SNES Neo Myth FLash Cart
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A bit off-topic, but my Mash-Mods programmer won't dump Street Fighter Zero 2 (and I can only assume that Alpha 2 would be the same). It autodetects LoROM and dumps 1024KB unless you change the flags, and absolutely nothing I've tried has given me a working dump.FitzRoy wrote:Thanks, but I already have a mash-mods programmer than can dump SNES games. The reason I ask is because I'm interested in an n64 usb dumper, and if the SNES myth can do it, then the similarly designed n64 myth should as well.
It is an S-DD1 special chip game. I know that SA-1 games won't dump on any dumping device, but I can't remember if S-DD1 was the same way. Try a copier if you have one.Eyedunno wrote:A bit off-topic, but my Mash-Mods programmer won't dump Street Fighter Zero 2 (and I can only assume that Alpha 2 would be the same). It autodetects LoROM and dumps 1024KB unless you change the flags, and absolutely nothing I've tried has given me a working dump.
Wow, so the Retrode likely won't work either then? Interesting.MottZilla wrote:I've heard it's possible to dump SDD-1 games with the Super WildCard DX, though you might need some advanced knowledge and software to do it.
Street Fighter Zero 2 has been dumped already though. I think the US and Japan version were but not the European.
And yeah, I know there's a dump available; I just like having the ability to dump my own carts. Everything I own has worked aside from that (plus I learned that way that I have Rev. 1.1 of Garou Densetsu, which isn't even in GoodSNES's database).
I figured I'd mention to those of you who don't frequent the SNES section over at the neoflash forum that I've been updating the cartridge menu lately. I've made some improvements both costmetically and under the hood.
Binary + full source code: http://jiggawatt.org/badc0de/myth_menu_wla-0.10.zip

Binary + full source code: http://jiggawatt.org/badc0de/myth_menu_wla-0.10.zip

Wow. VERY nicely done. *claps*mic_ wrote:I figured I'd mention to those of you who don't frequent the SNES section over at the neoflash forum that I've been updating the cartridge menu lately. I've made some improvements both costmetically and under the hood.
Binary + full source code: http://jiggawatt.org/badc0de/myth_menu_wla-0.10.zip
Wow. Nice! Someone should do this for the PowerPak as well.mic_ wrote:I figured I'd mention to those of you who don't frequent the SNES section over at the neoflash forum that I've been updating the cartridge menu lately. I've made some improvements both costmetically and under the hood.
Binary + full source code: http://jiggawatt.org/badc0de/myth_menu_wla-0.10.zip
I was thinking the same thing, even if it looks exactly the same (minus the NeoFlash part, of course).orwannon wrote:Wow. Nice! Someone should do this for the PowerPak as well.mic_ wrote:I figured I'd mention to those of you who don't frequent the SNES section over at the neoflash forum that I've been updating the cartridge menu lately. I've made some improvements both costmetically and under the hood.
Binary + full source code: http://jiggawatt.org/badc0de/myth_menu_wla-0.10.zip
Well the PowerPak menu isn't open source AFAIK. And updating the boot ROM is also kinda tedious on the PP since you have to screw the cart open, extract the flash ROM chip, program it, put it back in, and test it.
But hey, all the source code and graphics resources are available in the zip I've released. So if someone wanted to reuse part of it to do a PP version then that would be fine by me. I don't place any restrictions on commercial use or anything like that. I don't know if it'd be ok to use the parts of the code that were written by Team NEO though.
But hey, all the source code and graphics resources are available in the zip I've released. So if someone wanted to reuse part of it to do a PP version then that would be fine by me. I don't place any restrictions on commercial use or anything like that. I don't know if it'd be ok to use the parts of the code that were written by Team NEO though.