I am new here so perhaps this has already been answered?
Does anyone have a Sonic Adventure 2 Chao editior I have seen a Sonic
Adventure 1 Chao editior.
Soeren, or Marcus
(or anyone else for that matter!),
Is there any information available on the communication
protocol between the DC controller’s vmu port
and the vmu?I’d like to adapt the parallel port vmu2pc concept to create an
interface between a parelell port and the DC
controller’s vmu port, but I haven’t been
able to find any real info on the communication protocol used.I have read references to Marcus working
on this, but can’t find any results of his work.
Sorry I have to leech off of your hard work guys, but I’m
much better when it comes to software than hardware.I don’t have the capability to
decode this interface myself, but I could damn sure emulate it thru software if
I could get some help J
If this info has already been posted somewhere a link or
repost would be greatly appreciated.Thanks!
Hi ,
I want to welcome you all to join my group , where
you can ask and answer and talk about anything
concerning Videogames . don't be shy to ask anything
or say anything . Evrything is welcome here . I need
your support to make this group grow , Thanks a lot .
groups.yahoo.com/group/talkaboutgamesonly
groups.yahoo.com/group/talkaboutgamesonly
groups.yahoo.com/group/talkaboutgamesonly
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friedtj@... wroten on Wed, May 30, 2001 at 10:07:12AM +0200:
> I just checked on the oscilloscope if anything is happening on the
> parallel port (0x378, LPT1): I cannot see any signal variation.
> VMU2PCAlphaRelease.zip will not work for me as it is compiled
> to run under windows only (I only have a DOS/Linux box running).
> I suppose I have to understand how to cross compile to DOS from
> Linux DJGPP, but I have never tried that.
The VMU2PC-djgpp is not much more than a compilation of the
VMU2PCAlphaRelease using the DJGPP cross-compiler under linux, so you
don't have to do that.
> I used the software by Soren (VMU2PC-djgpp, cross-compiled throught
> DJGPP): this is the one that does not seem to be communicating with
> the parallel port, even though I precise -t 0x378 or -t LPT1.
> Can you confirm if I am using the right software, or otherwise which
> version I should use for VMU/PC communication through the parallel
> port ?
The software you use is the correct one. You won't see any communication on
your oscilloscope until the initial handshake:
The PC sets pin 6 of the VMU to 1 (3.3V).
If the VMU is ready (display shows "WAITING FOR DATA") it responds by
setting pin 11 to 0.
The communication now starts, you can find more info on
<http://soeren.infoserv.de/vm/vm2vm.html>.
Now some wild guesses what your problem could be:
You have to connect pins 1 and 14 on the VMU.
Pin 1 is the rightmost pin when holding the VMU as if you are playing.
Try setting your parport to SPP in the BIOS setup.
I have read about incompatible parports on Pentium-II/III mainboards, if
possible try an old ISA parport card.
Sören
After spending about 1 year developing on the nintendo gameboy (as a
display for data acquisition systems), I recently gained intereset in
the VMU. Software development/emulation works nicely: congratulations
for this.
I then bought one VMU last week, installed the parallel port connexion
as described in http://www.maushammer.com/vmu.html#VMU2PC
and tried sending tetris.vms to the actual hardware. No luck :(
I just checked on the oscilloscope if anything is happening on the
parallel port (0x378, LPT1): I cannot see any signal variation.
So I assume I am not using the right software for programming the
VMU through the parallel port.
VMU2PCAlphaRelease.zip will not work for me as it is compiled
to run under windows only (I only have a DOS/Linux box running).
I suppose I have to understand how to cross compile to DOS from
Linux DJGPP, but I have never tried that.
I used the software by Soren (VMU2PC-djgpp, cross-compiled throught
DJGPP): this is the one that does not seem to be communicating with
the parallel port, even though I precise -t 0x378 or -t LPT1.
Can you confirm if I am using the right software, or otherwise which
version I should use for VMU/PC communication through the parallel
port ?
Thank you, Jean-Michel FRIEDT (friedtj@...)
>heh - lol. I totally forgot I'd put that in. Did anyone else receive this
>on Wednesday morning, despite the header saying it was sent on Monday?
I got it on Tuesday...
> We would like to remind you of this upcoming event.
>
> Richard's birthday ;-)
>
> Date: Tuesday, May 15, 2001
> Time: All Day
>
> well, I was stuck for stuff to add to the calendar, okay ;-)
heh - lol. I totally forgot I'd put that in. Did anyone else receive this
on Wednesday morning, despite the header saying it was sent on Monday?
--
Richard Munn | Programmer | HooDoo Studio
richardm@... | http://www.codemasters.comrichard.munn@... | http://vmudev.dcemulation.com
(01926) 814132 Ext. 589 | Help me! I'm turning into a grapefruit!
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> We would like to remind you of this upcoming event.
>
> Richard's birthday ;-)
>
> Date: Tuesday, May 15, 2001
> Time: All Day
>
> well, I was stuck for stuff to add to the calendar, okay ;-)
heh - lol. I totally forgot I'd put that in. Did anyone else receive this on Wednesday morning, despite the header saying it was sent on Monday?
**********************************************************************
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.
We would like to remind you of this upcoming event.
Richard's birthday ;-)
Date: Tuesday, May 15, 2001
Time: All Day
well, I was stuck for stuff to add to the calendar, okay ;-)
Hello.
Well, after a little more than two weeks of programming, plus countless
nights of playing with my Chao in "Sonic Adventure" and analyzing their
data, I can finally present you my new and improved VMU Chao Editor. ;)
You can get it at
http://www.franken.de/users/deco/myfiles/editor.html
The editor can be used right on your VMU, and is by far the most
sophisticated tool to modify a Chao that's available at the moment (brag
brag). You can set basically everything your heart desires: Type, Color,
Stats, Inventory, Animal Mods, Affection, and lots more, all done with
easy-to-understand text menus. And best of all, you can even create
'Second Evolution' Chao, like for example a fully-developed NiGHTS or
Sonic Chao.
So everyone who likes those little critters from "Sonic Adventure" and
thinks this little tool might be useful, please check it out and spread
the news. ;)
C'mon, _someone_ must have any use for it, surely? It was so hard to
write that menu system...
Bye
Alessandro
---
You get what anyone gets. You get a lifetime.
I'm looking to setup a database not unlike Booyaka, as it seems to be one of the only ones, and I would like to allow users to upload both from PC and DC (seaparate upload places I assume), and download from DC, and PC if possible. Does anyone know of any prewritten code which can be modified to upload these from a DC, as to upload them from a PC I guess that you just use the normal upload fields for anything.
Is there any documentation or prewritten scripts out there which I can use?
> I'm looking to setup a database not unlike Booyaka, as it seems to be one
> of the only ones, and I would like to allow users to upload both from PC
> and DC (seaparate upload places I assume), and download from DC, and PC if
> possible. Does anyone know of any prewritten code which can be modified to
> upload these from a DC, as to upload them from a PC I guess that you just
> use the normal upload fields for anything.
> Is there any documentation or prewritten scripts out there which I can
use?
Here's what (I guess) you'd need
1) cgi script to handle the upload of .dci files from a PC - this should,
ideally save the .dci file, available for PC download, and also convert the
.dci into a .vmi/vms pair available for DC download
2) cgi script to handle the upload of data from a DC - this should convert
the data into .dci and .vmi/vms
If you're webserver supports compiled C programs as cgi, then you could
modify my vmux program to do the file conversion [source @
http://vmudev.dcemulation.com/ ] - that can convert .dci <-> .vmi/.vms
However, Loren Peace (creator of Booyaka, and the PSO image snapshot
converter) has already got working scripts for doing all of this. Perhaps
he might be willing to give you copies of his code. Are you still out there
Loren?
--
I just found an old post from Loren to a different list, so I'll reproduce
the info he game there:
--
> Oh yeah. Can anyone give me info on how the upload from the dreamcast
> browser works (for both dreamkey and planetweb)?
I can't comment about dreamkey, but here's the deal for planetweb:
first your web page needs a form like this
<FORM METHOD="POST" ENCTYPE="multipart/form-data" ACTION="upload.cgi">
<INPUT TYPE="VMFILE" NAME="VMUDATA" VALUE="None">
<INPUT TYPE="SUBMIT" VALUE="Upload">
</FORM>
The value you will get for the VMUDATA parameter is a line of attributes
followed by 2 line breaks and then the data in a shifted base64 encode.
The attributes look like this
filename=BOOYAKA.LOG &fs=1536&bl=3&tp=0&fl=0&of=0&tm=200006301201345
filename is obviouse, fs is file size in bytes, tm is the date on the
file in year(4)month(2)day(2)hour(2)minute(2)second(2)dayofweek(1) format,
bl is the number of VMU pages used; tp,fl,of have been zero for me so
far, so I'm not sure about them.
The rest of the upload is the base64 encoded file, first you must remap
the data sent to their proper base64 values, attached is a perl hash that
maps the letter used by PlanetWeb to the real one used in base64. (If
anyone doesn't know perl here's how to read the hash so you can use it,
left letter is what appears in the upload, it should be replaced by the
letter to the right of the arrow. ) Once you have remapped the data
simple base64 decode it and you have you uploaded save.
For any perl people I have also included a sample upload.cgi that will
upload files and place them in three parts in /tmp
<file-name>
<file-name>.ATTR
<file-name>.ORIG
where file-name is the filename attribute, .ORIG in the non-converted
base64 and .ATTR in the attribute line.
Let me know if I need to clarify anything better.
Loren Peace
--
[table.pl]
$main::UploadTable = {
'=' => '=',
'+' => 'y', # 0x2b => 0x79
'/' => '/', # 0x2f => 0x2f
'0' => '2', # 0x30 => 0x32
'1' => '7', # 0x31 => 0x37
'2' => '0', # 0x32 => 0x30
'3' => 'P', # 0x33 => 0x50
'4' => 'l', # 0x34 => 0x6c
'5' => 'g', # 0x35 => 0x67
'6' => 'M', # 0x36 => 0x4d
'7' => 'e', # 0x37 => 0x65
'8' => 'r', # 0x38 => 0x72
'9' => 'T', # 0x39 => 0x54
'A' => 'A', # 0x41 => 0x41
'B' => 'X', # 0x42 => 0x58
'C' => 's', # 0x43 => 0x73
'D' => 'Z', # 0x44 => 0x5a
'E' => 'I', # 0x45 => 0x49
'F' => 'x', # 0x46 => 0x78
'G' => '5', # 0x47 => 0x35
'H' => '+', # 0x48 => 0x2b
'I' => 'U', # 0x49 => 0x55
'J' => 'p', # 0x4a => 0x70
'K' => 'o', # 0x4b => 0x6f
'L' => 'D', # 0x4c => 0x44
'M' => 'k', # 0x4d => 0x6b
'N' => 'F', # 0x4e => 0x46
'O' => 'C', # 0x4f => 0x43
'P' => 'L', # 0x50 => 0x4c
'Q' => 'c', # 0x51 => 0x63
'R' => 'w', # 0x52 => 0x77
'S' => 'Q', # 0x53 => 0x51
'T' => 'J', # 0x54 => 0x4a
'U' => '4', # 0x55 => 0x34
'V' => '1', # 0x56 => 0x31
'W' => '9', # 0x57 => 0x39
'X' => 'W', # 0x58 => 0x57
'Y' => 'E', # 0x59 => 0x45
'Z' => 'B', # 0x5a => 0x42
'a' => 'i', # 0x61 => 0x69
'b' => 'h', # 0x62 => 0x68
'c' => 'N', # 0x63 => 0x4e
'd' => 'G', # 0x64 => 0x47
'e' => 'S', # 0x65 => 0x53
'f' => 'b', # 0x66 => 0x62
'g' => 'a', # 0x67 => 0x61
'h' => 'Y', # 0x68 => 0x59
'i' => 'O', # 0x69 => 0x4f
'j' => 'q', # 0x6a => 0x71
'k' => 'z', # 0x6b => 0x7a
'l' => 'f', # 0x6c => 0x66
'm' => 'K', # 0x6d => 0x4b
'n' => 'H', # 0x6e => 0x48
'o' => '6', # 0x6f => 0x36
'p' => 'n', # 0x70 => 0x6e
'q' => 'd', # 0x71 => 0x64
'r' => 'm', # 0x72 => 0x6d
's' => 'u', # 0x73 => 0x75
't' => 'j', # 0x74 => 0x6a
'u' => 't', # 0x75 => 0x74
'v' => '8', # 0x76 => 0x38
'w' => '3', # 0x77 => 0x33
'x' => 'v', # 0x78 => 0x76
'y' => 'V', # 0x79 => 0x56
'z' => 'R', # 0x7a => 0x52
};
[upload.cgi]
#!/usr/bin/perl -w
use strict;
use vars qw( $UploadTable );
use CGI::Fast;
use FileHandle;
use MIME::Base64;
{
local( $/ ) = undef;
my $table = new FileHandle;
open( $table, "</home/peace/www/table.pl" ) || die;
my $code = <$table>;
close( $table );
eval( $code );
die $@xxxx if $@;
}
while( my $query = new CGI::Fast ) {
if( $query->param( 'method' ) ) {
my $vmu = $query->param( 'VMUDATA' );
my @xxxx = split( /\n/, $vmu, 3 );
my $attr = $part[0];
$vmu = $part[2];
my $filetag = (split( /&/, $attr, 2 ))[0];
my $name = (split( /=/, $filetag, 2 ))[1];
$name = 'upload.vmu' if( $name eq '' );
my $file = new FileHandle;
if( open( $file, ">/tmp/$name" ) ) {
my @xxxx = split( //, $vmu );
for( my $i = 0; $i <= $#data; $i++ ) {
my $chr = $data[$i];
next if( $chr eq "\n" ) || ( $chr eq "\r" );
my $out = $UploadTable->{$chr};
$data[$i] = $UploadTable->{$data[$i]};
}
print $file decode_base64( join( '', @xxxx ) );
close( $file );
}
if( open( $file, ">/tmp/$name.ORIG" ) ) {
print $file $vmu;
close( $file );
}
if( open( $file, ">/tmp/$name.ATTR" ) ) {
print $file $attr;
close( $file );
}
}
print $query->header;
print $query->start_html;
print <<FORM;
<!--UPLOAD FORM-->
<FORM METHOD="POST" ENCTYPE="multipart/form-data" ACTION="upload.cgi">
<INPUT TYPE="VMFILE" NAME="VMUDATA" VALUE="None">
<INPUT TYPE="SUBMIT" VALUE="Upload"><br>
</FORM>
FORM
print $query->end_html;
}
--
Richard Munn | Programmer | HooDoo Studio
richardm@... | http://www.codemasters.comrichard.munn@... | http://vmudev.dcemulation.com
(01926) 814132 Ext. 589 | Help me! I'm turning into a grapefruit!
**********************************************************************
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.
**********************************************************************
> I'm looking to setup a database not unlike Booyaka, as it seems to be one
> of the only ones, and I would like to allow users to upload both from PC
> and DC (seaparate upload places I assume), and download from DC, and PC if
> possible. Does anyone know of any prewritten code which can be modified to
> upload these from a DC, as to upload them from a PC I guess that you just
> use the normal upload fields for anything.
> Is there any documentation or prewritten scripts out there which I can use?
Here's what (I guess) you'd need
1) cgi script to handle the upload of .dci files from a PC - this should, ideally save the .dci file, available for PC download, and also convert the .dci into a .vmi/vms pair available for DC download
2) cgi script to handle the upload of data from a DC - this should convert the data into .dci and .vmi/vms
If you're webserver supports compiled C programs as cgi, then you could modify my vmux program to do the file conversion [source @ http://vmudev.dcemulation.com/ ] - that can convert .dci <-> .vmi/.vms
However, Loren Peace (creator of Booyaka, and the PSO image snapshot converter) has already got working scripts for doing all of this. Perhaps he might be willing to give you copies of his code. Are you still out there Loren?
--
I just found an old post from Loren to a different list, so I'll reproduce the info he game there:
--
> Oh yeah. Can anyone give me info on how the upload from the dreamcast
> browser works (for both dreamkey and planetweb)?
I can't comment about dreamkey, but here's the deal for planetweb:
The value you will get for the VMUDATA parameter is a line of attributes
followed by 2 line breaks and then the data in a shifted base64 encode.
The attributes look like this
filename=BOOYAKA.LOG &fs=1536&bl=3&tp=0&fl=0&of=0&tm=200006301201345
filename is obviouse, fs is file size in bytes, tm is the date on the
file in year(4)month(2)day(2)hour(2)minute(2)second(2)dayofweek(1) format,
bl is the number of VMU pages used; tp,fl,of have been zero for me so
far, so I'm not sure about them.
The rest of the upload is the base64 encoded file, first you must remap
the data sent to their proper base64 values, attached is a perl hash that
maps the letter used by PlanetWeb to the real one used in base64. (If
anyone doesn't know perl here's how to read the hash so you can use it,
left letter is what appears in the upload, it should be replaced by the
letter to the right of the arrow. ) Once you have remapped the data
simple base64 decode it and you have you uploaded save.
For any perl people I have also included a sample upload.cgi that will
upload files and place them in three parts in /tmp
<file-name>
<file-name>.ATTR
<file-name>.ORIG
where file-name is the filename attribute, .ORIG in the non-converted
base64 and .ATTR in the attribute line.
**********************************************************************
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.
I'm looking to setup a database not unlike Booyaka, as it seems to be one of the only ones, and I would like to allow users to upload both from PC and DC (seaparate upload places I assume), and download from DC, and PC if possible. Does anyone know of any prewritten code which can be modified to upload these from a DC, as to upload them from a PC I guess that you just use the normal upload fields for anything.
Is there any documentation or prewritten scripts out there which I can use?
>Damn, Is there already a scene for the GBA? I must be out of the loop.
There's been a GBA scene since before the system came out.
There were even emulators of the system from before it came out! I dont
remember where it is, but there was a nice site with some information and
demos to download for GBA. I think you can find the link on zophar.net
Errr.... This wasn't very VMU releated so.......
------------------------
[Plug:]
My mac VMU utility program, MacVMUtil has been updated to version 1.2.1
This version fixes a bug which caused the VMI verify to freeze if a backup
VMI already existed, and it also fixes a bug in the DCI to VMS convertor
which causes the file size in the VMI to be incorrectly reported. The
program hadn't been updated since Augest, so I thought it would be a good
time to update it. :-P
Unless there's other programs I dont know about, this should still be the
most complete VMU program of any OS. It converts to and from nexus
formats, and allows you to verify and edit VMI files all in one program.
http://www.emulationzone.org/projects/sonicblur/vmutil/
I don't belive there is. There's prolly not enough of us around to make a
channel worthwhile, however, you can find me on IRC every other night or
so (kinda depends on how much homework I have, etc.) on the Open Projects
IRC Network (irc.openprojects.net) as 'antigrav' in #aclug, #sdl and
somtimes other channels. We could make a #vmudev channel if anyone is
interested.
Damn, Is there already a scene for the GBA? I must be out of the loop.
On Wed, 18 Apr 2001 19:21:56 +0200, Rafael Vuijk \(aka Dark Fader\) wrote:
> Hi, I'm a newbie in VMU development. hehe.
> I don't have a DC, but already made the needed connectors, so I can
upload
> with the PC's parallel port.
> I prolly make 1 simple game and then throw the thing away ;) (As GBA is
much
> cooler)
>
> And I don't have questions yet.
> well, just one... is there an IRC channel for VMS dev'ing ?
>
> D.F.
Hi, I'm a newbie in VMU development. hehe.
I don't have a DC, but already made the needed connectors, so I can upload
with the PC's parallel port.
I prolly make 1 simple game and then throw the thing away ;) (As GBA is much
cooler)
And I don't have questions yet.
well, just one... is there an IRC channel for VMS dev'ing ?
D.F.
you should be able to just email it back to the DC and resave it to the VMU
or if you want to post it on a webpage for download you'll need to generate
VMI & VMS for it
http://rvmu.maushammer.com/faq.html
check that faq out, for now.. coz i'm on my wait to bed
- sairuk -
----- Original Message -----
From: <webmaster@...>
To: <vmu-dev@yahoogroups.com>
Sent: Thursday, April 19, 2001 1:30 AM
Subject: [vmu] PC to DC SAVE CONVERSION!
> I sent my PC a DC save through e-mail. It came over as a .dat file.
> Does anyone know how to make it back into the correct DC format so I
> can download again?
> It's a PSO level 73 HUmar and I dont want to lose him.
> Please, any help would be nice.
> Matthew
>
>
> post: vmu-dev@eGroups.com
> unsubscribe: vmu-dev-unsubscribe@eGroups.com
> archive: http://www.egroups.com/group/vmu-dev/
> faq: http://vmudev.dcemulation.com/faq.html
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
I sent my PC a DC save through e-mail. It came over as a .dat file.
Does anyone know how to make it back into the correct DC format so I
can download again?
It's a PSO level 73 HUmar and I dont want to lose him.
Please, any help would be nice.
Matthew
--- In vmu-dev@y..., sonysbad@y... wrote:
> I am looking for a copy of the VMU Etch a Sketch program. Can
anyone
> send it to me or stick in the files section of this egroup?
My hack ver. has animated icon.
http://www.angelfire.com/me3/vmufan
(Sorry for my poor english:)
Well... thanx but I dont think u r right...
The first parameter does something like:
if (length of all the bin until now)>(1st operand) then (write nop
from the last writen byte to the offset #(1st operand))
else (write nop from the last wroten byte to the offset((1st operand)+
(2nd operand)))
Why dont we call Marcus Comstedt?
I, Me, Mine
At 3/6/01 01:34 PM , john maushammer wrote:
>
> developer@... wrote:
>
> > 1-What is .cnop? (pad to an even number of blocks? What is it?)
>
> Yep - the .cnop instruction pads out to an even number of blocks. The
> first argument is the byte to pad it with, and the second argument is
> the multiple of bytes to pad to (i.e. $200= pad to $200, $400, $600,
> etc.)
Well, actually the value of the emitted byte is always zero (ie: a NOP
instruction). The first parameter is for emitting an arbitrary number of
bytes (NOP's) up to but less than the second parameter. The second
parameter is, of course, for specifying a byte boundary to pad too, but it
must be a power of two. Thus, $600 wouldn't work.
I can't say I understand the rationale behind '.cnop' but that seems to be
it's modus operandi. ;-)
BTW, here is the actual code that is called in the assembler. I looked
this up when I was trying to understand it myself:
void smach_cnop (numtype offs, numtype modulo)
{
if (modulo <= 0 || (modulo & (modulo - 1)) != 0)
errormsg ("second argument to cnop must be a positive power of two");
else if (offs < 0 || offs >= modulo)
errormsg ("first argument to cnop out of range");
else {
emit_prefix (modulo | offs);
EMIT (OP_CNOP);
}
}
You can download it from my site ( http://vmudev.dcemulation.com/sketch.html
)
--
Richard Munn | Programmer | Codemasters Software
richardm@... | http://www.codemasters.comrichard.munn@... | http://vmudev.dcemulation.com
(01926) 814132 Ext. 220
Help me! I'm turning into a grapefruit!
**********************************************************************
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.
**********************************************************************
**********************************************************************
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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developer@... wrote:
> 1-What is .cnop? (pad to an even number of blocks? What is it?)
Yep - the .cnop instruction pads out to an even number of blocks. The
first argument is the byte to pad it with, and the second argument is
the multiple of bytes to pad to (i.e. $200= pad to $200, $400, $600,
etc.)
> 2-How do I use the LDF e STF instructions? (I read john maushammer's
> page but I did not understand)
Sorry for the poor documentation - I didn't have a good source.
>
> 3-I can use the writeflash_OS, but how can I "readflash_OS"?
> 4-How can I get the VMU Bios?
> 5-What is an object file and how does it work? (marcus comstedt's
> assembler doesnt support, i know)
Object files usually contain more information than regular binary files
(which usually contain just code and data and nothing else). They
usually contain information on variable and function names, and also the
information needed to make the file relocatable. Sometimes they have
debug information (such as source line numbers).
The point of object files is usually to break a program into smaller
portions (modules), each of which can be compiled separately. A linker
will then take a bunch of object files, combine them, and produce an
executable. This way, when you change one module, you don't have to
recompile every thing -- instead, just recompile the changed module and
re-link it with the unchanged modules. The linking process is usually
pretty quick, especially compared to compiling.
Object files would be good to produce information for a source-level
debugger, but since the memory of the VMU is so small, it's not that
much of a hassle to just recompile everything.
>
> I have the vmu official development, with the assembler, simulator
> (this one doesnt work) and other tools... If you want me to attach
> the assembler, just ask me and I'll do it...
>
> Thanks for any advice,
>
> I, Me, Mine
> (sorry if i made any mistake:)
>
1-What is .cnop? (pad to an even number of blocks? What is it?)
2-How do I use the LDF e STF instructions? (I read john maushammer's
page but I did not understand)
3-I can use the writeflash_OS, but how can I "readflash_OS"?
4-How can I get the VMU Bios?
5-What is an object file and how does it work? (marcus comstedt's
assembler doesnt support, i know)
I have the vmu official development, with the assembler, simulator
(this one doesnt work) and other tools... If you want me to attach
the assembler, just ask me and I'll do it...
Thanks for any advice,
I, Me, Mine
(sorry if i made any mistake:)
1-What is .cnop? (pad to an even number of blocks? What is it?)
2-How do I use the LDF e STF instructions? (I read john maushammer's
page but I did not understand)
3-I can use the writeflash_OS, but how can I "readflash_OS"?
4-How can I get the VMU Bios?
5-What is an object file and how does it work? (marcus comstedt's
assembler doesnt support, i know)
I have the vmu official development, with the assembler, simulator
(this one doesnt work) and other tools... If you want me to attach
the assembler, just ask me and I'll do it...
Thanks for any advice,
I, Me, Mine
(sorry if i made any mistake:)
On 25 Jan 01, chihuahua_loco@... wrote:
> I can't get the DREAMPASSPORT browser to work with my .vmi files,
> i create .vmi in virtuamunstaz and they work fine,but when i transfer them
> to my page they only work with PLANETWEB is the setup for DREAMPASSPORT
> diferent or what could be the problem. please help
You probably forgot to set the appropriate filetypes on your webserver.
They are
For .VMI Files: application/x-dreamcast-vms-info
For .VMS Files: application/x-dreamcast-vms
If you are not allowed to set your own filetypes on the server, I suggest
you leave them at booyaka, or try some sites that offer free VMS hosting,
like for example http://stealth.kirenet.com/~fear/
Bye
Alessandro
---
You get what anyone gets. You get a lifetime.
Ok ppl, I know that you dont know me but Im working on another
assembler for VMU and it'll be working together with my pedro's
compiler... Wait and you'll see... :)
I, Me, Mine
>Personally, I think the best way to start working on higher level language
util
>ities (C or otherwise) is to build upon what has already been accomplished.
I certainly must agree with this. You might also want to consider gcc. It
is built so that by teaching it how to generate code for the 'basic'
operations, it can generate code (even optmized code!). It's a good
chunk of work just to get it running, but then you can get the code added
to the gcc compiler, and leverage a lot of front end work without having
to do it yourself. A classmate of mine added limited 8051 support when we
were in college. Not a trivial task, but once it's in place, you can do a
lot of stuff.
Unless of course you want to write a parser and that stuff for practice :-)
- Mike