I just learned yesterday that the VMU uses a Z80 microprocessor which is the one I am currently learning assembly for and was wondering if any ASSEMbler members had info on VMU coding. Or maybe an ASSEMbler (heh)
Some links in this topic : http://www.yaronet.com/posts.php?s=41195 (in this forum you can find french people developping on PocketStation, GP32, Lynx...). While we are talking about VMU : did somebody see a Famitsu demo GD with all the VMU games ?
Peripherals Select this option to install the drivers for all peripherals and extension devices, such as the VMU. I have a nice dreamcast debugger that lets me stream data to the unit in realtime, analyze performance. If doesn't have vmu support, only the older builds I have support the vmu, one is even command line. It seems to me a very much abandoned hardware past first generation games. To be honest, I haven't ever thought of the vmu as being more than a memory unit. Sort of like how the later mem cards didn't have screens. pso, high capacity...
Believe it or not, it's a realtime stream to the unit via the scsi cable, it bypasses the gd-rom and the hdd on the unit completely. I can real time turn off all texture effects in the dc, anything running reverts to plain polys. Best tool ever, for raw performance evaluation. It lets me see the textures, memory usage realtime, and a scaled performance meter. It also has a virtual keyboard simulator using the pc one, you don't even need to hook a kbd to the dc. If I could get my hands on source for any game, I could play around, but I don't know of anyone who has complete source for a game on their katana..
And there's the kicker right there... Nobody i know stored the source on the katana, the textures and the meshes maybe (and occasionally the porn and the mp3's). As i've said before, 11 times out of 10 the hard drives of the dev pc's get wiped (even DBAN'd most of the time) before they're sold/given away. EDIT: I always want to spell freaking katana wrong...