Hasn't that been done already in the past?
I recall several postings on this list years ago about something called
VMUScript, which resembled BASIC. You might want to look into that
before you pursue your idea any further.
-Paul
Matt wrote:
> If anyones still in this group, I'm considering making a BASIC
> compiler for the VMU, anyone wanna collaborate? need good asm skills
>
Paul Kratt said:
> The site still works for me.
> http://mc.pp.se/dc/vms/index.html
>
> If it still doesnt't work for you, his entire site is in the wayback
> machine at several dates.
Aha, all my links were to marcus.mangakai.org - I guess the old site
doesn't exist any more
--
Help me! I'm turning into a grapefruit!
> I finished an MTD level driver and then wrote a filsystem driver for
the
> VMU on linux 2.4, so you could mount the VMU as a drive and manipulate
> files that way.
>
That sounds nice, but:
1) How do you connect a "real" VMU to your computer?
Or do you refer to a Nexus-card of some sort?
2) Where can I get the driver? ;-)
CU
Yumiko
--- In vmu-dev@yahoogroups.com, "Gregg C Levine" <drwho8@w...> wrote:
>
> Hello from Gregg C Levine
> Please elaborate on this statement:
> "I develope on a VMU emulator (Win/Linux) and download the files to
the VMU
> via webserver or Nexus-Card.
> Are there other ways?"
>
> I have a Nexus-Card here, which I now know is a third party memory
card for
> the Dreamcast. But could never actually get the thing to work with
my unit.
>
> So can some pointers be provided regarding this concept of yours?
I assume your question is concerned about the Nexus-Card.
You can connect the card to any Computer with an additional Card/PC-
cable and use the appropriate software to copy files (savegames and
games) to it and then copy it to your "real" VMU.
CU
Yumiko
benjymous wrote:
> Gregg C Levine said:
>> I actually obtained my VMU first, and the Dreamcast second. I never did
>> figure out how to work with it directly. Can we/I have some pointers
>> posted
>> regarding where to look for more information?
>
> My old FAQ and links directory is still online - a lot of the links may be
> dead now, but you should still be able to find some useful info
>
> http://rvmu.grapefruitopia.com/directory.html
> http://rvmu.grapefruitopia.com/faq.html
>
> Sadly Marcus' site seems to be dead - that contained the most useful info
> (and the assembler) - does anyone have a mirror?
The site still works for me.
http://mc.pp.se/dc/vms/index.html
If it still doesnt't work for you, his entire site is in the wayback
machine at several dates.
Gregg C Levine said:
> I actually obtained my VMU first, and the Dreamcast second. I never did
> figure out how to work with it directly. Can we/I have some pointers
> posted
> regarding where to look for more information?
My old FAQ and links directory is still online - a lot of the links may be
dead now, but you should still be able to find some useful info
http://rvmu.grapefruitopia.com/directory.htmlhttp://rvmu.grapefruitopia.com/faq.html
Sadly Marcus' site seems to be dead - that contained the most useful info
(and the assembler) - does anyone have a mirror?
--
Help me! I'm turning into a grapefruit!
Hello from Gregg C Levine
Please elaborate on this phrase:
"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."
I actually obtained my VMU first, and the Dreamcast second. I never did
figure out how to work with it directly. Can we/I have some pointers posted
regarding where to look for more information?
-----
Gregg C Levine drwho8 atsign worldnet dot att dot net
"Time is immaterial."
----- Original Message -----
From: "BullyCaSa" <BullyCaSa@...>
To: <vmu-dev@yahoogroups.com>
Sent: Wednesday, October 12, 2005 9:03 PM
Subject: RE: [vmu] Digest Number 395
> 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.
>
>
>
>
> 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
>
>
>
>
>
>
>
On Thu, 13 October, 2005 4:07 pm, vmu-dev@yahoogroups.com wrote:
394
>
> --- In vmu-dev@yahoogroups.com, Adrian McMenamin <adrian@m...> wrote:
>
>>
>> Planning to re-write the drivers for Linux 2.4 for 2.6 at some
> point...
>>
> Sorry for my question, but WHICH drivers are you talking about exactly?
> I develope on a VMU emulator (Win/Linux) and download the files to the
> VMU via webserver or Nexus-Card.
> Are there other ways?
>
>
> CU
> Yumiko
>
I finished an MTD level driver and then wrote a filsystem driver for the
VMU on linux 2.4, so you could mount the VMU as a drive and manipulate
files that way.
Hello from Gregg C Levine
Please elaborate on this statement:
"I develope on a VMU emulator (Win/Linux) and download the files to the VMU
via webserver or Nexus-Card.
Are there other ways?"
I have a Nexus-Card here, which I now know is a third party memory card for
the Dreamcast. But could never actually get the thing to work with my unit.
So can some pointers be provided regarding this concept of yours?
---
---
Gregg C Levine drwho8 atsign worldnet dot att dot net
"Time is immaterial."
----- Original Message -----
From: "Yumiko Tanaka" <yumikotanaka@...>
To: <vmu-dev@yahoogroups.com>
Sent: Thursday, October 13, 2005 7:08 AM
Subject: Re: [vmu] Digest Number 394
> --- In vmu-dev@yahoogroups.com, Adrian McMenamin <adrian@m...> wrote:
>
> >
> > Planning to re-write the drivers for Linux 2.4 for 2.6 at some
> point...
> >
> Sorry for my question, but WHICH drivers are you talking about exactly?
> I develope on a VMU emulator (Win/Linux) and download the files to the
> VMU via webserver or Nexus-Card.
> Are there other ways?
>
>
> CU
> Yumiko
>
>
>
>
>
>
> 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
>
>
>
>
>
>
>
>
--- In vmu-dev@yahoogroups.com, Adrian McMenamin <adrian@m...> wrote:
>
> Planning to re-write the drivers for Linux 2.4 for 2.6 at some
point...
>
Sorry for my question, but WHICH drivers are you talking about exactly?
I develope on a VMU emulator (Win/Linux) and download the files to the
VMU via webserver or Nexus-Card.
Are there other ways?
CU
Yumiko
I am also conidering using the VMU in a non games environment.
What have You got in mind?
All the best from downtown Mannheim, Germany
-----Ursprüngliche Nachricht----- Von: vmu-dev@yahoogroups.com [mailto:vmu-dev@yahoogroups.com]Im Auftrag von BullyCaSa Gesendet: Donnerstag, 13. Oktober 2005 3:04 AM An: vmu-dev@yahoogroups.com Betreff: RE: [vmu] Digest Number 395
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.
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.
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...
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
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http://www.lexxus.com/cocooner1
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.
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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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
>
>
>
>
>
>
>
>
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.
>
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@...
> -+-..=|<[{(_"!"_)}]>|=..-+-
>
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@...
>
>
>
> ------------------------ Yahoo! Groups Sponsor
> --------------------~-->
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--------------------------------------------------------------------~->
>
>
> 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
>
>
>
>
>
>
=====
Later ...
rednuht@...
-+-..=|<[{(_"!"_)}]>|=..-+-
___________________________________________________________ALL-NEW Yahoo!
Messenger - all new features - even more fun! http://uk.messenger.yahoo.com
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@...
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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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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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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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
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
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
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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