> If anyone knows (and I'm sure somebody does) please tell me. Is there
> some kind of sound buffer or what???
Sound is to be generated by realtime changing the parameter of the
sound speaker. You could quite easily do a 'BEEP <frequency>' command
but in order to do high-quality sound stuff, you'll have to synchronize
sound output to a timer and play with it very fast. That's how the
'NAMCO' voice in Soul Calibur VM mini game is done.
People are requesting for me to add a sound command BUT I HAVE NO
IDEA HOW!!!
If anyone knows (and I'm sure somebody does) please tell me. Is there
some kind of sound buffer or what???
Thanks,
- the VMU Script guy
> i'm a little hesitant about releasing the source...
> but try running it under a DOS emulator.
> i've heard that programs sometimes run better under a
> DOS emulator for Linux!
Perhaps you could just release the source to a few trusted people, who'll
agree not to redistribute it, but just compile/port it to other platforms
and release the binaries.
You're bound to quash more bugs that way too ;o)
--
Help me! I'm turning into a grapefruit!
maybe.
i'm a little hesitant about releasing the source...
but try running it under a DOS emulator.
i've heard that programs sometimes run better under a
DOS emulator for Linux!
--- friedt jean-michel <friedtj@...> wrote:
> mj98765@... wrote:
> >
> > The compiler is fixed and I added a VMU Script
> Concepts page. It
> > lists some of the general things people want to do
> with the VMU and
> > how to do it with VMU Script, such as drawing on
> the VMU screen,
> > using arrays, and more.
> >
> > http://www.vmuscript.8m.com/
>
> Any chance of getting the source files so I can
> compile this
> under linux ?
>
> Thank you, Jean-Michel
>
__________________________________________________
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mj98765@... wrote:
>
> The compiler is fixed and I added a VMU Script Concepts page. It
> lists some of the general things people want to do with the VMU and
> how to do it with VMU Script, such as drawing on the VMU screen,
> using arrays, and more.
>
> http://www.vmuscript.8m.com/
Any chance of getting the source files so I can compile this
under linux ?
Thank you, Jean-Michel
REGARDING VMU SCRIPT: The feedback received from the poll that I put
up was good, but I need REAL feedback (like suggestions) from those
who have downloaded my compiler in order for it to progress. What did
you find difficult? What do you think could be improved upon / added
in the next version? ... and so on. The suggestions don't have to be
technical, any suggestions will help.
--------------------------------------
SUBMIT SUGGESTIONS TO:
vmuscript@...
-or-
mj98765@...
VMU SCRIPT HOMEPAGE / DOWNLOADS:
http://www.vmuscript.8m.com/
ALL NECESSARY TOOLS ARE AVAILABLE FOR DOWNLOAD!!! (including the
windows / DOS versions of the assembler and emulator)
The compiler is fixed and I added a VMU Script Concepts page. It
lists some of the general things people want to do with the VMU and
how to do it with VMU Script, such as drawing on the VMU screen,
using arrays, and more.
http://www.vmuscript.8m.com/
The most recent compiler version featured new optimization
techniques. One of these is faulty. If you downloaded version 1.72,
come back tomorrow to download the new version (1.72B).
In fact, it may be out before tomorrow. Just check the site and
when it comes, download it.
The thing is that the optimizer was designed to remove usless
combinations of assembler commands (such as "ld acc"). Unfortunately,
it removes the wrong commands. This is a VERY SIMPLE problem to fix so
the new version will definately be ready by tomorrow, and will
probably be ready before then!!!
Compiler version 1.72 is out.
It has updated commands and bug fixes.
The ASSEMBLER ERROR CHECKING option has been fixed to work
with 100% accuracy and the compiler now optimizes the output codeb by
checking for useless commands that may have been saved accidentaly by
the compiler ("ld acc", "st acc", etc).
Sorry about the redundant messages, my browser wasn't loading the
message page right and it made it look like the message was never
sent.
The version that was on the site between this morning and 8 pm was
a faulty version. The new one that WORKS is up there now.
Sorry about the confusion, but it's my browser's fault! :-)
- The VMU Script Guy
The new version has arrived. It has a few new features and
just generally functions better.
Download it at http://www.vmuscript.8m.com/
E-mail suggestions or questions regarding VMU Script to
vmuscript@...
It has new features and it works better.
Check it out at http://www.vmuscript.8m.com/
Questions or Suggestions regarding VMU Script?
Send me e-mail at vmuscript@...
An updated version of the "HELLO" example is available (it prints
the whole "HELLO WORLD" message). If you already downloaded the
original, just look this one over a bit, it's very similar!
COMING SOON:
Compiler version 1.71!!!!!!
* allows "tracing" of assembler errors
* lets you use commas in the "rem" and "!" commands
* includes an updated "loop" statement
The moving sprite example
* includes a bouncing ball!!
* shows how much easier it is to do graphics with VMU Script
UNTIL THEN:
Send any questions or suggestions to vmuscript@...
If you have made any good examples for VMU Script, send them here
along with a brief description and soon others will be able to
benefit from your expertise! ;-)
Sweet! Ok, i'm extremely serious about learning this stuff now. And I
will soon pick apart your example and ask about everything that I
don't understand. Yes, I understand this is supposed to be a bit more
advanced than... booyaka... but I'm sure others will benefit from
this as well. This is so much better than trying to learn assembly
(despite the fact it isn't much different, just a billion times
easier to understand. Anyway, thanks a billion.
Kris Genthe
--- In vmu-dev@y..., mj98765@y... wrote:
> The working example for my compiler is finally here.
> If anyone downloaded the last attempt at an example, it didn't work.
> It ran fine on the emulator but, for some reason, crashed on the
VMU.
> IF ANYONE KNOWS WHY, TELL ME!!!
>
> Anyway, this one works on BOTH.
> Right now it is just a simplified version of HELLO WORLD (it just
> prints HELLO)...
> It makes use of a full 26 letter font, which might be useful in
> future games. However, before you do that, you might want to shrink
> it down a bit. Each letter is 8 pixels wide!
> Check it out! You can download it right from the homepage.
> HOMEPAGE: http://www.vmuscript.8m.com/
The working example for my compiler is finally here.
If anyone downloaded the last attempt at an example, it didn't work.
It ran fine on the emulator but, for some reason, crashed on the VMU.
IF ANYONE KNOWS WHY, TELL ME!!!
Anyway, this one works on BOTH.
Right now it is just a simplified version of HELLO WORLD (it just
prints HELLO)...
It makes use of a full 26 letter font, which might be useful in
future games. However, before you do that, you might want to shrink
it down a bit. Each letter is 8 pixels wide!
Check it out! You can download it right from the homepage.
HOMEPAGE: http://www.vmuscript.8m.com/
--- kgenthe@... wrote:
> Start here:
>
http://www.franken.de/users/deco/myfiles/myfiles.html
>
> Kris Genthe
>
> --- In vmu-dev@y..., N64_guy86@h... wrote:
> > --- In vmu-dev@y..., N64_guy86@h... wrote:
> > > Hey everyone. I rencently joined this group in
> hopes that I could
> > > develop a VMU game. Well I was wondering where I
> should start.
> > > Assuming that i'm a total newbie,with absolutely
> no experience
> with
> > > the assembly language. Where should I go to
> start out? What
> should
> > I
> > > learn first be4 making a game? Any tips would
> also be
> appriciated.
> > > Thanx a bunch in advance for any help u have.
> Peace.
> >
> >
> > P.s I know this may sound dumb to more experienced
> people,but is
> > there a program u need to develop games? Like a
> VMU Assembler? I
> > thought i heard someone talking about one. Thanx a
> bunch.
>
>
You can download the assembler, the emulator, and the
most recent version of my compiler at my site. An
example is coming soon, too.
http://www.vmuscript.8m.com/
Feel free to e-mail suggestions.
__________________________________________________
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--- vmufan@... wrote:
> --- In vmu-dev@y..., mj98765@y... wrote:
> > visit http://www.vmuscript.8m.com/
> > it is under construction but u can download v1.69
> > there is also a command list
> > check it out and email me any comments
>
> Seems cool!
> Are you gonna make and example program?,like "hello
> world" or "tetris"
>
>
Yup.
There should be an example uploaded to my site by July
22. Right now, it just displays a 12 digit number as
it is incremented BUT it serves to show off some of
the features of my compiler.
__________________________________________________
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Make international calls for as low as $.04/minute with Yahoo! Messenger
http://phonecard.yahoo.com/
--- In vmu-dev@y..., kgenthe@d... wrote:
> I'm looking for the VMU animator that used to be located here:
> http://www.flinet.com/~amorphis/vmu/ (then moved to vmudev.org)
>
> It was far superior to the one at booyaka, and more reliable than the
> one at Maushammer's site.
>
> So anyway, does anybody know of an alternative place to dowlonad it,
> or can upload it somewhere, or e-mail it to me, or something? It
> would be of great help.
>
> Kris Genthe
I have another Animator from sega.com or maybe it's the one you are looking for
--- In vmu-dev@y..., mj98765@y... wrote:
> visit http://www.vmuscript.8m.com/
> it is under construction but u can download v1.69
> there is also a command list
> check it out and email me any comments
Seems cool!
Are you gonna make and example program?,like "hello world" or "tetris"
I'm looking for the VMU animator that used to be located here:
http://www.flinet.com/~amorphis/vmu/ (then moved to vmudev.org)
It was far superior to the one at booyaka, and more reliable than the
one at Maushammer's site.
So anyway, does anybody know of an alternative place to dowlonad it,
or can upload it somewhere, or e-mail it to me, or something? It
would be of great help.
Kris Genthe
Start here: http://www.franken.de/users/deco/myfiles/myfiles.html
Kris Genthe
--- In vmu-dev@y..., N64_guy86@h... wrote:
> --- In vmu-dev@y..., N64_guy86@h... wrote:
> > Hey everyone. I rencently joined this group in hopes that I could
> > develop a VMU game. Well I was wondering where I should start.
> > Assuming that i'm a total newbie,with absolutely no experience
with
> > the assembly language. Where should I go to start out? What
should
> I
> > learn first be4 making a game? Any tips would also be
appriciated.
> > Thanx a bunch in advance for any help u have. Peace.
>
>
> P.s I know this may sound dumb to more experienced people,but is
> there a program u need to develop games? Like a VMU Assembler? I
> thought i heard someone talking about one. Thanx a bunch.
Oh thank God! I've been playing with assembly for longer than I care
to remember, never being able to do much more than move some stupid
sprites around. I read and studied and compared all the source code i
could get a hold of, compared the crap to Marcus's docs and never
understood much. I was bumbed to find that LIME was gone. Can't wait
to start playing with your tools!
Kris Genthe
--- In vmu-dev@y..., mj98765@y... wrote:
> visit http://www.vmuscript.8m.com/
> it is under construction but u can download v1.69
> there is also a command list
> check it out and email me any comments
--- In vmu-dev@y..., N64_guy86@h... wrote:
> Hey everyone. I rencently joined this group in hopes that I could
> develop a VMU game. Well I was wondering where I should start.
> Assuming that i'm a total newbie,with absolutely no experience with
> the assembly language. Where should I go to start out? What should
I
> learn first be4 making a game? Any tips would also be appriciated.
> Thanx a bunch in advance for any help u have. Peace.
P.s I know this may sound dumb to more experienced people,but is
there a program u need to develop games? Like a VMU Assembler? I
thought i heard someone talking about one. Thanx a bunch.
Hey everyone. I rencently joined this group in hopes that I could
develop a VMU game. Well I was wondering where I should start.
Assuming that i'm a total newbie,with absolutely no experience with
the assembly language. Where should I go to start out? What should I
learn first be4 making a game? Any tips would also be appriciated.
Thanx a bunch in advance for any help u have. Peace.
visit http://www.vmuscript.8m.com/
it is under construction but u can download v1.69
there is also a command list
check it out and email me any comments
On 27 Jun 01, Dragonheart@... wrote:
>>> Does anyone have a Sonic Adventure 2 Chao editior I have seen a Sonic
>>> Adventure 1 Chao editior.
>> Where ??
>http://www.franken.de/users/deco/index.html and on the main page
>there will be a link for the Chao edititor
He he... thanks for advertising my Sonic fanpage. :)
You might be happy to hear that I have just finished documenting most of
the new Chao Data used in Sonic Adventure 2 (took me more than two dang
_weeks_ to find it all out). Right now, I can create all types of Chao
imaginable (even an OmoChao or Egg Chao), set its age, stats, color,
abilities (both learned in school and gained through animals), toys, race
badges, even the Love/Hate Level the Chao has for each character (a high
Love Level means that the Chao will react to the character's whistling and
run over to him - it's really cool). ;) There still seems to be a lot
missing concerning the Chao's personality and behavior, but I guess I have
enough to write an average editor.
Hopefully I will have a working SA2 Chao Editor in a few weeks... alas I'm
still not not quite sure how to prevent the SA2 game from overwriting the
editor with the Chao Adventure data every time a Chao is released into the
garden. Any ideas from you people here?
BTW, if there are any other Sonic gamers around, does anyone know what
extra ability the raccoon animal gives a Chao? :)
Bye
Alessandro
---
You get what anyone gets. You get a lifetime.
>I have 2 sugestions:
>
>1- Maybe you are getting the wrong adress of the icon.
>2- Maybe they ARE white. :)
>
>You can see at Marcus' Tetris that the second half of his pallete is white
>too!
>
>Plz, give me an exact description of what your program do.
>
1 |-|Ave 2 suggestions:
1- Maybe you should r3ad the message next time
2- Maybe y0u shouldn't respond if all you ca|\| c0me up \/\/ith is a
generic responce.
You can see at these pictures that what I am talking about is true too!
P|eze, dont respond without anything useful. We have ad already.
For anyone who know's what I'm doing wrong. please check out these
pictures:
http://ssrg.emulationzone.org/sblur/vmutil/iconview/
This is the problem I'm having. I re-wrote the icon loader yesterday, and
am still having the same problem. Is there something I'm supposed to do
with higher value colors, or does It appear I'm doing everything right
and perhaps my program is converting the data into color incorrectly?
After looking it over, It appears that could be the case, but I'm not
sure why. Anyway, I'd thought I'd ask before I mess with it some more,
just to make sure I'm not doing anything wrong.
I have 2 sugestions:
1- Maybe you are getting the wrong adress of the icon.
2- Maybe they ARE white. :)
You can see at Marcus' Tetris that the second half of his pallete is white too!
Plz, give me an exact description of what your program do.
nIGHTmARE
--- In vmu-dev@y..., Paul Kratt <sblur@e...> wrote:
> I finally got around to trying to write a VMS icon viewer....
> But I'm not having luck, so I thought I might ask.
>
> I've followed the documents Marcus wrote on how the icons work. Using
> that, I wrote something simple to display a VMU icon in a window....
> Some Icons, such as the Sonic Adventure Y2K download display just fine,
> but others, such as the Sonic Adventure Christmas download have white for
> some colors. On the Sonic Adventure christmas download, the tree ends up
> white. I assumed I did something wrong, so I decided to make it draw the
> palette on the screen too. The palette shows white in places for no
> reason either.
> Then I decided to look at the palettes in my hex editor. The program I
> wrote appears to be loading them correctly, because I've got colors that
> show up as green, yellow, pink, etc. as almost all white (FF FE FF FE) as
> an example. How does the dreamcast get anything out of these colors? Am I
> doing something wrong, or is there something special I need to load them?
>
> As I said before, some Icons are ok and load all their colors, but others
> have white'ish color where there should normally be a solid color. Any
> suggestions, or did I make a mistake in my program that's causing this?
I finally got around to trying to write a VMS icon viewer....
But I'm not having luck, so I thought I might ask.
I've followed the documents Marcus wrote on how the icons work. Using
that, I wrote something simple to display a VMU icon in a window....
Some Icons, such as the Sonic Adventure Y2K download display just fine,
but others, such as the Sonic Adventure Christmas download have white for
some colors. On the Sonic Adventure christmas download, the tree ends up
white. I assumed I did something wrong, so I decided to make it draw the
palette on the screen too. The palette shows white in places for no
reason either.
Then I decided to look at the palettes in my hex editor. The program I
wrote appears to be loading them correctly, because I've got colors that
show up as green, yellow, pink, etc. as almost all white (FF FE FF FE) as
an example. How does the dreamcast get anything out of these colors? Am I
doing something wrong, or is there something special I need to load them?
As I said before, some Icons are ok and load all their colors, but others
have white'ish color where there should normally be a solid color. Any
suggestions, or did I make a mistake in my program that's causing this?