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#775 From: developer@...
Date: Fri Mar 2, 2001 2:35 am
Subject: Re: [vmu] OOP Language for VMUDEV
developer@...
Send Email Send Email
 
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

#774 From: "Mike Miller" <mikem@...>
Date: Mon Feb 26, 2001 6:00 pm
Subject: Re: [vmu] OOP Language for VMUDEV
mikem@...
Send Email Send Email
 
>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

#773 From: vmufan@...
Date: Mon Feb 26, 2001 4:21 am
Subject: Re: OOP Language for VMUDEV
vmufan@...
Send Email Send Email
 
--- In vmu-dev@y..., kyonowatoredesu@y... wrote:
> I've been writing a program to simplify the creation of VMS programs
> for the VM. FYI it's a Win32 app. The program has reached the point
> where when run will autoproduce a skeleton file that runs on a VM
> (Doesn't do anything special but it runs =P) Now, I must develop the
> OOP language that will allow even a newbie to make VMU games. Here
> are my two choices:
> 1. Adapt the Dream Animator control file format to include a whole
> bunch of easy-to-use commands, increasing it's functionability from
> just displaying images and running a P3 scan. Newbies would be able
> to pick up the language faster, and it's probably easier to adapt
> that format than to...
> 2. Adapt, as best as possible, the C programming language. A really,
> really, really simplified version of the C programming language.
> Experienced programmers would most likely find it easier to develop
> VM games with it than the choice former. It would probably be harder
> for me to impliment it, though.
>
> I await your input.
>
> ...and my name is Geshtar.

I think option #1 will bring more learning people because i have seen
what they do at booyaka and it would refresh the vmu-dev.

#772 From: Brian Chapman <bchapman@...>
Date: Mon Feb 26, 2001 3:54 am
Subject: Re: [vmu] OOP Language for VMUDEV
bchapman@...
Send Email Send Email
 
In another article Geshtar wrote:
> I've been writing a program to simplify the creation of VMS programs
> for the VM. FYI it's a Win32 app. The program has reached the point
> where when run will autoproduce a skeleton file that runs on a VM
> (Doesn't do anything special but it runs =P) Now, I must develop the
> OOP language that will allow even a newbie to make VMU games. Here
> are my two choices:
> 1. Adapt the Dream Animator control file format to include a whole
> bunch of easy-to-use commands, increasing it's functionability from
> just displaying images and running a P3 scan. Newbies would be able
> to pick up the language faster, and it's probably easier to adapt
> that format than to...
> 2. Adapt, as best as possible, the C programming language. A really,
> really, really simplified version of the C programming language.
> Experienced programmers would most likely find it easier to develop
> VM games with it than the choice former. It would probably be harder
> for me to impliment it, though.


Personally, I think the best way to start working on higher level language
utilities (C or otherwise) is to build upon what has already been accomplished.
Marcus Comstedt's aslc86k assembler has become a well tested tool, however, it
doesn't support an intermediate object file format. If it could be extended to
allow output to a simple relocatable object file format, such as NROFF, then it
would be much eaisier to work on compilers that produce assembly directives for
it. After all, this is how most compilers are built anyway.

Futher more, It's much eaiser to write peephole optimization algorithms when you
can write code that outputs assembly instructions rather than binary opcodes.

I've read through the aslc86k source, but it's complete lack of commentation and
terse varible names has made it prove too dificult for me. If the Marcus or
somebody could simply add this ability, I think some real progress could start
being made in this respect. However, I'm really busy with school right now so I
don't have the time to work on this myself.

BTW, I suggest NROFF because it's a simple doctmented format that was created
for use with NASM. NASM comes with a a number utilities and code for
maniuplating NROFF object files as well a preliminary NROFF incremental linker.

Anyway, those are just my thoughts.

#771 From: "Shaun Ellis" <shaune98@...>
Date: Sat Feb 24, 2001 9:16 pm
Subject: Re: [vmu] OOP Language for VMUDEV
shaune98@...
Send Email Send Email
 
What compiler would you use with the language?

Shaun Ellis
Shaune98@...
http://gamesentral.tripod.com


From: kyonowatoredesu@...
Reply-To: vmu-dev@yahoogroups.com
To: vmu-dev@yahoogroups.com
Subject: [vmu] OOP Language for VMUDEV
Date: Sat, 24 Feb 2001 16:31:56 -0000

I've been writing a program to simplify the creation of VMS programs
for the VM. FYI it's a Win32 app. The program has reached the point
where when run will autoproduce a skeleton file that runs on a VM
(Doesn't do anything special but it runs =P) Now, I must develop the
OOP language that will allow even a newbie to make VMU games. Here
are my two choices:
1. Adapt the Dream Animator control file format to include a whole
bunch of easy-to-use commands, increasing it's functionability from
just displaying images and running a P3 scan. Newbies would be able
to pick up the language faster, and it's probably easier to adapt
that format than to...
2. Adapt, as best as possible, the C programming language. A really,
really, really simplified version of the C programming language.
Experienced programmers would most likely find it easier to develop
VM games with it than the choice former. It would probably be harder
for me to impliment it, though.

I await your input.

...and my name is Geshtar.


_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com

#770 From: sonysbad@...
Date: Sat Feb 24, 2001 8:13 pm
Subject: Re: OOP Language for VMUDEV
sonysbad@...
Send Email Send Email
 
I would go with choice 1. Making games easyer to produce will attract
a lot of attention (in theory anyway). I'm defiantly looking forward
to either, just my 2 cents.

--- In vmu-dev@y..., kyonowatoredesu@y... wrote:
> I've been writing a program to simplify the creation of VMS
programs
> for the VM. FYI it's a Win32 app. The program has reached the point
> where when run will autoproduce a skeleton file that runs on a VM
> (Doesn't do anything special but it runs =P) Now, I must develop
the
> OOP language that will allow even a newbie to make VMU games. Here
> are my two choices:
> 1. Adapt the Dream Animator control file format to include a whole
> bunch of easy-to-use commands, increasing it's functionability from
> just displaying images and running a P3 scan. Newbies would be able
> to pick up the language faster, and it's probably easier to adapt
> that format than to...
> 2. Adapt, as best as possible, the C programming language. A
really,
> really, really simplified version of the C programming language.
> Experienced programmers would most likely find it easier to develop
> VM games with it than the choice former. It would probably be
harder
> for me to impliment it, though.
>
> I await your input.
>
> ...and my name is Geshtar.

#769 From: "Gatomon" <gatomon@...>
Date: Sat Feb 24, 2001 6:40 pm
Subject: Re: [vmu] OOP Language for VMUDEV
gatomon@...
Send Email Send Email
 
> 1. Adapt the Dream Animator control file format to include a whole
> bunch of easy-to-use commands, increasing it's functionability from
> just displaying images and running a P3 scan. Newbies would be able
> to pick up the language faster, and it's probably easier to adapt
> that format than to...

> 2. Adapt, as best as possible, the C programming language. A really,
> really, really simplified version of the C programming language.
> Experienced programmers would most likely find it easier to develop
> VM games with it than the choice former. It would probably be harder
> for me to impliment it, though.

(!!!!!!!!!)

Good idea, port C to the VMU ^.^  I'll have to do that sometime ;)

A religiously accurate port of C would be something truly wonderful (if not
impossible), but since you aren't going to do that I don't think it's worth
it. The language we already have isn't really that difficult to work with,
and it's also sort of fun.

I'd say that you should probably work with option 1, at least at first.

Making the VMU easy to program even for the newest of the newbies is a very
good thing. It could very well attract more people and get the people who
are already here more interested in churning out stuff.

You wouldn't need to do option 2 if you did option 1, so many people would
be on the scene that someone else would do it for ya ^^

#768 From: kyonowatoredesu@...
Date: Sat Feb 24, 2001 4:31 pm
Subject: OOP Language for VMUDEV
kyonowatoredesu@...
Send Email Send Email
 
I've been writing a program to simplify the creation of VMS programs
for the VM. FYI it's a Win32 app. The program has reached the point
where when run will autoproduce a skeleton file that runs on a VM
(Doesn't do anything special but it runs =P) Now, I must develop the
OOP language that will allow even a newbie to make VMU games. Here
are my two choices:
1. Adapt the Dream Animator control file format to include a whole
bunch of easy-to-use commands, increasing it's functionability from
just displaying images and running a P3 scan. Newbies would be able
to pick up the language faster, and it's probably easier to adapt
that format than to...
2. Adapt, as best as possible, the C programming language. A really,
really, really simplified version of the C programming language.
Experienced programmers would most likely find it easier to develop
VM games with it than the choice former. It would probably be harder
for me to impliment it, though.

I await your input.

...and my name is Geshtar.

#767 From: sonysbad@...
Date: Sat Feb 3, 2001 4:10 am
Subject: Re: New member / Game release
sonysbad@...
Send Email Send Email
 
Yeah Paul, this is a sweet little game!! Can't wait to download it to
my VMU to pass the time in school :) (been using the emu since I am
to lazy to get on the net with the 'ol DC).

#766 From: rednuht <rednuht@...>
Date: Sun Feb 4, 2001 10:40 am
Subject: Re: [vmu] Re: New member / Game release
rednuht@...
Send Email Send Email
 
Hey, great game, pity im soo bad at it :)
--- chihuahua_loco@... wrote: > --- In vmu-dev@y..., paul@a...
wrote:
> > Hi -
> >
> > I just joined this group recently, and I think its great!
> > I can't believe all the info available here and at some
> > member's websites.
> >
> > With all the documentation, I found it very easy to write my first
> > game for the VMU.  Its called "Where's Bruce?" and is a rip-off of
> > the Safari Rush Hour puzzle.
> >
> > Its available (vmi,vms, and source) at
> > http://www.actionfig.com/vmu
> >
> > Please let me know what you think.
> >
> > - Paul
>
> Great game,it reminds me of the old acclaim tomato game for the
> gameboy,does anyone else remember that game?.
> I loved your game paul!!
>
>
> ------------------------ Yahoo! Groups Sponsor
>
>        post:  vmu-dev@eGroups.com
> unsubscribe:  vmu-dev-unsubscribe@eGroups.com
>     archive:  http://www.egroups.com/group/vmu-dev/
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>


=====
Later ...

rednuht@...
-+-..=|<[{(_"!"_)}]>|=..-+-


__________________________________________________
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#765 From: chihuahua_loco@...
Date: Fri Feb 2, 2001 10:46 pm
Subject: Re: New member / Game release
chihuahua_loco@...
Send Email Send Email
 
--- In vmu-dev@y..., paul@a... wrote:
> Hi -
>
> I just joined this group recently, and I think its great!
> I can't believe all the info available here and at some
> member's websites.
>
> With all the documentation, I found it very easy to write my first
> game for the VMU.  Its called "Where's Bruce?" and is a rip-off of
> the Safari Rush Hour puzzle.
>
> Its available (vmi,vms, and source) at
> http://www.actionfig.com/vmu
>
> Please let me know what you think.
>
> - Paul

Great game,it reminds me of the old acclaim tomato game for the
gameboy,does anyone else remember that game?.
I loved your game paul!!

#764 From: paul@...
Date: Fri Feb 2, 2001 7:17 am
Subject: New member / Game release
paul@...
Send Email Send Email
 
Hi -

I just joined this group recently, and I think its great!
I can't believe all the info available here and at some
member's websites.

With all the documentation, I found it very easy to write my first
game for the VMU.  Its called "Where's Bruce?" and is a rip-off of
the Safari Rush Hour puzzle.

Its available (vmi,vms, and source) at
http://www.actionfig.com/vmu

Please let me know what you think.

- Paul

#763 From: Paul Kratt <sblur@...>
Date: Wed Jan 31, 2001 12:45 am
Subject: Re: [vmu] Re: Jet Set Radio Tag Converter
sblur@...
Send Email Send Email
 
>It's a long shot, but you could try the DreamImage tool I wrote (get
>it from http://vmudev.dcemulation.com).  That's designed to convert
>images
>saved using the european (dreamkey) browser back into the original
>gif/jpeg (since all dreamkey does is bung on it's own vms header to
>the top of the file).
>
>If it's just a saved jpeg, and the japanese browser uses the same save
>format (I know that the euro browser is derived from the jap one),
>then it might just work...

....
Unfortunatly, the US version of Jet Grind Radio uses DreamKey as it's
browser.
Not sure why, but it does.

Thanks anyway.

#762 From: "Richard Munn" <richard.munn@...>
Date: Tue Jan 30, 2001 11:40 am
Subject: Re: Jet Set Radio Tag Converter
richard.munn@...
Send Email Send Email
 
> You wouldn't happen to know how to convert TAG's from the Japanesse
> version to the US/EU versions would you?
>
> I've got the official Sonic Team Sonic Tag's saved to my Nexus (They
are
> no longer avilable on the Japanesse Jet Grind Radio site) and I
would
> like to use them in my US copy of JGR.
> Do you know if/how I can?

It's a long shot, but you could try the DreamImage tool I wrote (get
it from http://vmudev.dcemulation.com).  That's designed to convert
images
saved using the european (dreamkey) browser back into the original
gif/jpeg (since all dreamkey does is bung on it's own vms header to
the top of the file).

If it's just a saved jpeg, and the japanese browser uses the same save
format (I know that the euro browser is derived from the jap one),
then it might just work...

#761 From: Paul Kratt <sblur@...>
Date: Sat Jan 27, 2001 2:10 am
Subject: Re: [vmu] Jet Set Radio Tag Converter
sblur@...
Send Email Send Email
 
>convert JPG images directly to VMS files for use in Jet Set Radio
>www.jumpstation.co.uk
>
>source code included and should build on any file system

You wouldn't happen to know how to convert TAG's from the Japanesse
version to the US/EU versions would you?

I've got the official Sonic Team Sonic Tag's saved to my Nexus (They are
no longer avilable on the Japanesse Jet Grind Radio site) and I would
like to use them in my US copy of JGR.
Do you know if/how I can?

#760 From: rednuht <rednuht@...>
Date: Fri Jan 26, 2001 3:06 pm
Subject: Jet Set Radio Tag Converter
rednuht@...
Send Email Send Email
 
convert JPG images directly to VMS files for use in Jet Set Radio
www.jumpstation.co.uk

source code included and should build on any file system

=====
Later ...

rednuht@...
-+-..=|<[{(_"!"_)}]>|=..-+-


__________________________________________________
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#759 From: Richard Munn <richard.munn@...>
Date: Fri Jan 26, 2001 9:53 am
Subject: RE: [vmu] Help with .vmi !!
richard.munn@...
Send Email Send Email
 
> 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

Have you got your server's MIME types set up correctly (PlanetWeb doesn't
care, but DreamPassport (Jap) and DreamKey (Euro) require that the server
gives out the right file type descriptions.)

Take a look at http://dcemulation.emuunlim.com/vmudev/faq.html#QUESTION6.1
for more info

--
Richard Munn | Programmer | Codemasters Software
  richardm@... | richard.munn@...
   (01926) 814132 Ext. 220 | www.codemasters.com
    Help me! I'm turning into a grapefruit!

> -----Original Message-----
> From: chihuahua_loco@... [mailto:chihuahua_loco@...]
> Sent: 25 January 2001 05:47
> To: vmu-dev@egroups.com
> Subject: [vmu] Help with .vmi !!
>
>

>
>
>
>        post:  vmu-dev@eGroups.com
> unsubscribe:  vmu-dev-unsubscribe@eGroups.com
>     archive:  http://www.egroups.com/group/vmu-dev/
>         faq:  http://rvmu.maushammer.com/faq.html
>


**********************************************************************
This email and any files transmitted with it are confidential and
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> 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

Have you got your server's MIME types set up correctly (PlanetWeb doesn't care, but DreamPassport (Jap) and DreamKey (Euro) require that the server gives out the right file type descriptions.)

Take a look at http://dcemulation.emuunlim.com/vmudev/faq.html#QUESTION6.1 for more info

--
Richard Munn | Programmer | Codemasters Software
 richardm@... | richard.munn@...
  (01926) 814132 Ext. 220 | www.codemasters.com
   Help me! I'm turning into a grapefruit!

> -----Original Message-----
> From: chihuahua_loco@... [mailto:chihuahua_loco@...]
> Sent: 25 January 2001 05:47
> To: vmu-dev@egroups.com
> Subject: [vmu] Help with .vmi !!
>
>

>
>
>
>        post:  vmu-dev@eGroups.com
> unsubscribe:  vmu-dev-unsubscribe@eGroups.com
>     archive:  http://www.egroups.com/group/vmu-dev/
>         faq:  http://rvmu.maushammer.com/faq.html
>



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#758 From: chihuahua_loco@...
Date: Thu Jan 25, 2001 5:47 am
Subject: Help with .vmi !!
chihuahua_loco@...
Send Email Send Email
 
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

#757 From: chihuahua_loco@...
Date: Thu Jan 18, 2001 5:04 am
Subject: Re: Is VirtuaMunstaz dead??
chihuahua_loco@...
Send Email Send Email
 
--- In vmu-dev@egroups.com, leo@m... wrote:
> Well, the flash telnet servlet is in a real beta status
> right now. I had it ready for half a year now but have not
> worked on it. I will have to check if I can release the
> flash library that I used to write the stuff.
>
> And there is a problem with the dc browser. None of the
> flash implementations, neither in PlanetWeb 2.0 nor in
> the european version are able to handle an endless flash
> stream in one frame and still have a working html input
> form in the other. I assume it is due to the fact that the
> stuff is not really written for multi threading or their
> flash implementation always wants to load the flash file
> completely.
>
> Leo.

Thank god it was only a server problem,i use the vmi creator alot and
that's very good news.
keep up the GREAT work! =)
Gracias.

#756 From: jaguar2G@...
Date: Tue Jan 16, 2001 1:40 pm
Subject: Re: [vmu] WG: Phantasy Star Online BEATS time clock system.
jaguar2G@...
Send Email Send Email
 
thanx this will deffinently come in handy, u are the man for finding this

#755 From: leo@...
Date: Tue Jan 16, 2001 12:29 pm
Subject: AW: [vmu] Is VirtuaMunstaz dead??
leo@...
Send Email Send Email
 
Well, the flash telnet servlet is in a real beta status
right now. I had it ready for half a year now but have not
worked on it. I will have to check if I can release the
flash library that I used to write the stuff.

And there is a problem with the dc browser. None of the
flash implementations, neither in PlanetWeb 2.0 nor in
the european version are able to handle an endless flash
stream in one frame and still have a working html input
form in the other. I assume it is due to the fact that the
stuff is not really written for multi threading or their
flash implementation always wants to load the flash file
completely.

Leo.

#754 From: Richard Munn <richard.munn@...>
Date: Tue Jan 16, 2001 11:46 am
Subject: RE: [vmu] Is VirtuaMunstaz dead??
richard.munn@...
Send Email Send Email
 
> > The page http://virtuamunstaz.de is no more..what happen?
> does anyone
> > know? has VirtuaMunstaz gone up there to join RAMTronics?? if
> > so,Adios Virtua..Munstaz..

>  Sorry, we had a server problem. There were so many people using
>  the flash telnet servlet that it filled up our logs (1GB/2days)
>  which in turn filled up the disk and our admin stopped the server.
>  it works again now.

ouch!  glad to hear your back up again.

Is there any chance of releasing a customizable version of the flash telnet,
since there's a mud that I love to play, but can't access thanks to a
company firewall.  I'm sure that the mud's owner would be happy to set up
the flash interface

And there's good news in my camp - rvmu is back online, and is now located
at http://vmudev.dcemulation.com (plus john's mirror @
http://rvmu.maushammer.com of course)

--
Richard Munn | Programmer | Codemasters Software
  richardm@... | richard.munn@...
   (01926) 814132 Ext. 220 | www.codemasters.com
    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
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> > The page http://virtuamunstaz.de is no more..what happen?
> does anyone
> > know? has VirtuaMunstaz gone up there to join RAMTronics?? if
> > so,Adios Virtua..Munstaz..

>       Sorry, we had a server problem. There were so many people using
>       the flash telnet servlet that it filled up our logs (1GB/2days)
>       which in turn filled up the disk and our admin stopped the server.
>       it works again now.

ouch!  glad to hear your back up again.

Is there any chance of releasing a customizable version of the flash telnet, since there's a mud that I love to play, but can't access thanks to a company firewall.  I'm sure that the mud's owner would be happy to set up the flash interface

And there's good news in my camp - rvmu is back online, and is now located at http://vmudev.dcemulation.com (plus john's mirror @ http://rvmu.maushammer.com of course)

--
Richard Munn | Programmer | Codemasters Software
 richardm@... | richard.munn@...
  (01926) 814132 Ext. 220 | www.codemasters.com
   Help me! I'm turning into a grapefruit!



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#753 From: leo@...
Date: Tue Jan 16, 2001 11:40 am
Subject: AW: [vmu] Is VirtuaMunstaz dead??
leo@...
Send Email Send Email
 
> The page http://virtuamunstaz.de is no more..what happen? does anyone
> know? has VirtuaMunstaz gone up there to join RAMTronics?? if
> so,Adios Virtua..Munstaz..

	 Sorry, we had a server problem. There were so many people using
	 the flash telnet servlet that it filled up our logs (1GB/2days)
	 which in turn filled up the disk and our admin stopped the server.
	 it works again now.

	 Leo.

#752 From: Richard Munn <richard.munn@...>
Date: Tue Jan 16, 2001 11:20 am
Subject: RE: [vmu] WG: Phantasy Star Online BEATS time clock system.
richard.munn@...
Send Email Send Email
 
> I was wondering if somehow it would be possible to make a BEATS time clock
from
> PSO onto a VMU.

That should be fairly easy.  All that's needed is some way to input your
timezone (a -12 -> +12 gmt text option would be fine, but there's no reason
why someone couldn't paint a world map, and do a graphical timezone
selector)

Source wide it should be damn easy.  If I have any free time over the text
week (major project deadlines approaching at work..), I'll take a look into
it.  I can certainly make the timezone select graphics anyway ;-)

I wonder if we could convince swatch to make it official, since there's
quite a lot of sega<->swatch cooperation

--
Richard Munn | Programmer | Codemasters Software
  richardm@... | richard.munn@...
   (01926) 814132 Ext. 220 | www.codemasters.com
    Help me! I'm turning into a grapefruit!

> -----Original Message-----
> From: leo@... [mailto:leo@...]
> Sent: 16 January 2001 11:04
> To: vmu-dev@egroups.com
> Cc: vmu-coders@...
> Subject: [vmu] WG: Phantasy Star Online BEATS time clock system.
>
>
> Hi,
>
> maybe someone would like to help this guy :-)
>
> Leo.
>
>
>        post:  vmu-dev@eGroups.com
> unsubscribe:  vmu-dev-unsubscribe@eGroups.com
>     archive:  http://www.egroups.com/group/vmu-dev/
>         faq:  http://rvmu.maushammer.com/faq.html
>


**********************************************************************
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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 was wondering if somehow it would be possible to make a BEATS time clock from
> PSO onto a VMU.

That should be fairly easy.  All that's needed is some way to input your timezone (a -12 -> +12 gmt text option would be fine, but there's no reason why someone couldn't paint a world map, and do a graphical timezone selector)

Source wide it should be damn easy.  If I have any free time over the text week (major project deadlines approaching at work..), I'll take a look into it.  I can certainly make the timezone select graphics anyway ;-)

I wonder if we could convince swatch to make it official, since there's quite a lot of sega<->swatch cooperation

--
Richard Munn | Programmer | Codemasters Software
 richardm@... | richard.munn@...
  (01926) 814132 Ext. 220 | www.codemasters.com
   Help me! I'm turning into a grapefruit!

> -----Original Message-----
> From: leo@... [mailto:leo@...]
> Sent: 16 January 2001 11:04
> To: vmu-dev@egroups.com
> Cc: vmu-coders@...
> Subject: [vmu] WG: Phantasy Star Online BEATS time clock system.
>
>
> Hi,
>
> maybe someone would like to help this guy :-)
>
> Leo.
>
>
>        post:  vmu-dev@eGroups.com
> unsubscribe:  vmu-dev-unsubscribe@eGroups.com
>     archive:  http://www.egroups.com/group/vmu-dev/
>         faq:  http://rvmu.maushammer.com/faq.html
>



**********************************************************************
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.

**********************************************************************

#751 From: rednuht <rednuht@...>
Date: Tue Jan 16, 2001 11:14 am
Subject: Re: [vmu] WG: Phantasy Star Online BEATS time clock system.
rednuht@...
Send Email Send Email
 
view source on this to get all the necessary code.

http://www.swatch.com/itime_tools/converter.php?color=black&textcolor=white

but im not in the mood 2 do it


--- leo@... wrote: > Hi,
>
> maybe someone would like to help this guy :-)
>
> Leo.
>
>
>        post:  vmu-dev@eGroups.com
> unsubscribe:  vmu-dev-unsubscribe@eGroups.com
>     archive:  http://www.egroups.com/group/vmu-dev/
>         faq:  http://rvmu.maushammer.com/faq.html
>

> ATTACHMENT part 2 message/rfc822
> Date: Tue, 16 Jan 2001 03:02:08 +0100
> Message-Id: <H000006b00027949.0979643066.tanis.first.gmd.de@MHS>
> Subject: Phantasy Star Online BEATS time clock system.
> MIME-Version: 1.0
> From:
>
energy01/internet////////RFC-822/energy01#a#hotmail#f#com@...
> To: vmu@...
> Content-Type: multipart/Mixed;
> boundary="openmail-part-000def40-00000002"
>
> Hey,
> I saw the site, nice work.
> Seeing as Phantasy Star Online is being released in the U.S. soon, I
> was
> wondering if somehow it would be possible to make a BEATS time clock
> from
> PSO onto a VMU. A day in BEATS time consists of 1000 beats.
>
> 1000 beats in a day
> 86.4 seconds in a single beat.
>
> Everybodies time is the same in BEAT time, it was created by SWATCH
> and is a
> way to make everyones time the same.
> So if it's 156 beats here, it 156 beats your time, although it could
> be 7pm
> here and 8pm there.
> It's easier to say "Meet me at 853 beats" instead of "What time is it
> there,
> well it's 7 here, meet me at 6 your time".
>
> So if you think you could help out, let me know.
>                        Thomas~
> _________________________________________________________________
> Get your FREE download of MSN Explorer at http://explorer.msn.com
>
>


=====
Later ...

rednuht@...
-+-..=|<[{(_"!"_)}]>|=..-+-


__________________________________________________
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#750 From: leo@...
Date: Tue Jan 16, 2001 11:04 am
Subject: WG: Phantasy Star Online BEATS time clock system.
leo@...
Send Email Send Email
 
Hi,

maybe someone would like to help this guy :-)

Leo.
Hey,
I saw the site, nice work.
Seeing as Phantasy Star Online is being released in the U.S. soon, I was
wondering if somehow it would be possible to make a BEATS time clock from
PSO onto a VMU. A day in BEATS time consists of 1000 beats.

1000 beats in a day
86.4 seconds in a single beat.

Everybodies time is the same in BEAT time, it was created by SWATCH and is a
way to make everyones time the same.
So if it's 156 beats here, it 156 beats your time, although it could be 7pm
here and 8pm there.
It's easier to say "Meet me at 853 beats" instead of "What time is it there,
well it's 7 here, meet me at 6 your time".

So if you think you could help out, let me know.
                        Thomas~
_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com

#749 From: chihuahua_loco@...
Date: Thu Jan 11, 2001 7:59 pm
Subject: Is VirtuaMunstaz dead??
chihuahua_loco@...
Send Email Send Email
 
The page http://virtuamunstaz.de is no more..what happen? does anyone
know? has VirtuaMunstaz gone up there to join RAMTronics?? if
so,Adios Virtua..Munstaz..

#748 From: "Richard Munn" <richard.munn@...>
Date: Thu Jan 11, 2001 6:08 pm
Subject: Re: Hi New Member Here
richard.munn@...
Send Email Send Email
 
--- In vmu-dev@egroups.com, jtoenterprises66@c... wrote:
> I know this discussion group is for for VMU program development. My
> assumption is: you each have contacts within SEGA or outside of SEGA
for
> Dreamast parts.

Sadly not.  They're willing to provide techinical guidance at times,
but not bits of hardware

> IM sure a few of you have blown up or destroyed a few parts
> of your Sega's in an effort to learn the code and or dissect the
machines as
> I have.

Yup, my original VMS no longer beeps, after the buzzer cables dropped
off due to me opening it too many times!

> Because IM sure this wont be the last IM basically looking for
> wholesale:-)

I'm not sure if you'll get much luck.  The problem is that you're only
likely to be able to get spare parts if you do warranty repairs (and
I'm sure sega vet companies for things like that first).  Since
opening your hardware voids your waranty, you're probably fairly stuck
(sadly).

However, if you're dreamcast has just broke, on it's own (without
being poked), and your warranty is still valid, then just send it off
to them (or take it back to the shop you got it from!)

#747 From: jtoenterprises66@...
Date: Wed Jan 10, 2001 9:40 am
Subject: Re: [vmu] Hi New Member Here
jtoenterprises66@...
Send Email Send Email
 
I know this discussion group is for for VMU program development. My
assumption is: you each have contacts within SEGA or outside of SEGA for
Dreamast parts. IM sure a few of you have blown up or destroyed a few parts
of your Sega's in an effort to learn the code and or dissect the machines as
I have. Because IM sure this wont be the last IM basically looking for
wholesale:-)

Regards,


Jimmie

#746 From: rednuht <rednuht@...>
Date: Wed Jan 10, 2001 12:21 pm
Subject: Re: [vmu] Hi New Member Here
rednuht@...
Send Email Send Email
 
this discussion group is for the VMU

are u talking about the VMU or your Dreamcast??

--- "Jimmie O." <jtoenterprises66@...> wrote: > Since this is the
premier Sega Discussion Group. Can anyone of you
> help me with finding an internal Main Board my Audio Visual is gone
> for my Dreamcast? PARTS!! Please let me know, Thanks, Jimmie
>
>
>        post:  vmu-dev@eGroups.com
> unsubscribe:  vmu-dev-unsubscribe@eGroups.com
>     archive:  http://www.egroups.com/group/vmu-dev/
>         faq:  http://rvmu.maushammer.com/faq.html
>


=====
Later ...

rednuht@...
-+-..=|<[{(_"!"_)}]>|=..-+-


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