Author Topic: SNES Myth menu releases  (Read 92348 times)

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Offline mic_

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Re: SNES Myth menu releases
« Reply #105 on: January 26, 2011, 05:35:35 PM »
Hint: left and right skips one page up/down in the list ;)  The menu uses a blocking key-reading function (a remain from the old neoflash code). But I suppose it could be changed.

Detecting the SRAM size is trivial since that info is stored in the ROM, so that's already done. The tricky part is to determine the SRAM mode, i.e. how and where SRAM should be mapped into the SNES's memory space for a given game.

Offline ChillyWilly

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Re: SNES Myth menu releases
« Reply #106 on: January 27, 2011, 04:45:21 AM »
Hint: left and right skips one page up/down in the list ;)  The menu uses a blocking key-reading function (a remain from the old neoflash code). But I suppose it could be changed.

Yes, I know, but left/right somehow ALWAYS manages to leave me the maximum number of up/down press away from the file I want.  ::sm-02::


Quote
Detecting the SRAM size is trivial since that info is stored in the ROM, so that's already done. The tricky part is to determine the SRAM mode, i.e. how and where SRAM should be mapped into the SNES's memory space for a given game.

Then maybe make THAT a variable you can change.
 :D

Offline mic_

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Re: SNES Myth menu releases
« Reply #107 on: January 27, 2011, 04:11:44 PM »
The thing is, there are 8 different configurations to choose from, and it's not like it's obvious which one you should use (if it was I'd already have written the code for selecting it automatically). And who wants to try out a bunch of different settings to see which one works?
The solution is probably to take a look at the source of some decent SNES emulator and see how they do their SRAM detection, then implement something similar.

Offline Conle

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Re: SNES Myth menu releases
« Reply #108 on: January 27, 2011, 06:33:49 PM »
The thing is, there are 8 different configurations to choose from, and it's not like it's obvious which one you should use (if it was I'd already have written the code for selecting it automatically). And who wants to try out a bunch of different settings to see which one works?
The solution is probably to take a look at the source of some decent SNES emulator and see how they do their SRAM detection, then implement something similar.

You can use the code of SNES Plugin...It virtually supports every possible combination  8)

Offline ronaldo_76

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Re: SNES Myth menu releases
« Reply #109 on: March 18, 2011, 08:13:30 PM »
@mic

after weeks i test your menu  (0.55) have time now for retro  :D and i must say it is fantastic :) realy fast loading times per sd.

but 2 i have two points:

everytime i reset to the menu (set it in X menu = to menu) i must set it again everytime  :'(
and can you change the background  :-* or can you do some alternatives... *g sorry i don't like it. haha

but man thanks for the menu it is awesome

Offline mic_

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Re: SNES Myth menu releases
« Reply #110 on: March 18, 2011, 09:43:59 PM »
everytime i reset to the menu (set it in X menu = to menu) i must set it again everytime  :'(

Quote
* Support for changing some of the default menu values through a SETTINGS.TXT file in the /MENU/SNES directory on the SD card.
   Currently recognized settings are:
   START_DIR=/SOME/DIRECTORY      start in this directory instead of /SNES/ROMS
   RESET_MODE=0-2         0=to game, 1=to menu after 3 s, 2=to menu
   REGION_FIX=0-2         0=off, 1=quick, 2=complete

Offline ronaldo_76

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Re: SNES Myth menu releases
« Reply #111 on: March 19, 2011, 01:11:36 AM »
omg shame on me... :)

where must i put the settings.txt ? i have non on the sd card. evertime i switch to sd mode it is a error message second time it works. non settings.txt was created!

where to put it?

/SNES/ROMS/
/MENU/SNES/
/SNES/MENU/SNES

?????

sorry and thanks

Offline mic_

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Re: SNES Myth menu releases
« Reply #112 on: March 19, 2011, 02:15:36 AM »
It should go in /MENU/SNES if you use v0.55.

Offline ronaldo_76

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Re: SNES Myth menu releases
« Reply #113 on: March 20, 2011, 06:51:30 AM »
it works great mic!  :-*

thanks for the hard work you invite in this project...

keep up the good work!!!

Offline mic_

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Re: SNES Myth menu releases
« Reply #114 on: November 26, 2011, 06:49:13 PM »
v0.56 of the SNES menu has been released: http://code.google.com/p/neo-myth-menu/downloads/list

A youtube video showing some of the improvements: http://www.youtube.com/watch?v=XTyMfxzZBn4

New in this version:

* Faster SD loading (at least if your core FW is 2.4 or later). The transfer speed has been increased about 15-20% (I get around 160-170 kB/s with my SanDisk cards).

* Added support for 48 Mbit ExHiROM games when loading from SD.

* Added some SRAM type detection for HiROM games when loading from SD.

* Fixed some bugs in the region fixing code.

Some games that now can be properly loaded that weren't working before:

Donkey Kong Country 2
Donkey Kong Country 3
Mario no Super Picross
Romancing Saga 2
Romancing Saga 3
Seiken Densetsu 3  (requires "Autofix region" to be set to "Complete" on PAL consoles)
Tales of Phantasia

Offline stefan_iro

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Re: SNES Myth menu releases
« Reply #115 on: November 27, 2011, 12:47:28 AM »
It´s good to see that your Myth Menu is still improving!  ~sm-93.gif~.gif
Maybe at christmas I will have time to add some Action Replay and Game Genie Codes to your library.  ~sm-55.gif~.gif
Can you please post a short faq, how the code has to look like?

Thanks in advane!
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8bit & 16bit
the golden age of videogames

Offline mic_

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Re: SNES Myth menu releases
« Reply #116 on: November 27, 2011, 01:28:21 AM »
The cheat database code (http://code.google.com/p/neo-myth-menu/source/browse/trunk/SNES/NeoMythMenu/cheats/cheat_database.c) contains tables for each game:

Code: [Select]
const cheat_t megaman_x_u_cheats[] =
{
        {"C2B91497", "Infinite Energy", CODE_TYPE_GG},
        {"7E0E8F01", "1 Shot Kills Everything", CODE_TYPE_AR}

First column is the code, second column is a description, third column is whether the code is a Game Genie or Action Replay code.

And at the end of the file is a table that maps the code tables to a certain game:
Code: [Select]
const cheatDbEntry_t cheatDatabase[] =
{
        // Megaman X (U)
        {0x4CC2, 0xB33D, megaman_x_u_cheats, NCHEATS(megaman_x_u_cheats)},

First two columns are the checksum and checksum complement from the ROM (can be read from the SNES header in the ROM). Third column is the code table for that game (as described above), and the last column is the number of cheats for that game.

Offline Sektor

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Re: SNES Myth menu releases
« Reply #117 on: November 27, 2011, 01:38:44 AM »
Thanks. How can I mount the SD card on boot? I don't want to push R :)

Continous scroll if holding a dpad direction would also be nice.
« Last Edit: November 27, 2011, 01:41:29 AM by Sektor »

Offline stefan_iro

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Re: SNES Myth menu releases
« Reply #118 on: November 27, 2011, 01:49:51 AM »
The cheat database code (http://code.google.com/p/neo-myth-menu/source/browse/trunk/SNES/NeoMythMenu/cheats/cheat_database.c) contains tables for each game:

Code: [Select]
const cheat_t megaman_x_u_cheats[] =
{
        {"C2B91497", "Infinite Energy", CODE_TYPE_GG},
        {"7E0E8F01", "1 Shot Kills Everything", CODE_TYPE_AR}

First column is the code, second column is a description, third column is whether the code is a Game Genie or Action Replay code.

And at the end of the file is a table that maps the code tables to a certain game:
Code: [Select]
const cheatDbEntry_t cheatDatabase[] =
{
        // Megaman X (U)
        {0x4CC2, 0xB33D, megaman_x_u_cheats, NCHEATS(megaman_x_u_cheats)},

First two columns are the checksum and checksum complement from the ROM (can be read from the SNES header in the ROM). Third column is the code table for that game (as described above), and the last column is the number of cheats for that game.

OK. That´s easy!

You can be sure, I will send a *.TXT file with added cheat database... ;)
-----------------------------------
8bit & 16bit
the golden age of videogames

Offline mic_

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Re: SNES Myth menu releases
« Reply #119 on: November 27, 2011, 07:49:51 PM »
Quote
Thanks. How can I mount the SD card on boot? I don't want to push R

Currently you can't. I might look into that later.


Quote
Continous scroll if holding a dpad direction would also be nice.

Should be easy enough to add.

What I'm currently working on is SD writing support. Not mainly for automatic SRAM saving-and-restoring, but to use the SNES Myth as a cart dumper. I.e. dumping the contents of the boot cartridge that you attach at the back of the Myth to a file on the SD card. I've already successfully dumped a ROM (though it's really slow right now - took about 3.5 minutes for a 4Mbit cart). It might be possible to dump the SRAM from original cartridges as well.