--- In vmu-dev@yahoogroups.com, "Michael K Ter Louw" <mterlouw@g...>
wrote:
> Soeren, or Marcus (or anyone else for that matter!),
>
> Is there any information available on the communication protocol
between
> the DC controller's vmu port and the vmu?
maybe a bit belated of a reply... but i just picked up a couple of
these vmu's and hacked one apart (w/ dremel) to get the connector to
build a parallel adapter.. and was thinking the same thing...
i found this page off of Sören Gust's site...
http://mc.pp.se/dc/controller.html
there was another page i misplaced that showed the serial traffic to
a controller and what goes where once inside the controller.
(i think it was on the previous link or burried in John Maushammer's
site somewhere... http://www.maushammer.com/vmu.html )
was going to try and code some stuff to run ferretronic's serial
chips, or something, since these VMU's make great lil pocket watches.
Got to respect the idea but i am not sure you realise how much
work/time will be involved, still, i am happy to give any help i can.
It could be great, try and get lots of people involved so the level of
enthusiasm can not drop and it could be the best !!
--- "theonlybendavis <theonlybendavis@...>"
<theonlybendavis@...> wrote: > I was just thinking today that it
would be very useful to have a
> Dreamcast based VMU emulator...
> Ideas for features would be:
> - to have the VMU emulator controled via the DC controller and have
> the program being run displayed on the TV as well as on the VMU
> loaded into the DC controller...
> - it would would have to load from and save to the VMU in the DC
> controller so that the emulator could be used to play the minigames
> associated with specific games and acctually affect them (aka skies
> of arcadia/sonic adventure 2), so I don't have to buy another battery
> - it would have to emulate up to 4 VMU's simultaneousely and support
> linking between the VMU's in 2 controllers as well as a virtual VMU
> controlled by one of the other controllers...
> - is should include all the copying/deleting funtions that are
> standard to the VMU interface built into the DC...
> - it should allow for upload and download via FTP for VMU files
> (including appropriate conversion), so one can avoid purchasing new
> Memory cards by backing files up online..
> - and for good measure it should have a simple graphics editor that
> would let people create and change those VMU image things...
>
> All in all, if it's at all possible it seems like it would make a
> very useful tool, and seeing as their are so many people out their
> playing with codeing the DC and VMU it seems like it would have
> already been done by now... I unfortunately don't have much
> experience with programming and stuff so I wouldn't know where to
> even start looking for this kind of stuff.
>
> anyways... it's an idea I like to dream about and if you have any
> suggestions where I should start looking for the steps I should take
> to start creating this kind of stuff I would greatly appreciate it (I
>
> have a couple really good programming buddies who are just itching
> for the opportunity to code something useful)
>
> Benjie
>
>
> post: vmu-dev@eGroups.com
> unsubscribe: vmu-dev-unsubscribe@eGroups.com
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> faq: http://vmudev.dcemulation.com/faq.html
>
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> http://docs.yahoo.com/info/terms/
>
>
=====
Later ...
rednuht@...
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> - it should allow for upload and download via FTP
for VMU files
> (including appropriate conversion), so one can avo
id purchasing new
> Memory cards by backing files up online..
well, i can't help with most of what you describe, b
ut, there are sites for the upload/ftp sort of stuff
...
http://www.vmu-harddrive.com
offers free private accounts for file storage, as we
ll as a public archive...
http://tools.planetweb.com
offers the ability to ftp game saves into webspace..
.
(though, it is planetweb only, unfortunately, and th
e ftp'd saves can only be downloaded with planetweb
browsers... so, it is of very limited value...)
http://snow.prohosting.com/droleen
offers a great ftp interface to transfer media files
and html files from vmu directly to webspace, with
some very nice features...
this site also has a web-based vmu icon and animatio
n creator, though it is down now, but will hopefully
return eventually... and the creator is very javas
cript-heavy, so, i doubt it works with planetweb, ju
st dreamkey or dreampassport...
and anything i am forgetting can, of course, be foun
d at the dreamcast browsers group...
http://groups.yahoo.com/group/DreamcastBrowsers
insidious_plots...
http://home.earthlink.net/~insidiousplot
I was just thinking today that it would be very useful to have a
Dreamcast based VMU emulator...
Ideas for features would be:
- to have the VMU emulator controled via the DC controller and have
the program being run displayed on the TV as well as on the VMU
loaded into the DC controller...
- it would would have to load from and save to the VMU in the DC
controller so that the emulator could be used to play the minigames
associated with specific games and acctually affect them (aka skies
of arcadia/sonic adventure 2), so I don't have to buy another battery
- it would have to emulate up to 4 VMU's simultaneousely and support
linking between the VMU's in 2 controllers as well as a virtual VMU
controlled by one of the other controllers...
- is should include all the copying/deleting funtions that are
standard to the VMU interface built into the DC...
- it should allow for upload and download via FTP for VMU files
(including appropriate conversion), so one can avoid purchasing new
Memory cards by backing files up online..
- and for good measure it should have a simple graphics editor that
would let people create and change those VMU image things...
All in all, if it's at all possible it seems like it would make a
very useful tool, and seeing as their are so many people out their
playing with codeing the DC and VMU it seems like it would have
already been done by now... I unfortunately don't have much
experience with programming and stuff so I wouldn't know where to
even start looking for this kind of stuff.
anyways... it's an idea I like to dream about and if you have any
suggestions where I should start looking for the steps I should take
to start creating this kind of stuff I would greatly appreciate it (I
have a couple really good programming buddies who are just itching
for the opportunity to code something useful)
Benjie
> Does anyone have any experience with getting down
loads
> to work with DreamPassport as well as PlanetWeb?
the downloads at dreamaves.de, booyaka, and virtuamu
nstaz work with all dc browsers, but, i don't know t
hat any of the people behind the latter two are stil
l around for comment...
also, i am pretty sure cjayc has dc saves at gamefaq
s set up work with all dc browsers... he may or may
not be accessible for info...
i think it is safe to say that the current reigning
public mind on these matters is doug over at vmuhd..
.
http://www.vmu-harddrive.com
he licked this problem long ago and i have always kn
own him to be more than willing to help out with stu
ff like this... he provided the scripts for dreamsa
ves and was even helping planetweb.com get some part
s of their vmu file browser-compatibility issues wor
ked out...
insidious_plots...
http://home.earthlink.net/~insidiousplot
Make sure your web server provides these files with the correct mime
type:
application/x-dreamcast-vms-info vmi
application/x-dreamcast-vms vms
Leo.
--
VirtuaMUnstaz.de
--- In vmu-dev@yahoogroups.com, Sam Steele <chip@c...> wrote:
> What are you using to generate the VMI files from the VMS files?
> There needs to be a checksum etc. in the VMI file.
VMU.EXE - vmu data creator (c) 1999,2000 by VirtuaMUnstaz
Using the -i option, the .VMI looks okay ( vms type : GAME($3) /
Checksum : SEGA:ok AGES:failed ), as does a hex dump, and the DC
definitely makes a GET request ro the server for the correct file.
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
What are you using to generate the VMI files from the VMS files?
There needs to be a checksum etc. in the VMI file.
On another note, I've got downloads to work fine with PlanetWeb, but
when I try to download files with DreamPassport it pops up an error
message in japanese after downloading the file. I can't read
japanese :) Does anyone have any experience with getting downloads
to work with DreamPassport as well as PlanetWeb?
- -Sam
- ----- Original Message -----
From: "The Happy Hippy" <dreamcast@...>
To: <vmu-dev@yahoogroups.com>
Sent: Monday, February 10, 2003 11:32 PM
Subject: [vmu] VMU Web Download Problem
> 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.
>
>
> 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/
>
-----BEGIN PGP SIGNATURE-----
Version: PGPfreeware 7.0.3 for non-commercial use <http://www.pgp.com>
iQA/AwUBPkiAHBjI+LFKcv7ZEQJJzgCgqcn9KF0gSHHPyWk5Xa9fTbOqhhsAoIY+
dZPYEftO3R1Gm7A2Y4AKMMh4
=jyTT
-----END PGP SIGNATURE-----
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@...
> -+-..=|<[{(_"!"_)}]>|=..-+-
>
>
> __________________________________________________
> Do You Yahoo!?
> Everything you'll ever need on one web page
> from News and Sport to Email and Music Charts
> http://uk.my.yahoo.com
>
> 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/
>
>
>
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@...
-+-..=|<[{(_"!"_)}]>|=..-+-
__________________________________________________
Do You Yahoo!?
Everything you'll ever need on one web page
from News and Sport to Email and Music Charts
http://uk.my.yahoo.com
> 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)
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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.
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