sorry about all these duplicate messsages, I think Yahoo mail was under
a DOS attack as only 1 in 10 attempts worked.
--- rednuht <rednuht@...> wrote: > > > What were you
writting/planning to write ?
> >
> > I had great plans to expand sketch into a proper paint program
> (well,
> > as proper
> > as you could get on a VM) with things like the ability to pick up /
> > drop the
> > pen, erase areas, and save pictures, but that's never got beyond
> the
> > initial
> > brainstorming stages.
> >
>
> Just my personal opinion but, i think that would not be to welcome
> compared with what else you propose.
>
> > Also I did have designs for a chao adventure clone with assorted
> sub
> > games
> > accross the map, but again that's not really progressed too far.
> >
>
> that sounds more like it!
>
> > Anyway, I'm meeting the estate agent tonight, and should get the
> keys
> > to my
> > house then, meaning I'll be able to move my miggy from home, and
> > actually get
> > back to doing some coding (and update the faq, and finish ecco
> > and...)
>
> Excelent, I have completed ecco (best game ever(except crazi taxi))
>
> Im finding no time to write my pittyfully simple 1armed bandit game,
> but maybe tonight.
>
>
>
> =====
> Later ...
>
> rednuht@...
> -+-..=|<[{(_"!"_)}]>|=..-+-
>
>
> __________________________________________________
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> > What were you writting/planning to write ?
>
> I had great plans to expand sketch into a proper paint program (well,
> as proper
> as you could get on a VM) with things like the ability to pick up /
> drop the
> pen, erase areas, and save pictures, but that's never got beyond the
> initial
> brainstorming stages.
>
Just my personal opinion but, i think that would not be to welcome
compared with what else you propose.
> Also I did have designs for a chao adventure clone with assorted sub
> games
> accross the map, but again that's not really progressed too far.
>
that sounds more like it!
> Anyway, I'm meeting the estate agent tonight, and should get the keys
> to my
> house then, meaning I'll be able to move my miggy from home, and
> actually get
> back to doing some coding (and update the faq, and finish ecco
> and...)
Excelent, I have completed ecco (best game ever(except crazi taxi))
Im finding no time to write my pittyfully simple 1armed bandit game,
but maybe tonight.
=====
Later ...
rednuht@...
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> > What were you writting/planning to write ?
>
> I had great plans to expand sketch into a proper paint program (well,
> as proper
> as you could get on a VM) with things like the ability to pick up /
> drop the
> pen, erase areas, and save pictures, but that's never got beyond the
> initial
> brainstorming stages.
>
Just my personal opinion but, i think that would not be to welcome
compared with what else you propose.
> Also I did have designs for a chao adventure clone with assorted sub
> games
> accross the map, but again that's not really progressed too far.
>
that sounds more like it!
> Anyway, I'm meeting the estate agent tonight, and should get the keys
> to my
> house then, meaning I'll be able to move my miggy from home, and
> actually get
> back to doing some coding (and update the faq, and finish ecco
> and...)
Excelent, I have completed ecco (best game ever(except crazi taxi))
Im finding no time to write my pittyfully simple 1armed bandit game,
but maybe tonight.
=====
Later ...
rednuht@...
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> > What were you writting/planning to write ?
>
> I had great plans to expand sketch into a proper paint program (well,
> as proper
> as you could get on a VM) with things like the ability to pick up /
> drop the
> pen, erase areas, and save pictures, but that's never got beyond the
> initial
> brainstorming stages.
>
Just my personal opinion but, i think that would not be to welcome
compared with what else you propose.
> Also I did have designs for a chao adventure clone with assorted sub
> games
> accross the map, but again that's not really progressed too far.
>
that sounds more like it!
> Anyway, I'm meeting the estate agent tonight, and should get the keys
> to my
> house then, meaning I'll be able to move my miggy from home, and
> actually get
> back to doing some coding (and update the faq, and finish ecco
> and...)
Excelent, I have completed ecco (best game ever(except crazi taxi))
Im finding no time to write my pittyfully simple 1armed bandit game,
but maybe tonight.
=====
Later ...
rednuht@...
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> > I want to, but as I'm currently living out of B&B's (as the estate
> > agents
> > haven't got back to me yet..) I can't do much coding in my own time
> > :-(
> What were you writting/planning to write ?
I had great plans to expand sketch into a proper paint program (well, as proper
as you could get on a VM) with things like the ability to pick up / drop the
pen, erase areas, and save pictures, but that's never got beyond the initial
brainstorming stages.
Also I did have designs for a chao adventure clone with assorted sub games
accross the map, but again that's not really progressed too far.
Anyway, I'm meeting the estate agent tonight, and should get the keys to my
house then, meaning I'll be able to move my miggy from home, and actually get
back to doing some coding (and update the faq, and finish ecco and...)
=====
_ Richard Munn RAMTronics Software
_ // www : http://come.to/ramtronics
\X/ email : richard.munn@...
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--- Richard Munn <richard.munn@...> wrote: >
> > Is anybody out there coding, or wants to code?
>
> I want to, but as I'm currently living out of B&B's (as the estate
> agents
> haven't got back to me yet..) I can't do much coding in my own time
> :-(
>
> Maybe if someone ported softvms and aslc to the Psion5 I could do
> some then ;-)
>
That sux !
What were you writting/planning to write ?
=====
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rednuht@...
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thanks, point well taken
--- tyro@... wrote: > On 18 Sep 00, rednuht@...
(rednuht) wrote:
>
> > can someone please post a function that simply determins if the
> code is
> > running in the emulator or not, thanks.
> > (I know this will not garenty all timings working fine, but it
> would help).
>
> Um... I guess such a function is emulator-dependent. For which
> emulator
> do you want it?
>
> Usually, all you have to do is finding a Special Function Register
> (or
> something else) that returns a different value or acts differently in
> the
> emulator than it does on a real VMU... I suggest you simply write a
> small
> VMU program that reads and displays register values, until you have
> found
> one that's suitable for an 'emulator check'. I did the same. :)
>
> For example:
>
> clr1 psw,rambk0 ; switch to RAM Bank 0
> ld $6d ; load system variable 'last block used by
> mini-game'
> set1 psw,rambk0 ; switch back to RAM Bank 1
> ;
> bnz .no_emulator ; if value is zero, it's Marcus' emulator
> ; (unless he fixed this by now, that is :)
>
> But keep in mind that this check may not work with other emulators
> (e.g.
> SEGAs own).
>
> Bye
>
>
> Alessandro
> ---
> You get what anyone gets. You get a lifetime.
>
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>
=====
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> Can someone give me the URL of everything I need to use Lime and make VMU
> games under Windows? I need URL's for lime, stuff to run it under
> windows, and the VMU compiler.
Try http://rvmu.port5.com/directory.html
I think I've got everything linked there
=====
_ Richard Munn RAMTronics Software
_ // www : http://come.to/ramtronics
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On 18 Sep 00, rednuht@... (rednuht) wrote:
> can someone please post a function that simply determins if the code is
> running in the emulator or not, thanks.
> (I know this will not garenty all timings working fine, but it would help).
Um... I guess such a function is emulator-dependent. For which emulator
do you want it?
Usually, all you have to do is finding a Special Function Register (or
something else) that returns a different value or acts differently in the
emulator than it does on a real VMU... I suggest you simply write a small
VMU program that reads and displays register values, until you have found
one that's suitable for an 'emulator check'. I did the same. :)
For example:
clr1 psw,rambk0 ; switch to RAM Bank 0
ld $6d ; load system variable 'last block used by mini-game'
set1 psw,rambk0 ; switch back to RAM Bank 1
;
bnz .no_emulator ; if value is zero, it's Marcus' emulator
; (unless he fixed this by now, that is :)
But keep in mind that this check may not work with other emulators (e.g.
SEGAs own).
Bye
Alessandro
---
You get what anyone gets. You get a lifetime.
>> Takes to long to write a game, take to long to learn, I have lost all
>my data, a dog peed on my leg, its raining.
>
>All good reasons not to code VMU games, but does this mean the VMU
>scene is 100% dead ?
>
>Is anybody out there coding, or wants to code?
>
>Im losing interest myself, but if we all work together we could do
>great things.
I've decided to learn how to program the VMU. So far I'll I've done is
made a mac vmu animator, (then scrapped the idea when I couldn't get more
than one frame to work) a file convertor, ect.
Anyway, I think I'm gonna start learning the VMU the easy way... with
Lime.
Can someone give me the URL of everything I need to use Lime and make VMU
games under Windows? I need URL's for lime, stuff to run it under
windows, and the VMU compiler.
Thanks. Maybe in the future I will be able to make something good.
> Is anybody out there coding, or wants to code?
I want to, but as I'm currently living out of B&B's (as the estate agents
haven't got back to me yet..) I can't do much coding in my own time :-(
Maybe if someone ported softvms and aslc to the Psion5 I could do some then ;-)
=====
_ Richard Munn RAMTronics Software
_ // www : http://come.to/ramtronics
\X/ email : richard.munn@...
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--- a number of people wrote> --------------------------
> Takes to long to write a game, take to long to learn, I have lost all
my data, a dog peed on my leg, its raining.
All good reasons not to code VMU games, but does this mean the VMU
scene is 100% dead ?
Is anybody out there coding, or wants to code?
Im losing interest myself, but if we all work together we could do
great things.
=====
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rednuht@...
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>Date: Mon, 25 Sep 2000 10:56:10 +0200
>From: MORB <MORB@...>
>Subject: Re: Multi-code Game - Bigger better games :)
>Maybe people just don't have time for serious VMU coding...
My problem is that I don't have a DreamCast,
I am still suppose to build my cable (I have the parallel cable open up but
still need to mesure output).
And after the problem will be to build a connector, then...
Then it is the TIME to develope something. (with all of those other
project).
The level of understanding you need to reach before making anything usefull
seems high!
David GLAUDE
PS: I could try to start developping on the Emulator... Yes library
(sprite/sound) could help a bit, but not too much.
MORB wrote:
>
> rednuht wrote:
>
> >
> > Hi,
> >
> > There does not appear to be a huge increase of the number of
> > games/programs being released and wonder if it is because (especialy
>
> Maybe people just don't have time for serious VMU coding... I would have
> done some stuff, but I crashed my developement partition and lost many
> things (including some crazy stuff such a partially working vmu 3d
> engine, and a vmu demo that we were to present at a demo party)
>
> Until I recover my files on my crashed partition, however, I can't
> continue all this stuff :(
>
> But I'm afraid that much people have lost their interest in vmu coding
> in favor of dreamcast coding...
Well for now, I've gone back to coding OpenGL now that I've got full 3D
acceleration in Linux with XFree86 4.0.1. I had a great VMU game idea
that I was working on but my sprite blitter had some problems. I really
need a debugger if I'm going to continue VMU development. I actually
wrote one in the style of GDB (GNU Debugger), but when it didn't work I
had no ambition to fix it. I'd be happy to give the source to anyone
who wants it, it might be simple to fix, but I just don't care enough.
With a little work I had hoped to integrate it with DDD (Data Display
Debugger) for a nice GUI debugger for the VMU! =)
Anyway, I think if someone could write some reusable code that is
generic but efficient enough to incorporate into any game project, it
could really speed up development time. If someone would like to help
me, I can post my 8x8 sprite blitter that I thought was so ingenious and
someone could tell me why on this earth the damn thing doesn't work.
At any rate, the game I was working on was an Action/RPG style game. I
have most of it designed on paper. It's practically a design document.
But until I have a working debugger, or some well written low-level code
to work with, I'm afraid I just don't have the motivation to get bogged
down with the ugly details of VMU coding.
-----------------------------------------------------------------------
Brian Chapman (aka: antigrav - irc.openprojects.net)
-----------------------------------------------------------------------
"Do you want to make people's heads explode? Sure -- we all do!..."
-Dr. Forrester, MST3K
rednuht wrote:
>
> Hi,
>
> There does not appear to be a huge increase of the number of
> games/programs being released and wonder if it is because (especialy
Maybe people just don't have time for serious VMU coding... I would have
done some stuff, but I crashed my developement partition and lost many
things (including some crazy stuff such a partially working vmu 3d
engine, and a vmu demo that we were to present at a demo party)
Until I recover my files on my crashed partition, however, I can't
continue all this stuff :(
But I'm afraid that much people have lost their interest in vmu coding
in favor of dreamcast coding...
--
Antoine 'MORB' Chavasse / CdBS Software
Hi,
There does not appear to be a huge increase of the number of
games/programs being released and wonder if it is because (especialy
people who have not yet written for the VMU) see it as a too big a task
to go from nothing to a cool game.
Sooo... Does anybody want to think about a game/progie that could be
split up into individual routines and we all write different ones,
meaning we get to a finished game much quicker?
This should create a bigger better game than any one of us may slave
over for weeks or months.
post game suggestions here!!
=====
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Drat! I am answering my own post again.
> has anyone documented any differences between the current batch of
> emulators and the VMU itself?
well?
> My big post a while back seems to be associated with my bad coding
> and
> the disrigard of unused bit states.
doh, it does appear to be my particular brand of bad coding.
On the VMU bit 4 of the VSEL is SET at reset and on the emulator it is
cleared.
(bit 4 of the VSEL sets the auto increment option for the work RAM
pointer)
Problem being that I spent all week ripping my code apart to find this.
Of cource you should manualy set the bit regardless, but just incase
you are having a simular strange problem with code working on the
emulator but not on the unit itself, check when you use the work RAM
and if you explictly set/cleared the bit.
=====
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--- tyro@... wrote:
> > www.jumpstation.co.uk
>
> Hm... the 'normal' Space Invaders .VMS file that can be downloaded
> from
> your page seems to be buggy (doesn't work), while the one included in
> the
> .ZIP file does. Guess you should check it out. :)
>
> About the game... really not bad. Not bad at all But IMHO gameplay
> could
> be a lot more fun if the aliens would shoot back. ;)
erm, im not sure why i did not get this mail until today 21/09/2000 but
anyway.
I think the file problems were before i got the mirrors servers up, as
no one else has reported any problems.
Thanks, I think its quite cool and I have had lots of positive feedback
about it.
and yes i agree it would have been more fun if the aliens shoot back,
but a the end of it i had had enough, feel free to edit / re-release
it.
=====
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On 05 Sep 00, rednuht@... (rednuht) wrote:
> At long last I have finally uploaded my files to a web page.
> the damm MIME types don't work (i am trying something) so can't
> download with a dreamcast.
>
> www.jumpstation.co.uk
Hm... the 'normal' Space Invaders .VMS file that can be downloaded from
your page seems to be buggy (doesn't work), while the one included in the
.ZIP file does. Guess you should check it out. :)
About the game... really not bad. Not bad at all But IMHO gameplay could
be a lot more fun if the aliens would shoot back. ;)
Bye
Alessandro
---
You get what anyone gets. You get a lifetime.
On Mon, Sep 18, 2000 at 09:10:36PM +0200, Jeroen Domburg wrote:
> >Then there are 4 bits of
> >input to P7.
>
> Are these pins configurable as outputs to? If they are, that would do just
> the trick. And do you have any idea to which pins of the Potato they are
> connected?
They are available on the external connector, but I doubt that they can be
used as outputs, there is no P7DDR afaik.
Soeren
> Well, I do lots of stuff concerning microcontrollers and electronics, and I
> thought I might use the VMU for things like a tiny logic analyzer or scope.
I personally thing that someone should make a Lego Mindstorms style robot kit
using a VM as the central controller. This would be very cool, and would be
sure to sell lots of dreamcasts to schools!
=====
_ Richard Munn RAMTronics Software
_ // www : http://come.to/ramtronics
\X/ email : richard.munn@...
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>On Sun, Sep 10, 2000 at 12:52:51PM +0200, Jeroen Domburg wrote:
>
>> Does anyone know if the big 144-pin Potatoe-IC inside the VMU has some
>> general purpose I/O-pins left? IN the memory map I saw some vague
>> references to 'P0', 'P2' and 'P3'. Are these general IO pins and, if yes,
>> are they accessible as a pin on the chip?
>
>Why do you need them? Sounds like an interesting project...
Well, I do lots of stuff concerning microcontrollers and electronics, and I
thought I might use the VMU for things like a tiny logic analyzer or scope.
>6 bits of P1 are connected to the external connector, 3 configured as
>input, 3 configured as output, I don't know if there are extra drivers on
>them preventing you to change the directions.
>Then there are 4 bits of
>input to P7.
Are these pins configurable as outputs to? If they are, that would do just
the trick. And do you have any idea to which pins of the Potato they are
connected?
>Another idea is P3, it is connected internally to the buttons, so if you
>don't need them they are available as soon as your program is running.
>There is a P3DDR register, so you could use them as outputs.
Neah, I like the buttons...
But I read something about a P4 and P0 port too. Do you know anything about
these ones?
Anyway, thanxx for the reaction.
>Soeren
Jeroen Domburg
'------------------{ Signature follows: }------------------
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Jeroen Domburg
Domburg@...Jeroen@...Sprite_JD@...
hi,
can someone please post a function that simply determins if the code is
running in the emulator or not, thanks.
(I know this will not garenty all timings working fine, but it would
help).
=====
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rednuht@...
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hi,
has anyone documented any differences between the current batch of
emulators and the VMU itself?
My big post a while back seems to be associated with my bad coding and
the disrigard of unused bit states.
But my new project is not crashing but seriously screwing up, I think
it has to do with the TRL/TRH registers but it might take me a while to
work it out (works fine in currently emulators).
Anyone got ANY info ??
thanks
=====
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On Sun, Sep 10, 2000 at 12:52:51PM +0200, Jeroen Domburg wrote:
> Does anyone know if the big 144-pin Potatoe-IC inside the VMU has some
> general purpose I/O-pins left? IN the memory map I saw some vague
> references to 'P0', 'P2' and 'P3'. Are these general IO pins and, if yes,
> are they accessible as a pin on the chip?
Why do you need them? Sounds like an interesting project...
6 bits of P1 are connected to the external connector, 3 configured as
input, 3 configured as output, I don't know if there are extra drivers on
them preventing you to change the directions. Then there are 4 bits of
input to P7.
Another idea is P3, it is connected internally to the buttons, so if you
don't need them they are available as soon as your program is running.
There is a P3DDR register, so you could use them as outputs.
Soeren
I've left the hardware questions for those who're more knowledable in
that area...
> And one last question: I heard Sega was going to release the VMU
devving
> stuff to the public. Anyone has any info on when exactly?
Well, the current problem is that the VM dev tools weren't made in
house by sega, and so they're having to negotiate with the authors
(which seems to be taking a while, and possibly may never get
resolved)
However, the freeware tools made by marcus, john et al, are very good
(and the new directx port of softvms contains a debugger, which will
be handy), so the main push is to get sega to release all the VMU
programming documentation (which would let us make the tools more
correct and compatible, and would also allow for much better games!)
I'm sorry I can't be more specific, but why not read it for yourself
through the vmu-dev list archive on the web (url in the email footer)
Hello ppl,
Does anyone know if the big 144-pin Potatoe-IC inside the VMU has some
general purpose I/O-pins left? IN the memory map I saw some vague
references to 'P0', 'P2' and 'P3'. Are these general IO pins and, if yes,
are they accessible as a pin on the chip?
And one last question: I heard Sega was going to release the VMU devving
stuff to the public. Anyone has any info on when exactly?
Thanxx,
Jeroen Domburg.
'------------------{ Signature follows: }------------------
(This signature has intentionally been left blank)
Jeroen Domburg
Domburg@...Jeroen@...Sprite_JD@...
you can now download SPACE INVADERS (VMU Style) direct to the dreamcast
from www.jumpstation.co.uk, I finaly got my file mirrors working.
=====
Later ...
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