i save with Metal Gear on disk or on a
> tape???
> 
First, press F1 (pause), then to load press F4, to save press F5. This is
saving to tape with the original rom. There is a disk-save version, which
probably works the same, but I haven't seen it myself (tape works fine).

btw. I have checked out a lot about metal gear saves. If anybody is
interested, I could tell you how to create your own saves in any place you
want with any invetory you want etc.

Bye,
shevek



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Re: Yamaha FM Synthesizer chips...

1999-02-10 Thread shevek

Ricardo Jurczyk Pinheiro wrote:
> 
> At 01:27 PM 10/26/98 +0100, you wrote:
> >NYYRIKKI wrote:
> >> >   Isn't there a JPG file viewer for MSX?
> >>
> >> Yes there are few, thank god. I'm just suprised, that nobody has done one
> >> for GFX9000. (This is a tip for someone)
> >
> >Ok, I can do that. If someone can tell me about the JPG-format, that is.
> >(this is a question for someone)
> 
> U can find JPEG specifications in ftp://x2.ouli.fi.
> 
Doesn't work. Are you sure it's the right address?

Bye,
Shevek


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Re: konami game collection roms

1999-02-10 Thread shevek

> >I can't be sure it's the case here, but many games on floppy disks (for MSX
> >systems) don't respect any FAT structure, not directory entries, after all,
> >they aren't obliged to... they don't any MSX-DOS function or access method,
> >they write their proper access mothod, based on a sector read access to the
> >floppy ...
> >You can do same if you want, just write some ASM routine for the boot
> >sector, and sequnetial access to the sectors...


I remember I once disassembled the boot-sector. It was all pretty clear
what it did (It's put into address &Hc000 and executed from, if I
remember right, &Hc01e), except for one thing. When it starts, it saves
the data that is present in DE and A registers. DE is some kind of
address, that is called to if MSXDOS.SYS is not found or something. Does
anybody know what the exact meaning of this data is? It might be useful
when writing a program in the boot-sector that needs to go to basic
afterward, like a menu where you can choose which file you want to
execute, or something.

Bye,
shevek


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Re: Counting

1999-02-10 Thread shevek

[EMAIL PROTECTED] wrote:
> 
> >You're wrong. In English, the ground floor is the first floor.
> >Only in Dutch you start counting at zero! :-)
> 
> _You_ are wrong :-) AFAIK (English, German, Frenchm Dutch), only the English
> start counting at 1, the rest starts from 0...
> 
> Eric

I don't mean to be a wiseguy or anything, but the English do start
counting at 0 (..., second basement, first basement, ground floor, first
floor, ...) Americans are the ones that start at 1 (..., second
basement, first basement, first floor, ...)
So if you see this story:

> ObMSX: In some old MSX Club Magazin was an article about controlling a LEGO
> elevator with the parallel port of the MSX. Controlling _1_ elevator is not
> very difficult - doing that with 2 or more with an intelligent 'delivering
> system' is more fun.  I did it once (software only, not on MSX ;-)) for 3
> elevators, as an excersise in parallel programming... was fun...

They should indeed start at 1, since elevator is an American word. The
English word is lift ;-)

Bye,
shevek


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Re: Repost: Help! Need softools-c

1999-02-10 Thread shevek

On Mon, 25 Jan 1999, Frengo wrote:

> >A good advice is to look at a CP/M ftp site. They might have PC to Z80 cross 
> >compilers as those compilers are usefull to the CP/M community as well.
> 
> A stupid question, but i suppose that programs (if they exist) run on a CP/M  OS 
>only, and not on
> DOS , correct ?
> 
> (I don't have CP/M)

If it's a PC to Z80 cross compiler, it will run on a PC and create code
for Z80. You decide (by choosing your IN and OUT commands, maybe using
calls to system ROM) on what platform it will run. Any Z80-compiler can
create code for any Z80 platform...

Bye,
shevek



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Re: MSX game: an idea

1999-02-10 Thread shevek

 [RobotZ]

> I'll think about the actions myself as well. I hope more people will, so
> we will get a game that a lot of people will like.

Ok, here's an idea:
Every robot is allowed to calculate as much as it wants. It's turn is over
when it performs any of the following actions:
-move (1 step).
-scan
-pass (so you don't have to do something which would cost energie)
-attack
-drop

Attack is to use part of your energie on a square next to you. If there is
a robot there, it will be damaged according to the amount of energie
given. Drop is to drop an energie-packet, so smeone else can pick it up.
Only useful when playing in teams. Moving and scanning should cost energie
as well.
Looking is also possible (only short-range), but I don't think it should
cost you a turn.

Tell me what you think about it. What do you think should be the maximum
scanning range?

Bye,
shevek



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Re: DOS 1/2 support (was: Split v1.1)

1999-02-10 Thread shevek

On Tue, 2 Feb 1999, Manuel Bilderbeek wrote:

> > >Maybe it will even work with only the built-in RAMdisk, without even 
> > >any real drive attached. Does anyone know if this is true?
> > 
> > You mean to boot in BASIC mode, to create RAM disk, to copy MSXDOS2.SYS and
> > COMMAND2.COM on it and CALL SYSTEM? Hum... difficult I think... but anyway
> > I never tried it! ;-)
> 
> I thought CALL SYSTEM can only boot from the A drive? (No matter what the 
> actual drive is.)

No, CALL SYSTEM boots from the actual drive (in DOS 1, at least). This is
pretty annoying if you go to DOS, type B:, go to BASIC and type _SYSTEM,
since MSXDOS.SYS and COMMAND.COM might not be available on the disk in
drive B. I wouldn't know how to set the ramdisk to actual drive in basic,
though...

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



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Re: F1-Spirit

1999-02-10 Thread shevek

Jochen Bilderbeek wrote:
> 
> > >My brother and I finished this game in the 2 player mode but we were
> > >little bit surprised there was no end-demo or something like that.
> > >
> > >When I played it alone I thought there was one but it can also be
> > >"een hersenspinsel" (don't know the English word)
> >
> > You can start the enddemo by entering the password 'MITAIYOENDDEMO'.
> >
> Yes I know that but can't I get an enddemo by finishing al 16
> races???
> 
> > Jasper.
> 
> Greetinx Jochen

You can, but only if you finish the last one in 1 player mode. This is
because in 2 player mode the races are much easier. You finish better if
the other player finishes later... In 1 player mode, it actually counts
your position, so it's harder to finish first. That's probably why
Konami chose to skip the enddemo in that case.

Bye,
shevek


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MSX cassette port

1999-02-10 Thread Shevek

Hi,

On my computer, I have connected the printer port, the joystick ports
and the cassette port to some easy-accessable plugs. I'm planning on
doing the cartridge slots, too. The joystick and the printer port are
easy to access, and so is the tape motor. My question is: How do I send
data to the tape output and what kind of signal will be on it when I do
so? A connected question: What kind of signal should I give the
input-line in order to get a 0 or a 1, when reading it? I've
disassembled the bios and it looks like it I have to put &H0A or &H0B on
i/o-port &HAB to make it high or low. But it didn't give any voltage,
when measured. Does anyone know how to do this?
Thanks,
shevek


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Re: MSX cassette port

1999-02-10 Thread Shevek

Nestor Soriano wrote:
> 
> >My question is: How do I send
> >data to the tape output and what kind of signal will be on it when I do
> >so?
> 
> On MSX2 Technical Handbook there is a section dedicated to cassette port.
> If I remember well, it is in the chapter "using peripherals through BIOS".
> You can download it from my home page.
> 
> But remember that Turbo-R computers have not cassette port, so you can't do
> any program 100% compatible if you use this port...
> 
> 
Oh? That's not so good. But anyway, I want to use the cassette port by
i/o ports, so not using bios. With bios I know how it works. Thanks
anyway.

shevek


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Re: Turbo-R ?

1999-02-10 Thread shevek

On Tue, 1 Dec 1998, Patriek Lesparre wrote:

> Hi
> 
> The R800 isn't totally Z80 compatible. For instance, the undocumented
> instruction SLL doesn't exist on a R800. It's because R800 is derived from
> Z800 family, not Z80.

The story is right, but SLL doesn't exist also on Z80. There are 4
shift-commands, 3 of which documented. Since binary shifting is the
same as multiplying/dividing, SLA and SRA are called arithmical
shifts. SLA shifts a 0 into bit 0, so a *2 is done. SRA shifts bit 7
into itself, so the sign is not affected. SRL is a logical shift: it
shifts a 0 into bit 7. A logical shift left would be the same as an
arithmical shift, hence the absence of the command. That would leave a
gap in the opcode list, which is filled with the undocumented command
(in a book I have, it is called SLI, shift left illogical). SLI shifts
1 into bit 0. I guess everybody knew about this, but for some reason,
people keep calling the command SLL, which is quite confusing, since
it is definitely not a logical shift.

Bye,
shevek



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Re: My MSX project + protect mode

1999-02-10 Thread shevek

On Tue, 1 Dec 1998, Patriek Lesparre wrote:

> Date: Tue, 01 Dec 1998 04:54:43 +0100
> From: Patriek Lesparre <[EMAIL PROTECTED]>
> Reply-To: [EMAIL PROTECTED]
> To: [EMAIL PROTECTED]
> Subject: Re: My MSX project + protect mode
> 
> Shevek wrote:
> >If you want to make a new memory-configuration, and it should be
> >multitasking (please, make it linux-like and not windows-like), 
> 
> I agree with this.
> 
> >I have a
> >tip for you that most pc-programmers will not agree with:
> >Make it possible to use segments. 
> 
> N!! Not segments!!! :(
> 
> >(I don't know why pc-programmers always say
> >segments are the worst thing ever invented...)
> 
> Well, maybe because they KNOW WHAT THEY'RE TALKING ABOUT!? Segments are
> about the crappiest thing you can imagine...
I still don't see why...

> Z380 allows fully relocatable programs, it has JR and CALR (CALL relative!)
> that can jump 8MB in either direction!
In that case, I agree, you don't need segments.

> Greetz,
> 
>   Patriek

Bye,
shevek



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Re: MSX game: an idea

1999-02-10 Thread shevek

On Tue, 8 Dec 1998 [EMAIL PROTECTED] wrote:

> [step]
> >IMO, the nicest would be a 4-neighbourhood for moving, attacking and dropping
> >energie and a 12-neighbourhood for looking (I'll explain further on). Tell me
> >if you don't agree.
> 
> >I was thinking of one large energie-supply, since I didn't put shields in it
> >anyway, but perhaps this should be different. What's your opinion?
> 
> Well, ok, "shield" may have been not the correct word, but I think a robot
> should be able to sustain a certain amount of damage, related to its energy
> supply, before it is brought down by an attack.

That is right. I didn't think of it as a different thing, but it could
be. I think that would be nice.

> looking & scanning]
> >> Ok, that could be equal to my proposal for the short range scan, while the
> >> long range scan will cost you turn...
> >Indeed, only I think you should be able to look at least one square further
> >than you can walk (12-neighbourhood):

> Hm, the argument in favour of the 12-neighbourhood (scan/look one step
> further than you can move) is ok, but I'm not very enthousiastic about
> the 12-nbh: it just doesn't look that good :-)  I'd propose a 24-nbh
> (square) or a 20-nbh (more or less circular):
I agree. I prefer the 20-nbh, since it feels more natural to have a
circular range.

> PS. I've had a look at the CRobots homepage(lost the URL unfortunately).
> Looks pretty much like what we're trying to make here...
Eh, ok. Is that a problem? It is for pc, right?

Bye,
shevek




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Re: Robotz 0.2

1999-02-10 Thread shevek

On Wed, 6 Jan 1999 [EMAIL PROTECTED] wrote:

> > > >> The ATCK command makes the robot attack another robot at a neighbouring
> > > >> square.
> > > >
> > > > What if there is no robot in that square? Is the empty square attacked or
> > > > is there no attack at all? Since attacking costs a turn, there is a
> > > > difference.
> > > 
> > > IMHO, the empty square should be attacked, regardless of whether the square
> > > is actually occupied or not and it takes a turn. Question is whether you
> > > will lose energy attacking an empty square...
> > 
> > I'd say it would result in dropping the energy on the square, so you can
> > pick it up afterward. This would imply the DROP command becomes obsolete.
> 
> The DROP command can drop a variable amount of energy. An 
> invalid attack costs a fixed amount of energy. Right?

No, both drop and atck have as a parameter the amount of energie to use.
This is the amount you lose. Attacking an empty square would cost you
energie. My idea is to drop this energie on the neighboring square.

> > This is, IMHO, a good thing. (simlicity)
> 
> Simplicity is not the same as compactness. By "misusing" constructs 
> to eliminate others, the design does not become simpler.

This is true, but here I think (since you cannot drop on a robot and you
cannot attack an empty square) this is not a problem. Perhaps the name of
the command should be changed to use, or both names should be valid for
the same command...

Bye,
shevek




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Re: BMP loader and MSX GFX formats

1999-02-10 Thread shevek

I have the complete BMP specifications (windows and os2), but not here. If
you want them, let me know, I'll mail them to you. If you're a programmer,
it's easy to make a graphic viewer for msx-graphic formats for it (with
reduced colors, generally, of course).

My email address above might be messed up, it will arrive if you send it
to [EMAIL PROTECTED]

Bye,
shevek


On Tue, 1 Dec 1998, IVAN ALONSO BES wrote:

> Date: Tue, 01 Dec 1998 10:01:16 +0100
> From: IVAN ALONSO BES <[EMAIL PROTECTED]>
> Reply-To: [EMAIL PROTECTED]
> To: "[EMAIL PROTECTED]" <[EMAIL PROTECTED]>
> Subject: BMP loader and MSX GFX formats
> 
> I would like someone told me how to transfer BMP's GFX or GIF ones to
> MSX compatible GFX mode (screen 12 mainly) through the GFX9000 or with a
> real good transfer rutine (I tried gifdump, cgif, jld and some bmp
> programs from Italy and Spain and I didn't like the results that much)
> 
> I tried BMPloader for GFX9000 and the results where wonderful, but I
> don't know how to transfer GFX to a MSX compatible GFX mode.
> Please help me Nyyrikki will kill me if I'm not able to solve
> this   ;)
> 
> Thanx in advance.
> Bye.
> 
> 
> 
> MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED] and put
> in the body (not subject) "unsubscribe msx [EMAIL PROTECTED]" (without the
> quotes :-) Problems? contact [EMAIL PROTECTED] (www.stack.nl/~wiebe/mailinglist/)
> 
> 



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Re: z80

1999-02-10 Thread shevek

Patriek Lesparre wrote:
> 
> Richard Bosch wrote:
> >a friend of mine has recently bought a neo geo
> >
> >it said on the box that there was a z80a 36000 (or 63000 i don't know
> >exactly)in it
> >but my question is wat is the difrence between the z80 in the msx and that
> >z80a 63000.
> 
> Hi,
> 
> I think you've misread the '63000', it's probably 68000.
> The neogeo has a Z80A and a Motorola 68000 CPU. The 68000 is the main CPU
> whereas the Z80 controls the YM2610 soundchip. This combination of
> 68000/Z80 is used in an awfull lot of machines, like the Sega Megadrive
> (Genesis) and lots of arcade machines.
> 
> The Z80 in the MSX is a Z80A, that means it can run max. 4 MHz. There's
> also a Z80B capable of 6Mhz and a Z80H (or 'C') which can do 8 (or 12, I'm
> not sure).
> 
> Greetz,
> 
>     Patriek
> 
Also, there is a Z80. It works on a max of 2.5 MHz and doesn't have the
block-commands (LDI,INIR,LDD,LDDR,etc)

Bye,
Shevek


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Re: Robotz 0.2

1999-02-10 Thread shevek

On Tue, 12 Jan 1999, Laurens Holst wrote:

> And a very good day to you, too :-)
> 
> >No, both drop and atck have as a parameter the amount of energie to use.
> 
> Ehm... not yet :-) ATCK is only specified with the direction in which to
> attack as parameter.  For DROP, no direction is specified - I assumed that
> DROP would drop the energy on the position of the robot.  When a robot
> would MOVE to a square which contains an energy packet, it would be scooped
> up automagically.
> 
> So: what do we do? Take a fixed amount of energy for attacking or define
> an extra parameter for it? Is the DROP as I specified now ok, or should a
> parameter be included for the direction?
> 
> ::I say let's drop it on the current square. Is logical...
> ::Unless, ofcourse, those robots can throw...

This sounds logical, but we would need an extra command: pick
up. Until now, I thought picking up was done by standing on the
square, but this is not possible if you drop on the square you're
standing on. Unless, of course, you would pick up by moving onto the
square, but I don't think that this is a good idea. It would be too
hard to pick up energie you just dropped (accidentily, eg. because of
problems with communication).

> ::And another thing, give it a parameter whih determines the amount of
> ::energy to drop/attack with... Requires more thinking, thus more fun.

I agree.

> > This is the amount you lose. Attacking an empty square would cost you
> > energie. My idea is to drop this energie on the neighboring square.
> 
> I'd say the energy is used by yourself for the attack and will thus
> disappear.
> The fact that there's no robot at the other side to receive the damage
> caused
> by your attack is a matter of bad luck and lousy programming :-)
> 
> ::I fully agree.

You're right, this would be better.

> [ATCK = DROP?]
> > This is true, but here I think (since you cannot drop on a robot and you
> > cannot attack an empty square) this is not a problem. Perhaps the name of
> > the command should be changed to use,
> 
> Hm, USE instead of ATCK is something I could imagine, but DROP and USE
> sound too different to me...
> 
> ::Nah...
> ::Besides, DROP drops on the current square, ATCK attacks one of
> ::the neigbour-squares...
> ::Hey, idea!!!
> ::What about making MOVEing onto another robot equal to ATCK???

ehm no. When you are moving, you specify a direction. When you
attack, you should also specify the amount of energy you use for it
(imo). You could ignore this when moving, but that would be
confusing.

> ::Or should the 'user interface' take care of that...
> ::Translating move onto an enemy to attack...
> ::Well, dunno... Let me hear your opinion.
> 
> > or both names should be valid for the same command...
> 
> NO Giving one and the same thing two or more different names, is the
> fastest path to confusion...
> 
> :: I agree.

Ok, relax. It was just a thought. (It wasn't a good thought, ok, but
you don't have to start yelling...)

Bye,
shevek



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Re: MSX game: an idea

1999-02-10 Thread shevek

On Thu, 3 Dec 1998 [EMAIL PROTECTED] wrote:

> [RobotZ]
> 
> >Great idea! I could make it, I guess, but I can't say when it will be
> >finished, since I don't have so much spare time.
> 
> > But please, send me exact
> >specifications on what the condition of an if-statement can be, and how the
> >radar can be used (or am I now asking just one question). Anyway, I think it
> >would be easy to make it hecto-multi-player (257 players at most,
> >simultaneously), by making use of joynet.
> 
> 257? How did you cook up _that_ number? 255 or 256 or even 65536 :-) are
> numbers I could imagine, but 257?
All robots need a number and it should be not too many bits when
communicating. Therefore, you can have 256 external robots plus one for
the computer itself. You don't need to send the data of the robot that's
listening. It knows what it sent...

> > I'm coding something at the moment
> >so that implementing that will be easy. Anyway, were you planning to make the
> >enemy-robots computercontrolled or humancontrolled? Human would be more fun,
> >of course, but you can't always find a second player...
> 
> So what? Can't you write two robot-programs? :-)
Hehe... It will be boring after a while. If you make the possibility to
play against the computer (not using joynet), you could also spread
robot-programs. It might even be possible to encode it, so that you can't
read the source to see how to beat it, but that would be quite hard.

> Another thing crossed my mind: Why develop a special programming language
> for the robot?  The only reason for that could be that it's the only way
> to get more 'programs' running in parallel on _one_ MSX. But: if we take
> the game to JoyNet, as Shevek proposed, we only have to define the
> rules of the game (e.g. how the long and short range radar function,
> what happens if two robots want to get on the same playing field position)
> and the interface (how does each player receive / send its move).
> Then everyone can use his favorite programming language, and program his robot
> in the way (s)he likes. It saves us the definition and implementation of a new
> programming language and makes a killer app on JoyNet!
It is possible, of course, but how do you check if a language does not
cheat? Anyway, when I finish the game, I'll make the communication
protocol public, so everybody is free to make his/her own language. In a
contest you could demand the use of a certain one.

> 
> Would make a heck of a competition game at a fair (wow!)...
Indeed.
> 
> Eric
> 

Bye,
shevek




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Re: Old Stuff, Same Problems...

1999-02-10 Thread shevek

Hi,

Since I agree with the rest you wrote, I'll just quote this part:

CLAUDIO MASSAO KAWATA - 900293 wrote:
> A trivia about prime numbers: number 1 is not prime, as some
> people think. If it was, no other number would be, because they
> all would be multiples of at least one prime number (1 itself).
> 
> I present here a program that checks if a number is or not
> prime. It is the fastest code I could think of. Half of it is a
> classical algorythm: divide X by 2; if no rest, it is not prime;
> divide X by 3; if no rest, it is not prime... and so on until
> X divided by X-1. I modified the algorythm in this way: if
> the number is not a multiple of 2, then it can be, at most,
> a multiple of 3, so one doesn't have to check till X-1, but
> (X-1)/2, or in other words, the multiples of the number can
> be at most (X-1)/2. Line 20 checks if number is 2 or multiple
> of 2 (with that, you can step 2 by 2 instead of 1 by 1 of the
> classic algorythm). In line 30, "IF DD<=(DN/DD) THEN..." is my
> modification (the original should be "IF DD The program has to evaluate one extra division because of my
> modification, but it saves a lot with the reduction of the search
> range at each iteraction. Try it! Note: the program was originally
> written in C.
> 
> 10 DEFINTA-Z:DD=3:P=1:INPUT"Number";DN:IFDN<2THENPRINTDN"is not a prime number 
>(defined).":END
> 20 IFDN<>2THENIF(DNMOD2)=0THENP=0:DD=2:GOTO40
> 30 IFDD<=(DN/DD)THENIF(DNMODDD)=0THENP=0:GOTO40ELSEDD=DD+2:GOTO30
> 40 IFPTHENPRINTDN"is a prime number.":ENDELSEPRINTDN"is NOT a prime number (multiple 
>of"DD")."
> 
>... Cyberknight...
> 

If you want an even quicker algoritm, you don't need the division in the
loop, but you need a sqare root outside it (a bad approximation will do
fine). The point is, that when your program ends the loop, dd=dn/dd, or
in other words:dd^2=dn, or dd=sqr(dn). If you start with calculating
sqr(dn), it will therefor be faster. If this is not an integer, use the
first higher integer.
That will be, I think, the fastest way to check if one specific number
is prime. If, however, you want to calculate all prime numbers until a
certain one, there is a faster method: try dividing by all prime numbers
already found, until the number to check it with is higher than the
square root of dn. I don't have a program ready to show what I mean, but
I hope it is clear.

Bye,
shevek


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