What about background sound?
-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: Sunday, October 28, 2001 10:41 AM
Subject: [vmu] COMPILER UPDATE: New sound commands!!!
> I've just uploaded the new compiler version 1.74 which features a
> bug fix and two new commands for playing sounds. Please visit the
> downloads page and download the new version. If you have time, feel
> free to download the new sound example which plays a siren using the
> new commands.
>
> ALSO: The page recently had some technical problems (I accidentally
> erased index.html) so I had to re-create it. It should be okay now,
> though.
>
> VMU SCRIPT HOMEPAGE:
> http://www.vmuscript.8m.com/
>
> VMU SCRIPT DOWNLOADS PAGE:
> http://www.vmuscript.8m.com/downloading.html
>
> E-MAIL:
> vmuscript@...
You will need:
The Compiler,
the Assembler,
and the Emulator.
All of these programs are conveniently available at
the VMU Script page :-)
GOTO: http://www.vmuscript.8m.com/
Download the 'Hello' example and be sure to look at
the command reference page and the concepts page to
get some ideas of how to use the compiler.
And PLEASE visit Marcus's or Maushammer's site to
get some technical help, or a lot of the VMU stuff
won't make sense.
- MJ
--- {VGA} Disciple <young_disciple@...> wrote:
> I want to learn how to program for the VMU. Will
> you guys tell me where to
> start, what I need, and what languages I need to
> know. I want to make some
> cool VMU programs.
>
> {VGA} Disciple
> http://www.ClanVGA.com
>
>
__________________________________________________
Do You Yahoo!?
Make a great connection at Yahoo! Personals.
http://personals.yahoo.com
I want to learn how to program for the VMU. Will you guys tell me where to
start, what I need, and what languages I need to know. I want to make some
cool VMU programs.
{VGA} Disciple
http://www.ClanVGA.com
It seems that some people have just downloaded the compiler before my
site finished updating. If you just downloaded version 1.74, you did
not receive the full version and it will NOT work right.
PLEASE GO BACK TO THE VMU SCRIPT SITE AND DOWNLOAD AGAIN!!!!
Sorry.
VMU SCRIPT HOMEPAGE:
http://www.vmuscript.8m.com/
VMU SCRIPT DOWNLOADS PAGE:
http://www.vmuscript.8m.com/downloading.html
VMU SCRIPT E-MAIL:
vmuscript@...
I've just uploaded the new compiler version 1.74 which features a
bug fix and two new commands for playing sounds. Please visit the
downloads page and download the new version. If you have time, feel
free to download the new sound example which plays a siren using the
new commands.
ALSO: The page recently had some technical problems (I accidentally
erased index.html) so I had to re-create it. It should be okay now,
though.
VMU SCRIPT HOMEPAGE:
http://www.vmuscript.8m.com/
VMU SCRIPT DOWNLOADS PAGE:
http://www.vmuscript.8m.com/downloading.html
E-MAIL:
vmuscript@...
Actually I got more from the logic game.
I have a low level of programing for the PC so I get most of the commands
(loop,if - end if,etc.)
But for the VMU you have to make your own fonts,and that is where im stuck right
now.
I already get how to clear the screen and how the "hello world" program clears
the screen and prints in two parts with xbnk.
I just want to know how to put my own version of small fonts on the VMU LCD,I
guess I'm going to start mesing with the "small font" program.
--- In vmu-dev@y..., "M. Jumper" <mj98765@y...> wrote:
> The graphics are a little complicated, and the LOGIC
> game is a little complicated to be learning from. A
> good example to learn from is the VMU Script 'hello'
> example, once you understand that go on to the more
> advanced 'hello world' example. Both of these examples
> are commented to explain everything. Just go to the
> site to view them.
> If you want to have a more advanced understanding of
> the LCD, visit the VMU Script concepts page and see if
> you can get some ideas from there. It will explain
> some technical things about the LCD.
>
> VMU SCRIPT HOMEPAGE:
> http://www.vmuscript.8m.com
>
> VMU SCRIPT CONCEPTS PAGE:
> http://www.vmuscript.8m.com/concepts.html
>
> VMU SCRIPT E-MAIL:
> vmuscript@v...
>
> --- vmufan@y... wrote:
> > I undestand almost all by now,but I am still having
> > trouble with getting graphics to the LCD.
> >
> > I need help with a small example on how to get the
> > graphics on the LCD.
> >
> > I can make the logo on the logic move to any place
> > now,so i'm getting there.
> >
> >
> >
>
>
> __________________________________________________
> Do You Yahoo!?
> Make a great connection at Yahoo! Personals.
> http://personals.yahoo.com
Ok,I think I get it now.
hour = getsysvar: $1b
minute = getsysvar: $1c
second = getsysvar: $1d
I'll go try it,thanks.
--- In vmu-dev@y..., "M. Jumper" <mj98765@y...> wrote:
> it does, but you have to know the address of the
> system variable.
> Since time is stored in system variables (which are
> stored in a different area of memory), you have to use
> the getsysvar function.
> For example, the seconds are stored in address $1d,
> to retrieve it, you'd type this:
> my_variable = getsysvar: $1d
>
> I hope this helps. If you aren't sure which addresses
> are used for which system variables, check with
> Marcus's site. It'll be at his VMS Firmware page.
>
> --- vmufan@y... wrote:
> > how do I get the current VMU time to a variable?
> >
> > I do my VMU programing with the compiler and it does
> > not feature that command (I think)
> >
> >
>
>
> __________________________________________________
> Do You Yahoo!?
> Make a great connection at Yahoo! Personals.
> http://personals.yahoo.com
The graphics are a little complicated, and the LOGIC
game is a little complicated to be learning from. A
good example to learn from is the VMU Script 'hello'
example, once you understand that go on to the more
advanced 'hello world' example. Both of these examples
are commented to explain everything. Just go to the
site to view them.
If you want to have a more advanced understanding of
the LCD, visit the VMU Script concepts page and see if
you can get some ideas from there. It will explain
some technical things about the LCD.
VMU SCRIPT HOMEPAGE:
http://www.vmuscript.8m.com
VMU SCRIPT CONCEPTS PAGE:
http://www.vmuscript.8m.com/concepts.html
VMU SCRIPT E-MAIL:
vmuscript@...
--- vmufan@... wrote:
> I undestand almost all by now,but I am still having
> trouble with getting graphics to the LCD.
>
> I need help with a small example on how to get the
> graphics on the LCD.
>
> I can make the logo on the logic move to any place
> now,so i'm getting there.
>
>
>
__________________________________________________
Do You Yahoo!?
Make a great connection at Yahoo! Personals.
http://personals.yahoo.com
it does, but you have to know the address of the
system variable.
Since time is stored in system variables (which are
stored in a different area of memory), you have to use
the getsysvar function.
For example, the seconds are stored in address $1d,
to retrieve it, you'd type this:
my_variable = getsysvar: $1d
I hope this helps. If you aren't sure which addresses
are used for which system variables, check with
Marcus's site. It'll be at his VMS Firmware page.
--- vmufan@... wrote:
> how do I get the current VMU time to a variable?
>
> I do my VMU programing with the compiler and it does
> not feature that command (I think)
>
>
__________________________________________________
Do You Yahoo!?
Make a great connection at Yahoo! Personals.
http://personals.yahoo.com
I undestand almost all by now,but I am still having trouble with getting
graphics to the LCD.
I need help with a small example on how to get the graphics on the LCD.
I can make the logo on the logic move to any place now,so i'm getting there.
NEW BUG FIX: The VMU Script random number function wasn't working
right and only returned numbers from 0 through 12! I fixed this now,
and it works perfectly. Please download the fixed compiler at my
downloads page. I'm sorry if this caused any problems!
VMU SCRIPT HOMEPAGE:
http://www.vmuscript.8m.com
DOWNLOADS PAGE:
http://www.vmuscript.8m.com/downloads.html
E-MAIL
vmuscript@...
Yup!
I just uploaded the source to the group files. It's
in the Programs folder.
Sorry about the attachments!
--- Miles Raymond <reukiodo@...> wrote:
> No attachments. =(
>
> Have you uploaded it to the group files?
>
> -Miles Raymond EML: m_rayman@...
> AIM: Killer2Ray ICQ: 13217756 IRC: Killer2
> WWW: http://www.bigfoot.com/~m_rayman
>
> ----- Original Message -----
> From: "M. Jumper" <mj98765@...>
> To: <vmu-dev@yahoogroups.com>
> Sent: Monday, October 15, 2001 7:55 PM
> Subject: [vmu] New VMU Text Engine!!!!
>
>
> > I've just finished coding a text engine for the
> > VMU. It features a full font of 64 chars and
> symbols,
> > multi-line capability and automatic scrolling.
> Text
> > can be relocated by just changing two variables.
> >
> > It's written with VMU Script and the code is
> > attached to this e-mail. If you still code in
> > assembler, you can probably use the compiled code
> in
> > your programs, although it's much easier with VMU
> > Script!
>
>
__________________________________________________
Do You Yahoo!?
Make a great connection at Yahoo! Personals.
http://personals.yahoo.com
No attachments. =(
Have you uploaded it to the group files?
-Miles Raymond EML: m_rayman@...
AIM: Killer2Ray ICQ: 13217756 IRC: Killer2
WWW: http://www.bigfoot.com/~m_rayman
----- Original Message -----
From: "M. Jumper" <mj98765@...>
To: <vmu-dev@yahoogroups.com>
Sent: Monday, October 15, 2001 7:55 PM
Subject: [vmu] New VMU Text Engine!!!!
> I've just finished coding a text engine for the
> VMU. It features a full font of 64 chars and symbols,
> multi-line capability and automatic scrolling. Text
> can be relocated by just changing two variables.
>
> It's written with VMU Script and the code is
> attached to this e-mail. If you still code in
> assembler, you can probably use the compiled code in
> your programs, although it's much easier with VMU
> Script!
I've just finished coding a text engine for the
VMU. It features a full font of 64 chars and symbols,
multi-line capability and automatic scrolling. Text
can be relocated by just changing two variables.
It's written with VMU Script and the code is
attached to this e-mail. If you still code in
assembler, you can probably use the compiled code in
your programs, although it's much easier with VMU
Script!
__________________________________________________
Do You Yahoo!?
Make a great connection at Yahoo! Personals.
http://personals.yahoo.com
why don't you just get the planet web one?
(download and burn from www.dcemulation.com)
i live in australia and thats how i got out of using a crap isp!
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)