JVMU Animator
JAVA Virtual Memory Unit (Sega Dreamcast)
Version 6
Written by rednuht;
Email: rednuht@rocketmail.com or checked less, rednuht@jumpstation.co.uk
Web:   www.jumpstation.co.uk/jvmu
Date 22/11/1999
Distribution: Freeware, do anything, except decompile it.

Applet usage.

Most important thing to note is that the JVMU reads all file name in UPPERCASE.
So if your web server is case sensitive, beware!

In the examples, "big.htm","small.html","singles.html" you can see the different options availble.

i.e.
<applet code="JVMU.class" name="JVMU" width=50 height=34>	This is the correct size for the mini screen
<param name=file value="rednuht.lcd">				Filename to load
<param name=size value="small">					Specify a small screen
<param name=click value="main.html">				What file to load on a mouse click(new window)
or
<applet code="JVMU.class" name="JVMU" width=145 height=128>	This is the correct size for the big screen
<param name=file value="00001252.vmi">				Filename to load
</applet>							as no "click" is specifed nothing will happen

NOTE:
If an problem occurs then the JVMU will show RED and possibly BLACK if a user clicks when it is in this state "problems.html" is loaded(new window).
an example for this file is included.

File formats:
.LCD - Very basic file format created by the Dream Animator, can not be read by normal VMUs, needs to be converted.
.VMI - A binary file 108 bytes, is used to link to the nessesary .VMS file, like a windows shortcut file.
.VMS - The hard core binary file containing the code to play the animation and the encoded animation from the .LCD file.

have fun!

P.S. the following class files are needed (check the case)
aFrame.class - holds info about individual frames, also confvert frame sizes
frameLoad.class - A threaded class to read the bytes from the files.
JVMU.class - The main applet thread that plays the animation.
anything else is optional, depending on what u want.