Are you an MSX-developer?

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Por lionelritchie

Champion (439)

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05-03-2009, 23:12

Yeah, MSX is becoming a bad influence for you.

Por konamiman

Paragon (1051)

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06-03-2009, 11:44

Let's see what can I say which makes sense.

- I developed NestorBASIC because KAI (the developer of Lilo and No Name) asked me if I could do something to empower the development of BASIC games. After I showed him a more or less useful version, he said "I will not use this, it is too complicated!" Tongue Anyway I tought that it was nevertheless a good tool, and I received positive feedback from the MSX community, so I continued development.

- I developed InterNestor Suite because I tought "it is not possible that MSX has not TCP/IP yet" and I wanted to have an ultra-freaky-obsolete end of career project. Later I developed InterNestor Lite because I realized that INS was, in fact, not too usable.

- I developed NestorPreTer in a time where I was devoting quite a few time to BASIC development (writing tests and auxiliary code for NestorBASIC) and I wanted to have ordered and clean, yet efficient code.

- I wrote Easymbler because Ramon Ribas asked it to me for his disk magazine Eurolink. (Well, this one was easy) Smile

- I typed MSX2 Technical Handbook because I once said "It would be a good idea to convert TH to electronic format so it is widely available" and someone replied "Yes, but nobody will be crazy enough to do that".

And in sum, I am MSX developer because:

- MSX was my first computer and I'm the nostalgic kind of person.

- MSX is easy and fun to program, yet a not too simple machine.

- Yes, I like to have attention while "being on the beach in a bikini, while standing on my hands", but at a small scale. I certainly wouldn't like to be a TV star, but having the attention from a community like the MSX guys is nice.

- And finally, some rebelliousness. I like when people says "But MSX is very old!", "It is an obsolete machine!" (my favourite) or "But is there still people using it?"

And that's it, more or less. Like one of my friends says, "Have you switched on your MSX today?"

Por cesco

Champion (453)

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06-03-2009, 19:20

I haven't released a game yet because I don't know nothing about Z80 assembly. I recently had a look to SDCC since I studied C/C++ at school (and I'm still making something in PHP and Actionscript, that are quite close to the standard C syntax), but I still need to have a look at some proper MSX libraries that would give me access to graphics and sound at low-level.

And plus... yeah... I'm also lazy Smile

If I could, one day I'd like to develop a "Tower Defence" game for the MSX1 like that has become my daily drug ;(;(;(;(;(

Por Salamander2

Expert (124)

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07-03-2009, 03:48

I've tried programming my own games, based on my own stories and i can make some msx gfx.
the only thing i know is to code on msx-basic (failed to use nestorbasic because i dunno how
to use the avaliable msx memory that is not resident in basic) almost the same problem as DemonSeed.

my demos are incomplete but has some appeal....
some shots of them are stored in my orkut.

and i have some good ideas, if any coder is interested enough = talk with me.

Por Meits

Scribe (5745)

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07-03-2009, 16:14

I do tunes since FAC soundtracker got released... Though only in any MoonBlaster (I don't like to work in any other tracker, simply cuz I'm used to MB).
Cuz the team I am involved in, Near Dark, is somewhat a "now we do, and now we don't exist" team, there's hardly anything where I can put tunes in... Therefor I play around with a custom(re)made MBWAVE which controls my synthesizers... I like to make MP3s out of that, which are far from distributable on 3,5" floppies Tongue
Somewhat like this tune which was edited and played on my Sony 700 and Roland JV1080...

Por konamiman

Paragon (1051)

Imagen del konamiman

08-03-2009, 21:01

failed to use nestorbasic because i dunno how to use the avaliable msx memory that is not resident in basic
Huh? What do you mean? How to use mapped memory?

Por pitpan

Prophet (3131)

Imagen del pitpan

08-03-2009, 21:39

I'm a lucky MSX owner since 1985. I learned all about computers using my poor old Sanyo MPC-64 but I mainly coded in BASIC, although did some "copy&paste" z80 assembly experimentation. Later on, by mid 90s, I started coding in assembler for DEC PDP-11 (don't ask me why, please) and then switched to 80x86 assembler. Other higher level languages followed, such as C, C++, Pascal and some Java.

After dealing with the lovely real 16-bit mode, I decided that I deserved something a little more gratifying, and went for Gameboy classic development. I even coded an assembler for my own use, GAL (Gameboy Assembler Lite), limited to little 32 KB projects (2 pages). After foreseeing the GB Classic/Colour decline, I decided to go back to the roots, and I applied my previous pseudo-gb-z80 cpu knowledge to the beloved MSX.

And that's it. My first assembler tries were the loaders for WAVeR, a tool for converting ROMs to WAVs in order to load them in the real MSX after burning them to a blank CD-R or by plugging the MSX ear jack straight to the PC. I also published two different Z80 assemblers, asMSX and Rz80. They've been fusioned into one single project at the moment, asMSX, currently version 0.15 is under development. Regarding WAVeR, v2 was published and v3, including an innovative loader, was published as a beta for testing. In the last week I've come with a faster solution, that improves loading speed upto 2 KB/second.

About pure MSX development, I started Karoshi Corporation and I was the founder of MSXdev, an initiative born at Robsy's MSX Workshop, now currently run in a much more professional way by the MSXdev TEAM. My first finished MSX game in pure assembler was GURU LOGIC. Afterwards Viejo_Archivero got auto-recruited Wink and we've worked in quite a few MSX1 games so far. And the outlook is promising!

I'll keep participating in MSXdev and any other MSX(1) competition if time constraints allow me to do so. My last-minute MSXdev'08 entry was unfortunately cancelled, but now it's ready to go and will be published in MSXdev'09 if the requirements are consistent with the upcoming rules.

I guess that's all about me and my secret MSX life Tongue

Por wolf_

Ambassador_ (9794)

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08-03-2009, 21:44

Apart from what you do, what I'd like to know are motivations. Why do you do what you do?

Por Metalbrain

Expert (67)

Imagen del Metalbrain

08-03-2009, 23:26

I'm a Spectrum developer. Or I was. The Spectrum was the system I used as a child, and it's been one of my main hobbies for several years already. But being in CEZ GS development group, I started to learn about and appreciate other machines, and while I was coding I Need Speed (the development started back in May 2007), utopian (who also comes from the Spectrum) was doing the MSX version of BeTiled!, he spoke about some graphics limitations in mode 2, and when I learnt how it worked, I thought: 'hey, it should be easy to make an MSX version of my game with that mode', because I Need Speed uses a internal buffer in a similar way as mode 2's Name Table. I kept coding the Spectrum version and when I saw the final date for MSXdev'08, I thought it would be nice to participate. We at CEZ GS had already participated last year with BeTiled!, and got a good result.

In April 2008 I compiled my first MSX ROM, just showing a static screen with the playing areas background as a test, and the guys at CEZ were quite surprised that I tried coding for the MSX. Unfortunately, the rotating sprites meant that any kind of special detail using different colours that worked in a certain frame, would be impossible to do once rotated 90º, but for the background I'm glad I was able to use 3 colours to make the 22.5º red & white separations perpendicular to the road. Later I thought about putting the sprites gray tyres, and use the sprites to cover the situations where it would conflict with the rest of the cars. I started coding the MSX version a bit later than I wanted to, but fortunately I had the most important bits already well planned, so it didn't cost me too much to get it running. To make use of the extra time that the Spectrum needs to copy all the screen data, I mix the sprites with the background in real time on a per byte basis, instead of replacing the whole character (and changing the background color) as done with the Spectrum. This took more CPU time than I expected, so I had to pass on a final sprite sort that would minimize the impact of sprite dissapareance due to the 4 in a row limit. The 50/60 Hz difference gave me a bit of hell, and had to work a lot during the last two weeks to complete the game and then bugfix it, but overall it was a quite pleasing experience. As you see, I've tried to make use of MSX's advantages instead of doing a meaningless plain port, but at the same time I didn't want to make it too different from the Spectrum version, and since it was firstly designed with the Spectrum in mind, it probably shows in certain aspects (such as the black road instead of gray).

Even though CEZ GS is now over, I plan to keep coding for the Spectrum and MSX, and I'm setting my sights on the Amstrad CPC too for my next game. Maybe I'm not a Spectrum developer anymore. Now I'm a multisystem Z80 developer.

Por wolf_

Ambassador_ (9794)

Imagen del wolf_

08-03-2009, 23:39

As for me, myself and I:

I do the things I do:

  • to keep myself in shape, to prevent getting lazy with all these PC specs of today. I like to make orchestral music on PC, but being limited to a PSG, PSGSCC (and even a Moonsound has its limits in a way) has its advantages at times.
  • to join contests, tho I'd continue doing the things I do also without 'em. It's just that I like the concept of a contest, but there will have to be attention from a massive crowd. It'll have to be cosy, not silent.
  • game/demo concepts -> to give me a reason to do a tune. Odd as it may sound, if there isn't a demo or game in the pipeline I'm not doing any music on MSX whatsoever.
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