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Progress on N64/GBA save support?

Started by Zerker, 01/Jun/2013 12:00:40 PM

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skaman

N64 Cart EEPROM save support is complete.  The production N64 plugin supports EEPROM saves.  If you have a prototype N64/GBx plugin, then you'll need to add two connections - CLK and S_DATA.  I'll post pictures of a modified prototype adapter if anyone is interested.

The next BETA firmware release is on hold pending the resolution of the Paper Mario heuristics code.  Once I'm able to fix Paper Mario, then I'll release the BETA to the test group.  A public firmware release will follow after the testers have thoroughly tested the BETA firmware.

RazorX2014

Quote from: skaman on 15/Sep/2017 07:46:45 PM
N64 Cart EEPROM save support is complete.  The production N64 plugin supports EEPROM saves.  If you have a prototype N64/GBx plugin, then you'll need to add two connections - CLK and S_DATA.  I'll post pictures of a modified prototype adapter if anyone is interested.

The next BETA firmware release is on hold pending the resolution of the Paper Mario heuristics code.  Once I'm able to fix Paper Mario, then I'll release the BETA to the test group.  A public firmware release will follow after the testers have thoroughly tested the BETA firmware.

sounds amazing i cant wait :D
is there still work to be done on sms saves? from what i remember that wasnt working correctly.

skaman

I have no idea on the SMS saves.  If there is anything to be done, then it will have to be done by someone else.

I'm sorry to say that I have no plans or interest in working on support for any other consoles.  If there was one console that I might eventually work on, it would be the GBA saves.

After I finish the N64 fixes, I'll be going back to looking for a solution for the SNES SA-1 SRAM writes.


ssokolow

Quote from: skaman on 15/Sep/2017 07:46:45 PM
N64 Cart EEPROM save support is complete.  The production N64 plugin supports EEPROM saves.  If you have a prototype N64/GBx plugin, then you'll need to add two connections - CLK and S_DATA.  I'll post pictures of a modified prototype adapter if anyone is interested.

The next BETA firmware release is on hold pending the resolution of the Paper Mario heuristics code.  Once I'm able to fix Paper Mario, then I'll release the BETA to the test group.  A public firmware release will follow after the testers have thoroughly tested the BETA firmware.

[Insert fangirlish manly squeal of delight here]

(I've got some old saves that it'll be nice to see again without having to find the time to diagnose my N64's reboot problem.)

RazorX2014

Quote from: ssokolow on 18/Sep/2017 12:40:29 AM
Quote from: skaman on 15/Sep/2017 07:46:45 PM
N64 Cart EEPROM save support is complete.  The production N64 plugin supports EEPROM saves.  If you have a prototype N64/GBx plugin, then you'll need to add two connections - CLK and S_DATA.  I'll post pictures of a modified prototype adapter if anyone is interested.

The next BETA firmware release is on hold pending the resolution of the Paper Mario heuristics code.  Once I'm able to fix Paper Mario, then I'll release the BETA to the test group.  A public firmware release will follow after the testers have thoroughly tested the BETA firmware.

[Insert fangirlish manly squeal of delight here]

(I've got some old saves that it'll be nice to see again without having to find the time to diagnose my N64's reboot problem.)

when an n64 randomly reboots it usually means its overheating

androda

Quote from: skaman on 15/Sep/2017 07:46:45 PM
If you have a prototype N64/GBx plugin, then you'll need to add two connections - CLK and S_DATA.  I'll post pictures of a modified prototype adapter if anyone is interested.

I'd love to see the modifications.  Still have 6 or 7 of those prototype adapter boards kicking around.  Might as well keep them up to date.

ssokolow

Quote from: RazorX2014 on 18/Sep/2017 01:13:33 AM
when an n64 randomly reboots it usually means its overheating

That, or the memory expansion has gone bad, or the power supply block's connection to the console itself is loose.

Those are the three candidates I looked up but I've been too busy resolving more pressing concerns (eg. I just built some new wall-mounted shelving and I need to finish building the first of two wood sheds before winter comes around) to dig up my jumper pack and extractor tool and break out my line-drive ("game bit") bits and try to identify the problem.

skaman

Here are pictures of the modified N64/GBx adapter:



Connect the BLUE pins.  Connect the RED pins.




When I wired this adapter, I routed the wires from the back thru some vias to get to the front.

THIS IS ONLY FOR THE PROTOTYPE N64/GBX ADAPTER.  THERE IS NO MODIFICATION NECESSARY FOR THE PRODUCTION N64 PLUGIN.

skaman

Quote from: skaman on 15/Sep/2017 11:37:59 PM
I have no idea on the SMS saves.  If there is anything to be done, then it will have to be done by someone else.

I'm sorry to say that I have no plans or interest in working on support for any other consoles.  If there was one console that I might eventually work on, it would be the GBA saves.

After I finish the N64 fixes, I'll be going back to looking for a solution for the SNES SA-1 SRAM writes.

Well, I picked up a couple SMS carts that use saves and I think I've fixed the SMS SRAM code.  I don't have an SMS console so I don't currently have a way of telling if the save data that I'm dumping is the correct data.  The SMS SRAM code was nearly complete but the initialization of the port/pins was incorrect.  I'm hoping to get a Powerbase unit soon to test the carts on my Genesis.  If I can confirm the save data, then I'll look into adding save data writes.

More testing to do...

RazorX2014

Quote from: skaman on 04/Oct/2017 02:02:34 AM
Quote from: skaman on 15/Sep/2017 11:37:59 PM
I have no idea on the SMS saves.  If there is anything to be done, then it will have to be done by someone else.

I'm sorry to say that I have no plans or interest in working on support for any other consoles.  If there was one console that I might eventually work on, it would be the GBA saves.

After I finish the N64 fixes, I'll be going back to looking for a solution for the SNES SA-1 SRAM writes.

Well, I picked up a couple SMS carts that use saves and I think I've fixed the SMS SRAM code.  I don't have an SMS console so I don't currently have a way of telling if the save data that I'm dumping is the correct data.  The SMS SRAM code was nearly complete but the initialization of the port/pins was incorrect.  I'm hoping to get a Powerbase unit soon to test the carts on my Genesis.  If I can confirm the save data, then I'll look into adding save data writes.

More testing to do...

feel free to shoot me a message with a retrode 1 update to test and i will see what i can do, i have a custom cart i made that will let me test pretty much any game.

skaman

The SMS SRAM saves appear to work in MEKA.  I went ahead and implemented SMS SRAM writes.  I'll distribute a new SMS BETA firmware once the N64 BETA testing is complete.

The N64 BETA firmware testing has gone well and is near completion.  I'm waiting on one last item before compiling the final version for public distribution.  A BETA tester requested modifying the firmware to increase compatibility with one of the new crop of N64 repro boards.  If I'm able to get my hands on a board then I'll test it to find the required timings.

newbie2


BadHombre

Really incredible @skaman! You're a hero for working to make this dream come true for those of us who long to preserve our hard earned N64 game save progress.

skaman

There's a bug in the SMS SRAM read code that will corrupt two bytes at 0x1878 and 0x18FF.  These bytes will be changed to 0xFF when you read any SMS cart with SRAM.  The current firmware only outputs saves full of 0xFFs due to missing initialization BUT the bytes are corrupted on the read.  I wanted to make the bug known before users corrupt their SMS save games.

I've fixed the bug for the next release of the N64 BETA firmware.  I'll eventually release a new SEGA SMS-GG BETA firmware with save support and more fixes.