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Posted: Thu May 13, 2010 12:20 am
by mic_
A new menu release is available:
http://jiggawatt.org/badc0de/myth_menu-0.25.zip
I've added an "Autofix region" option. If you turn it on, the menu will scan the entire game while loading it, looking for code sequences where the game is checking bit 4 of $213F (the PPU PAL/NTSC bit) and patching those pieces of code to work on the console you're running the game on. This option is turned off by default since it makes game loading about twice as slow.
A cheat database has also been added. Press Select at the main menu screen to go to the cheat database screen. If the currently highlighted game is found in the database (only a very small number of games are included so far) you'll be presented with a list of cheats that you can pick from without having to enter any codes manually.
Here's a video where I'm showing these new features that I just described:
http://www.youtube.com/watch?v=Hx4Xia4Bbdc
Posted: Thu May 13, 2010 12:38 am
by Marvin
This really needs to be ported to PowerPak

Posted: Thu May 13, 2010 5:23 am
by Zoigl
action replay codes needs also to be ported... a better spc compatibility would also be nice... and maybe a colored GUI

oh stop... auto load function is also missing... hmmm....
powerpak needs to be open source, too

Posted: Thu May 13, 2010 5:50 am
by Heinz2001
Yep. Full GameGenie support (ony some codes work) and AR support would be cool.
Only the menu and mappers needs to be oss. I really want to help to improve this thing.
Posted: Thu May 13, 2010 1:04 pm
by MottZilla
Personally I don't see any of those as vital/important additions to the PowerPAK. Game Genie codes can still be added to a ROM manually if you need them. I don't see any great need for AR codes especially since there would be no switch to enable/disable them as desired. That's also a potential issue with Game Genie codes I believe as the real deal had a switch.
The SPC issues are probably related to how it's very hard/impossible to totally restore the state of the hardware unlike in emulation.
Open source is not very appealing either as we don't need cheap quality clones or other general misdirection. Things are pretty good and certainly improvements and additions would be nice but nothing mentioned recently is vital.
By the way, I'm assuming that the Neo Myth SNES cartridge actually doesn't support any coprocessor chips via the FPGA like people were speculating? I know people got excited over a Super Mario RPG screenshot.
Posted: Thu May 13, 2010 11:22 pm
by mic_
MottZilla wrote:
The SPC issues are probably related to how it's very hard/impossible to totally restore the state of the hardware unlike in emulation.
I wouldn't call it hard considering that there's a
whole thread dedicated to that subject where both blargg and I have posted SPC uploading code that has great compability. At least mine is implicitly WTFPL, so anyone is free to use it directly or rip it off as they see fit.
Posted: Fri May 14, 2010 4:59 am
by Link83
MottZilla wrote:Open source is not very appealing either as we don't need cheap quality clones or other general misdirection. Things are pretty good and certainly improvements and additions would be nice but nothing mentioned recently is vital.
Genuinely curious here, but I dont understand how releasing the SNES PowerPak menu/mappers as open source would cause a risk of "cheap quality clones"? I thought the key part was the FPGA firmware, which wouldnt need to be open source.
The Neo Team have only released the source code for the NEO SNES Myth Cart menu:-
http://www.neoflash.com/forum/index.php ... 029.0.html
The FPGA firmware has not been released, which makes a clone pretty unlikely.
I just dont see why the SNES PowerPak can't be just as much 'open source' as the NEO SNES Myth Cart

Posted: Fri May 14, 2010 6:55 am
by tepples
MottZilla wrote:I don't see any great need for AR codes especially since there would be no switch to enable/disable them as desired.
In a single-player game, player 2's controller could toggle codes.
Posted: Fri May 14, 2010 7:17 am
by kyuusaku
Neoflash doesn't even have a FPGA; CPLD != FPGA.
Posted: Fri May 14, 2010 7:21 am
by mic_
tepples wrote:MottZilla wrote:I don't see any great need for AR codes especially since there would be no switch to enable/disable them as desired.
In a single-player game, player 2's controller could toggle codes.
Or some weird button combo on controller 1, like L+R+Start.
Posted: Fri May 14, 2010 7:46 am
by Link83
kyuusaku wrote:Neoflash doesn't even have a FPGA; CPLD != FPGA.
Erm, the NEO SNES Myth Cart uses an Actel ProASIC3 'A3P060':-
http://digisalt.de/dsnesdsblog/wordpres ... front2.jpg
This is an FPGA as can be seen from the datasheet here:-
http://www.datasheetarchive.com/pdf-dat ... A-1784.pdf
Posted: Fri May 14, 2010 10:20 am
by kyuusaku
They must have changed the logic for availability, like all their products are static and CPLD sized. Anyways, ProASIC are about as in-system programmable as a CPLD (they also use Flash), and in this case since the board doesn't have any bootstrap logic, it's not even possible for the SNES to reconfigure the FPGA (much less do so with a parallel-slave mode like PowerPak's Spartans).
Posted: Fri May 14, 2010 6:25 pm
by MottZilla
So then it was all hot air about the possibility of any coprocessors ever being supported by the Neo which I expected would be the case.
As for AR and GG code toggles if the PowerPAK for SNES could somehow manage a button combo that would be nice.
Link83, I'm not aware of details like that for the PowerPAK. The subject was brought up before about certain things being more open which for some things is nice and works well but for other things being closed is just fine. Any import features or fixes should eventually make it in anyway if they are requested by a large amount of the userbase I would imagine.
Posted: Sat Dec 18, 2010 7:24 am
by mic_
I've released v0.50 of the SNES Myth menu today, with support for SD cards. It should be compatible with most cards as long as they are formatted with FAT16 or FAT32. Besides loading games off of SD there's also support for playing music files in .SPC and .VGM format.
Download link:
http://code.google.com/p/neo-myth-menu/downloads/list
Youtube video:
http://www.youtube.com/watch?v=aeSirFrv5og
Posted: Sat Nov 26, 2011 4:18 am
by mic_
I've released v0.56 of the menu today. This version improves SD card reading speeds and fixes some HiROM SRAM detection and software region lockout patching bugs.
Download link:
http://code.google.com/p/neo-myth-menu/downloads/list
Youtube video:
http://www.youtube.com/watch?v=XTyMfxzZBn4