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The 9th. NEO Project for SNES => The 9th. NEO Project for SNES Dev kit. => SNES development section => Topic started by: mic_ on May 05, 2010, 03:34:33 PM

Title: SNES Myth menu releases
Post by: mic_ on May 05, 2010, 03:34:33 PM
Latest version (currently 0.60):
http://code.google.com/p/neo-myth-menu/downloads/list

Features:

* Use the GBA (Neo) cart or an SD card for storage of games.
* Support for cheat codes (Game Genie and Action Replay).
* Support for detection/fixing of software region protection.
* Different reset modes supported; reset to game, reset to menu (requires firmware 2.1 or later).
* SPC playback (SNES music).
* VGM/VGZ playback (Sega Master System / Game Gear music) (SD mode only).


Older versions:
http://jiggawatt.org/badc0de/myth_menu-0.23.zip
http://jiggawatt.org/badc0de/myth_menu-0.22.zip
http://jiggawatt.org/badc0de/myth_menu-0.20.zip
http://jiggawatt.org/badc0de/myth_menu_wla-0.11.zip
http://jiggawatt.org/badc0de/myth_menu_wla-0.09.zip
http://jiggawatt.org/badc0de/myth_menu_wla-0.08.zip
Title: Re: SNES Myth menu releases
Post by: mic_ on May 05, 2010, 03:35:15 PM
Can a mod sticky this so it doesn't get buried among other threads?
Title: Re: SNES Myth menu releases
Post by: Conle on May 05, 2010, 03:57:37 PM
Can a mod sticky this so it doesn't get buried among other threads?

Done  :D

I've also updated the news page  :)
Title: Re: SNES Myth menu releases
Post by: mic_ on May 13, 2010, 04:25:40 AM
v0.25 has been released. See the first post in this topic for download info.

(http://jiggawatt.org/badc0de/mythmenu025.png)

Video showing the new features: http://www.youtube.com/watch?v=Hx4Xia4Bbdc

The cheat database has been added. Only a few games are recognized so far (Super Mario World, Contra 3, Super Ghouls 'n Ghosts, X-Men Mutant Apocalypse, and some others). Press select at the main menu screen to get to the cheat database. If the database doesn't contain any cheats for the currently highlighted game you'll get a brief message and a chance to manually enter some cheat codes.

Automatic fixing of software region protections has been added. Press X at the main menu screen, then highlight "Autofix region". Press B to turn it on, then Start to load the game. I've only tested it with a couple of japanese Konami-games on my PAL SNES, so let me know if there are any games that aren't fixed properly by this option.

There's also a ROM info screen available (press X, then go down to "ROM info") that shows some info about the currently highlighted game.



Title: Re: SNES Myth menu releases
Post by: Dr.neo on May 14, 2010, 12:53:11 AM
cool! can't wait to test it!
BTW,do you get the neo2-pro?
Title: Re: SNES Myth menu releases
Post by: mic_ on May 14, 2010, 01:05:10 AM
Quote
BTW,do you get the neo2-pro?

DHL has it and are going to deliver it tomorrow.
Title: Re: SNES Myth menu releases
Post by: amptor on May 15, 2010, 01:53:33 AM
This looks great.  I'm still on 0.23 and didn't notice the news on 0.25 because I think it is under the same topic on the main page.  So I loaded up my card last night and saw the 0.23.  I'm going to update to 0.25 tonight.  Not that I really need game genie codes, but they will probably make some of the games more fun to play.  I wonder when SD support is going to be coming along and if more than 4 codes are going to be supported.  Also wondering if there's going to be support to add your own codes or possibly even code searching support.  All this stuff would require more space though. I guess the device probably has enough space for these features.  Pretty cool stuff.

I got home a bit ago and tried the 0.25.  I have megaman x v 1.1 rom loaded and the built in cheat causes the flash cart to freeze with glitched graphics all over the screen.  well I'll try rom version 1.0 later and see if that one works.  also I beat contra 3 with some cheats turned on then the game told me to try a higher difficulty and the game froze on the first stage.  I'm wondering if maybe the built in cheats need more work.
Title: Re: SNES Myth menu releases
Post by: mic_ on May 15, 2010, 06:06:14 PM
Quote
I wonder when SD support is going to be coming along
Don't know. I'm not working on that feature.

Quote
and if more than 4 codes are going to be supported.
Most likely.

Quote
Also wondering if there's going to be support to add your own codes
Most likely.

Quote
or possibly even code searching support.
I don't see that as anything I'll add in the near future. But maybe someone else will.

Quote
I have megaman x v 1.1 rom loaded and the built in cheat causes the flash cart to freeze with glitched graphics all over the screen.  well I'll try rom version 1.0 later and see if that one works.  also I beat contra 3 with some cheats turned on then the game told me to try a higher difficulty and the game froze on the first stage.  I'm wondering if maybe the built in cheats need more work.
Most of those codes are just ones that I got from various cheat sites on the internet, which didn't mention which exact ROM version they were intended for. And I have tested far from all of them.
If anyone wants to submit codes that have been verified to work, along with the ROM checksum and checksum complement for the ROM dump(s) they work with then I can add them to the menu.
Title: Re: SNES Myth menu releases
Post by: amptor on May 16, 2010, 06:54:47 AM
Mic well I'll do another test.  So far, that v1.1 I flashed onto the cart would freeze up and throw random graphics all over the screen before it even started counting down loading the ROM.  And Contra I beat with cheats and then it froze when I was running through all the enemies on the first stage.  Will test these again soon and update this post.

Ok I tested a few things.  V1.0 Megaman X doesn't show codes when you press select.  So I formatted the card and loaded up Megaman X V1.1 and selected rapidfire in the cheats.  It loaded the game then I hit start at the main menu and it froze with a black screen.

Then I was going to test the auto region fix.  I loaded up Super Mario Allstars + Super Mario World (PAL) and tried the auto region fix option, it won't count down to loading the rom and the GUI freezes.

I'm thinking I may just want to go back to menu version 0.23
Title: Re: SNES Myth menu releases
Post by: mic_ on May 16, 2010, 06:48:58 PM
Quote
So far, that v1.1 I flashed onto the cart would freeze
That's most likely the fault of the cheat code. As I said I just pulled them from the internet. I don't have the time or patience to verify all of them myself. But I did check the "automatic rapidfire" code in BSNES now, and the code does indeed seem bad, or at least not intended for that exact ROM version, because it's overwriting the wrong byte in a jump table. If you modify the code to increase the address by 1 byte (the code then becomes 9DB0-4F61) you do get a working code; it prevents you from charging your X-buster ;)

Btw I found a different scenario where game loading could freeze. It would occur when a cheat code was targeting an odd address in a ROM bank located at an odd 64kB boundary :P  For example the "Stop timer" cheat for Super Castlevania 4 (E). This will be fixed in the next version.

Quote
Then I was going to test the auto region fix.  I loaded up Super Mario Allstars + Super Mario World (PAL) and tried the auto region fix option, it won't count down to loading the rom and the GUI freezes.
I'm guessing you've got an NTSC SNES? I do very little NTSC testing since I only have a PAL SNES, and some Myth-specific functions are not easily testable in an emulator. But I think I know what the problem is here just by looking at the routine in question, so it should be an easy fix.
Title: Re: SNES Myth menu releases
Post by: amptor on May 18, 2010, 02:17:41 AM
The most sure fire way to make sure game genie codes work is to just use official Galoob ones.  If you're looking at gamefaqs for codes and they are custom codes, some of those might not work.

Yeah this is running Super Mario Allstars + World (PAL) on an NTSC console.

Well us, the community, can help you test things out though.  It's good to see progress on this. Kinda strange that the codes and fixes would cause the ROM to either not count down or partially count down loading and then freeze the console.  I'm not sure why that is.  It almost makes it seem like the menu is checking the ROM before it is sent to the RAM, but I don't know why it would even do that.

Oh and I haven't tested adding my own codes in to the menu yet.  I am assuming that works though and that 0.23 probably had no issues.  I do like the idea of built in codes better though and it makes the unit more portable that way.

It was interesting to see no codes for Wild Guns in there yet :P Since there's a few videos of this game running on this cart.  But maybe the PAL one has them, I can try it out :)
Title: Re: SNES Myth menu releases
Post by: mic_ on May 18, 2010, 03:31:01 AM
Kinda strange that the codes and fixes would cause the ROM to either not count down or partially count down loading and then freeze the console.  I'm not sure why that is.  It almost makes it seem like the menu is checking the ROM before it is sent to the RAM, but I don't know why it would even do that.
It checks the ROM while copying it to PSRAM. First it copies 1 Mbit, then it applies cheats to the chunk that was just copied and/or scans it for region protection code, then copies the next 1 Mbit and so on. Both the cheat applier and the region protection scanner had bugs in them that under certain conditions could cause the them to jump to bogus addresses and end up in an eternal loop.

Quote
It was interesting to see no codes for Wild Guns in there yet :P Since there's a few videos of this game running on this cart.  But maybe the PAL one has them, I can try it out :)
No, there are no codes for any version of Wild Guns in the menu yet. It's one of my favorite SNES games, but it's not a very common game so I haven't seen any codes for it at the sites I've looked at.
Title: Re: SNES Myth menu releases
Post by: amptor on May 18, 2010, 03:44:55 AM
Well looking forward to the next version :)

As far as wild guns I just did a quick google search and didn't see any as well.  I'm guessing that a super wildcard dx can generate codes for this game though and I guess emulators have that capability as well.  Yeah it's one of my favorite games too.  Though I guess I wouldn't cheat in it yet I haven't beat the game although I've had it for a number of years.
Title: Re: SNES Myth menu releases
Post by: JD2k3 on May 21, 2010, 05:58:48 AM
Hey found some codes for the Wild Guns game you're talking about I guess..

http://www.bsfree.org/index.php?s=4&d=5&g=5291 (http://www.bsfree.org/index.php?s=4&d=5&g=5291) (Action Replay US)

Go here for a lot of codes for Game Genie and Action Replay:

http://www.bsfree.org/index.php?s=4 (http://www.bsfree.org/index.php?s=4)

Probably a bit much to add them all  8)
Title: Re: SNES Myth menu releases
Post by: mic_ on June 08, 2010, 03:32:48 AM
I've just released v0.26. See the first post for a download link.

This is mainly a bugfix release, so hopefully the freezes in v0.25 that could occur in some cases should be gone now.  ???

One thing I've added is a "quick" mode for the "Auto region fix" functionality. In this mode only the first 128kB of the game will be scanned, which seems to be enough for every game I've tested it with. But I've left in the old mode (now called "Complete") just in case some game actually requires it.

I've also added/removed/changed some codes in the cheat database. But the only new game I've added to it is Wild Guns (E).
Title: Re: SNES Myth menu releases
Post by: amptor on June 08, 2010, 05:29:24 AM
hey nice work man I will try it out soon  ~sm-67.gif~.gif
Title: Re: SNES Myth menu releases
Post by: Conle on June 08, 2010, 11:43:53 AM
Excellent - just posted it on the news page  :)
Title: Re: SNES Myth menu releases
Post by: Nodoyuna on June 09, 2010, 02:23:48 AM
Hi
I'm new here... I've just received the snes myth cart and I'd like to upgrade the menu for this one, but I don't know how to do it
I've tried burning like a normal rom, but it doesn't work, so i siuppose I'm doing something wrong
Could someone please explain me how to upgrade the cart menu?
Thanks in advance
Title: Re: SNES Myth menu releases
Post by: Sektor on June 09, 2010, 02:31:15 AM
To upgrade the SNES menu:

Neo 2 Ultra Menu v3.04 (http://www.neoflash.com/forum/index.php/topic,6091.0.html): Copy neosnes.bin to c:\NEO2 Ultra Menu\neosnes.bin, run Neo Ultra Menu and click SNES burn.

Neo 2 Pro Manager v1.0 beta (http://www.neoflash.com/forum/index.php/topic,6154.msg45868.html#msg45868): Copy neosnes.bin to c:\program files\NEO2\Manager\neosnes.bin
Title: Re: SNES Myth menu releases
Post by: Nodoyuna on June 09, 2010, 05:05:22 AM
Hi

That worked great
Thanks a lot
 :)
Title: Re: SNES Myth menu releases
Post by: JD2k3 on August 11, 2010, 01:50:40 AM
Question for ChillyWilly / mic_ is there any news if SD support will ever be added to the SNES menu?
Since the N64 also supports SD now would be nice if the SNES can also have this :)
Title: Re: SNES Myth menu releases
Post by: ChillyWilly on August 11, 2010, 03:08:04 AM
Question for ChillyWilly / mic_ is there any news if SD support will ever be added to the SNES menu?
Since the N64 also supports SD now would be nice if the SNES can also have this :)

I'm just finishing auto save support on the N64, then I can move on to the SNES Myth.
Title: Re: SNES Myth menu releases
Post by: JD2k3 on August 13, 2010, 05:56:23 AM
Thanks for your response looking forward for it. I really appreciate the work you guys are doing for us adding new features.
Title: Re: SNES Myth menu releases
Post by: stefan_iro on October 24, 2010, 02:31:38 AM
Any news about SD support?
I am sure a lot of people would appreciate a menu for Neo2 SD  ::sm-11.gif::
Title: Re: SNES Myth menu releases
Post by: mic_ on October 24, 2010, 10:03:19 PM
I haven't worked on the SNES menu in the past 2 weeks or so, which is why there hasn't been any progress.

What's done: porting of low-level SD access routines and FAT handling.

What remains: SD file browser, code for loading ROMs straight from SD to PSRAM, switching between SD mode and GBA card mode.
Title: Re: SNES Myth menu releases
Post by: JD2k3 on October 25, 2010, 06:08:42 PM
Any rough estimate when those remaining features will be added ?
Title: Re: SNES Myth menu releases
Post by: amptor on November 02, 2010, 06:13:30 AM
I haven't worked on the SNES menu in the past 2 weeks or so, which is why there hasn't been any progress.

What's done: porting of low-level SD access routines and FAT handling.

What remains: SD file browser, code for loading ROMs straight from SD to PSRAM, switching between SD mode and GBA card mode.

Sounds good that this is progressing.  I wonder how quick the SD to PSRAM will be.  There should be enough PSRAM for every game as I remember :)  Except Star Ocean.
Title: Re: SNES Myth menu releases
Post by: mic_ on November 02, 2010, 05:00:56 PM
It's quite a bit slower than from GBA Card -> PSRAM. Data from the SD card can only be read 4 bits at the time, and PSRAM has to be written in 16-bit chunks. I would guesstimate the loading time for a 16 Mbit game to 30 seconds, but I won't know for sure until I've tested it.
Title: Re: SNES Myth menu releases
Post by: stefan_iro on November 03, 2010, 03:49:07 AM
30 seconds for a 16Mbit game is just OK.
And as the majority of SNES games has only 8Mbit, loading times from SD card shouldn´t be any problem.
 ~sm-74.gif~.gif
Title: Re: SNES Myth menu releases
Post by: stefan_iro on November 18, 2010, 01:04:12 AM
Is the SD version of the SNES Myth menu still being worked on? And has there recently been any progress?

Thanks, Stefan
Title: Re: SNES Myth menu releases
Post by: rocco on November 18, 2010, 01:23:36 AM
Do yourself a favor and buy the card from Krikzz which is half expensive and has SD support out of the box. You do not have to deal with proprietary storage media and get support from vendor.
Title: Re: SNES Myth menu releases
Post by: JD2k3 on November 18, 2010, 03:01:03 AM
Well I'll stick with the Neo SNES, it has a nicer menu, cheat support and I'm certain that mic_ will also add SD support when he has time for it..
Title: Re: SNES Myth menu releases
Post by: rocco on November 18, 2010, 06:47:02 AM
Yes and while you are waiting for this you are wondering why the vendor cannot give proper software support for his products and leave this job up to the community.
But I would probably say that too if I spent US$200+ for this setup.
Title: Re: SNES Myth menu releases
Post by: stefan_iro on November 18, 2010, 02:19:24 PM
The choice which device to pick up is left to everyone himself. But this topic is about the SNES Myth menu, which really looks SNESy (think about the pattern effect) and for sure it will not be supported by the EverDrive.
By the way the SNES Neo Myth can handle DSP1 games, whereas the EverDrive can´t...
Title: Re: SNES Myth menu releases
Post by: mic_ on November 18, 2010, 07:15:17 PM
Quote
Is the SD version of the SNES Myth menu still being worked on?
Yes.

Quote
And has there recently been any progress?
No.

There hasn't really been any progress on any of my personal projects lately. We've had a lot to do at work because of upcoming dealines, so I haven't felt motivated to code anything in my spare time.
As for the Super Everdrive: that's great that there's another device available for people to buy. But it doesn't affect my work on the Myth menu.
Title: Re: SNES Myth menu releases
Post by: ChillyWilly on November 20, 2010, 06:58:33 AM
Also one thing to note about krikzz's card - it doesn't support the accelerator chips. You can only play plain SNES games.

While some of the Neo products take a little while to get all the features going, it turns out much better in the end. Look at mic's current menu compared to krikzz's - other than SD support, the Neo menu is far better. The SD support is close, so that won't be a difference much longer. Also, krikzz isn't any faster at making updates than the community here. I've made far more updates to the MD and N64 Myths, and they have far more functionality than krikzz has in his menus. The only advantage to his cards is price.
Title: Re: SNES Myth menu releases
Post by: mic_ on December 18, 2010, 10:17:51 PM
The new SNES Myth Shell v0.50 is now available for download. You can find it at the same place as before: http://code.google.com/p/neo-myth-menu/downloads/list

A short video showing some of the features: http://www.youtube.com/watch?v=aeSirFrv5og

Info taken from the readme (key parts in bold):

Using SD cards
**************

Take an SD card that has been formatted with FAT16 or FAT32.
Create a directory named SNES at the root of your SD card. Inside the SNES
directory, create another directory named ROMS
.
This directory (/SNES/ROMS/) is where you should put all ROMs and music files.

The currently supported file types are:

*.SMC (SNES games)
*.SPC (SNES music)
*.VGM (uncompressed Sega Master System / Game Gear music)

VGM playback has a few restrictions. Only the SN76489 sound chip is supported
(the chip in the Master System / Game Gear). No FM chips like YM2612.
They must be uncompressed (no VGZ), and they can be no larger than 56.5 kB.
Finally, only the VGM 1.50 format is supported.

When the shell boots after powerup it starts in GBA card mode, i.e. it doesn't
mount the SD card automatically. To switch to SD mode, press the R button on
the controller
. You can also switch back to GBA card mode by pressing R again.

If you get a "Mount error" or "Opendir error" it might be because the SD card is
formatted with an unsupported filesystem, or because you haven't created the
/SNES/ROMS/ directory.

Loading games, enabling cheat codes, region patching etc works just the same as
in GBA card mode. Note that SRAM currently is never enabled when loading games
from the SD card. The same goes for DSPs (e.g. Super Mario Kart)
.

There's an additional info screen that shows info about your SD card. To find it,
press X at the main menu screen, move down to "SD info" and press B. The info
on this page will only be valid after you've switched to SD card mode.



New reset modes
***************

Note: This only works if you've updated the firmware on your Myth (2.2 should
probably be enough).

Before loading a game you can change the behavior of the hardware reset button
if you'd like. Press X at the main menu screen, move down to "Reset:" and
press B to select the mode you want.

"To game"
The old / default behavior. Pressing the reset button always resets to the currently
loaded game.

"To menu after 3s"
Pressing the reset button resets to the currently loaded game. Keeping it pressed
for 3 seconds resets to the menu.

"To menu"
Pressing the reset button always resets to the menu.


The SD features have been tested by myself and ChillyWilly with 3 different consoles and 6-7 different SD cards without any apparent problems (serious ones at least; occasionally SPC files won't play properly). If you run into any problems you can post about it here, but I would also suggest that you try a different SD card in the meantime. Because of upcoming holidays it might be a few weeks until any reported bugs are fixed, unless the fix is trivial.

Title: Re: SNES Myth menu releases
Post by: stefan_iro on December 18, 2010, 10:33:28 PM
downloading now...
Title: Re: SNES Myth menu releases
Post by: ChillyWilly on December 19, 2010, 02:57:51 AM
Note that this is an initial release - it's hardly complete. It's mainly to get people trying the SD code on a wider variety of consoles and SD cards. Other than save ram, I have yet to find a problem with unenhanced games. I've gotten more use out of my SNES Myth in the last several days than all the previous ones put together.  ~sm-82.gif~.gif

@mic - You forgot to commit the latest changes. The current code still has the XOR bug.  ~sm-70.gif~.gif   ~sm-72.gif~.gif
Title: Re: SNES Myth menu releases
Post by: mic_ on December 19, 2010, 03:40:51 AM
Quote
@mic - You forgot to commit the latest changes. The current code still has the XOR bug.

Right. The SVN connection wasn't working last night.  It's not like I expected anyone to build the menu from the sources anyway when there's a binary available (which is up-to-date)  ~sm-57.gif~.gif
But the latest code is also available now.
Title: Re: SNES Myth menu releases
Post by: ChillyWilly on December 19, 2010, 03:51:12 AM
Yep! Just updated from the repo. Google sometimes bogs down - usually at night (my time). That's the only issue with having a google code page.
Title: Re: SNES Myth menu releases
Post by: Conle on December 19, 2010, 06:10:46 AM
Excellent  ::sm-18.gif:: - just posted it on the news page  ~sm-65.gif~.gif
Title: Re: SNES Myth menu releases
Post by: Sektor on December 19, 2010, 10:38:35 AM
I tried it with SNES Myth core v2.3 and I can load files from my Sandisk 512MB, 1GB, 2GB and even my Kingston 16GB SDHC.

Thank you!
Title: Re: SNES Myth menu releases
Post by: mic_ on December 19, 2010, 01:21:35 PM
Quote
When I selected SD info, it displayed an error (I don't remember what it said).

Hmm.. Are you sure that that's when you got the error? The SD Info screen doesn't attempt any SD operations, it will just print nonsense data if the SD card hasn't been mounted ("File system: ???" and so on).
If there were any problems mounting the card you should've seen the error when trying to mount the card, i.e. when you pressed R.
Title: Re: SNES Myth menu releases
Post by: Sektor on December 19, 2010, 01:28:32 PM
I didn't push R while I had the original firmware. I updated before reading that I needed to push R.
Title: Re: SNES Myth menu releases
Post by: mic_ on December 19, 2010, 01:54:09 PM
Ah ok. I still have the original firmware on my Myth, so updating the firmware isn't needed for SD support.
Only the new reset modes rely on an updated firmware if you want to use them.
Title: Re: SNES Myth menu releases
Post by: ChillyWilly on December 19, 2010, 02:28:57 PM
You might want to not have the SD Info entry when the SD card isn't mounted. Or maybe when they select it, print "SD card not mounted. Press R to mount." or something similar.
Title: Re: SNES Myth menu releases
Post by: stefan_iro on December 20, 2010, 05:58:35 AM
OK, mic_. Here are my results ^^

Your new menu works fine so far. I have tested with SNES Myth card firmware v0.1, Neo2 Pro card and Panasonic SD card. Of course SRam save with SD card does not work, but I was also unable to run Tales of Phantasia. I have tried "Tales of Phantasia (J) [T-Eng1.0_DeJap].smc", but the game does not start?

"Street Fighter II Turbo - Hyper Fighting (U) [!].smc" also does not work.  Thus it starts up properly form Neo2 flash memory, it refuses to run from SD card. It even shows only 16M whereas it should be 24M.

Additionally you should support more than 8-letter-names. I think the limitation has to do with iso1 files, but there are just too many similar SNES names...
Title: Re: SNES Myth menu releases
Post by: ChillyWilly on December 20, 2010, 10:12:53 AM
It's been stated the save ram and enhancement chips aren't supported yet. Also, it uses short names since it's based on pff for the file system. I've noticed that the size (in Mbits) is rounded down to the closest power of two, but it loads the whole file.

These are all things that will be dealt with. Early versions always get lots of reports, which are then turned into new features or bug fixes as the case goes, so keep up the reports.  :D

Title: Re: SNES Myth menu releases
Post by: mic_ on December 20, 2010, 02:03:49 PM
Some games that use SRAM might check if SRAM really is present - and in the exact amount that the game expects - and refuse to run if it isn't.
Title: Re: SNES Myth menu releases
Post by: mic_ on December 20, 2010, 03:14:23 PM
About the 16/24 Mbit thing: The values that are shown on the ROM Info screen are extracted from the game's 64-byte info section, i.e. what the manufacturer put there. The field that specifies the ROM size only allows powers of two, so that's why it says 16 Mbits. But as ChillyWilly indicated, that value isn't used for anything. When I load a game I go by the actual file size.
Title: Re: SNES Myth menu releases
Post by: Conle on December 20, 2010, 08:33:23 PM
Or maybe the detection code needs some improvement ?  ~sm-92.gif~.gif
The Programmer is using the Snes plugin which uses a combination of bsnes emulator's detection code plus detailed SNES Myth configuration for all cases,
and maybe that's why those 2 games work from flash.
But yeah , now that we got SD support , the rest are little details to be worked on  ~sm-57.gif~.gif
Title: Re: SNES Myth menu releases
Post by: mic_ on December 20, 2010, 08:46:28 PM
Quote
Or maybe the detection code needs some improvement ?
If you mean SRAM then yes, because currently it has no detection for that ;)  or at least no mapping to Myth SRAM modes.

For ROM sizes there's nothing more to be done. It already loads the entire ROM, which is what it should do. Unless you're talking about mirroring of ROMs that are less than 32kB (I don't think any SNES games that small exist).
HiROM/LoROM detection should work unless you've got a bad dump with an incorrect checksum.
Title: Re: SNES Myth menu releases
Post by: stefan_iro on December 20, 2010, 10:58:22 PM
About the 16/24 Mbit thing: The values that are shown on the ROM Info screen are extracted from the game's 64-byte info section, i.e. what the manufacturer put there. The field that specifies the ROM size only allows powers of two, so that's why it says 16 Mbits. But as ChillyWilly indicated, that value isn't used for anything. When I load a game I go by the actual file size.

My SNES myth card shows a different behavior.  When I load "Street Fighter II Turbo - Hyper Fighting (U) [!].smc" from flash memory it shows 24M, but when I try to load from SD card it only shows 16M. You are right the game still loads to the internal Ram, but it freezes at the start up screen. When loading the same rom from flash memory it plays flawlessly...
Title: Re: SNES Myth menu releases
Post by: mic_ on December 21, 2010, 12:12:32 AM
Quote
but when I try to load from SD card it only shows 16M.
You mean on the ROM Info screen, or when you actually load the game (i.e. does the countdown start at "Loading......(16)") ?

Quote
When I load "Street Fighter II Turbo - Hyper Fighting (U) [!].smc" from flash memory it shows 24M
The size that's shown near the bottom of the screen when browsing the file list in GBA card mode is written there by the Neo Manager when you write the game to the GBA card, and it's not necessarily info extracted from the ROM.

The reason why the game won't run probably has to do with SRAM.
Title: Re: SNES Myth menu releases
Post by: stefan_iro on December 21, 2010, 12:57:10 AM
You mean on the ROM Info screen, or when you actually load the game (i.e. does the countdown start at "Loading......(16)") ?

Yes, it starts the countdown with "Loading......(16)"!
Title: Re: SNES Myth menu releases
Post by: spinal on December 21, 2010, 01:08:53 AM
hmmm, I'm getting nothing but a black screen with my Neo2 SD... I replaced the neosnes.bin in 'neo2 ultra menu' folder and click 'snes burn'...
Do I need to do a format or anything like that?

also, is there any way to use the neo3TF in the snes myth?
Title: Re: SNES Myth menu releases
Post by: Conle on December 21, 2010, 01:40:10 AM
If you mean SRAM

Nope. 8) ((Well..at least not just sram/dsps))
Anyway , i should probably post that stuff in the md/snes mailing list to avoid turning your release thread into a mess ::sm-16.gif::

hmmm, I'm getting nothing but a black screen with my Neo2 SD... I replaced the neosnes.bin in 'neo2 ultra menu' folder and click 'snes burn'...
Do I need to do a format or anything like that?

Well ...
1)Defective SD interface  :( -- but usually you get a few secs timeout and then it should load the menu
2)Not compatible SDC (rare)
3)Messed up menu flash -- this can be fixed by doing a low level format , then write the menu

So its most likely #3

Title: Re: SNES Myth menu releases
Post by: spinal on December 21, 2010, 01:48:56 AM
I just read the readme, I have never updated the myth firmware, i guess that might be it? I have no idea how to actually flash the myth, I assume I need extra hardware to do that though?
Title: Re: SNES Myth menu releases
Post by: Sektor on December 21, 2010, 01:51:22 AM
You don't need to update the SNES Myth firmware to use SD cards but if you want the new reset options, you will need a Nero Dual Programmer.

I burnt neosnes.bin using Neo 2 Pro Manager. The old Ultra menu might have burnt the menu incorrectly or because its twice as large as the previous menus, it might have been placed on a bad sector. There was a small loader to work around that for the Genesis menu but not one for SNES yet as far as I know.
Title: Re: SNES Myth menu releases
Post by: stefan_iro on December 21, 2010, 02:56:48 AM
hi spinal,
Sektor is right, try to burn with Neo 2 Pro Manager...  ~sm-51.gif~.gif
Title: Re: SNES Myth menu releases
Post by: mic_ on December 21, 2010, 03:04:49 AM
Yes, it starts the countdown with "Loading......(16)"!

I just checked Street Fighter II Turbo. The ROM is actually 2.5 MB (20 Mbit). That's not a size my SD loader currently recognizes, so it defaults to 16 for the countdown meter. It actually loads the entire file though, so I'm guessing the on-screen counter wraps around near the end of the loading process?
Title: Re: SNES Myth menu releases
Post by: stefan_iro on December 21, 2010, 04:22:33 AM
The fact is that Street Fighter II Turbo doesn´t use sram but freezes at the start up screen. Just try it yourself...
Title: Re: SNES Myth menu releases
Post by: mic_ on December 21, 2010, 04:58:39 AM
Solved it. I made a special case for 20 Mbit ROMs so that they are converted to 32 Mbit during loading by mirroring the last 4 Mbit three times. Street Fighter II Turbo seems to work fine now. Though I'll have to fix the fix before it gets released because I did it in an easy but rather stupid way (by actually re-reading data from the SD card, instead of copying the blocks of PSRAM that have already been read).
Title: Re: SNES Myth menu releases
Post by: stefan_iro on December 21, 2010, 05:37:48 AM
Thank you so much!  ~sm-43.gif~
Title: Re: SNES Myth menu releases
Post by: Aleomark on December 21, 2010, 05:42:58 AM
I burnt neosnes.bin using Neo 2 Pro Manager. The old Ultra menu might have burnt the menu incorrectly or because its twice as large as the previous menus, it might have been placed on a bad sector. There was a small loader to work around that for the Genesis menu but not one for SNES yet as far as I know.

Hi folks, I had to do the same thing, I've just try ActRaiser 1 y 2 and both works fine, I update the firmware too, and new reset modes works nice, now here are 2 questions:
-In future, could we have the full rom names?
-And could we have navigation thought SD? Cause I try to sort my roms with a directory per letter but it doesn't open any folder
Title: Re: SNES Myth menu releases
Post by: spinal on December 21, 2010, 05:48:18 AM
OK, i got it working :)

Am I the only one getting messed up BG graphics in the menu? its usually fine after resetting (holding reset button) from a game, but when  I do a full power cycle the gfx are messed up.
Title: Re: SNES Myth menu releases
Post by: ChillyWilly on December 21, 2010, 06:17:09 AM
-In future, could we have the full rom names?
-And could we have navigation thought SD? Cause I try to sort my roms with a directory per letter but it doesn't open any folder

Yes, those are both on the to-do list. The navigation will probably be first, then long filenames afterwards.

Am I the only one getting messed up BG graphics in the menu?

Yes.  ~sm-79.gif~.gif

Quote
its usually fine after resetting (holding reset button) from a game, but when  I do a full power cycle the gfx are messed up.

It's fine on my real SNES, but when I use my portable (FC-16 GO) I need to reset after a power cycle to get the menu. It's not messed up graphics, though, it hangs with a blank screen.
Title: Re: SNES Myth menu releases
Post by: King Of Chaos on December 22, 2010, 12:14:04 PM
enhancement chips aren't supported yet.

Is it even remotely possible to support these? I have my doubts, honestly. Not to mention that there's problems getting the DSP-1 support in the SNES Myth to work correctly depending what game you're using and what DSP-1 chip (DSP-1, DSP-1A and DSP-1B) it has. From my observation it looks like you'll need a DSP-1B chipped cart (Ballz and some Super Mario Kart versions) for it to work correctly with the SNES Myth. However the DSP-1 support in the SNES Myth doesn't seem to work when using my DSP-1 version of Pilotwings. So that seems to point out you'll need a specific cart with a specific DSP-1 chip e.g. a DSP-1B chipped Super Mario Kart.

Quick note, the DSP-1B and DSP-3 was successfully decapped and program ROMs dumped within the last few days. The DSP-2 and DSP-4 should be successfully dumped too soon. :D

EDIT: The DSP-2 and DSP-4 have been successfully decapped and program ROMs dumped.
Title: Re: SNES Myth menu releases
Post by: mic_ on December 22, 2010, 05:36:44 PM
Ok, v0.51 is available: http://code.google.com/p/neo-myth-menu/downloads/list

Youtube video: http://www.youtube.com/watch?v=5-lHYdZqr64

New in this version is mirroring of 20 Mbit ROMs (primarily Street Fighter II Turbo since that's the only one I know of so far). The mirroring is pretty slow right now. I can probably speed it up a bit, but that'll have to wait until after christmas.
Another new feature is built-in compression of VGM files, so the size limit on VGMs has been raised from 56.5 kB to close to 90 kB (depends a bit on the song). It also possible to enable the DSP echo effect while playing VGMs.
Title: Re: SNES Myth menu releases
Post by: King Of Chaos on December 23, 2010, 07:53:03 AM
Awesome work, Mic! Love the menu! :)

P.S. The DSP-1, DSP-1B, DSP-2, DSP-3 and DSP-4 chips were successfully decapped and the program ROMs for each dumped. The DSP-1A chip should be dumped shortly, so all the DSP chips will be dumped and accounted for.

I'm wondering, if any of you guys had any of these program ROMs, could anything interesting come from them?
Title: Re: SNES Myth menu releases
Post by: stefan_iro on December 23, 2010, 03:11:19 PM
@ King Of Chaos:

Does that mean you still need a DSP-1B chipped cart at the backside to run all DSP games?
Or will all DSP games work without a proper cart (like Mario Kart) plugged in? ~sm-64.gif~.gif
Title: Re: SNES Myth menu releases
Post by: Dr.neo on December 27, 2010, 11:10:09 AM
mic_ is the great X'mas gift for us!  ~sm-76.gif~.gif ~sm-76.gif~.gif ~sm-76.gif~.gif
thanks so much  :-*
Title: Re: SNES Myth menu releases
Post by: stefan_iro on December 27, 2010, 06:19:45 PM
Many thanks from me, too!  ~sm-55.gif~.gif
Especially for Street Fighter II Turbo support...
Title: Re: SNES Myth menu releases
Post by: spinal on December 27, 2010, 11:37:24 PM
So is there any way to write this menu to the neo3 tf? as it almost fits perfectly in the snes myth :P
Title: Re: SNES Myth menu releases
Post by: ChillyWilly on December 28, 2010, 03:51:30 AM
So is there any way to write this menu to the neo3 tf? as it almost fits perfectly in the snes myth :P

The Neo3 series has just save ram and menu flash - no game flash and no "zip ram". As such, they SHOULD work with the SNES and MD Myth as both of those use PSRAM on the Myth cart for holding the game to be played. With the MD Myth, you would not be able to play any SMS games as the old MD Myth hardware requires SMS games be played from the game flash, and the V5 MD Myth hardware allows you to play from the zip ram as well as game flash (neither of which exist on the Neo3). As far as I know, the "missing" game flash/zip ram is the only difference to the Neo2, so it should just be a matter of writing the menu to the menu flash and loading games off the SD card.

Note that the Neo3 is totally unsuited for the N64 Myth as all games have to be run from flash or zip ram, neither of which exist. You COULD use one for homebrew where one homebrew program was written to the menu flash in place of a menu, then all data files for the homebrew were loaded from the SD card. It would only be useful for games if a future version of the N64 Myth had PSRAM like the SNES and MD Myth carts do.
Title: Re: SNES Myth menu releases
Post by: stefan_iro on December 28, 2010, 07:23:58 PM
So is there any way to write this menu to the neo3 tf? as it almost fits perfectly in the snes myth :P


Hi spinal,

ChillyWilly may be right about the technical aspects of the Neo3 TF cart, but I don´t think the Neo3 series will ever be supported. If you still want a Neo2 TF cart for your SNES Myth, just go here: http://www.gamersection.ca/product_info.php?products_id=430
Title: Re: SNES Myth menu releases
Post by: mic_ on December 28, 2010, 07:36:48 PM
If the key difference is that the Neo3 lacks game flash then it wouldn't be much of a problem to support it. I could make a special version of the menu that starts up in SD mode and doesn't allow switching to GBA Card mode. But you would have to test it yourself since I don't have a Neo3 cart.
Title: Re: SNES Myth menu releases
Post by: spinal on December 28, 2010, 11:15:10 PM
If the key difference is that the Neo3 lacks game flash then it wouldn't be much of a problem to support it. I could make a special version of the menu that starts up in SD mode and doesn't allow switching to GBA Card mode. But you would have to test it yourself since I don't have a Neo3 cart.

There is one problem before that point though, the Neo2 Pro manager will not detect the neo3tf, I assume it is only searching for neo2. the neo2 ultra menu will happily write to the neo3tf, but will not write the new menu correctly (size?) and results in a blank screen when the snes is powered on.
Title: Re: SNES Myth menu releases
Post by: ChillyWilly on December 29, 2010, 02:33:31 AM
There is one problem before that point though, the Neo2 Pro manager will not detect the neo3tf, I assume it is only searching for neo2. the neo2 ultra menu will happily write to the neo3tf, but will not write the new menu correctly (size?) and results in a blank screen when the snes is powered on.

He said he could make a version that starts in SD mode instead of game flash mode. The MD and N64 Myth menus both start in SD mode if an SD card is detected on boot up. We figure if you have an SD card inserted, you probably want to use it.  ~sm-82.gif~.gif
Title: Re: SNES Myth menu releases
Post by: spinal on December 29, 2010, 02:42:39 PM
He said he could make a version that starts in SD mode instead of game flash mode. The MD and N64 Myth menus both start in SD mode if an SD card is detected on boot up. We figure if you have an SD card inserted, you probably want to use it.  ~sm-82.gif~.gif

I'm not disputing that, what I said was that the software required to write the latest menu does not detect the neo3tf at all, so there is no way to actually write the menu to the cart.
Title: Re: SNES Myth menu releases
Post by: mic_ on December 31, 2010, 05:08:22 AM
v0.52 of the SNES menu has been released: http://code.google.com/p/neo-myth-menu/downloads/list

YouTube video: http://www.youtube.com/watch?v=2I7TD_94dp4

New in this version:

* Much faster game loading from SD if you've got the 2.4 firmware on your Myth (this firmware hasn't been released yet but hopefully Dr Neo will release it soon). I get speeds of about 95-110 kB/s with my cards (i.e. loading an 8 Mbit game takes about 9 or 10 seconds). Note that the menu is still compatible with older firmwares, but then you'll get the same transfer speeds as before.

* The entire SD card can be used. You're not limited to just /SNES/ROMS/ (but you will still need to have a /SNES/ROMS/ directory because that's directory that the menu opens when you first switch to SD mode).

* Basic SRAM support. Only works for LoROM games with <=32kB SRAM (and maybe not even for all such games). I've tested it with Super Mario World and Super Metroid and was able to save and load properly.

* Pressing the L button in SD mode jumps to the top of the current directory.
Title: Re: SNES Myth menu releases
Post by: ChillyWilly on December 31, 2010, 05:49:52 AM
* The entire SD card can be used. You're not limited to just /SNES/ROMS/ (but you will still need to have a /SNES/ROMS/ directory because that's directory that the menu opens when you first switch to SD mode).

Good! That means I can make a /SNES/MUSIC/ directory and get rid of a bunch of music files cluttering the rom directory.  ;D


Quote
* Basic SRAM support. Only works for LoROM games with <=32kB SRAM (and maybe not even for all such games). I've tested it with Super Mario World and Super Metroid and was able to save and load properly.

Basic is better than nothing.

Title: Re: SNES Myth menu releases
Post by: stefan_iro on December 31, 2010, 07:16:18 AM
New in this version:

* Much faster game loading from SD if you've got the 2.4 firmware on your Myth (this firmware hasn't been released yet but hopefully Dr Neo will release it soon).

Dr. neo, please release firmware v2.4 soon, because a good friend from Freising is going to visit me next week and he has got a nero dual programmer to update my SNES myth cart...  ::sm-09.gif::
Title: Re: SNES Myth menu releases
Post by: mic_ on January 08, 2011, 12:03:36 AM
v0.53 of the SNES menu has been released: http://code.google.com/p/neo-myth-menu/downloads/list

YouTube video: http://www.youtube.com/watch?v=d5NZSjFohBo

New in this version:

* Better compatibility with ROMs that have weird sizes when loading from the SD card. This mainly affects old homebrew demos/cracktros.

* Support for VGZ files. No need to decompress the songs before putting them on the SD card.
Title: Re: SNES Myth menu releases
Post by: Morden on January 08, 2011, 04:17:58 AM
Do these updates improve only the SD loading, or is there some improvement when it comes to the GBA cartridge as well? Also, is the SNES sound file support exclusive to the SD cartridges? I haven't actually tried burning anything else than the SMC files from the client.
Title: Re: SNES Myth menu releases
Post by: mic_ on January 08, 2011, 04:55:07 AM
These latest updates are only for SD mode. SPC playback from the GBA cart should work as well, but it's been a long time since I tested it.
Title: Re: SNES Myth menu releases
Post by: stefan_iro on January 10, 2011, 01:07:00 AM
Dr. neo, please release firmware v2.4 soon! ::sm-29.gif::
It just doesn´t make sense to do any testing without the actual firmware...
Title: Re: SNES Myth menu releases
Post by: Dr.neo on January 11, 2011, 09:14:12 PM
2.4 is there: http://www.neoflash.com/forum/index.php/topic,6453.0.html
Title: Re: SNES Myth menu releases
Post by: mic_ on January 14, 2011, 04:45:35 AM
v0.54 of the SNES menu has been released: http://code.google.com/p/neo-myth-menu/downloads/list

YouTube video: http://www.youtube.com/watch?v=GV1PhLPekjo

New in this version:

* Long filenames in SD mode. The highlighted file is shown with its long name, while the others are shown with their short names.

* Support for changing some of the default menu values through a SETTINGS.TXT file in the /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

* Loading of zipped ROMs from SD. This is quite limited right now, and also very slow, so it's not that useful.
   The ROM must be the first file in the zip, and the uncompressed ROM size must be <= 1 MByte.
Title: Re: SNES Myth menu releases
Post by: ChillyWilly on January 14, 2011, 05:41:15 AM
Menu related things should go in /menu/platform/, so you might change the next version of the menu to look for the settings in /menu/snes/settings.txt.
Title: Re: SNES Myth menu releases
Post by: stefan_iro on January 14, 2011, 07:15:40 AM
New in this version:

* Long filenames in SD mode. The highlighted file is shown with its long name, while the others are shown with their short names.

* Support for changing some of the default menu values through a SETTINGS.TXT file in the /SNES directory on the SD card.

* Loading of zipped ROMs from SD. This is quite limited right now, and also very slow, so it's not that useful.
   The ROM must be the first file in the zip, and the uncompressed ROM size must be <= 1 MByte.

Great, this is a huge step forward! I will test the new menu tomorrow...
Title: Re: SNES Myth menu releases
Post by: Sektor on January 14, 2011, 08:47:51 AM
neoflash is lucky they found such talent   ~sm-58.gif~.gif
Title: Re: SNES Myth menu releases
Post by: Conle on January 14, 2011, 01:33:02 PM
Menu related things should go in /menu/platform/, so you might change the next version of the menu to look for the settings in /menu/snes/settings.txt.

That's what i was just going to say  >:D    ~sm-82.gif~.gif

neoflash is lucky they found such talent  ~sm-58.gif~.gif

Yeah , mic_ did amazing job with the SNES menu(with CW's support on myth hw stuff of course  >:D ).
I think that this is the difference with community based projects.They take a bit longer to finish since the person want's to have fun with the code and you've got to have mood and time for this to happen...
but in the end they get crazy features , since that actual person also adding little features for his self which (usualy) happen to be useful for the whole community.
Title: Re: SNES Myth menu releases
Post by: ChillyWilly on January 14, 2011, 04:31:20 PM
Mic did virtually everything himself. I was mostly just providing a little insight on how the existing SD code may work on the SNES Myth hardware (things like doing byte reads on either the even or odd address for the data... turned out it was the odd address). That and some testing. Mic's done a fantastic job on this menu.  ;D
Title: Re: SNES Myth menu releases
Post by: mic_ on January 14, 2011, 04:55:00 PM
An SRAM manager (which requires hacking file writing support into pff) and correct detection of SRAM/DSP in SD mode are the only critical features that remain to be added. After that maybe I can get started on the MKIII menu (assuming that the hardware is available by then).
Title: Re: SNES Myth menu releases
Post by: mic_ on January 19, 2011, 05:34:20 PM
I just noticed that both 0.53 and 0.54 had a bug in them that would prevent ROMs larger than 32 Mbit to run properly when loaded from the SD card.   :(
I'll fix that in the next version.
Title: Re: SNES Myth menu releases
Post by: ChillyWilly on January 19, 2011, 06:04:48 PM
I'm not surprised no one spotted that - there aren't many games larger than 24Mbits. Most of the ones that are happen to require enhancement chips. I've got one Japanese RPG that is larger than 24Mbits and doesn't need an enhancement chip, which is why I didn't spot this. The majority of the games I play on the SNES are 8 and 16 Mbits with a scant few 24 Mbits.
Title: Re: SNES Myth menu releases
Post by: mic_ on January 19, 2011, 06:19:53 PM
Yeah I didn't notice it until I looked at the function in question when I was adding some code to it.
Title: Re: SNES Myth menu releases
Post by: Conle on January 19, 2011, 11:40:37 PM
Damn ...those .....bugs  ~sm-70.gif~.gif
 :)
Title: Re: SNES Myth menu releases
Post by: mic_ on January 24, 2011, 03:37:27 AM
v0.55 of the SNES menu has been released: http://code.google.com/p/neo-myth-menu/downloads/list

New in this version:

* Faster SD loading. The transfer speed has been increased about 15-20% (I get around 140 kB/s with my SanDisk Ultra card).

* The unzip speed has been increased about 50%.

* Fixed a bug related to unzipping headered ROMs.

* The menu now looks for the SETTINGS.TXT file (optional) in /MENU/SNES instead of /SNES.

* Loading ROMs larger than 32 Mbit from SD should hopefully work again.
Title: Re: SNES Myth menu releases
Post by: Dr.neo on January 24, 2011, 02:36:05 PM
v0.55 of the SNES menu has been released: http://code.google.com/p/neo-myth-menu/downloads/list

New in this version:

* Faster SD loading. The transfer speed has been increased about 15-20% (I get around 140 kB/s with my SanDisk Ultra card).

* The unzip speed has been increased about 50%.

* Fixed a bug related to unzipping headered ROMs.

* The menu now looks for the SETTINGS.TXT file (optional) in /MENU/SNES instead of /SNES.

* Loading ROMs larger than 32 Mbit from SD should hopefully work again.

great news my dear! ~sm-31.gif~
Title: Re: SNES Myth menu releases
Post by: ChillyWilly on January 25, 2011, 04:40:27 AM
Well, I get just over 160KB/sec, but the one game I have >32Mbits doesn't run. It's Tales of Phantasia and is 48Mbits. It's the only SNES game I know that is >32Mbits without requiring an enhancement chip.
Title: Re: SNES Myth menu releases
Post by: mic_ on January 25, 2011, 05:09:36 AM
Tales of Phantasia uses 64 kb of SRAM. It's possible that it's checking for the presence and size of the SRAM as a means of copy protection. And since I don't have full SRAM recognition in the menu yet that may well be what's preventing the game from working.
Title: Re: SNES Myth menu releases
Post by: ChillyWilly on January 25, 2011, 06:42:55 AM
Tales of Phantasia uses 64 kb of SRAM. It's possible that it's checking for the presence and size of the SRAM as a means of copy protection. And since I don't have full SRAM recognition in the menu yet that may well be what's preventing the game from working.

Ah, that makes sense. I know a number of games on other platforms won't run if they don't detect the save ram they think should exist. You should probably add a way to set the amount of sram like we did with the MD and N64 menus.

Another suggestion - if the person holds down the dpad, do the operation again after a short delay. Continuously pressing up and down gets irritating.  ::sm-02::

 :D
Title: Re: SNES Myth menu releases
Post by: mic_ 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.
Title: Re: SNES Myth menu releases
Post by: ChillyWilly 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
Title: Re: SNES Myth menu releases
Post by: mic_ 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.
Title: Re: SNES Myth menu releases
Post by: Conle 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)
Title: Re: SNES Myth menu releases
Post by: ronaldo_76 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
Title: Re: SNES Myth menu releases
Post by: mic_ 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
Title: Re: SNES Myth menu releases
Post by: ronaldo_76 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
Title: Re: SNES Myth menu releases
Post by: mic_ on March 19, 2011, 02:15:36 AM
It should go in /MENU/SNES if you use v0.55.
Title: Re: SNES Myth menu releases
Post by: ronaldo_76 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!!!
Title: Re: SNES Myth menu releases
Post by: mic_ 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
Title: Re: SNES Myth menu releases
Post by: stefan_iro 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!
Title: Re: SNES Myth menu releases
Post by: mic_ 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.
Title: Re: SNES Myth menu releases
Post by: Sektor 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.
Title: Re: SNES Myth menu releases
Post by: stefan_iro 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... ;)
Title: Re: SNES Myth menu releases
Post by: mic_ 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.
Title: Re: SNES Myth menu releases
Post by: mic_ on December 04, 2011, 03:08:29 AM
v0.57 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=pN3x74JzBi0

New in this version:

* Cart dumping support. You can dump the contents of the bootcart (the one that you plug into the back of the SNES Myth) to the SD card. I've verified that it works for ROM, and should hopefully work for SRAM as well.
See the readme for more info, because you need to put some files on the SD card for this to work.

* Added key-repeat. If you hold up/down for about half a second it will start repeating keypresses until you release the button.

* Modified the timing in the VGM player a bit.
Title: Re: SNES Myth menu releases
Post by: stefan_iro on December 04, 2011, 08:08:25 PM
With the new cart dumping option the SNES Neo Myth cart has a unique feature that no other actual flash cart will ever have.
Your really make the SNES Neo Myth cart shine!  ~sm-36.gif~

Thank you so much!
Title: Re: SNES Myth menu releases
Post by: Conle on December 05, 2011, 01:36:31 AM
Excellent job mic_ , as usual.I've just made a news post about it.

@stefan_iro ,
Tthat was my thought aswell.The myth carts can do things that are impossible with other flashcarts.
Title: Re: SNES Myth menu releases
Post by: mic_ on December 05, 2011, 03:02:58 AM
There seems to be a problem with dumping ROMs larger than 8 Mbit. I'm guessing it might have something to do with the Myth register settings, and the fact that there's no documentation for them is not really helping :P

For example, it would be really nice to have descriptions of all possible settings for registers $C000 and $C017.
Title: Re: SNES Myth menu releases
Post by: spinal on January 26, 2012, 07:46:58 PM
I tried dumping my MarioKart game, the dump seems to have worked (it runs fine in snes9x) but I cant load it on the myth :(
Title: Re: SNES Myth menu releases
Post by: mic_ on January 26, 2012, 08:49:50 PM
I haven't implemented DSP handling when loading from the SD cart yet (IIRC), so my guess is that the dump is ok and would work if you load it from flash.
Title: Re: SNES Myth menu releases
Post by: spinal on January 26, 2012, 09:33:44 PM
cool. :)

Will it be possible in the future (soon?) to create new files, rather than overwriting the old ones?
Title: Re: SNES Myth menu releases
Post by: mic_ on January 26, 2012, 09:46:25 PM
Quote
Will it be possible in the future (soon?) to create new files, rather than overwriting the old ones?

Not likely. The smaller version of FF (PFF) which I'm using doesn't support creating new files/directories. Switching to FF would be a lot of work, so it's not something I'm planning to do.
Title: Re: SNES Myth menu releases
Post by: stefan_iro on February 25, 2012, 01:43:21 AM
There seems to be a problem with dumping ROMs larger than 8 Mbit. I'm guessing it might have something to do with the Myth register settings, and the fact that there's no documentation for them is not really helping :P

Hi mic_!

Do you think there will be a future release of your SNES Myth menu, which fixes that problem?

Thx, Stefan
Title: Re: SNES Myth menu releases
Post by: mic_ on February 25, 2012, 11:02:16 PM
Maybe.  I still haven't got any information about how the cart is supposed to be setup for this operation, but I might stumble upon the solution myself.
Title: Re: SNES Myth menu releases
Post by: stefan_iro on February 26, 2012, 03:40:40 PM
Thank you!
If it werent´t for you, the SNES Neo Myth cart wouldn´t even have this option... ;)
Title: Re: SNES Myth menu releases
Post by: spinal on March 16, 2012, 04:43:21 AM
Here's a question. Is it possible to backup a game from the PC side, rather than SNES?

It would be more convenient to be able to copy the rom through the USB, that way it could be renamed/moved a lot quicker.
Title: Re: SNES Myth menu releases
Post by: mic_ on March 17, 2012, 12:14:48 AM
Not that I know of.  There's no communication between the menu and the USB port.
Title: Re: SNES Myth menu releases
Post by: ChillyWilly on March 21, 2012, 10:05:40 AM
I wish I knew more about the USB chips in the different Myth carts. From the client software for burning menus/saves/games (look at madmonkey's client code) you can see sequences of Myth commands sent to do things like activate the menu flash for reading/writing, activating the game flash for reading/writing, and activating the save ram for reading writing. So I would conclude that is SHOULD be possible to dump carts across the USB if it can be done from the console side by making a USB sequence that matched that used from the console.

I wished I knew more about the USB side of things as well to help madmonkey make his client a little better... maybe try a few experiments like retries on writing games when the game flash randomly fails. That's a BIG problem on the N64 since writing 512Mb games is almost impossible for some folks due to those random block fails. I've been able to burn Conker to flash ONCE in many dozens of attempts due to random block fails.
Title: Re: SNES Myth menu releases
Post by: stefan_iro on March 21, 2012, 10:27:58 PM
I wished I knew more about the USB side of things as well to help madmonkey make his client a little better... maybe try a few experiments like retries on writing games when the game flash randomly fails. That's a BIG problem on the N64 since writing 512Mb games is almost impossible for some folks due to those random block fails. I've been able to burn Conker to flash ONCE in many dozens of attempts due to random block fails.

If the Neo2 Manager finally supports 1024M flash memory, at least those with Neo2 Pro cart would be able to burn 512MB games...
 ::sm-09.gif::
Title: Re: SNES Myth menu releases
Post by: mic_ on March 24, 2012, 06:02:52 PM
Quote
There seems to be a problem with dumping ROMs larger than 8 Mbit. I'm guessing it might have something to do with the Myth register settings, and the fact that there's no documentation for them is not really helping

Actually, this might not be a general problem at all. The cart I tested this with was MMX2, and today I saw the following in a post over at another forum:

Quote
Quote
7F48h        ?/W  Unknown "toggle" (set to 00h/01h, maybe cache load/on/off?)

This register is "secondary ROM enable". At power-on, it's set to #$00.
For MMX2, there is an 8mbit+4mbit ROM. So at power-on, the last 4mbit returns open bus.
Set it to #$01, and now you can read out the last 4mbit.
It appears to be a very crude anti-dumping trick.

So the issue I saw with mirrored data could be an MMX2-specific thing.
Title: Re: SNES Myth menu releases
Post by: mic_ on June 22, 2013, 03:29:08 PM
I've released version 0.60 of the SNES menu (https://code.google.com/p/neo-myth-menu/downloads/list).

Changes from 0.59 to 0.60:
* If an SD card is present it will automatically be mounted when the menu starts (no need to press the R button).
* Optimized SD card reading performance. Instead of issuing one read command per cluster (typically 8-32 sectors) the menu now reads as many sectors as it can (up to 256) per read command, which leads to much less overhead. My own tests show a speed increase of about 20% when loading games from SD.
* Quick launch mode for the most recently played game. Press the Start button to re-launch the same game (only in SD mode).

Changes from 0.57 to 0.59 (since it wan't mentioned in this thread):
* Made SlowROM timing the default when acessing the SD card interface, since FastROM access timing was causing problems with NTSC consoles.
* Added support for DSP-1 games when loading from SD (requires a DSP-1 boot cart plugged into the SNES Myth).
Title: Re: SNES Myth menu releases
Post by: stefan_iro on June 22, 2013, 10:59:15 PM
Nice to see that your menu is still being optimized!  ~sm-36.gif~