Laurens Holst wrote:
> > I reported the number of the ISO standard this morning. It would be more
> > efficient if you read all your email before you reply...
> Yes, I read it, but I already sent the mail. It is a lot to read in one
> go... Is it that bothersome? I was only trying to help... Well,
> There are many types of related info about a game. Cover scans, game
music,
> tips etc. It's impractical to store all of that in the .msx file, both
> because of the size and because it's hard to keep it up-to-date. Storing
URLs
> solves the size problem, but it doesn't solve the up-to-date prob
>>> And, please, don't forget SCC+. =)
>>Of which there are 2 different versions...
>
> Nope... They are exactly the same. The difference is
>not on SCC+ itself, but what bank of RAM is used. SCC+
>can manage two 64Kb banks. One game uses the lower bank
>and another uses the upper bank (I don't k
] 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
At 17:06 23-1-01 -0200, you wrote:
>You could theoretically emulate one "generic"
>SCC+ which is compatible with both Snatcher
>and SD Snatcher. I remember this could be
>done in a real SCC+ cartridge by cutting
>(or shorting?) some address lines. Is that
>true?
More like rewiring two connections
At 19:45 23-1-01 +0100, you wrote:
> > And, please, don't forget SCC+. =)
>
>Of which there are 2 different versions...
Not exactly. The SCC+ (SCC-II on the chip itself) is mounted in both
Snatcher and SD-Snatcher sound cartridges. However, the sound chips
themselves are identical in both sound
On Tue, 23 Jan 2001 23:38:57 +, Maarten ter Huurne wrote:
>I'm starting to understand what you're saying. Basically, you want a package
>manager for .msx files, right? It can inform the user of a more recent
>version of a package and help the user download it.
Sort of... (^=
>I think we c
On Tuesday 23 January 2001 22:44, you wrote:
> >> There should be only ONE official package version and this meant to be
> >> the best one. More than one version of the package for the same game
> >> will only bring confusion.
> >
> >I'll have to think about that. Is seems a bit too centralized f
On Tue, 23 Jan 2001 21:49:50 +, Maarten ter Huurne wrote:
>> There should be only ONE official package version and this meant to be the
>> best one. More than one version of the package for the same game will only
>> bring confusion.
>I'll have to think about that. Is seems a bit too centrali
On Tuesday 23 January 2001 21:51, you wrote:
> >Both have different tasks. The file format contains all information needed
> > to run the game. The database contains extra info related to the game.
> > Not everyone has a permanent net connection. So it's impractical to have
> > an emulator retrie
On Tue, 23 Jan 2001 20:57:22 +, Maarten ter Huurne wrote:
>Both have different tasks. The file format contains all information needed to
>run the game. The database contains extra info related to the game.
>Not everyone has a permanent net connection. So it's impractical to have an
>emulator
On Tuesday 23 January 2001 18:28, you wrote:
> I think using a file format and a database to retrieve all information is a
> bit double.
Both have different tasks. The file format contains all information needed to
run the game. The database contains extra info related to the game.
Not everyon
On Tuesday 23 January 2001 18:31, you wrote:
> Ofcourse those strings exclude any leading spaces after the = and trailing
> spaces before the . This definition is imperative, otherwise Name =
> Penguin Adventure would not be recognized as a "Penguin Adventure"
> cartridge, but as a " Penguin Adve
On Tue, 23 Jan 2001 19:45:35 +0100, Laurens Holst wrote:
>> And, please, don't forget SCC+. =)
>Of which there are 2 different versions...
Nope... They are exactly the same. The difference is
not on SCC+ itself, but what bank of RAM is used. SCC+
can manage two 64Kb banks. One game uses the lo
On Tuesday 23 January 2001 19:06, you wrote:
> Laurens Holst wrote:
> > > And, please, don't forget SCC+. =)
> >
> > Of which there are 2 different versions...
There is only one SCC+, but it was used in two different cartridges (Snatcher
and SD Snatcher).
> You could theoretically emulate one
Laurens Holst wrote:
> > And, please, don't forget SCC+. =)
> Of which there are 2 different versions...
You could theoretically emulate one "generic"
SCC+ which is compatible with both Snatcher
and SD Snatcher. I remember this could be
done in a real SCC+ cartridge by cutting
(or shorting?) some
> And, please, don't forget SCC+. =)
Of which there are 2 different versions...
~Grauw
--
For info, see http://www.stack.nl/~wynke/MSX/listinfo.html
> 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 ma
> > There's one drawback with this approach: XXX=YYY strings
> > must fit on one line. I think that's ok, all multi-line information,
> > such as the Comment field, was thrown to the .msx database server.
> > We can even remove the quotation marks, Machine="MSX" can
> > safely be replaced by Machi
> There's one drawback with this approach: XXX=YYY strings
> must fit on one line. I think that's ok, all multi-line information,
> such as the Comment field, was thrown to the .msx database server.
> We can even remove the quotation marks, Machine="MSX" can
> safely be replaced by Machine=MSX in
38 AM
Subject: Re: MSX game format example
> Ricardo Bittencourt wrote:
> >-- Games are numbered in order of submission
> >-- to the mantainer of .msx database
> >-- so "1" means Penguin Adventure and "0" means original media
>
> In your proposal both
Maarten ter Huurne wrote:
> But if you changed something in a .msx file and it's an error, do you really
> want to continue emulation? Or do you want to fix the error and try again?
Ouch. You're probably right, but I still
got this feeling... :]
[]s,
-Parn (ICQ#1693182)
/| | | |\
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
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
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
> 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
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
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
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
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
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
] 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
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:
>
>
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 ca
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 &qu
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.
>
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 d
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
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
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
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
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
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
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
On Sun, Jan 21, 2001 at 08:19:06PM -0200, Ricardo Bittencourt wrote:
>
> Hi people,
>
> I made a sample .msx file, including all the ideas
> presented until now. Please download it at:
>
> http://www.lsi.usp.br/~ricardo/penguin.msx
>
> I downloaded the file using Netsca
Ricardo Bittencourt wrote:
>-- Games are numbered in order of submission
>-- to the mantainer of .msx database
>-- so "1" means Penguin Adventure and "0" means original media
In your proposal both the gameID and subID are almost meaningless and
subID's differ from game to game. A single number w
]
] Hi people,
]
] I made a sample .msx file, including all the ideas
] presented until now. Please download it at:
]
] http://www.lsi.usp.br/~ricardo/penguin.msx
]
] I downloaded the file using Netscape Navigator 4.73
] and Internet Explorer 5.00, in the Windows 95 env
> >recognized an unknown extension and asked me if I wanted to
> >save it to file (cripes, at least once Explorer made the service
> >better than Netscape). It seems we will need Maarten suggestion
> >about using .msx.zip extensions.
>
> This is not needed. Just keep SHIFT down while you click
On Sun, 21 Jan 2001 20:19:06 -0200, Ricardo Bittencourt 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
Hi people,
I made a sample .msx file, including all the ideas
presented until now. Please download it at:
http://www.lsi.usp.br/~ricardo/penguin.msx
I downloaded the file using Netscape Navigator 4.73
and Internet Explorer 5.00, in the Windows 95 environment.
Ne
> 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 as 2MB. If
> we include disk games as well, games of se
Maarten ter Huurne wrote:
>
> 2. Single file vs multiple files
>
> Single file has the advantage of easy storage and distribution.
> Multiple files allow a simpler format, keeping the game data
> separate from other files.
I don't think anyone is going to make an emulator
playing ONLY
Hi!
I think it's more readable if I combine all thoughts in a new message,
instead of replying to multiple messages. I'll try to separate different
design issues, to we can discuss each of them apart from the others.
1. Just ROMs vs all games
I think Ricardo has a good point when he says that
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