Dutch: MSX for SALE

2001-01-22 Thread Maico Arts
Aangeboden: Msx Computer Prijs: FL 500.- MSX 8280 scsi hd 60 Mb scsi cdrom scsi interface muziek module fm pack Dos 2.2 Home office Kleuren monitor Mui

Re: Disk-Drive is making nosie and is no longer reading disks!

2001-01-22 Thread Ricardo Jurczyk Pinheiro
Em dom, 21 jan 2001, Mari van den Broek escreveu: > When I insert a disk in the disk-drive of my Panasonic FS-A1GT and type the > command "files" the disk-drive is making noise and I get a "disk-offline" > message! > > It does that with all the disk I put in the disk-drive... > > I allready tri

Re: IDE interface trouble with CD-ROM

2001-01-22 Thread Ricardo Jurczyk Pinheiro
Em dom, 21 jan 2001, Bjørn Boye Skjoldhammer escreveu: > IDE standard says that the cable must be no longer than 50 cm. > Maybe your cable is too long? > > BTW does anyone know why the limit is 50cm?? IDE wasn't done to be used in peripherals which are outside of the PC cabinet. SCSI,

Re: extended ROM format

2001-01-22 Thread Bjørn Boye Skjoldhammer
- Original Message - From: "Manuel Bilderbeek" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, January 22, 2001 8:00 PM Subject: Re: extended ROM format > > > Afaik, there is no ROM in PAC (only 8KB SRAM). > > What is the trick to dect the SRAM? > > > I have somewhere a p

Re: MSX game format example

2001-01-22 Thread Maarten ter Huurne
On Monday 22 January 2001 20:39, you wrote: > What about Required=SCC ? I need to make some tests, but I believe > the game will not run if the SCC mapper is not present (by SCC mapper > I mean the bankswitch when you write 3F to the last bank register). > Even if the users wants to turn of

Re: MSX game format continued

2001-01-22 Thread Maarten ter Huurne
On Monday 22 January 2001 20:11, you wrote: > > Because errors should be caught before the file is distributed, I propose > > that an emulator should abort on any error in a .msx file. Aborting means > > it should abort the starting of the game, it doesn't necessarily mean it > > has to abort the

Re: MSX game format example

2001-01-22 Thread Maarten ter Huurne
On Monday 22 January 2001 20:20, you wrote: > > What about Required=SCC ? I need to make some tests, but I believe > > the game will not run if the SCC mapper is not present (by SCC mapper > > I mean the bankswitch when you write 3F to the last bank register). > > Even if the users wants to turn

Re: MSX game format example

2001-01-22 Thread Pablo Vasques Bravo-Villalba
> What about Required=SCC ? I need to make some tests, but I believe > the game will not run if the SCC mapper is not present (by SCC mapper > I mean the bankswitch when you write 3F to the last bank register). > Even if the users wants to turn off SCC due to performance problems, > I believe the

Re: extended ROM format

2001-01-22 Thread Pablo Vasques Bravo-Villalba
Manuel Bilderbeek wrote: > Another thing: if you have a game of e.g. 3 disks, > how can you ever decompress it on MSX? It would > take ages to decompress Probably you would download it with a faster computer anyway, and nothing would really stop you from uncompressing it (usually they're not

Re: MSX game format continued

2001-01-22 Thread Pablo Vasques Bravo-Villalba
Maarten ter Huurne wrote: > Because errors should be caught before the file is distributed, I propose > that an emulator should abort on any error in a .msx file. Aborting means it > should abort the starting of the game, it doesn't necessarily mean it has to > abort the emulator program. Uh... I

Re: MSX game format continued

2001-01-22 Thread Ricardo Bittencourt Vidigal Leitao
On Mon, 22 Jan 2001, Pablo Vasques Bravo-Villalba wrote: > I believe this format only > supports one .ini file, am I right? If so, then > it wouldn't matter the name (nemesis3.ini, > gofayabo.ini and such): it just would be neces- > sary to scan for an .ini file and use it. I don't think

Re: MSX game format continued

2001-01-22 Thread Pablo Vasques Bravo-Villalba
Ricardo Bittencourt Vidigal Leitao wrote: > > If we stick to 'msxsoft.ini' or 'msxgame.ini' or something like that, it will > > be just a matter of time before for example a nemesis3.msx file exists on the > > internet that actually has the ini definition for aleste2 Besides, it's bothersome if w

Re: MSX game format example

2001-01-22 Thread Ricardo Bittencourt Vidigal Leitao
On Mon, 22 Jan 2001, Maarten ter Huurne wrote: > (about equal signs inside comments) > You are right, it is possible. But we would still have to document which > characters can and cannot be at the start of a keyword. I think a single > comment style would be simpler. Then let's just m

Re: extended ROM format

2001-01-22 Thread Manuel Bilderbeek
> ]] If you want to do this still, the .msx format is not really usable on real > MSX > ] computers. That is a real pity. I would need other hardware (pc e.g.) to > ] extract the stuff and use it on my MSX... > You need other stuff (unix, mac, linux, windoze) anyway to download it from > the i

Re: MSX game format continued

2001-01-22 Thread Ricardo Bittencourt Vidigal Leitao
On Mon, 22 Jan 2001, Alex Wulms wrote: > nemesis3.msx > contains > nemesis3.ini I don't think this will work. As defined before, filenames inside the .msx archive must be 8.3 names, however names outside the .msx archive can have any size. We could have nemesis_3_the_eve_of_destruction.m

Re: extended ROM format

2001-01-22 Thread Sean Young
On Sun, Jan 21, 2001 at 12:07:48PM +0100, Jose Angel Morente wrote: > > o Like mentioned above, two games I know of have a D/A. > > Almost three. Playball (the MSX1 32K one) has a DAC as well :) I've been playing around with this game, and it only seems to be writing a few bytes to 7fffh: Wri

Re: extended ROM format

2001-01-22 Thread Alex Wulms
] On Sunday 21 January 2001 23:27, you wrote: ] ] > You can use xsc/xsd compression algorithm. Sources can be found on "The MSX ] > Plaza" in the section "XSA format". ] ] Thanks, I'll keep that in mind. Is XSA compression only (like gzip and bzip2) ] or does it handle multiple files as well (l

Re: MSX game format continued

2001-01-22 Thread Alex Wulms
] I prefer "Unified MSX Format". There's no need to insert "game" ] in the name, since the format can be used for apps that are not games. ] However, which would be the name of the ini file? msxgame.ini would ] not be acceptable anymore, what about msxsoft.ini ? .msx contains ini file .ini

Re: extended ROM format

2001-01-22 Thread Alex Wulms
]] If you want to do this still, the .msx format is not really usable on real MSX ] computers. That is a real pity. I would need other hardware (pc e.g.) to ] extract the stuff and use it on my MSX... You need other stuff (unix, mac, linux, windoze) anyway to download it from the internet. So,

Re: MSX game format example

2001-01-22 Thread Maarten ter Huurne
On Monday 22 January 2001 18:02, you wrote: > > But then no comment could include an "=" character. > > Why not? Let's suppose someone writes a line like that: > > -- I thought Machine=MSX2 but actually it is MSX2+ > > The parser would read the line and extract two strings: > >

Re: extended ROM format

2001-01-22 Thread Manuel Bilderbeek
> Afaik, there is no ROM in PAC (only 8KB SRAM). > What is the trick to dect the SRAM? > I have somewhere a program for dos to save/load SRAM saves from PAC. I also have such a program, but I think it is in Dutch or English. It is on my harddisk somewhere... > There is sourcecode for it too

Re: MSX game format continued

2001-01-22 Thread Ricardo Bittencourt Vidigal Leitao
On Mon, 22 Jan 2001, Sean Young wrote: > Well we can call the format "unified msx game format", and the extension is > .msx -- how's that? I prefer "Unified MSX Format". There's no need to insert "game" in the name, since the format can be used for apps that are not games. However, which

Re: MSX game format continued

2001-01-22 Thread Sean Young
On Mon, Jan 22, 2001 at 06:08:53PM +, Maarten ter Huurne wrote: > Hi! > > In this mail I'll list some issues that weren't mentioned yet. > > * Name > > The standard needs a name. Some suggestions: > - Unified MSX Game Format > - .msx (pronounced "dot em-es-iks") > - MSX Software Format > >

Re: MSX game format example

2001-01-22 Thread Ricardo Bittencourt Vidigal Leitao
On Mon, 22 Jan 2001, Maarten ter Huurne wrote: > > If we're going to stick with INI-style syntax (where > > every sentence have the form XXX=YYY), then there's no need > > to define which character indicates a comment. If a given > > line doesn't have a XXX=YYY syntax, then it is a comment. >

MSX game format continued

2001-01-22 Thread Maarten ter Huurne
Hi! In this mail I'll list some issues that weren't mentioned yet. * Name The standard needs a name. Some suggestions: - Unified MSX Game Format - .msx (pronounced "dot em-es-iks") - MSX Software Format I prefer the first. Maybe we can drop the "Unified" if you don't like it, but I think the

Re: extended ROM format

2001-01-22 Thread Bjørn Boye Skjoldhammer
> [EMAIL PROTECTED] said: > >AFAIK, FM-PAC is just PAC + FM. Although I have an FM-PAC, I never saw > >a FM-less PAC, so I cannot be certain. But it would make sense that > >both SRAMs are the same, otherwise games that save in PAC SRAM would > >no longer work with the FM-PAC. > > You can chec

Re: MSX game format example

2001-01-22 Thread Sean Young
On Mon, Jan 22, 2001 at 09:37:30AM +, Maarten ter Huurne wrote: > A question to Sean: > The file to specify a mimetype for an extension on Apache, can that file be > created by any user or is it system wide? If the latter is true, people will > have to ask system administration to make the c

Re: MSX game format example

2001-01-22 Thread Sean Young
On Mon, Jan 22, 2001 at 10:23:39AM +0100, David Heremans wrote: > On Monday 22 January 2001 10:37, you wrote: > > > The file to specify a mimetype for an extension on Apache, can that file be > > created by any user or is it system wide? If the latter is true, people > > will have to ask system a

Re: MSX game format example

2001-01-22 Thread Maarten ter Huurne
On Monday 22 January 2001 06:09, you wrote: > > > -- start of msxgame.ini > > > > We could use ";" for comments instead, I think that's more of a > > standard. It's also a bit easier to parse (some people will want to > > write their own parser, instead of using lex & yacc). Unix formats > > ofte

Re: MSX game format example

2001-01-22 Thread Ricardo Bittencourt
Maarten ter Huurne wrote: > > Actually I now think that a single extension is better. An emulator > can register the .msx extension, so that file managers like Explorer > and Konqueror will know what to do when you open a .msx file. With > for example .msx.zip, the program registered for ZIP w

Re: extended ROM format

2001-01-22 Thread Albert Beevendorp
At 13:31 22-1-01 +0100, you wrote: > > I never found a suitable use for the expansion ram (as it is called > > formally), so it could be useful now. > >I hope so. I have released my source so make good use of it all... :) > > HL = Address (16-bits, bit 17 ignored), B = 0 for read, B = 64 for wri

Double Dragon

2001-01-22 Thread David Heremans
OK, I looked up the magazines this week-end. I found two smal articles about Double Dragon on MSX article 1: -- MSX Club Magazine nr 33 (jan-feb 1991) No screenshots, 8 lines review Summary: Producer is Zemina, made for MSX1, graphics rather good,joystick is recommended, flickering of spri

Re: extended ROM format

2001-01-22 Thread TFH/Fony
> Hmmm. Is there any emulator supporting 192KB VRAM? I thought RuMSX supported 192 kVram... Can't check it here though... Regards, Arnaud -- For info, see http://www.stack.nl/~wynke/MSX/listinfo.html

Re: extended ROM format

2001-01-22 Thread Jose Angel Morente
Hello ! > > Print out the code, read it a couple of times, that will catch most bugs. > > But you have to read carefully then... An art that not many people master. ;-) Yep. As a matter of fact, ir is a very difficult task to detect bugs by reading the code only I often need to test it. >

Re: extended ROM format

2001-01-22 Thread Jose Angel Morente
Hello Albert, > >Hmmm. It's not a bad idea. Some megaroms (like Kenpelen Chess) use > >all the 128KB VRAM, so there is no room to allocate any ROM page there. > >... except if you have 192KB :) > > > >I'll study how the extended VRAM works :) > > Here's how the V9938 technical databook describes

Re: extended ROM format

2001-01-22 Thread Manuel Bilderbeek
> Print out the code, read it a couple of times, that will catch most bugs. But you have to read carefully then... An art that not many people master. ;-) > Then mail the program to Manuel and let him test it. Can do so, but my MSX with 192kB VRAM is at my parent's place, so it will have to w

Re: extended ROM format

2001-01-22 Thread Maarten ter Huurne
On Monday 22 January 2001 12:04, you wrote: > > The easiest way to access the extended VRAM is through port #98. You can > > also use VDP commands to access it, but there is no HMCM command, so you > > can only transfer from extended VRAM to CPU at the pixel level, not at > > the byte level. This

Re: extended ROM format

2001-01-22 Thread Albert Beevendorp
At 12:38 22-1-01 +0100, you wrote: > > > Now I'm working in a new mapping routine which uses VRAM to store ROM > page= s > > > there. Thus, 128KB machines will be able to run some MegaROM games. > > > > You could also use the extended VRAM, some people have 192kB of VRAM in > their > > MSX2, lik

Re: extended ROM format

2001-01-22 Thread Jose Angel Morente
> > I'll study how the extended VRAM works :) > > In VDP register 45, bit 6 specifies whether you want to access the normal > VRAM or the expansion RAM. > > The easiest way to access the extended VRAM is through port #98. You can also > use VDP commands to access it, but there is no HMCM command,

Re: extended ROM format

2001-01-22 Thread Maarten ter Huurne
On Monday 22 January 2001 11:38, you wrote: > I'll study how the extended VRAM works :) In VDP register 45, bit 6 specifies whether you want to access the normal VRAM or the expansion RAM. The easiest way to access the extended VRAM is through port #98. You can also use VDP commands to access

Re: extended ROM format

2001-01-22 Thread Jose Angel Morente
> > Now I'm working in a new mapping routine which uses VRAM to store ROM page= s > > there. Thus, 128KB machines will be able to run some MegaROM games. > > You could also use the extended VRAM, some people have 192kB of VRAM in their > MSX2, like me. Then it would be finally used! Hmmm. It's no

Re: extended ROM format

2001-01-22 Thread Manuel Bilderbeek
> How would we describe games requiring a turbo machine > (ciel with 7mhz for example)? Would they be listed as > just "MSX2+", with an Extrahardware=5 ("5" being Z80 at 7MHz) ? But my MSX2 can run on 8MHz ad 3.5MHz. 7.16MHz oscillators are hard to find nowadays. Hence the 8MHz oscillator

Re: extended ROM format

2001-01-22 Thread Manuel Bilderbeek
> Now I'm working in a new mapping routine which uses VRAM to store ROM page= > s > there. Thus, 128KB machines will be able to run some MegaROM games. You could also use the extended VRAM, some people have 192kB of VRAM in their MSX2, like me. Then it would be finally used! Grtjs, Manuel PS

Re: extended ROM format

2001-01-22 Thread Maarten ter Huurne
Laurens Holst wrote: > > Indeed, this is even more intuitive than numbering. > > Let's them make the strings be "MSX", "MSX2", > > "MSX2+" and "MSX turboR". > > What if I write MSX 2+ and MSX turbo R??? No, a number is much more clear I > think. Then you write a syntax error. That is always poss

Re: Rom Formats

2001-01-22 Thread Jose Angel Morente
> But I was wondering, how does my MSX handle all these ROM types ? > because if I insert a r-type cart, my MSX run's it with no problems. So > do all emulator's have a bug in the memory handeling ? Or does nobody > know how a real MSX handles those ROMs ? Because if a emulator can > detect it als

Re: MSX game format example

2001-01-22 Thread David Heremans
On Monday 22 January 2001 10:37, you wrote: > The file to specify a mimetype for an extension on Apache, can that file be > created by any user or is it system wide? If the latter is true, people > will have to ask system administration to make the changes and they may be > reluctant to do so. I

Re: Rom Formats

2001-01-22 Thread David Heremans
On Monday 22 January 2001 09:21, you wrote: > Hi, > > for the last few day's I'm following the discussion about the extended > ROM etc. I saw in a e-mail from Sean Young that he has 15 diffrent ROM > types. *SNIP* > > But I was wondering, how does my MSX handle all these ROM types ? > because if

Re: extended ROM format

2001-01-22 Thread Maarten ter Huurne
On Sunday 21 January 2001 23:27, you wrote: > You can use xsc/xsd compression algorithm. Sources can be found on "The MSX > Plaza" in the section "XSA format". Thanks, I'll keep that in mind. Is XSA compression only (like gzip and bzip2) or does it handle multiple files as well (like ZIP and LZ

Re: MSX game format

2001-01-22 Thread Maarten ter Huurne
On Sunday 21 January 2001 20:37, you wrote: > > 3. Compression > > > > TRD said storage capacity is cheap nowadays, so we don't have to use > > compression. I don't agree, for a couple of reasons. For one thing, not > > every file is a 16K ROM. MegaROMs are often 128K or 256K, some as large > > a

Re: Rom Formats

2001-01-22 Thread Maarten ter Huurne
On Monday 22 January 2001 08:21, you wrote: > But I was wondering, how does my MSX handle all these ROM types ? > because if I insert a r-type cart, my MSX run's it with no problems. There is hardware inside the cartridge that handles the mapping. If you open a MegaROM cartridge, you will typic

Re: MSX game format example

2001-01-22 Thread Maarten ter Huurne
On Sunday 21 January 2001 22:19, you wrote: > I downloaded the file using Netscape Navigator 4.73 > and Internet Explorer 5.00, in the Windows 95 environment. > Netscape tried to open the file as an ASCII text, and Explorer > recognized an unknown extension and asked me if I wanted to > sav

Rom Formats

2001-01-22 Thread Sandy Pleyte
Hi, for the last few day's I'm following the discussion about the extended ROM etc. I saw in a e-mail from Sean Young that he has 15 diffrent ROM types. # 0 standard (no mapper) # 1 msx-dos 2 # 2 konami5 with SCC # 3 konami4 without SCC # 4 ascii/8kb # 5 ascii/16kb # 6 Game Master 2 with