Testing Dreamcast VMUs and Jump Packs

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grandta13
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Testing Dreamcast VMUs and Jump Packs

Post by grandta13 »

I've just ordered a large lot of VMUs and Jump Packs, and I was wondering if there is any diagnostic disc or something that would allow me to easily test them in sequence. Also, if there is not one, I would appreciate any reccomendations for games that would allow me to easily test them. (For the VMUs, I would want to test proper LCD function, the ability to save, and the abilty to load).

Also, on a related note, are Jump Paks, VMUs, and memory cards safely hot-swappable (that is, can I change packs without rebooting the software)?

I would also like to ask one last question: are official Jump Packs able to vibrate a varying intensities?
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Re: Testing Dreamcast VMUs and Jump Packs

Post by Hobie-wan »

For reading and loading, you could just do a bunch of daisy chain copies. Start with a file on one, insert second (yes they're hot swappable) and copy the file to the second. Replace the first with a third and copy from 2 to 3. Keep doing this from the file browser. On the last one, put the first back in, delete the save on it, then copy from the last. If they all keep the copy chain going, that's read/save checked.

As for games to test with, maybe some will buzz the jump pack when a setting for that is turned of and off in options for a game that supports it? Not sure.
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Re: Testing Dreamcast VMUs and Jump Packs

Post by CRTGAMER »

Hobie's has a quick way to test so you so not have to boot games for each of the memory cards. You plug in two memory cards to one controller, even have multiple controllers plugged in at the same time. Just have to keep track of each as you verify the deletes and saves of each card.

The vibration setting also a good option, just find a game that does that so you can quickly check all the vibration paks. Of note, look for the Mad Catz brand which vibrates and lights up as well adds a little extra to games such as REZ.
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grandta13
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Re: Testing Dreamcast VMUs and Jump Packs

Post by grandta13 »

Hobie-wan wrote:For reading and loading, you could just do a bunch of daisy chain copies. Start with a file on one, insert second (yes they're hot swappable) and copy the file to the second. Replace the first with a third and copy from 2 to 3. Keep doing this from the file browser. On the last one, put the first back in, delete the save on it, then copy from the last. If they all keep the copy chain going, that's read/save checked.
Thanks; I'll try that when they arrive.
As for the LCD, what do you think the best is for testing? I noticed that when the system is powered on, all the pixels and the symbols at the top of the display activate, so I would think that they could be tested that way, but I'm not sure if resetting the system that frequently would be safe. (I would estimate the total time to test each VMU display would be about ten seconds, give or take).
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Re: Testing Dreamcast VMUs and Jump Packs

Post by flojocabron »

I dont know if you have a Skies of Arcadia OP.

But be careful with this game when using VMU's

Its nothing horribly bad, so you dont have to worry.

But, each time you save a file of Skies, it asks you if you want to change the VMU picture. There's no way to bypass this (that I know of). If you do change it, it has the skull logo from the game.

You can no longer change the picture unless you reset the VMU memory card.

Which you can totally do instead of erasing everything(save files) one by one.

You can personalize each memory card in the dreamcast's menu once you clear everything out. From the little symbol in the screen to the color of it on the menu.

Oh and dont count on the CR2032 battery to last you. They die pretty damn quick.

Most times the beep when you turn on a dreamcast is to tell you that the batteries are dead. This does not affect the save function. So dont worry about replacing all of them.

It would cost too much.
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Re: Testing Dreamcast VMUs and Jump Packs

Post by marurun »

You would think such a low-CPU-power device would also be low-power from the battery perspective, too, but it is not so.
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Re: Testing Dreamcast VMUs and Jump Packs

Post by ExedExes »

marurun wrote:You would think such a low-CPU-power device would also be low-power from the battery perspective, too, but it is not so.
Nope. Drained one VMU early on playing the downloadable games from Power Stone and Tech Romancer, but fortunately was able to transfer the goodies and currency earned from those back to the game.
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Re: Testing Dreamcast VMUs and Jump Packs

Post by grandta13 »

Thanks for the replies.

To test the saving and loading capabilites I did as Hobie-wan said.

For VMU display testing, I simply inserted the VMUs while at the File menu; first all pixels displayed as a test then the stored picture displayed.

For jump pack testing I used Rayman 2. When in the option menu, inserting a jump pack automatically makes it vibrate.
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Re: Testing Dreamcast VMUs and Jump Packs

Post by Hobie-wan »

Yay testing success.
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Re: Testing Dreamcast VMUs and Jump Packs

Post by aaron »

here's a relevant thread for testing controllers. there's a nice homebrew app for testing all of the buttons and the c-stick. http://racketboy.com/forum/viewtopic.ph ... 7&p=846695
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