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Nintendo Dreamcast Visual Memory Unit

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Nintendo Dreamcast Visual Memory UnitSega MK-50121 Visual Memory Unit - Blue


Details
Brand: SEGA
UPC: 0010086501216, 010086501216


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Comments to date: 5. Page 1 of 1. Average Rating:
beauregard 7:17pm on Sunday, October 24th, 2010 
I just purchased one of these for a pc I built for a friend. In years past I was pretty much anti-ati.
pastel 6:13pm on Monday, September 20th, 2010 
Ok performance, does not quite fit Dell Optiplex 980 SFF I bought this to fit into a Dell Optiplex 980 Small-Form-Factor unit. is it ok Not Using the card for games at all, but for streaming video from card to high definition television.
thecarpy 6:12am on Thursday, September 2nd, 2010 
I bought this card to replace an ageing Radeon 3650 in my current PC, which to be honest, was the only thing holding it back.
zhouwei1978 12:09am on Thursday, July 8th, 2010 
The ATI Radeon HD 4850 X2 graphics cards deliver up to 2x the performance per watt of the previous generation. Featuring a closed-loop liquid cooled system, the Sapphire Radeon HD 4870 X2 Atomic ST-6026 brings workstation class cooling to the PC.
RrPortagamerz 7:31am on Wednesday, March 10th, 2010 
This is a great card for the cost. It plays WoW on all the highest settings with a solid 60 fps. Even in Oggrimmar with all the players.

Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.

 

Documents

doc0

GAMING HACKS

100 Industrial-Strength Tips & Tools

Simon Carless

With a foreword by Marc Laidlaw
,ch05copy.17321 Page 204 Thursday, October 21, 2004 12:28 PM
Hack the Dreamcast Visual Memory Unit

H A C K

Play homebrew games on Dreamcasts LCD-toting memory card.

Hack #52

One of the more unique aspects of the Sega Dreamcast is the visual memory unit, a 128-KB memory card with a resolution LCD monochrome screen. The VMU has clever uses for memory card management (you can manipulate and delete saves without plugging it into a Dreamcast and even connect two memory cards to trade saves), but were really interested in it for its ability to store games. It comes with a battery and built-in controls (a D-pad minicontroller and two buttons), so you can play standalone games using it, even though it normally plugs into your Dreamcast controller. Basically, the device resembles a teeny tiny Nintendo Game Boy. As such, its eminently hackable.

VMU History

The VMU, also known as the Visual Memory System (VMS) in the United States, never reached its full potential during the height of the Dreamcasts popularity. If connected to your Dreamcast controller, it would sometimes show the game, logo, vital statistics, or other information while playing games. Some multiplayer games provided personal data, hidden from your opponents. You can also use standalone VMU games with a few commercial titles. Games such as Power Stone use standalone VMU games intriguingly. Segas Sonic Adventure is particularly interesting because it allows you to grow a cute-looking Chao creature on your VMU and then import this data into the Dreamcast game. There were also several official VMU games downloadable from the Internet via the Dreamcasts web browser, for titles such as Namcos excellent fighting game Soul Calibur. However, with the Dreamcasts cancellation and the homebrew scenes interest, the VMU has seen significant and interesting independent development efforts.

Acquiring Your VMU

As discussed previously, you should be able to find a Dreamcast VMU for anywhere between $5 and $10 at your local specialty game store or on eBay. They come in a variety of fetching colors, with even limited-edition VMUs sporting Godzilla and Sonic Team themes. White and transparent are the most common colors, so dont spend too much time collecting. Just pick one up.
Chapter 5, Playing with Console and Arcade Hardware
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When you track down a VMU, whether bought in the store or unearthed in the closet, you may find that its batteries have died. The unit takes two CR2032 lithium batteries, also found in watches and cameras, so its easy to track down replacements for around $5 for the pair. Just remove the small screw holding on the back compartment and replace the batteries to return your VMU to fighting shape.

Arming Your VMU

Transferring files from your PC to your Dreamcast may not be exactly straightforward. You have several possible choices: Hop online If you can browse the Web from your Dreamcast (Use Your Dreamcast Online [Hack #54]), simply typethe Dreamcast keyboard is an optional and handy extra here!a relevant URL, such as http://www. rockin-b.de/vm/VM-downloads.htm, and then click on the DC links to download VMU games directly to your memory card. The advantage of this method is that you dont need to burn CDs to manipulate VMU games. A major disadvantage is that youll need to take your Dreamcast online somehow, which probably means you need a dial-up ISP or an ultra-expensive Dreamcast broadband adaptor. XDP for fun and VMU profit A simple if dubious method for acquiring VMU saves is to burn a disc of the XDP Standalone utilities and web browser package from the Psilocybin Dreams site (http://www.psilocybindreams.com). Click one of the browser options to reach the main menu, then use the digital controller to choose the Menu option. Finally, choose the VMU Mini Games option to see a web page (as if you were actually online) that includes over 30 freeware, freely distributable VMU games. This includes the vast majority of the games well talk about in the next section. However, the disc also contains highly customized versions of Dreamcast browser software that, while possibly being abandonware in some abstract sense, the developers may not have permission to distribute. Bear this in mind before downloading. This solution works because the developers burned an offline web page and a web browser onto the same disc, so its a little like youre online. VMU copy The final, incomplete solution unfortunately works only for vanilla VMU data saves right now, not VMU games. This comes in the form of a downloadable utility called VMUCopy, available at http://ljsdcdev. sunsite.dk/dl.php. VMUCopy allows you to burn up to 19 VMU saves

Chapter 5, Playing with Console and Arcade Hardware |
,ch05copy.17321 Page 206 Thursday, October 21, 2004 12:28 PM
into a \VMUFILES directory on a disc image alongside the VMUCopy executable (called 1st_read.bin). If you then use a boot disc such as DCHakker and swap in your VMUCopy disc, you can run 1st_read.bin and then use the up/down directions on the joypad and the A button to upload them to your VMU (see Burn Dreamcast Homebrew Discs [Hack #57]). While this option is excellent if you have normal Dreamcast save games that youd like to transfer to your Dreamcast without going online and grabbing them, theres currently no functionality to detect if a save is actually a VMU game, so VMU game support is broken. Perhaps this will change in the future, though.
VMU Development Resources
Do you think youre a hardcore programmer capable of creating your own VMU games from scratch? Its definitely possible, but it wont be easy. Start with the VMU Development page at http://www.maushammer.com/vmu.html. This site provides info on a VMU assembler, available in Windows, Linux, and even Amiga (!) flavors. However, VMU development has poor documentation and requires assembly code, so its hardly straightforward. Also bear in mind that some of the interest in the Dreamcast VMU scene started to die out when the DC began to fade, so many of these pages have fallen into disarray in recent years. To aid you in your programming task, and heck, even to run the previously mentioned VMU games on your PC as a test, download a PC emulator that claims to emulate the VMU. This should be handy if you want to check ongoing development. However, both the Windows-based VMU emulators, DirectVMS (http://www.dcemulation.com/emu-directvms.htm) and SoftVMS (http://www.dcemulation.com/emu-softvms.htm), seem to crash with some regularity on the most recent versions of Windows. You may have better luck with a Mac OS port of SoftVMS (http://www.bannister.org/software/softvms.htm). Finally, if you want to know anything else about the VMU, the VMU FAQ at http://rvmu.maushammer.com/faq.html is an extremely useful document that explains many common problems, from how to reset your VMU to animation constraints. However, please bear in mind that its writing preceded the discovery of self-booting methods for burning Dreamcast-compatible CDs, so it doesnt cover any of the self-boot options for running VMUs.
,ch05copy.17321 Page 207 Thursday, October 21, 2004 12:28 PM
Choosing the Best VMU Games
After youve successfully downloaded a VMU game onto your memory card, you can access it by removing your memory card from its berth in the Dreamcast controller. Press the Mode button on the controller until the playing-card icon flashes, then press the A button to enter the VMU game. Please note that you can have only one VMU game on your memory card at a time, although you can also store multiple Dreamcast non-minigame saves. The VMU has no multiboot concept; you cant select between multiple games. VMU games may use up to 128 blocks (the official maximum), so you also need to ensure you have enough space, even if the new VMU game writes over the old one. However, separating the quality games from the mere demos can be tricky when it comes to playable VMU titles. Frankly, its fun to download everything because the entire VMU pantheon is limited to tens of titles. You can make your own decisions then. If youd like to do that, you might want to check out the following: Rockin Bs VMU page This excellent page has quality ratings for each title, with careful picks and even screenshots of the better VMU titles. Because theres no concept of copy protection for VMU titles, its very clear which are commercial and which are noncommercial VMU games. This page has no commercial VMU titles. See http://www.rockin-b.de/vm/VM-downloads.htm. PlanetWebs VMU site The people behind the PlanetWeb browser for the Dreamcast still have their page up. It includes a few VMU minigames and massive amounts of VMU animations and normal Dreamcast save games, in conjunction with the fan site Booyaka. Visit http://dreamcast.planetweb.com/vmu/. DCEmulations VMU Games Although it lumps everything together, this resource has some interesting VMU games of various kinds, from the sublime to the ridiculous. Learn more at http://www.dcemulation.com/covers/index. cgi?browse&Vmu%20Games. If I had to pick some homebrew VMU games you should check out because theyre wacky, weird, cool, or any of the above, theyd be the following: Alien Fighter by Soren Gust This is an excellent vertically scrolling shooter with sound, a saved high score, addictive old-school gameplay, and all the bells and whistles that come with low-resolution black-and-white VMU fun!

,ch05copy.17321 Page 208 Thursday, October 21, 2004 12:28 PM
Glucky Labyrinth by Omar Cornut This game is a fine attempt at a DOOM-style 3D maze game, with chests to open, levels to ascend, and smooth-scrolling 3D dungeons to traverseimpressive on such a limited piece of hardware. Snaky by Anonymous This classic game featuring the snake with the ever extending tail that the player mustnt bump into, is fairly straightforward but still plenty of fun. It also features a high-score table for your greatest slithers. Minesweeper by Soren Gust You all probably know and have suffered inadvisable addictions to the Minesweeper-style game. This is an excellent version, complete with both sound and save games. You can download these and others (shown in Figure 5-4) from the Rockin B site.
Figure 5-4. Title screens

doc1

Part Names and Functions

Visual Memory Unit

Instruction Manual

Contents: Visual Memory Unit, Instruction Manual (this document) and two (2) lithium batteries (CR2032) inserted during manufacturing for testing.
Thank you very much for purchasing this Visual Memory Unit. Before using the Visual Memory Unit, please read this Instructions Manual as well as the Instruction Manual and Important Safety Instructions provided with the Dreamcast. After reading this manual, be certain to keep it handy for future reference.
Front Connector Connects with Dreamcast peripherals (that have an expansion socket) and with other Visual Memory Units. LCD Screen
Speaker Sleep Button Turns the Visual Memory Unit power on/off. Battery Compartment Cover

SLEEP MODE

WARNING
Failure to comply with all warnings associated with this symbol could result in serious bodily injury or death from fire or electric shock.
Do not use the Visual Memory Unit while walking. Doing so could cause you to trip or otherwise become involved in an accident. In order to prevent the batteries from being swallowed by a small child, the batteries should only be replaced by a responsible adult. Batteries should be stored out of the reach of children. Swallowing a lithium battery could result in choking or poisoning. If someone swallows a battery, seek medical assistance immediately.
Mode Button Selects file, game, or clock mode.
Battery Compartment Cover Screw
B Button Cancels the selection of an item. Directional Pad Selects items. A Button Selects or enters the selected item. Reset Button RtrsteVsa Mmr Ui t isiiilsae eun h iul eoy nt o t nta tt.
Do not get the Visual Memory Unit wet or allow any lqi t gtisd.Digs cudrsl i fr o iud o e nie on o ol eut n ie r electric sh ock. Do not use the Visual Memory Unit in humid locations, such as in the bathroom or near a humidifier. Doing so cudrsl i fr o eeti sok ol eut n ie r lcrc hc. Do not leave the Visual Memory Unit near heat sources. Doing so could melt the case, and also could rsl i fr o eeti sok eut n ie r lcrc hc. Never use the Visual Memory Unit while driving a car or other vehicle. Doing so could cause an accident.

Introduction

Reset Button
Use a narrow-tipped instrument to press the Reset Button (located on the bottom of the Visual Memory Unit) in the situations described below. After the Reset Button has been pressed, the clock setting screen appears. When using for the first time (after removing the battery insulation tab) After the batteries have been replaced If the Visual Memory Unit has stopped functioning due to a strong impact, etc. If the screen is not displayed properly
Please properly dispose of the battery insulating tab after you have removed it.

CAUTION

Failure to comply with all warnings associated with this symbol may result in property damage, personal injury or fire caused by batteries bursting or leaking, or by other mishaps.
When inserting batteries in the Visual Memory Unit, make sure that the positive and negative sides are oriented correctly as indicated on the Visual Memory Unit. Inserting the batteries with the wrong positive and negative polarities could cause the batteries to burst or leak which cudrsl i fr o proa ijr. ol eut n ie r esnl nuy
Never attempt to disassemble or modify the Visual Memory Unit. Immediately flush your eyes with clean water and seek medical assistance if the lithium battery leaks and you get some of the liquid in your eyes. If you get any of the liquid on your skin or your clothes, wash the liquid away with clean water. Use CR2032 lithium batteries only. Never use any other type of batteries together. Failure to comply with these cautions may result in batteries bursting or leaking which could cause a fire or personal injury.

Notes Do not press hard on the Reset Button with a sharptipped instrument. All clock and other user settings are lost when the Reset Button is pressed. Saved files however, are ntls. o ot Do not press the Reset Button except when necessary.
Setting the Date and Time
When the Reset Button has been pressed (for example, after replacing the batteries), the Visual Memory Unit automatically enters the date and time setting mode. Some games may not run properly if the date and time are not set correctly. However, if the Visual Memory Unit is only going to be used as backup memory for the Dreamcast, the date and time do not have to be set.

Frtstig is etn screen

Usage Precautions
Follow the precautions shown below when using the Visual Memory Unit. Failure to follow these precautions could damage the Visual Memory Unit or cause it to malfunction.
Batteries should only be replaced by a responsible adult. When replacing batteries, be careful not to lose the screw for the battery compartment cover. Use two CR2032 lithium batteries. When replacing the batteries, replace both batteries with new batteries. After replacing the batteries, always press the Reset Button. Use a narrow-tipped instrument to press the Reset Button. If the Visual Memory Unit does not work even if you just replaced the batteries, remove the batteries immediately and make sure that: Teplrt o tebteis(h oinaino h oaiy f h atre te retto f the positive and negative sides) is correct. The batteries are of the correct type (two CR2032 batteries). Both batteries are new. Do not short-circuit the batteries. Do not attempt to disassemble, heat, recharge, modify or otherwise tamper with the batteries. Do not place tebteisit fr o wtr h atre no ie r ae. When using new batteries, wipe the surfaces of tebteiswt adycohbfr ptigi te h atre ih r lt eoe utn n h Visual Memory Unit. If the Visual Memory Unit will not be used for an extended period of time, remove the batteries. [LCD Screen] Do not subject the LCD screen of the Visual Memory Unit to strong impacts. Be particularly careful when carrying the Visual Memory Unit around. Do not apply pressure to the screen using a pen, pencil or any other device. [Miscellaneous] Please be sure to dispose of the Visual Memory Unit package materials and the battery insulating tab properly.

Fnlstig ia etn screen

Select by pressing up or down on the Directional Pad. Enter or cancel by pressing A or B Button. Follow the screen display and set the year, month, day, hour, and minute, in that odr re.
[Usage Environment] Do not use or place the Visual Memory Unit in an area that is very hot or cold, smoky, dusty, humid or in an area where water is common, such as near a sink or tb u. If you carry the Visual Memory Unit into a heated room from outdoors on a cold day, the sudden temperature change may cause condensation to form inside of the Visual Memory Unit. In these circumstances, the Visual Memory Unit should be left to rest indoors for one hour before using it. The Visual Memory Unit should be used in the following environmental conditions: Temperature: 41F to 95F; humidity: 10% to 80% RH (with no condensation) [Handling the Visual Memory Unit] The Visual Memory Unit contains precision electronic components. Do not drop or strike the Visual Memory Ui. nt Do not get the Visual Memory Unit dirty. Be especially careful to keep the connectors clean. If the Visual Memory Unit does get dirty, wipe the dirt away with a dry cloth. Never use cleaners, chemicals, or water to clean the Visual Memory Unit. Always keep the cap on the connector when the Visual Memory Unit is not connected to anything. Do not jerk or pull hard on the Visual Memory Unit while it is connected. Doing so could disable or damage the Visual Memory Unit. Do not leave the Visual Memory Unit connected to another Visual Memory Unit when it is not being used. Doing so could result in damage to the Visual Memory Unit, and will also run down the batteries. Do not bend or pull excessively on the cap of the Visual Memory Unit connector. [atre] Bteis When the batteries are exhausted, replace them with new ones promptly.

Once all settings have been completed, confirm whether to finalize those settings. If there are no changes to be made, select Yes. The Visual Memory Unit title screen is then displayed. To change the settings, select No and then press the A Button (or the B Button) in order to return to the previous screen and change the settings.
Using the Visual Memory Unit as a Memory Card
The Visual Memory Unit is an external memory card* that is used by plugging it into an expansion socket on a Dreamcast peripheral, such as the Dreamcast controller. A Visual Memory Unit has a file storage capacity of up to 200 blocks. It is necessary to initialize the Visual Memory Ui tefrttm yuuei. nt h is ie o s t For details on initialization, refer to the instruction manual that was provided with the Dreamcast. * A memory card can be used to save various files from games that support this capability.
Initialization (Deleting All Files)
The initialization procedure is necessary in order to use the Visual Memory Unit. If you want to delete all files in a Visual Memory Unit or if you can no longer load any files from a Visual Memory Unit, connect it to teDematadiiilz i. h racs n ntaie t

Notes on Initialization

If a Visual Memory Unit in which files have already be svdi iiilzd alflsi teVsa en ae s ntaie, l ie n h iul M m r U i w l b d leted. If those files are eoy nt il e e needed, copy them to another Visual Memory Unit beforehand. Refer to File Mode (reverse side) in the Selecting the Mode section for details. Never turn off the Dreamcast, disconnect the controller plug from the Dreamcast, or turn off the pwrwieiiilzn,fl dltn,o fl cpig oe hl ntaiig ie eeig r ie oyn is in progress (while the warning icon is displayed). Also, do not connect or disconnect any other expansion units. Doing so could damage the files you are saving, making it impossible to load them. Once a file has been damaged to the point that it cannot be loaded, the only recourse is to dlt i. eee t
The amount of free space required to save a file depends on the software. For details on the amount of free space required, refer to the instruction manual that was provided with the software. Although very uncommon, it is possible for files to be damaged if the Visual Memory Unit has had files written to it an inordinately high number of times. If the Visual Memory Unit will not be used for a while, unplug either the controller from the Dreamcast or the Visual Memory Unit from the controller. Leaving the Visual Memory Unit plugged i wl danisbteis n il ri t atre. The methods for saving and loading files differ according to the software. For details, refer to the instruction manual provided with the Dreamcast, and the software.

Plugging in the Visual Memory Unit

Dreamcast controller

FCC Warning This device complies with Part 15 of FCC Rules. Operation is subject to the following two conditions; (1) this device may not cause harmful interference (2) this device must accept any interference that may be received, including interference that may cause undesired operation. Compatible models: This Visual Memory Unit is compatible with Dreamcasts bearing the mark.

Notes on Connection

The Visual Memory Unit can be plugged into or removed from the Dreamcast controller without turning off the Dreamcast power. When a Visual Memory Unit is plugged into an expansion socket on a Controller, the screen display on the Visual Memory Unit will: 1. Auto shut off after a set amount of time if the Dreamcast power is off, 2. Display the Visual Memory Units initialized icon if the Dreamcast is currently displaying its Main menu and 3. Display an application program or game icon if the Dreamcast is currently running an application or game. Please note that how an icon is displayed is application or game dependant. When a Visual Memory Unit is plugged into an expansion socket on a controller, the screen display on the Visual Memory Unit will shut off.

Sega of America, Inc.

P.O. Box 7639 San Francisco, CA, 94120-7639 1-800-USA-SEGA & www.sega.com Note that files stored in this device could be lost or damaged under certain conditions. Sega makes no guarantees against the loss or damage of stored files. Please note that specifications and product exterior may change without notice. Unauthorized reproduction of the contents of this document is prohibited. SEGA, Dreamcast, Visual Memory and the Dreamcast logo are either registered trademarks or trademarks of Sega En e p i e , L d trrss t. Epr,uefrpoi,rna o laigo ti pouti poiie. xot s o rft etl r esn f hs rdc s rhbtd Further, Sega offers no warranty service or support outside of the US and Canada. Product covered under one or more of the following U.S. Patent Nos: 5,525,770; 5,396,030; and Japanese Patent No. 2,870,538 (Patents pending in U.S. and other countries).
Remove the cap from the Visual Memory Unit, and then plug the Visual Memory Unit into the expansion socket on the controller. Store the cap in a safe place so that you do not ls i. oe t
Unplugging the Visual Memory Unit
Grasp both sides of the Visual Memory Unit and carefully pl i ot ul t u.

ENTERPRISES, LTD., 1999

670-14102A

Selecting the Mode

The Visual Memory Unit has three modes: file, game, and clock. The functions and operations available in each mode aedfeet Frdtis rfrt tedsrpin o r ifrn. o eal, ee o h ecitos f the individual modes. Note The mode cannot be changed while a file is being loaded or saved. Selecting the Mode 1 Press the Sleep Button to turn the power on. 2 Press the Mode Button repeatedly until the icon. for the desired mode is flashing. 3 Press the A Button to switch to the desired mode. Cancelling the Mode To cancel any mode, press the Mode Button. The Visual Memory Unit title screen will be displayed.

Pressing the Mode Button cycles through the modes in the following sequence:

File mode

Game mode

Clock mode

Auto power Off If there is no input for two minutes while the Visual Memory Unit is in file mode or clock mode, the Visual Memory Unit shuts itself off automatically. To turn the power back on, press the Sleep Button. When in game mode, the auto power off feature may be enabled, but only if the game supports the feature.
When a mini-game has been saved in the Visual Memory Unit by the Dreamcast, the mini-game screen is displayed. For details on how to save, play, and operate mini-games, refer to the instruction manuals provided with the software and the Dreamcast. Notes
Game mode cannot be selected while the Visual Memory Unit is connected to the controller. Do not press the reset button or unplug the Visual Memory Ui fo tecnrle wieafl tase i i pors. nt rm h otolr hl ie rnfr s n rges Doing so may damage the file. The cap should be kept on the connector when the Visual Memory Unit is not connected to a controller. When connecting the Visual Memory Unit with a Dreamcast peripheral or another Visual Memory Unit, please ensure that the Visual Memory Unit is oriented correctly before connection. Also please ensure that the Visual Memory Unit Remove the cap from the Visual Memory Unit and plug connector is fully seated. the Visual Memory Unit into an expansion socket on the Do not short the pins in the Visual Memory Unit connector. controller. Store the cap in a safe place so you do not When not playing a game, press the Sleep Button to turn the ls i. oe t Visual Memory Unit off.
This mode is used to display the clock, set the clock, and select the clock animation display. While the clock is displayed, the left and right sides of the Directional Pad (or the A Button and the B Button) can be used to switch between the data display and the clock display. When setting the clock, it is possible to select from among three types of animation for the clock display (dog, fish or bird). Setting the Clock
Clock display Lf sd o et ie f Directional Pad + A Button Clock set confirmation No selected (A Button) Animation selection
Saving a mini-game into the Visual Memory Unit
Clock display A Button B Button Select by pressing the left and right sides of the Directional Pad Enter by pressing the A Button B Button Select by pressing the top or bottom of the Directional Pad Yes selected (A Button) Refer to Setting the Date and Time (front side)

File Mode

This mode is used to copy and delete files that have been saved, and can manage files up to a maximum capacity of 200 blocks. I i ncsayt iiilz teVsa Mmr Ui tefrttm ta yuuei.Frdtiso fl iiilzto, t s eesr o ntaie h iul eoy nt h is ie ht o s t o eal n ie ntaiain refer to the instruction manual provided with the Dreamcast. Connecting a Visual Memory Unit to another Visual Memory Unit Files can be transferred from one Visual Memory Unit to another by connecting them directly to each other.

Remove the caps from the Visual Memory Units and ensure each Visual Memory Unit is oriented correctly. When connecting them, ensure that the connectors are fully seated.
When copying a file, confirm that there are a sufficient number of blocks available on the receiving side. When copying multiple files, unplug the Visual Memory Units once after each file has been copied. Repeat the free space check, copy and unplug process for each file you wish to copy.

Sending confirmation *1

When sending Preparing to send Copying in progress *2 Copy completed
Select by pressing telf adrgt h et n ih sides of the Directional Pad

Connection

Managing Files

Fl slcin ie eeto

A Button or Right side of Directional Pad Fl dsly ie ipa Right side of Directional Pad Comment display Right side of Directional Pad Action selection When receiving Ready to receive To Copy or Delete B Button or Lf sd o et ie f Select by Directional pressing the top Pad or bottom of the Directional Pad B Button or Lf sd o et ie f Directional Pad B Button or L f s d o Select by pressing up or down or cancel et ie f Directional on the Directional Pad Pad Enter by pressing the A or B Button Fl dsly ie ipa Fl slcin ie eeto Number of available blocks
Stt tefl dslyo e o h ie ipa n the receiving side

Error Messages

File number/total number File name Date (month/day/year)

Reading te h Display

(200 blocks maximum)
Number of blocks available to save a game
Error message *1 Same file exist *1 Not enough free memory *2 Copy failed
Number of blocks available for a mini-game
Comment display Comment Number of blocks used Fl tp ie ye
I afl nm i hglgtd ta f ie ae s ihihe, ht file cannot be copied.
Meaning The file sending operation was halted because a file with the same name already exists. There are not enough available blocks on the rciigsd. eevn ie The copy operation failed. * Note that if the copy operation terminates in an errteewl b n rfrnet tecpe fl ro hr il e o eeec o h oid ie remaining on the receiving side.
Indicates either Data (backup data), Game (mini-game), or Other.

Copying a Game

Delete
This function deletes files that are no longer needed or that can no longer be loaded. If no files have been saved, Delete cannot be selected.

Replacing the Batteries

Lithium Batteries The Visual Memory Unit uses lithium batteries for its internal clock and for game play. When the screen becomes hard to see or the Please change battery message appears, replace the batteries promptly. Continuing to use batteries that are nearly exhausted will cause the Visual Memory Unit to operate icrety norcl.
When using the Visual Memory Unit as a memory card: Batteries are not required when using the Visual Memory Unit as a memory card. However, the Visual Memory Unit will not operate correctly even as a memory card if it contains exhausted batteries. In this case, remove the batteries. Note that although the Visual Memory Unit can still be used as a memory card if you remove the batteries, the clock setting will not be retained and you will not be able to play any minigames.

Troubleshooting

The batteries are of the correct type (two CR2032 batteries). Both batteries are new. 1 Use a small screwdriver (Phillips) to loosen the. battery compartment cover screw on the back of the Visual Memory Unit. When the screw is loose, remove the battery compartment cover. Please note that it is not necessary to completely remove the battery compartment cover screw in order to remove the battery compartment cover. 2 Remove the old batteries, and insert two new. CR2032 lithium batteries by pushing the batteries edge-first into the terminal, making sure that the positive and negative sides are oriented crety orcl. 3 Replace the battery compartment cover, and. scr i wt tesrw eue t ih h ce.
First lithium battery Second lithium battery
Before requesting repair service, please check the following items. General q No audio or visual display Is the Visual Memory Unit in the sleep state? Aetebteisisaldcrety r h atre ntle orcl? Are the batteries dead? When connected to a controller or another Visual Memory Unit q No audio or visual display Is the power on for both this Visual Memory Unit and the other device? q Cannot copy files Is there enough free space to copy the file? I tefl acp poetdfl? s h ie oy rtce ie Is the file damaged? Enter file mode and make sure that no errors are displayed on the screen. If there are other problems noted with the operation of the Visual Memory Unit or its display, press the Reset Button and select file mode again. q Even though you performed the correct operation, one of the following messages is displayed by the Dreamcast: ol ntiiilz Cud o ntaie Could not delete Could not copy In this case, it is possible that the Visual Memory Unit requires repairs. Contact Segas Technical Support at www.sega.com or 1-800-USASEGA.

Battery Life The battery life will vary greatly, depending on how the Visual Memory Unit is used. Guidelines for replacing the lithium batteries are listed below: If only the clock function is used, replace the batteries after about 130 days. The batteries will last for about seven days of continuous use when playing games. Playing against another Visual Memory Unit or saving data feunl wl ueu tebteisfse. rqety il s p h atre atr Frequent copying of files in file mode will also use u tebteisfse. p h atre atr Replacing the Lithium Batteries Batteries should only be replaced by a responsible adult. When replacing the batteries, be careful not to lose the screw for the battery compartment cover. Notes Before replacing the batteries, wipe the surfaces of the new batteries with a dry cloth. If the Visual Memory Unit does not work even though you just replaced the batteries, remove the batteries immediately and make sure that: Teplrt o tebteis(h oinaino h oaiy f h atre te retto f the positive side and negative side) is cret orc.
When inserting the second lithium battery, press down on tesd o tebteyta wl b coett tebtey h ie f h atr ht il e lss o h atr compartment cover and then slide the battery into place. When closing the battery cover, make sure that the side of the battery is touching the terminal correctly.
Notes Do not press down on the lithium batteries with excessive force. Doing so could bend or break the tria. emnl Make sure that the lithium batteries are making good contact with the terminals.
Yes selected Select Yes Press the A Button to enter *I o i slce,tedsly f N s eetd h ipa returns to the previous screen.
Disconnect the Visual Memorys

Waiting to receive

Receiving

Receiving completed

* The dots. that are displayed on the screen indicate the progress of the copy operation. What to do I ncsay dlt tefl (nterciigsd) f eesr, eee h ie o h eevn ie with the same name. Delete any unneeded files in order to free up the number of blocks required by the file. Disconnect the Visual Memory Units once, then reconnect them and attempt the copying operation again.
When copying a game, confirm that there are a sufficient number of blocks available on the receiving side. If there are not enough blocks available, use the Dreamcast File menu to delete some files and then copy the game.

Error Messages Format memory Initialize the Visual Memory Unit. System error Use the Dreamcast File menu to copy all the files from the Visual Memory Unit that gave the error message to another Visual Memory Unit. (Note that copying may not be possible if the files are damaged or copy protected.) Oc alo teflshv be cpe,iiilz te ne l f h ie ae en oid ntaie h Visual Memory Unit that gave the error. Storing Data During file save operations to the Visual Memory Unit refrain from performing any of the following actions. Performing any of the following actions may result in a file save error or possibly damage files already saved in the Visual Memory Unit. Turn off the Dreamcast power. Disconnect the controller from the Dreamcast unit. Unplug any other expansion unit that is connected to an expansion socket on the controller. Copy or delete files more than necessary. In order to prevent the loss of important data, we recommend making a backup copy of data on a different Visual Memory Unit. Note that we cannot bear any responsibility for the ls o dsrcino dt. os r etuto f aa

 

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