MSX

Date

MSX is a set of standards for home computers that were introduced by ASCII Corporation on June 16, 1983. The idea was first created by Microsoft for the Japanese market and promoted together with Kazuhiko Nishi, a leader at ASCII Corporation. Microsoft and Nishi wanted to make sure that different companies making home computers used common standards, similar to how the VHS standard was used for video tape machines.

MSX is a set of standards for home computers that were introduced by ASCII Corporation on June 16, 1983. The idea was first created by Microsoft for the Japanese market and promoted together with Kazuhiko Nishi, a leader at ASCII Corporation. Microsoft and Nishi wanted to make sure that different companies making home computers used common standards, similar to how the VHS standard was used for video tape machines. The first MSX computer sold to the public was the Mitsubishi ML-8000, released on October 21, 1983, which marked the official start of the MSX system.

MSX computers were widely used in Japan and other countries. Different sources report different numbers of units sold. One report says 9 million MSX computers were sold worldwide, including 7 million in Japan. However, Kazuhiko Nishi, the founder of ASCII Corporation, said that 3 million were sold in Japan and 1 million outside of Japan. Although Microsoft was involved, very few MSX computers were sold in the United States.

The meaning of the letters in "MSX" is not certain. In 2001, Kazuhiko Nishi said many people thought it came from "Microsoft Extended," referring to the built-in Microsoft Extended BASIC software. Others believed it stood for "Matsushita-Sony." Nishi explained that the team originally wanted the name to mean "Machines with Software eXchangeability." In 1985, he said the name was inspired by the MX missile. In a book published in 2020, he said the name should be three letters, like "VHS." He believed "MSX" worked because it meant "the next step for Microsoft" and included the first letters of Matsushita (Panasonic) and Sony.

Before the Nintendo Family Computer became popular, many important Japanese game companies, such as Konami and Hudson Soft, created games for the MSX platform. The first two games in the Metal Gear series were originally released for MSX computers.

History

In the early 1980s, many home computers made in Japan, such as the NEC PC-6001 and PC-8000 series, Fujitsu’s FM-7 and FM-8, and Hitachi’s Basic Master, included a version of Microsoft BASIC in their built-in ROM. These computers had different hardware designs and different versions of BASIC, which made them unable to work together. Other Japanese companies like Panasonic, Canon, Casio, Yamaha, Pioneer, and Sanyo looked for ways to join the home computer market.

Major Japanese electronics companies entered the computer market in the 1960s. Panasonic (then called Matsushita Electric Industrial) also made mainframe computers. After Japan’s economy struggled following the 1964 Summer Olympics, Panasonic decided to stop making computers and focus on home appliances. This choice was very successful, and Panasonic became one of the largest electronics companies. In the late 1970s, Panasonic explored new business areas outside of home appliances and saw the potential in the growing microcomputer industry.

A Panasonic distributor, Yamagata National, told the company’s president, Toshihiko Yamashita, about opportunities in personal computers. Yamashita asked his vice president, Shunkichi Kisaka, to develop a computer. Kisaka worked with Kazuyasu Maeda from Matsushita R&D Center. Maeda asked Nishi to help, and they became close after meeting at a seminar in Kobe, where they discovered they had graduated from the same university. At the same time, Spectravideo asked Microsoft for software for their new computer. Nishi traveled to Hong Kong to meet Spectravideo and suggested improvements to their design. Spectravideo’s president, Harry Fox, agreed to Nishi’s ideas. Nishi wanted to create a standard for home computers, and Maeda supported this. Nishi invited Panasonic and Sony to join, and Sony’s Nobuyuki Idei agreed because Sony’s first computer, the SMC-70, had struggled in the market. Maeda tried to include NEC, but NEC chose not to participate.

Nishi proposed the MSX standard to create a single industry-wide standard for home computers. Inspired by the success of VHS as a standard for video recorders, companies like GoldStar, Philips, and Spectravideo made and promoted MSX computers. Any hardware or software with the MSX logo worked with other MSX products. The expansion cartridge format was part of the standard, meaning any MSX game or expansion cartridge could be used in any MSX computer.

The MSX standard was based on the Spectravideo SV-328 computer. It used common parts, such as a 3.58 MHz Zilog Z80 CPU, a Texas Instruments TMS9918 graphics chip with 16 KB of VRAM, a General Instrument AY-3-8910 chip for sound, and an Intel 8255 chip for input/output. These components were also used in other computers and game consoles like the ColecoVision and Sega SG-1000. To lower costs, many MSX models used a custom chip called "MSX-Engine," which combined several parts into one. However, most MSX systems used professional keyboards, which made them more expensive than the original SV-328. These features, along with Microsoft’s MSX BASIC, made the MSX a competitive but costly home computer.

On June 27, 1983, the MSX was officially announced at a press conference. Many companies declared their plans to make MSX computers. These companies avoided the highly competitive U.S. market, where Commodore led a price war. Only Spectravideo and Yamaha briefly sold MSX computers in the U.S., but Spectravideo’s models had little success, and Yamaha’s CX5M was marketed more as a music tool than a computer.

The MSX had four generations. The first three—MSX (1983), MSX2 (1985), and MSX2+ (1988)—were 8-bit computers using the Z80 processor. The MSX2+ was only sold in Japan. A planned MSX3 for 1990 was delayed because of problems with a new graphics chip from Yamaha. Instead, the MSX TurboR was released, which used a new 16-bit R800 processor but had some features disabled.

Problems with Microsoft and ASCII Corporation also caused challenges. In 1986, Microsoft ended its partnership with Nishi, claiming he owed the company over $500,000. Microsoft opened a Japanese branch. ASCII Corporation continued to grow. Nishi made impulsive decisions, such as spending $1 million on a mechanical dinosaur for advertising, which worsened the relationship with Microsoft. Gates and Nishi had a bitter split, but they now speak occasionally.

In 1991, two co-founders of ASCII, Akio Gunji and Keiichiro Tsukamoto, resigned, saying they could not keep up with Nishi’s fast pace. Nishi said at a press conference that he was moving too quickly for others to follow.

The MSX TurboR was only sold in Japan. By 1990, only Panasonic made MSX computers. Its first model, the FS-A1ST, had moderate success, but the later FS-A1GT sold poorly due to its high price. Production of the TurboR ended in 1993. The delayed graphics chip was finally delivered in 1992, but the market had already moved on. Yamaha repurposed the chip for PC VGA graphics cards with limited success.

In Japan, South Korea, Argentina, and Brazil, the MSX was the leading home computer of the 1980s. It was also popular in parts of Europe, especially the Netherlands and Spain. Schools in some Arab countries, the Soviet Union, and Cuba used networked Yamaha MSX computers to teach informatics. About 9 million MSX computers were sold in Japan, making it a popular system. However, the MSX did not become a global standard because it was not widely adopted outside Japan. Before the MSX’s limited success became clear, Commodore introduced models like the Plus/4 and Commodore 16 to compete with MSX features.

Compared to other 8-bit computers, the Commodore 64 sold between 12.5 and 17 million units.

Similar systems

The MSX system was most similar to the Spectravideo SV-328 home computer. Spectravideo advertised its SV-328 as "MSX compatible" before MSX systems were launched, but the SV-328 was not fully compatible with MSX. This created a brief and unusual type of software modification. Because MSX games could not be played on the SV-328, users of the SV-328 developed a way to change the games so they would work on their system. In most cases, this involved copying the MSX BIOS from a tape or floppy disk onto the SV-328. Later, Spectravideo released the SVI-728, which fully met the MSX standard.

The Sega SG-1000, Memotech MTX, Tatung Einstein, and ColecoVision share many features with the MSX1 standard but are not fully compatible with it. Moving games between these systems is somewhat simple, but it is difficult due to limited memory and differences in sound equipment. Because of the limited memory, many RAM adapters were sold in places like Taiwan to help with the process. It was also common to move games from the ZX Spectrum to the MSX, as both systems used the same type of processor, the Spectrum 128 had the same sound chip, and the ZX Spectrum’s graphics could be easily copied onto the MSX’s screen-2 mode.

Many Roland S-series audio and music devices are based on the MSX operating system. These include early models with 12-bit sample resolution, such as the S-50, S-330, S-550, W-30, and later models with 16-bit sample resolution, like the S-770, S-750, SP-700, and S-760. Most of these models had color video outputs to connect to monitors and included ports for MSX-compatible mice.

Localization

By default, MSX computers use a pre-set set of characters and a specific method for processing keyboard codes. While MSX computers are fully compatible with application software at the BIOS level, small differences in hardware can cause problems if the BIOS is replaced with one from another computer. This might lead to incorrect keyboard behavior in software programs.

In 2011, AGE Labs created a firmware called the Language Pack to help each MSX model support multiple language settings. In the GR8BIT kit from AGE Labs, the Language Pack is used by default instead of the Kanji-ROM. This allows users to choose between Japanese, Russian, International, and Portuguese language settings when starting the computer. It also lets users change the language during operation using a new BASIC command called LANG. The chosen language setting is saved in a special memory area of the RTC.

Developments for MSX

The SCC chip was created by the Japanese video game company Konami in February 1986. At that time, Konami’s development teams were working on different projects, including the MSX, Famicom, and arcade games. Before the SCC was developed, Konami used a device called the programmable sound generator (PSG), which could only produce three types of sounds. Because there were no sound ports available, Kazuhiko Uehara, a sound creator on Konami’s MSX team, used the cartridge slot of the MSX as an extra way to create sound. After sharing this idea with Konami’s president, Kagemasa Kozuki, the company began developing the SCC chip in partnership with Toshiba.

Before the SCC was made, Konami was disappointed that the MSX could not produce sound as well as Nintendo’s Famicom, even though both systems were from the same generation of consoles. The SCC added five more sound channels that could be turned on or off using a simple switch, in addition to the three already provided by the PSG. This improvement allowed for more complex sound production. The chip also had its own separate memory system. Although the SCC was first designed for the game F-1 Spirit, scheduling changes caused Nemesis 2 to be released first, making it the first video game to use the chip. In the November 1987 issue of the Konami Software Club newsletter, the SCC was officially named the Konami Large Scale Integration Sound Creative Chip. Between 1987 and 1989, fifteen MSX games used the SCC chip, including Nemesis 2, F-1 Spirit, The Way to Formula 1, Salamander, Parodius, King’s Valley II, Contra, Nemesis 3: The Eve of Destruction, Metal Gear 2: Solid Snake, Space Manbow, and Quarth.

Games

Several well-known video game series began on the MSX platform:

  • Antarctic Adventure and Penguin Adventure
  • Aleste and Zanac (Zanac was developed and released at the same time as the original FDS version)
  • Bomberman
  • Eggerland
  • Metal Gear
  • Parodius
  • Puyo Puyo (released alongside the FDS version)

Other games had different versions or new versions made for the MSX, including titles that were only available on this system or significantly changed from their original formats:

  • Castlevania (known as Vampire Killer in Europe)
  • Contra
  • Dragon Quest
  • Dragon Slayer
  • Final Fantasy
  • Gradius (Nemesis)
  • R-Type
  • Wizardry
  • Xak
  • Xevious: Fardraut Saga

Legacy

In 2001, Kazuhiko Nishi started a revival of the MSX computer using an official emulator named MSXPLAYer. This is the only official emulator because all MSX copyrights are managed by the MSX Association. In 2004, a Dutch company called Bazix became the European representative for the MSX Association. Bazix handled questions about MSX trademarks, copyrights, and licensing. On October 17, 2006, Bazix launched WOOMB.Net, a website selling MSX games in English and other languages. Japan had started selling MSX games earlier through a project called Project EGG. WOOMB.Net was the English version of this and other services by D4 Enterprise. In August 2006, D4 Enterprise announced a new MSX2-compatible system called the "one chip-MSX." This system uses a special chip called Altera Cyclone. It is similar to the C-One, a Commodore 64 copy made with a single chip. The "one chip-MSX" is housed in a transparent blue plastic box and can be used with a standard monitor or TV and a PC keyboard. It has two slots for MSX cartridges and supports audio features like MSX-MUSIC and SCC+. An SD/MMC-flashcard can be used as storage, acting like a disk drive and allowing the system to run MSX-DOS. Because of its programmable hardware, the device can be updated with new features by running a reconfiguration program. It also has two USB ports that can be used after adding specific code.

In 2011, AGE Labs introduced GR8BIT, a do-it-yourself kit for building an MSX2 computer. The kit, licensed by the MSX Licensing Corporation, includes all parts needed to assemble a working MSX2 computer except for an ATX chassis, power supply, floppy drive, hard disk, PS/2 keyboard, and monitor.

Some Korean forum members who created Zemmix Neo developed a new MSX-compatible system called Mini IQ3000 Cutie. This system is similar to Daewoo Electronics' IQ-2000 model. It is based on the 1ChipMSX design but includes features like a "Scan Line Generator" to improve video quality and "Multi Language Support" for two languages. By default, the system uses Korean fonts and settings, but pressing the "del" key during startup switches it to Japanese mode. Even though the default is Korean, the system uses Japanese font settings by default and displays Japanese characters when running Japanese software.

In 2019, fans created the MSX Mini Replica, a 1:2 scale copy of the Philips VG-8020 computer. It works with software from the MSX, MSX2, MSX2+, and TurboR generations. It has two USB ports, an HDMI video output, and uses the same hardware as the C64 Mini. Adding a peripheral called MSX Player allows it to run original games from ROM cartridges.

The MSXVR is a computer released in 2020 that works with the MSX family of computers. Like the latest Zemmix game consoles, it uses a Raspberry Pi card with extra parts to connect original MSX peripherals.

In 2022, Nishi announced a new revival of the MSX standard called MSX3, which would be available in different forms, including an upgrade cartridge for existing MSX computers. In 2023, after a crowdfunding campaign, a small IoT device shaped like a Game Boy with a keyboard, called the MSX0, was introduced. It was designed for IoT uses and would work with the base MSX3 unit. Plans also included a supercomputer called the MSX Turbo X 128, based on cluster technology. The project was stopped after Nishi faced financial problems.

Peripherals

The keyboard is a separate part that connects to a computer using either shared or separate connections. Shared keyboard systems use one set of wires for both sending and receiving information, which reduces the number of wires needed. Separate connections are often used for internal keyboards and some external models, like the Panasonic CF-3300. Shared connections are used for other external keyboards, such as the Yamaha YIS805 model.

The keyboard is arranged in a grid with up to 11 input lines and 8 output lines, allowing for a maximum of 88 keys (including letters, numbers, and control keys). The system regularly checks each line to see which keys are pressed. The speed of these checks depends on how often the computer's system interrupts the process. This setup helps the computer detect all key presses correctly, even when multiple keys are pressed at the same time, avoiding problems seen in older keyboards that used the 8042 microcontroller.

Because the keyboard checks are controlled by system interrupts, one way to test if an MSX computer is working properly is to press the CAPS key and check if the light on the key changes. If the light does not change, the problem might be more serious than just the screen not showing an image, such as an issue with the video cable or display.

In 2009, Kamil Karimov created an adapter board to connect a PS/2 keyboard to the keyboard interface of an MSX computer. The special software on the board was designed for use with Daewoo CPC machines.

In 2011, AGE Labs added a PS/2 keyboard controller to its GR8BIT DIY computer. This controller uses software to convert PS/2 keyboard signals into signals the MSX computer can understand. This makes the controller work with many different MSX-compatible machines and supports different language settings.

The MSX standard requires at least one cartridge slot, and most models have two. These slots are interchangeable, so it does not matter which slot a cartridge is inserted into. The connector for these slots is a 50-pin edge connector with a standard size of 2.54 mm. These slots allow many different devices to connect to the computer.

Standard game cartridges are about the size of an audio cassette, often called "Konami size." These were popular because they were reliable and easy to use, even though they were more expensive. In 1985, Hudson Soft released a smaller, cheaper alternative called the Bee Card. However, it was not successful, and few games were made for it.

AGE Labs provides files for designing MSX cartridges using EAGLE software.

Early MSX computers did not have built-in disk drives, so software was first released on cartridges and cassette tapes.

Mitsumi QuickDisks were introduced in 1984 as a special type of storage for MSX computers but were quickly replaced by standard floppy disk drives. Few games were released on this format.

Sony made a battery-powered RAM cartridge called the HBI-55 "data cartridge" in 1984 for some MSX computers. This device could store programs or data instead of using cassette tapes. Some Yamaha music software also worked with this cartridge.

Floppy disk drives became available for MSX computers in 1984. These could be built into the computer or added as a cartridge with the necessary electronics and software. In South America, many systems used 5.25-inch floppy drives, while in Europe, 3.5-inch drives were more common. In Japan, some MSX1 systems, like the Panasonic CF-3300, included a built-in 3.5-inch floppy drive. In Europe, Philips MSX2 systems like the NMS 8230 and NMS-8250 often had 3.5-inch drives with 360 or 720 KB of storage.

In 1985, the MSX2 was released, and many of these models included a built-in 3.5-inch floppy drive. This made floppy disks the main way to store games and software.

The MSX-DOS operating system worked with the same file system as MS-DOS and was similar to early versions of MS-DOS. This helped Microsoft promote MSX for home use and MS-DOS for office computers.

MSX 3.5-inch floppy disks could be used with MS-DOS, though some details like file recovery and boot code were different. MSX-DOS 1 did not support folders, unlike later versions of MS-DOS.

In 2012, AGE Labs added support for 1.44MB 3.5-inch floppy disks. These disks could be set up in two ways: one with 1 sector per cluster and 9 FAT sectors, or another with 4 sectors per cluster and 3 FAT sectors.

  • Yamaha Y8950: Used in the Panasonic MSX-Audio FS-CA1 (32 KB sample memory, 32 KB audio memory), Philips Music Module NMS-1205 (32 KB sample memory, no MSX-Audio BIOS), and Toshiba HX-MU900 (no sample memory, no MSX-Audio BIOS). It supports 9 FM channels or 6 FM channels plus 5 drums. It can record and play ADPCM audio with hardware help and can be upgraded to 256 KB sample memory.
  • Yamaha YM2413 (OPLL): Also known as MSX-Music, used in the Panasonic FM-PAC, Zemina Music Box, Checkmark FM-Stereo-Pak, DDX FMX, and Tecnobytes FM Sound Stereo. It supports 9 FM channels or 6 FM channels plus 5 drums. It has 15 preset instruments and 1 customizable instrument. It was built into most MSX2+ computers and standard on MSX TurboR systems.

Emulation

MSX computers are recreated on many devices today. Early MSX emulators often used code from fMSX, a portable MSX emulator created by Marat Fayzullin. Later versions of some emulators removed Fayzullin's Z80 emulation code to avoid legal issues because fMSX was not free software at the time. Later, the fMSX source code became free for non-profit use, but a license was still needed for commercial use. On December 31, 2013, the Windows version of fMSX 3.7 was released and made free for everyone to use.

The official MSX emulator, MSXPLAYer (in Japanese), is developed by the MSX Association. Kazuhiko Nishi, the inventor of the MSX standard, is the president of this organization.

As of version 0.146.u, MESS currently supports 90% of all MSX versions.

In February 2007, Nintendo of Japan announced that MSX games would be available on the Wii's Virtual Console emulator. It was confirmed that each game would cost 700 Wii Points and would be released in Japan starting in the middle of 2007. The service also became available for the Wii U on December 25, 2013. A total of 13 MSX games, mostly from Konami, were released for the Wii, and one game was released for the Wii U in Japan only.

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