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.
> If you have access to a macintosh, you may wish to check out
MacVMUtil
> http://www.emulationzone.org/projects/sonicblur/
> It has it's own VMI creator, as well as many other features. (Nexus
> convert, VMI verify)
> I may consider a Windows port in the future, if I can ever get a
copy of
> Visual basic for cheap.
>
>
> If you dont, you will need to use Alessandro's DOS utilites...
> Check the message history. He's given the URL's alot.
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 guess Marcus has the tools, and the knowhow to go about
> decyphering
> > it's comms protocol, but if he doesn't own a Gameshark/Actionreplay
> > CD-X, then there's not much he can do
>
> I think you're right, but I was not speaking of Gameshark CDX, but of
> the DC-X memcard, which like the nexus card.
Ah, whoops. Sorry - brain not in gear yet. I think the long compile time
of this psx setup is adling my mind ;-)
If the protocol can be worked out, then it would make sense to integrate
this into marcus' tools (perhaps making it modular so that it can easily be
adapted to work with new cards as they appear)
Oh, and sorry if there's a big disclaimer banner at the bottom of this mail
(I'm attempting to mail from my work account, rather than using webmail..)
**********************************************************************
This email and any files transmitted with it are confidential and
intended solely for the use of the individual or entity to whom they
are addressed. If you have received this email in error please notify
the system manager.
This footnote also confirms that this email message has been swept by
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**********************************************************************
> > I guess Marcus has the tools, and the knowhow to go about
> decyphering
> > it's comms protocol, but if he doesn't own a Gameshark/Actionreplay
> > CD-X, then there's not much he can do
>
> I think you're right, but I was not speaking of Gameshark CDX, but of
> the DC-X memcard, which like the nexus card.
Ah, whoops. Sorry - brain not in gear yet. I think the long compile time of this psx setup is adling my mind ;-)
If the protocol can be worked out, then it would make sense to integrate this into marcus' tools (perhaps making it modular so that it can easily be adapted to work with new cards as they appear)
Oh, and sorry if there's a big disclaimer banner at the bottom of this mail (I'm attempting to mail from my work account, rather than using webmail..)
**********************************************************************
This email and any files transmitted with it are confidential and
intended solely for the use of the individual or entity to whom they
are addressed. If you have received this email in error please notify
the system manager.
This footnote also confirms that this email message has been swept by
MIMEsweeper for the presence of computer viruses.
"Richard Munn (aka benjymous)" a écrit :
>
> I guess Marcus has the tools, and the knowhow to go about decyphering
> it's comms protocol, but if he doesn't own a Gameshark/Actionreplay
> CD-X, then there's not much he can do
I think you're right, but I was not speaking of Gameshark CDX, but of
the DC-X memcard, which like the nexus card.
--
Antoine 'MORB' Chavasse / CdBS Software
> > I wanted to know if someone has infos about the protocol used by the
> > dc-x to communicate with a pc. It doesn't to be the same as the nexus
> > card.
> Head over to http://mc.pp.se/dc/sw.html and download the Nexus card
> utilities. They come in source form.
Um, but the nexus uses a different protocol to the DC-X, so that
doesn't help much (and besides, there's already a fully working
version of the Marcus' nexus tools for the Amiga)
I guess Marcus has the tools, and the knowhow to go about decyphering
it's comms protocol, but if he doesn't own a Gameshark/Actionreplay
CD-X, then there's not much he can do
Head over to http://mc.pp.se/dc/sw.html and download the Nexus card
utilities. They come in source form.
Scott.
* Antoine Chavasse translated into ASCII [Wed, Nov 29, 2000 at 10:43:43AM
+0100][<3A24CFCF.B492A802@...>]
> I wanted to know if someone has infos about the protocol used by the
> dc-x to communicate with a pc. It doesn't to be the same as the nexus
> card.
>
> As I only have an amiga at home, I wanted to write some program to
> communicate with the dc-x, but without any knowledge of the protocol
> used, I can't do much...
>
> --
> Antoine 'MORB' Chavasse / CdBS Software
>
>
> 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
>
>
--
jabber:quad@... - Universal ID (www.jabber.org)
http://dsn.itgo.com/ - Personal webpage
robhome.dyndns.org - Home firewall
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GAT dpu s+: a--- C++ UL++++ P+ L+++ E- W+ N+ o+ K++ w++
O M V PS+ PE Y+ PGP++ t++ 5++ X+ R tv b++++ DI++++ D++
G+ e+ h! r-- y-
------END GEEK CODE BLOCK------
I wanted to know if someone has infos about the protocol used by the
dc-x to communicate with a pc. It doesn't to be the same as the nexus
card.
As I only have an amiga at home, I wanted to write some program to
communicate with the dc-x, but without any knowledge of the protocol
used, I can't do much...
--
Antoine 'MORB' Chavasse / CdBS Software
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.
________________________________________________________________________________\
_____
Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com
>I am looking for a program that will make VMI files from VMS files.
>I'm sure there must be one out there, but so far I've only been able
>to find an online version. Would be nice to be
If you have access to a macintosh, you may wish to check out MacVMUtil
http://www.emulationzone.org/projects/sonicblur/
It has it's own VMI creator, as well as many other features. (Nexus
convert, VMI verify)
I may consider a Windows port in the future, if I can ever get a copy of
Visual basic for cheap.
If you dont, you will need to use Alessandro's DOS utilites...
Check the message history. He's given the URL's alot.
I am looking for a program that will make VMI files from VMS files.
I'm sure there must be one out there, but so far I've only been able
to find an online version. Would be nice to be able to do it off
line. Does anybody knows were I can find one?
Thanx in advance...
Magic
Hi Everyone! Yesterday I discovered how you can get 240 blocks on ANY
VMU, without a nexus card!
The FAQ I wrote is below. It is avilable online at
http://www.emulationzone.org/projects/sonicblur/morevmuspace.txt
Enjoy!
How to get extend the Space on your VMU.
Revision 1.0
Written by Paul Kratt
========================================
======== Overview =========
A standard VMU contains 128k of space. The first 100k is
used for storing files. The last 8k is used for misc. stuff.
However, about 20k of space remains unused on the VMU. It is
possible to make use of this space however.
======= Items needed ======
- A VMU
- A Double Power
- The latest version of the DCLinker software.
======= If your VMU is brand new (blank) =======
If your VMU is brand new, you can skip steps 1, 2, 6, and 7 below.
======= How to make your VMU bigger =============
1. First, you need to back up your files. Put your VMU into
Slot 1 of the Dobule Power, and turn it on. Start the DCLinker Software.
2. Use the Slot 1 option on the left to save your VMU as a DCM file.
The DCM file cotains everything on your VMU.
3. Right click on the blank part of Slot 1 Window where it shows the
Contents of the VMU. Under the Delete All submenu, select 240 blocks.
4. Ignore the warning about Nexus only memory cards, and click Ok.
5. It will reformat your VMU to be 240 blocks!
6. After it is done, to back up your files, At the bottom of the Window,
where it has the the section called file, load your DCM file. It should
have the old contents of your memory card listed.
7. Drag the contents that were on your VMU before back onto the VMU.
(More than one file can be selected at a time)
Enjoy your bigger VMU!
NOTE: Do not attempt to load the DCM file back into Slot 1 after
reformatting your memory card. The old contents WILL go back on the card,
but
it will revert to the 200 blocks mode again. That's why the must be
dragged
from the file option.
=========== Some other info ============
I am not responsible for anything that goes wrong with your VMU if you try
this, nor is the company that makes the Double power and the DC link
software. The warning say's to use it on Nexus only, and although nothing
has gone wrong for me on my Sega VMU, there is still a chance something
can
go wrong.
Also, you may want to be aware that the VMU will INCORRECTLY display the
amount of space left if there is more than 200 blocks free.
Once it's below 200 blocks, the number displayed on the VMU will be
correct.
Also, your VMU icon on the Dreamcast may change to a cow for some reason.
=====================================
Enjoy! If you use this info elsewhere, please give me credit for
figuring out how to do this.
-Last updated 11-24-00-
Alrighty, now it can be placed in the unofficial faq, right?
--- In vmu-dev@egroups.com, Tobias_Keizer@y... wrote:
> Cool,
>
> Thanx a bundle, that'll help me a lot... Gonna go delete some free
> web-sites I've made in the last few weeks... ;)
>
> Keizer
>
> --- In vmu-dev@egroups.com, "Kris Genthe" <kgenthe@d...> wrote:
> > Alrighty, its been fixed. You can now upload .VMI and .VMS files.
> > Sorry about that.
> >
> > --- In vmu-dev@egroups.com, Tobias_Keizer@y... wrote:
> > > Heh,
> > >
> > > I could upload just about every file-type known to man except
> > > for .VMI and .VMS files... It's the thought that counts tho...
> > >
> > > Keizer
Cool,
Thanx a bundle, that'll help me a lot... Gonna go delete some free
web-sites I've made in the last few weeks... ;)
Keizer
--- In vmu-dev@egroups.com, "Kris Genthe" <kgenthe@d...> wrote:
> Alrighty, its been fixed. You can now upload .VMI and .VMS files.
> Sorry about that.
>
> --- In vmu-dev@egroups.com, Tobias_Keizer@y... wrote:
> > Heh,
> >
> > I could upload just about every file-type known to man except
> > for .VMI and .VMS files... It's the thought that counts tho...
> >
> > Keizer
I lost you guys...
Anyhoo, Booyaka used to be cool. But I think the site has just become
to popular. Sure its nice to have people interested in VMU dev, but
99% never make it past the VMU Animater (even then, most of them
can't figure out how to use that). Oh well, at least it gave us all
some where to start.
--- In vmu-dev@egroups.com, "Richard Munn (aka benjymous)"
<richard.munn@b...> wrote:
>
> > R U going 2 b able 2 tell us what u r working on at <bows>
codemasters
> > <gets up again> ??
>
> Yeah, it's LMA Manager 2001 (footie manager game) [aka BDFL Manager,
> Manager de Liga, Football Manager Campionato 2001 or La Sélection
des
> Champions, depending on the country]. I'm currently tweaking bits
and
> pieces for the Italian version
> R U going 2 b able 2 tell us what u r working on at <bows> codemasters
> <gets up again> ??
Yeah, it's LMA Manager 2001 (footie manager game) [aka BDFL Manager,
Manager de Liga, Football Manager Campionato 2001 or La Sélection des
Champions, depending on the country]. I'm currently tweaking bits and
pieces for the Italian version
R U going 2 b able 2 tell us what u r working on at <bows> codemasters
<gets up again> ??
--- "Richard Munn (aka benjymous)" <richard.munn@...> wrote: >
> > Y is there so much Munn bashing over at booyaka at the moment !?
>
> Dunno. I guess people are feeling slightly uneasy that I'm not there
> to hold their hands all the time, (and continually post links to my
> faq...)
>
> Oh well, that's the problem with having a full time job - less time
> to
> post on message boards!
>
>
>
> -------------------------- eGroups Sponsor
>
> 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
>
=====
Later ...
rednuht@...
-+-..=|<[{(_"!"_)}]>|=..-+-
__________________________________________________
Do You Yahoo!?
Yahoo! Calendar - Get organized for the holidays!
http://calendar.yahoo.com/
> Y is there so much Munn bashing over at booyaka at the moment !?
Dunno. I guess people are feeling slightly uneasy that I'm not there
to hold their hands all the time, (and continually post links to my
faq...)
Oh well, that's the problem with having a full time job - less time to
post on message boards!
Y is there so much Munn bashing over at booyaka at the moment !?
=====
Later ...
rednuht@...
-+-..=|<[{(_"!"_)}]>|=..-+-
__________________________________________________
Do You Yahoo!?
Yahoo! Calendar - Get organized for the holidays!
http://calendar.yahoo.com/
Alrighty, its been fixed. You can now upload .VMI and .VMS files.
Sorry about that.
--- In vmu-dev@egroups.com, Tobias_Keizer@y... wrote:
> Heh,
>
> I could upload just about every file-type known to man except
> for .VMI and .VMS files... It's the thought that counts tho...
>
> Keizer
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.)