Neo TeAm Forum

The 10th. NEO Project for N64 => The 10th. NEO Project for N64 Dev kit. => Topic started by: gia on October 04, 2012, 05:01:40 AM

Title: Flash save type Save Manager
Post by: gia on October 04, 2012, 05:01:40 AM
Hi I have an original Pokemon Stadium cartridge. I want to "backup" the save to Neo, and "restore" the save to Pokemon Stadium cartridge.

Back when the neo was released it wasn't possible. Is it possible now?

If no. Would it be possible to backup the _RAM_, and then to restore the RAM to the original cartridge? If you can do this I could save with the fake ram loaded, and get the same result. Correct?

Important. My goal is to remove the original Pokemon Stadium game from neo cart, and use it _alone_ on my N64. "DexDrive" for Pokemon Stadium.

If it is possible, but needs to be programmed, and you can do it, let me know.
Title: Re: Flash save type Save Manager
Post by: ChillyWilly on October 18, 2012, 01:26:57 AM
It's not done... yet. You can read from the cart flashram for use with the Myth, but I haven't added the opposite way - writing the flashram in the cart. I can add that, but I'm not sure when. Lots to do and little time to do it in...

 ~sm-73.gif~.gif
Title: Re: Flash save type Save Manager
Post by: EYon on June 06, 2013, 02:12:16 PM
Hi everyone,

I would like to do the same with my original games, especially with my Pokemon Snap. Is there any progress on this issue?

Greetings from Spain  ~sm-51.gif~.gif

EDIT:

What I want to do is to backup my old savedata from my original cartridge to my PC. I don't know if gia wants to do the same or the opposite because my english level is not very good  :-\



Title: Re: Flash save type Save Manager
Post by: ChillyWilly on June 07, 2013, 03:06:31 AM
The current save manager allows you to save the save memory on the cart to the SD card. So backing up saves is already here. It's the other direction that's not yet available - reading a save off the SD and writing to the original cart's save memory... mainly because it doesn't seem like a high priority to me. The purpose behind saving the save memory is obvious - you write the save memory from the cart to SD, then use that save file with the Myth. Writing a save back to the original cart doesn't have much utility that I can see at all.
Title: Re: Flash save type Save Manager
Post by: EYon on June 07, 2013, 08:51:17 AM
Ok, that is that I want  ;D

But I don't have cart with SD, I only have this: http://www.neoflash.com/myth/N64_Myth_02.JPG

Can it be done with just it? I need a cart with SD? Is there a guide for do it? I was trying to do it by myself but i couldn't...

Thx
Title: Re: Flash save type Save Manager
Post by: gia on June 08, 2013, 07:17:46 AM
it may not have an obvious utility, but I would buy your device instantly if it had that feature, keep in mind there's no device available that does it, yours would be the only one
Title: Re: Flash save type Save Manager
Post by: ChillyWilly on June 10, 2013, 09:14:22 AM
Ok, that is that I want  ;D

But I don't have cart with SD, I only have this: http://www.neoflash.com/myth/N64_Myth_02.JPG

Can it be done with just it? I need a cart with SD? Is there a guide for do it? I was trying to do it by myself but i couldn't...

Thx

Yes, it's needs the cart with the SD interface. There's so little sram on the non-SD carts that it's not worth having that as a target of saving sram. You really need to pick up a Neo2-Pro and an SDHC/SDXC card when you save up enough pennies.  ~sm-60.gif~.gif


it may not have an obvious utility, but I would buy your device instantly if it had that feature, keep in mind there's no device available that does it, yours would be the only one

I do plan to add writing saves back to carts, but it's a lower priority. I can't say when that will happen, but certainly after an update to the cheat manager, which is clearly a higher priority to more folks.
Title: Re: Flash save type Save Manager
Post by: slothette64 on June 17, 2013, 06:58:20 AM
improvments to cheats sounds great
thnx chillywilly for still working hard on this ~sm-43.gif~

any ETA when we might get a new juicy update??  ::sm-08.gif::
Title: Re: Flash save type Save Manager
Post by: ChillyWilly on June 17, 2013, 09:11:53 PM
Some time this summer.
Title: Re: Flash save type Save Manager
Post by: Jimmiejoe on August 24, 2013, 07:53:50 AM
What is the latest timeline given summer appears to be over?  Will it be a 2.6bX release?
Title: Re: Flash save type Save Manager
Post by: ChillyWilly on August 27, 2013, 06:20:10 AM
I'm still setting up my new computer and remaking all the toolchains and kits. Moved from an older 32 bit compact system to a 64 bit tower. The speed is nice.
 :D
Title: Re: Flash save type Save Manager
Post by: MASTER260 on December 16, 2013, 03:23:06 AM
Okay, so let me get this straight: Basically with this device I can backup an N64 FlashRAM save from a cartridge to an SD Card.

Correct?
Title: Re: Flash save type Save Manager
Post by: sanni on December 16, 2013, 01:11:33 PM
Yes

(https://dl.dropboxusercontent.com/u/20912715/N64/savemanager.jpg)
Title: Re: Flash save type Save Manager
Post by: MASTER260 on December 16, 2013, 04:18:29 PM
Yes

(https://dl.dropboxusercontent.com/u/20912715/N64/savemanager.jpg)
Cool!  :)
Title: Re: Flash save type Save Manager
Post by: nintendo60george on January 06, 2014, 01:15:31 PM
Hello!
I'm also interested in the feature to restore a flashram save to the original cart. I couldn't find another device that can do this, and I read you were working on it. So I'm begging.
 ~sm-44.gif~
Title: Re: Flash save type Save Manager
Post by: ChillyWilly on January 17, 2014, 03:27:17 AM
Yes, I need to update that as well as the GameShark code. I'll try to work on the update soon. I just switched to a new system, so I still need to re-setup all my N64 tools.
Title: Re: Flash save type Save Manager
Post by: SuperNintendoDisney on July 10, 2014, 12:23:17 AM
I have scoured the internet for ways to restore a save from my PC directly to the original cart. Using the DexDrive + N64 Gameshark 3.3 setup is one of the biggest hassles I have ever dealt with in all my years of gaming. I haven't been able to get it to work with every game, only a few that the setup allows. I registered with this forum for the sole purpose of replying to this topic. I want to agree with many other users that I would instantly buy your Neo Myth 64 product if it was capable of restoring saves onto a cart from the PC. I could not find any webpage that confirmed whether or not it was possible, but after reading through the forum, I realize it is not yet possible. Your Neo Myth 64 appears to be an amazing product, having such capabilities to restore saves directly to the cart would make it near perfect in my eyes. Please add this functionality, you are doing an excellent job
Title: Re: Flash save type Save Manager
Post by: sanni on July 11, 2014, 12:53:48 PM
I just had a quick look at the source code of the n64 myth menu and it seems like the necessary functions are already written by ChillyWilly, just not implemented in the actual user menu.

I'm sure that as soon as Chillywilly finds the time he will wrap this up  ~sm-55.gif~.gif
Title: Re: Flash save type Save Manager
Post by: SuperNintendoDisney on July 24, 2014, 07:33:32 PM
Writing saves from the SD card to the game cartridge will soon be a feature? That is excellent news! Take your time, you have made someone very happy today! Once I purchase a NeoMythCart, will I need to do a software update in order to gain access to the full functionality of the product? When will the update to the software that allows writing to carts be available? In other words, how long until this becomes an actual feature
Title: Re: Flash save type Save Manager
Post by: nintendo60george on September 27, 2014, 02:55:26 PM
I ordered my N64 Myth. I await when the menu is updated to restore flashram saves, only a few games use this but they are very good games. Until then my new Mega Man, Majora's Mask, Paper Mario, and Pokemon Stadium cartridges will be sad and empty. Restoring saves to these games is also helpful for speedrunners. No other device can do this, so when this is updated it will be the first.
Title: Re: Flash save type Save Manager
Post by: sanni on October 21, 2014, 12:13:43 AM
Today I finished writing my little Jet Force Gemini Unlocker.
It writes a 100% complete flashram save game to a real Jet Force Gemini cartridge attached to the back of the Neo N64 Myth.

WARNING: USE AT OWN RISK.

Manual:
- Either copy "UNLOCK_JFG.z64" to your SD card or burn it to your Neo2 512 GBA cart. Be sure to set the save type to EXT CARD or it won't work.  Now plug a Jet Force Gemini cart into your Neo N64 Myth and launch the Unlocker.

(http://abload.de/img/jetforceehoq4.jpg)

I used parts of the following open source projects:
- Flashram read/write code from http://themanbehindcurtain.blogspot.de

I had to make a few changes to the original flashsram routines by themanbehindcurtain to make it work with my setup:
- In N64FlashRAM.c change from "PI_DMAFromSRAM(dst, (offset / 2), size)" to "PI_DMAFromSRAM(dst, offset, size)"
- In N64FlashRAM.c change the size of the slots from 960 to 1024
- In the main function change _1M_FLASHRAM to 131072
- In the main function change the Bank size to 16384 ( example FRAM_ReadBank(savegame + (i * 16384), i); )
Title: Re: Flash save type Save Manager
Post by: Conle on October 21, 2014, 01:17:08 PM
Good work sanni  :)
Title: Re: Flash save type Save Manager
Post by: sanni on October 21, 2014, 03:22:56 PM
Here the same deal just for Zelda Majoras Mask.
The difference compared to Jet Force Gemini was that for reading the flash it actually needed the "/2" in "PI_DMAFromSRAM(dst, (offset / 2), size)"

This means that reading out flashram saves is different for different games.

Now I need to hunt down more flashram games :P
Title: Re: Flash save type Save Manager
Post by: Conle on October 21, 2014, 08:03:11 PM

Maybe it is that you're running your app as mythaware homebrew with
the whole system mounted and you're forgetting to disable NEO2 sram
in flash ram R/W operations ?

Have a look at neo_copyfrom_fram in neo_2.c and make a copy of it
that does the opposite(writes to flash ram (You simply swtich the operations
(now you're writing to flash ram) and set the status register to 2  before writes).
Title: Re: Flash save type Save Manager
Post by: sanni on October 21, 2014, 09:50:33 PM
Good thinking.

I did the following test. I formated my Neo2 512 cart, the one without the SD slot. Then burned both the MM and the JFG flashram writer apps to it. The ones without "_SD" in their name aren't using the Neo2.c or anything else related to the Myth and are literally just a stripped down version of the reader/writer made by themanbehindcurtain, with the changes made by me to the reading/writing routines as posted in aboves posts.

The only difference between the two apps besides the included save file (stored as byte array in the main.c) is this line "PI_DMAFromSRAM(dst, (offset / 2), size)" where MM has the "offset / 2" while JFG just has "offset". Writing is the same for both.

Now with the MM writer app I can write and read to the Majoras Mask cartridge without error but reading from a Jet Force Gemini cart fails. The same applies to the JFG writer, so the JFG writer works with JFG but fails with MM.
It also seems like the reading routine from the Neo Myth Menu's save manager also fails reading JFG correctly.

Therefore for some unknown reasons, reading out the flashram seems to be different for different cartridges.

I attached the source code below in case anyone want's to try some other flashram game like Pokemon. I compiled it with the standard libdragon toolchain for Windows from here: https://dragonminded.com/n64dev
Title: Re: Flash save type Save Manager
Post by: Conle on October 22, 2014, 11:11:19 AM

I'm quite busy to try it out now , but the help i can offer at the moment is :

 
Code: [Select]
change in main.c
static uint8_t buffer[_1M_FLASHRAM];
to
static uint8_t  __attribute__((aligned(16))) buffer[_1M_FLASHRAM];

Replace fram bank read loop with just a call to:

Code: [Select]
//add it somewhere in main

void fram_read(uint8_t* dst,uint32_t offset,uint32_t size) {
uint8_t* e_dst = dst + size;
for (;dst < e_dst;dst += 128U,offset += 128U) {
fram_cmd(FRAM_READ_MODE_CMD);
delay(1);
ctl_sram_rd(dst,offset >> 1U,128);
}
}


Replace fram_writeblock with:
Code: [Select]
void FRAM_WriteBlock(uint8_t *src, uint32_t blockNo) {
fram_cmd(FRAM_WRITE_MODE_CMD);
delay(1);
ctl_sram_wr(src,0,128);
FRAM_SetWritingOffset(blockNo);
fram_cmd(FRAM_EXECUTE_CMD);
delay(1);
}


Replace all stack buffers with a generic aligned one in the flashram module to make sure mem offsets dont get aligned in  dma functions    , or if you want hacks :
Code: [Select]
replace uint8_t buffer[16 * 1024];
with
static uint8_t  __attribute__((aligned(16))) buffer[16 * 1024];

replace uint8_t buffer[1024];
with
static uint8_t  __attribute__((aligned(16))) buffer[1024];

Note the dma/ctl_read/ctl_write functions used come from my gnuboy64 port (You need a special module for it) since i spotted a few issues
with libdragon back then:
https://code.google.com/p/gnuboy64/source/browse/trunk/ctl.c?spec=svn9&r=9

 
Title: Re: Flash save type Save Manager
Post by: nintendo60george on December 29, 2014, 03:04:37 AM
How do I compile the flash writing code so it can run as an app on the Myth? I'm using Windows and downloaded the 2009 compiled libdragon toolchain, set the path as an environment variable, ran the makefile, and instead of making a .z64 file it made me totally confused. ~sm-73.gif~.gif

I found and tried the tutorial at http://www.neoflash.com/forum/index.php?topic=7444.0 (http://www.neoflash.com/forum/index.php?topic=7444.0) and I could compile and run the programs in the virtual machine. In order to get the program on the virtual machine, I copied the program to the SD card, then open that card with VirtualBox's Devices menu.

I was able to write a save to a Pokemon Stadium cartridge simply by pasting a byte-flipped Project64 save (flip every two bytes, so the line "ZELDA001" would say "DLEZ100A" in a hex editor) over the savegame variable then making the makefile.

Besides that one writing success I've had several problems.
1. The Neo Myth's built-in save read function for flash-128kb saves doesn't read the Pokemon Stadium 1 save correctly.
2. I then tried writing Pokemon Stadium 2 with the modified Majora's Mask writer (only replaced the savegame variable), but it couldn't erase the old save. Something different is going on here, because the offset / 2 change doesn't work either.
Title: Re: Flash save type Save Manager
Post by: sanni on January 02, 2015, 02:47:31 AM
I noticed the following with my Pokemon Stadium 1 cartridge:
- As you said it's basicly the same type as Majoras Mask
- But I had to erase twice before the flash was truly erased

Yes, the Flashram reader that is currently build into the N64 Myth Menu doesn't work for the cartridges I tried (Jet Force and Majoras Mask) either. :(

For sake of completeness I attached a rom that writes a 100% save to a Pokemon Stadium 1 cartridge. I does give some write errors but it still works, my guess is that the Pokemon Stadium Flashram is a little bit smaller in size than the one from Majoras Mask.
Title: Re: Flash save type Save Manager
Post by: nintendo60george on January 03, 2015, 12:30:13 AM
The built-in save reader is consistently wrong for the flash saves. At the end of every 0x100 byte area, it reads 0x40 bytes from the start of the next area instead. So if I had erased the first 0x4000 bytes then it should all be FF, but it reads 0x3FC0-0x3FFF the same as 0x4000-0x403F instead. I was able to check what my erasing test code was doing to Pokemon Stadium 2 this way.

When erasing just the first bank of Stadium 2, it erases the first 0x8000 bytes of the save (this is the same behavior I got from using the Majora's/Stadium 1 code, which erases eight banks in a loop). Stadium 1 erases the first 0x4000 bytes as expected, so something different is happening. So far I've tried many variations on the erase function and haven't been able to erase anything but the first quarter of the Pokemon Stadium 2 save. Maybe there's a bank switching command? I can't find any documentation on how the N64 flash commands work. I found code here (http://sourceforge.net/p/surreal64ce/svn/191/tree/branches/A0.1/1964x/gamesave.c) that uses the same seven flash commands, so nothing new.

Writing the flash save works as expected (it can write 0 over 1, but not 1 over 0).
Title: Re: Flash save type Save Manager
Post by: nintendo60george on January 03, 2015, 02:22:25 AM
I tinkered with the code and figured out what was happening with Pokemon Stadium 2.

First, its banks are twice the size. Instead of having 8 banks 0x4000 long like the other flash cartridges, it has 4 banks 0x8000 long.

Second, the flash erase command only happened the first time it was called, then did nothing. I could only erase the first 0x8000 bytes because I was always starting by erasing at address 0x7F. Erasing anywhere between 0x000 and 0x07F erases bank 1, between 0x080 and 0x0FF erases bank 2, between 0x100 and 0x17F erases bank 3, and between 0x180 and 0x1FF erases bank 4.

I was able to erase the entire save by calling erase on first sector, recompile and erase on third sector, then recompile and erase the other two one by one. Why is this happening? I guessed that it needs to call the write command before another erase command will work, so I made another write loop that erases at the start of each 256 blocks before writing. That wrote the first 0x8000 bytes correctly, then left the other three banks at 0xFF (and this was after I wrote a dummy save over the cartridge). Very strange! I got the save to work after writing over the FFs without doing an erase, but I'd like to get the erase then write to work cleanly. I'll try tinkering with delays and see if that changes anything.
Title: Re: Flash save type Save Manager
Post by: nintendo60george on January 03, 2015, 03:07:51 AM
Yay, I got it to erase and write the save cleanly. All I had to do was erase 4 banks instead of 8 and write a bank after each erase (it writes again later and spits out read errors, but it works!). :D

I tried to write a save reader, too, but can't figure out how to output to another file within the .z64 program. Seems easy to code that or fix the built-in reading function.
Title: Re: Flash save type Save Manager
Post by: sanni on January 03, 2015, 04:30:15 PM
Anyway here is what I have been working on for the last 24hrs

It lets you copy cartridge savegames from the SD card to the game cartridge and also the other way around.

(https://dl.dropboxusercontent.com/u/20912715/pics/P1030001.JPG)
(https://dl.dropboxusercontent.com/u/20912715/pics/P1030004.JPG)

The only supported flashram games right now are:
- Jet Force Gemini PAL (Flashram Type 1)
- Majoras Mask (Flashram Type 2)
- Pokemon Stadium 1 (Flashram Type 2)

Also confirmed working for me are:
- Super Mario 64 for 4K Eeprom
- Perfect Dark for 16K Eeprom
- F-Zero X and Zelda OOT for SRAM.

I only tested it on the Neo2 SD, I'm not sure if it will also work with the Neo2 Pro.
(https://dl.dropboxusercontent.com/u/20912715/pics/P1030002.JPG)

Download:
Title: Re: Flash save type Save Manager
Post by: Conle on January 04, 2015, 01:56:32 AM
Good stuff.

 sanni,
If you could turn this into a more sophisticated tool for original cartidge save ram backup/restore tool (compared to menu's functionality) it would be VERY useful.

ps i will make a news post about it later ....

edit : btw don't forget to set sd speed to slow mode since some sdcs might not work with fast mode.The best thing that mythaware apps should do ,
is to check if /menu/n64/.fast file is present (test is performed by the menu) , and set the fast_flag to 1 , otherwise 0...
Title: Re: Flash save type Save Manager
Post by: sanni on January 05, 2015, 07:47:50 PM
Thanks for the advice  :)

I now have changed the SD access code from the one I took out of Chilly Williy's Simple Music Media Player to the one that comes with your Gnuboy64 and just call mount_card() which I hope will set the correct speed.

It still works for me so that is a good sign.  ~sm-60.gif~.gif
Title: Re: Flash save type Save Manager
Post by: Conle on January 05, 2015, 10:39:05 PM
It works , but you shouldn't be calling mount card function directly.
Just use fs_drv_init(NULL,0); since it does other things(identify card type / initialize diskio asm byteswap routines / etc)...
Title: Re: Flash save type Save Manager
Post by: Dr.neo on January 06, 2015, 03:30:04 AM
it's so nice funcion  ~sm-69.gif~.gif ~sm-55.gif~.gif
Title: Re: Flash save type Save Manager
Post by: sanni on January 08, 2015, 11:24:24 PM
I found a nice flashram test program in the official SDK and after compiling it, it tells me that both my Majoras Mask and Pokemon Stadium carts have flashram of the "MX C" type while my Jet Force Gemini cartridge's flashram is "MX B or D".

My JFG flashram has the following printed on the chip "29L1101KC" while the chip inside Pokemon Stadium chip "29L1100KC".

Overall there seem to exist Macronix A, C, B/D and Matsu****a flash chips. The official SDK detects them by their ID and probably chooses the way to read/write to them accordingly.

Now I need to find a game with a Macronix A and one with a Matsu****a flashram to see if and how they behave differently.
And as a bonus it would be nice to find out how to read the flashrams ID. Sadly Nintendo's libultra is not open source so I can't have a look how it handles the different types.
Title: Re: Flash save type Save Manager
Post by: Jimmiejoe on January 21, 2015, 07:55:56 AM
Do you run this code independently or does it get incorporated in the Manager software?  Would like to back up both Stadium 1 and Stadium 2. Anyone know if there is a Stadium sav editor in the works?
Title: Re: Flash save type Save Manager
Post by: sanni on January 21, 2015, 02:44:34 PM
It's an independent program, you download the N64SAVERW BETA2.zip file from reply #33, extract it and put the N64SAVERW rom on your SD card. Then you launch it from the Neo N64 Myth Menu.

So far I have implemented 2 of the 3 major flashram chips, here is a list of what game uses which chip. The games where the flashram chip is written in green color probably can't be dumped yet because I didn't buy a cartridge with that chip yet to test and modify my code.

In the program 29L1101KC should be dumped with flashram type 1 and 29L1100KC with type 2 if I am not mistaken. MN63F81MPN will be type 3 once I have aquired a cartridge with that chip.

(http://i.imgur.com/pI4q6DQ.png)
Oh and if anyone has the two missing cartridges Ken Griffey Jr's Slugfest and NBA Courtside 2 and would be so kind to open them and tell me what flashram chip they have, that would be great.
Title: Re: Flash save type Save Manager
Post by: Jimmiejoe on February 07, 2015, 08:25:26 AM
The Legend of Zelda Ocarina of Time has a battery.

Do you know if your program with backup this cart in the event the battery needs to be replaced?
Title: Re: Flash save type Save Manager
Post by: Conle on February 03, 2016, 12:17:48 AM
Excellent work Sanni :)
Title: Re: Flash save type Save Manager
Post by: Dr.neo on February 03, 2016, 09:44:03 AM
it's awesome! ~sm-78.gif~.gif
Title: Re: Flash save type Save Manager
Post by: SuperNintendoDisney on February 15, 2016, 09:39:45 AM
All of these devices and programs look amazing, but where can I purchase a set that is ready for use? I am still very interested and would like to know what I need to buy and what I need to install in order to backup and restore saves to a cartridge, thank you very much
Title: Re: Flash save type Save Manager
Post by: sanni on February 16, 2016, 01:39:14 AM
If you want to backup and restore save games from/to N64 cartridges the easiest way is to buy a Neo N64 Myth flash cart (https://www.ic2005.com/shop/NEO-N64-Myth-NEO2-Pro-1024M-SD.html) and use my N64 SAVE Reader/Writer BETA2 program I attached in this post (https://www.neoflash.com/forum/index.php/topic,7512.msg54882.html#msg54882).
It is still in testing stage so there might be bugs and not everything might be working.
~sm-54.gif~.gif
Title: Re: Flash save type Save Manager
Post by: MASTER260 on October 05, 2016, 11:22:50 PM
Question: I haven't used or copied anything to my N64 Myth Cart yet, and I don't have Windows XP.  As someone who's never used the flashcart before, how would I set it up so I can use it to dump a Pokemon Stadium 2 (Pokemon Stadium GS) save file to an SD Card?
Title: Re: Flash save type Save Manager
Post by: sanni on October 06, 2016, 03:04:19 AM
First you need to check if your Neo Myth came already pre-loaded with the menu.
To do so insert a game into the back of the Neo Myth and plug the Neo Myth into your N64 and switch it on.

If you are greeted with the menu then press the start button to switch to the sd card.
Then load the N64 Save R/W rom from the sd card and switch to Flashram Type 2 to backup the Pokemon Stadium save by selecting "read cart save" followed by "write to sd".
Don't use the other menu entries since they will erase your game's save.

If after switching the N64 on instead of the menu you only see a black screen then you need to install the menu to the Neo Myth first.

Links:
You can get the newest version of the Neo2 Pro Manager here: http://www.neoflash.com/download/Neo2_Pro_Manager_1.32A_Setup.exe
And a install guide for Windows 8/10 here: https://www.neoflash.com/forum/index.php/topic,7830.0.html
And the newest N64 menu here: https://www.neoflash.com/forum/index.php?action=dlattach;topic=7222.0;attach=2942
The  N64 Save R/W rom to put on the sd card you find here: https://github.com/sanni/N64SAVERW
Title: Re: Flash save type Save Manager
Post by: MASTER260 on October 08, 2016, 11:58:13 PM
First you need to check if your Neo Myth came already pre-loaded with the menu.
To do so insert a game into the back of the Neo Myth and plug the Neo Myth into your N64 and switch it on.

If you are greeted with the menu then press the start button to switch to the sd card.
Then load the N64 Save R/W rom from the sd card and switch to Flashram Type 2 to backup the Pokemon Stadium save by selecting "read cart save" followed by "write to sd".
Don't use the other menu entries since they will erase your game's save.

If after switching the N64 on instead of the menu you only see a black screen then you need to install the menu to the Neo Myth first.

Links:
You can get the newest version of the Neo2 Pro Manager here: http://www.neoflash.com/download/Neo2_Pro_Manager_1.32A_Setup.exe
And a install guide for Windows 8/10 here: https://www.neoflash.com/forum/index.php/topic,7830.0.html
And the newest N64 menu here: https://www.neoflash.com/forum/index.php?action=dlattach;topic=7222.0;attach=2942
The  N64 Save R/W rom to put on the sd card you find here: https://www.neoflash.com/forum/index.php?action=dlattach;topic=7512.0;attach=3121

Thank you very, very, much!   ~sm-42.gif~

EDIT: BTW, just double checking, you can backup Stadium 2 saves and not just Stadium 1 saves, right?
Title: Re: Flash save type Save Manager
Post by: sanni on October 09, 2016, 08:12:29 PM
I only ever tested my program with Pokemon Stadium 1 but it should also work with Pokemon Stadium 2 since according to these images http://imgur.com/gallery/KteOi both should have the same save chip.
Title: Re: Flash save type Save Manager
Post by: MASTER260 on October 10, 2016, 02:58:40 AM
I only ever tested my program with Pokemon Stadium 1 but it should also work with Pokemon Stadium 2 since according to these images http://imgur.com/gallery/KteOi both should have the same save chip.
Thank you! :)
Title: Re: Flash save type Save Manager
Post by: sanni on December 15, 2016, 08:47:18 PM
Did you find the time to try it out? If you did run into any problems please let me know.
Title: Re: Flash save type Save Manager
Post by: MASTER260 on January 06, 2017, 11:24:16 AM
Did you find the time to try it out? If you did run into any problems please let me know.
Well, I'm currently waiting for my new N64, (since my old one broke,) but I was wondering if I could get some other things clarified:  So, the video tutorial hasn't been on YouTube for a while and I was just wondering, if I need to install the menu, how I would actually do that.  I would need to plug the cartridge into the N64 and turn the N64 on while it's connected to the PC, right?  Also, when I tried installing the software on my now-no-longer-functional tablet, (not because of this, don't worry,) it was asking for a MagicKey file in the D: drive, I assume that would be on the miniDisc that cart came with, right?  Also, if I install the menu with a laptop, I assume a dual USB cable, (you know, the kind that has two plugs on one if the side and one plug on the other,) that I use in my Wii U would be okay, right?

Anyways, thanks for all your help!  ~sm-42.gif~
Title: Re: Flash save type Save Manager
Post by: sanni on January 08, 2017, 08:18:28 AM
I do not know if they come with the menu preflashed or not.

If there is no menu on the Neo Myth you would unplug the Neo Myth from the N64 and bring it over to your laptop. Before you plug it into the laptop you would download/install the newest Neo software (https://www.neoflash.com/forum/index.php?topic=7831.0).

Then plug it in and it should install some drivers. Then open the Neo software and flash the menu. You can download the latest menu from here. (https://www.neoflash.com/forum/index.php/topic,7222.msg53428.html#msg53428)

I have reuploaded the video about flashing the menu for you here (https://www.youtube.com/watch?v=X8enJ5tYFd4&t=1m48s).

Finally I have developed my N64 save game read/write program into a standalone device that does not need a PC nor a N64 to function and can backup save games from a game cartridge to an SD card and also restore them from the SD card to a game cartridge. It's open source and can be found here (https://github.com/sanni/cartreader).
It can also do SNES save games.
Title: Re: Flash save type Save Manager
Post by: MASTER260 on January 09, 2017, 03:38:52 PM
I do not know if they come with the menu preflashed or not.

If there is no menu on the Neo Myth you would unplug the Neo Myth from the N64 and bring it over to your laptop. Before you plug it into the laptop you would download/install the newest Neo software (https://www.neoflash.com/forum/index.php?topic=7831.0).

Then plug it in and it should install some drivers. Then open the Neo software and flash the menu. You can download the latest menu from here. (https://www.neoflash.com/forum/index.php/topic,7222.msg53428.html#msg53428)

I have reuploaded the video about flashing the menu for you here (https://www.youtube.com/watch?v=X8enJ5tYFd4&t=1m48s).

Finally I have developed my N64 save game read/write program into a standalone device that does not need a PC nor a N64 to function and can backup save games from a game cartridge to an SD card and also restore them from the SD card to a game cartridge. It's open source and can be found here (https://github.com/sanni/cartreader).
It can also do SNES save games.

Thank you!
Title: Re: Flash save type Save Manager
Post by: MASTER260 on February 21, 2017, 12:09:31 AM
EDIT: nvm, dumped Stadium 2 save file seems to work after using saveswap.
Title: Re: Flash save type Save Manager
Post by: suloku on March 03, 2017, 02:57:48 AM
Hello,

I've recently adquired a neo myth 64 (v4 on the board) with the "RTC/DMA/AD/FLASH/SD/MMC" neo 2 cart (8k cache, 2 M save, 16M menu, 128M zip, 256 rom as per label indications) and I've been playing with it a little and I've backed up some carts, but I have some questions:

1.- The 2.6 beta 3 menu has a save dumper, is that any different from your program? It does not take into account if flash is type 1 or type 2, does that make any difference?

2.- I backed up Stadium 1, Mario Kart 64 and SW Shadows of the Empire with no problem, but my Pokémon Snap cartridge got its save erased! I did read it as Flashram type 1, then realized it should use type 2, but both dumps were already empty (checked with hex editor, after seeing them empty I boot the cart to find the save was no longer there). Is there any chance the Neo Myth 64 has deleted the save prior to trying to dump because I used Snap as the boot cartridge attached to the back?

Thansk

EDIT: also, since the pins for the cart slot in the Neo Myth 64 are quite accessible, I guess I could use it with some jumper cables and an arduino to read/dump carts with your program