during my programing i have found that you can you can over come the
problem with timing on different speeds of pc by timing how many
loops it can do in a seccond, and then you get a variable contaning
the number of processor loops the computer that the prog is running
on!
i use it all the time for little games i make!
>I was looking over your webpage and was wondering if you would publish the
>information you have found out about the data format for the Chao on the VMU.
>
>This would greatly help others who are trying to develop tools to edit Chao.
I dobut you'll get anything out of him.
I asked and he didn't want to release any info in risk of it getting
'stolen' or something like that.
Anyway, here's something that may help you. It's a guide I released on a
chao hacking mailing list awhile back, and since then a few people have
provided more info for me to add as I became lasy and stopped looking for
info. I probably have information sitting on my HD that I didn't add, but
this alone should be enough to allow you to make the kind of chao you
want without an editor.
---------------------------------------------------------
******** *** *** ****** **********
********** *** *** ******** ************
**** *** *** *** ******** ************* *********
*** ** *********** ** ** ***** ***** *************
*** *********** *** *** **** **** *************
*** *********** ********** *** **** *** ****
**** *** *** *** ********** **** ***** *** ****
*********** *** *** *** *** ************* ****
********** *** *** *** *** *********** ****
******** *** *** *** *** ********* ****
****
** **** ** * **** * ******* * **** ***** ****
**** * * * * ** ** * ** * * * * ** ************
* * * * * * *** ***** ** * * *** **** ************
**** * * **** ** ** ** ** **** ** * ** ************
* * **** ** **** ** * ** ** ** ****
* ***
# # ### ### # # # # # ### ### # # # ## ####
#### # # # # # # # ## # # # # # # # ## #
#### ##### # ## # # ## # ### # ### # # # # ## ##
# # # # #### # # # # # ### ### ### # ### ####
/-----------------------------------------------------\
/ Created by sonicblur - sblur@... \
\-------------------------------------------------------/
This is the Chao Adventure 2 Hacking guide. It contains information
on how to edit your Chao Adventure 2 VMS file from the Sonic Adventure
2 game to change information about your chao, such as it's stats, name,
and appearence. The only things you need to use this guide are
knowledge of how to use a hex editor, a VMU, and some way to get your
chao adventure 2 VMS file to and from your Dreamcast. Make sure the
line below this fits on your screen for proper viewing of this
document. Also make sure you are using a monospaced font. In this
document, hex locations will be refered to in 0x000000 form, and hex
values will be in 00h form.
-=====================================================================-
The chao data in chao adventure 2 begins directly after the icon. The
first data you will see is the owner information. The table below
explains the owner information.
/=========================== The owner ========================\
/----------------------------------------------------------------\
| Location | Length | Description |
| ======== | ====== | =========== |
| 0x000883 | 1 | The owners age. Stored as normal hex. |
| | | |
| 0x000884 | 1 | The owners gender. 81h = Male |
| | | 82h = Female |
| | | Any other value is listed as ? |
| | | |
| 0x000885 | 1 | The owners blood type. 80h = A |
| | | 81h = B 82h = AB 83h = O |
| | | Any other value is listed as A |
| | | |
| 0x000886 | 2 | Owners birthday. Stored as normal hex. |
| | | First byte is month, second is day. |
| | | |
| 0x000888 | 8 | The owners name. The first letter of the |
| | | name has 20h subtracted from it. |
| | | |
| 0x0008A0 | 15 | The owners Favored person place or thing. |
| | | Every character is stored with 20h |
| | | subtracted from it. |
| | | |
| 0x0008B0 | 15 | The owners secret. Every character is |
| | | stored with 20h subtracted from it. |
\----------------------------------------------------------------/
/=================== Chao Name ==================\
/--------------------------------------------------\
| Location | Length | Description |
| ======== | ====== | =========== |
| 0x000A08 | 8 | The chao's name. The first |
| | | character of the name has |
| | | 20h subtracted from it. |
\--------------------------------------------------/
Below is the Chao Type data. This allows you to change the type
of chao you have to any other type of Chao. The chao type is one
byte long.
/=================== Chao Type ===================\
/---------------------------------------------------\
| Location | Known Values |
| ======== | ============ |
| 0x000A00 | 02 = Baby 03 = Normal Adult |
| | 06 = Normal Hero 0A = Normal Dark |
| | 0C = Flying Hero 10 = Running Dark |
| | 13 = Power Dark 14 = Normal Light |
| | 15 = Hero Light 16 = Dark Light |
\---------------------------------------------------/
The Chao Appearence Information is next. You can change a bunch
of things in order to alter the look of your chao.
/====================== Chao Appearence ====================\
/-------------------------------------------------------------\
| Location | Description | Known Values |
| ======== | =========== | ============ |
| 0x000A9D | Chao Eyes | 00 = Plain Eyes |
| | | 04 = Happy Animie Eyes ^^ |
| | | 09 = Tired Eyes |
| | | 0A = Angry Eyes |
| | | |
| 0x000A9E | Chao Mouth | 00 = No Mouth |
| | | 01 = Toothy Grin |
| | | 02 = Open Mouth o |
| | | 03 = Smiling Mouth |
| | | 04 = Little Frown |
| | | |
| 0x0008A4 | Chao Head | 00 = Nothing 01 = Pumpkin |
| | | 02 = Skull 03 = Egg Shell |
| | | |
| 0x000AAA | Costume | 00 = Normal Chao |
| | | 01 = Egg |
| | | 02 = Omochao |
| | | 03 = Animal (See Chart) |
| | | |
| 0x000AAB | Kind of Animal | If costume is 03, use the |
| | | chart below for Animals |
| | | |
| 0x000AA6 | Chao Jewlery | *Values Unknown* |
| | | |
| 0x000AA7 | Normal Color Mod | *Values Unknown* |
| | | |
| 0x000AA8 | Chao Jewel Color | 00 = Normal 01 = Gold |
| | | 02 = Silver 03 = Ruby |
| | | 04 = Green 05 = Blue |
| | | 06 = Pink 07 = Orange |
| | | 08 = Amethyst 09 = Emerald |
| | | 1A = Rust 1B = Fuisha |
| | | 1C = Black w/ Green Flames |
| | | 1D = * Brown Stripes |
| | | 1E = * Bright Green Flames |
| | | 1F = * Coffee Stripes |
| | | |
\-------------------------------------------------------------/
/========== Animal MODs ==========\
/-----------------------------------\
| Location | Chao Part Modified |
| ======== | ================== |
| 0x000AB4 | Arms |
| 0x000AB5 | Ears |
| 0x000AB6 | Front of Head |
| 0x000AB7 | Back of Head |
| 0x000AB8 | Feet |
| 0x000AB9 | Tail |
| 0x000ABA | Wings |
| 0x000ABB | Face |
\-----------------------------------/
The Animal Values work for Animal Mods and the Kind of Animal if the
Chao Costume is Animal.
/============== Animals =============\
/--------------------------------------\
| 00 = Penguin 01 = Fish |
| 02 = Otter 03 = Rabbit |
| 04 = Cheetah 05 = Boar |
| 06 = Bear 07 = Tiger |
| 08 = Gorrilla 09 = Peacock |
| 0A = Parrot 0B = Vulture |
| 0C = Skunk 0D = Sheep |
| 0E = Racoon 10 = Ghost |
| 11 = Bone Dog 12 = Dragon |
| 13 = Unicorn 14 = Phoenix |
\--------------------------------------/
Next is the chao stats. Every stat is 2 bytes long, and stored
backwards. The stats are also multiplied by 10. As an example,
a stat which has a value of 1E23h, is actually 231E, and has
a value of 8990. However, it's real value is 899, as the last
place is ignored.
/============= Chao stats ============\
/---------------------------------------\
| Location | Length | Description |
| ======== | ====== | =========== |
| 0x000A18 | 2 | Swim: SWM |
| 0x000A1A | 2 | Fly: FLY |
| 0x000A1C | 2 | Run: RUN |
| 0x000A1E | 2 | Power: PWR |
| 0x000A20 | 2 | Luck: LCK |
| 0x000A22 | 2 | Intellegence: INT |
| 0x000A24 | 2 | Stamina: STA |
\---------------------------------------/
_-==============================================-_
WRITTEN BY:
-=========-
SONICBLUR
INFO PROVIDED BY:
-===============-
SONICBLUR (-----------) ALL OWNER INFORMATION
sblur@... CHAO STATS
CHAO NAME
WARPDIGIVOLVE (-------) CHAO TYPE
warpdigivolve@... FACE DATA
BRANDEN PINNEY (------) CHAO COSTUME & ANIMALS
bapinney@... CHAO HEADS
CHAO COLORS
CHAO JEWLRY
~K'TANI (-------------) EYE VALUES
snowfox16@... MOUTH VALUES
ANIMAL MODS
ANIMAL VALUES
CHAO TYPE VALUES
SPECIAL THANKS T0:
-================-
YARHARHAR (-----------) FOR THE SILVER CHAO
IN A VMS FILE
ELLIOTRO (-----------) FOR SENDING ME HIS
CHAO ADVENTUE FILE
SAYIAN SONIC (--------) FOR BEING THE FIRST
TO GET ALL 180
EMBLEMS AND POST A
SAVE ON THE NET
=-____________________________________________-=
Version 0.7 (Augest 19th 2001) -
Eye Values Added - Values Missing
Mouth Values Added - Values Missing
Animal Mods
Animal Values
Chao Type Values - Values Missing
Version 0.6 (July 26th 2001) -
Chao Type Added - Values Missing
Face Data - Values Missing
Chao Costume
Animals - Values Missing
Heads
Colors - Values Missing
Jewlry - Values Missing
Version 0.5 (July 8th 2001) -
Owner information
Chao Stats
Chao Name
------------------------------------------------------------------------
Hmmm...
Hope I didn't miss anything....
For some reason, I cant find this version of the guide in my outgoing
mail.
Special thanks goes to the few that contributed.
BTW, this guide was written about a week after I found some of the inital
info used.
I'm sure someone probably found some of this before me, but I was the
first to put it in a guide.
:-P
--- In vmu-dev tyro@ wrote:
> http://www.franken.de/users/deco/myfiles/editor.html
Alessandro:
I was looking over your webpage and was wondering if you would publish the
information you have found out about the data format for the Chao on the VMU.
This would greatly help others who are trying to develop tools to edit Chao.
Thank you,
Stephanie Rogerson
Hello,
This email message is a notification to let you know that
a file has been uploaded to the Files area of the vmu-dev
group.
File : /ddc.txt
Uploaded by : webbman5@...
Description : A doc on the header of a ddc file created by the massive memory
card software. needs a little work
You can access this file at the URL
http://groups.yahoo.com/group/vmu-dev/files/ddc.txt
To learn more about file sharing for your group, please visit
http://help.yahoo.com/help/us/groups/files
Regards,
webbman5@...
>I am trying to learn how the PSO quest files work and I have a few questions.
>
>Does anyone know what each of the files contain?,I have been told that the
>second one contains a mini program that controls the
>door,monsters,buttons,etc
>
>Are they store in the standard format?
>I was also told that they are encrypted,wich I do not belive.
They are. I've looked at them, and unlike the Sonic Adventure 2
downloads, all of the PSO download quests are decently encoded, like the
Sonic Adventure (1) main save was.
>Is the third file (like in the easter quest) a jpg/gif file?
I'm not sure... But I will tell you that one of the PSOv2 quests (The
Blacksmith one I think) has 4 files!
>I know little about the file system,but I am willing to learn.
>
>Hope someome outhere knows.
I am trying to learn how the PSO quest files work and I have a few questions.
Does anyone know what each of the files contain?,I have been told that the
second one contains a mini program that controls the door,monsters,buttons,etc
Are they store in the standard format?
I was also told that they are encrypted,wich I do not belive.
Is the third file (like in the easter quest) a jpg/gif file?
I know little about the file system,but I am willing to learn.
Hope someome outhere knows.
--- In vmu-dev@y..., "Miles Raymond" <reukiodo@y...> wrote:
> I am confused with the different file types. Is there a guide?
>
> -Miles Raymond EML: m_rayman@b...
> AIM: Killer2Ray ICQ: 13217756 IRC: Killer2
> WWW: http://www.bigfoot.com/~m_rayman
>
> ----- Original Message -----
> From: Richard Munn
> To: vmu-dev@y...
> Sent: Wednesday, September 19, 2001 9:39 AM
> Subject: Re: Re: [vmu] Re: Converting DDC to VMS
>
> > Any idea what those bytes contain?
>
> My guess would be the VM filesystem info data that normally lives
in a seperate .vmi file (It's
> certainly the case with .dci files - they're basically just a .vms
file with extra info added)
I've made a header doc (needs some work)
http://www.geocities.com/webbman5/ddc.txt
>I am confused with the different file types. Is there a guide?
What is a DDC format?
This just popped out of nowhere, and I dont see any reference to it on
Gameshark.com
I am confused with the different file types. Is there a guide?
-Miles Raymond EML: m_rayman@...
AIM: Killer2Ray ICQ: 13217756 IRC: Killer2
WWW: http://www.bigfoot.com/~m_rayman
----- Original Message -----
From: Richard Munn
To: vmu-dev@yahoogroups.com
Sent: Wednesday, September 19, 2001 9:39 AM
Subject: Re: Re: [vmu] Re: Converting DDC to VMS
> Any idea what those bytes contain?
My guess would be the VM filesystem info data that normally lives in a seperate
.vmi file (It's
certainly the case with .dci files - they're basically just a .vms file with
extra info added)
> Any idea what those bytes contain?
My guess would be the VM filesystem info data that normally lives in a seperate
.vmi file (It's certainly the case with .dci files - they're basically just a
.vms file with extra info added)
--
Help me! I'm turning into a grapefruit!
Any idea what those bytes contain?
-Miles Raymond EML: m_rayman@...
AIM: Killer2Ray ICQ: 13217756 IRC: Killer2
WWW: http://www.bigfoot.com/~m_rayman
----- Original Message -----
From: Matthew
To: vmu-dev@yahoogroups.com
Sent: Tuesday, September 18, 2001 8:14 PM
Subject: [vmu] Re: Converting DDC to VMS
--- In vmu-dev@y..., "Matthew" <webbman5@y...> wrote:
> To convert the ddc files made by the gameshark mmc software to vms
> simply delete the first 35 bytes of the file
erm bytes 0-35 (36 bytes)
Will this work for sending a save to pc? I sent a save to pc, renamed it .vsm and uploaded using booyaka, but it didnt work. I got a .ddc versinos or something from a friend of mine...how can I conver it over?
--- In vmu-dev@y..., "Matthew" <webbman5@y...> wrote: > To convert the ddc files made by the gameshark mmc software to vms > simply delete the first 35 bytes of the file erm bytes 0-35 (36 bytes)
--- In vmu-dev@y..., "Matthew" <webbman5@y...> wrote:
> To convert the ddc files made by the gameshark mmc software to vms
> simply delete the first 35 bytes of the file
erm bytes 0-35 (36 bytes)
I uploaded DOS friendly versions of the compiler and assembler
packages (normal ZIP files) since the old self-unzipping versions ran
only under Windows. If you don't have an unzip program, a freeware
unzip program is provided on my site as well!
ALSO: The documentation for LIB file formats has been updated. If
you've already read the documentation, you don't need to visit it
again. Just make sure, if you make your own LIB file, that the first
line in it is the compiler version (1.73 if you use compiler version
1.73) If you're confused at all, just look through the default.lib
file.
VMU SCRIPT HOMEPAGE:
http://www.vmuscript.8m.com/
VMU SCRIPT E-MAIL (questions / suggestions):
vmuscript@...
Sweet! Keep up the great work!
-Miles Raymond EML: m_rayman@...
AIM: Killer2Ray ICQ: 13217756 IRC: Killer2
WWW: http://www.bigfoot.com/~m_rayman
----- Original Message -----
From: mj98765@...
To: vmu-dev@yahoogroups.com
Sent: Monday, August 13, 2001 5:32 PM
Subject: [vmu] NEW VMU SCRIPT DOCUMENTATION
There is now documentation available that describes the file formats
of the DEFAULT.LIB, COMPILE.INI, and SKELETON.S files.
VMU SCRIPT HOMEPAGE:
http://www.vmuscript.8m.com/
VMU SCRIPT E-MAIL (questions / suggestions)
vmuscript@...
There is now documentation available that describes the file formats
of the DEFAULT.LIB, COMPILE.INI, and SKELETON.S files.
VMU SCRIPT HOMEPAGE:
http://www.vmuscript.8m.com/
VMU SCRIPT E-MAIL (questions / suggestions)
vmuscript@...
I tried the .htaccess idea and even though my site has Apache, it
gives me a "Configuration Error" and says that I can't use addtype.
If anyone has an idea, let me know. I removed the .htaccess file so
the site loads now.
Also, why does the VirtuaMUnstaz site sometimes not work?
I've just made a new game similar to the 'Logic' game on Nokia
phones. You can download both the source code and the game at my
page. And yes, it's written with VMU Script!!!!!
Check it out at http://www.vmuscript.8m.com/logic.html
VMU SCRIPT HOMEPAGE:
http://www.vmuscript.8m.com/
VMU SCRIPT E-MAIL (questions / suggestions):
vmuscript@...
A new bug has been found and fixed. There was a problem with the
VMU Script 'if' statement and the '>' operator didn't work, however
the '>=' operator did. This problem has been fixed and the bug fix
can be downloaded. This bug fix is not a complete new version. It is
just the file needed to fix the bug, so download it, rename it
to 'default.lib' and place it in your compiler directory.
If you don't want to do this, just make-do with the '>=' operator.
Since VMU Script doesn't support decimals (yet), you can get the same
results by adding one to the literal value. EXAMPLE: "if:>:a, #1" is
the same as "if:>=:a, #2".
Those that have downloaded the bug fix might want to use the above
techinque with '>=' since it is slightly more efficient than '>'.
Thanks!
VMU SCRIPT HOMEPAGE:
http://www.vmuscript.8m.com/
VMU SCRIPT EMAIL (questions / suggestions):
vmuscript@...
----------------------------------------------
NEW COMPILER VERSION 1.73 UPDATE
----------------------------------------------
The new VMU Script Compiler 1.73 includes a random number function
that returns a random number from 0-255. If you want random numbers
between some other range, you'll have to wrap the numbers around
using either division, mod, or some kind of loop. The function is
taken from the TETRIS source code so I know it works, plus I'm using
it in the Black Jack game I'm developing. There is also a new
statement called "and if" that allows you to have multiple conditions
in IF statements.
I'm still figuring out how to use sound so the "beep" statement
will probably be in the next version. If anyone can send me SIMPLE
assembler source on how to use the VMU sound buffer, please do. It
will help with development.
----------------------------------------------
VMU SCRIPT HOMEPAGE:
http://www.vmuscript.8m.com
VMU SCRIPT EMAIL (questions, suggestions, etc.):
vmuscript@...
I used the header code from the TETRIS game and for some reason,
when I "jmp goodbye", the VMU not only quits the game but prompts me
for the date and time. I tried downloading the original TETRIS game
after this happened and it works fine (without resetting). Why is
this happening?
Thanks.
>
> From: mj98765@...
> Date: Wed, 01 Aug 2001 03:42:38 -0000
> To: vmu-dev@yahoogroups.com
> Subject: [vmu] How do you do sound?????????
>
> 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???
Try Soren's sound code @ http://soeren.infoserv.de/vm/sound.html - that gives
you an interrupt based system for playing tunes (of the mobile phone ringtone
quality)
Note that using that means there are things you can't do (like change the clock
speed on the fly, if you're playing music), but that's pretty well documented on
the site
--
Help me! I'm turning into a grapefruit!
> 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