MSX was the name of a standardized home computer architecture in the 1980s conceived by Kazuhiko Nishi, then Vice-president at Microsoft Japan and Director at ASCII Corporation. It is said that Microsoft led the project as an attempt to create unified standards among hardware makers.
Despite Microsoft's involvement, the MSX-based machines were seldom seen in the United States and Britain (although heavily advertised by Toshiba in the UK), but they were popular in other markets. Its difficult to estimate how many MSX computers there were sold worldwide, but eventually 5 million MSX-based units were sold in Japan alone, many of which were the later models . This home computer was released in Japan, Middle East, Europe and Brazil.
Before the appearance and great success of Nintendo's Family Computer, MSX was the platform for which major Japanese game studios, such as Konami and Hudson Soft, produced their titles. The Metal Gear series was originally written for MSX hardware.
In the 1980s, Japan was in the midst of an economic awakening. Large Japanese electronics firms might have been successful in the early computer market had they made a concerted effort in the late 1970s. Their combined design and manufacturing power could have allowed them to produce competitive machines, but they initially ignored the home computer market and appear to have been hesitant to do business in a market where no industry standard existed.
Nishi proposed MSX as an attempt to create a single industry standard for home computers. Inspired by the success of VHS as a standard for video cassette recorders, many Japanese electronic manufacturers along with GoldStar, Philips and Spectravideo built and promoted MSX computers. Any piece of hardware or software with the MSX logo on it was compatible with MSX products of other manufacturers. In particular, the expansion cartridge form and function were part of the standard; any MSX expansion or game cartridge would work in any MSX computer.
Nishi's standard consisted primarily of several off-the-shelf parts; the main CPU was a 3.58 MHz Zilog Z80, the graphics chip a Texas Instruments TMS9918 with 16 KB of dedicated VRAM, the sound and partial I/O support was provided by the AY-3-8910 chip manufactured by General Instrument (GI), and an Intel 8255 Programmable Peripheral Interface chip was used for the parallel I/O such as the keyboard. This was a choice of components that was shared by many other home computers and games consoles of the period, such as the ColecoVision home computer (an emulator was later available with which MSX systems could run some of its software), and the Sega SG-1000 video game system. To reduce overall system cost, many MSX models used a custom IC known as "MSX-Engine", which integrated glue logic, 8255 PPI, YM2149 compatible soundchip and more, sometimes even the Z80 CPU. However, almost all MSX systems used a professional keyboard instead of a chiclet keyboard, driving the price up again. Consequently, these components alongside Microsoft's MSX BASIC made the MSX a competitive, though somewhat expensive, home computer package.
On 27 June 1983, the date considered the birthday of the MSX standard, the MSX was formally announced during a press-conference, and a slew of big Japanese firms declared their plans to introduce machines. The Japanese companies avoided the intensely competitive US home computer market, which was in the throes of a Commodore-led price war. Only Spectravideo and Yamaha briefly marketed MSX machines in the US. Spectravideo's MSX enjoyed very little success, and Yamaha's CX5M model, built to interface with various types of MIDI equipment, was billed more as a digital music tool than a standard personal computer.
A problem for some game software developers was that the method by which MSX-1 computers addressed their video RAM (to draw a picture on the screen) could be quite slow compared to systems that gave direct access to the video memory. This, and the fact that the completely different features the MSX-1's video chip (using the MSX Video access method) had to compensate for the slower video access were not efficiently used while porting (mostly Spectrum) software, made the MSX-1 to appear slower when running ported games.
Some minor compatibility issues also plagued ported Spectrum games. For example, the Toshiba HX-10 machine was unable to read certain key combinations at the same time, preventing the Spectrum "standard" of "Q, A, O, P steering", whereas machines by other manufacturers worked fine. Later (ported) games tended to use the MSX-1 joystick port or used MSX's official arrow keys and space bar, or offered the option to choose other keys with which to control the program, solving the problem.
A larger problem was that the designers of the MSX standard bank switching protocol did not prescribe to hardware manufacturers in which banks the cartridges, but more important the RAM, should be found. Moreover, the MSX's BIOS did not provide this information either, thus requiring programmers to implement complex routines to "find" these resources. Often programmers assumed that the RAM and cartridges would be available at a "default" bank switch location; in reality some systems had their RAM or cartridge slot(s) not at the "default" location, but on another bank switch location. In those cases programs failed to run because they only "saw" 32K of the available memory, instead of the full 64K that almost all MSX-1 machines offered. With very few exceptions, except for a very early Phillips MSX-1 model, (the VG8000) and the SVI-318 almost all other mainstream MSX-1 machines offered at least the full 64K of RAM.
The MSX3 was scheduled for market in 1990. Delays in the development of its VDP (then named V9978 on the pre-release spec sheets) caused Yamaha to miss its time to market deadline. In its place an improved MSX2+ was released as the MSX Turbo-R; features of the new R800 processor such as DMA and 24-bit addressing were disabled. The VDP was eventually delivered 2 years after its planned deadline, by which time the market had moved on. In an attempt to reduce its financial loss Yamaha stripped nearly all V9958 compatibility and marketed the resulting V9990 E-VDP III as a video-chipset for PC VGA graphic cards, with moderate success. Sony also employed the V7040 RGB encoder chip on many other products. MSX-FAN Magazine also mentions the then impressive power of the V9990, being able to compete with much more expensive hardware such as the Sharp X68000.
MSX never became the worldwide standard that its makers had envisioned, mainly because it never took off in the United States and the UK. However, in Japan, South Korea, Argentina, and Brazil, MSX was the paramount home computer system in the 1980s. It was also quite popular in continental Europe, especially in the Netherlands and Spain. Classrooms full of networked Yamaha MSX were used for teaching informatics in school in some Arab countries and the Soviet Union.
In the 1980s, Sakhr (صخر) Computers (Developed by Al Alamyyeh, a Kuwaiti company), started the production of the first Arabian version of MSX computers. They started producing a Yamaha AX100, but also a few other models including MSX2 and MSX2+ models. The most popular and affordable model within CCASG was the Sakhr MSX AX170. They were also the first to Arabize BASIC and the MSX LOGO.
Many MSX computers were used during the 1980s in Eastern European (former Eastern Bloc) countries as a tool for subtitling pirated films on VHS, or Betamax cassettes. The MSX computers were used for their simplicity and its ability to display prepared titles in real time as superimpose text on mastering tapes.
In total, 5 million MSX computers were sold, which made it relatively popular but not the global standard it was intended to be. For a comparison with rival 8-bit computers, the Commodore 64 sold 17 million units worldwide in its lifetime, the Apple II sold 6 million units, the Atari 8-bit sold at least 4 million units, the Amstrad CPC sold 3 million units, and the Tandy TRS-80 sold 250,000 units.
One (Sony) MSX2 machine was even launched into space on board of a Russian MIR spacecraft
In 2001, Kazuhiko Nishi initiated a 'MSX Revival' around an official MSX emulator called MSXPLAYer. This is the only official MSX emulator as all MSX copyrights are maintained by the MSX Association. Then in in 2004 a Dutch company Bazix announced they had become the representatives of MSX Association in Europe, being the English contact for any questions regarding the MSX trademarks and copyrights (licensing). and on October 17, 2006, Bazix launched WOOMB.Net, a website selling MSX games (translated to English if necessary), with a selection of 14 games. In Japan, game sales began earlier, through Project EGG. WOOMB.Net was the English counterpart of this (and other) Japanese services offered by D4 Enterprise, which also announced (in August 2006) the launch of a new MSX2 compatible system called the "one chip-MSX", a system based on an Altera Cyclone EP1C12Q240C8 FPGA. The one chip-MSX" is similar in concept to the C-One, a Commodore 64 clone also build on the basis of a single FPGA chip. The new MSX system is housed in a box made out of transparent blue plastic, and can be used with a standard monitor (or TV) and a PC keyboard. It has two MSX cartridge slots and supports the audio extensions MSX-MUSIC and SCC+. A SD/MMC-flashcard can be used as an external storage medium, emulating a disk drive and can be used to boot MSX-DOS. Due to its VHDL programmable hardware it is possible to give the device new hardware extensions simply by running a reconfiguration program under MSX-DOS. The "one chip-MSX" also has two USB connectors that can be used after adding some supporting VHDL code.
On 7 June 2008, the MSX Resource Center Foundation reported that the MSX trademark had moved from MSX Association to the MSX Licensing Corporation, referring to a Benelux trademark register page of MSX, which names the MSX Licensing Corporation as entitled entity till 28-10-2013. At that time the website of the MSX Licensing Corporation that they linked to as source, had a text saying 'We are planning to revitalize MSX, the innovative computer platform.' on it. However, the website was later changed to contain only the logo of ITNY & Partners, and a link to ITNY & Partners' English and Japanese websites and has no mention of the MSX Licensing Corporation at all. and on 26 June 2008, Bazix reported on their website's frontpage that they are no longer the representative of MSX Association, due to being unable to achieve their goals of "bringing about the commercial MSX Revival beyond the Japanese borders" and "the transfer of the MSX trademark from MSX Association to MSX Licensing Corporation" and "no outlook on any progress in the Western One Chip MSX project any time soon". As a result of this, WOOMB.Net is taken offline as well, with its website redirecting to the Bazix website, till "a solution free of MSX Association's contributions has been completed". According to their post, they will cooperate with D4 Enterprise and the MSX Licensing Corporation "in one or more retro gaming related projects".
On 4 July 2008, MSX Association's European contact website, which states to be the "only official contact place for MSX Association in Europe", reports that the MSX trademark and copyright has been under the MSX Licensing Corporation holding ever since 1983. It explains that MSX Association, chaired by Dr. Kazuhiko Nishi is the operational division of MSX Licensing Corporation which manages the trademarks, logo and copyrights for MSX. According to the same article, D4 Enterprise "refuse to pay royalties to MSX Association for the use of ESE Artists' Factory's work in 1chipMSX and the software licenses in Project Egg", thus they deal with Kazuhiko Nishi 'directly' through the MSX Licensing Corporation. The article mentions as well the ESE MSX System 3, on which the 1chipMSX (also known as One Chip MSX or OCM) is based.
On 5 July 2008, the MSX Association's Europe website posted an announcement reporting that D4 Enterprise was selling the 1chipMSX illegally. In the same post it is stated that Bazix no longer is their representative in Europe, due to Bazix cutting off their relationship.
Others got various installments on the MSX, including some titles unique to the system or largely reworked versions of games on other formats:
; MSX: Spectravideo, Philips, Al Alamia, Sony, Sanyo, Mitsubishi, Toshiba, Hitachi, National, Panasonic, Canon, Casio, Pioneer, Fujitsu General, Yamaha, JVC, Yashica-Kyocera, GoldStar, Samsung/Fenner, Daewoo/Yeno, Gradiente, Sharp/Epcom, Talent. ; MSX2: Philips, Sony, Sanyo, Samsung, Mitsubishi, Victor (a.k.a. JVC), National, Panasonic, Canon, Yamaha, ACVS, DDX, Daewoo/Yeno, NTT, Talent. ; MSX2+: Sony, Sanyo, Panasonic, ACVS, DDX. ; MSX TurboR: Panasonic.
In 1985 the MSX2 was released, which systems often (but not always) included a built-in 3.5" disk drive too, and consequently the popular media for games and other software shifted to floppy disks.
The MSX 3.5" floppy disks are directly compatible with MS-DOS (although some details like file undeletion and boot sector code were different). Like MS-DOS 1, MSX disks (formatted) under MSX-DOS 1 have no support for subdirectories.
MSX computers are emulated on many platforms today. Most MSX emulators are (or were) based on the code of the pioneer fMSX, a portable MSX emulator by Marat Fayzullin. fMSX source code license is not free and many emulators removed Fayzullin's Z80 emulation code entirely in later versions to avoid legal problems.
The official MSX emulator MSXPLAYer is produced by the MSX Association, of which MSX standard inventor Kazuhiko Nishi is the president.
Some MSX titles are emulated in the Nintendo Wii's Japanese Virtual Console.
Category:Home computers Category:Retrocomputing
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