VMU development: Difference between revisions

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Developing standalone games for the VMU is both a challenging and rewarding development feat. On one hand, it's not the easiest embedded device or to target, given that it doesn't have a C compiler and has its own set of hardware eccentricities. On the other hand, the device features a rich instruction set, 3 different clock sources, a FAT filesystem, and many different peripherals which can be leveraged by a developer, making it something of a Sega Saturn of little 8-bit gaming devices.
Developing standalone games for the VMU is both a challenging and rewarding development feat. On one hand, it's not the easiest embedded device or to target, given that it doesn't have a C compiler and has its own set of hardware eccentricities. On the other hand, the device features a rich instruction set, 3 different clock sources, a FAT filesystem, and many different peripherals which can be leveraged by a developer, making it something of a Sega Saturn of little 8-bit gaming devices.


While there is an active an ongoing effort within the scene to lower the barrier of entry into VMU development and to get more high-quality tutorials and materials out there for newbies, this page will hopefully serve as an entry point for what is currently available.
While there is an active and ongoing effort within the scene to lower the barrier of entry into VMU development and to get more high-quality tutorials and materials out there for newbies, this page will hopefully serve as an entry point based on what is currently available.


=== Hardware ===
=== Hardware ===

Revision as of 17:59, 27 December 2022

Overview

Developing standalone games for the VMU is both a challenging and rewarding development feat. On one hand, it's not the easiest embedded device or to target, given that it doesn't have a C compiler and has its own set of hardware eccentricities. On the other hand, the device features a rich instruction set, 3 different clock sources, a FAT filesystem, and many different peripherals which can be leveraged by a developer, making it something of a Sega Saturn of little 8-bit gaming devices.

While there is an active and ongoing effort within the scene to lower the barrier of entry into VMU development and to get more high-quality tutorials and materials out there for newbies, this page will hopefully serve as an entry point based on what is currently available.

Hardware

A high-level overview of the VMU's hardware and peripherals can be found here.

Programming

Since there is no C compiler for the VMU's 8-bit Sanyo CPU, development is traditionally done in Sanyo LC86k assembly language; however, it is now possible to write C code indirectly targeting the device via emulation of the ARM Cortex A23 CPU.

LC86k Assembly Code

C Code

Architecture

Testing

Emulators

Physical Device

References

Here are some reference resources to get started

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