I need the script to upload vmu saves files. Do you have it? I need it!!!
Matt
----- Original Message -----
From: "Kris Genthe" <kgenthe@...>
To: <vmu-dev@egroups.com>
Sent: November 6, 2000 18:05 Matty
Subject: [vmu] Free VMU Hosting
> Everything should be working now. The MIMI files are installed (or
> however you want to word it) and the CGI script is up and running.
>
> To sign up for your account, hit this link: http://dmachine.net/cgi-
> bin/dmhosting/new.cgi
>
> Let me know if you have any trouble.
>
> Oh yeah, if your account is, for example, "VMUspace" it will get rid
> of the capital letters making it "vmuspace".
>
>
>
> 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 did that, I got the crc check sum thing...but it wont work on the modified
file, says somthing like unknown eyecatcher , unable to creat header I
believe
----- Original Message -----
From: "Paul Kratt" <sblur@...>
To: "VMU Development" <vmu-dev@egroups.com>
Sent: Thursday, November 09, 2000 9:56 PM
Subject: Re: [vmu] Question about saved games
> >Ok, I have 4x4 evolution, and everyone on pc is using soem cheat to
> >get faster cars..so I figure I cansave my carrer game, uplaod teh
> >save, edit it with my comp, re save it and load the save game back in
> >4x4 and have all the money i want, problem is it wont work..some pc
> >guy sent my his saved game file, and it was remarkably similar to the
> >dc file I saved, in eache file there is a code liek thei, that
> >controls the cash
> >
> >cash=euwqtweuhrp23841
> >
> >so I switched his cash code with mine, re uplaoded to my vmu, but the
> >game wont recognize the save? whats up with that?
> >
> >Help hehe
> >
> >Ryan
>
> You must re-apply the CRC Checksum to the save file.
>
>
> 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
>
>
>Ok, I have 4x4 evolution, and everyone on pc is using soem cheat to
>get faster cars..so I figure I cansave my carrer game, uplaod teh
>save, edit it with my comp, re save it and load the save game back in
>4x4 and have all the money i want, problem is it wont work..some pc
>guy sent my his saved game file, and it was remarkably similar to the
>dc file I saved, in eache file there is a code liek thei, that
>controls the cash
>
>cash=euwqtweuhrp23841
>
>so I switched his cash code with mine, re uplaoded to my vmu, but the
>game wont recognize the save? whats up with that?
>
>Help hehe
>
>Ryan
You must re-apply the CRC Checksum to the save file.
Ok, I have 4x4 evolution, and everyone on pc is using soem cheat to
get faster cars..so I figure I cansave my carrer game, uplaod teh
save, edit it with my comp, re save it and load the save game back in
4x4 and have all the money i want, problem is it wont work..some pc
guy sent my his saved game file, and it was remarkably similar to the
dc file I saved, in eache file there is a code liek thei, that
controls the cash
cash=euwqtweuhrp23841
so I switched his cash code with mine, re uplaoded to my vmu, but the
game wont recognize the save? whats up with that?
Help hehe
Ryan
Sorry for the slightly off topic post but I'm not sure where to ask:
I'm going to be buying a Dreamcast soon and I've heard that Sega has begun
shipping Dreamcast Units that do not read CDR's. This is because some
bunghole started pirating games and it's ruining it for those of us who
want to do amateur game development. Can anyone tell me how to tell apart
a DC unit that does still support CDR reading as opposed to those that
don't? Playstation units used to have model numbers on the outside of the
box. Are Dreamcast's the same way and what models do I look (or not look)
for?
Thanks. I really appreciate it!
>have the nexus card in a second controler connected to the PC, copy it
>to the nexus and using the dreamcast from the nexus to the VMU, (i can
>do it with on controler but the cables start to strangle me)
>
>--- Tobias_Keizer@... wrote: > Cool, Thanx, I'll see if I can
>somehow stash that in there somehow.
>> The game's coming along okay by the way, already got the weapon
>> implemented... Still working fast by the way. Well, at least I think
>> so... I have no idea how it would run on a VMU, but hey... How do you
>>
>> test your stuff btw?
>>
>> Tobias
>>
><SNIP>
And if you dont feel like Getting a nexus, get a Double Power. It uses
battery's, so you dont have to have your dreamcast on, and you can plug
almost any VMU into it.
LevelSix sells it. I have one, and it works great.
The instructions weren't translated very well, and neither was the
software. But it is usable. Another thing is you need to offical hkems
software for it. But all and all, it works, so it would prevent you from
having to get a new VMU.
> Hi for everybody! This is my first post here. Well, let
>me tell you about me... My name is Pedro Victor and am 13
>yrs old.
Heh. I dont think I'm the youngest anymore. I'm only 14.
>I live in Brazil and I think that am the only one
>here that do something for VMU... That's pretty bad... Now
>let's talk about VMU. I, without permission, created a
>Directory on Files that is called Demos (or something like
>that, I cant recall, I did it yesterday!) and a subdirectory
>called Nightmare that is the directory that has my demos
>(to test in my VM).
I dont think anyone actually minds, because you can do alot with 20MB of
space.
>If these dirs disturb you,
>please, tell me so I can delete. And if not, would someone
>take a look at my code on icondata.s to see if is there
>anything wrong? I did it alone. I haven't tested this
>yet... My first project is a so simple game that the best
>implemention on it is that it will tranfer data with two
>VMU... If I can, I will do something about saving a file in
>the flash mem and the user will be able to upload the score
>and making a World Ranking. It can be good. I think the
>Snake game do something like that, I havent played it. Which
>version of PlanetWeb I would use: 1.0 or 2.0?
I think both versions of Planetweb would work, but I recommend 2.0
2.0 lets you use the Upload code seen on Sega.com
There is a way with 1.0, In which the Sonic Adventure browser uses, but
It gives you a permission error, and I cant figure past that.
But 2.0 let's you upload to any site just fine. I'm not sure what the
resulting file is, but if it end's up being encoded, it's just a modified
base_64. (I'm assuming what Alexander posted a few months back that was
supposed to be DreamKey e-mail was actually used in Planetweb.)
But yes, It is possible, just may take a bit of work on the site. I'm
assuming you can take the code you need to load the file from Sega.com,
and write your own CGI script to do the rest.
Well, good luck learning the VMU. I'm still trying to figure it out. (To
tell you the truth, I actually haven't even started trying to learn it
yet. Maybe around christmas I'll actually find enough time.)
On Sun, Nov 05, 2000 at 11:51:19PM +0100, Omar Cornut wrote:
> Beware! None of the emulators is accurate in term of speed.
Softvms is much more accurate with this patch:
--- cpu.c.orig Fri Oct 20 17:02:37 2000
+++ cpu.c Fri Oct 20 16:55:18 2000
@@ -68,7 +68,7 @@
int pc;
int lcd_updated, lcdon, imask, intreq, hasbios=0;
-int spd;
+int spd = 328, oldspd = 328, mcy;
int t0h, t0l, t0base, t0scale;
int t1h, t1l;
int gamesize;
@@ -356,12 +356,14 @@
}
break;
case 0x10e:
+ oldspd = spd;
switch(value&0xa0) {
- case 0x00: spd = 3000; break;
- case 0x20: spd = 164; break;
- case 0x80: spd = 6000; break;
- case 0xa0: spd = 328; break;
+ case 0x00: spd = 3000/6; break;
+ case 0x20: spd = 164/6; break;
+ case 0x80: spd = 6000/6; break;
+ case 0xa0: spd = 328/6; break;
}
+ mcy = mcy * spd / oldspd;
break;
case 0x110:
if(!(value&0x40))
@@ -633,8 +635,9 @@
void run_cpu()
{
struct timeval epoch;
- int mcy = 0, tick = 0;
+ int tick = 0;
+ mcy = 0;
GETTIMEOFDAY(&epoch);
for(;;) {
int r, s, c, cy = 1, i = rom[pc];
have the nexus card in a second controler connected to the PC, copy it
to the nexus and using the dreamcast from the nexus to the VMU, (i can
do it with on controler but the cables start to strangle me)
--- Tobias_Keizer@... wrote: > Cool, Thanx, I'll see if I can
somehow stash that in there somehow.
> The game's coming along okay by the way, already got the weapon
> implemented... Still working fast by the way. Well, at least I think
> so... I have no idea how it would run on a VMU, but hey... How do you
>
> test your stuff btw?
>
> Tobias
>
<SNIP>
=====
Later ...
rednuht@...
-+-..=|<[{(_"!"_)}]>|=..-+-
__________________________________________________
Do You Yahoo!?
Thousands of Stores. Millions of Products. All in one Place.
http://shopping.yahoo.com/
http://dmachine.net/cgi-bin/dmhosting/new.cgi
--- In vmu-dev@egroups.com, "Kris Genthe" <kgenthe@d...> wrote:
> Everything should be working now. The MIMI files are installed (or
> however you want to word it) and the CGI script is up and running.
>
> To sign up for your account, hit this link: http://dmachine.net/cgi-
> bin/dmhosting/new.cgi
>
> Let me know if you have any trouble.
>
> Oh yeah, if your account is, for example, "VMUspace" it will get
rid
> of the capital letters making it "vmuspace".
Everything should be working now. The MIMI files are installed (or
however you want to word it) and the CGI script is up and running.
To sign up for your account, hit this link: http://dmachine.net/cgi-
bin/dmhosting/new.cgi
Let me know if you have any trouble.
Oh yeah, if your account is, for example, "VMUspace" it will get rid
of the capital letters making it "vmuspace".
Hi for everybody! This is my first post here. Well, let
me tell you about me... My name is Pedro Victor and am 13
yrs old. I live in Brazil and I think that am the only one
here that do something for VMU... That's pretty bad... Now
let's talk about VMU. I, without permission, created a
Directory on Files that is called Demos (or something like
that, I cant recall, I did it yesterday!) and a subdirectory
called Nightmare that is the directory that has my demos
(to test in my VM). If these dirs disturb you,
please, tell me so I can delete. And if not, would someone
take a look at my code on icondata.s to see if is there
anything wrong? I did it alone. I haven't tested this
yet... My first project is a so simple game that the best
implemention on it is that it will tranfer data with two
VMU... If I can, I will do something about saving a file in
the flash mem and the user will be able to upload the score
and making a World Ranking. It can be good. I think the
Snake game do something like that, I havent played it. Which
version of PlanetWeb I would use: 1.0 or 2.0?
Thanking you in advance,
||Nightmare|
> Anyways, if there's anyone out there that could explain to me
> (keeping in mind my low IQ) what to do to end up with my newly made
> VMS file on some server after which I can download it onto my VMU...
Hi,
if I get around to fix the latest bug Soeren sent me you might
try to test the virtuamunstaz page. You can upload the VMS file
and it creates the vmi to your liking. It allows you to download
the file using your dreamcast afterwards.
http://virtuamunstaz.de/vmi.jsp
On your PC you enter all the data into the form and browse for
the VMS file. When you uploaded the file you should go online
with your DC and open the same web page. Just klick on the file
you uploaded (there is a list of the 20 last uploaded files).
It will give you some info on the file and two links (one for
the VMS and one for the VMI). Click on the VMI and it should
download it to your VMU.
Leo.
At 22:58 5-11-00 -0000, you wrote:
>Hey People,
>
>I need your help guys... The game I told you about is actually coming
>along pretty well, but I've reached a stage where I can't just rely
>on the emulator for development.
(snipped out PlanetWeb stuff 'n co)
What you can do too is implementing the VMu2PC-thingie via the paralell
port. I did it, works like a charm (albeit a bit slow, but always quicker
then up/downloading a VMU file via a dreamcast) is easy to build and...
Well, just try it if you know a bit how to work with a soldering iron.
Going back to lurking mode,
Jeroen Domburg
>
>Thanks,
>
>Keizer
>
>
>
> 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
>
>
'------------------{ Signature follows: }------------------
(This signature has intentionally been left blank)
Jeroen Domburg
Domburg@...Jeroen@...Sprite_JD@...
--- In vmu-dev@egroups.com, Tobias_Keizer@y... wrote:
> Hey People,
>
> I need your help guys... The game I told you about is actually
coming
> along pretty well, but I've reached a stage where I can't just rely
> on the emulator for development. I need to see how this'll look on
a
> real VMU. Apart from that, if I want to implement sound, now is
> probably the time. Now, at the risk of sounding incedibly stupid:
>
> Kay, one of you guys out there told me this place's file section
> supports .VMI if I had PlanetWeb. Cool, but what is PlanetWeb? :)
PlanetWeb are the people that created the US DC web browser.
> Then Kris said we could use his site to test shit, that of course
> would also work like a charm and would be heavily appreciated.
Still working on getting my host to set up the mime types. But I do
have a GeoCities like script set up for people to set up hosting
accounts to upload stuff. I'll let you know when the mime types are
up (that prolly isn't the best way to word it, oh well) and then I'll
let you upload away.
> Anyways, if there's anyone out there that could explain to me
> (keeping in mind my low IQ) what to do to end up with my newly made
> VMS file on some server after which I can download it onto my VMU...
You need a .VMI file that tells the DC to download the .VMS file.
There are a number of programs that will generate the proper .VMI
file for you.
> Thanks,
>
> Keizer
>Kay, one of you guys out there told me this place's file section
>supports .VMI if I had PlanetWeb. Cool, but what is PlanetWeb? :)
The USA dreamcast browser.
It's the only one that doesn't check the file type.
Hey People,
I need your help guys... The game I told you about is actually coming
along pretty well, but I've reached a stage where I can't just rely
on the emulator for development. I need to see how this'll look on a
real VMU. Apart from that, if I want to implement sound, now is
probably the time. Now, at the risk of sounding incedibly stupid:
Kay, one of you guys out there told me this place's file section
supports .VMI if I had PlanetWeb. Cool, but what is PlanetWeb? :)
Then Kris said we could use his site to test shit, that of course
would also work like a charm and would be heavily appreciated.
Anyways, if there's anyone out there that could explain to me
(keeping in mind my low IQ) what to do to end up with my newly made
VMS file on some server after which I can download it onto my VMU...
Thanks,
Keizer
> Cool, Thanx, I'll see if I can somehow stash that in there somehow.
> The game's coming along okay by the way, already got the weapon
> implemented... Still working fast by the way. Well, at least I think
> so... I have no idea how it would run on a VMU,
Beware! None of the emulators is accurate in term of speed.
You can speed your proggie by uploading it on the web and download
it from a DC using an appropriate CGI.
Cool, Thanx, I'll see if I can somehow stash that in there somehow.
The game's coming along okay by the way, already got the weapon
implemented... Still working fast by the way. Well, at least I think
so... I have no idea how it would run on a VMU, but hey... How do you
test your stuff btw?
Tobias
--- In vmu-dev@egroups.com, Soeren Gust <sgust@i...> wrote:
> On Wed, Nov 01, 2000 at 06:09:07PM -0000, Tobias_Keizer@y... wrote:
> > Well, I kind of decided to continue in 300kHz mode to see how
fast or
> > slow it is in 32kHz mode... I doubt it'll run tho, but no harm in
> > trying... By the way, how would one go about making a calibration
> > routine? ;)
>
> Here is my calibration routine, I hope I have not forgotten
anything, I took
> it out of my current project.
>
> ;*** first some interrupts I need
> ; timer/counter 0 low 8 bit mode overflow
> .org $13
> jmpf framesync_irq
> ; count clock
> .org $1b
> jmp clockint
>
> ;*** the handlers for the interrupts
> .org $130
> clockint
> push ie
> clr1 ie,mastie
> not1 ext,0
> jmpf clockint
> pop ie
> callf myclockint
> reti
> ; this is the interrupt which wakes us while in HALT mode
in .framesync
> framesync_irq
> bp t0con,t0lovf,.clearie
> reti
> .clearie
> clr1 t0con,t0lie ; disable interrupt
> reti
> ; just set a flag to indicate interrupt
> myclockint
> set1 intflag,0
> ret
>
> ;*** the calibration routine
> ; calibrate the timing, assuming clock between approx. 8KHz and 2MHz
> ; this relies on clk/6/4/170/bogomips/2 = clk/6/bogomips/136/10
> ; explanation of numbers in first term:
> ; 6 builtin division of clock frequency
> ; 4 t0prr in calibration
> ; 170 t0lr in calibration
> ; bogomips result of calibration (74 for 600KHz)
> ; 2 the base timer runs at 2Hz
> ; explanation of additional numbers in second term:
> ; 136 t0lr value for 10fps
> ; 10 10 frames per second
> calibrate
> clr1 ocr,subclk ; use rc osc.
> mov #$fc,t0prr ; prescaler to / 4
> mov #$56,t0lr ; timer0 low to / 170
> clr1 intflag,0
> .loop1 bn intflag,0,.loop1 ; wait for next 0.5s
tick
> clr1 intflag,0
> mov #0,c ; start with 0
> set1 t0con,t0lrun
> .loop2 clr1 t0con,t0lovf
> .loop3 bn t0con,t0lovf,.loop3 ; count timer 0 low
ticks
> inc c
> bn intflag,0,.loop2 ; stop after 0.5s
> clr1 t0con,t0lrun
> set1 ocr,subclk ; use sub clk
> mov #$78,t0lr ; timer0 low to / 136
> xor acc ; t0prr is an incrementing
counter
> sub c ; so negate value
> st bogomips ; store calibration value
> ret
>
> ;*** how to use it
> callf calibrate
> ; switch to rc clock
> ld bogomips
> st t0prr
> clr1 ocr,subclk ; use rc osc.
> ; set frame timer to match fps value
> ld fps
> st b
> mov #$05,acc
> mov #$50,c
> div ; 1360/fps
> xor acc
> sub c
> st t0lr ; 256-1360/fps
>
> ;*** the main frame drawing loop
> frameloop
> ; start frame timer timer
> clr1 t0con,t0lrun ; stop frame timer
> clr1 t0con,t0lovf ; clear overflow
> set1 t0con,t0lie ; enable interrupt to wake up
framesync
> set1 t0con,t0lrun ; start frame timer
>
> [... do drawing here ...]
>
> .framesync
> bp t0con,t0lovf,.synced ; frametime already reached?
> set1 pcon,halt ; sleep till interrupt
> br .framesync ; wait more
> .synced jmp frameloop
>
> Soeren
On Mon, Oct 30, 2000 at 11:25:26PM +0100, Omar Cornut wrote:
> Doesn't the Soul Calibur game play a "Namco" voice on beginning?
> Well, it's quite terrible, but better than a few beeps..
Yes it does, I have already commented the routine, look for a posting
with the title "Sound engine adaption" from Fri 9, Jun 2000.
On Wed, Nov 01, 2000 at 06:09:07PM -0000, Tobias_Keizer@... wrote:
> Well, I kind of decided to continue in 300kHz mode to see how fast or
> slow it is in 32kHz mode... I doubt it'll run tho, but no harm in
> trying... By the way, how would one go about making a calibration
> routine? ;)
Here is my calibration routine, I hope I have not forgotten anything, I took
it out of my current project.
;*** first some interrupts I need
; timer/counter 0 low 8 bit mode overflow
.org $13
jmpf framesync_irq
; count clock
.org $1b
jmp clockint
;*** the handlers for the interrupts
.org $130
clockint
push ie
clr1 ie,mastie
not1 ext,0
jmpf clockint
pop ie
callf myclockint
reti
; this is the interrupt which wakes us while in HALT mode in .framesync
framesync_irq
bp t0con,t0lovf,.clearie
reti
.clearie
clr1 t0con,t0lie ; disable interrupt
reti
; just set a flag to indicate interrupt
myclockint
set1 intflag,0
ret
;*** the calibration routine
; calibrate the timing, assuming clock between approx. 8KHz and 2MHz
; this relies on clk/6/4/170/bogomips/2 = clk/6/bogomips/136/10
; explanation of numbers in first term:
; 6 builtin division of clock frequency
; 4 t0prr in calibration
; 170 t0lr in calibration
; bogomips result of calibration (74 for 600KHz)
; 2 the base timer runs at 2Hz
; explanation of additional numbers in second term:
; 136 t0lr value for 10fps
; 10 10 frames per second
calibrate
clr1 ocr,subclk ; use rc osc.
mov #$fc,t0prr ; prescaler to / 4
mov #$56,t0lr ; timer0 low to / 170
clr1 intflag,0
.loop1 bn intflag,0,.loop1 ; wait for next 0.5s tick
clr1 intflag,0
mov #0,c ; start with 0
set1 t0con,t0lrun
.loop2 clr1 t0con,t0lovf
.loop3 bn t0con,t0lovf,.loop3 ; count timer 0 low ticks
inc c
bn intflag,0,.loop2 ; stop after 0.5s
clr1 t0con,t0lrun
set1 ocr,subclk ; use sub clk
mov #$78,t0lr ; timer0 low to / 136
xor acc ; t0prr is an incrementing counter
sub c ; so negate value
st bogomips ; store calibration value
ret
;*** how to use it
callf calibrate
; switch to rc clock
ld bogomips
st t0prr
clr1 ocr,subclk ; use rc osc.
; set frame timer to match fps value
ld fps
st b
mov #$05,acc
mov #$50,c
div ; 1360/fps
xor acc
sub c
st t0lr ; 256-1360/fps
;*** the main frame drawing loop
frameloop
; start frame timer timer
clr1 t0con,t0lrun ; stop frame timer
clr1 t0con,t0lovf ; clear overflow
set1 t0con,t0lie ; enable interrupt to wake up framesync
set1 t0con,t0lrun ; start frame timer
[... do drawing here ...]
.framesync
bp t0con,t0lovf,.synced ; frametime already reached?
set1 pcon,halt ; sleep till interrupt
br .framesync ; wait more
.synced jmp frameloop
Soeren
>Hey Guys,
>
>Anyone know if the File-Section here supports VMS & VMI files for DC
>download? I've never actually been able to test something I've
>made... ;)
Yes, as long as you have Planetweb.
Dreamkey and Dreampassport wont work/havent been tested.
Is the icon animation speed (delay) value in the VMS header represented in
1/100th of a second or 1/1000th (aka: milliseconds). I can't seem to find
this clearly stated anywhere and I'm making a utility to convert my
animated GIFs into icon data. =)
thanks!
At 11/1/00 12:56 PM , Kris Genthe wrote:
> I doubt it. Anyhoo, I have a cgi-bin at my site (http://dmachine.net)
> and if someone would want to create the CGI/Perl scripts, i'd put
> them up and i'd let you guys upload files and such so you could test
> your creations on an actual VMU. The VMU mime types are not supported
> on my server, but according the the UVMUFaq, its possible to create a
> CGI script and it would work. But I'm not a perl/cgi programmer, so I
> won't. But if anyone wants to, send me an e-mail.
Well, I'm still new to PERL, but I have good experience with PHP. I'd be
glad to write some PHP scripts if you have it installed (or are willing to
install it - http://php.net).
I doubt it. Anyhoo, I have a cgi-bin at my site (http://dmachine.net)
and if someone would want to create the CGI/Perl scripts, i'd put
them up and i'd let you guys upload files and such so you could test
your creations on an actual VMU. The VMU mime types are not supported
on my server, but according the the UVMUFaq, its possible to create a
CGI script and it would work. But I'm not a perl/cgi programmer, so I
won't. But if anyone wants to, send me an e-mail.
--- In vmu-dev@egroups.com, Tobias_Keizer@y... wrote:
> Hey Guys,
>
> Anyone know if the File-Section here supports VMS & VMI files for
DC
> download? I've never actually been able to test something I've
> made... ;)
>
> Greetz,
>
> Keizer
Hey Guys,
Anyone know if the File-Section here supports VMS & VMI files for DC
download? I've never actually been able to test something I've
made... ;)
Greetz,
Keizer
Hey There,
Well, I kind of decided to continue in 300kHz mode to see how fast or
slow it is in 32kHz mode... I doubt it'll run tho, but no harm in
trying... By the way, how would one go about making a calibration
routine? ;)
Tobias
--- In vmu-dev@egroups.com, Soeren Gust <sgust@i...> wrote:
> On Mon, Oct 30, 2000 at 07:26:32PM -0000, Tobias_Keizer@y... wrote:
>
> > So anyways, the question... Is it okay to make a game that runs
in
> > 600MHz in the entire game, or would this use up way too much
battery
> > power? Apart from that, is there anyone that thinks all the above
can
> > be done (including sound) in subclock mode?
>
> I currently have the same problem and I have decided to use the RC
clock
> mode for the inner frame drawing loop. But I use the HALT mode and
a timer
> interrupt to wake the processor up again when it is time for the
next
> frame, although the power requirements are still 2/3 compared to the
> version without HALT mode (at 15 frames/second). Doing it in sub
clock mode
> is impossible for my program.
>
> I have not done any sound yet, but I think I can adapt my sound
playing
> routine to play in the frame loop.
>
> Another hint: The RC clock is not very stable, the tolerances are
> -50%,+100% AFAIK, so you can get anything between 300KHz and
1.2MHz, my VM
> runs at about 880KHz. I use a calibration routine to compensate
for this,
> because my game gets extremly difficult if the speed is too fast.
The only
> problem I still have is that if the VM is too slow to keep the
framerate
> the game looks ugly and gets even more difficult, because not all
situations
> are computing intense.
>
> Soeren
Hey There,
Thanks for the powerusage info. Very handy to have around... I guess
I'll stick with 300GHz then... :) Personally I didn't know if there
would be any difference between 600kHz and 300kHz so I went with the
600kHz option. However, I just don't think 32kHz is possible.
Especially not if I want to implement sound as well.
And like Soeren says, the only thing I actually DO is use the
display. Remember it's a shoot'em up... Things flying around all over
which means that apart from some minor calculations and reading the
keys, all the routines I call use the display.
I'll just make it in 300kHz for now, and when it's done I'll see if
it's still playable in 32kHz. If it is, I can always rip out the wait
routines and see how things go...
Kay, thanx,
Tobias Keizer...
--- In vmu-dev@egroups.com, Brian Chapman <bchapman@s...> wrote:
> At 10/30/00 01:26 PM , Tobias_Keizer@y... wrote:
> > Anyways, I've got part of the game running now... I've got my
> > scrolling 'sky' and 'floor' (don't think too much of it) and
finally
> > my ship that moves around freely in this world... Now, question
time
> > again... I am currently working in the 600MHz mode for extra
speed.
> ^^^^^^
> Yikes, surly you meant Kilo-Hz not MHz ;-)
>
>
> > I've read though, that this uses more battery power than the
subclock
> > mode. The question is, how much?!?
> >
> > As of now the game is still hella-fast, but then I've got no
enemy
> > routines and no (and thats the real bitch) sprite collision
> > detection. Then another this is, if I want to add SFX or Music,
as
> > far as I know I won't be able to change clock-speed without the
sound
> > routine making strange-glass-breaking noises.
> >
> > So anyways, the question... Is it okay to make a game that runs
in
> > 600MHz in the entire game, or would this use up way too much
battery
> > power? Apart from that, is there anyone that thinks all the above
can
> > be done (including sound) in subclock mode?
>
> Here is a quote from a document I saved off the net. I forget the
original
> URL. (My appologies to the author):
>
> :::: BEGIN QUOTE :::::::::::::::::::::::::::::::::
> Sören measured the power consumption at different speeds.
>
> watch: 0.25mA sleep watch: 0.1mA
> getkeys 6MHz: 8.6mA sleep 6MHz: 3.0mA
> getkeys 3MHz: 5.4mA sleep 3MHz: 1.65mA
> getkeys 600Khz: 2.9mA sleep 600Khz game: 0.55mA
> getkeys 300Khz: 2.4mA sleep 300Khz game: 0.35mA
> getkeys 32kHz: 0.65mA sleep 32kHz game: 0.15mA
> getkeys 16kHz: 0.65mA sleep 16kHz game: 0.15mA
>
> As you can see, the 600kHz mode requires 4.5 times the power of the
32kHz
> mode. However, since it will run 18 times the instructions of the
slower
> speed, it is more power efficient. The batteries don't last very
long as
> it is, so you can't afford to waste power.
> :::: END QUOTE :::::::::::::::::::::::::::::::::::
>
> I think the best thing is to stay in Subclock Mode (~32khz) and
only go
> into RC Mode (~600khz) when you absolutely need too. Perhaps when
you have
> a certain algo that really needs to be done quickly (and LCD access
> ofcourse).
>
> I'm still working on this myself so I'm mostly speculating here.
On Mon, Oct 30, 2000 at 07:26:32PM -0000, Tobias_Keizer@... wrote:
> So anyways, the question... Is it okay to make a game that runs in
> 600MHz in the entire game, or would this use up way too much battery
> power? Apart from that, is there anyone that thinks all the above can
> be done (including sound) in subclock mode?
I currently have the same problem and I have decided to use the RC clock
mode for the inner frame drawing loop. But I use the HALT mode and a timer
interrupt to wake the processor up again when it is time for the next
frame, although the power requirements are still 2/3 compared to the
version without HALT mode (at 15 frames/second). Doing it in sub clock mode
is impossible for my program.
I have not done any sound yet, but I think I can adapt my sound playing
routine to play in the frame loop.
Another hint: The RC clock is not very stable, the tolerances are
-50%,+100% AFAIK, so you can get anything between 300KHz and 1.2MHz, my VM
runs at about 880KHz. I use a calibration routine to compensate for this,
because my game gets extremly difficult if the speed is too fast. The only
problem I still have is that if the VM is too slow to keep the framerate
the game looks ugly and gets even more difficult, because not all situations
are computing intense.
Soeren