--- In vmu-dev@egroups.com, Paul Kratt <sblur@e...> wrote:
> >> >Is there one that will save my game in the Sonic Adventure Chao
game
> >> >i need this because i can't afford batterys so i want to play
on the
> >> >comp then transfer back if there is no emu and one of you'se
are good
> >> >at hex editing could you modify the items list so it is full of
> >> >LifeNuts just rename file to .vms
> >> >http://members.home.net/emeraldsonic/chaoadv.zip
> >> >thanks in advance
> >>
> >> There are NO dreamcast emulators that run commercial games.
> >> Sorry.
> >
> >He was after a VMU emulator that lets you save, not a DC emulator!
> >SoftVMS can run Chao Adventure, just without any ability to save
your
> >little guy's progress.
>
> Whoops! I can't belive I didn't notice that.
> Sorry for the mistake.
>
> Well, lets take a look here...
>
> Hmm... a Dark Chao Eh?
> Well, anyway, I've fixed it up for you. You should have all
lifenuts now.
> Once again, sorry about the mistake.
> Here's your Chao:
> http://metrosonic.webprovider.com/chaoworld/chaoadv.vms
>
> Feel free to treat yourself to some Jewel Chao while you are at it:
> http://metrosonic.webprovider.com/chaoworld/
>
>
> BTW, is anyone good at writing perl CGI scripts? I'd like to create
a
> chao creator CGI for my chaoworld page. I know how to create a chao
> download file, and I'd like to be able to create a page where the
user
> selects options for their chao, and the program writes the data to
a VMS
> file, and after 5 minutes, deletes it. Anyone good at CGI willing
to help
> me do this? Or could provide a template for me to work off of to do
this?
>
> Thanks.
Thanks that is exactly what i needed the list is full of LifeNuts on
thw emu but there is just one problem I can't get it on my nexus when
i try it just says "not enough space" but I know there is enough
because i formatted a whole page maybe when you where modifying it
you changed something so it gives a wrong size.
>> >Is there one that will save my game in the Sonic Adventure Chao game
>> >i need this because i can't afford batterys so i want to play on the
>> >comp then transfer back if there is no emu and one of you'se are good
>> >at hex editing could you modify the items list so it is full of
>> >LifeNuts just rename file to .vms
>> >http://members.home.net/emeraldsonic/chaoadv.zip
>> >thanks in advance
>>
>> There are NO dreamcast emulators that run commercial games.
>> Sorry.
>
>He was after a VMU emulator that lets you save, not a DC emulator!
>SoftVMS can run Chao Adventure, just without any ability to save your
>little guy's progress.
Whoops! I can't belive I didn't notice that.
Sorry for the mistake.
Well, lets take a look here...
Hmm... a Dark Chao Eh?
Well, anyway, I've fixed it up for you. You should have all lifenuts now.
Once again, sorry about the mistake.
Here's your Chao:
http://metrosonic.webprovider.com/chaoworld/chaoadv.vms
Feel free to treat yourself to some Jewel Chao while you are at it:
http://metrosonic.webprovider.com/chaoworld/
BTW, is anyone good at writing perl CGI scripts? I'd like to create a
chao creator CGI for my chaoworld page. I know how to create a chao
download file, and I'd like to be able to create a page where the user
selects options for their chao, and the program writes the data to a VMS
file, and after 5 minutes, deletes it. Anyone good at CGI willing to help
me do this? Or could provide a template for me to work off of to do this?
Thanks.
> >Is there one that will save my game in the Sonic Adventure Chao game
> >i need this because i can't afford batterys so i want to play on the
> >comp then transfer back if there is no emu and one of you'se are good
> >at hex editing could you modify the items list so it is full of
> >LifeNuts just rename file to .vms
> >http://members.home.net/emeraldsonic/chaoadv.zip
> >thanks in advance
>
> There are NO dreamcast emulators that run commercial games.
> Sorry.3
He was after a VMU emulator that lets you save, not a DC emulator!
SoftVMS can run Chao Adventure, just without any ability to save your
little guy's progress.
At 12/9/00 04:24 PM , Brian Chapman wrote:
> I made a simple Win32 (Windows 9x) VMI creator. I think its kinda neat.
> It's still a work in progress (just look a the version number), but feel
> free to give it a try. It seems to be working well for me. =)
> (Made with MSVC 6)
Ack! Sorry wrong URL, that should be:
http://www2.southwind.net/~bchapman/vmu/devtools/winvmi-v0.10.zip
I made a simple Win32 (Windows 9x) VMI creator. I think its kinda neat.
It's still a work in progress (just look a the version number), but feel
free to give it a try. It seems to be working well for me. =)
(Made with MSVC 6)
http://www2.southwind.net/~bchapman/vmu/devtools/winvmi-v1.0.zip
>Is there one that will save my game in the Sonic Adventure Chao game
>i need this because i can't afford batterys so i want to play on the
>comp then transfer back if there is no emu and one of you'se are good
>at hex editing could you modify the items list so it is full of
>LifeNuts just rename file to .vms
>http://members.home.net/emeraldsonic/chaoadv.zip
>thanks in advance
There are NO dreamcast emulators that run commercial games.
Sorry.3
>As far as i know Liberty basic are "compiled" so to speak, but anyone who
>runs the programs made with them must run them in liberty basic. But I
>think Xbasic has some very good potential, it lets you compile programs
>into stand alone exe format. And it has a GUI designer as well. Any one
>interested can go here for more imformation,
>http://www.maxreason.com/software/xbasic/xbasic.html it definately sounds,
>good, i would like to learn it, but that will take quite some time. Envolop
>sounds interesting too. Would like
>to get some comparisons on the 2. Were can i find imfo for Envelop?
I've tried XBasic, but I dont know if there's a GUI designer. If there
is, I cant figure out how to use it.
Envelop stopped being developed when microsoft released VB5, so you need
to search around for it. I found it on Visual basic site.
>As far as i know Liberty basic are "compiled" so to speak, but anyone
who
>runs the programs made with them must run them in liberty basic.
You don't need LibertyBASIC in order to run compiled programs -- that
is, if you've registered it.. ;)
-isaac
As far as i know Liberty basic are "compiled" so to speak, but anyone who
runs the programs made with them must run them in liberty basic. But I
think Xbasic has some very good potential, it lets you compile programs
into stand alone exe format. And it has a GUI designer as well. Any one
interested can go here for more imformation,
http://www.maxreason.com/software/xbasic/xbasic.html it definately sounds,
good, i would like to learn it, but that will take quite some time. Envolop
sounds interesting too. Would like
to get some comparisons on the 2. Were can i find imfo for Envelop?
> Perhaps you should look into LibertyBASIC (www.liberty-basic.org,
> perhaps.. I don't recall) -- It's a simple yet easy (and cheap) Windows
> BASIC compiler of sorts -- and it does GUI nicely, too ;)
>
> isaac
>
> >--- Paul Kratt <sblur@...> wrote: > >> I'm looking into
> >making a windows version called WinVMUtil, but
> >> Actually, It was made in basic, so I need to find something like
> >> Visual
> >> basic. The closest I've found is Envelop, which has a good GUI
> >> desiginer,
> >> but I still haven't figured out how it works! I dont like command
> >> line
> >> based app's, probably because GUI's are easier to use.
> >> Anyway, I'm still looking around, but if people are willing to wait
> >> till
> >> 2002, I'll probably know C by then. (As long as I get into the class)
> >>
Is there one that will save my game in the Sonic Adventure Chao game
i need this because i can't afford batterys so i want to play on the
comp then transfer back if there is no emu and one of you'se are good
at hex editing could you modify the items list so it is full of
LifeNuts just rename file to .vms
http://members.home.net/emeraldsonic/chaoadv.zip
thanks in advance
>why not release the code and lots of people here will port it.
>I wrote a half working version in vb6 (shame) but when i saw everyone
>else doing it i quit and went on to write space invaders instead.
Good Idea... but there's a chance I might be able to port it myself soon.
I wont go into detail until it's for sure.
Perhaps you should look into LibertyBASIC (www.liberty-basic.org,
perhaps.. I don't recall) -- It's a simple yet easy (and cheap) Windows
BASIC compiler of sorts -- and it does GUI nicely, too ;)
isaac
>--- Paul Kratt <sblur@...> wrote: > >> I'm looking into
>making a windows version called WinVMUtil, but
>> Actually, It was made in basic, so I need to find something like
>> Visual
>> basic. The closest I've found is Envelop, which has a good GUI
>> desiginer,
>> but I still haven't figured out how it works! I dont like command
>> line
>> based app's, probably because GUI's are easier to use.
>> Anyway, I'm still looking around, but if people are willing to wait
>> till
>> 2002, I'll probably know C by then. (As long as I get into the class)
>>
>
--- Paul Kratt <sblur@...> wrote: > >> I'm looking into
making a windows version called WinVMUtil, but
> Actually, It was made in basic, so I need to find something like
> Visual
> basic. The closest I've found is Envelop, which has a good GUI
> desiginer,
> but I still haven't figured out how it works! I dont like command
> line
> based app's, probably because GUI's are easier to use.
> Anyway, I'm still looking around, but if people are willing to wait
> till
> 2002, I'll probably know C by then. (As long as I get into the class)
>
why not release the code and lots of people here will port it.
I wrote a half working version in vb6 (shame) but when i saw everyone
else doing it i quit and went on to write space invaders instead.
=====
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>> I'm looking into making a windows version called WinVMUtil, but I'm
>still
>> seeing if it's possible right now. It obviously is, but I dont feel like
>
>> paying 200 bucks for a windows compiler.
>
>Don't! Use LCC, MingWin32, Borland C++ 5.5, MASM32, or Watcom C/C++ 11.0.
>All are available for free download off the Internet. (Actually Watcom
>might not be available yet but it will be soon). Just do a search and go
>to their respective homepages. If you really must, you could probably find
>a copy of Microsoft Visual C++ 5 or 6 off of ebay or another online
>auction place for alot less than $200.
Actually, It was made in basic, so I need to find something like Visual
basic. The closest I've found is Envelop, which has a good GUI desiginer,
but I still haven't figured out how it works! I dont like command line
based app's, probably because GUI's are easier to use.
Anyway, I'm still looking around, but if people are willing to wait till
2002, I'll probably know C by then. (As long as I get into the class)
I there,
great this stuff is really cool
I just have an question, if nexus vmu dont have lcd
screen why we need them? cant we just link normal vmus
from sega to our pc?
Do u know if theres or will be anything to connect
vmus to gameboy?
theres an infrared port to link vmu for example to
other vmu, calculator, etc?
Wouldnt be great if one could send print commands to
gameboy print device?
Is there any calculator progie for vmu out there?
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Ack! I forgot the URL:
http://www2.southwind.net/~bchapman/vmu/
If I had a dime for everytime I've done this....*sigh*... ;-)
At 12/6/00 12:47 AM , Brian Chapman wrote:
> At 12/5/00 06:37 PM , Isaac Rounds wrote:
> > Check out "Somewhat Unknown Legend" by Climax on my website..
> > http://www.isaac.cx/vms/ (i think). It's in Japanese, but is really
> > impressive.
>
> Well this looks like the perfect oppertunity for me to plug my Japanese
> Flash Card VMU program: "NIHONGO FLASH". ^_^ I just made it over the
> weekend. It's intened mainly for my own use, but if there is anyone else
> out there that is learning Japanese like myself, you might like my
> program. :-)
>
> It's not a game but a simple flash card like program for learning the
> Hiragana and Katakana Japanese syllableries. The VMU's compact size
makes
> it perfect for turning wasted momemts into valuble study time. It
contains
> the complete set of 71 Hiragana/Katakana charaters (thats including the
> DAKU-ON and HANDAKU-ON readings). It's always randomized because I tend
to
> remember the order of things first rather than the actaul content.
>
> I've been working with it for the last two days and I've already noticed
> an improvment. Now I'm thinking about adding the the First Grade Kanji
> characters as well. :-)
>
> I'm sure this probably isn't for everyone, but let me know if you find
it
> helpful.
>
>
>
> 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
At 12/5/00 06:37 PM , Isaac Rounds wrote:
> Check out "Somewhat Unknown Legend" by Climax on my website..
> http://www.isaac.cx/vms/ (i think). It's in Japanese, but is really
> impressive.
Well this looks like the perfect oppertunity for me to plug my Japanese
Flash Card VMU program: "NIHONGO FLASH". ^_^ I just made it over the
weekend. It's intened mainly for my own use, but if there is anyone else
out there that is learning Japanese like myself, you might like my
program. :-)
It's not a game but a simple flash card like program for learning the
Hiragana and Katakana Japanese syllableries. The VMU's compact size makes
it perfect for turning wasted momemts into valuble study time. It contains
the complete set of 71 Hiragana/Katakana charaters (thats including the
DAKU-ON and HANDAKU-ON readings). It's always randomized because I tend to
remember the order of things first rather than the actaul content.
I've been working with it for the last two days and I've already noticed
an improvment. Now I'm thinking about adding the the First Grade Kanji
characters as well. :-)
I'm sure this probably isn't for everyone, but let me know if you find it
helpful.
At 11/30/00 06:00 PM , Paul Kratt wrote:
> >Thank you for the imformation and response Paul,
> > I do not have access to a Mac though, im on PC a windows version
> >would be great!
> > Thanks again....
>
> I'm looking into making a windows version called WinVMUtil, but I'm
still
> seeing if it's possible right now. It obviously is, but I dont feel like
> paying 200 bucks for a windows compiler.
Don't! Use LCC, MingWin32, Borland C++ 5.5, MASM32, or Watcom C/C++ 11.0.
All are available for free download off the Internet. (Actually Watcom
might not be available yet but it will be soon). Just do a search and go
to their respective homepages. If you really must, you could probably find
a copy of Microsoft Visual C++ 5 or 6 off of ebay or another online
auction place for alot less than $200.
Personally, though, I prefer command line utilities so that I can automate
the build process in a batch or makefile, rather than having to open a
windows app, search for my file, click a few checkboxes, search for a
folder to save to and exit. I'd rather just click on a batch file or type
'make' in a terminal (or DOS window, whatever). But to each his own! :-)
Yeah, I'm working on an RPG game (among other things) but with 64k of
FLASH for code and data + 256k and 512k of Game and Work RAM respectively,
running out of 'space' isn't really a concern of mine. Making some 2
player games could be pretty cool though, but I'd have to make some sort
of custom cable to connect the units. I don't want to stand toe to toe,
eyebrow to eyebrow with some guy squinting at a little VMU screen playing
a feverish game of Tetris 2. ;-)
At 12/4/00 10:49 PM , Eric Sperling wrote:
> I've been thinking about the possible advantages to
> using
> two vmus for games. However, I don't know if my ideas
> are
> practical. So, I hope someone here will be able to
> clear
> things up for me.
> First, can two vmus share memory when they are
> connected?
> If so, we could have a lot more memory to work with.
> Does
> anyone have any specs for vmu to vmu communication?
> Second, I saw some people talking about making an RPG
> on the
> vmu. Well, maybe two vmus could be used. Perhaps
> have all
> of the graphics on one of them and all of the menus
> and text on
> the other. I think you would need shared memory for
> that though.
> But you might still be able to pull it off without it.
Does anyone (Soren?) have some snippits or sample code for profiling VMU
sections of code. I really need to speed up some stuff and it's kind of
hard to experiment with different algorithms if you don't know what part
of the code is more or less optimized than the rest.
I't doesn't have to be pretty code or anything but I'm not to
knowledgeable on using the VMU timers yet and I just need something to
work with. Or maybe someone could train me in the Art of VMU Timing
Registers. :-)
Anyway, I'd really appreciate it!
>Second, I saw some people talking about making an RPG
>on the
>vmu.
Check out "Somewhat Unknown Legend" by Climax on my website..
http://www.isaac.cx/vms/ (i think). It's in Japanese, but is really
impressive. I've not had a chance to check it out on a real VMS, though,
as my batteries are dead (going to go buy some more tonight, maybe.. The
emulator won't display the text correctly, either..) Anyways, I thought
it was impressive what could be done on the little machine.. Maybe it'll
breathe some life back into the development scene or something.
Darnit, let's make some noise about that official devkit! ;D
isaac
Thats an interesting way to utilize 2 VMUs, but I think multiplayer
games would be funner. Whoever figures it out should do a quick 2-
player port of Marcus's tetris. Man, that would kick much ass!
--- In vmu-dev@egroups.com, rednuht <rednuht@r...> wrote:
> Communication is via a serial connection, the example code has been
> posted a couple of times.
>
> any memory sharing would have to be on a client server baises
> i.e. vmu1 would send a message to vmu2 requesting data from vmu2's
> memory and vmu2 would interpret this as a request to send said data
> back down the line.
>
> from this point on creating protocol for this type communication
could
> get messy.
>
> so go get messy !!
>
> --- Eric Sperling <es147000@o...> wrote: > I've been thinking about
> the possible advantages to
> > using
> > two vmus for games. However, I don't know if my ideas
> > are
> > practical. So, I hope someone here will be able to
> > clear
> > things up for me.
> > First, can two vmus share memory when they are
> > connected?
> > If so, we could have a lot more memory to work with.
> > Does
> > anyone have any specs for vmu to vmu communication?
> > Second, I saw some people talking about making an RPG
> > on the
> > vmu. Well, maybe two vmus could be used. Perhaps
> > have all
> > of the graphics on one of them and all of the menus
> > and text on
> > the other. I think you would need shared memory for
> > that though.
> > But you might still be able to pull it off without it.
Hey, pretty slick stuff. The maze was a little ahrd to navigate,
maybe if you made the walls grey (alternate colors) or do something
with the walls to make it easyer to navigate. Anyway, it reminds me
of the maze screensaver thats on windows, hehe. You know, with a
little tweaking, you could make a FPS.
I'll zip the 2 files so netscape users can download them, if someone
hasn't/doesn't beat me to it first.
Communication is via a serial connection, the example code has been
posted a couple of times.
any memory sharing would have to be on a client server baises
i.e. vmu1 would send a message to vmu2 requesting data from vmu2's
memory and vmu2 would interpret this as a request to send said data
back down the line.
from this point on creating protocol for this type communication could
get messy.
so go get messy !!
--- Eric Sperling <es147000@...> wrote: > I've been thinking about
the possible advantages to
> using
> two vmus for games. However, I don't know if my ideas
> are
> practical. So, I hope someone here will be able to
> clear
> things up for me.
> First, can two vmus share memory when they are
> connected?
> If so, we could have a lot more memory to work with.
> Does
> anyone have any specs for vmu to vmu communication?
> Second, I saw some people talking about making an RPG
> on the
> vmu. Well, maybe two vmus could be used. Perhaps
> have all
> of the graphics on one of them and all of the menus
> and text on
> the other. I think you would need shared memory for
> that though.
> But you might still be able to pull it off without it.
>
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I've been thinking about the possible advantages to
using
two vmus for games. However, I don't know if my ideas
are
practical. So, I hope someone here will be able to
clear
things up for me.
First, can two vmus share memory when they are
connected?
If so, we could have a lot more memory to work with.
Does
anyone have any specs for vmu to vmu communication?
Second, I saw some people talking about making an RPG
on the
vmu. Well, maybe two vmus could be used. Perhaps
have all
of the graphics on one of them and all of the menus
and text on
the other. I think you would need shared memory for
that though.
But you might still be able to pull it off without it.
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I'm sorry but I couldn't get both demos to run.
Actually, I am nearly sure my problem is because Netscape does not
recognize the .VMS extension and download the file as a text file,
thus corrupting sequence of new-line characters.
Would it be possible to have them available in ZIP format?
At 09:58 03/12/00 -0800, you wrote:
>WOW !
>
>good job!
>
>I liked the 3d maze, any chance of having outlined instead of filled
>walls, as it was difficult to see what was going on.
>
>keep up the good work, unlike me.
>
>
>--- Jason Wright <pyrofer@...> wrote: > Ok, this is my first
>real post here and its just to invite you all to
>> take a
>> look at my first 2 VMU games.
>> As a lot of you seem to be losing interest in the vmu scene I thought
>> id try
>> and revive the spirit by releasing these early beta versions. Even if
>> these
>> are not finished yet I hope you get the idea of what im trying to
>> achieve.
>> They can be found on my website at
>> www.nettrash.com/users/pyroferslair
>> under the VMU section strangely enough.
>> Please post back here and let me know what you all think as that will
>> help
>> me decide how to furhter develop the games.
>>
>>
>____________________________________________________________________________
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>
>
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>
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>
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>
WOW !
good job!
I liked the 3d maze, any chance of having outlined instead of filled
walls, as it was difficult to see what was going on.
keep up the good work, unlike me.
--- Jason Wright <pyrofer@...> wrote: > Ok, this is my first
real post here and its just to invite you all to
> take a
> look at my first 2 VMU games.
> As a lot of you seem to be losing interest in the vmu scene I thought
> id try
> and revive the spirit by releasing these early beta versions. Even if
> these
> are not finished yet I hope you get the idea of what im trying to
> achieve.
> They can be found on my website at
> www.nettrash.com/users/pyroferslair
> under the VMU section strangely enough.
> Please post back here and let me know what you all think as that will
> help
> me decide how to furhter develop the games.
>
>
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Hey Paul,
I found a page with a couple free downloads, not sure if its what you need
but may work.You may want to check it out at
http://www.qbasic-cafe.com/english/ click
on downloads.
There's a program there called Visual Basic for DOS Proffessional, and
another one calledXBasic- a basic compiler for windows, have no idea if this
what you need but might be worth a look.
Douglas
----- Original Message -----
From: "Paul Kratt" <sblur@...>
To: "VMU Development" <vmu-dev@egroups.com>
Sent: Thursday, November 30, 2000 7:00 PM
Subject: Re: [vmu] Re: VMI creator wanted
> >Thank you for the imformation and response Paul,
> > I do not have access to a Mac though, im on PC a windows version
> >would be great!
> > Thanks again....
>
> I'm looking into making a windows version called WinVMUtil, but I'm still
> seeing if it's possible right now. It obviously is, but I dont feel like
> paying 200 bucks for a windows compiler.
>
>
Hey, what ever happened to the talk about have Sega's Development
Docs/tools being released? I think that it would most likely be the
boost that this community needs.. Seems like nothing is causing a
commotion anymore. Just a demo here and there, but nothing gets people
coding anymore. Think we should bug the guys at Sega some more? ;)
-Isaac
>Thank you for the imformation and response Paul,
> I do not have access to a Mac though, im on PC a windows version
>would be great!
> Thanks again....
I'm looking into making a windows version called WinVMUtil, but I'm still
seeing if it's possible right now. It obviously is, but I dont feel like
paying 200 bucks for a windows compiler.