> and if you had not noticed future vmus may not have a screen
Well thats the mushiest pile of crap I've ever heard. The future of
VMUs is too with screens. Even though Sefa is coming out with their
new 4x screenless VMU, they are NOT about to abandon our favorite
little LCD VMU.
At 10/19/00 11:13 AM , rednuht wrote:
> although quite possibly thoudands of people downloaded the space
> invaders game i only got 4 emails and although they were very positive
> my time is limited and now have a new baby. A lego mindstorms kit.
Yeah those are cool. I'd like to get one sometime. Along with an MIT
HandyBoard ( http://handyboard.com ).
> If anybody wants the current source for the One Arm vmu game i started
> u r welcome to it, alough it only has the intro and no game (nice wavy
> scrolly messga ething)
What kind of game is it?
> and if you had not noticed future vmus may not have a screen
You mean from Sega? There already have been VMUs w/o LCD screens made by
3rd party vendors ever since the DC debuted. However, if you're saying
that Sega themselves are about to abandon the screen, then it really would
seem that the scene's days are numbered. (?)
-----------------------------------------------------------------------
Brian James Chapman (aka: antigrav - irc.openprojects.net)
-----------------------------------------------------------------------
"Do you want to make people's heads explode? Sure -- we all do!..."
-Dr. Forrester, MST3K
Hi,
a cgi script that returns the correct mime type would look like this:
This is from a perl script I have somewhere:
# VMI file
# this MUST BE the FIRST line the cgi-script returns! Make sure
# you append two \n at the end, dump the binary data of the VMI
# thereafter
print "Content-type: application/x-dreamcast-vms-info\n\n";
# VMS file
# this MUST BE the FIRST line the cgi-script returns! Make sure
# you append two \n at the end, dump the binary data of the VMI
# thereafter
print "Content-type: application/x-dreamcast-vms\n\n";
to dump the file in binary you may use something like this in perl:
open(FILE, "foo.vmi");
binmode(FILE); undef $/; # output binary and no line separator
print <FILE>;
close(<FILE>);
I am not sure the code above works but I wanted to give a hint.
Leo.
--
http://www.mud.de
--- Brian Chapman <bchapman@...> wrote: > It's obvious the
vmu dev scene is not very active.
<snip>
> ..is it:
well 4 me its
1) General lack (or loss) of interest.
10) time.
although quite possibly thoudands of people downloaded the space
invaders game i only got 4 emails and although they were very positive
my time is limited and now have a new baby. A lego mindstorms kit.
If anybody wants the current source for the One Arm vmu game i started
u r welcome to it, alough it only has the intro and no game (nice wavy
scrolly messga ething)
and if you had not noticed future vmus may not have a screen
=====
Later ...
rednuht@...
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Yeah, something needs to happen before the VMU fab totally dies out.
well, if Booyaka would just update the damn control file thingy
interest would probably soar again. Oh well, there still are some of
us that are just joining the VMU development scene, so there is some
interest.
--- In vmu-dev@egroups.com, Paul Kratt <sblur@e...> wrote:
> >It's obvious the vmu dev scene is not very active. Many web links
are
> >either broken haven't been updated in a while. This and the sega
list can
> >go weeks without even a peep. I was just wondering as to what
seems to be
> >holding people back (or at bay):
> >
> >..is it:
> >
> >1) General lack (or loss) of interest.
> >2) Lacking knowledge of RISC Assembly. (or just frightened by it)
> >3) Lack of some sort of C compiler.
> >4) Lack of ideas, insperation, and/or creativity for something to
do.
> >5) Lack of a decent debugger.
> >6) Don't know how to setup and use availibe tools.
> >7) You find the hardware too limiting or daunting.
> >8) All of the above.
> >9) Other...(if so please specify).
>
> Heh. I think you forgot one.
>
> 10) Lack Of Time
>
> Personally, I just dont have enough time to learn ASM, and I cant
get
> lime to work for crap.
> TCL/TK wont open it.
>
> I would like to see someone make a Sonic Pocket Adventure style
game for
> the VMU. :-)
Hi everyone,
It's my first post here. I'm the average digital electronic hobbist, and I would
like to share a little piece of mind with you.
I would like to say that what I am looking towards in vmu dev is the posibility
to take the case apart, and possibly the lcd, and plug it in an home-made
embedded project.
It would act like a small industrial automation controller, I mean it got
all the basic pieces of hardware I would want in my designs: a decent 8 bit
CPU, memory, LCD, and some ports pins. With a great software dev system
the possibilities would be endless, (for me ;o) mainly because of its small
size.
So if there's enough people interested, I think it may be a reason for the vmu
dev effort to continue, as it could ease many of us the time-consumming effort
to devellop small interfaces for our home projects.
Examples? Let see :
- A small homemade Lego Mindstorm-like thing,
- Small data logging systems
- All that you can imagine
I would be interested toward implicating myself in the scene, maily in the
electronic field, but I'm able to code some assembly, tough I don't have any
experience coding with the "potato". As you may know, my main language isn't
English (it's French by the way). I live in Quebec, Canada. I've experience
coding with some µcontrollers (mainly AVR and SX).
So if anyone interested, let me know,
CrowKiller
>It's obvious the vmu dev scene is not very active. Many web links are
>either broken haven't been updated in a while. This and the sega list can
>go weeks without even a peep. I was just wondering as to what seems to be
>holding people back (or at bay):
>
>..is it:
>
>1) General lack (or loss) of interest.
>2) Lacking knowledge of RISC Assembly. (or just frightened by it)
>3) Lack of some sort of C compiler.
>4) Lack of ideas, insperation, and/or creativity for something to do.
>5) Lack of a decent debugger.
>6) Don't know how to setup and use availibe tools.
>7) You find the hardware too limiting or daunting.
>8) All of the above.
>9) Other...(if so please specify).
Heh. I think you forgot one.
10) Lack Of Time
Personally, I just dont have enough time to learn ASM, and I cant get
lime to work for crap.
TCL/TK wont open it.
I would like to see someone make a Sonic Pocket Adventure style game for
the VMU. :-)
It's obvious the vmu dev scene is not very active. Many web links are
either broken haven't been updated in a while. This and the sega list can
go weeks without even a peep. I was just wondering as to what seems to be
holding people back (or at bay):
..is it:
1) General lack (or loss) of interest.
2) Lacking knowledge of RISC Assembly. (or just frightened by it)
3) Lack of some sort of C compiler.
4) Lack of ideas, insperation, and/or creativity for something to do.
5) Lack of a decent debugger.
6) Don't know how to setup and use availibe tools.
7) You find the hardware too limiting or daunting.
8) All of the above.
9) Other...(if so please specify).
Just curious.
-----------------------------------------------------------------------
Brian James Chapman (aka: antigrav - irc.openprojects.net)
-----------------------------------------------------------------------
"Do you want to make people's heads explode? Sure -- we all do!..."
-Dr. Forrester, MST3K
> You know, I wonder if they used the Dream/VMU Animator, or they have
> an official animator of there own, because there is an .LCD file
> there. I think someone at Sega is trying to drop us some hits or
> clues. What do you guys think? Am I crazy, or on to something?
They use 's VMU Animator (as an official thing) - on the old dreamcast.com
download site (before the site was majorly revamped with all the new flash
stuff), you could download it from there, although they never actually reached
the stage of letting users upload their own .lcd files for conversion, the only
thing they put up was the RE:CV anim.
=====
_ Richard Munn RAMTronics Software
_ // www : http://come.to/ramtronics
\X/ email : richard.munn@...
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You know, I wonder if they used the Dream/VMU Animator, or they have
an official animator of there own, because there is an .LCD file
there. I think someone at Sega is trying to drop us some hits or
clues. What do you guys think? Am I crazy, or on to something?
--- In vmu-dev@egroups.com, rednuht <rednuht@r...> wrote:
> Quake III
>
> http://score.sega.com/games/quake3/dc/QUAKEIII.VMS PC
>
> http://score.sega.com/games/quake3/dc/QUAKEIII.VMS DC
>
> http://score.sega.com/games/quake3/dc/ ??
>
> =====
> Later ...
>
> rednuht@r...
> -+-..=|<[{(_"!"_)}]>|=..-+-
>
>
> __________________________________________________
> Do You Yahoo!?
> Yahoo! Messenger - Talk while you surf! It's FREE.
> http://im.yahoo.com/
You know, I wonder if they used the Dream/VMU Animator, or they have
an official animator of there own, because there is an .LCD file
there. I think someone at Sega is trying to drop us some hits or
clues. What do you guys think? Am I crazy, or on to something?
--- In vmu-dev@egroups.com, rednuht <rednuht@r...> wrote:
> Quake III
>
> http://score.sega.com/games/quake3/dc/QUAKEIII.VMS PC
>
> http://score.sega.com/games/quake3/dc/QUAKEIII.VMS DC
>
> http://score.sega.com/games/quake3/dc/ ??
>
> =====
> Later ...
>
> rednuht@r...
> -+-..=|<[{(_"!"_)}]>|=..-+-
>
>
> __________________________________________________
> Do You Yahoo!?
> Yahoo! Messenger - Talk while you surf! It's FREE.
> http://im.yahoo.com/
http://rvmu.port5.com/faq.html#QUESTION6.1.2 states that you can make
a cgi script with the correct mime types so people can download VMU
Saves/Games off your website. I was wondering if anyone has created
one yet, or knows where I can get one. Thanks.
--- In vmu-dev@egroups.com, frisch16@c... wrote:
> I dont mean to sound ignorant but I do not know what all these
scientific
> names are. where do i get an assembler or whatever?
First off, thank you very much rednuht for the DOS instructions. The
instructions were easy to follow and worked great. I even got a few
mini beta type things made (basiaclly messing with sprites).
And second, the assembler is available at Marcus's site, and a
windows port at John's site. It will assemble your source code into
a .VMS file for the emulator (or for a VMU, which involves another
program). The emulator emulates the VMU, and allows you to play VMU
games on your computer.
I will try it from the top.
Note: not all of the following steps are necessary, but make life
easier
Another note: this is for a windows based system.
1. make a directory i.e. "C:\vmu" (can be anything you want)
2. copy all the files you need to this directory, i.e an assembler, an
emulator/debugger, the sfr.i file and your source code (plus any other
.i files needed).
3. Open the DOS prompt and type "CD\vmu" (thats right, you do not need
a space after CD).
4. type "asm1_9 source.s" where asm1_9 is the name of your assembler
and source.s is the name or your source code.
thats it, although if you want to keep the .i files in another
directory you will need to add -iDIR i.e. "asm1_9 -iinclude source.s"
where the directory where all your .i files are is "include"
I hope that helps a bit.
--- kgenthe@... wrote: > I really hate to sound like an idiot
here, but I'm not familar with
> DOS at all. I'm finally getting a grasp for VMU programming, but I am
>
> clueless as how to use the assembler. If someone could tell me how,
> that would be great. Thanks guys.
>
>
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=====
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try my 'ahem' commented source code for Space invaders at
www.jumpstation.co.uk
--- frisch16@... wrote: > I need to learn how to program vmu games.
does anyone know of any
> good sites that i can understand what they are talking about?
>
>
>
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>
=====
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rednuht@...
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--- In vmu-dev@egroups.com, frisch16@c... wrote:
> I need to learn how to program vmu games. does anyone know of any
> good sites that i can understand what they are talking about?
Here are a couple sites with some great documentation that is semi-
easy to understand:
http://www.cs.jhu.edu/~fezzik/virtualboy/vms.htmlhttp://www.franken.de/users/deco/myfiles/myfiles.html
Those are just my favorites, everyone that makes games includes well
documented source code to sift through. Thats how I am laerning
anyway. Of course no one will explain to me how to use the
assembler...
Anyhoo, hope that helps.
I really hate to sound like an idiot here, but I'm not familar with
DOS at all. I'm finally getting a grasp for VMU programming, but I am
clueless as how to use the assembler. If someone could tell me how,
that would be great. Thanks guys.
what?
more than one a week?! :)
--- Richard Munn <richard.munn@...> wrote: > hmm, why do I only
now notice that I said "100 hundred"?
>
> I don't know what would happen if we had a tenth of a million
> members.
>
> Probably lots of posts.
>
>
> =====
> _ Richard Munn RAMTronics Software
> _ // www : http://come.to/ramtronics
> \X/ email : richard.munn@...
>
> __________________________________________________
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>
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rednuht@...
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hmm, why do I only now notice that I said "100 hundred"?
I don't know what would happen if we had a tenth of a million members.
Probably lots of posts.
=====
_ Richard Munn RAMTronics Software
_ // www : http://come.to/ramtronics
\X/ email : richard.munn@...
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A prize? How about a kit of Sea-Monkeys, hehe
-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-
"Life is too short to be little"
* Visit 'The International Order of Sea-Monkey Owners' web site
* http://roads.to/seamonkey
----- Original Message -----
From: Richard Munn (aka benjymous) <richard.munn@...>
To: <vmu-dev@egroups.com>
Sent: Tuesday, October 10, 2000 7:07 AM
Subject: [vmu] 100 hundred members ;-)
> Just thought I'd post that our 100th member has just joined the list.
Sadly there's no prize, unless somebody has something neat to donate,that
is!
>
>
>
> post: vmu-dev@eGroups.com
> unsubscribe: vmu-dev-unsubscribe@eGroups.com
> archive: http://www.egroups.com/group/vmu-dev/
> faq: http://rvmu.port5.com/faq.html
>
>
> i'm looking to purchase a VMU, just like to know: is there any
> difference between the Japanese version VMU and VMU's sold in english
> contries like US and Australia?
>
> ie. i have a Australia PAL dc, can i use a Japanese VMU with it,
> would
> it work same as a Australia sold VMU?
From what I've heard, they will work fine. The only difference is that the
VM's menu text will be in japanese.
When the DC was released in the US, lots of shops had imported jap VM's, and
whilst people complained that they didn't understand japanese, they reported no
problems with actually using it.
=====
_ Richard Munn RAMTronics Software
_ // www : http://come.to/ramtronics
\X/ email : richard.munn@...
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i'm looking to purchase a VMU, just like to know: is there any
difference between the Japanese version VMU and VMU's sold in english
contries like US and Australia?
ie. i have a Australia PAL dc, can i use a Japanese VMU with it,
would
it work same as a Australia sold VMU?
thanks
--- tyro@... wrote: > On 21 Sep 00, rednuht@...
(rednuht) wrote:
> No thanks, I'm already writing my own 'Space Invaders' clone, which
> is
> actually a weird mix between 'Galaxians' and 'Wavy Navy'.
> Maybe when I have more time... anyone care to see an 'exclusive
> preview'?
>
sounds cool :), anythings got to better than my attempt.
=====
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On 21 Sep 00, rednuht@... (rednuht) wrote:
> > 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 (on
> both the SOA dev list and the egroups) but anyway.
Well, maybe it's because I use an offline mailreader. When I answer a
mail, the finished reply is stored on my harddisk, with the date and time
at which I wrote it. However, the replies are not sent out until I do the
next 'netcall', which can be several days later, depending on the total
amount of mail that I got (I never download new mail until I haven't read
and answered all the previous stuff). This might be the reason for the
delay. ;)
> I think the file problems were before i got the mirrors servers up, as
> no one else has reported any problems.
Ah... ok then.
> 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.
No thanks, I'm already writing my own 'Space Invaders' clone, which is
actually a weird mix between 'Galaxians' and 'Wavy Navy'. Tha aliens not
only move from left to right, but can also fly attacks, and the player's
battleship doesn't just move left and right, but on top of a wave. ;)
I'm just having a little problem defining the format for all the sprite
movement data and handling it properly... what I have so far is the
'intro' (the alien sprites flying to their starting positions), the
movement routines for the player ship along the wave, and basic sprite
movement (from the current position to a given destination coordinate).
Also, there's no real attacks, no shooting, and no collision detection
yet. ;)
Maybe when I have more time... anyone care to see an 'exclusive preview'?
Bye
Alessandro
---
You get what anyone gets. You get a lifetime.
> sorry about all these duplicate messsages, I think Yahoo mail was under
> a DOS attack as only 1 in 10 attempts worked.
Yeah, there's something very odd with yahoo at the moment. I quite frequently
get multiple copies of emails (which were only sent once) and it seems it's
sending out multiple copies too.
*sigh*
I'd use my work account if it didn't put those damn eight line private and
confidential headers onto the end of everything!
=====
_ Richard Munn RAMTronics Software
_ // www : http://come.to/ramtronics
\X/ email : richard.munn@...
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