Hi,
I have almost no DC or VMU experience, so I've thrown myself into the dark a
bit, but have read all the FAQ's and digests of this list, I have however
hit a problem ...
I have a home-grown web server running on a local PC which the DC can dial
into and be served web pages from, and I have modified it to serve up .VMI
and .VMS minigame files.
Using the PlanetWeb 2.6 browser, all HTML files download okay, as do .VMI
files but once the .VMI has been downloaded, the browser reports "Failed to
download the VMS file". The download progress bar pops-up and gets halfway
across before the failed message appears.
I've used Telnet on the local PC to check the pages are being served up
okay, and that the Content-Type: in the header is correct. MS IE downloads
the files when the file links are clicked on and the downloaded images match
those on the server. I've re-assembled the .S file to recreate the .VMS and
.VMI files so filename cases all match etc, but still no joy.
Attempting to download the .VMS directly causes the PlanetWeb browser to
show a page which says "The document you have chosen contains no HTML etc
etc", and then displays gibberish, as I expected, but gives no error
messages per se.
The VMU in the controller appears to be working fine, and can save and load
game save data from DC games.
Any ideas as to what's going wrong or where to start looking, as the browser
message isn't the most useful error message I've ever seen ?
Any help would be gratefully appreciated.
US Browser v2 ignores the MIME types altogether, which is why the fact
his experiment failed seems odd. This is why some people with DreamKey
had problems downloading VMU files that people with planetweb didn't
have problems with.
rednuht wrote:
> The dreamkey DC browser can not use plain VMS/VMI files but must as
> well recieve a MIME header from a web server.
> I had to edit my .htaccess file to force the server to attach the MIME
> type else the file was corrupt.
> http://rvmu.maushammer.com/faq.html
> http://rvmu.maushammer.com/faq.html#QUESTION6.1.2
> but thats the UK browser I do not know if it is the same for the US or
> the latest browsers.
>
> =====
> Later ...
>
> rednuht@...
> -+-..=|<[{(_"!"_)}]>|=..-+-
>
>
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>
>
The dreamkey DC browser can not use plain VMS/VMI files but must as
well recieve a MIME header from a web server.
I had to edit my .htaccess file to force the server to attach the MIME
type else the file was corrupt.
http://rvmu.maushammer.com/faq.htmlhttp://rvmu.maushammer.com/faq.html#QUESTION6.1.2
but thats the UK browser I do not know if it is the same for the US or
the latest browsers.
=====
Later ...
rednuht@...
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> Conclusion:
> Using the web browser to send VMS to VMU will not
work. Unless anyone
> has any other ideas.
>
> I think what we need is some Dreamcast program tha
t can copy files
> off a cd too the VMU. I haven't tried any Dreamcas
t programming so
> I'm not the one for the job. But I've seen homebre
wed stuff that
> writes to the VMU. I don't know if there is a diff
erent protocol for
> writing save game data than writing a VMU game to
the VMU or how the
> VMU differentiates a game from data. Anyone have a
ny thoughts?
well, i won't be much help, but, i do happen to know
it can be done...
there was a free promotional disk released in the ja
panese market that contained, if memory serves, a pe
rfect save for every game released at that time...
you simply choose the save you want and d/l it to th
e vmu...
the catalog number is 610-8094 and it is listed here
...
http://www.katch.ne.jp/~kazutake%20/notsale_dc.htm
there is a link there to a list of all the saves tha
t are on it, in fact...
insidious_plots...
http://home.earthlink.net/~insidiousplot
hi,
This is my first post to this group so hello everyone.
After reading this post and the replies I gave the following a try:
I got a copy of the web browser from:
http://www.megagames.com/dc/dc_utils_misc.shtml
Modified the HTML file that loads when the browser starts up
(DRMCST.HTM or DRMSTRT.HTM) to contain just a bunch of links to some
VMS and VMI files I put on the CD.
After burning about 10 coasters trying various selfboot methods I
just use the good old Echelon method.
Result:
The browser showed my new HTML file.
Clicking VMS or VMI files just opened the files in the browser window.
Conclusion:
Using the web browser to send VMS to VMU will not work. Unless anyone
has any other ideas.
I think what we need is some Dreamcast program that can copy files
off a cd too the VMU. I haven't tried any Dreamcast programming so
I'm not the one for the job. But I've seen homebrewed stuff that
writes to the VMU. I don't know if there is a different protocol for
writing save game data than writing a VMU game to the VMU or how the
VMU differentiates a game from data. Anyone have any thoughts?
Walter,
--- In vmu-dev@yahoogroups.com, "Richard Munn" <richard.munn@b...>
wrote:
> I recently got asked the following question:
>
> > Is it possible to download a saved file for the DC VMU onto
> > your computer, burn it onto a CDR, then upload it into the
> > DC VMU?
>
>
> And I can't see why it couldn't be done. Does anyone here feel up
to
> the challenge? (we'd need the binary to sit on a disk, and present
a
> menu of all the .vms/vmi/dci files sat on the cdr (possibly with
> multisession support, so save having to keep on burning new discs
I finally took some time to release DreamVMU. You may wonder: What
is DreamVMU ?? Well, DreamVMU is an DreamCast Virtual Memory Unit
emulator. It does NOT emulate the Sega DreamCast !!
DreamVMU doens't emulate the full VMU hardware, and it is very
buggy. However this was just a fun project for me to do, and I will
not do any more development on it. But the source is available on
request, so if there any developers out there who might be
interested to continue the project, mail me at: xega_emu@...
to get the source code.
You can freely use the code, as long as you credit me as the
original author.
DreamVMU uses DirectX 8.0 or higher. There is no documentation
available, but the GUI should be very easy to use (well, I think)
You can get the Win32 binary here:
http://geocities.com/xega_emu/DreamVMU.zip
Enjoy :)
At 18:29 09/10/02, you wrote:
>AFAIK you can't really, unless you install it properly there is some stuff
>missing. It might just be some registry keys, though...
It isn't usable for development purposes as is, unfortunately, since
it does not load raw VMS file, but another format produced by the
official assembler (that can be later on stripped to raw).
Omar
>----- Original Message -----
>From: "xega_emu" <michel_gerritse@...>
>To: <vmu-dev@yahoogroups.com>
>Sent: Tuesday, October 08, 2002 10:41 PM
>Subject: [vmu] Sega's VMU Dev-Kit
>
>
> > I recently got the Sega VMU Dev-Kit, and I was trying to get the the
> > VMU Simulator running. But every time I start the application, I get
> > a "Class not registered" error message. Does someone knows how to
> > get this thing running ??
Xavier Thunderbridge wrote:
> Can anyone please confirm that any of the Sega browsers support
> OFFLINE browsing for this purpose...
>
> --- In vmu-dev@y..., Paul Kratt <sblur@e...> wrote:
>
>>>And I can't see why it couldn't be done. Does anyone here feel up to
>>>the challenge? (we'd need the binary to sit on a disk, and present a
>>>menu of all the .vms/vmi/dci files sat on the cdr (possibly with
>>>multisession support, so save having to keep on burning new discs
>>
>>If you want to do it the.... Questionable way...
>>You could burn the USA browser onto a disk, and put an HTML file on
>
> there
>
>>with the VMU files, and access it off of that.
>>
>>Or...
>>Hey! What happened to Marcus?
>
>
The startup stuff and help files on the browser disks are accessable
without connecting online.
Can anyone please confirm that any of the Sega browsers support
OFFLINE browsing for this purpose...
--- In vmu-dev@y..., Paul Kratt <sblur@e...> wrote:
> >And I can't see why it couldn't be done. Does anyone here feel up to
> >the challenge? (we'd need the binary to sit on a disk, and present a
> >menu of all the .vms/vmi/dci files sat on the cdr (possibly with
> >multisession support, so save having to keep on burning new discs
>
> If you want to do it the.... Questionable way...
> You could burn the USA browser onto a disk, and put an HTML file on
there
> with the VMU files, and access it off of that.
>
> Or...
> Hey! What happened to Marcus?
Hi,
I recently made good progress with my VMU emulator. But now it looks as if
the timing is incorrect. Some games run too fast, some too slow. Since I
don't have a real VMU myself, I can't do any comparissons. Well, I will just
drop my code wich handles the OCR register, and perhaps someone can tell me
if the timings are correct:
case 0x10E: /* Oscillation Control Regitser */
{
Cpu.OCR = Data;
int OldSpeed = Cpu.Speed;
switch (Data & 0xA0)
{
case 0x00:
Cpu.Speed = 5000; /* (600Khz / 2) / 60 (RC Clock / 12) */
break;
case 0x20:
Cpu.Speed = 273; /* (32768Hz / 2) / 60 (Sub Clock / 12) */
break;
case 0x80:
Cpu.Speed = 10000; /* (600Khz / 1) / 60 (RC Clock / 6) */
break;
case 0xA0:
Cpu.Speed = 546; /* (32768Hz / 1) / 60 (Sub Clock / 6) */
break;
}
/* Calculate remaining cycles to run, based on new clock speed */
Cpu.NrCycles = Cpu.Speed * (Cpu.NrCycles / OldSpeed);
return;
}
Notes: I'm rendering the VMU at 60 FPS, so the timing values are divided by
60. Cpu.Speed is the current clock speed. Cpu.NrCycles is the remaining
cycles to run during this frame.
Anyone noticed something wrong with this code ??
BTW: If you want to compare my emu to a real thing, just ask, and I can send
a private build of it.
Thanks in advance,
Michel Gerritse (Gerrie)
_________________________________________________________________
Chatten met je vrienden via het web? Probeer MSN Messenger
http://messenger.msn.nl/default.asp?client=1
AFAIK you can't really, unless you install it properly there is some stuff
missing. It might just be some registry keys, though...
----- Original Message -----
From: "xega_emu" <michel_gerritse@...>
To: <vmu-dev@yahoogroups.com>
Sent: Tuesday, October 08, 2002 10:41 PM
Subject: [vmu] Sega's VMU Dev-Kit
> I recently got the Sega VMU Dev-Kit, and I was trying to get the the
> VMU Simulator running. But every time I start the application, I get
> a "Class not registered" error message. Does someone knows how to
> get this thing running ??
>
> Gerrie
>
>
>
> post: vmu-dev@eGroups.com
> unsubscribe: vmu-dev-unsubscribe@eGroups.com
> archive: http://www.egroups.com/group/vmu-dev/
> faq: http://vmudev.dcemulation.com/faq.html
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
I recently got the Sega VMU Dev-Kit, and I was trying to get the the
VMU Simulator running. But every time I start the application, I get
a "Class not registered" error message. Does someone knows how to
get this thing running ??
Gerrie
>From http://www.maushammer.com/vmu.html
>
>The last two undocumented opcodes are $50 and $51, and I'm going to
>tentatively name them LDF and STF (email me if you have a better name,
>these
>aren't supported in the assembler). The $50 instruction reads the flash
>memory and works like an LDC except that it doesn't add ACC to the address.
>The 17th address bit is taken from SFR $154. Opcode $51 writes the flash,
>but it has a safeguard which makes it a bit more difficult to use.
Thanks :) I knew I read this discription somewhere, but I couldn't remember
where I found it.
_________________________________________________________________
Chat on line met vrienden en probeer MSN Messenger uit:
http://messenger.msn.nl
From http://www.maushammer.com/vmu.html
The last two undocumented opcodes are $50 and $51, and I'm going to
tentatively name them LDF and STF (email me if you have a better name, these
aren't supported in the assembler). The $50 instruction reads the flash
memory and works like an LDC except that it doesn't add ACC to the address.
The 17th address bit is taken from SFR $154. Opcode $51 writes the flash,
but it has a safeguard which makes it a bit more difficult to use.
----- Original Message -----
From: "Michel Gerritse" <michel_gerritse@...>
To: <vmu-dev@yahoogroups.com>
Sent: Tuesday, October 01, 2002 1:02 AM
Subject: [vmu] Potato missing opcodes
> - Does anyone has information of opcodes 0x50 and 0x51 ?? The Sega VMU
> Hardware manual doesn't have a description of them (probably because they
> are only used by the bios).
>
> - Are the indirect (@Rj) byte opcodes always related to RamBank0 ?? No
> matter what the value of the RAMBK0 flag is ??
>
> - Also, does someone has Sega binaries, so I can test my POTATO core even
> more ??
>
> Thanks in advance,
>
> Gerrie
>
>
>
> _________________________________________________________________
> Meld je aan bij de grootste e-mailservice ter wereld met MSN Hotmail:
> http://www.hotmail.com/nl
>
>
>
> post: vmu-dev@eGroups.com
> unsubscribe: vmu-dev-unsubscribe@eGroups.com
> archive: http://www.egroups.com/group/vmu-dev/
> faq: http://vmudev.dcemulation.com/faq.html
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
- Does anyone has information of opcodes 0x50 and 0x51 ?? The Sega VMU
Hardware manual doesn't have a description of them (probably because they
are only used by the bios).
- Are the indirect (@Rj) byte opcodes always related to RamBank0 ?? No
matter what the value of the RAMBK0 flag is ??
- Also, does someone has Sega binaries, so I can test my POTATO core even
more ??
Thanks in advance,
Gerrie
_________________________________________________________________
Meld je aan bij de grootste e-mailservice ter wereld met MSN Hotmail:
http://www.hotmail.com/nl
I have recently compiled the sources for the assembler,emulator,disassembler,and
VMI file creator,on linux for the dreamcast.I was curious if anyone has tried to
do this.I've had trouble compiling the disassembler(errors with the command line
options-strnicmp stricmp-)but most compiled fine.I am using only the
distribution version of linuxdc(diskjuggler image)and a serial cable connection
to transfer the files.
Join 18 million Eudora users by signing up for a free Eudora Web-Mail account at
http://www.eudoramail.com
>Last I heard, the BIOS has not been dumped. You may wish to contact
>Marcus Comsted to verify this, seeing as he wrote SoftVMS and the VMU
>assembler. If anyone does know of a way to dump it thru a Double Power,
>I'd be glad to dump mine for you.
I have a copy of Japanese BIOS.
It should be faisable to rewrite a small program to read one from a VMU,
if I recall properly.
Last I heard, the BIOS has not been dumped. You may wish to contact
Marcus Comsted to verify this, seeing as he wrote SoftVMS and the VMU
assembler. If anyone does know of a way to dump it thru a Double Power,
I'd be glad to dump mine for you.
xega_emu wrote:
> Hi, I'm new to this group, so let me first introduce myself. I'm
> Michel Gerritse (aka Gerrie) and I'm the author of a Sega
> Genesis/SegaCD/32X emulator called Xega (xega.emucamp.com)
>
> Anyway, I recently got very interested in the Dreamcast VMU, and I
> decided to write an emulator for it. So I have a question for you
> people. Is the VMU bios already dumped ?? If not, way ?? If so, can
> somebody give me an URL where to find it (or send it to me using
> email).
>
> I know this is a stupid ROM request, but it certainly will help me
> with the development of DreamVMU (my emulator).
>
> Thanks in advance,
>
> Gerrie
>
>
Hi, I'm new to this group, so let me first introduce myself. I'm
Michel Gerritse (aka Gerrie) and I'm the author of a Sega
Genesis/SegaCD/32X emulator called Xega (xega.emucamp.com)
Anyway, I recently got very interested in the Dreamcast VMU, and I
decided to write an emulator for it. So I have a question for you
people. Is the VMU bios already dumped ?? If not, way ?? If so, can
somebody give me an URL where to find it (or send it to me using
email).
I know this is a stupid ROM request, but it certainly will help me
with the development of DreamVMU (my emulator).
Thanks in advance,
Gerrie
As commented in my http://www.jumpstation.co.uk/si/si.html space
invaders source I worked from the great Alessandro Sanasi
http://www.franken.de/users/deco/myfiles/myfiles.html#sample
I hope that is what you are looking for
--- sulakd@... wrote: > I'm not getting anywhere in my vmu
assembly attempts. There is a
> common
> section of code in all the programs I've looked at(reset and interupt
> vector
> initializations??). There is always some undocumented code right
> after that
> section that varies a little from program to program that I cant make
> sense
> of. Anyway, to my question...Is there a hello world example anywhere
> out
> there? I'd like to look at something that simple with no icons etc
> so i
> could see the basic initializations and where the actual game code
> goes.
> Thanks,
> sulakd@...
>
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>
=====
Later ...
rednuht@...
-+-..=|<[{(_"!"_)}]>|=..-+-
__________________________________________________
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I'm not getting anywhere in my vmu assembly attempts. There is a common
section of code in all the programs I've looked at(reset and interupt vector
initializations??). There is always some undocumented code right after that
section that varies a little from program to program that I cant make sense
of. Anyway, to my question...Is there a hello world example anywhere out
there? I'd like to look at something that simple with no icons etc so i
could see the basic initializations and where the actual game code goes.
Thanks,
sulakd@...