--- 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
MIMEsweeper for the presence of computer viruses.
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
--- 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.
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.
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
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.
> 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 ^^
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.
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).
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/
> faq: http://rvmu.maushammer.com/faq.html
>
=====
Later ...
rednuht@...
-+-..=|<[{(_"!"_)}]>|=..-+-
__________________________________________________
Get personalized email addresses from Yahoo! Mail - only $35
a year! http://personal.mail.yahoo.com/
--- 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!!
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
>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.
> 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...
>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?
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@...
-+-..=|<[{(_"!"_)}]>|=..-+-
__________________________________________________
Do You Yahoo!?
Yahoo! Auctions - Buy the things you want at great prices.
http://auctions.yahoo.com/
> 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
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 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.)
**********************************************************************
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 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
--- 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.