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Messages 608 - 637 of 1156   Newest  |  < Newer  |  Older >  |  Oldest
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637
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...
Tobias_Keizer@...
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Nov 1, 2000
6:03 pm
636
... 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 ...
Soeren Gust
sgust@...
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Oct 31, 2000
6:32 pm
635
... Its power in, directly connected to pin 1....
Soeren Gust
sgust@...
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Oct 31, 2000
6:30 pm
634
... Sega rules says that the RC mode should be used only when dealing with LCD or the timer used to produce sound. Yet you can argue that most game engine on a...
Omar Cornut
cornut@...
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Oct 31, 2000
8:21 am
633
... ^^^^^^ Yikes, surly you meant Kilo-Hz not MHz ;-) ... Here is a quote from a document I saved off the net. I forget the original ... Sören measured the...
Brian Chapman
bchapman@...
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Oct 31, 2000
5:39 am
632
... Intresting! I'll have to check that out at a friends house. I don't actually have a Dreamcast or real VMU yet, just the emulator (softvms, which doesn't...
Brian Chapman
bchapman@...
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Oct 31, 2000
5:06 am
631
Hi everyone - I know I've slowed down a bit, but I've got a neat little upcoming project. Actually I thought the list was really slow, but I just found out...
John Maushammer
john@...
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Oct 30, 2000
11:16 pm
630
... Doesn't the Soul Calibur game play a "Namco" voice on beginning? Well, it's quite terrible, but better than a few beeps.....
Omar Cornut
cornut@...
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Oct 30, 2000
10:29 pm
629
Heya Guys, Thanks a bundle for the memory info! It feels almost luxurious to have all that memory all for my game... :) Imagine I was working with the bytes...
Tobias_Keizer@...
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Oct 30, 2000
7:31 pm
628
... Actually the LC86000 is quite a capable little processor. You might have to be a little tricky at times, but you should be able to make a little shooter...
Brian Chapman
bchapman@...
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Oct 30, 2000
6:32 pm
627
... hehe, and I thought I was the only one who sat around making graphics long before any game code. =) Well, I do have some nice scaling sprite effects ...
Brian Chapman
bchapman@...
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Oct 30, 2000
6:30 pm
626
... Maybe one of the more difficult things to learn about the VMU is how the memory works. It's broken up into multiple banks and areas. Each with their own...
Brian Chapman
bchapman@...
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Oct 30, 2000
5:58 pm
625
... I have got my One armed bandit/fruit machine intro as a wavey text scroller. It has a SIN type wave only the wave its self also 'waves'. (Although i have...
rednuht
rednuht@...
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Oct 30, 2000
5:06 pm
624
... all working on? ... In case you missed any of my posts, Im currently working (not very fast) on a one armed bandit/fruit machine simluator. ( for some...
rednuht
rednuht@...
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Oct 30, 2000
5:01 pm
623
... Stack is located in RAM Bank 0 at $80 to $FF. In case of an interrupt etc. the program counter is set to the defined value (so no real vector here) and...
Vincent Schoettke
fox@...
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Oct 30, 2000
3:04 pm
622
In theory, yes, unless it there for something else. There is only one way to find out... ... VMU ... RAM...
Kris Genthe
kgenthe@...
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Oct 30, 2000
12:51 pm
621
Heya Guys, Was wondering if anyone knew... As far as I know the stack of the VMU starts at $0080, while the interrupt vectors don't go beyond $0050. Now, the...
Tobias_Keizer@...
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Oct 30, 2000
6:27 am
620
Heh, I'm trying to get a nemesis-type shoot-em-up game done, not too sure I'll be able to though... I almost for sure won't have cpu-time for SFX and just the...
Tobias_Keizer@...
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Oct 29, 2000
7:38 pm
619
... Well, I have two games in the works. One is an RPG and another is a Racing game. I'm concentraiting on the racing game at the moment for the Kalechi ...
Brian Chapman
bchapman@...
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Oct 29, 2000
8:09 am
618
Hey you guys! Who's up for a good old Amiga-Style demo fight?!? Come one, let's see what you guys are all made of... Don't tell me I'm gonna have to be the...
Tobias_Keizer@...
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Oct 29, 2000
1:40 am
617
What projects are you all working on? I'm working on a R/C Pro Am type clone. I just thought it would be neat to see what everyone else is working on....
Kris Genthe
kgenthe@...
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Oct 28, 2000
10:39 pm
616
.. or at least the one that is part of the PSO Special Edition pack in Japan http://dreamcast.ign.com/news/26843.html Looks pretty cool! Shame that it's not...
Richard Munn (aka ben...
richard.munn@...
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Oct 26, 2000
2:39 pm
615
... Seems interesting... That's not that I really want to win a VMU, but it's the challenge which is interesting... It gives a goal and a dead line, much like...
MORB
MORB@...
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Oct 25, 2000
2:26 pm
614
Kalechi Contest ( Vmu Contest) http://jaovmu.virtualave.net/news.htm but hurry we only have until 6th of December to enter ! ===== Later ... ...
rednuht
rednuht@...
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Oct 25, 2000
12:42 pm
613
After you shut your DC off, take a look at the VMus in the controller. The screen stays on for quite some time (5 minutes). That drains batteries. So if you...
Kris Genthe
kgenthe@...
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Oct 23, 2000
6:14 pm
612
... That is not entirely correct. The manual states that you should not leave the VMU plugged into your dreamcast controller when not playing. Leo....
leo@...
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Oct 23, 2000
6:46 am
611
I got 30 VMU batteries for a mere $9 at ebay. Now I don't really have to worry about the problems :) Anyhoo, I suggest you all stock up since they are so...
Kris Genthe
kgenthe@...
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Oct 22, 2000
5:56 pm
610
Thanks to both of you for your answers. I know understand the problem - I've heard some time ago about battery loosing their power very quickly in certain...
Omar Cornut
cornut@...
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Oct 22, 2000
5:44 pm
609
... There's a known design flaw in the VMU that allows it continue to draw battery power even while docked into the Dreamcast. It's exploited by some poorly...
Brian Chapman
bchapman@...
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Oct 22, 2000
5:40 pm
608
... what about the battery problem? ... the biggest response i am getting from 'the masses' (dreamcast bbs's/chat rooms etc) in regaurds to getting vmu games...
rednuht
rednuht@...
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Oct 22, 2000
5:25 pm
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