Author Topic: MD 3in1 Myth flash cart PC programmer V2.93 [Oct.08 2009]  (Read 23695 times)

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Offline ChillyWilly

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Re: MD 3in1 Myth flash cart PC programmer V2.93 [Oct.08 2009]
« Reply #30 on: December 13, 2009, 03:53:20 AM »
Okay, looking at your enums again, I noticed something

Code: [Select]
typedef enum NEOMD_RomFormat
{
NEOMD_FMT_UNKNOWN = -1,
/*SKIP ZERO - GBA CART BUS RESERVED -*/
NEOMD_FMT_MD_1_16_S = 0x01, // 1-16mbit MD rom length  with save
NEOMD_FMT_MD_17_32_S, // 17-32mbit MD rom length  with save
NEOMD_FMT_32x_S, // 32x rom with save
NEOMD_FMT_MD_40, // 40mbit MD rom length
NEOMD_FMT_MD_32X_EEPROM, // MD or 32x with eeprom == 24c01
NEOMD_FMT_MD_1_32_NOS, // 1-32mbit MD rom length without save
NEOMD_FMT_SCD_BIOS = 0x08, // sega cd bios
NEOMD_FMT_SCD_SRAM, // sega cd sram
NEOMD_FMT_SCD_SYSTEM, // sega cd system
NEOMD_FMT_SMS = 0x13 // sega master system rom
};

Run mode 6 DOESN'T have save ram, so you would not set 6 for sram on. I guess it would be 2 or 3.

Which brings me to my other thought, I think the table still isn't quite right. I think there was a typo in a comment the HW dude made that has thrown everyone off - he put 32X when he meant 32M. Look at the run modes if you assume a typo was made:

1 = 16 Mbit + save ram
2 = 24 Mbit + save ram (the HW comments say 24 Mbit, not 32!)
3 = 32 Mbit + save ram (this is where the "typo" says 32X when it should be 32M)
4 = 40 Mbit
5 = 32 Mbit + eeprom
6 = 32 Mbit

There's no reason for a special "32X" mode as the 32X roms are no different from MD roms. But 32M makes sense given the previous modes are for smaller sizes.

I think I need to do some experimenting on the menu to see if this really bears out.

Offline madmonkey

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Re: MD 3in1 Myth flash cart PC programmer V2.93 [Oct.08 2009]
« Reply #31 on: December 13, 2009, 04:10:10 AM »
s3&k works with mode 2 - and I mean it works, later levels from s&k and everything, I'm pretty sure patching isn't needed, at least for that particular rom.

Offline ChillyWilly

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Re: MD 3in1 Myth flash cart PC programmer V2.93 [Oct.08 2009]
« Reply #32 on: December 13, 2009, 04:28:30 AM »
s3&k works with mode 2 - and I mean it works, later levels from s&k and everything, I'm pretty sure patching isn't needed, at least for that particular rom.

S3&K has the sram on/off code. So if it's not patched, it will fail at some point.

Offline madmonkey

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Re: MD 3in1 Myth flash cart PC programmer V2.93 [Oct.08 2009]
« Reply #33 on: December 13, 2009, 04:47:23 AM »
well, I guess I'll have to complete it then, if it fails, at least we will know when and where.
another option would be to find 3MB rom with saves that checks it's checksum.
that puzzles me, why you think patching is needed? other flash cards do this in hardware, why wouldn't myth? can you pinpoint a rom that doesn't work at some point?

Offline ChillyWilly

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Re: MD 3in1 Myth flash cart PC programmer V2.93 [Oct.08 2009]
« Reply #34 on: December 13, 2009, 04:57:28 AM »
The Neo Myth doesn't handle the 0xA130F1 register. According to Dr. Neo, you have to patch the game to change the run mode to enable/disable the sram instead of setting 0xA130F1.

By the way, SSF2 doesn't have save ram, but they do set 0xA130F1 to 0 to make sure sram is off. It's part of the specification. Other games that are larger than 2MB that DO have sram (like S3&K) store to 0xA130F1 to enable/disable the sram. S3&K stores 1 to 0xA130F1 to enable the sram, writes/reads the sram, then stores 0 to 0xA130F1 to disable it. You'll find that code starting at 0xC32A.

Offline Conle

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Re: MD 3in1 Myth flash cart PC programmer V2.93 [Oct.08 2009]
« Reply #35 on: December 13, 2009, 05:05:44 AM »
ChillyWilly , here you can find the original format table ->
http://www.neoflash.com/forum/index.php/topic,5812.msg41977.html#msg41977

Offline madmonkey

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Re: MD 3in1 Myth flash cart PC programmer V2.93 [Oct.08 2009]
« Reply #36 on: December 13, 2009, 05:13:30 AM »
The Neo Myth doesn't handle the 0xA130F1 register. According to Dr. Neo, you have to patch the game to change the run mode to enable/disable the sram instead of setting 0xA130F1.
ok, I got it.
but
Beyond Oasis (USA) - 3MB rom that checks it's checksum, saves work. if 0xA130F1 register isn't handled - but saves work, that means that sram must be permanently mapped somewhere at rom space, I guess at 0x200000, but I'm not sure - am I getting this correctly?
so why Beyond Oasis (USA) works?

Offline ChillyWilly

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Re: MD 3in1 Myth flash cart PC programmer V2.93 [Oct.08 2009]
« Reply #37 on: December 13, 2009, 05:51:07 AM »
ok, I got it.
but
Beyond Oasis (USA) - 3MB rom that checks it's checksum, saves work. if 0xA130F1 register isn't handled - but saves work, that means that sram must be permanently mapped somewhere at rom space, I guess at 0x200000, but I'm not sure - am I getting this correctly?
so why Beyond Oasis (USA) works?

Let's assume the save size is 64Kbits. That's 8KBytes. The save ram area starts at 0x200000, or the 2MByte point. So 8KB of space at 2MB is now save ram. Most games don't have more than 2MB of code... in fact, it's probably rare to see 16 bit games with more than half a MByte of code. The rest is all data. Level data, graphics data, sound data... so odds are good that that 8KB at 0x200000 is data rather than code. That means that it's likely to be graphics data, since that's the bulk of game data. So that 8KB of save ram will most likely corrupt a small amount of graphics at some point in the game.

It's POSSIBLE it may cause the game to crash... it MIGHT be code... it might be level data consisting of pointers and/or state data that's vital to the proper operation of the game. If that is the case, the save ram will crash the game. It's more likely that you'll just see a bad bit of graphics, or hear a burst of noise in the sound.

So running a game that is >2MB and also has save ram with the sram always on will probably be fine. Or it may not be. It would be best when possible to "do the right thing". It might not always be possible.

Offline madmonkey

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Re: MD 3in1 Myth flash cart PC programmer V2.93 [Oct.08 2009]
« Reply #38 on: December 13, 2009, 05:57:47 AM »
I know all that, that's not what I meant.
beyond oasis checks it's checksum - I never actually looked if it includes the whole cart area in it's calculation, but if you change the checksum OR some bytes at offset 0x200000, it'll give you red screen.
there is no red screen when started on myth.

Offline ChillyWilly

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Re: MD 3in1 Myth flash cart PC programmer V2.93 [Oct.08 2009]
« Reply #39 on: December 13, 2009, 06:34:53 AM »
I haven't looked at their checksum routine, but many roms don't checksum the WHOLE rom, just part - usually the code.

Offline madmonkey

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Re: MD 3in1 Myth flash cart PC programmer V2.93 [Oct.08 2009]
« Reply #40 on: December 13, 2009, 06:39:58 AM »
well, that may be true, but the area at 0x200000 definitely included.

Offline neo-diy

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Re: MD 3in1 Myth flash cart PC programmer V2.93 [Oct.08 2009]
« Reply #41 on: December 14, 2009, 01:16:20 PM »
RUN_IO 0X0000 >MENU MODE
RUN_IO 0XFFFF >GAME MODE
modes 2 & 3 can game mode
modes 1 & 5 can game mode + menu mode

Offline ronaldo_76

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Re: MD 3in1 Myth flash cart PC programmer V2.93 [Oct.08 2009]
« Reply #42 on: January 05, 2010, 06:30:48 AM »
Hi , please download & install Plugdemo.dll v2.0.0.4 , it supports SSF2 & lockon roms ->
http://www.neoflash.com/forum/index.php?action=dlattach;topic=5812.0;attach=2256

Copy it to : c:\neo 2 ultra menu\plug_in\md

Now , if you use the US rom of the game : format the flash cart , & before you burn the rom , click on "GG cheat" area on the selected rom and install the cheat file that i have attached ->
http://www.neoflash.com/forum/index.php?action=dlattach;topic=5857.0;attach=2260

Also , click on Europe checkbox , and apply all fixes(Checksum/Common/..).

And burn the rom!

hey conle,

please help me.
i have the same problem with super street fighter 2 i will play it but i have the orange screen.

i have download SuperMD Pluging NEO2 Edition v2_1_0_3STABLE.rar and unpack the the pack in c:\NEO2 Ultra Menu\
then i load the .txt file and add it to rom, double klick on "gg cheat file" in the programmer.

is that right?
it doesn't work.

help please

thanks in advance
ronaldo

Offline Conle

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Re: MD 3in1 Myth flash cart PC programmer V2.93 [Oct.08 2009]
« Reply #43 on: January 05, 2010, 06:40:45 AM »
hey conle,

please help me.
i have the same problem with super street fighter 2 i will play it but i have the orange screen.

i have download SuperMD Pluging NEO2 Edition v2_1_0_3STABLE.rar and unpack the the pack in c:\NEO2 Ultra Menu\
then i load the .txt file and add it to rom, double klick on "gg cheat file" in the programmer.

is that right?
it doesn't work.

help please

thanks in advance
ronaldo

You have to copy the Plugdemo.dll only in :
C:\neo2 ultra menu\plug_in\md\

These cheats will work only if you have PAL MD and you're running the US release of the game. And you have to set the region of the game to USA.

If you have region switch , you don't need region unlock cheats , but the region must be forced to USA before you burn the rom.

And don't forget to select CRC fix otherwise it will fail to boot with all these changes.
« Last Edit: January 05, 2010, 06:42:31 AM by Conle »

Offline StarshipUK

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Re: MD 3in1 Myth flash cart PC programmer V2.93 [Oct.08 2009]
« Reply #44 on: February 27, 2010, 03:04:00 AM »
When I try and install this I get the error:

Self-Registration Error:
The following files did not self-register or unregister:

1. C:\NEO2 Ultra Menu\Neo2Usb.dll

The specified module could not be found.

To continue click OK otherwise click cancel.

Then when trying to load:
initialize failed:
Neo2Usb.DLL load failed!

Neo2Client
Neo2Menu.DLL load failed!

Does anyone know how to fix this problem please?