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#1136 From: "BullyCaSa" <BullyCaSa@...>
Date: Thu Oct 13, 2005 1:03 am
Subject: RE: [vmu] Digest Number 395
bullysa
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On Tue, 2005-10-11 at 14:38 +0000, vmu-dev@yahoogroups.com wrote:

>
> Hey there!
>
> Is there anyone left developing or planning to develope anything for
> the VMU?

Planning on using the VMU as a display for an analog sensor. I have all
the hardware,
and am hoping to get started now that snow season is approaching.

Brian.

#1135 From: Adrian McMenamin <adrian@...>
Date: Tue Oct 11, 2005 8:29 pm
Subject: Re: [vmu] Digest Number 394
newredbase
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On Tue, 2005-10-11 at 14:38 +0000, vmu-dev@yahoogroups.com wrote:

>
> Hey there!
>
> Is there anyone left developing or planning to develope anything for
> the VMU?


Planning to re-write the drivers for Linux 2.4 for 2.6 at some point...

#1134 From: "Yumiko Tanaka" <yumikotanaka@...>
Date: Tue Oct 11, 2005 10:44 am
Subject: Anyone developing/planning out there?
yumikotanaka77
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Hey there!

Is there anyone left developing or planning to develope anything for
the VMU?
I would like to ask/share some specifics about usable programming
languages.
Till now I am using assembler, but maybe there is someone out there who
can tell me about his experiences with alternative languages.

CU
Yumiko

#1133 From: "Darkcavern" <john_rustin@...>
Date: Fri May 6, 2005 6:22 pm
Subject: Coming your from texas Dallas top Publicly traded Company
optiontofreedom
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Who is Lexxus International, Inc?

We are an international network marketing company based in Dallas,
Texas. We have set new benchmarks in the industry with record
expansion, sales growth and incredible products. In the United
States there were over 25 million home-based business owners in
2003. Many were people in the `Baby Boomer' generation, who
desire
more for their family – today and in the future. At the same time
that these people were looking for an independent business
opportunity, they were also looking for life-changing, high-impact
products. They found them both at Lexxus International
http://www.lexxus.com/cocooner1

#1132 From: "speud_fr" <blueswirl_fr@...>
Date: Wed Aug 25, 2004 5:00 pm
Subject: softVMS bug fix
speud_fr
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Hi,

first i must say i'm glad to see this list is active again, and some
people that made excellent things in the past are still around here :)

I'm working on a port of softVMS for the DC using KOS. I successfully
ported Marcus Comstedt's original source, but there is a bug with some
games. Indeed, with games like Powerstone the xram isn't filled
properly from the 8th row from the bottom.

I found Alessandro Sanasi's version which fixes this bug, but sadly i
couldn't find the corresponding source code anywhere :(

So does anyone know of this bug, what's causing it and how to fix it?
Or if you know where to find Tyro's source that would help as well.

Thanks in advance.

#1131 From: Harry Dodgson <harry_dodgson@...>
Date: Mon Aug 23, 2004 11:43 pm
Subject: Things I learned about my VMU today
harry_dodgson
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But first, thanks to the people who had a copy of my
.zip file.

Today I learned...

If you enable p3int, the VMU wakes up faster from
sleep.
...
If you enable p3int and don't process it, button
response is
not good.
...
The firmware sleep routine enables p3int.

mcr and vccr can be turned off with bit instructions,
but
want mov instructions to turn back on.

In a very quiet room, if you hold it to your ear, you
can
hear a sleeping VMU ticking.  If you hold down a key,
it
will buzz.

Things would be a lot easier for me if Sega had
released
complete specs for the VMU - especially for all the
SFRs.
The websites I can find with info don't match up in
many
places.  The source code I have found is at best, less
than
optimal - likely due to inadequate information.

MY VMUs clock at 6.051MHz, 870KHz, and 32.2KHz -
The emulators clock at 3.6MHz, 3.6MHz, and 19.6KHz.

Does anyone know....

If you can use P1 like a parallel port?
If you can set VSEL for auto-decrement?
Any fun hardware things to do with a VMU?

Harry





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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
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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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> unsubscribe:  vmu-dev-unsubscribe@eGroups.com
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> Yahoo! Groups Links
>
>
>
>
>
>

=====
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
Send Email Send Email
 
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
Offline Offline
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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
Send Email Send Email
 
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
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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
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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
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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
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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@...
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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
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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
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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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