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#973 From: "mj98765" <mj98765@...>
Date: Thu Jan 3, 2002 5:11 am
Subject: Anyone having download trouble?????
mj98765
Offline Offline
Send Email Send Email
 
Someone e-mailed my vmuscript site, asking why it wouldn't let him
download anything. He claimed that whenever he tried to download
something, it asked him for a username and password.

Has anyone else had this problem???
Feel free to visit the site and download something to help me test.
If anyone else has problems, let me know.



------------------

VMU SCRIPT E-MAIL:
    vmuscript@...

VMU SCRIPT HOMEPAGE:
    http://www.vmuscript.8m.com/

#972 From: "M. Jumper" <mj98765@...>
Date: Tue Dec 25, 2001 3:50 am
Subject: Re: [vmu] I might release the VS Compiler source code.....
mj98765
Offline Offline
Send Email Send Email
 
It's written with PowerBASIC 3.5
I'll post the source in the group files.

--- Miles Raymond <reukiodo@...> wrote:
> I think nothing bad about BASIC (what version did
> you use?) and I think source would really help us
> with a rewrite in C.  If only I could get $@^@#ing
> KOS to compile... grr...
>
> -Miles Raymond      EML: m_rayman@...
> AIM: Killer2Ray     ICQ: 13217756       IRC: Killer2
> WWW: http://www.bigfoot.com/~m_rayman
>
> ----- Original Message -----
> From: "mj98765" <mj98765@...>
> To: <vmu-dev@yahoogroups.com>
> Sent: Sunday, December 23, 2001 4:55 PM
> Subject: [vmu] I might release the VS Compiler
> source code.....
>
> >    I originally didn't plan on releasing the
> source code since it
> > probably wouldn't prove useful and it would effect
> the "popularity"
> > of the compiler. Let me explain....
> >    The compiler wasn't originally written as a
> language for the VMU.
> > It was originally just a random project that I
> started just to see if
> > it was possible to write a very complex program,
> such as a compiler,
> > in a simple language, such as BASIC. After I
> realized the potential
> > of this compiler, I started to specialize it for
> the VMU and
> > eventually released it (version 1.69) publicly.
> >    The main purpose of releasing the compiler
> publicly was to
> > increase the number of developers for the VMU.
> Normally, people tend
> > to think of BASIC as a low-quality language. If
> people had known from
> > the start what language it was written in, not as
> many people would
> > use it, and not as many people would be developing
> for the VMU.
> >
> >    Since there is no BASIC compiler for the DC,
> the code will either
> > have to be re-written or translated in C.
> >
> >    If anybody believes that releasing the source
> code would be
> > useful, just reply to this message and I'll
> release it.
> >
> >    Thanks.
>
>


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#971 From: "Nascarguy3_29@..." <nascarguy3_29@...>
Date: Mon Dec 24, 2001 4:17 am
Subject: Re: [vmu] DC VMU assembler
nascarguy3_29
Online Now Online Now
Send Email Send Email
 
i know 1 good one that work's with any browser it's a guy from the dcbg site
it's got game save's to and a renamer  and you can up load stuf it's the
only good site that work's lol the site is http://kefka.hypermart.net/home
cgi?pageÜ/saves/index

-------Original Message-------

From: vmu-dev@yahoogroups.com
Date: Sunday, December 23, 2001 10:09:04 PM
To: vmu-dev@yahoogroups.com
Subject: Re: [vmu] DC VMU assembler

--- In vmu-dev@y..., "Nascarguy3_29@y..." <nascarguy3_29@y...> wrote:
>
> hey i'm new here any one know any good site's for vmu icon's i know sume
but
> 1 of em don't work and it's the good one lol

Try booyaka.com it has a few
and angelfire.com/dc/vmufan it has like 35 Phantasy Star Online Icons,but
only work with PLANETWEB
>
> -------Original Message-------
>
> From: vmu-dev@y...
> Date: Sunday, December 23, 2001 08:52:38 AM
> To: vmu-dev@y...
> Subject: Re: [vmu] DC VMU assembler
>
> Ah! Yeah, I thought about an icon editor before, and just forgot to add
that
> to the 'planned
> features' list.
>
> What was your idea about the non-keyboard interface? I had originally
> planned to only have keyboard
> support because they are ~$10 at the EB near me.
> http://www.ebgames.com/ebx/categories/products/product.asp?pf_id 4888
> or if you don't like the SEGA brand you can get the other for the same
price
> http://www.ebgames.com/ebx/categories/products/product.asp?pf_id 2196
>
> I don't have a DC mouse, since I think the analog stick on the controller
is
> good enough... but if
> there's enough demand... =|
>
> -Miles Raymond EML: m_rayman@b...
> AIM: Killer2Ray ICQ: 13217756 IRC: Killer2
> WWW: http://www.bigfoot.com/~m_rayman
>
> ----- Original Message -----
> From: "nightmare_pw" nightmare-pw@i...>
> To: vmu-dev@y...>
> Sent: Saturday, December 22, 2001 12:03 AM
> Subject: [vmu] DC VMU assembler
>
> > Sorry but I forgot to say that I think that it should have an
> > ICONDATA editor and I think that VMUScript should be a VMU file because
it
> s easier to upgrade
> downloading the VMS file than having to burn everything again...
> >
> > Bye
> >
> > NightMare
> > =========
> > perfectware-vmu
>
>
>
> post: vmu-dev@e...
> unsubscribe: vmu-dev-unsubscribe@e...
> archive: http://www.egroups.com/group/vmu-dev/
> faq: http://vmudev.dcemulation.com/faq.html
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
> _________________________________________________________
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> Get your free @yahoo.com address at http://mail.yahoo.com


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#970 From: "vmufan" <vmufan@...>
Date: Mon Dec 24, 2001 4:08 am
Subject: Re: [vmu] DC VMU assembler
vmufan
Offline Offline
Send Email Send Email
 
--- In vmu-dev@y..., "Nascarguy3_29@y..." <nascarguy3_29@y...> wrote:
>
> hey i'm new here any one know any good site's for vmu icon's i know sume but
> 1 of em don't work and it's the good one lol

Try booyaka.com it has a few
and angelfire.com/dc/vmufan it has like 35 Phantasy Star Online Icons,but only
work with PLANETWEB
>
> -------Original Message-------
>
> From: vmu-dev@y...
> Date: Sunday, December 23, 2001 08:52:38 AM
> To: vmu-dev@y...
> Subject: Re: [vmu] DC VMU assembler
>
> Ah! Yeah, I thought about an icon editor before, and just forgot to add that
> to the 'planned
> features' list.
>
> What was your idea about the non-keyboard interface? I had originally
> planned to only have keyboard
> support because they are ~$10 at the EB near me.
> http://www.ebgames.com/ebx/categories/products/product.asp?pf_id 4888
> or if you don't like the SEGA brand you can get the other for the same price
> http://www.ebgames.com/ebx/categories/products/product.asp?pf_id 2196
>
> I don't have a DC mouse, since I think the analog stick on the controller is
> good enough... but if
> there's enough demand... =|
>
> -Miles Raymond EML: m_rayman@b...
> AIM: Killer2Ray ICQ: 13217756 IRC: Killer2
> WWW: http://www.bigfoot.com/~m_rayman
>
> ----- Original Message -----
> From: "nightmare_pw" nightmare-pw@i...>
> To: vmu-dev@y...>
> Sent: Saturday, December 22, 2001 12:03 AM
> Subject: [vmu] DC VMU assembler
>
> > Sorry but I forgot to say that I think that it should have an
> > ICONDATA editor and I think that VMUScript should be a VMU file because it
> s easier to upgrade
> downloading the VMS file than having to burn everything again...
> >
> > Bye
> >
> > NightMare
> > =========
> > perfectware-vmu
>
>
>
> post: vmu-dev@e...
> unsubscribe: vmu-dev-unsubscribe@e...
> archive: http://www.egroups.com/group/vmu-dev/
> faq: http://vmudev.dcemulation.com/faq.html
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
> _________________________________________________________
> Do You Yahoo!?
> Get your free @yahoo.com address at http://mail.yahoo.com

#969 From: "Miles Raymond" <reukiodo@...>
Date: Mon Dec 24, 2001 3:40 am
Subject: Re: [vmu] I might release the VS Compiler source code.....
reukiodo
Offline Offline
Send Email Send Email
 
I think nothing bad about BASIC (what version did you use?) and I think source
would really help us
with a rewrite in C.  If only I could get $@^@#ing KOS to compile... grr...

-Miles Raymond      EML: m_rayman@...
AIM: Killer2Ray     ICQ: 13217756       IRC: Killer2
WWW: http://www.bigfoot.com/~m_rayman

----- Original Message -----
From: "mj98765" <mj98765@...>
To: <vmu-dev@yahoogroups.com>
Sent: Sunday, December 23, 2001 4:55 PM
Subject: [vmu] I might release the VS Compiler source code.....

>    I originally didn't plan on releasing the source code since it
> probably wouldn't prove useful and it would effect the "popularity"
> of the compiler. Let me explain....
>    The compiler wasn't originally written as a language for the VMU.
> It was originally just a random project that I started just to see if
> it was possible to write a very complex program, such as a compiler,
> in a simple language, such as BASIC. After I realized the potential
> of this compiler, I started to specialize it for the VMU and
> eventually released it (version 1.69) publicly.
>    The main purpose of releasing the compiler publicly was to
> increase the number of developers for the VMU. Normally, people tend
> to think of BASIC as a low-quality language. If people had known from
> the start what language it was written in, not as many people would
> use it, and not as many people would be developing for the VMU.
>
>    Since there is no BASIC compiler for the DC, the code will either
> have to be re-written or translated in C.
>
>    If anybody believes that releasing the source code would be
> useful, just reply to this message and I'll release it.
>
>    Thanks.

#968 From: "Nascarguy3_29@..." <nascarguy3_29@...>
Date: Mon Dec 24, 2001 3:14 am
Subject: Re: [vmu] DC VMU assembler
nascarguy3_29
Online Now Online Now
Send Email Send Email
 
hey i'm new here any one know any good site's for vmu icon's i know sume but
1 of em don't work and it's the good one lol

-------Original Message-------

From: vmu-dev@yahoogroups.com
Date: Sunday, December 23, 2001 08:52:38 AM
To: vmu-dev@yahoogroups.com
Subject: Re: [vmu] DC VMU assembler

Ah! Yeah, I thought about an icon editor before, and just forgot to add that
to the 'planned
features' list.

What was your idea about the non-keyboard interface? I had originally
planned to only have keyboard
support because they are ~$10 at the EB near me.
http://www.ebgames.com/ebx/categories/products/product.asp?pf_id4888
or if you don't like the SEGA brand you can get the other for the same price
http://www.ebgames.com/ebx/categories/products/product.asp?pf_id 2196

I don't have a DC mouse, since I think the analog stick on the controller is
good enough... but if
there's enough demand... =|

-Miles Raymond EML: m_rayman@...
AIM: Killer2Ray ICQ: 13217756 IRC: Killer2
WWW: http://www.bigfoot.com/~m_rayman

----- Original Message -----
From: "nightmare_pw" &lt;nightmare-pw@...>
To: &lt;vmu-dev@yahoogroups.com>
Sent: Saturday, December 22, 2001 12:03 AM
Subject: [vmu] DC VMU assembler

> Sorry but I forgot to say that I think that it should have an
> ICONDATA editor and I think that VMUScript should be a VMU file because it
s easier to upgrade
downloading the VMS file than having to burn everything again...
>
> Bye
>
> NightMare
> =========
> perfectware-vmu


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#967 From: "nightmare_pw" <nightmare-pw@...>
Date: Mon Dec 24, 2001 12:40 am
Subject: Re: [vmu] DC VMU assembler...
nightmare_pw
Offline Offline
Send Email Send Email
 
--- In vmu-dev@y..., "Jacob Alberty" <calberty@h...> wrote:
> i dunno its a feature of nexus vmus
> if you use the dclink util to format your vmu rather than the bios you have
> 3 options for formating
> 200, 240, and 241
> if you understand the .dcm format i can send you a special 241.dcm that
> autoformats a vmu with 241 blocks by sending to a nexus vmu.

  No, thanks... But it's interesting...

NightMare
=========
perfectware-vmu

#966 From: "nightmare_pw" <nightmare-pw@...>
Date: Mon Dec 24, 2001 12:35 am
Subject: Re: I might release the VS Compiler source code.....
nightmare_pw
Offline Offline
Send Email Send Email
 
>    I originally didn't plan on releasing the source code since it
> probably wouldn't prove useful and it would effect the "popularity"
> of the compiler. Let me explain....
>    The compiler wasn't originally written as a language for the VMU.
> It was originally just a random project that I started just to see if
> it was possible to write a very complex program, such as a compiler,
> in a simple language, such as BASIC. After I realized the potential
> of this compiler, I started to specialize it for the VMU and
> eventually released it (version 1.69) publicly.
>    The main purpose of releasing the compiler publicly was to
> increase the number of developers for the VMU. Normally, people tend
> to think of BASIC as a low-quality language. If people had known from
> the start what language it was written in, not as many people would
> use it, and not as many people would be developing for the VMU.
>
>    Since there is no BASIC compiler for the DC, the code will either
> have to be re-written or translated in C.
>
>    If anybody believes that releasing the source code would be
> useful, just reply to this message and I'll release it.
>
>    Thanks.

   If you dont want to release it to the general public, you could give us just
what each function (the one the user uses) does... Im telling this because I
know nothing about BASIC... Ok?

#965 From: "Jacob Alberty" <calberty@...>
Date: Mon Dec 24, 2001 12:30 am
Subject: Re: [vmu] DC VMU assembler...
we_are_vigilant
Offline Offline
Send Email Send Email
 
i dunno its a feature of nexus vmus
if you use the dclink util to format your vmu rather than the bios you have
3 options for formating
200, 240, and 241
if you understand the .dcm format i can send you a special 241.dcm that
autoformats a vmu with 241 blocks by sending to a nexus vmu.
----- Original Message -----
From: "nightmare_pw" <nightmare-pw@...>
To: <vmu-dev@yahoogroups.com>
Sent: Sunday, December 23, 2001 6:07 PM
Subject: Re: [vmu] DC VMU assembler...


> --- In vmu-dev@y..., "Jacob Alberty" <calberty@h...> wrote:
> > actually  if you format the vmu in a specific way you can have up to 241
> > blocks.
>
> Which way?
>
>
>  Bye for now,
>
> NightMare
> =========
> perfectware-vmu
>
>
>
>
>        post:  vmu-dev@eGroups.com
> unsubscribe:  vmu-dev-unsubscribe@eGroups.com
>     archive:  http://www.egroups.com/group/vmu-dev/
>         faq:  http://vmudev.dcemulation.com/faq.html
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

#964 From: "nightmare_pw" <nightmare-pw@...>
Date: Mon Dec 24, 2001 12:17 am
Subject: Re: I might release the VS Compiler source code.....
nightmare_pw
Offline Offline
Send Email Send Email
 
>    I originally didn't plan on releasing the source code since it
> probably wouldn't prove useful and it would effect the "popularity"
> of the compiler. Let me explain....
>    The compiler wasn't originally written as a language for the VMU.
> It was originally just a random project that I started just to see if
> it was possible to write a very complex program, such as a compiler,
> in a simple language, such as BASIC. After I realized the potential
> of this compiler, I started to specialize it for the VMU and
> eventually released it (version 1.69) publicly.
>    The main purpose of releasing the compiler publicly was to
> increase the number of developers for the VMU. Normally, people tend
> to think of BASIC as a low-quality language. If people had known from
> the start what language it was written in, not as many people would
> use it, and not as many people would be developing for the VMU.
>
>    Since there is no BASIC compiler for the DC, the code will either
> have to be re-written or translated in C.
>
>    If anybody believes that releasing the source code would be
> useful, just reply to this message and I'll release it.
>
>    Thanks.

   If you dont want to release it to the general public, you could give us just
what each function (the one the user uses) does... Im telling this because I
know nothing about BASIC... Ok?

#963 From: "nightmare_pw" <nightmare-pw@...>
Date: Mon Dec 24, 2001 12:07 am
Subject: Re: [vmu] DC VMU assembler...
nightmare_pw
Offline Offline
Send Email Send Email
 
--- In vmu-dev@y..., "Jacob Alberty" <calberty@h...> wrote:
> actually  if you format the vmu in a specific way you can have up to 241
> blocks.

Which way?


  Bye for now,

NightMare
=========
perfectware-vmu

#962 From: "mj98765" <mj98765@...>
Date: Sun Dec 23, 2001 10:55 pm
Subject: I might release the VS Compiler source code.....
mj98765
Offline Offline
Send Email Send Email
 
I originally didn't plan on releasing the source code since it
probably wouldn't prove useful and it would effect the "popularity"
of the compiler. Let me explain....
    The compiler wasn't originally written as a language for the VMU.
It was originally just a random project that I started just to see if
it was possible to write a very complex program, such as a compiler,
in a simple language, such as BASIC. After I realized the potential
of this compiler, I started to specialize it for the VMU and
eventually released it (version 1.69) publicly.
    The main purpose of releasing the compiler publicly was to
increase the number of developers for the VMU. Normally, people tend
to think of BASIC as a low-quality language. If people had known from
the start what language it was written in, not as many people would
use it, and not as many people would be developing for the VMU.

    Since there is no BASIC compiler for the DC, the code will either
have to be re-written or translated in C.

    If anybody believes that releasing the source code would be
useful, just reply to this message and I'll release it.

    Thanks.

#961 From: "Jacob Alberty" <calberty@...>
Date: Sun Dec 23, 2001 10:06 pm
Subject: Re: [vmu] DC VMU assembler...
we_are_vigilant
Offline Offline
Send Email Send Email
 
actually  if you format the vmu in a specific way you can have up to 241
blocks.
----- Original Message -----
From: "nightmare_pw" <nightmare-pw@...>
To: <vmu-dev@yahoogroups.com>
Sent: Sunday, December 23, 2001 3:44 PM
Subject: Re: [vmu] DC VMU assembler...


>   Ok, tomorrow (when I'll have a real PC keyboard) I will write the a doc
about the Dreamcast VM Unofficial Development Kit (cool huh? DCVMUDK...
yeah... I know it isn't... :). And I think we can use up to 112 blocks on
the VM. Let me explain:
>   A VMU developer *has* to have at least 2 units of it. So I think that
he/she can transfer all the files from one to other. The developer has now
200 free blocks. 128 of which will be used in the game (is this right in
english?). We have 72 blocks to use, plus the 40 blocks marked as not used
in the Marcus' flashmem doc is 112!
>   The keyboard costs, here in Brazil, about U$40... Many people dont have
it and I want to sell it here! Hehe...
>
>   Bye,
>
> NightMare
> =========
> perfectware-vmu
>
>
>
>
>        post:  vmu-dev@eGroups.com
> unsubscribe:  vmu-dev-unsubscribe@eGroups.com
>     archive:  http://www.egroups.com/group/vmu-dev/
>         faq:  http://vmudev.dcemulation.com/faq.html
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

#960 From: "nightmare_pw" <nightmare-pw@...>
Date: Sun Dec 23, 2001 9:44 pm
Subject: Re: [vmu] DC VMU assembler...
nightmare_pw
Offline Offline
Send Email Send Email
 
Ok, tomorrow (when I'll have a real PC keyboard) I will write the a doc about
the Dreamcast VM Unofficial Development Kit (cool huh? DCVMUDK... yeah... I know
it isn't... :). And I think we can use up to 112 blocks on the VM. Let me
explain:
   A VMU developer *has* to have at least 2 units of it. So I think that he/she
can transfer all the files from one to other. The developer has now 200 free
blocks. 128 of which will be used in the game (is this right in english?). We
have 72 blocks to use, plus the 40 blocks marked as not used in the Marcus'
flashmem doc is 112!
   The keyboard costs, here in Brazil, about U$40... Many people dont have it and
I want to sell it here! Hehe...

   Bye,

NightMare
=========
perfectware-vmu

#959 From: "Miles Raymond" <reukiodo@...>
Date: Sun Dec 23, 2001 2:52 pm
Subject: Re: [vmu] DC VMU assembler
reukiodo
Offline Offline
Send Email Send Email
 
Ah!  Yeah, I thought about an icon editor before, and just forgot to add that to
the 'planned
features' list.

What was your idea about the non-keyboard interface?  I had originally planned
to only have keyboard
support because they are ~$10 at the EB near me.
http://www.ebgames.com/ebx/categories/products/product.asp?pf_id=164888
or if you don't like the SEGA brand you can get the other for the same price
http://www.ebgames.com/ebx/categories/products/product.asp?pf_id=202196

I don't have a DC mouse, since I think the analog stick on the controller is
good enough... but if
there's enough demand... =|

-Miles Raymond      EML: m_rayman@...
AIM: Killer2Ray     ICQ: 13217756       IRC: Killer2
WWW: http://www.bigfoot.com/~m_rayman

----- Original Message -----
From: "nightmare_pw" <nightmare-pw@...>
To: <vmu-dev@yahoogroups.com>
Sent: Saturday, December 22, 2001 12:03 AM
Subject: [vmu] DC VMU assembler

> Sorry but I forgot to say that I think that it should have an
> ICONDATA editor and I think that VMUScript should be a VMU file because it's
easier to upgrade
downloading the VMS file than having to burn everything again...
>
> Bye
>
>    NightMare
>    =========
> perfectware-vmu

#958 From: "Miles Raymond" <reukiodo@...>
Date: Sun Dec 23, 2001 2:46 pm
Subject: Re: [vmu] I can program the DC VMU assembler...
reukiodo
Offline Offline
Send Email Send Email
 
Well, to make the future easy, I think we should stick with the same default.lib
format that you
have already created.  I assume when you 'rewrite' the VMUscript by
adding/changing new functions,
you only edit this default.lib file.  This would make it easy to update both PC
and DC versions.

Do you use Marcus' VMU assembler?  That is the only assembler I know of so far,
so I'm looking at
its code in order to port it to the DC.  If there is a different version of the
assembler that you
are using, it would be helpful to know.  I wasn't going to worry about an
emulator until later
(after we get the compiler and assembler working)...

Maybe I don't understand everything correctly, but I was thinking that the whole
IDE would reside on
the CD (editor, compiler, assembler, etc.) and only the user's code and compiled
program would be
saved to the VMU.  Are you suggesting that we make default.lib (which I suggest
renaming to
VMUscrpt.lib [or something similar] for ease of understanding) saved to the VMU?
This would make it
easy to update... but at the cost of wasting a little save space... perhaps
compress it?  Again,
this is probably venturing into the list of features after a working program...

So far I'm concentrating on the basics:
-compiler (when code and understanding is available [couldn't find it on your
page] =)
-assembler (using Marcus' code)
-editor (write from scratch)
  -VMUscript
  -assembler
-transfer (to VMU or memory card)

features to add:
-emulator so that you don't have to ruin your VMU! (using Marcus' code)
-debugger (maybe just a hope =)
-syntax highlighting
-easy update feature: if the IDE finds a default.lib (or VMUscrpt.lib) file on
an memory card, it'll
check to see if it's compressed, if not, it'll compress it, then load it into
memory instead of the
one on the CD (if it's newer than the one on the CD)
-code restore: if your VMU becomes corrupt and you can't read off of it, using
code restore will
search the memory on the VMU for any text related to either VMUscript or
assembler (will only work
if your program doesn't overwrite the memory the code is stored in)
-network access (using BBA): to save/load from either dctoolip or ftp site

Any other suggestions?

-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: Saturday, December 22, 2001 8:04 PM
Subject: Re: [vmu] I can program the DC VMU assembler...

> I'm beginning to think that it would be easier to
> re-write the compiler than port it to DC. I could tell
> you guys how it works...
>
> The 16k of space for source code should be enough,
> although I would allow more if I were you. 16k is kind
> of limiting. The logic game is about 11k and a more
> complex program would take up more space.
>
> I don't quite understand the whole "VMUAsm.DC" thing.
> But it seems unnecessary... You might just want to get
> the major things working and running (compiler,
> assembler, emulator) and then add the extra stuff.
>
> ALSO: The compiler data file could fit on the VM, the
> current version would take up about 25 blocks of
> space. It would be a good idea to include a version of
> the compiler data on the disc itself as some kind of
> 'backup' in case the VM file gets deleted.
>
> The VMU Script data file itself (default.lib) is a
> little more complicated than just a list of assembler
> functions. Most of the commands have several
> variations. The IF statement in itself has about 6
> variations, each variation has about 2 sub-variations.
> The data file is written in a smaller hard-coded
> macro-like language which makes it easier for me to
> add/change functions.
>
> --- nightmare_pw <nightmare-pw@...> wrote:
> >  Hello everyone! I'm Pedro Victor, 14, from
> > Brazil... ahn... I can do everything... It's pretty
> > easy... Of course that a little help would be great!
> > I have everything in mind... a short description:
> >
> >  - VMUScript will be a file in the VM with the
> > assembler code of every function.
> >  - Source code of the vmu program will be 16kb
> > max... is that good enough? If yes, then what about
> > this:
> >        A file (VMUAsm.DC) tells the compiler the
> > name of the project, the name of the authors etc...
> > and also that the compiler can read the blocks
> > 200-230 (I want 10 (230-240) for my new project)...
> >
> >  - For the people who doesnt have keyb (like me :) I
> > already have a better idea than the screen
> > keyboard... but im using one now so im getting tired
> > and wont explain it now...
> >
> >  - It must be OPEN SOURCE!!!
> >
> > Bye
> >
> >    NightMare
> >    =========
> > perfectware-vmu

#957 From: "mj98765" <mj98765@...>
Date: Sun Dec 23, 2001 2:05 am
Subject: Re: DC VMU assembler
mj98765
Offline Offline
Send Email Send Email
 
Stop adding more work, it'll be hard enough porting all these tools
as it is!!!!

--- In vmu-dev@y..., "nightmare_pw" <nightmare-pw@i...> wrote:
>  Sorry but I forgot to say that I think that it should have an
> ICONDATA editor and I think that VMUScript should be a VMU file
because it's easier to upgrade downloading the VMS file than having
to burn everything again...
>
> Bye
>
>    NightMare
>    =========
> perfectware-vmu

#956 From: "M. Jumper" <mj98765@...>
Date: Sun Dec 23, 2001 2:04 am
Subject: Re: [vmu] I can program the DC VMU assembler...
mj98765
Offline Offline
Send Email Send Email
 
I'm beginning to think that it would be easier to
re-write the compiler than port it to DC. I could tell
you guys how it works...

The 16k of space for source code should be enough,
although I would allow more if I were you. 16k is kind
of limiting. The logic game is about 11k and a more
complex program would take up more space.

I don't quite understand the whole "VMUAsm.DC" thing.
But it seems unnecessary... You might just want to get
the major things working and running (compiler,
assembler, emulator) and then add the extra stuff.

ALSO: The compiler data file could fit on the VM, the
current version would take up about 25 blocks of
space. It would be a good idea to include a version of
the compiler data on the disc itself as some kind of
'backup' in case the VM file gets deleted.

The VMU Script data file itself (default.lib) is a
little more complicated than just a list of assembler
functions. Most of the commands have several
variations. The IF statement in itself has about 6
variations, each variation has about 2 sub-variations.
The data file is written in a smaller hard-coded
macro-like language which makes it easier for me to
add/change functions.

--- nightmare_pw <nightmare-pw@...> wrote:
>  Hello everyone! I'm Pedro Victor, 14, from
> Brazil... ahn... I can do everything... It's pretty
> easy... Of course that a little help would be great!
> I have everything in mind... a short description:
>
>  - VMUScript will be a file in the VM with the
> assembler code of every function.
>  - Source code of the vmu program will be 16kb
> max... is that good enough? If yes, then what about
> this:
>        A file (VMUAsm.DC) tells the compiler the
> name of the project, the name of the authors etc...
> and also that the compiler can read the blocks
> 200-230 (I want 10 (230-240) for my new project)...
>
>  - For the people who doesnt have keyb (like me :) I
> already have a better idea than the screen
> keyboard... but im using one now so im getting tired
> and wont explain it now...
>
>  - It must be OPEN SOURCE!!!
>
> Bye
>
>    NightMare
>    =========
> perfectware-vmu
>
>
>


__________________________________________________
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#955 From: "nightmare_pw" <nightmare-pw@...>
Date: Sat Dec 22, 2001 6:03 am
Subject: DC VMU assembler
nightmare_pw
Offline Offline
Send Email Send Email
 
Sorry but I forgot to say that I think that it should have an
ICONDATA editor and I think that VMUScript should be a VMU file because it's
easier to upgrade downloading the VMS file than having to burn everything
again...

Bye

    NightMare
    =========
perfectware-vmu

#954 From: "nightmare_pw" <nightmare-pw@...>
Date: Sat Dec 22, 2001 5:41 am
Subject: I can program the DC VMU assembler...
nightmare_pw
Offline Offline
Send Email Send Email
 
Hello everyone! I'm Pedro Victor, 14, from Brazil... ahn... I can do
everything... It's pretty easy... Of course that a little help would be great! I
have everything in mind... a short description:

  - VMUScript will be a file in the VM with the assembler code of every function.
  - Source code of the vmu program will be 16kb max... is that good enough? If
yes, then what about this:
        A file (VMUAsm.DC) tells the compiler the name of the project, the name
of the authors etc... and also that the compiler can read the blocks 200-230 (I
want 10 (230-240) for my new project)...

  - For the people who doesnt have keyb (like me :) I already have a better idea
than the screen keyboard... but im using one now so im getting tired and wont
explain it now...

  - It must be OPEN SOURCE!!!

Bye

    NightMare
    =========
perfectware-vmu

#953 From: "stickben" <stickben@...>
Date: Sat Dec 22, 2001 12:32 am
Subject: Re: parallel port connection
stickben
Offline Offline
Send Email Send Email
 
Thanks for all your help, ill recheck every thing again.

ben.
--- In vmu-dev@y..., Soeren Gust <sgust@i...> wrote:
> On Mon, Dec 17, 2001 at 01:19:06AM -0000, stickben wrote:
> > on my p133 i have 2 options for the paraport setting, either ecp,
> > with 3 different "channel" settings or standard bi-directional.
Im
> > assuming that i need to be using standard-bi for the vmu-pc
> > software.
>
> Yes, that is correct.
>
> > Ive also re did all the connections, Now when i try to
> > send a file it says, "Waiting for data" on the vmu side and after
a
> > few seconds, it says "timeout waiting for VM to setup".
>
> Looks like you introduced a new problem here, check the connections
> on the VMU pins 10 and 12. Check with an Ohmmeter for shorted pins,
I
> have more than once created shorts which I only saw after I knew
they
> were there and there is not much space between the pins.
>
> > did i need to
> > provide any external power to the vmu while its connected?
>
> I am not sure what you mean by external power, the VMU needs battery
> power as usual.
>
> > Also im
> > grounding the connections to the metal part of the connector,
could
> > this be a problem?
>
> That should be no problem.
>
> Some more ideas: How long is your cable. I have problems on one of
my
> parallel ports when using 2m. IIRC you are using a laptop, many
laptops
> have quite weak port drivers, so try to keep your cable as short as
> possible.
>
> PS: I could reproduce your older problem by disconnecting the wire
between
> pin 5 on VMU and pin 11 on LPT.
>
> Soeren

#952 From: Soeren Gust <sgust@...>
Date: Fri Dec 21, 2001 7:39 pm
Subject: Re: [vmu] Re: parallel port connection
sgust@...
Send Email Send Email
 
On Mon, Dec 17, 2001 at 01:19:06AM -0000, stickben wrote:
> on my p133 i have 2 options for the paraport setting, either ecp,
> with 3 different "channel" settings or standard bi-directional.  Im
> assuming that i need to be using standard-bi for the vmu-pc
> software.

Yes, that is correct.

> Ive also re did all the connections, Now when i try to
> send a file it says, "Waiting for data" on the vmu side and after a
> few seconds, it says "timeout waiting for VM to setup".

Looks like you introduced a new problem here, check the connections
on the VMU pins 10 and 12. Check with an Ohmmeter for shorted pins, I
have more than once created shorts which I only saw after I knew they
were there and there is not much space between the pins.

> did i need to
> provide any external power to the vmu while its connected?

I am not sure what you mean by external power, the VMU needs battery
power as usual.

> Also im
> grounding the connections to the metal part of the connector, could
> this be a problem?

That should be no problem.

Some more ideas: How long is your cable. I have problems on one of my
parallel ports when using 2m. IIRC you are using a laptop, many laptops
have quite weak port drivers, so try to keep your cable as short as
possible.

PS: I could reproduce your older problem by disconnecting the wire between
pin 5 on VMU and pin 11 on LPT.

Soeren

#951 From: "Miles Raymond" <reukiodo@...>
Date: Thu Dec 20, 2001 12:26 pm
Subject: Re: [vmu] very newbie
reukiodo
Offline Offline
Send Email Send Email
 
Well, if you're looking to program for the VMU, look no further than
http://www.vmuscript.8m.com/
http://vmudev.dcemulation.com/faq.html or just http://vmudev.dcemulation.com/ in
general...

If you're wanting to program for the Dreamcast itself, then try starting at
http://www.boob.co.uk/ for news,
http://dcdev.allusion.net/ for KOS (development)
http://www.hangar-eleven.de/en/devdc-index.html to set up tutorial
http://mc.pp.se/dc/ for all that hard-core info (some VMU hard-core info as
well...)

Anything else, you can read the list archives at
http://groups.yahoo.com/group/vmu-dev/

-Miles Raymond      EML: m_rayman@...
AIM: Killer2Ray     ICQ: 13217756       IRC: Killer2
WWW: http://www.bigfoot.com/~m_rayman

----- Original Message -----
From: "Carugno Mario Daniel" <mario_carugno@...>
To: <vmu-dev@yahoogroups.com>
Sent: Thursday, December 20, 2001 4:04 AM
Subject: [vmu] very newbie

> Hi, my name is Mario and this is my first message
> here.
> I'm new to this, so i want to ask about 'how is' this
> type of programming. Which tools or enviroments are
> needed for developing games on VMU or on other Sega
> plataforms.
> Can i develop games for Sega from my Pc ?
> Where can i get more info about this ?
>
> Well, i hope some help on my first steps to become a
> new Sega programmer.
>
> Thanks !

#950 From: vmu-dev@yahoogroups.com
Date: Thu Dec 20, 2001 10:59 am
Subject: New poll for vmu-dev
vmu-dev@yahoogroups.com
Send Email Send Email
 
Enter your vote today!  A new poll has been created for the
vmu-dev group:

How many would like an on-Dreamcast
VMUscript compiler (and plain
assembler)?  This would be in the form
of a DiscJuggler image that you could
download and burn onto a CD.  Then boot
off of the CD and use only your DC and
VMU for development, no PC involved.

   o Sounds great!  I have a DC, VMU and a DC Keyboard
   o Yes, but I have a DC, VMU, but no DC Keyboard
   o No, I don't have a DC or DC Keyboard
   o No, I don't have a VMU, I use and emulator for development
   o No, you're just crazy


To vote, please visit the following web page:

http://groups.yahoo.com/group/vmu-dev/polls

Note: Please do not reply to this message. Poll votes are
not collected via email. To vote, you must go to the Yahoo! Groups
web site listed above.

Thanks!

#949 From: Carugno Mario Daniel <mario_carugno@...>
Date: Thu Dec 20, 2001 10:04 am
Subject: very newbie
mario_carugno
Offline Offline
Send Email Send Email
 
Hi, my name is Mario and this is my first message
here.
I'm new to this, so i want to ask about 'how is' this
type of programming. Which tools or enviroments are
needed for developing games on VMU or on other Sega
plataforms.
Can i develop games for Sega from my Pc ?
Where can i get more info about this ?

Well, i hope some help on my first steps to become a
new Sega programmer.

Thanks !

__________________________________________________
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#948 From: John Maushammer <john@...>
Date: Mon Dec 17, 2001 4:56 pm
Subject: Re: [vmu] Re: parallel port connection
john@...
Send Email Send Email
 
Actually, you can use a plain-vanilla (not bidirectional, nor ecp)  with the
vmu... the original parallel port specification has some inputs to provide
feedback (ready, select, paper out, error) and those are used as inputs.
You don't need to provide power to the vmu, but you do have to connect VMU
pins 1 to 14 to allow it to enable its output drivers. The metal case of the
pc (or the parallel port connector, in the case of a laptop) is usually a
good enough ground.

I have to admit that the transmission is a little flaky. Even with my setup,
it takes a lot of fiddling to get it to work. That's why I haven't advanced
its version number beyond 'alpha'. Usually, it's the sequence of events -
powering on, making sure that the vmu recieves correctly, etc. It's been a
while and I haven't really played with it in over a year.

What text is printed out on the pc? There are some things that say what its
doing (such as "firstread-" and "hsk"), and after everything is done it will
print out a "communications log" (although this might be more helpful in
debugging the protocol, not an individual connection).

>Ive also checked the output on the paraport on the amd, its putting
>out 3.4 volts, i think my laptop is giving 5 because the screen on
>the VMU goes dark every now and then. 
Someone earlier on the list did the same thing and saw the same results.
Only theirs worked :( iirc.

- John


On Sunday 16 December 2001 8:19 pm, you wrote:
>  on my p133 i have 2 options for the paraport setting, either ecp,
> with 3 different "channel" settings or standard bi-directional.  Im
> assuming that i need to be using standard-bi for the vmu-pc
> software.  Ive also re did all the connections, Now when i try to
> send a file it says, "Waiting for data" on the vmu side and after a
> few seconds, it says "timeout waiting for VM to setup". did i need to
> provide any external power to the vmu while its connected?  Also im
> grounding the connections to the metal part of the connector, could
> this be a problem?
>
> thanks,
>  ben
>
>  --- In vmu-dev@y..., Soeren Gust <sgust@i...> wrote:
>  > On Fri, Dec 14, 2001 at 07:56:49PM -0000, stickben wrote:
>  > > Ive tried the VMU2PC software on both an AMD 900 and a pentium
>
> 133.
>
> > > Both run windows 98, when i try to use the VMU2PC on the 133, i
>
> get
>
> > > a "WAITING FOR DATA" message and then it flashes something
> > > like "RECIEVING NOT UPLOADING" and then on the PC side it says
> > > protocall error and terminates.
> >
> > Try to boot into plain MS-DOS: hold CTRL while booting and choose
> >
>  > commandline only (I only have a german Windows and can't tell you
>
> the exact
>
>  > words of the english version). You should have a DOS prompt without
>
> any GUI.
>
>  > Try to run the newer version from there.
> >
> > Have you already tried to change the parallel port mode to SPP?
> >
> > The "WAITING FOR DATA" message does look good, some communication
>
> is taking
>
>  > place. I will try if I can reproduce the problem somehow, but I
>
> have to dig
>
>  > out my VMU interface first, so it will take some days.
> >
> > Soeren
>
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#947 From: "stickben" <stickben@...>
Date: Mon Dec 17, 2001 1:19 am
Subject: [vmu] Re: parallel port connection
stickben
Offline Offline
Send Email Send Email
 
on my p133 i have 2 options for the paraport setting, either ecp,
with 3 different "channel" settings or standard bi-directional.  Im
assuming that i need to be using standard-bi for the vmu-pc
software.  Ive also re did all the connections, Now when i try to
send a file it says, "Waiting for data" on the vmu side and after a
few seconds, it says "timeout waiting for VM to setup". did i need to
provide any external power to the vmu while its connected?  Also im
grounding the connections to the metal part of the connector, could
this be a problem?

thanks,
ben
--- In vmu-dev@y..., Soeren Gust <sgust@i...> wrote:
> On Fri, Dec 14, 2001 at 07:56:49PM -0000, stickben wrote:
> > Ive tried the VMU2PC software on both an AMD 900 and a pentium
133.
> > Both run windows 98, when i try to use the VMU2PC on the 133, i
get
> > a "WAITING FOR DATA" message and then it flashes something
> > like "RECIEVING NOT UPLOADING" and then on the PC side it says
> > protocall error and terminates.
>
> Try to boot into plain MS-DOS: hold CTRL while booting and choose
> commandline only (I only have a german Windows and can't tell you
the exact
> words of the english version). You should have a DOS prompt without
any GUI.
> Try to run the newer version from there.
>
> Have you already tried to change the parallel port mode to SPP?
>
> The "WAITING FOR DATA" message does look good, some communication
is taking
> place. I will try if I can reproduce the problem somehow, but I
have to dig
> out my VMU interface first, so it will take some days.
>
> Soeren

#946 From: "stickben" <stickben@...>
Date: Mon Dec 17, 2001 1:18 am
Subject: [vmu] Re: parallel port connection
stickben
Offline Offline
Send Email Send Email
 
on my p133 i have 2 options for the paraport setting, either ecp,
with 3 different "channel" settings or standard bi-directional.  Im
assuming that i need to be using standard-bi for the vmu-pc
software.  Ive also re did all the connections, Now when i try to
send a file it says, "Waiting for data" on the vmu side and after a
few seconds, it says "timeout waiting for VM to setup". did i need to
provide any external power to the vmu while its connected?  Also im
grounding the connections to the metal part of the connector, could
this be a problem?

thanks,
ben
--- In vmu-dev@y..., Soeren Gust <sgust@i...> wrote:
> On Fri, Dec 14, 2001 at 07:56:49PM -0000, stickben wrote:
> > Ive tried the VMU2PC software on both an AMD 900 and a pentium
133.
> > Both run windows 98, when i try to use the VMU2PC on the 133, i
get
> > a "WAITING FOR DATA" message and then it flashes something
> > like "RECIEVING NOT UPLOADING" and then on the PC side it says
> > protocall error and terminates.
>
> Try to boot into plain MS-DOS: hold CTRL while booting and choose
> commandline only (I only have a german Windows and can't tell you
the exact
> words of the english version). You should have a DOS prompt without
any GUI.
> Try to run the newer version from there.
>
> Have you already tried to change the parallel port mode to SPP?
>
> The "WAITING FOR DATA" message does look good, some communication
is taking
> place. I will try if I can reproduce the problem somehow, but I
have to dig
> out my VMU interface first, so it will take some days.
>
> Soeren

#945 From: Brian Chapman <bchapman@...>
Date: Sun Dec 16, 2001 2:54 am
Subject: Re: [vmu] Speech Synthesis for the VMU
bchapman@...
Send Email Send Email
 
At 07:27 PM 12/15/01 +0000, you wrote:
>I need some information / help on writing a speech program. I can't
>find any useful information on the web (frequency lists, etc), so I
>thought someone here might know.
>Does anyone have (or know where I could get) frequency lists for
>phonemes or speech-related sounds that might be useful?

I remember there being some code on sunsite (metalab or whatever its called
now) for an open source speech synth for Linux/Unix. And then there's
always EmacsSpeak. I'd suggest looking into linux websites for the visually
impaired.  You're bound to find a few projects.

The only problem is the VMU's 'speaker' is it's lousy for sampled sound.
The idea of PCM sound came up on the list back when Namco released it's
Soul Caliber VMU game. It was supposed to say "Namco" on startup, or
atleast I think, but it was more like some kind of fuzz that barley
resembled anything distinguishable. The VMU, it seems, just doesn't have
the circuitry for digital sound.

#944 From: "Miles Raymond" <reukiodo@...>
Date: Sat Dec 15, 2001 8:08 pm
Subject: Re: [vmu] Speech Synthesis for the VMU
reukiodo
Offline Offline
Send Email Send Email
 
Ah... I'm guessing that this isn't the sort of thing that comes along all the
time.  I'd suggest
searching through SourceForge for a speech project for Linux.  That might help
you since it's all
open source.  IBM's research site might not be a bad place either (as they have
voice-recognition
software) and usually give out documentation (but not source =\ )...

-Miles Raymond      EML: m_rayman@...
AIM: Killer2Ray     ICQ: 13217756       IRC: Killer2
WWW: http://www.bigfoot.com/~m_rayman

----- Original Message -----
From: "mj98765" <mj98765@...>
To: <vmu-dev@yahoogroups.com>
Sent: Saturday, December 15, 2001 1:27 PM
Subject: [vmu] Speech Synthesis for the VMU

> I need some information / help on writing a speech program. I can't
> find any useful information on the web (frequency lists, etc), so I
> thought someone here might know.
>
> Does anyone have (or know where I could get) frequency lists for
> phonemes or speech-related sounds that might be useful?

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