Author Topic: NEO2-SD Support  (Read 28911 times)

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Offline stefan_iro

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Re: NEO2-SD Support
« Reply #15 on: August 27, 2010, 02:39:15 AM »
These are great new, especially as I have already formated my Neo2 Pro cart to SNES/SFC!
Then I will be able to use my Neo2 Pro cart for SNES, N64 (boot from U2) and NDS (boot from MK6)...  :D
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Offline mic_

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Re: NEO2-SD Support
« Reply #16 on: December 09, 2010, 01:51:42 PM »
Just a small status update: http://www.youtube.com/watch?v=D5qDv4N3J38

Offline Conle

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Re: NEO2-SD Support
« Reply #17 on: December 09, 2010, 03:22:31 PM »
You're really close :)

,,But,,  ::sm-10.gif::
Personally , what i really like in your menu is the choise of the backgrounds.fonts and effects.
Even without the title i could tell that it has some relation with snes/nes.

Offline ChillyWilly

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Re: NEO2-SD Support
« Reply #18 on: December 09, 2010, 10:05:51 PM »
Well, it currently uses pff, which limits you to short filenames, but you do get FAT32. If I remember correctly, mic had to convert local stack usage to global memory as there was an issue with stack usage on TCC. No one wants to deal with the full FATFS just yet.  ~sm-73.gif~.gif

Offline Conle

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Re: NEO2-SD Support
« Reply #19 on: December 10, 2010, 01:09:08 AM »
Yep , short filenames with short extensions.I still can't forget the "bug" i had
in some part of the code until you figured that the extension had more than 8characters
 :'(

Anyway , it would be nice to play some snes co op games during holidays after such a troublesome month  ~sm-82.gif~.gif
« Last Edit: December 10, 2010, 01:10:44 AM by Conle »

Offline ChillyWilly

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Re: NEO2-SD Support
« Reply #20 on: December 10, 2010, 07:52:19 AM »
Once it's working with pff, then it can be updated to ff. Pff is easier to work with, which is why mic started with that. Hopefully he commits his new code some time so the rest of us can "play" as well.  ~sm-51.gif~.gif

I imagine we're going to need another database of games and settings. There's a bunch of them for SNES.

Offline mic_

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Re: NEO2-SD Support
« Reply #21 on: December 10, 2010, 06:34:02 PM »
It would probably be a lot of trouble to use ff. I've already had to modify some of the code in pff because of bugs in TCC (not the stack usage issues, but incorrect code generation for some complex conditional expressions).
Hacking in LFN support into pff might be easier, but I'm not sure you'd want that since it'd slow down the file browsing.

Offline ronaldo_76

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Re: NEO2-SD Support
« Reply #22 on: December 11, 2010, 12:01:52 AM »
mic, are you adding a soft reset function? this is so importent!!!  ~sm-73.gif~.gif
this have more priority as the sd menu for me.  ???

thanks alot...

Offline stefan_iro

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Re: NEO2-SD Support
« Reply #23 on: December 11, 2010, 04:36:08 AM »
mic, are you adding a soft reset function? this is so importent!!!  ~sm-73.gif~.gif
this have more priority as the sd menu for me.  ???

Yes I know, your 50/60hz switch is located at the reset button.  ???
But to be honest sd support has higher priority to most of the users.
Naturally it´s up to mic_ what he will support, but I´m hoping for sd support.  ~sm-60.gif~.gif
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Offline Aleomark

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Re: NEO2-SD Support
« Reply #24 on: December 11, 2010, 05:42:52 AM »
both things are needed but will have more impact the use of SD for snes neo myth cart than a soft reset, we've been waiting several months for that, I hope that new menu with sd support would be the closest to bug free as it can be, or we'll have a lots of questions about these and that...

Offline mic_

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Re: NEO2-SD Support
« Reply #25 on: December 11, 2010, 07:55:13 PM »
I have my doubts that the soft reset feature will even work. For those who are not familiar with the sound subsystem of the SNES:

The S-SMP (also called SPC) and its DSP are running independently of the SNES's main processor (the S-CPU). When a hardware reset takes place - or when the power state goes from off to on - a small boot ROM is moved to the S-SMP's RAM and starts executing. This piece of code is responsible for handling communication with the S-CPU, and when a game starts running it will assume that the S-SMP is executing the communication routine.
A soft reset only causes the S-CPU to jump back to the game's RESET vector, but the S-SMP is not affected at all and will keep on doing what it was doing before (most likely playing some music). So when the game restarts after a soft reset and tries to communicate with the S-SMP it will most likely fail, and the result would either be a failure to upload any new music, or a complete freeze.

Offline mic_

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Re: NEO2-SD Support
« Reply #26 on: December 12, 2010, 07:33:02 AM »
Some more progress: http://www.youtube.com/watch?v=aOF48w3-A8Y

It still has some problems that need to be worked out.

Offline ChillyWilly

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Re: NEO2-SD Support
« Reply #27 on: December 12, 2010, 08:15:12 AM »
Wow! Great progress!  :D

Getting that first game to load is always a hallmark event in these menus.

Offline Conle

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Re: NEO2-SD Support
« Reply #28 on: December 12, 2010, 02:38:24 PM »
Great progress indeed   ~sm-76.gif~.gif

Offline stefan_iro

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Re: NEO2-SD Support
« Reply #29 on: December 12, 2010, 08:04:42 PM »
Thanks for all your effort!
Great progress  ~sm-36.gif~
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