Aug 172015

Preview 4 of the notorious 0.1.7 firmware is available. Download here!

Changes in no particular order:

  • Prevent software from using uninitialized DMA ch.0 transfer to corrupt the stack (fixes Nightmare Busters)
  • Disable PPU region patching during the menu
  • MSU1: Stop audio playback on reset (fixes static buzzing noise in games after soft-resetting out of an MSU1 game)
  • Cx4: Add a switch for original/fast mode. “Original” mimics the Cx4 timing better (Megaman doesn’t die in MMX2 attract mode) whereas “Fast” uses a single CPU cycle for every instruction, improving frame rate when drawing polygons (rotating head in MMX2 intro).
  • Hide dot files and directories again (Regression in 0.1.7).
  • “Stealth Mode” for in-game hook memory area hides the memory region used by in-game routines from games. (Fixes Equinox, Lion King)
  • In-game hooks are a bit less intrusive in terms of CPU time, hopefully reducing glitches a bit with problematic games.
  • System Information screen shows file system usage on card.
  • Slow down DSPx a bit to better match original speed (should have no noticeable effect)
  • Font height is reduced by one pixel to increase readability (lines of text are more distinguishable). This has an effect on the font style so some might not like it…? ;)
  • Background is greyed out when a window is active in foreground
  • Menu now uses the dynamic hierarchical menu system, with automatic calculation of window dimensions, etc. Not much of it can be seen at the moment due to the lack of menu entries.
  • Experimental SRAM mapping for Cx4
  • FPGA: adjust address sampling time for “end-of-cycle” events. Should help primarily with DSP1 glitches.
  • MSU1: initial volume now adheres to the latest spec (initial volume = 0) so it must be initialized by software to the desired level. This actually breaks my own example player :D I will post an updated version of it shortly.
  • Text file based configuration. Allows you to change some settings while I procrastinate writing the config GUI :P The following options are currently implemented (taken directly from the config file, sd2snes\config.yml, as generated by sd2snes, along with their default values):
    # Allow SuperCIC Pair Mode (required for video mode setting)
    PairModeAllowed: false
    # Video mode (0 = 60Hz, 1 = 50Hz, 2 = Auto (game only))
    VideoModeMenu: 0
    VideoModeGame: 2
    # Satellaview Settings
    #  BSXUseUsertime: use user defined time instead of real time
    #  BSXTime: user defined Satellaview broadcast time (format: YYYYMMDDhhmmss)
    BSXUseUsertime: true
    BSXTime: 19970301180530
    # Enable PPU region flag patching
    R213fOverride: true
    # IRQ hook related settings
    #  EnableIRQHook: Overall enable IRQ hooks (required for in-game buttons & WRAM cheats)
    #  EnableIRQButtons: Enable in-game buttons (en/disable cheats, reset sd2snes...)
    #  EnableIRQHoldoff: Enable 10s grace period after reset before enabling in-game hooks
    EnableIRQHook: true
    EnableIRQButtons: true
    EnableIRQHoldoff: true
    # Screensaver settings
    #  EnableScreensaver: Enable screensaver
    EnableScreensaver: true
    # UI related settings
    #  SortDirectories: Sort directories (slower but files are guaranteed to be in order)
    SortDirectories: true
    # Enhancement chip settings
    #  Cx4Speed: Cx4 core speed (0: original, 1: fast, all instructions are single cycle)
    Cx4Speed: 0
  • Text file based cheat support. Cheat files are expected in YAML format with the filename “sd2snes\Cheats\<romname>.yml“. Multiple codes per cheat are supported. The expected data structure is as shown in this example:
    - Name: Invincibility
       Code: "AAAA-AAAA" # this is an example GG code
      Enabled: True
    - Name: Infinite Money
        - "7E0345AA" # this is an example PAR code
        - "809AB001" # and another one
      Enabled: False

    Cheats are applied immediately after loading a ROM (if they are enabled). 6 ROM patches and 26 RAM patches can be active simultaneously. Currently there is no sanity check so things probably won’t work correctly if you exceed these limits ;) At the moment sd2snes will re-write the cheat file every time it is loaded so its look will change after the first run. GameHacking can now export cheats in sd2snes format. Awesome!

  • Minor cosmetic changes.
 Posted by at 5:59 pm

  147 Responses to “Firmware v0.1.7 preview 4”


    Great, thank you so much! Gonna try it out tonight. :D


    :D Yeah :D Extremely nice update. highly recommend


      tested mega man x3 ntsc version,let the intro playing,there are hickups,saw the intro on youtube,its not having that hickups.
      tested with other sdcard,same result
      in config file the core speed is at 0,gona test now at 1.


    with core set to 1 its still there,but not as frequent as on core 0
    gona test another sdcard.


      What do they look like? Does the scrolling/sprite movement stop? Sound is ok? What kind of TV is the SNES connected to?


    where is the usb support? :>


    Thanks for all your hard work Ikari, Congrats on the 2nd child by the way.


    Can you live patch a romhack of super Mario world as a cheat?


      I don’t think so – the cheat engine can patch 6 bytes of ROM (Game Genie/Action Replay could handle 5 – not taking into account DEADC0DE). I guess there is no romhack that small :)


    Awesome! Working great so far!

    Was thinking, simply a gui to enable/disable would be great! I’m over the past-time of manually entering game-genie codes via d-pad! I probably wasted many hours of my child hood doing that, hahaha. Entering them in yaml and then having enable/disable via sd2snes menu would be good enough for me! Save the manual entry part for last! You won’t get any complaints for me! The enable/disable bits for the main config and the cheats is all I’d care about!



    I’m very glad to see that the sd2snes is still in motion. Thanks to you Iraki, you make the world a better place.



    Thanks for your hard work ikari, Congrats on your second son by the way.


    hi ikari,

    the sound is ok,in the beginning of the intro you see all buildings,and on top off one is a lightbundle,that bundle is stopping with movement now and then,its like microstutter on sli with nvidia graphics card.
    i gona test on 0.1.6 to see if its there also,and other sdcard also.
    i use snes with rgb on sony pvm 2730 qm
    can you test mega man x3 intro and see if the intro have the same problem ikari?


    ikari,used another sdcard and stable 0.1.6,and problem gone,think its in 0.1.7 prev4 is the problem.
    i played that games more in other firmwares also,never got that problem,also with the same sdcard i normally use.
    tryed rom ntsc and pal from no-intro and goodset.


      Do rockman X2 & X3 pass the CX4 test on your setup?
      For testing (same procedure on both X2 & X3), before launching the game in SD2SNES, plug a controller in port 2, then press A to launch the rom and then immeditaly hold B to trigger the CX4 test.
      Here I do not seem to be having issues with the light on top of the building in X3, it’s moving smoothly, no hiccups or stops.


    i made 2 sdcards now,1 with 0.1.6 stable and 1 with 0.1.7 prev4,both with the same rom:mega man x3 ntsc no-intro.
    in 0.1.6 its working fine,in 0.1.7 prev4 its stutters.
    so i think its the prev 4 thats have problem with the game.
    hope thats enough info for you ikari.
    maybe you can reproduce it.


    A great work ikari ;) seem to be working fine for me the 0.1.7 prewiew 4 , with my super famicom japanese with SD2SNES revison F , megaman x2 and x3 have no problem at this time , the game appear without error and intro working fine without glitch or bug , i hope the final version come soon , thank ikari


    Boogerman doesn’t work! :(


    And in game megaman x2 and x3 seem to be work fine , i have no error cx4 no problem intro game and no problem in the game


    For me Boogerman seem to be working fine , the game appear no black screen , demo game work , and in game seem to be working fine no bug or freeeze or glitche or black screen , i have the “true rom set complete snes ( rom no intro no extension header , commercial rom only ) ” , don’t forget use the true rom set full snes no intro and rom header and extension .sfc , or use a snespurifi tool


    i have tested many games ( rom ) today for 2 hours , and yesterday last for 12 hours test many many rom without problem with this config ” superfamicom Jap switch 50/60 htz and SD2SNES REV F , with a good sd card compatibility , with snes full rom set commecial extension .sfc , no intro , no header


    Or try to use snespurify_v11b2 , for clean your romset snes


    I have no tested all the snes romset but over tested 100 games (rom) without problem , and i have selected many games suspicious a bug and nothing , exept 3 rom or i have killed the in game routine for working without bug


    Boogerman work !


    All roms have to be in format .sfc or .smc?


    I’m a little confused as to why the configuration menu now has an option for the ‘recent games played’ list, when pressing ‘START’ shows the same thing. Seems a little…pointless, I guess.


    .smc work but .sfc is a true extension , use snespurify_v11b2 your rom are converted to the real extensioin .sfc and clean your rom header


    .smc is a dump via a super magicom linker in 1995 , .sfc is the real name extension


    Also don’t forget to use a good sd card compatibility in the list , and also a good romset clean rom snes , and good hardware SNES , not a SNES hardware failure , otherwhise for me also working fine , many games tested with no problems here


    ok,will test more.
    but why that same game (mega man x3) works fine in 0.1.6 stable.
    thats strange,or there is a problem with sdcard,but the same sdcard with 0.1.6 stable plays the rom fine.
    gona test more and let feedback here.


    i get register file error!
    gona search what that means,maybe thats why its not working like it should be.


    this test was with ntsc rom.
    just tryed the pal rom from no-intro.
    same problem,so it seems maybe my sd2snes is broken,how this happen,i dont know.
    thread everything here with care.
    also tested with 32gb kingston card,same problem.
    opened the rom with snesrom utlity,snespurify doesnt work on stupid win10.
    seems rom is without header because the option to remove is hided.


    tested also on other snes,same result,so gona wait to 0.1.7 final.
    play now with 0.1.6 and no hickup in intro.
    or i must send my sd2snes to krikzz to check,but i think its not the sd2snes or snes.
    otherwise the problem must also be on 0.1.6.
    tryed also kill the in game routines,same result,so i give up for now.
    tryed faster sdcard-sd formatter-other snes-other firmware-other settings,still same result.
    all other roms working fine.


    a friend to me have also the same “error registered file ” on cx4 with the rom ( euro and us ) for megaman x 2 and x 3 and no error in 0.1.6 , i think your sd2snes is a problem failure or broken , because mine is Sd2Snes REV F and no error registered file in cx4 on 0.1.7 and also no error on 0.1.6 , perfect for me on 0.1.7 and 0.1.6 , no problem for me , also i have tested today more 150 rom ( games ) on 0.1.7 preview 4 and work fine , good work Ikari


    what a bummer,i used that sd2snes a few times,and its broken,i know it could happen with electronics.
    but why its working without error in 0.1.6 for him,i cant get that,and in 0.1.7 he also got error.
    then the most logical is the software?
    ikari,can i check myself if its broken,or what part could it be?
    maybe then i could desolder it and solder new on.


      strange your problem ? , My SD2SNES is latest REV F and for me megaman x2 and x3 ( rom euro or us ) i have no error Cx4 “registered file ” in firmware 0.1.7 and 0.1.6 , perfect on the two firmware , all check pass on the cx4 test mode


      The Cx4 problem is most likely a software problem on some FPGAs only. Stay tuned for a solution.


    Im also having issues with megaman x2. Im using a 1chip-01 north american snes. When I run Megaman x2 on my sd2snes rev F i get glitchy sprites as well as a glitchy title screen and the health bar as well. I also get the register file error when I load the game. On 0.1.6 i still got the error but the game played fine but on 0.1.7 preview 4 i get these glitchy graphics. I got my sd2snes from stoneagegamer almost a year ago. I opened a github issue to track it. Thanks for all your work ikari. I maybe having issues but i still love my sd2snes and congrats on the new kid too.


    Thanks Ikari! Great update, awesome that can push out yml cheat formats. While I don’t like cheating on a game (especially first playthrough) some games I have beat multiple times I don’t mind having the ability for unlimited lives or what not.


    Du bist ein Croissant


    You really are a Croissant. And a legend sir.

    Thank you for sd2snes and all your continued work.


    ok ikari,take your time man,im using 0.1.6 for now,no problem in intro and ingame with it.
    so i will keep an eye here for solution.


    Thank you for all your hard work. You’re a lifesaver!! A quick note: Batman Returns lags with “Invincibility” cheat and “One Hit Kills Most Enemies” cheat. Worked on the first run, but on the second try it freezes up on level 1-1 after killing a few enemies and brings you to the first cut scene and flashes a distorted image of the Penguin (which scared the living daylights out of me lol). Is it not possible to add some sort of cheat GUI? Or is the SD2SNES at capacity? Anyway just thought I’d let you know.


    hi ikari

    iron commando and war of the gems dont work in Firmware v0.1.7 preview 4


    MAGO iron commando work on Firmware v0.1.7 preview 4 , just disable kill in-game hooks , and it work


    this thread,downloaded 3rd file,its fpga_cx4.bit fixed mega man x3,no intro stuttering and ingame anymore,but register error still keeps the same.
    my snes is cpu:rev2-ppu1:rev1-ppu2_rev3


    SNES Test Cart Ver1.03 burn-in test
    tryed that and everything past the tests.
    so im thinking its not snes related by me,but maybe software like ikari said.
    dont know if this test is a good indicator?


    i have tested the know dump Euro and dump jap iron commando , and working in Firmware v0.1.7 preview 4


    War of the Gems work , just kill the routine in game , i have killed the routine in game and its working i play the game


    for me iron commando worked fine(ntsc) 0.1.7 prev4


    seems my problem is solved with the new fpga file i found.
    tested also a few msu games,all working fine.
    only problem is with cx4 games registered file error.
    hope ikari can fix that with new fpga file or new update firmware.
    but take your time ikari,i can play my games now,especialy msu is nice.
    played secret of mana and metroid,the music is awesome.
    if i find problems with games,i will report.


    While the frustration arising from <YOUR FAVORITE GAME> not working properly on the latest preview firmware is totally understandable, little old me (being a frequent visitor to this site) would prefer if you guys could resort to accumulating any bugs/oddities you encounter before you decide to immediately, and redundantly, report anything and everything you observe, no matter whether it’s been mentioned before or not.

    By doing this, you’d contribute to making comments so much easier to read, and maybe even worthwhile reading — which most comments submitted so far unfortunately aren’t. :-/



    Chaos Seed flickers and the image bugs/goes out on nearly every button press. It wasn’t a problem back in 0.16.


      Hello , i have no problem with Chaos Seed , just kill in game the rootine and you have no bugs or flickers , i have killed the routine in game and working fine without problem or bug in 0.1.7 prewiev 4


    i have no problem with Chaos Seed , just kill in game rootine and you have no bugs flickers , i have killed the routine in game and working fine without problem or bug in prewiew 4 , 0.1.7


    thanks ikari, you are a beast


    thanks,, ikari,, you are a beast,,


    Many thanks to jack bear for pointing out I’m a moron who can’t RTFM. ;)

    Chaos Seed works fine, translated or not. Now I can start checking for a buyer for that ol’ Everdrive.


      if you have many problem with your sd2snes in 0.1.7 prewiew 4 , also you then return to 0.1.6 , just if you have a bug in 0.1.7 disable in game rootine and work fine , and if you is not happy will buy a everdrive :p


    Have problem with megaman x2


    I am still getting sprite corruption with Super Ghouls and Ghosts even when trying to disable ingame hooks. But, I was on 1.6 as well.


    Very nice, Ikari_01! Highly appreciative of the MSU-1 audio fix when going from an MSU-1 enhanced game to a non-enhanced game – that always really annoyed me, so I’m happy to see that fixed.

    I’m still champing at the bit, however, for SA-1 and, to a much lesser extent, SuperFX compatibility. Super Mario RPG, Kirby’s Dreamland 3, Kirby Superstar, DBZ Hyper Dimension, and Starfox 1 and 2 are really the only games I cannot currently play on the SD2SNES that I really, really want.

    Please allow me to congratulate you on a truly amazing product – Compatibility with more than 98% of the entire SNES library, the ability to play many hacks and homebrew with ease, and user-friendly operation.


    Is it just me, or when you press L+R and Select+Start, it no longer takes you back to the menu where you can choose games… I thought this had been implemented, but in this one it seems to not be working for me… it just resets the game.

    What am I doing wrong?


      Oops, never mind, figured it out. It’s L+R+Select+X



      Anyways, AWESOME update. I love the fact that I can switch games on the fly, just chilling on the couch, without having to get up, turn off then on the system…! Only negative to this is that I might be playing this all day :) Which isn’t really a negative.


    Loving this update. I’m actually upgrading for the first time since 0.1.5, as I wasn’t really encouraged by some of the issues on 0.1.6. Really happy with this one so far though. I love the cheat file system, and both PAR and GG codes seem to be working without a hitch.

    The only things that would improve it for me would be:
    – A GUI option to globally turn on/off all cheats (even when “True” in the cheat files)
    – GUI support for the cheat files themselves so you can toggle individual codes in-menu (this is not important to me, but would be for others, I’m sure)
    – A Stone Age Gamer logo design menu like the one that already exists for 0.1.5 and 0.1.6
    – Support for S-DD1 (which HAS to be doable considering coding has been done to decompress S-DD1 material on the SNES CPU itself) and, if possible, GSU-1/2 and (bigger if) SA-1.

    Anyway, great job. The SD2SNES has been hanging out in my SNES since the first SAG batch, and I keep popping by this blog every month or so. It’s good to see useful improvements continuing to be made.


    what this problem “HV timer Fail ” in snes burn ?


      i have tried with firmware 0.1.6 and i have not this error , the snes burn test is Ok all is Good and PASS , but in 0.1.7 preview 4 snes burn test make a error ” HV TIMER ” FAIL , only in 0.1.7 prewiev 4


    Ok thanks ikari , If i understand its not a bad error this “HV TIMER ” Fail test , its normal error in 0.1.7 ? :)


    Looks like Super Punchout is still glitching during the second fight. I’m not seeing the issue in 0.1.6.

    Can I provide any debug info to help track down the cause?


    I’ve found a serious bug in 0.1.7p4. In Final Fantasy III/VI, accessing the ‘EQUIP’ subscreen causes some incredibly freaky graphical glitches. This was discovered in the course of pursuing a FFVI MSU-1 hack, and it is not present in the 0.1.6 stable release.

    I have verified that this occurs on all version of FFVI, and I have also determined that the current patch for MSU-1 compatibility is not to blame – it occurs on unpatched, vanilla versions of the ROM as well. A video of the glitch in action can be found here:


    Hello Ikari :) , no news about the final version firmware ? , keep the good work and thank ikari ;)


    Hey! Great work on the latest release! I’ve been testing where I can and this release did fix a number of games that previously didn’t work – Adams Family Values, Aero Acrobat, Nightmare Busters – those all work fine now =) I have spotted some more games that have issues:-
    1) Super R-Type – on level 1 the planet in the background gets corrupted in the middle of the screen. Same thing happens in both US and JPN roms, despite them seemingly having different level graphics, both have corruptions in the middle of the planet.
    2) Super Punchout – after the first level, when you head shot the 2nd opponent it crashes. Tested again on different regions and same problem.
    3) Super Earth Defence Force – music doesnt play or plays incorrectly in game on level 1 – I think this is the APU RAM init bug which you are already looking at. I found after a cold boot the music can play OK.
    Keep up the great work =)


      You can fix these games by using L+R+Start+Y at the start of the game to kill in-game routines.


      All of those are in-game hook issues. Just tested myself to make sure. The first two, just use the button combination L+R+Start+Y to disable. Earth Defense Force is a little dicier, even after disabling the hooks with the button combo, it didn’t work quite right. After editing the config.yml file (EnableIRQHooks = false, I think), it worked fine.

      If you’re not wedded to the idea of having in-game reset, then you can leave the hooks disabled for maximum compatibility.


    The current preview firmware causes final fantasy 3/6s equip menu to glitch like cray.


    Ikari, I just would like to repport that Mario Kart Usa and EUR versions dont wory when using the firmware 0.17 preview 4. If I revert back to .16 it works fine.

    Thanks for your hard work.


    All do I play all the Mega Man X’s fine I still prefer the version 0.1.6 as the menu loads faster as in going through folder to folder. If it can play the FX games then I will use it lol.


    Does SD2SNES impose the limit of codes you can activate or is that a recommendation? Would it be possible not to limit the number of codes at all, like in emulators?


    Hi there.

    I’ve installed the uIGR, the SuperCIC and the 1chip 50/60 Hz mod. Thank you for this great projects of yours and the effort you put into them as these solutions seem to be more thought through as the Everdrives.
    After doing these mods i wanted to test the Pair mode. There seems to be something strange that wasn’t mentioned before in the comments here. As far as i understand the red led signals a write operation on the sd card. With this preview the red led flashes every second making me worry about why it does that. I switches back to 1.6.0 and it stopped.
    Maybe there is a side effect of your changes.


    tryed mario kart,pal snes switched to ntsc-rom also ntsc,firmware 0.1.7 preview 4
    game worked fine here.


    I experience graphical glitches in some games:

    Last Action Hero (sprite issues I guess)
    Super Star Wars (animations in the intro for example are stuttering)
    Wolfenstein 3D (almost unplayable, looks very strange)

    There are more, but these are the ones I remember. Is it a problem with the firmware? Or with my sd2snes? Or even with my snes?


      It’s probably the fault of the in-game hooks (for In-Game controller reset, WRAM cheats etc.) You can disable them by setting “EnableIRQHook: false” in sd2snesconfig.yml. Please tell me if that helps. :)


      thanks for the quick response! tried that, still the same problems :(
      Maybe you could try it with Wolfenstein 3D to check if it also looks strange for you?


      I checked Wolfenstein 3D and Last Action Hero, and the first stages seemed just fine, even with the in-game hooks enabled. Maybe check and make sure your ROM dumps are good?

      I did notice the intro in Star Wars seemed to desync a little bit, but I’m not very familiar with how that should look anyway. But I don’t think going to a demo sequence then immediately kicking back out is correct behavior. That probably is the in-game hooks, I would think.


      I have actually played a good ways into Wolfenstein 3D and I haven’t had any glitches or noticed any issues with in-game-hooks enabled.


      this is how wolfenstein looks for me:

      already tried out other rom dumps of it, same result.


      got a new snes today (1 chip) -> problem solved :)


      So it was the snes. I had issues with I thought was my SNES but it turned out it was the box that I have all my devices plugged into that goes into the TV. Glad you figured it out, even if it meant you having to purchase a new SNES. Merry Christmas and happy holidays!


    Nothing for Xmas ? :D
    Can’t wait for SA-1 !!


    Hi Ikari i have something strange happening here.

    I have upgraded from 1.5 to 1.7 prev4 today.
    I tried then to test the SNES with the SNES Test program rom. The electronic test passes 1 out of 2 tries. The rom has been purified and i want to know if this could be a hardware malfunction or a rom / firmware problem.

    I tried many games with no problems so far. Mario kart, Road blaster, megaman 3.

    SNES model 1 US NTSC
    SHDC CLASS 10 Platinium

    Thanks !


      Ingame hooks make the H counter test fail. Should become obvious when trying the more verbose SNES test program which actually lists the tests in detail.


    Hello! Any chance we can put the entire cheat list in the folder, then limit the number of cheats we can enable/disable within sd2snes so we can manage them all in a single file while it creates a temporary copy for the game to run? I’d like to download straight from GameHacking and enable/disable on the flashcart as fast as possible, and think this method might be more convenient than what the preview currently has.

    Thanks again for all the hard work!


    >Experimental SRAM mapping for Cx4

    Oh hey, somebody’s actually using my reverse engineering :P


    i hope the final 1.7 release come soon ikari , thanks :)


    Energy Breaker and Marvelous – Mouhitotsu no Takarajima both have problems.


    Any plans to support SA-1 games soon?


    happy new year ikari :) , keep the good work for final version 1.7 ^^


    What does Cx4 “fast mode” do other than make Mega Man X die in the intro? Does it change how the game plays?


      It also makes the head wireframe animation in the intro run smoothly. Not sure about actual impact on gameplay.


      MMX2 and MMX3 run more smoothly especially in 60Hz mode when fast mode is enabled.
      Some examples out of MMX2, where huge differences can be recognized:
      – fight against Serges (fight for a Zero part)
      – boss fight Wheel Gator (flying saws)
      – final boss fight against Sigma Virus (flying head)


    Ikari, could you describe what “Enable PPU region flag patching” setting is use for?


      It is basically “auto region patching”. Most games check the region by reading the PAL/NTSC flag from a PPU register. By patching the bus when it is read, you can make a game believe it runs at 60Hz when it runs at 50Hz and vice versa.


      Roger that, thanks.


    How is the kid?

    Hope everything is good.


    I think the Kid is dead ??? no answers no news from him , sd2snes dead ???


    No problem ikari stay alive ;) and keep the good work :) , you have a no new about de 0.1.7 final Ikari ? :) thanks so much


    Are there any restrictions on which kinds of cheats can be used? I’m trying to use this code for Dragon Quest 5:


    It’s supposed to recruit monsters 100% of the time. It works on emulators, but not on SD2SNES. I used the correct format for the yml and everything, but nothing. Is there something I’m missing?


      Usually not… could it be a Game Genie code in disguise? Does entering “A68D-3138” or 9ABF0BC8 work?


      Isn’t the classic (well, not so classic, as it was discovered over a decade after the game came out) way to recruit monsters 100% of the time through the hitoshikonomi trick? You put certain items in the hero’s inventory, then everyone gets a critical hit every time and always recruits recruitable monsters. Cool to get the code working too though, I suppose.


    Hi ikari
    Just wondering what your plans were for the sd2snes gui? will it be possible to create configurable themes that have box art and game information displayed on the screen?


    Hey Ikari, any chance of you start to provide SD2SNES fw nightly builds?


    Is there a way to remove the limit of 6 ROM patches?
    I really want to try what’s the limit on actual hardware before the snes fry’s up


    Any chance on getting a release soon? :)


    frankly you will release a new release very soon i hope Ikari , because no release since August 2015 only beta prewiew 4 , it is time to release this new release, thank you Ikari because le SD2SNES is expensive


    Hi everyone, I have some issues for update my SD2SNES cart, works fine with the 0.1.6 fw, but when I try to update to 0.1.7b (preview 4 I think), got a blackscreen, and nothing happens. Can you help me with this? Regards

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