Why is JoyNet dead? (Hardware MSX Forum)MSX Resource Center MSXdev 2008 - MSX1 development bonanza!              
              
English Nederlands Español Português Russian         
 News
   Frontpage
  News archive
  News topics

 Resources
   MSX Forum
  Articles
  Reviews
  Fair reports
  Photo shoots
  Fairs and meetings
  Polls
  Links
  Search

 Software
   Downloads
  Webshop

 MRC
   Who we are
  Join our team
  Donate
  Policies
  Contact us
  Link to Us
  Statistics

 Search
 
  

  

 Login
 

Username

Password




Don't you have an account yet? Become an MSX-friend and register an account now!.


 Statistics
 

There are 127 guests and 2 MSX friends online

You are an anonymous user.
 

MSX Forum


MSX Forum

Hardware - Why is JoyNet dead?

Author

Why is JoyNet dead?

manuel
msx guru
Posts: 3380
Posted: October 14 2006, 15:46   
A couple of years ago, in 1999, the community devised a standard cabling scheme for the communication of the joystick ports. It would allow an infinite number of MSX machines connected via the joystick ports, or just 2, being compatible with the F-1 Spirit 3D cable.

But, apart from a few toy programs and unreleased stuff, no one ever really made use of it and nowadays it seems to be completely forgotten.

Why? It sounded like a very fun idea...

Some JoyNet links:

The Spec
JoyNet Básica
JoyNet threads on the MSX mailinglist, including a "Reviving JoyNet" one from 2005...

flyguille
msx master
Posts: 1183
Posted: October 14 2006, 16:23   
I can thinks about one problem and is that it hasn't a data buffer like a Obsonet has.

The fun part of this is to do LAN games....

I only can thinks about one or two ways of to implement it, but....

how to sync the vertical's back pulse of both MSX ???

I not want to check 10000 times if the other MSX is sending data througt joy2. It will be a waste of cpu resource!!!.

If we just do the check at vsync imagine that we will get the half of FPS because one MSX needs to wait up to an entire image field for get a comunication... so, on single games that can reach normally up to 60fps, it will be only 30fps (wasting the half of cpu time).... IF that a nice gamee can to do 60FPS (really not )

8 fps normaly , and 4fps in net gaming?

the LAG (high latency OF reaching the next vsync) will be fatal for gaming.
[D-Tail]

msx guru
Posts: 2994
Posted: October 14 2006, 16:56   
Besides, there's only a couple of data bits to be transmitted at the same time... I think 3 in/out orso... other pins are for GND and +5V. Too limited, I guess...
manuel
msx guru
Posts: 3380
Posted: October 14 2006, 17:34   
I think mth made a working Tetris game concept with it, so it is certainly doable.
Patsie
msx freak
Posts: 189
Posted: October 14 2006, 18:22   
I'd love to help out, but don't have the MSX programing know-how. I did device a (in my oppinion) nice theoretical protocol which could be implemented (that was the joynet rivival post manuel was mentioning), but nobody gave any (solid) reaction. I still have the procotol idea lying around somewhere if I dig around a bit. So if there's anyone still interested, just yell.
Patsie
msx freak
Posts: 189
Posted: October 14 2006, 18:23   
woops, double post. please delete or ignore
AuroraMSX

msx master
Posts: 1228
Posted: October 16 2006, 13:43   
Quote:

the LAG (high latency OF reaching the next vsync) will be fatal for gaming.

F1 Spirit 3D is not a game, then?
erikd
msx lover
Posts: 106
Posted: October 16 2006, 20:48   
I suppose that 1 frame latency is the worst case scenario, and 30 fps isn't that bad especially for an MSX2 game.
I'm guessing you could also win something by polling communication while waiting for VDP blits to finish. For things like F1 Spirit 3D, there probably is very little data to communicate (only 2 cars's positions).
 
 







(c) 1994 - 2008 MSX Resource Center Foundation. MSX is a trademark of MSX Licensing Corporation.