P:
>> Pessimism? I think your 20/25 ratio is rather optimistic :-)
>
> Wrong. it sucks. I don't know about the TR, but part 1 of RoA sold about
> 100 copies (or more, I dont know, you should ask Sunrise). Reason enough
to
> start thinking about continuing building an RPG-engine.
I didn't ques
Peter wrote:
>Let's make a deal then. You spent the next year creating an RPG or another
>really good MSX game, and then you can give it away for free.
>
>When I finish a game that took me so much effort to make, the people who
>want to play it may give me something in return. Not because I want t
Laurens wrote:
>As said, I think most MicroCabin games are really programmed terribly bad.
Fray MSX2 is a masterpiece. It's fast, has great animations and gameplay,
etc. Xak 2 and Gazzel were meant to be TuR-only games, but MicroCabin made
some adaptions to create the possibility of playing the
> >I think that if you do this, you are quite close to the end of MSX (I
>don't
> >want to hear it, Rieks). There still is some kind of 'symbolic' meaning
>of
> >asking money for your product, and I think it's a very important one. You
> >feel very satisfied if you release it on a fair and actua
Peter wrote:
>The problem I have is simple: I lack (lacked) a good composer with enough
>time. For The Lost World, I had some music from Hans Cnossen to use, but it
>was music he made earlier and he didn't have time to make more at that
>time.
>So I found a new musician, he made some really nice
Laurens wrote:
>I do like the idea of 'evolving' to better classes. However, I don't like
>things like creating your own characters, like a lot of PC RPGs and also
>Sorcerian have. I really hate it when I have to name my character myself,
>while I have no idea how he is named by the creators.
* Author: Sergio Guerrero
Saludos Francisco!
Comentabas a Maarten algo sobre Start & EP:
>> And he says that EVA player works with Z80 (not R800), but MSX2 don't
>> have PCM for music. Can works with PCM from Music Module or +PCM?
MtH> You can output PCM to the Music Module (one of the lowe
With the help of Maarten and Jose Morente I fixed the bug at last.
Indeed the MSX-MIDI was generating interrupts every 5ms and my program was
expecting it at 16/20 ms.
Instead of switching hooks, I fixed the bug with a simple lookup
in the vdp status register, to check if the int
Laurens wrote:
>I think that if you do this, you are quite close to the end of MSX (I don't
>want to hear it, Rieks).
Grin : I know :)
Rieks.
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com
*
Sander wrote:
>On the falcom-site (www.falcom.com) you can find information on
>
>YS II ETERNAL
>
>This is a PC-CD-ROM game including a DVD (!!), book and CD-ROM.
>You can also download an AVI (about 8Mb) which is very nice.
>Great to see how the graphics improved but the MSX-feeling remains!
I p
On Sun, 04 Jun 2000, Ricardo Bittencourt wrote:
> However, if you execute RUN"BUG.BAS" before loading
> BLOAD"BUG.BIN",R , then the music will faster than normal!! And
> this bug only happens on MSX Turbo-R GT !! I already tested this
> same program on Turbo-R ST and nothing strange happe
On Mon, 5 Jun 2000 00:03:07 +0200, Peter Meulendijks wrote:
>Let's make a deal then. You spent the next year creating an RPG or another
>really good MSX game, and then you can give it away for free.
>When I finish a game that took me so much effort to make, the people who
>want to play it may giv
.
> So, it's a money talk, and not about "users' response".
Let's make a deal then. You spent the next year creating an RPG or another
really good MSX game, and then you can give it away for free.
When I finish a game that took me so much effort to make, the people who
want to play it may give
On Sat, 03 Jun 2000, Laurens Holst wrote:
> > Look at the sample kit value in MBM files. I never used it to find the kit
> > file name in my own programs.
>
> Is it there??? Ahhh... If I had know it...
If I remember correctly, it's at offset #140.
> It was probably hardly used because the repl
> As said, I think most MicroCabin games are really programmed terribly bad.
> Take a look at the speed of Akin and Ys II / III (all three astonashing
> pieces of programming-art) and you might understand what I mean.
Yes, the scrolling of Ys2 and DS6 was many times better than that of XAK2/3.
B
On Sun, 4 Jun 2000 22:01:13 +0200, Laurens Holst wrote:
>> So, it's a money talk, and not about "users' response".
>It's part of the "this was a real success" feeling, yes.
>By the way, please do not pick out a single thing I said and use it as an
>argument while 'forgetting' about all the other
Francisco Alvarez wrote:
> ...
> By the way, the EVA player for IDE works better with HD's with better
> quality. With CHS mode 0 HD's the sound isn't good. But with other HD's the
> sound is (casi) like it sounds with EVA player for MegaSCSI.
CHS requires a few 24 bit divisions to calculate Cy
Laurens Holst wrote:
> ...
> How to access the DISKROM,
use entry #4010 DISKIO to read/write LOGICAL sectors (=sectors in a
partition) Info about parameters can be found on the net.
Important: one of the error codes is 'medium changed' (24 I think), then
you must retry reading the sector.
Norm
On Sun, 4 Jun 2000 21:33:10 +0200, Laurens Holst wrote:
>> Yup, but there is the need to unassemble CHKDSK and make it check the
>> situation. Unassemble CHKDSK is the hard work, not change it.
>There is really no need to do that, the process of marking bad clusters is
>fairly simple. It is eve
Hi y'all,
I have just realized of one thing and would
like to share it with you all.
The SVI-709 card 50-pin connector is not
such!
I didn't realize before, but it happens it
has the same "hole" cartridges have in order
to fit the MSX computer slot. So I have
carefully tried to remove the 50-pin
>>> If you distribute the game for free and put a reminder on the opening
>>>screen like "If you like this game, please, e-mail us at:
[EMAIL PROTECTED]
>>>and say us, so we may continue developing"
>>I think that if you do this, you are quite close to the end of MSX (I
don't
>>want to hear it, R
> >I never programmed anything which needed the speed of a turboR. The only
>
> No offence, but maybe that's a lack of inspiration/imagination from your
> side. Apparently MicroCabin and Maple Yard didn't have that problem...
As said, I think most MicroCabin games are really programmed terribly b
> >Too bad, honestly.
>
> Although I liked playing FF7, and played 2 and 5 for a short time, I think
> the FF series is indeed overrated. I played FF8 for only a few minutes,
> then I lost interest.
>
> I can list a huge amount of RPG's I like better than any of the FF series,
> but I won't coz it
> ] It certainly changed my opinion on that game. But XAK2 overall was very,
> ] very slow (XAK 3 too). I never finished those. The reason why they load
so
> ] much by the way is because most Japanes MSX computers had only 64k.
>
> XAK3 has a nice feature for on the MSX turbo R: it uses the memory
[...]
> >>when a file is "cutted". So, after run CHKDSK we have to run BADSCAN
again.
> >>This is why I'm trying to integrate them... And about relocate bad
sectors...
> >>I think maybe there is no way... (-; Not using the default (standard)
read
> >>methods.
> >Oops, the proper value to write for
> At 12:32 4-6-00 +0200, you wrote:
> >I tried to put multiple characters on the screen with my smooth scrolling
> >engine. However, it appeared that it could only display one character
within
> >the time limit. So at this point, development on the v9938 smooth engine
has
> >stopped. I will start
The SpectraVideo card is mentioned in the SVI 738 Xpress documentation. Not
any useful info, especially since i never saw it in a shop.
-Original Message-
From: Manuel Soler [mailto:[EMAIL PROTECTED]]
Sent: 04 June 2000 12:21
To: [EMAIL PROTECTED]
Subject: 2nd part: Spectravideo Network
At 14:45 4-6-00 -0300, you wrote:
> >Yes, but actually it should work on more programs using tape (so not only
> >Metal Gear, but it was tested with it) as long as they are using the
> >BIOS-calls and (I didn't test this yet) even using normal Basic programs.
> >After testing it, I will put online
At 14:45 4-6-00 -0300, you wrote:
>On Sun, 04 Jun 2000 15:04:45 +0200, Albert Beevendorp wrote:
>
> >Yes, but actually it should work on more programs using tape (so not only
> >Metal Gear, but it was tested with it) as long as they are using the
> >BIOS-calls and (I didn't test this yet) even usi
On Sun, 4 Jun 2000 12:11:03 +0200, Laurens Holst wrote:
>> BTW, there is an UMAX homepage?
>No.
It would be nice.
>> If you distribute the game for free and put a reminder on the opening
>>screen like "If you like this game, please, e-mail us at: [EMAIL PROTECTED]
>>and say us, so we may co
Hello all.
Alex Peetoom is going IDE, so he wants to sell all his SCSI things!
1 SyQuest removable 270 Mb with 4disks.
you can choose between a Gouda or a Bert interface.
All in 1 for =/- F 600.-
Don't ask me anything, just call 06-555
On Sun, 04 Jun 2000 19:41:27 +0200, Albert Beevendorp wrote:
>> No! (-; This is why the original BADSCAN only marks "not used" sectors as
>>bad. I updated it to mark used also, but then I have to use CHKDSK (which
>>KNOWS bad sectors) to "cut" the files at the bad sectors position. The
>>error
On Sun, 4 Jun 2000 16:35:57 +0200, Peter Meulendijks wrote:
>The problem I have is simple: I lack (lacked) a good composer with enough
>time. For The Lost World, I had some music from Hans Cnossen to use, but it
>was music he made earlier and he didn't have time to make more at that time.
>So I f
On Sun, 04 Jun 2000 15:04:45 +0200, Albert Beevendorp wrote:
>Yes, but actually it should work on more programs using tape (so not only
>Metal Gear, but it was tested with it) as long as they are using the
>BIOS-calls and (I didn't test this yet) even using normal Basic programs.
>After testing i
On Sun, 04 Jun 2000 14:58:28 +0200, Alex Wulms wrote:
>XAK3 has a nice feature for on the MSX turbo R: it uses the memory mapper as
>a diskcache. Therefore, you only have to wait only onces for a scene or
>whatever to be loaded. It really increases the gameplay. Furthermore, XAK3 is
>not slow on
At 14:31 4-6-00 -0300, you wrote:
> >Does it also 'relocate' used sectors before it marks them as 'bad'???
> >Otherwise the file sizes etc. will become incorrect, and the fat will become
> >quite a mess, resulting in more damage than only the file itself. This
> >damage can by the wasy quite easil
Laurens
I found the Badscan online in Giovanni's page:
http://www.geocities.com/bitatwork/msx-stuff/
You may get badscan there. The direct link is:
http://www.geocities.com/bitatwork/msx-stuff/badscan3.zip
But there is other usefull softwares there (such as a
DelTree).
-
On Sun, 4 Jun 2000 12:40:33 +0200, Laurens Holst wrote:
>> If you want to, I can send you BADSCAN, that only marks unused
>> sectors, or I can send you my "updated" version that marks
>> used sectors also (using a new command line option
>Yes, yes, I want it. Please send it ([EMAIL PROTECTED]).
> > Yes, yes, and I know that, you told me when we were busy with the
>FD-project... I'm sorry if my words insulted you - although I haven't
>played RoA, I heard from many sides that it's a great game...
>This really hurts my ears!!! I cite "I mainly aim at the MSX users still
>willing to spend
> > Anyway, it was just an idea. I'm no programmer and I have no ambition to
>become one - take it as some desperate scream from my TuR... "I want to be
>used, I want to be used, please, make software that uses my ability!".
>Couldn't stand it any longer :)
>You don't use your MSX because there
> > Please read my lips: MANY of the MSX users etc... And that is TRUE.
>Not. I haven't got one. Alex Ganzeveld hasn't got one (he isn't active, but
>still plays games). Edwin Huisman hasn't got one (would you deny him the
>joy of playing such a magnificent RPG?). Willem Cazander hasn't got one
> Maybe if the e-mail was put in the game, it would be easy. On the games
>I have (PA3 and Lost World) there is not even a word about home page in the
>manual.
I don't think it'd really help. I just think there's nobody taking the
effort of sending some kind of comment, neither positive nor neg
Laurens Holst wrote:
> > >> BTW. Final Fantasy series sucks, imho
> > >
> > >You're insane!
> >
> > I hear "you're insane!" or something like that many times when I say that,
> > but I don't change my opinion, I don't like Final Fantasy, for me it's
>still
> > the most overrated game ever!
>
>Too
>
> I think doing things like this lays a too big limitation on the game. Take
> for example RoA, only Nagash (the main player) remains the same, so all
the
> story has to concern him. It is hardly possible to create game elements
like
> love and relations, because the player could decide to 'dum
> > changes when the character reaches a certain level? A Mage could become
a
> > Wizard, then the sprite for it would change, other things could change,
a
> > Fighter could become a Warrior. You know, this could keep the interest
of
> > the player, to see "what next" his players will become
>
>
>
> The first part is not that long... You can at least finish that one I
think.
>
Actually, the first part was merely the release of the master disk. We added
some gameplay otherwise people wouldn't be interested. The actual game start
with part 2, bit it does continue where part 1 ended.
The
At 12:32 4-6-00 +0200, you wrote:
>I tried to put multiple characters on the screen with my smooth scrolling
>engine. However, it appeared that it could only display one character within
>the time limit. So at this point, development on the v9938 smooth engine has
>stopped. I will start to work on
Hello!
Is that game public domain now?
I have seen it on a web in the download section .
Greetings,
Jose Angel Morente ([EMAIL PROTECTED])
([EMAIL PROTECTED])
*MSX DREAMS* ([EMAIL PROTECTED])
Visit MSX Warau Home Page
http://msxjam.web.com
msxmsxmsxmsxmsxmsxms
At 11:37 4-6-00 +0200, you wrote:
> > >It's a MSXturboR :)
> > >The cassette is defined on the MSX and MSX2 standard, but not
> > >on MSX2+ and MSXturboR standards.
> >
> > Not exactly, there also something called upward compatibility which
>clearly
> > states programs using tape should work on
] > I did some thinking however to reduce loading, but the only thing I could
] > think up was that when a spell cast a second or third time consecutively,
] it
] > will only have to load once. However, if you use Fire, Lightning, Fire,
] the
] > all three need to load cause each spell is loaded a
] You'd be surprised, I think. Anyway, the issue is the trade-off between
] fast decompression or a good compression rate. More advanced compression
] techniques like LZW (as used in GIF) bring pretty good compression but
] decompression is slow on MSX and needs a lot of (temporary) memory...
No
* Author: Francisco Alvarez
Hola Mark, la familia bien ¨no?
El 01-Jun-00 a las 14:51:25, Mark Bolman taladraba a All
Tema: Re: xak 1 (emulator)
MB> 56c2b57
MB> From: [EMAIL PROTECTED]
MB> To: [EMAIL PROTECTED]
MB> >
>> I have Xak 1 for SNES and Xak 1&2 ù? for PCEngine CD.
MB>
* Author: Francisco Alvarez
Hola Maarten, la familia bien ¨no?
El 01-Jun-00 a las 01:57:00, Maarten ter Huurne taladraba a Francisco Alvarez
Tema: Re: Start & EP
MtH> From: [EMAIL PROTECTED]
MtH> To: [EMAIL PROTECTED]
MtH> On Wed, 31 May 2000, Francisco Alvarez wrote:
>> And he
Hello,
Paying a little bit of closer attention
one can see that MSX printer conecctors
have 14 pins. However, the SVI-709 has
a 50-pin connector. Therefore, it can't
probably be plugged to the interface
connector.
Could anyboyd please cast some light
on this?
(printer sharing interface!)
---
> At 10:38 AM 04/06/2000 +0200, you wrote:
> >> Wizard, then the sprite for it would change, other things could change,
a
> >> Fighter could become a Warrior. You know, this could keep the interest
of
> >> the player, to see "what next" his players will become
> >
> >It is done in many games. Howe
Hi,
I'm trying to find as much info as possible
on the Spectravideo network card (SVI-709).
All I've learnt is from the MSX FAQ:
SVI-709: Network card (printer sharing
interface!)
Does anybody know whether any article
was published in MSX magazines about
this interface?
As Spectravideo manufact
At 10:38 AM 04/06/2000 +0200, you wrote:
>> Wizard, then the sprite for it would change, other things could change, a
>> Fighter could become a Warrior. You know, this could keep the interest of
>> the player, to see "what next" his players will become
>
>It is done in many games. However, I haven
> I did some thinking however to reduce loading, but the only thing I could
> think up was that when a spell cast a second or third time consecutively,
it
> will only have to load once. However, if you use Fire, Lightning, Fire,
the
> all three need to load cause each spell is loaded at the same p
> >Isn't it a cute idea to make a game engine (preferably an RPG engine)
here
> >in this list ? :) (not 1 coder but 20.. 30.. 40... by sharing sources )
>
> Like GameBuilder? Hopefully not...
>
> I think it is a good idea to stimulate coders to go on with their work...
> maybe they can share sourc
>>I am wondering... The possibility to mark clusters as 'bad' exists in the
>>FAT. However, I have never seen a utility on MSX to do a 'surface scan'
(as
>>SCANDISK puts it). Now, I can program it myself, however I need a few
>>details.
>
> I have one that does exactly this. (-;
>
> My actual pr
I tried to put multiple characters on the screen with my smooth scrolling
engine. However, it appeared that it could only display one character within
the time limit. So at this point, development on the v9938 smooth engine has
stopped. I will start to work on a v9938 non-smooth and a v9958 smooth
> >You didn't like Dragon Slayer IV???
>
> This may sound incredible, but I still have to play Dragon Slayer VI (Not
> IV, like you said, IV is a kind of plataform game (-: )
You're right, stupid of me.
> >Well, you see, as far as I can see it now there is the following choice:
> >- smooth scr
> BTW, there is an UMAX homepage?
No.
>>>The point is: keep this conversation a bit more creative and forget about
>>>all irrelevant discussions..
>>I don't think anything of this discussion was irrelevant or something. So:
>>let's just not forget all the side stories :-P
>
> If you distribut
> > the only way of seeing your game is generally being enjoyed is by
viewing
> > the amount of copies sold... And besides, you should not forget about
all
> > the free beers you actually get :)
>
> Or putting a counter on the download-page, same result. Without the free
> beers ;)
I've got a (ve
>
> I do think the loading in for example RoA is annoying during battle, yes
> (sorry Peter, and yes I know you probably couldn't have done it
otherwise).
> You see, I didn't immediately install my harddisk again after I got back
> from the fair... I played it from disk for some time, but the loa
> At 16:12 2-6-00 +0200, you wrote:
> > > Not, it's really simple: the MSX standard defines a cassette port. If
the
> > > compputer does not have the casssetteport as described in teh
sstandard
> > > (see MSX Technical databook), it's not an MSX...
> >
> >It's a MSXturboR :)
> >The cassette is
> Grauw:
> [about compressing GFX data:]
> > Believe me, I know how run-length works.
>
> Well, the compression I mentioned is usually not seen as RLE. RLE is
> only encodes/compresses repeating *bytes* not *patterns*.
You are talking about compressing the tilemaps??? Well, that's a good ide
Manuel,
Be honest...
Do you EVER play casette games???
I thought so.
Keeping such things standard can never be what they meant by the MSX
standard. If they did, then they could have predicted it would never become
THE standard, because as time goes by the computer gets enhanced more and
more wi
> > You'd be surprised, I think. Anyway, the issue is the
> > trade-off between
> > fast decompression or a good compression rate. More advanced
> > compression
> > techniques like LZW (as used in GIF) bring pretty good compression but
> > decompression is slow on MSX and needs a lot of (tempo
> > I started to play it,and after being told to chase after Latok,and
> leaving,
> > the game asks for..Disk 3, if I am not mistaken. After I insert it, the
> > screen changes, there's some japanese sayings in the screen, and the
game
> > freezes...what I have to do?
>
> Hmm.. in Fray there are g
> >> BTW. Final Fantasy series sucks, imho
> >
> >You're insane!
>
> I hear "you're insane!" or something like that many times when I say that,
> but I don't change my opinion, I don't like Final Fantasy, for me it's
still
> the most overrated game ever!
Too bad, honestly.
> >True. Although you
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