May 062017

Firmware 0.1.7e is out. Download here! This is mainly a long overdue maintenance release.

What’s new:

  • Fixed a long standing critical DAC timing quirk causing audio distortion with MSU1 on any revision except Rev.G
  • Fixed a clock glitch on SD card access from FPGA that could lead to audio/video distortion with MSU1
  • Properly map SRAM to Banks f0-ff instead of f0-fb in Mode 20 (“LoROM”) memory map
  • Added support for headered bsxbios.bin too
  • Slight SD card read performance optimization for MSU1 (avoid unaligned reads)
  • Change initial SRAM fill value (courtesy of devinacker) – fixes Ken Griffey Jr., Ou-Chan, and possibly other games that don’t perform a proper SRAM content sanity check
  • Always start game on PPU2 field 0. This doesn’t fix any known issue but is put in for compatibility’s sake.
 Posted by at 3:03 am

  65 Responses to “Firmware v0.1.7e released”


    Keep up the great work Ikari and anyone else who is supporting this project. Honestly, this is amazing work.


    Thank you for this new update! Long live the SD2Snes project.


    Thank you for keeping the development fresh! I’m so happy to have an original sd2snes ;)


    Yay! Fixes!

    Game genie next? :D


    Thank you ikari_01 for your hard work. Much appreciated! :D


    Man I’ve been checking this page almost daily since October. Thanks for continuing to support the SD2SNES!


    Thank you so much for you hard work Ikari, I’m loving the sd2snes!


    Thanks. I love it


    Thank you for keeping the project alive and well :)
    Just curious, will 0.1.8 be next or are there more work to be done on 0.1.7?


      I am fed up with v0.1.7 already :D Unless some major issues start cropping up with v0.1.7e this will be it and I’ll get on with the features and v0.1.8. (or rather v1.8)


    Hi Ikari – thank you for this project.

    I’m extremely frustrated with a problem I can’t seem to fix. For whatever reason I’m losing save files. The .srm is still there but the data in the .srm is gone (including the saves). I have been extremely careful to save a file and then hold reset and turn off the system and it still seems to happen randomly. It doesn’t happen to every save file. And it seems to only happen upon actually booting the sd2snes (I have taken to removing the SD card and backing the saves on my computer). I’m guessing that something in the booting of the sd2snes is erasing my saves (it’s been quite demoralizing).

    Any advice you could provide would be appreciated. Thank you in advance.


      that does indeed sound frustrating. :(
      Have you had a chance to try different SD Cards? The sd2snes is compatible with the vast majority of cards – personally only one of the 30ish cards I have for testing doesn’t always work, and that’s because it consumes too much power when switched on.
      Also, are you using the latest firmware? There have been some file system issues in the past that I fixed.
      I guess you already reformatted your card multiple times.
      Other than that you might want to give the diagnostic firmware a spin ( that might detect unreliable data transfers from/to card. If you decide to try it out, please upload the test_log.txt somewhere afterwards :)


      Hi, I think I can help you. It’s a pretty dumb thing actually but It happened to me at the beggining.

      I noticed if I don’t push the card carefully into the cartridge, the switch on the side of the card may rub against the SD card port and put the switch into lock position.

      I had this problem with several sd cards that had a loose lock switch. I just tried all of my SD cards and Micro SD adaptors until I found one that had a firm enough lock switch.

      Do this: be sure to put the switch in unlock position, put the SD in like you’d normally do and then pull it out and check if the switch is in the same position.

      Hope it helps!!


    Guys if you need the bins (dsp1,dsp1b,dsp2,dsp3,dsp4 and st0010) will be found here ->


    Ikari for president !!!


    Thank you! Props to keeping the SD2SNES project active =)


    Hi Ikari, Mario Paint doesnt load with The lates firmware. Im Trying yo use a rom that uses The patch to substitute the mouse.

    May you confirm if this is normal?


      Hi, it seems to work normally for me. I tested “Mario Paint (Joystick Hack) [a1].smc”, CRC32: AAD84250.


    Glad to see the Project is still alive :)

    Was already a little bit afraid that nothing will happen anymore since i’ve been checking the site like once a week and have seen nothing for a long time.

    Looking Forward to 0.1.8. Thanks for the continous support

    Regards and all the best to you IKARI.


    Perfect! Check in on the page once a week – so awesome to see a new update. Looking forward to cheat support, keep up the amazing work.


    Thanks for keeping this alive!!! Have you ruled out super FX – guessing if it was possible we would have seen it by now?


      The Super FX is still listed on the status page as a to-do for v2.0. So hopefully Ikari just hasn’t gotten around to it yet.


    Wowwww!! It seems this new firmware version has fixed all the issues I used to have with MSU1 games! I’m really glad of this! Thank you very much Ikari! You are the best!! :-)
    I’m already looking forward to the next firmware version for even more features and great stuff! ;-)


    Thanks for your continued work, Ikari.


    Thanks Ikari for your great job, fix audio distortion with MSU1 on Road Advanger.


    Thank you Ikari.
    Nice to see you still in the place after all this time !

    I wonder what will you do on 1.8 and more !
    Thank you !


    Hi, Ikari-san.
    I built the SD2SNES from scratch and now I just noticed that my XILINX programmer has only 10 pins :(

    Do you know if I can program it with a raspberry pi 3?

    Thank you!


    Can’t wait until SA-1 or Super FX gets implemented but this update fixed my distorted MSU-1 audio. Nice job.


    Thanks for all your hard work, Ikari! Will we get a negative MSU-1 boost option at some point by chance? I have rev. H and the MSU1 audio is too loud :(


    I’ve recently bought the SD2SNES… And i’ts awasome!!! Thank you very much for your work and hope for future improvement :)


    Muito obrigado ikari por este novo firmware, e espero que você consiga implementar o suporte ao SA-1 nos futuras FW.


    I’m having issues with this version although msu1 is fixed, I’m getting graphical artifacts on main menu screen when scrolling and the clock seconds numbers in bottom right is displaying 4 digits instead on 2. Rolled back to version C which is stable for me.


      Thanks for reporting. Does the menu crash too or is it just a graphical error? Could you check for graphical corruption (intermittently changing background graphics) in Donkey Kong Country 2, too?


        apologies for late reply, i cant even scroll through the menu far enough to select donkey kong 2, it starts scrolling then it locks up with artifacts. Just like before the clock timer in the seconds it 4 digits at random, the bottom of the screen is also filled with UUUUUUUUUUU all the way across. rev E hardware only apparent with this latest version. Looks like a major menu related issue.


        crashed in the menu, cannot even scroll far enough to select dk2 in directory, bootom of menu where button selection indicated in full of “UUUUUUUUUU”, seconds clock is 4 digot with random number. then the whole menu locks up. on hardware rev E.


        Looks like I really blew it in 0.1.7e, many issues cropping up… MSU1 aside, does it work well with v0.1.7d otherwise?


    ikari, just wondering, I know there’s a schedule, and there’s all the complications about GSU, but with the eminence of a completed star fox 2 rom release with the launch of super nes classic edition, it would be really incredible to sd2snes support SuperFX, and play star fox 2 on real snes hardware. Thank you for all the great work so far! Ps.: since sd2snes, my snes is waaaay more active than any other system currently hooked to my television.


    Hi Ikari. I am having problems with version 0.1.7e when playing Chrono Trigger. The game hangs, mostly at the start of a battle. The music goes on and it’s almost as if the game is paused, but it cannot be unpaused. I have not tried other games with this build, but I have since then switched back to build 0.1.4 with which I have completed a full run of Chrono Trigger without any issue.


      Hi, thanks for reporting. Could you check if it works well with v0.1.7d? Thanks!


        I have done most of a play through on 1.7d and have not run into any issues. I just upgraded to 1.7e and haven’t had a chance to play any Chrono Trigger yet. I can test if you wish.


    I found a issue with this firmware, playing Donkey Kong Country a black screen appears randomnly after a few seconds playing in the first level, the music remain, but without image on screen. This same issue happen with older firmwares, but with the 1.7d seems to be more stable and not happen.


    So I’m playing through Dragon Quest V, and I’m encountering graphical glitches on the battle screens, nothing too crazy and it’s totally playable but for some reason a few squares are glitching out or just not rendering. At first I thought it was the translation I’m playing but then I tested the Japanese file to see if it had the same problem and sure enough it did. Easy to notice if you just play to the first town’s dungeon and get in a few fights (you might even see it in battles on the way to the first town), it may also be my 1chip so disregard if it doesn’t show up through your own testing, but figured I’d better point it out.

    Keep up the great work!


      Thanks for reporting, I will try and reproduce it. Do you see any difference when you disable In-game hooks in the Configuration menu?


        When I disable in-game hooks it actually totally fixes it. I tested a number of battles in different locations and all of their screens loaded up without the flawed squares (which always appeared in the same spot in every battle before).


    I hack SD Gundam GX and expand GX’s rom used C0:8000~ .

    Hacked GX is played on Higan, kindred,and snes9x.
    However cannnot play on sd2snes.

    Please apply on hacked GX !


      I need the ROM or the patch so I can test it.


        Thank you Mr ikari !

        This is GX patch.

        Please play and take it !


        Thank you!
        The problem is that for LoROM size >= 16Mbits the DSP is normally mapped to another address range (60-6f:0000-7fff instead of 30-3f:8000-ffff) because otherwise it collides with the ROM. (Example: Super Bases Loaded 2 / Super 3D Baseball).
        As you expanded the ROM to 24Mbits, the sd2snes now maps the DSP3 to the 60-6f range and the game doesn’t “find” the DSP3 anymore.
        So the correct way would be to patch the ROM to use the DSP3 at 60-6f:0000-7fff. However all emulators do it “wrong” because they have the DSP remapping only for DSP1/1b but not DSP2-4, simply because there was no need for it.
        I think in this case, until a proper solution is discussed with emulation authors, I will cave and tweak the mapping of the DSP3 so it works with expanded ROM and a “hole in the ROM”.


        Mr ikari , thank you for investgating GX !

        To use the DSP3 at 60-6f:0000-7fff is maybe impossible.
        GX program is everywhere 30-3f:8000-ffff.

        I hope that GNEXT hack someday is played on sd2snes !


    Hey Guys i got my hands on my sd2snes yesterday. I’m really amazed this thing is the best :-) But unfortunally i have a issue. i’ve put the fw on the sd card as described and it boot perfectly. after playing a little chrono trigger and saving the game the sd2snes ain’t boot no more. it stays on black screen after powering the system. i’ve erased the sd card and try it again. if i dont save the game it works perfect. but after saving the sd2snes only boot to the black screen. i have trief differend games but everytime it’s the dame issue :-( has any of you guys have this issue an can help me?


      Sounds like an issue with your SD card.
      Tried resetting (with the button) before booting? Also, check status of the card with the built-in function.

      Also, be sure to buy the original hardware and not the Chinese bootleg version.


    iKARI is a financing aid so that you can work quickly on implementing the superFX on the SD2SNES card, I would like to start a Crowdfunding campaign to help and what the plans and deadlines would be if this were possible.

    Does every new technology in the new SnesMini help anything?


    To all of you who owns a SD2Snes, Super FX will NEVER happen. I purchased my flash cart from Stoneagegamer 3 yrs ago and to this date no work has begun or in progress on FX implementation


      Yeah, I’m afraid it’s true.
      The problem with single-man-job is he can always drop the project completely, but luckily it is open source so anyone who’s up to the task can help ikari.

      There are people who can easily implement SA-1 into the SD2SNES but they are busy doing SNES-on-FPGA of their own.


      The commits in megaris fork on GitHub look quite interesting if you look here:
      Scroll to the end of the timeline.


      I have been following this project since 2009 or 2010, preordered my own in May of 2012 (and it shipped in June of the same year), so 5 1/2 years for me. Yet I’m not whining. See, I had the best flash cart available before SD2SNES (SNES Powerpak), and it used CF cards (so less compatibility with other devices and fewer available card readers), was much slower to load games, had to use chips cannibalized from other games to run DSP-1 games and evade the lockout, and didn’t support CX4/DSP-2/3/4/BS-X games (and others), required you to hold reset in order to maintain SRAM, and on and on.

      Needless to say, SD2SNES was already way better on day one, and has slowly continued to improve. If you came in thinking support for SuperFX (or SA-1, or S-DD1) was gonna be a sure thing, you were deluded. That said, it remains possible.

 Leave a Reply

All comments are moderated. Email is optional, however no comment confirmation message will be shown for some reason if it is left empty. The comment will be posted anyway.

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong>