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#1130 From: Peter Bortas <peter@...>
Date: Fri Aug 20, 2004 4:09 pm
Subject: Re: [vmu] Re: more fun
zinox3
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Sure.

http://peter.bortas.org/tmp-harry-vms.zip

--
Peter Bortas


"harry_dodgson" <harry_dodgson@...> writes:

> Hi again,
>
>     Does anyone have a copy of the attachment?  I lost the .html
> file in a disk crash.  I keep copies of source code in several
> places, but I only had the one copy of that.  I've made more
> changes to the games - specifically dropping the firmware sleep
> routine as it did something strange to the button response when
> it woke up.
>
> Harry
>
> --- In vmu-dev@yahoogroups.com, Harry Dodgson <harry_dodgson@y...>
> wrote:
>> Hi,
>>
>>     Here is the latest update of my VMU game. The .zip
>> file includes some docs this time in .html format.
>>
>
>
>
>
>        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
> Yahoo! Groups Links
>
>
>
>
>
>
>
>

#1129 From: "harry_dodgson" <harry_dodgson@...>
Date: Fri Aug 20, 2004 1:58 pm
Subject: Re: more fun
harry_dodgson
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Hi again,

     Does anyone have a copy of the attachment?  I lost the .html
file in a disk crash.  I keep copies of source code in several
places, but I only had the one copy of that.  I've made more
changes to the games - specifically dropping the firmware sleep
routine as it did something strange to the button response when
it woke up.

Harry

--- In vmu-dev@yahoogroups.com, Harry Dodgson <harry_dodgson@y...>
wrote:
> Hi,
>
>     Here is the latest update of my VMU game. The .zip
> file includes some docs this time in .html format.
>

#1128 From: Paul Kratt <sblur@...>
Date: Tue Aug 17, 2004 5:15 pm
Subject: Re: [vmu] help with java!
sonicblr
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Planetweb 3.0 supports Java, but it was a commercial product, Planetweb
sold it for $20 less than 2 years ago.

You can still find it on Ebay, although I dont reccomend it. It's
horrible. I bought it because I have a BBA, and that's the only version
which supports it, and you can't go to more that 5 or so pages before
the whole browser locks up. Java support isn't that great. Less than
half of the applets you try actually end up working, the rest run out of
memory, or crash the DC.

rednuht wrote:
> hi,
>
> To my knowledge non of the Sega dreamcast browsers have java support,
> how ever they do have Javascript support.
>
> I learned this the hard way http://www.jumpstation.co.uk/jvmu/
>
> If you want to run a 'real' java app on the dreamcast I would recomend
> using linux on the dreamcast.
>
> Of course it all depends on what you actualy want to do.
>
> What do you want to use Java on the dreamcast for ?
> Networking, graphics, games ??
>
> rednuht
>
>
>  --- Joey <khefron2004@...> wrote:
>
>>Hi everyone. I need my Dreamcast to be able to render java. I am
>>using Planetweb 2.606. If anyone knows of any VMU files or has an
>>SBI, CDI or ISO of Planetweb 3.0 or another DC browser that can
>>display Java, PLEASE let me know. i will do whatever i can for you in
>>return.
>>
>>
>>THANKs!
>>
>>         khefron@...
>>
>
>
> =====
> Later ...
>
> rednuht@...
> -+-..=|<[{(_"!"_)}]>|=..-+-
>

#1127 From: rednuht <rednuht@...>
Date: Tue Aug 17, 2004 12:29 pm
Subject: Re: [vmu] help with java!
rednuht.rm
Offline Offline
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hi,

To my knowledge non of the Sega dreamcast browsers have java support,
how ever they do have Javascript support.

I learned this the hard way http://www.jumpstation.co.uk/jvmu/

If you want to run a 'real' java app on the dreamcast I would recomend
using linux on the dreamcast.

Of course it all depends on what you actualy want to do.

What do you want to use Java on the dreamcast for ?
Networking, graphics, games ??

rednuht


  --- Joey <khefron2004@...> wrote:
> Hi everyone. I need my Dreamcast to be able to render java. I am
> using Planetweb 2.606. If anyone knows of any VMU files or has an
> SBI, CDI or ISO of Planetweb 3.0 or another DC browser that can
> display Java, PLEASE let me know. i will do whatever i can for you in
> return.
>
>
> THANKs!
>
>          khefron@...
>
>
>
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=====
Later ...

rednuht@...
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#1126 From: "Joey" <khefron2004@...>
Date: Tue Aug 17, 2004 9:11 am
Subject: help with java!
khefron2004
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Hi everyone. I need my Dreamcast to be able to render java. I am using Planetweb
2.606. If anyone knows of any VMU files or has an SBI, CDI or ISO of Planetweb
3.0 or another DC browser that can display Java, PLEASE let me know. i will do
whatever i can for you in return.


THANKs!

          khefron@...

#1125 From: Harry Dodgson <harry_dodgson@...>
Date: Wed Aug 11, 2004 6:58 pm
Subject: more fun
harry_dodgson
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Hi,

     Here is the latest update of my VMU game. The .zip
file includes some docs this time in .html format.

Harry



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#1124 From: Harry Dodgson <harry_dodgson@...>
Date: Sat Aug 7, 2004 10:16 am
Subject: Re: [vmu] timing
harry_dodgson
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Wow!

     You have a wealth of useful information on your
website.
I have changed my code... it used to toggle between
600K for
computing and 32K for wait loops.  Now I go from 6M to
32K.
On many websites, it states the LCD hardware requires
600K
for updates.  I made a typo and it showed that you can
update
at any clock speed, but 32K is noticably slow.

     The more useful (to me) of your programs is
rc-clk.s.  I just
have to figure out how to create a 0.05 second
interrupt then
I can halt the cpu instead of doing delay loops.

Thanks some more,
     Harry

--- Soeren Gust <sgust@...>
wrote:
[snip]
> but you can still get the source
> code at my homepage
> under
>
<http://soeren.informationstheater.de/vm/alienfighter.html>.
>
> Soeren





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#1123 From: Harry Dodgson <harry_dodgson@...>
Date: Fri Aug 6, 2004 5:56 pm
Subject: Re: [vmu] timing
harry_dodgson
Offline Offline
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Hi,
    Here is what I am testing now - which fails on
emulation (no HALT).

------------------------------
; pass in T_count gives nice possible delays
; -----------------
C_sleepy
; -----------------
  set1 $108, 1 ; enable interrupt?
  ld $111 ; timer 0 = 16 bit
  and #$F0
  or  #$01
  st $111
  ld T_count
  st b
.lp:
  clr1 $110, 4 ; stop timer
  mov #$05, $115 ; set for a 400th of a sec or so
  mov #$DC, $113
  set1 $110, 4 ; start it
  set1 pcon, 0 ; halt CPU
  dbnz b, .lp
  clr1 $110,4 ; stop timer
  ret
------------------------------

--- Soeren Gust <sgust@...>
wrote:

>
> A long time ago when I wrote Alienfighter I solved
> this problem by doing
> a speed calibration at the start of the program.
> That way I somehow got
> a stable framerate in RC clock mode. Don't ask me
> about details, too much
> time has passed, but you can still get the source
> code at my homepage
> under
>
<http://soeren.informationstheater.de/vm/alienfighter.html>.
>
> Soeren

     Thanks!  I am looking at that now to see what I
can do with it.

Harry




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#1122 From: Soeren Gust <sgust@...>
Date: Fri Aug 6, 2004 3:35 pm
Subject: Re: [vmu] timing
sgust@...
Send Email Send Email
 
On Wed, Aug 04, 2004 at 05:30:49PM -0000, harry_dodgson wrote:
> Hi,
>
>     Is there an easy way to get a fast stable timer?
> Right now I time everything in my games on the
> 1/2 second timer.  I do all computing at high
> speed and drop it to slow speed for busy-wait loops
> to save a little power.  I tried using HALT, but the
> 1/2 second response is too slow.

A long time ago when I wrote Alienfighter I solved this problem by doing
a speed calibration at the start of the program. That way I somehow got
a stable framerate in RC clock mode. Don't ask me about details, too much
time has passed, but you can still get the source code at my homepage
under <http://soeren.informationstheater.de/vm/alienfighter.html>.

Soeren

#1121 From: Omar Cornut <cornut@...>
Date: Thu Aug 5, 2004 5:32 am
Subject: Re: [vmu] timing
segamastersy...
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Hello,

  >Is there an easy way to get a fast stable timer?
>Right now I time everything in my games on the
>1/2 second timer.  I do all computing at high
>speed and drop it to slow speed for busy-wait loops
>to save a little power.  I tried using HALT, but the
>1/2 second response is too slow.
[...]

I haven't done any VM programming since a while, but there's
definitively an high-res timer available. Check the available
public docs.

What you may be experiencing (and what I also experienced) is
that done of the available free emulator support timing/HALT
properly.

I have released 4 games and all of them were properly timed
but are running too fast on emulators, while they're running
good on a Visual Memory.

-Omar

#1120 From: "harry_dodgson" <harry_dodgson@...>
Date: Wed Aug 4, 2004 5:30 pm
Subject: timing
harry_dodgson
Offline Offline
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Hi,

     Is there an easy way to get a fast stable timer?
Right now I time everything in my games on the
1/2 second timer.  I do all computing at high
speed and drop it to slow speed for busy-wait loops
to save a little power.  I tried using HALT, but the
1/2 second response is too slow.

     On other systems (Lynx, NGPC), I do busy wait
off the vertical refresh clock, but I don't see
access to that on a VMU.

     A timer with say 1/10th second resolution would
also allow my game speedup progression to be more
gentle.  It is rather abrupt going from 1 second delay
to 1/2 second between waves.

Harry

#1119 From: Harry Dodgson <harry_dodgson@...>
Date: Mon Aug 2, 2004 10:44 am
Subject: Re: [vmu] help me
harry_dodgson
Offline Offline
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Hi,

     You need:
1) A VMU emulator and/or a way to get your
    program to a real VMU.
2) A VMU assembler.
3) Optionally, VMUscript for a slightly higher level
    programming language.
4) Example source code.

All the software is available at no cost from the
'net.
If you can connect to the 'net from your Dreamcast,
there are even ways of getting your game onto a VMU
for
no additional cost.

Harry

--- DCstation <zoneroms@...> wrote:

>
> if i want to build a game in VMU, what i need to do
> ? and what is the languages ?
>




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#1118 From: DCstation <zoneroms@...>
Date: Fri Jul 30, 2004 5:18 pm
Subject: help me
zoneroms
Offline Offline
Send Email Send Email
 

if i want to build a game in VMU, what i need to do ? and what is the languages ?


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#1116 From: "bolshi blue" <bluebolshi@...>
Date: Thu Jul 29, 2004 10:51 pm
Subject: Re: [vmu] Re: My VMU demo
the_wraggster
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Nice to see activity in the VMU Scene.

Wraggster

webmaster of dcemu uk

http://www.dcemu.co.uk

>From: Harry Dodgson <harry_dodgson@...>
>Reply-To: vmu-dev@yahoogroups.com
>To: vmu-dev@yahoogroups.com
>Subject: Re: [vmu] Re: My VMU demo
>Date: Thu, 29 Jul 2004 09:12:12 -0700 (PDT)
>MIME-Version: 1.0
>X-Sender: harry_dodgson@...
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>
>Hi,
>
>  -ignore last reply-  *wishes tabs wouldn't do that*
>
>     I just checked out the site and it looks like mine
>is the only file posted there?  Will I be able to
>update it easily?
>
>Harry
>
>--- jerickorn <jerickorn@...> wrote:
>
> > --- In vmu-dev@yahoogroups.com, Harry Dodgson
> > <harry_dodgson@y...>
> > wrote:
> > > Hi,
> > >
> > >     It has 1 game - a derivative of "Space Zap",
> > it
> > > emulates RPG dice rolling combinations, it has an
> > > animated hourglass, it converts EDT time to Swatch
> > > .beats, and it has a few graphics demos that I
> > used
> > > to test various subroutines.  Plans include adding
> > > features like egg timers, alarm clocks, a couple
> > more
> > > mini-games, and sounds/music.
> > >
> > > Harry
> > >
> > > --- jerickorn <jerickorn@y...> wrote:
> > >
> > > [snip]
> > >
> > > > what does the vmu demo do? what is this all
> > about.
> > > > keep up the good
> > > > work!
> > >
> > > [snip]
> > Harry can i have your permmision to upload this
> > file to this
> > website
> >
>http://www.dcevolution.netfirms.com/image_vmutool.shtml
> > they are compiling all the vmu save,games etc. into
> > for everybody to
> > burn test out in their vmu. head out and check out
> > the website its
> > also in dcemulation.com
> > >
>[snip]
>
>
>
>
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#1115 From: Harry Dodgson <harry_dodgson@...>
Date: Thu Jul 29, 2004 4:12 pm
Subject: Re: [vmu] Re: My VMU demo
harry_dodgson
Offline Offline
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Hi,

  -ignore last reply-  *wishes tabs wouldn't do that*

     I just checked out the site and it looks like mine
is the only file posted there?  Will I be able to
update it easily?

Harry

--- jerickorn <jerickorn@...> wrote:

> --- In vmu-dev@yahoogroups.com, Harry Dodgson
> <harry_dodgson@y...>
> wrote:
> > Hi,
> >
> >     It has 1 game - a derivative of "Space Zap",
> it
> > emulates RPG dice rolling combinations, it has an
> > animated hourglass, it converts EDT time to Swatch
> > .beats, and it has a few graphics demos that I
> used
> > to test various subroutines.  Plans include adding
> > features like egg timers, alarm clocks, a couple
> more
> > mini-games, and sounds/music.
> >
> > Harry
> >
> > --- jerickorn <jerickorn@y...> wrote:
> >
> > [snip]
> >
> > > what does the vmu demo do? what is this all
> about.
> > > keep up the good
> > > work!
> >
> > [snip]
> Harry can i have your permmision to upload this
> file to this
> website
>
http://www.dcevolution.netfirms.com/image_vmutool.shtml
> they are compiling all the vmu save,games etc. into
> for everybody to
> burn test out in their vmu. head out and check out
> the website its
> also in dcemulation.com
> >
[snip]




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#1114 From: Harry Dodgson <harry_dodgson@...>
Date: Thu Jul 29, 2004 4:02 pm
Subject: Re: [vmu] Re: My VMU demo
harry_dodgson
Offline Offline
Send Email Send Email
 
Hi,


--- jerickorn <jerickorn@...> wrote:

> --- In vmu-dev@yahoogroups.com, Harry Dodgson
> <harry_dodgson@y...>
> wrote:
> > Hi,
> >
> >     It has 1 game - a derivative of "Space Zap",
> it
> > emulates RPG dice rolling combinations, it has an
> > animated hourglass, it converts EDT time to Swatch
> > .beats, and it has a few graphics demos that I
> used
> > to test various subroutines.  Plans include adding
> > features like egg timers, alarm clocks, a couple
> more
> > mini-games, and sounds/music.
> >
> > Harry
> >
> > --- jerickorn <jerickorn@y...> wrote:
> >
> > [snip]
> >
> > > what does the vmu demo do? what is this all
> about.
> > > keep up the good
> > > work!
> >
> > [snip]
> > Harry can i have your permmision to upload this
> file to this
> website
>
http://www.dcevolution.netfirms.com/image_vmutool.shtml
> they are compiling all the vmu save,games etc. into
> for everybody to
> burn test out in their vmu. head out and check out
> the website its
> also in dcemulation.com
> >
> >
> >
> > __________________________________
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#1112 From: Harry Dodgson <harry_dodgson@...>
Date: Thu Jul 29, 2004 10:44 am
Subject: Re: [vmu] Re: My VMU demo
harry_dodgson
Offline Offline
Send Email Send Email
 
Hi,

     It has 1 game - a derivative of "Space Zap", it
emulates RPG dice rolling combinations, it has an
animated hourglass, it converts EDT time to Swatch
.beats, and it has a few graphics demos that I used
to test various subroutines.  Plans include adding
features like egg timers, alarm clocks, a couple more
mini-games, and sounds/music.

Harry

--- jerickorn <jerickorn@...> wrote:

[snip]

> what does the vmu demo do? what is this all about.
> keep up the good
> work!

[snip]




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#1110 From: Harry Dodgson <harry_dodgson@...>
Date: Wed Jul 28, 2004 11:22 am
Subject: My VMU demo
harry_dodgson
Offline Offline
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Hi,

     Here is the latest version of my VMU demo.
Use up/down to select between the different modules -
A to start, B to exit.  It's a bit incomplete now
since VMUscript crashes when I add anything else to
the source.  When I get done converting VMUscript to
C, I'll be able to add more features (like sound and
timezone settings) to the demos.

Harry



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#1109 From: Harry Dodgson <harry_dodgson@...>
Date: Fri Jul 23, 2004 1:03 pm
Subject: Re: [vmu] VMU tools cause OS problems!
harry_dodgson
Offline Offline
Send Email Send Email
 
Hi again,

     I compiled it with DJGPP v2.02 and for some reason
it doesn't like a label as the first line of an
included file.  That never happened before.  Must be
something strange in the compiler.  Any thoughts on
this?

     I also added 1 to the error line reported since
most editors start numbering from 1, not 0.

Harry





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#1108 From: Harry Dodgson <harry_dodgson@...>
Date: Thu Jul 22, 2004 3:34 pm
Subject: Re: [vmu] VMU tools cause OS problems!
harry_dodgson
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Hi,

     Thanks!  I compiled it under Solaris and it
successfully assembled the code that caused
problems.

Harry

--- Soeren Gust <sgust@...>
wrote:

[snip]
>
> As far as I know VMUASM is just the normal aslc86k
> from Marcus Comstedt
> compiled for DOS. Version 1.9 of this has some
> problems if you use macros.
>
[snip]




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#1107 From: Soeren Gust <sgust@...>
Date: Wed Jul 21, 2004 4:08 pm
Subject: Re: [vmu] VMU tools cause OS problems!
sgust@...
Send Email Send Email
 
On Tue, Jul 20, 2004 at 06:59:15PM -0000, harry_dodgson wrote:
>     Has anyone tried to build something significant with VMUscript
> or VMUASM?  As my .S source file approaches 40K, my Windoze systems
> keep crashing.  Sometimes it compiles okay and then assembles okay -
> most times it doesn't.  It is getting annoying.  You would think in
> this age of gigabyte RAM that I could create a 24K VMU file without
> rebooting the system frequently.

As far as I know VMUASM is just the normal aslc86k from Marcus Comstedt
compiled for DOS. Version 1.9 of this has some problems if you use macros.


>     Is there a VMU assembler available for Solaris or MacOS anywhere?

The sourcecode for aslc86k can be downloaded at Marcus website at
<http://mc.pp.se/dc/sw.html> as VMS Assembler. A patch to fix the macro
problem is below

Soeren

diff -u aslc86k-1.9.orig/macro.c aslc86k-1.9/macro.c
--- aslc86k-1.9.orig/macro.c Thu Nov 11 23:47:33 1999
+++ aslc86k-1.9/macro.c Tue Oct 17 15:34:31 2000
@@ -41,9 +41,9 @@
    nummacargs++;
    if(macargbufuse+l>=macargbufmax)
      if(macargbuf)
-      macargbuf=realloc(macargbuf, macargbufmax=min(macargbufmax<<1,
macargbufuse+l+1));
+      macargbuf=realloc(macargbuf, macargbufmax=macargbufuse+l+1);
      else
-      macargbuf=malloc(macargbufmax=min(256, l+1));
+      macargbuf=malloc(macargbufmax=l+1);
    if(!macargbuf) {
      fprintf(stderr, "Fatal: Out of memory!\n");
      exit(2);

#1106 From: "harry_dodgson" <harry_dodgson@...>
Date: Tue Jul 20, 2004 6:59 pm
Subject: VMU tools cause OS problems!
harry_dodgson
Offline Offline
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Hi,

     Has anyone tried to build something significant with VMUscript
or VMUASM?  As my .S source file approaches 40K, my Windoze systems
keep crashing.  Sometimes it compiles okay and then assembles okay -
most times it doesn't.  It is getting annoying.  You would think in
this age of gigabyte RAM that I could create a 24K VMU file without
rebooting the system frequently.

     Is there a VMU assembler available for Solaris or MacOS anywhere?

Harry

#1105 From: "harry_dodgson" <harry_dodgson@...>
Date: Wed Jul 7, 2004 12:40 pm
Subject: Re: [vmu] I might release the VS Compiler source code.....
harry_dodgson
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Hi,

     I downloaded the source Jul 6th, 2004 and am working on
converting it to C.  Why, you may ask...

1) It runs really slow compared to the VMU assembler
2) There are several annoyances in it
3) VMU Assembly code is tedious
4) Because I can
5) I'm working on a VMU game too

Harry


--- In vmu-dev@yahoogroups.com, "M. Jumper" <mj98765@y...> wrote:
> It's written with PowerBASIC 3.5
> I'll post the source in the group files.
>
> --- Miles Raymond <reukiodo@y...> wrote:
> > I think nothing bad about BASIC (what version did
> > you use?) and I think source would really help us
> > with a rewrite in C.  If only I could get $@^@#ing
> > KOS to compile... grr...
> >

#1104 From: rednuht <rednuht@...>
Date: Fri Jul 2, 2004 12:37 pm
Subject: Re: [vmu] Digest Number 371
rednuht.rm
Offline Offline
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Step one copy to nexus from PC
step two insert nexus in to dreamcast controler
step three using the dreamcast copy the files across VMU

--- Paul Kratt <sblur@...> wrote: > Someone else wrote:
>
> >     SO debating weather or not I should try the VMU2PC port
> suggested by
> >     John Maushammer.  Has anyone tried it?  Is there a better way
> to
> >     upload programs into the VMU?
>
> If you're willing to spend another 20, you may want to try the Double
>
> Power. A few places sell it, Lik Sang is one of them:
> http://www.lik-sang.com/info.php?products_id=52&likref=froogle
>
> It's made by the same company that makes the Nexus cards, and uses
> the
> exact same software as the Nexus Cards, (make sure you're using the
> latest software) it even uses the same cable as the Nexus cards. It's
>
> basicly a little device that you can plug up to two memory cards at
> once
> of any type into, and transfer files on to and off of them.
>
> Aside from that, I believe someone wrote a tool that you can burn to
> a
> CD and run on your DC to copy protected files between VMU's. You
> might
> want to look for that if that's your only problem.
>
>
>
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=====
Later ...

rednuht@...
-+-..=|<[{(_"!"_)}]>|=..-+-






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#1103 From: Paul Kratt <sblur@...>
Date: Mon Jun 28, 2004 6:09 pm
Subject: Re: [vmu] Digest Number 371
sonicblr
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Someone else wrote:

>     SO debating weather or not I should try the VMU2PC port suggested by
>     John Maushammer.  Has anyone tried it?  Is there a better way to
>     upload programs into the VMU?

If you're willing to spend another 20, you may want to try the Double
Power. A few places sell it, Lik Sang is one of them:
http://www.lik-sang.com/info.php?products_id=52&likref=froogle

It's made by the same company that makes the Nexus cards, and uses the
exact same software as the Nexus Cards, (make sure you're using the
latest software) it even uses the same cable as the Nexus cards. It's
basicly a little device that you can plug up to two memory cards at once
of any type into, and transfer files on to and off of them.

Aside from that, I believe someone wrote a tool that you can burn to a
CD and run on your DC to copy protected files between VMU's. You might
want to look for that if that's your only problem.

#1102 From: John Maushammer <yahoo@...>
Date: Mon Jun 28, 2004 3:32 pm
Subject: Re: [vmu] Digest Number 371
maushammer
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Hi-

Welcome!

I don't have any experience with the nexus card, but I thought that was
a valid way of doing the transfer. Maybe someone else can help?

My VMU2PC program is a bit dated - it was developed under a 366MHz PII
running windows 98. If you've got an old machine similar to this, then
I'd say it's a good way to go. Otherwise, you may have some problems.
The program has some processor-speed specific timing loops, so a 2 GHz
machine will be too fast. (I tried to do it hardware-speed independent,
but I couldn't get the microsecond precision I needed. I could have
done a calibration loop at the beginning (like turbo C does), but I
didn't) Also, Windows 98 is pretty close to DOS - any NT-based OS
probably won't let you play with the hardware at a low level like I do
(I think there is some program that does this; it's probably been
written for PIC programmers). And, NT may mess with the timing some if
it gets a higher-level interrupt.

Even with my original system, the program wasn't perfect. It took some
chicken bones and mystical incantations to get it to work, but once I
got into a groove (something like unplug, plug, then transfer), it was
reliable.

Good luck!

- John


On Jun 27, 2004, at 11:25 AM, Trabin9 wrote:

> Hello I,
>
>  My name is Martin Lim.  I am new to VMU programming.  Still reading
>  up on VMU development. Been reading:
>
> http://mc.pp.se/dc/
> http://www.maushammer.com/vmu.html
> http://www.deco.franken.de/myfiles/myfiles.html
>
>
>  I have bought a nexus memory card.  Seems to copy information out of
>  the memory card okay but can't copy stuff into the VMU.  So I have no
>  way of copying the programs I write into the VMU.
>
>  SO debating weather or not I should try the VMU2PC port suggested by
>  John Maushammer.  Has anyone tried it?  Is there a better way to
>  upload programs into the VMU?
>
>  martin
>
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>  >
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>  >
>  >       1. Re: Keep this board alive!
>  >            From: "jason_the_echidna" <jason_the_echidna@...>
>  >
>  >
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>  > Message: 1
>  >    Date: Sat, 26 Jun 2004 13:00:07 -0000
>  >    From: "jason_the_echidna" <jason_the_echidna@...>
>  > Subject: Re: Keep this board alive!
>  >
>  > Whee! ^_^' I am in yet another place which is dieing. In any case,
>  > I
>  > suck at this. I tryed to make a platformer, but couldn't stop
>  > players
>  > from falling through the floor. I tried to make an overhead game,
>  > but
>  > it was glitchyer then the original Zelda. I gave up and don't even
>  > have that crap anymore. What to do, what to do... Maybe I dream too
>  > high.
>  >
>  >
>  >
>  >
>
> _______________________________________________________________________
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>  >
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#1101 From: Trabin9 <trabin9@...>
Date: Sun Jun 27, 2004 3:25 pm
Subject: Re: [vmu] Digest Number 371
trabin9
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Hello I,

My name is Martin Lim.  I am new to VMU programming.  Still reading
up on VMU development. Been reading:

http://mc.pp.se/dc/
http://www.maushammer.com/vmu.html
http://www.deco.franken.de/myfiles/myfiles.html


I have bought a nexus memory card.  Seems to copy information out of
the memory card okay but can't copy stuff into the VMU.  So I have no
way of copying the programs I write into the VMU.

SO debating weather or not I should try the VMU2PC port suggested by
John Maushammer.  Has anyone tried it?  Is there a better way to
upload programs into the VMU?

martin

--- vmu-dev@yahoogroups.com wrote:
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> --------------------~-->
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--------------------------------------------------------------------~->
>
>
> There is 1 message in this issue.
>
> Topics in this digest:
>
>       1. Re: Keep this board alive!
>            From: "jason_the_echidna" <jason_the_echidna@...>
>
>
>
________________________________________________________________________
>
________________________________________________________________________
>
> Message: 1
>    Date: Sat, 26 Jun 2004 13:00:07 -0000
>    From: "jason_the_echidna" <jason_the_echidna@...>
> Subject: Re: Keep this board alive!
>
> Whee! ^_^' I am in yet another place which is dieing. In any case,
> I
> suck at this. I tryed to make a platformer, but couldn't stop
> players
> from falling through the floor. I tried to make an overhead game,
> but
> it was glitchyer then the original Zelda. I gave up and don't even
> have that crap anymore. What to do, what to do... Maybe I dream too
> high.
>
>
>
>
________________________________________________________________________
>
________________________________________________________________________
>
>
>        post:  vmu-dev@eGroups.com
> unsubscribe:  vmu-dev-unsubscribe@eGroups.com
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>
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>
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>
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#1100 From: "jason_the_echidna" <jason_the_echidna@...>
Date: Sat Jun 26, 2004 1:00 pm
Subject: Re: [vmu] Keep this board alive!
jason_the_ec...
Online Now Online Now
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Whee! ^_^' I am in yet another place which is dieing. In any case, I
suck at this. I tryed to make a platformer, but couldn't stop players
from falling through the floor. I tried to make an overhead game, but
it was glitchyer then the original Zelda. I gave up and don't even
have that crap anymore. What to do, what to do... Maybe I dream too high.

#1099 From: smoerk <smoerk@...>
Date: Fri Jun 25, 2004 9:46 pm
Subject: Re: [vmu] Keep this board alive!
smoerk@...
Send Email Send Email
 
mrchrispus wrote:
> Ahhhh!!!!! Let's keep this board alive! Kickin' it into high gear!!!
>
>
>
>
>        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
> Yahoo! Groups Links
>
>
>
>
>

#1098 From: "mrchrispus" <mrchrispus@...>
Date: Wed Jun 9, 2004 8:59 pm
Subject: Keep this board alive!
mrchrispus
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Ahhhh!!!!! Let's keep this board alive! Kickin' it into high gear!!!

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