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README.md

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## Documentation
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* [Getting started guide](./docs/00_getting_started_sd.md)
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* [Menu controls](./docs/01_menu_controls.md)
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* [Menu customizations](./docs/07_menu_customizations.md)
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* [Menu customization](./docs/07_menu_customization.md)
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* [Developer guide](./docs/99_developer_guide.md)
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## Video showcase (as of Oct 12 2023)
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### N64 ROM autoload
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To use the autoload function, while on the `N64 ROM information` display, press the `R` button on your joypad and select the `Set ROM to autoload` option. When you restart the console, it will now only load the selected ROM rather than the menu.
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NOTE: to return to the menu, hold joypad `start` button whilst powering on the console.
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The autoload setting is stored in `config.ini` and persists until changed. This feature may slightly increase boot time as the menu needs to check for the Start button state.
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NOTE: To return to the menu, hold the joypad `Start` button while powering on the console.
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### GamePak sprites
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To use N64 `GamePak` sprites, place `PNG` files within the `sd:/menu/boxart/` folder.
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To use N64 GamePak sprites, place PNG files within the `sd:/menu/boxart/` folder.
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#### Supported sprites
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These must be `PNG` files that use the following dimensions:
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* Standard N64 GamePak boxart sprites: 158x112
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* Japanese N64 GamePak boxart sprites: 112x158
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* 64DD boxart sprites: 129x112
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Supported PNG formats:
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* RGB/RGBA color formats
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* 8-bit color depth
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They will be loaded by directories using each character (case-sensitive) of the full 4 character Game Code (as identified in the menu ROM information).
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i.e. for GoldenEye NTSC USA (NGEE), this would be `sd:/menu/boxart/N/G/E/E/boxart_front.png`.
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i.e. for GoldenEye PAL (NGEP), this would be `sd:/menu/boxart/N/G/E/P/boxart_front.png`.
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To improve compatibility between regions (as a fallback), you may exclude the region ID (last matched directory) for GamePaks to match with 3 letter IDs instead:
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i.e. for GoldenEye, this would be `sd:/menu/boxart/N/G/E/boxart_front.png`.
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**Note1:** Excluding the region ID may show the wrong boxart.
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**Note2:** For future support, boxart sprites should also include: `boxart_back.png`, `boxart_top.png`, `boxart_bottom.png`, `boxart_left.png`, `boxart_right.png`.
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**Warning**: Excluding the region ID may show the wrong boxart.
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**Note**: For future support, boxart sprites should also include:
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* `boxart_back.png`
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* `boxart_top.png`
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* `boxart_bottom.png`
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* `boxart_left.png`
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* `boxart_right.png`
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As a starting point, here is a link to a boxart pack following the new structure, including `boxart_front.png` and failback images:
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* [Link](https://drive.google.com/file/d/1IpCmFqmGgGwKKmlRBxYObfFR9XywaC6n/view?usp=drive_link)
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### ED64 - WIP - UNTESTED AND UNSUPPORTED - USE AT OWN RISK
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Currently not supported, but work is in progress (See [PR's](https://github.com/Polprzewodnikowy/N64FlashcartMenu/pulls)).
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NOTE: The menu may be able to load ROM's but not perform saves and may break existing ones..
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**Warning**: The menu may be able to load ROMs but cannot guarantee save functionality. Existing saves may be corrupted.
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#### ED64 (Vseries)
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The aim is to reach feature parity with [ED64-UnofficialOS](https://github.com/n64-tools/ED64-UnofficialOS-binaries) / [ED64-OfficialOS](https://krikzz.com/pub/support/everdrive-64/v2x-v3x/os-bin/).
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Download the `OS64.v64` ROM from the latest [action run - assets] and place it in the `/ED64` folder.
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#### ED64 (X series)
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X Series support is currently awaiting fixes, in the meantime use the official [OS](https://krikzz.com/pub/support/everdrive-64/x-series/OS/) instead.
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X Series support is currently awaiting fixes. Please use the official [OS](https://krikzz.com/pub/support/everdrive-64/x-series/OS/) for now.
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#### ED64 (P clone)
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Download the `OS64P.v64` ROM from the latest [action run - assets] and place it in the `/ED64P` folder.

docs/00_getting_started_sd.md

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## First time setup of SD card
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### Flashcarts
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Using your PC, insert the SD card and ensure it is formatted for compatibility with your flashcart
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#### SC64
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- FAT32 and EXFAT are fully supported.

src/menu/views/settings_editor.c

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void view_settings_init (menu_t *menu) {
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ui_components_context_menu_init(&options_context_menu);
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}

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