Author Topic: NeoMythMenu Deluxe  (Read 3812 times)

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Offline King Of Chaos

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Re: NeoMythMenu Deluxe
« Reply #15 on: February 23, 2010, 12:04:29 PM »
I can input 10 codes within 2 minutes. It's well worth it for some games. Maybe a toggle to how many code slots is available, in addition to a toggle when first attempting to input a code whether or not it's a GG code or PAR code.

Offline ChillyWilly

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Re: NeoMythMenu Deluxe
« Reply #16 on: February 23, 2010, 12:28:26 PM »
I was thinking with the flash carts, use a block of SRAM for cheats... have a checksum for the rom followed by a list of cheat codes. For the SD card, use a file on the SD card, but with the same contents.

Offline madmonkey

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Re: NeoMythMenu Deluxe
« Reply #17 on: February 23, 2010, 12:49:13 PM »
why sram? for flash, it could go to the menu area, or to the designated block on flash. for sd card *.pat files kega uses might be used(named the same as the rom). or there might be a "header" file on sd card with codes and rom filenames.
ideally(that is, ideally for me :) ), there will be a menu with predefined codes which can be toggled in the options screen.
FF5420:8000   no gravity
0251B0:4E71   debug menu
->
no gravity: off
debug menu: on

that might be easier to code as well, since interface for inputting codes does not need to be implemented in that case, at least for the first version.

Offline ChillyWilly

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Re: NeoMythMenu Deluxe
« Reply #18 on: February 23, 2010, 01:22:38 PM »
why sram? for flash, it could go to the menu area, or to the designated block on flash.

It could go in flash... I've just never looked at how to write flash from the Genesis side. Need to do some experiments on that to see if it works right. SRAM is easy to deal with, which is why I suggested it.


Quote
for sd card *.pat files kega uses might be used(named the same as the rom). or there might be a "header" file on sd card with codes and rom filenames.

Do you know the format of those files? If so, it should be easy to handle.


Quote
ideally(that is, ideally for me :) ), there will be a menu with predefined codes which can be toggled in the options screen.
FF5420:8000   no gravity
0251B0:4E71   debug menu
->
no gravity: off
debug menu: on

that might be easier to code as well, since interface for inputting codes does not need to be implemented in that case, at least for the first version.

At least in the "deluxe" version of the menu, that could be added to the Options Screen you go to when you press A over a game. Right now, the options have to do with the hardware, not the game, but in the deluxe menu, we have room to add options for cheats and other things.

Offline madmonkey

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Re: NeoMythMenu Deluxe
« Reply #19 on: February 23, 2010, 02:00:44 PM »
It could go in flash... I've just never looked at how to write flash from the Genesis side. Need to do some experiments on that to see if it works right. SRAM is easy to deal with, which is why I suggested it.
ah, you want to save entered codes from the md side? then it can go to sram.

Do you know the format of those files? If so, it should be easy to handle.
.pat files are simple text files
FF5420:8000   no gravity
0251B0:4E71   debug menu
that's the contents of pat file actually. kega saves them automatically in the same directory as sram files and savestates when gg/par codes are used.
other emulators might use them too, but I never checked if that's the case.

At least in the "deluxe" version of the menu, that could be added to the Options Screen you go to when you press A over a game. Right now, the options have to do with the hardware, not the game, but in the deluxe menu, we have room to add options for cheats and other things.
well, that's the thread for the deluxe menu :) you can add submenus for gg codes/hardware options.


on unrelated note, but as a request/suggestion - can you read eeprom from the md side and save it to sram and vice versa? there is no way to read/write eeprom from the pc side currently, and with focus of the neo team shifted to other flash carts, it may never be realized. also it may be implemented in such a way as to allow more than one game with eeprom to be used at the same time - copy sram to eeprom - run game, on startup check record in sram and copy eeprom to sram if needed.

Offline ronaldo_76

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Re: NeoMythMenu Deluxe
« Reply #20 on: February 23, 2010, 02:20:55 PM »
great update chilliwilly! you are the man!  :-*

Offline ChillyWilly

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Re: NeoMythMenu Deluxe
« Reply #21 on: February 23, 2010, 06:06:27 PM »
ah, you want to save entered codes from the md side? then it can go to sram.
.pat files are simple text files
FF5420:8000   no gravity
0251B0:4E71   debug menu
that's the contents of pat file actually. kega saves them automatically in the same directory as sram files and savestates when gg/par codes are used.
other emulators might use them too, but I never checked if that's the case.

Looks pretty simple.

Quote
on unrelated note, but as a request/suggestion - can you read eeprom from the md side and save it to sram and vice versa? there is no way to read/write eeprom from the pc side currently, and with focus of the neo team shifted to other flash carts, it may never be realized. also it may be implemented in such a way as to allow more than one game with eeprom to be used at the same time - copy sram to eeprom - run game, on startup check record in sram and copy eeprom to sram if needed.

I'll look into it, but the EEPROM is enabled by a particular run mode. I don't know if the run mode works without going to game mode (locked) or not. I'll have to do some tests on that. Fortunately, the deluxe menu has room for lots of test code.

Offline madmonkey

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Re: NeoMythMenu Deluxe
« Reply #22 on: March 02, 2010, 12:58:40 PM »
Sonic & Knuckles (World) doesn't work(displays no-way screen) when loaded from sd card.
I bet it has something to do with lock-on feature.
actually it doesn't work from flash also, I wasn't sure what the problem is, so I added 128KB dummy to the end of the rom, which fixes the problem.