-drez01- wrote:Fuck Falco. This isn't giving back. This is all that has ever come of the kickstarter money he blew.
Actually, it's not. I'm working on releasing the engine open source, giving back a bunch to KOS, and funding the game out of pocket. I also never "blew" any money--it was divided out among an entire team who (mostly) worked on the game as long as the funds lasted. I was the engine developer, and the engine is done. Working on making sure it sees the light of day.

By the way, while we're shit-talking work, you might want to consider the fact that EVMU was not funded by the Kickstarter. It's a personal project of mine to try to give back to the scene and bring more homebrewers like the OP to the device. EVMU is 1) the most feature-complete VMU emulator out there, 2) An entire filesystem manager doing what VMU Explorer does and 3) A debug environment, attempting to support indies. All of this is on Mac, Windows, and PC. I've worked hard to try to unify the everything that the VMU encompasses into a single cross-platform package rather than having multiple decades-old disjoint tools that are Windows or Linux only randomly strewn throughout the internet. I also go out of my way to talk to the few VMU developers who are out there, asking them if there's anything I can do to help facilitate their work. I've also helped the Shenmue Dojo archive VMU icons, I've helped the Sonic Adventure scene reverse engineer Chao Adventure and saves, and EVMU has been used by Kickstarted DC books for ripping/visualizing VMU content.
Anyway, not to derail a topic, but
Marble_Granite wrote:Hello, Everyone! To celebrate the 24th Anniversary of the Dreamcast's First Launch, as well as the First Day of Advent, I'd like to share this VMU Application with you All! I've tested it on Dream Explorer's Emulator, ElysianVMU, and on actual VMUs. Unfortunately, it's failing to boot at the moment on the latter, due to an issue with (I think) the Header File. I'm working on fixing that now -- I also had some trouble implementing the Pulse Sound Generator and using Interrupts for the Running Clock, which I'll be asking about later {once that Header Issue is sorted.}. In the meantime, Emulator Users please feel free to try it out!
The code is available on GitHub, and I'm happy to answer any questions, so please feel free to reach out! Hopefully I'll be able to help some aspiring new VMU Developers get started, just like the people listed below helped me out so much.
Hell yeah, man! I came as soon as I heard the news that there was a new VMU game on the block. I'm actually working on a new release of EVMU focusing a bunch on developer tools especially, and I make an effort to try every new ROM for compatibility testing.
Here's a screencap from EVMU (yeah, sorry, it's tiny. It's a lossless monochrome animated GIF of the actual screen resolution with timing taken from the actual emulator core... I should really add the option to export it bigger. lol):

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Anyway, I wanted to ask you if there is anything that could help you in terms of emulator support and tools while you develop for the platform. I'm sure you're well aware of the fact that there is a huge learning curve and we don't have a particularly good debug environment. I'm working to change that with EVMU 2.0.
Here's a screenshot of real-time RAM and Flash editing:
With just a little bit of screwing around I was able to completely reverse engineer Chao Adventure 2's dialog system and make a ... "mod." lol.

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Anyway, some other things I'm working on are SFR register widgets, stack viewer, and HOPEFULLY TO GOD eventually VMU-to-VMU communications. The new core is far more accurate and should hopefully be able to handle it. Also the endgame is to hopefully have wtetzner create debug symbols from your assembly files that EVMU can load for full source-level debugging with breakpointing.
By the way, if you ever want to talk about VMU development or need help or anything, feel free to stop by our Discord:
https://discord.gg/SX2txgr We have a few others who are randomly trying to get into this stuff as well, and wtetzner is in there too. Also you should totally join the Simulant discord as well, there's a whole lot of VMU interest there, and that's where I originally found your work!
EDIT: By the way, EVMU2.0 isn't ready for a real release yet, but I'll totally give you a build! Everything in terms of functionality works fine, just some userfriendliness and UI widgets I need to finish up.