SNES Neo Myth FLash Cart

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SNES Neo Myth FLash Cart
by on (#56759)
The more flash carts the better:

Image

http://ayasuke.exblog.jp/12865137/

http://www.neoflash.com/forum/index.php/board,60.0.html

by on (#56760)
do FX Games and special chip games work?

by on (#56761)
The only thing I read was (this is paraphrased): support for DSP games, so support 99% of games. I didn't get far in the forum, there are reviews up in German though.

by on (#56763)
So it looks and appears to work like an Aladdin Deck Enhancer, allowing use of GBA flash on a Super NES. I always wondered why some people were so dead-set against NeoFlash's Aladdin-style products (see recent topic about GBA to N64 adapter), when GBA is probably the cheapest consumer NOR flash cartridge format available.

by on (#56765)
Quote:
I always wondered why some people were so dead-set against NeoFlash's Aladdin-style products

My biggest beef with their solution is that it's a proprietary piece of hardware which requires specific drivers. One of the PowerPak's greatest strengths is that all the games are stored on standard CF cards, no special software or drivers from RetroZone are needed to put new games on the card, and that also makes it future proof.

Quote:
do FX Games and special chip games work?

DSP-1 supposedly works, but neither I nor any of the other testers have been able to get any games using other chips (SuperFX, Cx4 etc) to work so far. This may be solved with software updates in the future though - keep in mind that this is a very new product (it's not even on sale yet).
You need to keep in mind that a physical cart with the same chip is required. There's a connector on the back of the Myth where you plug in the extra cart.

by on (#56766)
mic_ wrote:
Quote:
I always wondered why some people were so dead-set against NeoFlash's Aladdin-style products

My biggest beef with their solution is that it's a proprietary piece of hardware

So is the PowerPak. Its schematics are not Free.

Quote:
which requires specific drivers.

In what way? For all I can tell, it just needs a GBA flash card programmer. You can use "GBA ExpLoader" software on a DS/DS Lite to write the game to the card for all I know. Or does it modify the ROMs before writing them? In that case, one can see what modifications were made by dumping the GBA card after programming it and then creating a workalike that runs on a DS.

Quote:
One of the PowerPak's greatest strengths is that all the games are stored on standard CF cards

The M3 Perfect adapter for GBA also uses RAM to cache a game loaded from CF or SD cards. The cost of all this RAM is part of why the M3 and SNES PowerPak are so expensive. A NOR-based solution doesn't need to buffer quite as much.

Quote:
no special software or drivers from RetroZone are needed to put new games on the card

Other than .MAP files?

Quote:
and that also makes it future proof.

Unless CompactFlash dies. SmartMedia, for instance, has already been replaced with xD-Picture cards, and those in turn got replaced with SD cards.

by on (#56767)
The issue with their Flash Carts is that it's not like just any GBA cart with a FlashROM will work. Only their own work as I've heard. And they do not sell them as cheaply as the ones you linked to recently. And ofcourse should they get sued out of existence or something you'd have to hope for someone else to make cart clones.

But, atleast the Sega Genesis/Megadrive supports their "Neo2-SD" cartridge, which is a GBA cartridge with SD card slot. I would imagine the SNES cartridge will support this eventually.

I highly doubt that the Neo SNES cartridge supports anything that existing Copiers and the PowerPAK don't. Adding SuperFX, SA-1, and probably the others chips as well would probably not be something they would do. But you can't take points away from them since nobody supports those. There was some post though showing Super Mario RPG, as if to suggest SA-1 was supported. If it is that would be a nice plus.

Anyway I agree with the opinion that the more Flash carts available the better.

by on (#56768)
Quote:
You can use "GBA ExpLoader" software on a DS/DS Lite to write the game to the card for all I know.

I know I'm getting out-topic, but it never worked for me. It justs erase my save and run the previously loaded programm in the GBA cart. It's probably because my GBA flash cart isn't the same brand as my DS flash cart :(

by on (#56769)
Quote:
So is the PowerPak. Its schematics are not Free.

My point was that the Neo2 Lite carts used in the MD/SNES/N64 Myth are non-standard and does not have the wide backing that CF does.

Quote:
In what way? For all I can tell, it just needs a GBA flash card programmer.

These are specific carts, popping in any GBA flash cart you have lying around won't work. Even older versions of Neoflash' own programming tool doesn't work with the SNES Myth, you need their latest programmer to use it. It also writes a menu to the cart whenever you put any ROMs on it.

Quote:
The cost of all this RAM is part of why the M3 and SNES PowerPak are so expensive.

If you think $135 is too expensive and you're hoping for the SNES Myth to be cheaper you're probably hoping in vain. The MD Myth currently costs $149, and from what I've heard the SNES Myth uses pretty much the same hardware (except for the YM2413 of course).


Quote:
Other than .MAP files?

If I want to use the PowerPak 15 years from now I won't need RetroZone to create new MAP files for me. All I need is some way to put all the existing files on a CF card, and I deem it far more likely for CF->USB adapters to be supported 15 years from now than any Neoflash device. To use Neoflash products in the future will probably require resorting to some form of virtualization.

Quote:
I highly doubt that the Neo SNES cartridge supports anything that existing Copiers and the PowerPAK don't.

The idea is to have a game cart of the same type plugged in to the back of the Myth. Reports so far say that DSP-1 games are working (with some exceptions, like Pilotwings). I'm not sure if that solution is possible for something like the SA-1, but we'll have to wait and see what happens when Neoflash updates their programmer software and/or FPGA core (the cart has a connector hidden inside the shell for upgrading the core AFAIK).

I agree that the more of these carts we've got the better. I have both a PowerPak and a Myth and I like both of them.

by on (#56790)
I had every intention of buying this a couple years ago when it was first announced, but man, am I glad I have the PowerPak instead.

Fantastic if it has (or ever will have) SFX and other support through the connector on the back; that will give it a niche, but is it ever UGLY?!

by on (#56806)
I wouldn't much care what it looks like if it supported Super FX & SA-1. The problem is Super FX and SA-1 with people suggesting plugging in a cartridge is that just won't work. The cartridge edge doesn't give all the SFX or SA-1 signals. Those are just the outputs to the system. The Super FX has direct ROM access. Infact as I recall the Super FX, is actually what feeds the ROM to the system as inside the SuperFX is management hardware to allow Super FX and the Host SNES CPU to both access the same ROM.

But reguardless of those details, the only way for them to support Super FX or SA-1 would be if they can put it on the FPGA that's supposed to be on there. I rather doubt that will happen. I also think that if something like that were to happen that Super FX seems more likely than SA-1. But we'll see what happens.

by on (#56962)
Dr.neo showed a picture of SMRPG but it was listed under "action replay working screen", so it might have just been the unreleased action replay feature being used on an original SMRPG (possibly bypassing region check). Time will tell. I was skeptical about many of the advertised features for the Myth MD that weren't there at launch but they all eventually came true in the end.

The SMRPG picture is called SFC_myth_action_replay.jpg. It shows 99/20? What does that mean? Is that proof of a cheat? I would assume 20/20 would the normal max but I'm not familiar with the game.

by on (#57072)
Is this capable of dumping carts to the PC? Via that slot on the back?

by on (#57079)
The current software doesn't support dumping but I assume the hardware is capable. It displays the header information from the connected cart.

by on (#57113)
FitzRoy wrote:
Is this capable of dumping carts to the PC? Via that slot on the back?

you might want to take a look at www.retrode.org if you want to dump your own carts

by on (#57160)
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.

by on (#57189)
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.

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.

by on (#57204)
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.


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.

by on (#57239)
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.

by on (#57359)
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.

Wow, so the Retrode likely won't work either then? Interesting.

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).

by on (#57378)
The Retrode could dump any game if the software or drivers for it were updated to detect and support special cartridges. But you'd have to ask the creator of it if they plan to add special support.

by on (#57379)
MottZilla wrote:
The Retrode could dump any game if the software or drivers for it were updated to detect and support special cartridges.

Except for those cartridges where one of the ROMs is available only to a coprocessor, not the S-CPU. Is SPC7110 like that?

by on (#57386)
I've never heard of any cartridge like that but that would be true, if it's not available on the cartridge edge then you aren't getting it.

by on (#59248)
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

Image

by on (#59282)
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

Image

Wow. VERY nicely done. *claps*

by on (#59291)
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

Image

Wow. Nice! Someone should do this for the PowerPak as well. :P

by on (#59305)
orwannon wrote:
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

Image

Wow. Nice! Someone should do this for the PowerPak as well. :P

I was thinking the same thing, even if it looks exactly the same (minus the NeoFlash part, of course).

by on (#59307)
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.

by on (#59322)
The PowerPAK menu can be updated just like the Mapper files. This was done recently to add L and R super fast scrolling.

by on (#59341)
MottZilla wrote:
The PowerPAK menu can be updated just like the Mapper files.

But which file has the menu?

by on (#59371)
You'd have to ask bunnyboy. But it seems that updating the Boot ROM isn't needed to do such an update.

by on (#60745)
I've added support for game genie codes to the Myth menu: http://www.youtube.com/watch?v=c8ZfmludfKA

And here's the menu binary for those of you who own a Myth: http://jiggawatt.org/badc0de/myth_menu-0.22.zip

by on (#60900)
I've now added support for Action Replay codes as well (including those that affect RAM): http://jiggawatt.org/badc0de/myth_menu-0.23.zip

by on (#60907)
mic_ wrote:
I've now added support for Action Replay codes as well (including those that affect RAM): http://jiggawatt.org/badc0de/myth_menu-0.23.zip

Holy crap, that's amazing, considering even Game Genie codes on the PowerPak are presently broken, or so it seems. I still feel like the PowerPak is the better piece of hardware, but thanks to you, the Myth clearly has the better menu.

by on (#60922)
What do you mean broken? Are you sure the Game Genie codes are even valid Game Genie codes? As I recall you can make a code that looks valid but actually is not.

by on (#60940)
That should be easy to find out. Just try the same code in BSNES and see if it has the intended effect.

by on (#60943)
MottZilla wrote:
What do you mean broken? Are you sure the Game Genie codes are even valid Game Genie codes? As I recall you can make a code that looks valid but actually is not.

They're not codes I made myself; they're codes from code books. For example, in Street Fighter II (the original):
Code:
DAB8-A761 Do special moves by just pressing buttons (may make Fireballs lower)

This works on an original Game Genie and in emulators, but not on the PowerPak.

by on (#60952)
I also have problems using GG code for snes powerpak.

read here:
http://nesdev.com/bbs/viewtopic.php?t=5708&start=300

This codes (CB83-8F9A and 6D83-849A) work on bsnes but not on powerpak.

by on (#60968)
For those with problems, it's not some codes don't work for you, but no codes at all work for you?

by on (#60970)
Looks like those codes Heinz mentioned reference bank C7, which would have to be a mirror of some lower bank because the game in question is only 2 MByte. I bet that's why the PP fails with those codes. I know my patcher in the Myth menu would fail with those codes, because I don't take mirroring into account.

by on (#60986)
MottZilla wrote:
For those with problems, it's not some codes don't work for you, but no codes at all work for you?

I honestly hadn't tried too many. Just now, some codes I tried DID work. They were:
(in Lemmings)
Code:
31B6-6FAF + 18B6-64DF   Each saved lemming counts as two

(and in Mortal Kombat)
Code:
C9B2-17AF       Infinite time

However, the following codes did NOT work in Mortal Kombat II:
Code:
C2B1-14F7       Player 1 is invincible
6DC7-1DAA       Infinite time


So, hrm, apparently Game Genie support is incomplete then. In any case, it would be sweet not only to see this fixed, but also to get RAM-affecting AR codes.

by on (#61017)
Hi,
I helped to find the codes Heinz gave.

mic_ wrote:
Looks like those codes Heinz mentioned reference bank C7, which would have to be a mirror of some lower bank because the game in question is only 2 MByte.


Indeed the gg code targets the fastrom mirror. This is the true address requested by the CPU on runtime.

As I'm not really a hardware guy, I have no idea how gg codes are implemented in the powerpack or the myth card. I don't quite get the mechanism behind mirroring/shadowing actually.

@Heinz
Could you please try the codes below, one after another. This is the same patch but applied to different memory banks.
bank $00: 6D83-649A
bank $40: 6D83-B49A
bank $80: 6D83-C49A
bank $C0: 6D83-849A (original code)

Besides the original, the other codes won't work with bsnes as this emulator does not always enforce mirroring on gg codes.

by on (#61018)
Quote:
As I'm not really a hardware guy, I have no idea how gg codes are implemented in the powerpack or the myth card. I don't quite get the mechanism behind mirroring/shadowing actually.

I can tell you how it works on the Myth because I wrote the code for it.

Whenever you run a game, the game ROM gets copied from the storage media (flash) to a PSRAM in the cartridge. The loader routine checks for each 1Mbit chunk that has been copied if any of the cheats the user has entered are targeting that 1Mbit chunk. If that's the case it overwrites the relevant byte in PSRAM using the Value byte from the cheat.

The problem is that I'm not taking mirroring into account, so bank C7 will be way outside the memory range being copied, and the cheat won't be applied. That's something I need to fix.

by on (#61019)
@Marcel: I try this later today and report here.

by on (#61059)
@Marcel: I tried all Codes. Non of them worked.

Then i tried this codes:
http://www.gamegenie.com/cheats/gamegen ... crest.html

http://www.gamegenie.com/cheats/gamegen ... r2000.html

Of couse with (U) roms.

And they worked. It seems that the position is not accessible or our calculation is wrong.

by on (#61313)
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

by on (#61314)
This really needs to be ported to PowerPak :D

by on (#61317)
action replay codes needs also to be ported... a better spc compatibility would also be nice... and maybe a colored GUI :D oh stop... auto load function is also missing... hmmm....
powerpak needs to be open source, too :roll:

by on (#61318)
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.

by on (#61332)
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.

by on (#61349)
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.

by on (#61354)
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 :?

by on (#61356)
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.

by on (#61359)
Neoflash doesn't even have a FPGA; CPLD != FPGA.

by on (#61361)
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.

by on (#61362)
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

by on (#61368)
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).

by on (#61386)
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.

by on (#71624)
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

by on (#86819)
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

by on (#87105)
I've released v0.57 of the menu today. The highlight of this version is that you now can use the SNES Myth as a cart dumper.
Since the Myth lacks a Cic/Ciclone it relies on an original cart being plugged into back of the Myth. So I added a feature that lets the Myth menu read the boot cart's contents and write it to an SD card.

I've verified that this works for ROM (unless the cart uses SA-1 or some other special chip), and it should hopefully work for SRAM as well.
The dumping speed is currently ~10 kB/s, which is limited mostly by the SD standard enforcing CRC calculation on all data written to the card, and this being done on a 2.68 MHz CPU :P (I could potentially run some of the code with FastROM timing for a slight boost).

Download link: http://code.google.com/p/neo-myth-menu/downloads/list
Youtube video: http://www.youtube.com/watch?v=pN3x74JzBi0

by on (#87119)
That's interesting. Makes me wonder if I should get rid of my Super Wild Card DX2.. Is there possible to implent BRAM saving from cart to SD and vica versa? Or does that already exist?

by on (#87129)
Hilmarf wrote:
Is there possible to implent BRAM saving from cart to SD and vica versa? Or does that already exist?

You mean the flash cart's BRAM, or the boot cart's?

From cart to SD exists in both cases. The other way around is currently not supported, but I plan to at least have support for auto-restoring the flash cart's BRAM from SD.

by on (#87157)
I mean't the boot cart. If it was possible to transfer BRAM from SD to the boot cart I would actually buy this product :) Then I would have no use for my SWC, as that's the only reason why I have kept it. I just like to have full control over my savegames, but I hate floppys ^^

Hope you implent that, although I guess neocash don't give you anything for improving their products...

by on (#87172)
Hilmarf wrote:
I mean't the boot cart.

Might be doable.

Quote:
Hope you implent that, although I guess neocash don't give you anything for improving their products...

They have. Though if you divide it across all the hours I've put into making my improved menu it probably comes to about the same hourly salary they pay school kids to do garden work during the summers.
That's not why I started working on the menu though. I just wanted to do some SNES deving; I got the flash cart for free; and their original menu was open source, so I had something to start with.