Author Topic: new neo myth programmer, buggy beta  (Read 65123 times)

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Offline madmonkey

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Re: new neo myth programmer, buggy beta
« Reply #105 on: February 22, 2010, 02:13:06 PM »
you're right, more reports are far better then no reports :)

ok, time for gui version. it's not completely finished yet, but usable enough. progress indicators are a bit off, and there could be other "features", though they should not affect functionality.
as a last thought I added vgm support for flash(not sure if it will work, but anyway).
menu>64k will work just like 64k menu now.
still not fixed the problem with first/last blocks on some carts.

for win32 build, additional libraries required, http://www.mediafire.com/?vg2yimxnkit
linux build should work on all debian based distributions, if not, it can always be recompiled from source.
required packages: libqt4-dev, qt-dev-tools
to compile, browse to build/gui, type qmake && make


« Last Edit: February 22, 2010, 02:15:10 PM by madmonkey »

Offline Sektor

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Re: new neo myth programmer, buggy beta
« Reply #106 on: February 23, 2010, 12:26:46 AM »
I wish my Neo2 SD had this much free NOR flash.



My 512Mb carts report 512Mb free.

I formatted a cart, burnt some games and it worked, so good job there.

My 256Mb cart that came with SNES Myth says 16608Mb free.
« Last Edit: February 23, 2010, 01:27:43 AM by Sektor »

Offline madmonkey

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Re: new neo myth programmer, buggy beta
« Reply #107 on: February 23, 2010, 12:51:27 AM »
oh, I looked at the function that calculates free space, and couldn't find error right away. except that it wouldn't work if you didn't format cart with this app(or command line version before).
that will be fixed in future revisions, I didn't fix it now because I'm still deciding what will be the best way to store bad blocks info and menu data.
if you did format, please post a screen with rom offsets and sizes, or provide dump of the menu area with "neocmd -iot menu -r menu.bin" command.

Offline Conle

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Re: new neo myth programmer, buggy beta
« Reply #108 on: February 23, 2010, 01:25:37 AM »
Very nice work!
Maybe its time to create a proper thread for the GUI version ?  :D

Offline madmonkey

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Re: new neo myth programmer, buggy beta
« Reply #109 on: February 23, 2010, 01:38:00 AM »
will do next week. I need to peace together a basic documentation. otherwise, it will be as hard to use as official programmer :)

Offline ChillyWilly

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Re: new neo myth programmer, buggy beta
« Reply #110 on: February 23, 2010, 01:49:30 AM »
as a last thought I added vgm support for flash(not sure if it will work, but anyway).

My code doesn't look for VGM files in the flash, but that could be added easily.
 ~sm-36.gif~

Offline madmonkey

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Re: new neo myth programmer, buggy beta
« Reply #111 on: February 23, 2010, 02:01:11 AM »
that would be swell. my sd cart is still in the mail)
maybe also autoload first vgm file from flash? or it could be written to the menu area(as I understand, then there will be no loading time).

Offline ChillyWilly

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Re: new neo myth programmer, buggy beta
« Reply #112 on: February 23, 2010, 03:17:59 AM »
that would be swell. my sd cart is still in the mail)
maybe also autoload first vgm file from flash? or it could be written to the menu area(as I understand, then there will be no loading time).

Do you mean like to have background music playing in the menu? VGM is not a good format for that. It's designed around capturing and playing back all accesses to the FM chip at 44.1kHz. As such, on the MD it's hardcoded for timing. You wouldn't be able to regularly update the menu, or if you did, it would cause noise in the music playback. You need something with less overhead for background music... or to make a VGM player that ran on the Z80.

Offline madmonkey

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Re: new neo myth programmer, buggy beta
« Reply #113 on: February 23, 2010, 03:25:27 AM »
oh, nevermind then. I thought it could run in the background.

Offline ChillyWilly

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Re: new neo myth programmer, buggy beta
« Reply #114 on: February 23, 2010, 04:26:48 AM »
A tracker format would be better. You might hop over to SpritesMind and check out a couple of the ones posted there.

Offline Dr.neo

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Re: new neo myth programmer, buggy beta
« Reply #115 on: February 24, 2010, 09:09:19 PM »
thanks for your great job ,madmonkey !  ~sm-37.gif~
In my world,have 0 and 1 only ......Matrix World......

Offline elefas

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Re: new neo myth programmer, buggy beta
« Reply #116 on: February 27, 2010, 04:04:37 AM »
Hello, nice work on this util. I am expecting in a few days the arrival of my md flash cart and I try to compile neotest for my intel iMac. I have installed the required libs and I run in build\gui "qmake". It produces the expected makefile and then I run "make". Compiler exits with an error in neoutil.cpp line 63

Code: [Select]
neotest_v07src/build/console/../../src/core/neoutil.cpp:63: error: size of array ‘a’ is negative

Can somebody suggest something? thanks

P.S. forgot to mention I downloaded v07 source code
« Last Edit: February 27, 2010, 04:06:08 AM by elefas »

Offline madmonkey

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Re: new neo myth programmer, buggy beta
« Reply #117 on: February 27, 2010, 04:10:30 AM »
whatever you do, don't change line 63 :)
ct_check(sizeof(DWORD)==4);
ct_check(sizeof(WORD)==2);
ct_check(sizeof(BYTE)==1);
instead, change these:
neoutil.h, lines 10-12
typedef unsigned long DWORD;
typedef unsigned short WORD;
typedef unsigned char BYTE;
the basic idea here is that the size of DWORD must be greater than 3, but since I'm lazy, I just check that it's equal to 4.
if you manage to make it work, be sure to tell me what you changed, so I can integrate that in future builds. I can't check all the systems by myself.

Offline elefas

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Re: new neo myth programmer, buggy beta
« Reply #118 on: February 27, 2010, 09:38:00 AM »
For intel iMac users:

Ok, did the following changes in neoutil.h

replaced the definitions of DWORD and WORD
Code: [Select]
typedef unsigned long DWORD;
typedef unsigned int WORD;

with
Code: [Select]
#include <stdint.h>
typedef uint32_t DWORD;
typedef uint16_t  WORD;

and the program compiled fine. It created an neoMythProgrammer.app file and when run it opens the application (see attachment)



I can attach the application file, can somebody test it because my flash cart has not arrived yet. I take no responibility if it doesnt work right since I cant test it.
« Last Edit: February 27, 2010, 09:41:20 AM by elefas »

Offline elefas

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Re: new neo myth programmer, buggy beta
« Reply #119 on: March 03, 2010, 04:59:11 PM »
I tested it yesterday as my flash cart arrived. It burns the genesis roms on the cart (although very few of them actually play when inserted in the console). I didnt manage to burn any 32x rom (I was getting an error on the gui). Moreover the names on the menu were messed up. The same behavior occured in MacOSX, Kubuntu and Win7, these environments I tried the application.

With the shipped flash program neo2client I managed to burn 32x roms properly.

Should I convert the extensions of the roms to a specific format? e.x. smd or bin?