A bundle of firmware improvements
Portuguese, English, Spanish, German, French, Italian, Russian & Dutch Game covers IPS/BPS patch Themes & sounds

Your sd2snes firmware,
supercharged.

A version of the sd2snes / FXPak Pro firmware with a fully translated menu, each game's box-art cover in the browser, menu themes and sounds, a cheat manager, and IPS/BPS patches applied right when the game boots. All on top of mrehkopf's original firmware.

8
Languages
…
Game covers · SNES/SGB
…
Cheats
31
New features
…
Downloads
★ First time here?

From zero to your first game, in 5 steps.

No compiling. The full package already includes the whole firmware - you don't need to install anything official first.

⬇ Download the full package Want covers, themes and sounds? See the features ↓
  1. 1
    Download the full package The .zip marked full in downloads - that one's all you need.
  2. 2
    Copy it to the SD card root Open the .zip and copy everything to the card's root (replace when asked).
  3. 3
    Add your games to the card The ROMs are yours - copy them to any folder on the card. The firmware ships without games.
  4. 4
    Covers, cheats and game info (optional) On your PC, open the Web Manager, point it at the card and it downloads each game's cover, info and cheats for you.
  5. 5
    Turn on the console Put the card back and power on. The first boot offers a tour of what's new. To change language: the Language option in the menu.
💾 Some games with special chips need BIOS files you provide yourself (legal reasons - the official firmware needs them too): bsxbios.bin, dsp1.bin, dsp1b.bin, dsp2.bin, dsp3.bin, dsp4.bin, sgb1_boot.bin, sgb1_snes.bin, st0010.bin, stbios.bin.
Version 2.17 · what changed

More colour on screen, more cartridges in the slot.

The headline is the Game Boy Color: .gbc files now run in colour on a core of their own (experimental, FXPak Pro only). And six kinds of cartridge that would not boot before now do: Seta's ST011 and ST018 chips, copy-protected bootlegs, the Super 20 in 1, Gamars Puzzle and .sfrom files. Along with it comes a tour of what's new on the first boot, which walks through each feature and lets you switch its option on right there, plus icons in the file list, shortcuts on controller 2, Dutch as the menu's eighth language and music that ships with the firmware.

Version 2.17's flagship Experimental · FXPak Pro (Mk.III) only

Game Boy Color

Drop a .gbc on the card and it runs on a Game Boy Color core built for sd2snes+: in colour, at the right speed and with the double-speed mode. .gb files that ask for the Color go there on their own.

  • Real colour, not the Super Game Boy palette
  • Hi-colour screens done right, stretchable to 256×192
  • Battery saves and the cartridge clock
  • SameBoy's free boot ROM: no BIOS

Preview: no savestates, cheats or in-game menu on this core yet, and some games stay on a blank screen.

New in 2.17 On the first boot

Tour of what's new

On the first boot after installing or updating, the menu asks whether you want a tour: a welcome clip, then one card per feature, with a picture of what it changes on screen and its option right there.

  • One card per feature, with a picture
  • Set each option right there
  • After an update, only what is new
  • In all eight menu languages

See it again: Configuration › Tour of the new features. Your answers are saved when the tour ends.

New chip

Seta ST011: Morita Shougi

  • Hayazashi Nidan Morita Shougi uses the ST011 chip, which now has a core of its own: the game boots and the computer plays against you
  • Copy the chip firmware to /sd2snes/st011.rom. If the file is missing, the menu names it
  • On both boards. No savestates or in-game menu on this core
  • Core written by M2M
New chip

Seta ST018: a 32-bit ARM

  • Hayazashi Nidan Morita Shougi 2 carries a 32-bit ARM coprocessor. The core includes that CPU, written from scratch
  • Copy the chip firmware to /sd2snes/st018.rom
  • On both boards. No savestates or in-game menu on this core
  • Core written by M2M
Cartridges

Protected bootlegs, from the untouched dump

  • Unlicensed games with a copy-protection chip run from the original file, no cracked version needed
  • Aladdin 2000, Tekken 2, the Pokémon bootlegs, King of Fighters '98 and 2000, Soul Blade, Street Fighter EX Plus Alpha and more
  • The game is recognized by the file's checksum. On both boards, without savestates or the in-game menu
  • Core written by M2M
Cartridges

Super 20 in 1

  • The Korean Super 20 in 1 multicart opens its own menu and switches games like the real cartridge
  • They are NES games ported to the SNES, such as Spartan X and TwinBee
  • Loads as a plain dump, on both boards. No savestates or in-game menu
  • Core written by terminator2k2; Mk.II build by M2M
Cartridges

Gamars Puzzle

  • The unlicensed Taiwanese puzzle game Gamars Puzzle has a memory map of its own and now boots as a plain dump
  • On both boards; on the SD2SNES (Mk.II) it uses the fpga_basex.bit from the firmware package
  • Support written by terminator2k2
Formats

SNES Classic .sfrom files

  • .sfrom, the ROM format of the SNES Classic, shows up in the browser and boots like any game: saves, cheats and patches work the same
  • The Web Manager and the GamesDB identify the game by the ROM stored inside the file, so cover and game info are the same as for the .sfc
  • Firmware support written by terminator2k2
Browser

Icons in the list

  • Every row of the browser shows an icon for its type - folder, SNES, NES, Master System, Game Boy, Game Boy Color and Atari 2600 game, music, theme - and an MSU-1 folder that opens as a game shows the game icon
  • Y on an MSU-1 folder opened as a game shows its ROM's context menu: cheats, favorites, delete…
Game info

Cheats from the info card

  • On the game info card, SELECT opens that game's cheat list
In-game menu

Shortcuts on controller 2

  • The in-game combos (menu, savestates, reset) also work on controller 2
  • Option Buttons on controller 2, off by default; controller 1 keeps priority
In-game menu

Shortcut list

  • In the in-game menu, SELECT on the tab bar lists every button combo armed for the game you are playing
Menu

Buttons in green

  • In the key hints at the bottom of the screen, in the menu and in-game, each button's name is drawn in green
Audio

Music out of the box

  • The firmware now ships with 3 freely licensed tracks, and Random music is on by default
Settings

New defaults

  • Savestates and the In-game hook are on
  • The RESET button no longer restarts the game: it always goes back to the menu, in the last game's folder with that game selected
  • To have a short press restart the game, pick Duration in Reset to menu: a long press (or two quick presses) goes back to the menu
  • If your card already has a config.yml, your choices stay
Languages

The menu now speaks Dutch

  • Nederlands joined as the eighth language, next to Portuguese, English, Spanish, German, French, Italian and Russian
  • Menu, messages, every option's description and the in-game menu - all translated. Pick it under Language in the main menu
  • The menu clock shows the date the Dutch way, DD-MM-YYYY, with the time after the date
Fixed

Fixes and polish

  • Game info card: accented and Cyrillic letters no longer turn into ?, and the translated description shows in full
  • Stepping between games on the info card: the fade is faster, and the previous game's clip no longer keeps looping its sound while the next card loads
  • Savestates: loading a state made in another level brings back the right music in Super Mario World and the three Donkey Kong Country games (US versions)
  • Cheats in the in-game menu: the ON/OFF of each row in the list is translated in every language (e.g. ВКЛ in Russian, AAN in Dutch)
What was new in 2.16 (previous version)

One more console and four cartridges no flashcart could open. The sd2snes programmable chip learned one more console and four cartridges no flashcart could open: the Atari 2600 (experimental, and FXPak Pro only), the SPC7110 games, the Super FX 3 from the 2025 DOOM, Bandai's Sufami Turbo and Nintendo's tournament carts. Each one has its own card below, with what works and what does not - and the detailed ones live in Features.

Updates

What came after: 2.16.1 to 2.16.4

2.16.1

  • The date in your language's format: the menu clock shows DD/MM/YYYY in Portuguese, Spanish, French and Italian, DD.MM.YYYY in German and Russian and MM/DD/YYYY in English, with the time after the date
  • Super Mario Bros. is back to normal on the NES core: in 2.16 the level slid down the screen while scrolling and lost columns along the way
  • The menu's Russian text got another review pass, and У got a drawing of its own, with the tail
  • The font's Y got a straight, centred stem - it used to change width on every row and read like a different letter (contributed by Willian Nascimento)

2.16.2

  • An MSU-1 game folder opens as the game: with a single ROM and its .msu inside, press A on the folder itself and you get the info card or the game, the way you set it. Turn it on or off under Browser Settings → Open MSU-1 folders as games
  • The MSU-1 folder shows the game's cover while it is highlighted, and the .pcm tracks move to the end of the list, in the right order (2 before 10)
  • Deleting a ROM takes what belonged to it: box art, info card, screenshot, clip, guides, cheats and patch settings. Battery saves, memory packs and savestates are never part of that
  • Show sd2snes folder (under Browser Settings, off by default): the card's own folder shows up in the browser, with saves, savestates, covers and info cards. What is yours can be deleted with Y; the firmware, the menu and the FPGA cores are listed but offer no Delete
  • First-generation Super Famicom (SHVC-CPU-01 board): the menu no longer freezes while you browse. A screen update could finish right up against the background effect, the one moment that board's processor cannot take

2.16.3

  • The GUIDES tab is back: since 2.16 the in-game menu said "Manual not found" in every game, even with the guide on the card
  • On an MSU-1 folder's info card, Up/Down step to the previous or next game, like on any other game

2.16.4

  • Cheat editor: add, edit and delete codes on the console itself - from the menu (Y) and from the in-game CHEATS tab, with an on-screen keyboard
  • Super Mario RPG: the "Level Up" text is no longer scrambled on the FXPak Pro, the screen comes back right after closing the in-game menu, and the SD2SNES (Mk.II) no longer freezes in battles
  • Star Ocean and Street Fighter Alpha 2: no more graphics garbage on some of the times the game loaded
  • A patch that turns a Super FX game into an FX3 one now loads correctly
Experimental

Atari 2600 (FXPak Pro (Mk.III))

The core and the carts

  • Drop an .a26 on the card and it shows up in the list like any other game
  • FXPak Pro (Mk.III) only - which one is mine?
  • It needs the two new files in /sd2snes: fpga_a26.bi3 and a26_snes.bin. Copy just the firmware and the game will not open
  • 2K and 4K carts and the F8, F6 and F4 bankswitching schemes, including the Superchip variants (F8SC, F6SC, F4SC)
  • Not in yet: E0, 3F, FE, FA, DPC, Supercharger, paddles, keypads - and NTSC only, a PAL cart will not run
  • TIA sound on both channels, with all 16 waveform modes

Both joysticks and the console switches

  • The two joysticks come out on the two SNES pads
  • Holding Start presses the console's RESET switch and holding Select the SELECT one
  • X flips between colour and black-and-white, and L/R are the two players' difficulty switches
  • L + R together freeze the switches - that is the gap that lets the in-game menu combos through without poking the Atari
  • The picture width is picked in Chip Options: 160 (1:1), the native one with bars on the sides, or 256 (wide), which fills the screen
New chip

SPC7110: the games that never opened

  • Tengai Makyou Zero, Momotarou Dentetsu Happy and Super Power League 4 run - before, the menu only said the chip was not supported
  • Support for the expansion ROM (banks $40-4f) that 7 MB images use
  • Works on both boards: FXPak Pro (Mk.III) and SD2SNES (Mk.II)
  • It needs the new file in /sd2snes: fpga_spc7110.bi3 (Mk.III) or fpga_spc7110.bit (Mk.II) - and no BIOS at all
  • Battery saves work as usual, and on both boards a .rtc file next to the save stands in for the cartridge battery - the Tengai clock survives a power cycle. On Mk.II that needs the fpga_spc7110.bit from the same firmware package
  • The in-game menu (L + R + Y + ←) opens here too - live cheats, guides and saves; only save states stay out
  • The core is original to sd2snes+, written from the C++ implementation of the ares emulator (ISC licensed)
New cartridge

Sufami Turbo: Bandai's minicarts

  • The Sufami Turbo is Bandai's passthrough cartridge with two minicart slots - drop the .st dumps on the card and they show up in the list
  • It needs the base cartridge BIOS at /sd2snes/stbios.bin - you provide the file yourself, as with the other chips
  • Right before the game starts, a dialog picks the Slot B cart - and the pair is remembered for next time
  • Each minicart keeps its own battery save, just like the hardware: the linkable titles (the SD Gundam Generation series) exist precisely to write into the cart in the other slot
  • It runs on both boards; on the SD2SNES (Mk.II), from 2.17 on, it uses the fpga_basex.bit from the firmware package (without it, the missing-file warning shows up)
  • The in-game menu and cheats work; save states do not
2025 chip

Super FX 3: the 2025 DOOM runs on the flash cart

  • Up front: it does not run at the real cartridge's speed - the sd2snes FPGA cannot match the 2025 chip. The Star Fox games run flat out, but DOOM sits at ~11 fps against the cartridge's 20 - it feels like the 1995 SNES DOOM. Speeding it up is next
  • The Super FX 3 is the chip inside the new DOOM cartridge (Limited Run Games, 2025, designed by Randal Linden) - and the free patches that supercharge Star Fox and Star Fox 2 target it too. No flash cart could boot this format until now
  • All three games boot and play: The Ultimate Doom, Star Fox FX3 and Star Fox 2 FX3 - with Star Fox 2's battery save working
  • It runs on both boards: on the FXPak Pro (Mk.III) the support lives in fpga_gsu.bi3; the SD2SNES (Mk.II) gets a dedicated core, fpga_gsu3.bit - both from the same firmware package
  • No in-game menu, cheats or save states on these carts: the FX3 memory map claims the space the hooks use
  • An original sd2snes+ implementation, written from the chip's public specification (Randal Linden) + black-box behavioural testing against the real game - not a single line of code from other implementations
Tournament carts

Competition Carts: Nintendo's championship cartridges

  • The cartridges Nintendo built for its official tournaments - three timed games and a score screen, with a hardware round timer - boot as plain .sfc dumps: Campus Challenge '92 (Super Mario World, F-Zero, Pilotwings) and PowerFest '94 (Super Mario Bros.: The Lost Levels, Super Mario Kart, Ken Griffey Jr.)
  • All five circulating dumps are recognized - originals, repros and the score hacks
  • The round length is the real board's physical DIP switch bank: set it under Chip Options → Competition Cart timer (min), 3 to 18 minutes (6 was the event setting). The timer runs in the FPGA, like the hardware - when it expires, the game jumps to the score screen
  • Needs dsp1b.bin on the card - both carts carry a DSP-1 (Pilotwings / Super Mario Kart)
  • Thanks to @terminator2k2, who brought these carts to sd2snes first
Menu audio

Listen to MSU-1 soundtracks straight from the menu

  • The .pcm files - the MSU-1 soundtracks already sitting on the card next to the games - now show up in the browser, just like .spc files do
  • Press A on one and a player opens, with a progress bar, elapsed and total time. A pauses and resumes, B closes
  • The track plays on the cartridge's own audio channel, so the menu stays alive underneath - and the menu music comes back on its own when you close it
  • Handy for checking a game's soundtrack is the right one before you play, without pulling the card
SD2SNES (Mk.II)

The older board got some breathing room

  • The SD2SNES (Mk.II) has less program memory than the FXPak Pro, which is why some features never fit on it
  • This version reorganised the firmware inside and freed up space - two features that were FXPak Pro only now run on it as well: Create patched ROM and Sufami Turbo
  • Nothing changes for FXPak Pro (Mk.III) owners: both already worked there and stay exactly the same
  • What is still FXPak Pro only is under Does everything work on both?
Fixed

Star Ocean stopped scrambling the screen

  • In Star Ocean (S-DD1 chip), opening the in-game menu outside battles left the screen black or scrambled - and the second time round the game froze
  • The chip was also recording the effects the game draws line by line, and handed the wrong ones back on the way out. Now it records only what it has to, and the picture comes back untouched
  • Star Ocean save states went down the same path and were fixed along with it
  • It applies to both boards - the fix lives in the chip file (fpga_sdd1), so copy the whole package to the card, not just the firmware
In-game menu

Find your own cheats

  • New TRAINER tab in the in-game menu: type the number you can see on screen (lives, coins, HP) and it lists the addresses holding that value
  • Play a bit, reopen the menu and filter - the list shrinks until only the right address is left
  • Cannot see the number? Start an Unknown search and filter by changed / increased / decreased
  • Write the value, or freeze it (up to 4 at once, without creating a cheat); SAVE CHEAT puts the address in the cheat list
  • On both boards
Diagnostics

Is the cartridge faulty, or is it the firmware?

  • Main menu → Memory test answers that on the console itself, with no serial cable and without flashing the separate diagnostic image
  • A runs the test (~30 s): first it walks the data and address lines of the PSRAM and the SRAM looking for an open, stuck or shorted line, then it writes and verifies every cell and reports the first bad address
  • If it finds a fault it names the chip the way it is silkscreened on the board - U501: check data line D3 - so you know where to look
  • The screen goes dark and the console resets while it runs: that is expected, the programmable chip is loaded with the test core meanwhile
Languages

The menu now speaks Russian

  • Русский joined as the seventh language, next to Portuguese, English, Spanish, German, French and Italian
  • It is the menu's first non-Latin alphabet: the sd2snes font holds 256 drawings of 8×8 pixels, and Cyrillic needed 46 new letters, drawn by hand over an old block nobody used any more
  • The other 20 Russian letters reuse drawings that already existed - А, О and Т are the same ones as in the Latin alphabet
  • The translation was reviewed by a native speaker
Small things

Fixes and polish

  • Reset by duration: a fifth mode of Reset to menu where a short press restarts the game and a long one goes back to the menu - the only one that keeps the reset button behaving normally
  • Text outline and anti-aliasing became your own options under Browser Options, and they take effect immediately, without reloading the menu
  • Random menu music: the menu draws a different track from your folder on every load
  • Asking for the clock at boot is now optional: switch it off if you do not use the clock and got tired of the prompt
  • The in-game menu combo is no longer fixed - pick your own in the card's config.yml
  • More NES games running, with more mappers recognised
  • The in-game menu gives the sprites back exactly as they were on exit, and the guide viewer accepts controller 2
  • A save state on an unsupported game now declines politely instead of freezing
  • No more pops and hiss from the sound on reset, and menu windows no longer vanish after turning the music on or off

Every console got a folder of its own on the card: sgb/, nes/, sms/, a26/ and sft/, inside the two-letter folders. A save is named after the ROM without its extension, so until now a Tetris (USA).nes and a Tetris (USA).sfc shared one cover, one game info card and one cheat file. Open the Web Manager and hit Organize — it reads the firmware version off the card and sorts it into the right layout, including if you are coming from 2.14.

About Master System, NES and Atari 2600: these cores are extremely experimental and FXPak Pro (Mk.III) exclusive. Many games won't run, freeze, or show graphical glitches - the compatibility list shows what has been tested. They are here for people who want to tinker and help test - don't count on them for actual playing.

What was new in 2.15
In-game

The cheat menu became the Game Menu

  • The same old combo (L + R + Y + ←), except it now opens a whole menu instead of the cheat list
  • 4 tabs: CHEATS, SAVESTATES, SAVES and GUIDES
  • Press B and the game picks up exactly where it left off
  • Remembers the last tab and where you were in the list
Cheats

Every cheat, not just the first 64

  • Shows them all, and a name too long for the screen scrolls by itself
  • X toggles every cheat at once
  • ←/→ pages through, L/R jumps to top/end
  • Now works on games with a DSP, SA-1, Super FX, OBC1, S-DD1 or CX4 chip
Save states

Save states on special-chip games

  • DSP1/1b/2/3/4 (e.g. Super Mario Kart, Pilotwings)
  • Super FX (e.g. Star Fox, Yoshi's Island)
  • OBC1 (e.g. Metal Combat) and S-DD1 (e.g. Star Ocean)
  • CX4 (e.g. Mega Man X2, Mega Man X3)
  • SA-1 (e.g. Super Mario RPG) - FXPak Pro (Mk.III) only
  • A handful of games need a different combo, because Start pauses them. They come in a list on the card (/sd2snes/savestate_inputs.yml): Donkey Kong Country, Yoshi's Island, Mega Man X/X2/X3 and Star Fox use X + R / X + L. It is a plain text file - you can add your own games to it
Guides

Read the game manual on your TV

  • Stuck on a level? Open the Game Menu, go to the GUIDES tab and page through the manual without quitting the game
  • Each game can hold several documents: manual, walkthrough, map and insert, each with its own title
  • L/R turns the page, A zooms 2x and the D-pad roams the enlarged page
  • It returns to the page you stopped on, and the document type shows up translated
  • You can also read it before you start: press X on the game info screen
  • Special thanks to Kirkland, who supplied a good part of the manuals - already imported into the GamesDB and downloaded automatically by the Web Manager
Patches

Smarter IPS/BPS patching

  • Tries to work out on its own whether an .ips patch needs the header added to the ROM before it is applied
  • You can pin the mode per patch (Auto / Headered / Headerless) - it is remembered
  • The list shows just the patch suffix, without repeating the game name
  • Create patched ROM writes a ready-patched copy next to the original - FXPak Pro (Mk.III) only (which one is mine?)
  • No practical limit on patches per game (up to 254), .ips or .bps (it was 8)
  • ⚠️ The patch needs a suffix in its name (e.g. Zelda - PT-BR.ips): an .ips named exactly like the ROM is ignored on purpose - the Web Manager renames the old ones for you
Look

A new default menu theme

  • The sd2snes+ theme is now the menu default
  • Restore classic theme brings the old look back whenever you want
  • Text outline, anti-aliasing and selection-bar shadow are now supported, and you can already pick them in the theme creator
  • Entering a game now closes the screen into a circle instead of cutting to black
  • The scrollbars took the theme's border colour, instead of a fixed white
SD card

A tidier card, games opening faster

  • Covers, cheats, saves and states now live in two-letter folders (/sd2snes/info/SU/)
  • Game Boy got its own space (sgb/) - no more Tetris.gb and Tetris.sfc sharing a save
  • With a packed folder a game took nearly a second to open; now it opens right away
  • The Web Manager detects firmware 2.15 or newer and organises the card for you - and you can run it whenever you want from the Organize button up top
  • ⚠️ Updated the firmware only? Before you assume you lost everything: without that reorganisation, saves, cheats and covers look gone - they are still on the card, just in the old folders (how to fix it)
  • The full package also brings new files to /sd2snes (igmenu.bin, classic.thm and the NES and Master System cores). Copy just the firmware and the in-game menu falls back to the old one and the classic theme won't load
Experimental

Master System and NES (FXPak Pro (Mk.III))

  • Drop a .sms or a .nes on the card and it shows up in the list
  • FXPak Pro (Mk.III) only - which one is mine?
  • Low compatibility, plenty of games don't run - check the compatibility list
  • Neither one saves: on the NES a battery-save game runs but does not save, and the Master System does not write to the cartridge
  • The NES side starts from fpganes, by Ludvig Strigeus; the Master System uses the tv80 Z80, by Guy Hutchison
Languages

An Italian menu, and game info in your language

  • Italian joined as the menu's sixth language
  • Menu, messages, every option's description and the in-game menu - all translated
  • The game description on the info screen now comes out in the menu language, falling back to English when that game has no translation yet
Saves

4 battery saves per game

  • Every game now gets 4 slots of battery save - you can keep two Zelda files without one wiping the other
  • It stopped being an option: it is always on now
  • You pick the slot in the SAVES tab of the in-game menu, and it takes effect on the game's next boot
  • Deleting the save from the context menu (Y) wipes all four at once
Fixes

Fixes and polish

  • Bus timing compat: unsticks games like Donkey Kong Country on some 1-CHIP consoles
  • Menu-sound buzzing and clicks sorted out
  • Switching themes keeps you where you were in the list, fading instead of blinking
  • Settings menus scroll, with a bar showing where you are
More fixes

More fixes and polish

  • The System Information screen is now translated into all six languages and shows your hardware model
  • Game Info gained a Context mode: instead of popping up on its own before the game, it waits in the context menu (Y) for when you want it
  • A game with MSU-1 now takes the reset-to-menu combo, the in-game menu and the USB commands - they all used to be dead
  • USB transfers no longer hang the firmware
Thirty-one differentials

What sd2snes+ adds.

Everything is built on top of the official sd2snes firmware, with extra features designed to improve your experience.

sd2snes+ original
Language
v2.2+

Menu in Portuguese, English, Spanish, German, French, Italian, Russian & Dutch

The whole firmware menu, messages and screens translated to Brazilian Portuguese, Spanish, German, French, Italian, Russian and Dutch. The original English stays available - just pick one.

  • File browser
  • Messages and errors
  • Configuration screens
  • Portuguese, English, Spanish, German, French, Italian, Russian & Dutch
  • New in 2.17: Dutch
  • New in 2.16.1: the clock's date in each language's format
  • Translation to French by Romain80200
sd2snes+ original
.cov
Covers
v2.0+

Box-art in the game list

As you browse, the game's official cover shows up on screen. Just drop a .cov file with the same name as the ROM in the same folder. To build the whole collection at once, the Web Manager downloads box art in bulk (and the cheats too).

  • OBJ sprite · 128×96
  • One .cov per game
  • Toggle in the menu
  • Web Manager does it in the browser
sd2snes+ original
▶
Game Info
v2.14+

See the game's info card before playing

Before a ROM boots, a full-screen card shows the cover, a screenshot (or an animated clip with sound) and the game's metadata - publisher, developer, year, players, genre and special chip - plus a short description. In the menu you can choose whether the clip plays (with its soundtrack) or just a static snapshot shows. The Web Manager downloads each game's info card automatically.

  • Cover + screenshot + metadata
  • Animated clip with sound
  • Video & music toggle in the menu
  • Web Manager grabs it all
  • Up/Down switch games, MSU-1 folders included
  • New in 2.17: SELECT opens the game's cheats
sd2snes+ original
.spc
Audio
v2.3+

Menu music and sounds

Plays an .spc track in the background while you browse - plus 4 navigation sound effects (cursor, confirm, back, error). Build it all in the Sound Creator: pick the .spc, preview it in the browser, swap the effects and download them ready for the card. Since 2.16 the .pcm files - the MSU-1 soundtracks - show up in the browser too: press A on one and a small player opens, with a progress bar, the elapsed and total time, and A to pause. Also new in 2.16: turn on random music and the menu draws a different track out of your music folder every time it loads - on boot and on every return from a game. In 2.16.2 an MSU-1 game folder got tidy: the tracks go to the end of the list, in order, the folder shows the game's cover and, with a single ROM inside, pressing A on the folder opens the game straight away.

  • .spc music + 4 effects
  • Sound Creator in the browser
  • Toggle in the menu
  • PCM (MSU-1) player
  • Random music from a folder
  • New in 2.16.2: MSU-1 folders open as games
  • New in 2.17: 3 free tracks in the package, random music on by default
sd2snes+ original
L+R
In-game
v2.15+

The in-game cheat menu became the Game Menu

Up to 2.14, the L + R + Y + ← combo paused the game and brought up the cheat list, nothing else. The combo is still the same, but it now opens a 5-tab menu: CHEATS, SAVESTATES, SAVES, GUIDES and TRAINER. Press B and you're back in the game exactly where you left off. On by default; turn it off in Configuration › In-game Settings › In-game menu. And in 2.16 the combo is no longer fixed: if it gets in the way in some game, pick another one on the IngameButtonsMenu line of the card's config.yml - any combination of 3 buttons or more works.

  • Combo L+R+Y+← - changeable in config.yml
  • Before: just the cheat list
  • CHEATS: the full list + X toggles them all
  • SAVESTATES and SAVES: 4 slots each
  • GUIDES: the manual on screen
  • TRAINER: search the game's memory for a value
  • Remembers the last tab and position
  • Runs on most special chips too
  • New in 2.17: SELECT lists the shortcuts; combos on controller 2 too
sd2snes+ improved
STATE
Save states
v2.15+

Save states on special-chip games

Save states on games with a special chip never worked on the sd2snes - until now. This release makes them work on the DSP1/1b/2/3/4 (e.g. Super Mario Kart, Pilotwings), the Super FX (Star Fox, Yoshi's Island), the OBC1 (Metal Combat), the S-DD1 (Star Ocean), the CX4 (Mega Man X2, Mega Man X3) and the SA-1 (Super Mario RPG, FXPak Pro (Mk.III) only). Save with Start + R and come back with Start + L, picking the slot in the SAVESTATES tab.

  • DSP1/1b/2/3/4 · Super FX · OBC1 · S-DD1 · CX4
  • SA-1 on FXPak Pro (Mk.III) only
  • Start+R saves · Start+L loads
  • Per-game combo in savestate_inputs.yml
  • Slot picked in the SAVESTATES tab
  • New in 2.17: on by default
  • On top of the save states by FURiOUS
sd2snes+ original
.man
Guides
v2.15+

The game manual on your own TV

Stuck on a level with the manual sitting in a browser tab? Drop the PDF, converted to .man, next to the game's files and read it on the TV, with the game frozen: open the in-game menu and go to the GUIDES tab. The D-pad pans, A zooms 2x and L/R turns the page - and it remembers where you stopped. Each game can carry several guides (manual, walkthrough, map, insert).

  • Converted from PDF to .man
  • 2x zoom with continuous panning
  • Several guides per game
  • Also from the game info screen, with X
  • Document type translated
  • Remembers the page you stopped on
  • Grab the guides with the Web Manager
  • Manuals and guides provided by Kirkland, already imported into the GamesDB
sd2snes+ original
.thm
Themes
v2.9+

Switch the menu theme on the console

From firmware 2.9 on, pick the menu theme right on the SNES - logo, colours, background and selection bar. Drop .thm files in any folder on the card and choose one in the browser. Grab ready-made themes in the gallery or build your own in the web editor. In 2.15 the sd2snes+ theme became the factory default, with Restore classic theme in the menu to go back to the old look whenever you want. In 2.16 the text outline and the anti-aliasing stopped being a theme-only thing: they are your own options under Browser Options, and they change the menu font on the spot, without reloading anything.

  • Pick it on the console (2.9+)
  • Logo, colours, background, bar
  • New in 2.15: sd2snes+ theme by default
  • Restore classic theme from the menu
  • Outline, anti-aliasing and bar shadow
  • Gallery of ready themes + web editor
  • New in 2.16: outline and anti-aliasing as your own option
.yml
Cheats
v2.7+

Cheat manager in the menu

The sd2snes already applies cheats per game - what sd2snes+ adds is the in-menu manager: from the context menu (Y) you turn each code on or off on the console, without editing the YAML on a PC. The files live in /sd2snes/cheats; grab ready-made cheats at gamehacking.org, exporting as FXPak Pro 1.7 (.yml), or download them automatically with the Web Manager. Since 2.16.4 you can also add, edit and delete cheats with an on-screen keyboard, in the menu and in the in-game menu.

  • Toggle from the menu (Y)
  • .yml in /sd2snes/cheats
  • No PC editing
  • Cheats from gamehacking.org
  • New in 2.16.4: add, edit and delete with an on-screen keyboard
  • Created by Relikk
sd2snes+ original
BS-X
Memory Pack
v2.13+

BS-X carts with a Memory Pack slot

Added support for the Satellaview 8M Memory Pack slot for the Japanese games that use it - drop the pack dump at /sd2snes/saves/<BB>/<rom>.mpk (BB = the first two letters of the ROM's name, e.g. saves/DE/) and the game reads the Memory Pack contents (saved sound novels, downloaded races…). On top of that, Derby Stallion 96 and Sound Novel Tsukuru now work. On the SD2SNES (Mk.II), the Memory Pack slot and these two games use the fpga_basex.bit from the firmware package (without it, the missing-file warning shows up).

  • Derby Stallion 96
  • Sound Novel Tsukuru
  • Pack as <rom>.mpk
  • Boots even without the pack
sd2snes+ improved
IPS/BPS
Patches
v2.2+

IPS/BPS patch at boot

The heart of rom-hacking: apply fan translations, hacks and fixes without altering the ROM. Drop the .ips/.bps patch in the ROM's folder, named after the game plus a suffix of your own (Zelda - PT-BR.ips for Zelda.sfc); at launch the firmware lists the patches by their suffix and applies it in memory, leaving the original ROM untouched. Pressing Y on a patch opens a context menu with the header mode and Create patched ROM, which writes a ready-patched copy next to the original - from 2.16 on, that works on both boards.

  • New in 2.16: write the patched ROM out, now on the SD2SNES (Mk.II) too
  • No practical patch limit per game (was 8)
  • Detects an IPS with a 512-byte header
  • Header mode pinnable per patch
  • The list shows just the patch suffix
  • A patch named exactly like the ROM is ignored
  • BPS applied in ~6s (was ~15s)
  • Original ROM untouched
  • Created by Xeroxxx, modified for sd2snes+
sd2snes+ original
SPC
7110
SPC7110
v2.16+

SPC7110 games finally run

The SPC7110 is the coprocessor Hudson put in a handful of Japanese carts - Tengai Makyou Zero, Momotarou Dentetsu Happy and Super Power League 4. It decompresses graphics in hardware, does the game's arithmetic, walks a second, data-only ROM and, on Tengai Makyou Zero, carries a battery-backed real-time clock as well. The official firmware only reports the chip as unsupported; here the programmable chip of the sd2snes becomes an SPC7110 - and on both boards, FXPak Pro (Mk.III) and SD2SNES (Mk.II). Battery saves behave like in any other game, and the Tengai calendar runs on the console's time: on both boards a .rtc file next to the save keeps what the cartridge battery used to keep - including a clock the game itself stopped - so it survives a power cycle. On Mk.II the virtual battery needs the fpga_spc7110.bit from the same firmware package; with an older core the firmware spots it at load time and falls back to the console clock, without breaking anything. Making room for it is why the Mk.II core dropped the MSU-1 audio DAC - no SPC7110 cartridge uses MSU-1. No BIOS is involved, just the fpga_spc7110.bi3 (or .bit on Mk.II) that already ships in the package. The in-game menu and the cheat overlay now work here like on the other chips; save states are the one thing still missing - the decompressor's internal state cannot be captured yet. And the English fan translation of Tengai Makyou Zero now runs too: its 7 MB image adds a third chip - an expansion ROM the board maps at banks $40-4f - and the core maps it the same way.

  • Tengai Makyou Zero, Momotarou Dentetsu Happy and Super Power League 4
  • FXPak Pro (Mk.III) and SD2SNES (Mk.II)
  • fpga_spc7110.bi3 / .bit in /sd2snes, no BIOS
  • Battery saves work normally
  • Clock with a virtual battery (.rtc) on Mk.II and Mk.III
  • In-game menu and in-game cheats work; save states not yet
  • Core original to sd2snes+, written from the C++ implementation of the ares emulator (ISC). Expansion-ROM mapping for the fan translation ported from terminator2k2's fork
sd2snes+ original
FX3
Super FX 3
v2.16+

The 2025 DOOM runs on the flashcart

Up front: it does not run at the real cartridge's speed - the sd2snes programmable chip cannot match the 2025 chip. Star Fox plays at full speed, but DOOM sits at around 11 fps against the cartridge's 20, which lands on the feel of the 1995 SNES DOOM.

The Super FX 3 is the chip in the new DOOM cartridge (Limited Run Games, 2025, designed by Randal Linden) and in the free patches that soup up Star Fox and Star Fox 2 - no flashcart ran this format until now. All three open and play, with Star Fox 2's battery save working, and it runs on both boards. The in-game menu, cheats and save states stay off on these cartridges.

  • The Ultimate Doom, Star Fox FX3 and Star Fox 2 FX3
  • ~11 fps in DOOM (the cartridge does 20)
  • Star Fox 2 battery save
  • SD2SNES (Mk.II) and FXPak Pro (Mk.III)
  • No in-game menu, cheats or save states
sd2snes+ original
SUFAMI
TURBO
Sufami Turbo
v2.16+

Bandai's minicarts, with both slots

The Sufami Turbo is Bandai's passthrough cartridge with two minicart slots. Drop the .st dumps on the card, add the base cartridge BIOS as /sd2snes/stbios.bin, and they boot - with a dialog to pick the Slot B companion cart right before the game starts, and the pair is remembered for next time. Both minicarts keep their own save, because that is what the hardware does: each cart carries its own SRAM chip, and the linkable titles (the SD Gundam Generation series and friends) exist precisely to write into the cart in the other slot. Each save is named after its own cart, so a companion cart carries its data into whatever pair you use it in next. The programmable chip got a second set of ROM and SaveRAM masks, so the two slots can never overlap, whatever sizes they declare. Save states do not work on these games - the in-game menu and cheats do. It runs on both boards; on the SD2SNES (Mk.II) it uses the fpga_basex.bit from the firmware package (without it, the missing-file warning shows up).

  • .st minicart dumps
  • Base cartridge BIOS at /sd2snes/stbios.bin
  • Pick the Slot B cart before booting
  • Independent battery save in both slots
  • The pair is remembered for next time
  • FXPak Pro (Mk.III) and SD2SNES (Mk.II); no save states
  • Original to sd2snes+; the cartridge memory map came from the board database of ares (ISC), cross-checked against MAME (BSD-3-Clause)
sd2snes+ original
COMP
CART
Competition Cart
v2.16+

Nintendo's tournament carts boot off the card

In the 90s Nintendo took two cartridges on the road that were never sold: Campus Challenge '92 (Super Mario World, F-Zero, Pilotwings) and PowerFest '94 (Super Mario Bros.: The Lost Levels, Super Mario Kart, Ken Griffey Jr.). Each one is a board carrying a menu chip, three games, a hardware round timer and a score screen at the end - you play the three segments until the time runs out. Here they boot as plain .sfc dumps, and the programmable chip of the sd2snes becomes the event board: the latch that picks which of the three chips answers, the menu chip's mirror, the status register and the countdown running inside the FPGA. When the time is up the end-of-round bit latches and the game jumps to the score screen - and it survives a reset, just like the real cartridge, so resetting mid-round lands on the score screen instead of buying extra time. All five circulating dumps are recognized - originals, repros and the score hacks: the menu chip carries no valid SNES header (on one of the hacks a donor game's header sits where the header would be), so the firmware fingerprints the carts by the menu program's own boot code, which is byte-identical across every dump of each board. The round length is the physical DIP switch bank of the original board: set it under Chip Options → Competition Cart timer (min), 3 to 18 minutes (6 was the event setting). It needs dsp1b.bin on the card - both carts carry a DSP-1 (Pilotwings / Super Mario Kart). It runs on both boards, inside the DSP core that already ships in the package (fpga_dsp.bi3 on Mk.III, fpga_dsp.bit on Mk.II) - copy the whole package to the card, not just the firmware. The in-game menu, cheats and save states work as on any DSP game; the timer is the one thing a save state does not rewind, because the FPGA is what counts it.

  • Campus Challenge '92 and PowerFest '94, as plain .sfc dumps
  • All five circulating dumps: originals, repros and the score hacks
  • Round timer in the FPGA, 3 to 18 minutes
  • Chip Options → Competition Cart timer (min)
  • dsp1b.bin on the card - both carry a DSP-1
  • FXPak Pro (Mk.III) and SD2SNES (Mk.II)
  • In-game menu, cheats and save states work
  • These carts reached the sd2snes first through terminator2k2. This fork's implementation was written independently, from a register and timer specification recovered by disassembling the cartridges' own menu programs, cross-checked against MAME (BSD-3-Clause) and corroborated by ares (ISC)
SETA
ST011
New chip
v2.17+

Seta ST011: Morita Shougi

Hayazashi Nidan Morita Shougi uses the ST011 chip, which now has a core of its own: the game boots and the computer plays against you. Copy the chip firmware to /sd2snes/st011.rom. If the file is missing, the menu names it. On both boards. No savestates or in-game menu on this core.

  • Hayazashi Nidan Morita Shougi
  • Chip firmware: /sd2snes/st011.rom
  • If the file is missing, the menu names it
  • FXPak Pro (Mk.III) and SD2SNES (Mk.II)
  • No savestates or in-game menu
  • Core written by M2M
SETA
ST018
New chip
v2.17+

Seta ST018: a 32-bit ARM

Hayazashi Nidan Morita Shougi 2 carries a 32-bit ARM coprocessor. The core includes that CPU, written from scratch. Copy the chip firmware to /sd2snes/st018.rom. On both boards. No savestates or in-game menu on this core.

  • Hayazashi Nidan Morita Shougi 2
  • 32-bit ARM CPU written from scratch
  • Chip firmware: /sd2snes/st018.rom
  • FXPak Pro (Mk.III) and SD2SNES (Mk.II)
  • No savestates or in-game menu
  • Core written by M2M
BOOT
LEGS
Cartridges
v2.17+

Protected bootlegs, from the untouched dump

Unlicensed games with a copy-protection chip run from the original file, no cracked version needed. Aladdin 2000, Tekken 2, the Pokémon bootlegs, King of Fighters '98 and 2000, Soul Blade, Street Fighter EX Plus Alpha and more. The game is recognized by the file's checksum. On both boards, without savestates or the in-game menu.

  • No cracked version needed
  • Recognized by the file's checksum
  • FXPak Pro (Mk.III) and SD2SNES (Mk.II)
  • No savestates or in-game menu
  • Core written by M2M
20
IN 1
Cartridges
v2.17+

Super 20 in 1

The Korean Super 20 in 1 multicart opens its own menu and switches games like the real cartridge. They are NES games ported to the SNES, such as Spartan X and TwinBee. Loads as a plain dump, on both boards. No savestates or in-game menu.

  • The cartridge's own game menu
  • Loads as a plain dump
  • FXPak Pro (Mk.III) and SD2SNES (Mk.II)
  • No savestates or in-game menu
  • Core written by terminator2k2; Mk.II build by M2M
GAMARS
PUZZLE
Cartridges
v2.17+

Gamars Puzzle

The unlicensed Taiwanese puzzle game Gamars Puzzle has a memory map of its own and now boots as a plain dump. On both boards; on the SD2SNES (Mk.II) it uses the fpga_basex.bit from the firmware package.

  • Loads as a plain dump
  • FXPak Pro (Mk.III) and SD2SNES (Mk.II, with fpga_basex.bit)
  • Support written by terminator2k2
.sfrom
Formats
v2.17+

SNES Classic .sfrom files

.sfrom, the ROM format of the SNES Classic, shows up in the browser and boots like any game: saves, cheats and patches work the same. The Web Manager and the GamesDB identify the game by the ROM stored inside the file, so cover and game info are the same as for the .sfc.

  • Saves, cheats and patches like any ROM
  • Same cover and game info as the .sfc
  • FXPak Pro (Mk.III) and SD2SNES (Mk.II)
  • Firmware support written by terminator2k2
sd2snes+ original experimental
SMS
NES
A26
Other consoles
v2.15+ · FXPak Pro (Mk.III)

Master System, NES and Atari 2600 on your SNES (very experimental)

There is a programmable chip inside the sd2snes, and it has learned to become other consoles: a Master System, a NES and - new in 2.16 - an Atari 2600. Put a .sms, a .nes or an .a26 on the card and it shows up in the list like any other game. All three have sound - the NES and the Master System got theirs in 2.16, and the Master System's PSG plays through the cartridge's own audio channel - and all three take an in-game pad combo to reset the game without touching the console, plus a service combo that repaints the palette if it ever comes out wrong. This is a preview, not a finished feature: compatibility is low and plenty of games freeze or come up with picture glitches (the compatibility list shows what has been tested). On the NES a battery-save game runs but does not save, and the Master System does not write to the cartridge. The Atari 2600 runs 2K and 4K carts and the F8, F6 and F4 bankswitching schemes (including the Superchip variants), NTSC only: E0, 3F, FE, FA, DPC, Supercharger, paddles and keypads are not in yet. Both joysticks come out on the two SNES pads - holding Start presses the console's RESET switch and holding Select the SELECT one, X flips between colour and black-and-white and L/R are the difficulty switches - and Chip Options lets you pick the picture width between 160 (1:1), the native one with bars on the sides, and 256 (wide), which fills the screen. It only works on the FXPak Pro (Mk.III) - they do not fit in the smaller chip of the SD2SNES (Mk.II) - if you are not sure which one you have, the FAQ shows how to tell. It is here for people who want to tinker and help test.

  • .sms, .nes and .a26 files
  • FXPak Pro (Mk.III) only (which one is mine?)
  • Compatibility list
  • The Master System does not write to the cartridge
  • The NES does not save battery games
  • Atari 2600: 2K, 4K, F8, F6, F4 and Superchip, NTSC only
  • Atari 2600: Start = RESET, Select = SELECT, X = colour/B&W, L/R = difficulty
  • Atari 2600 width: 160 (1:1) or 256 (wide)
  • Unsupported for now
  • NES core by Ludvig Strigeus; Master System Z80 tv80, by Guy Hutchison; Atari 2600 6502 verilog-6502, by Arlet Ottens
sd2snes+ original experimental
GBC
Another console
v2.17+ · FXPak Pro (Mk.III)

Game Boy Color, in colour, on your SNES (experimental)

Drop a .gbc on the card and it runs on a Game Boy Color core instead of the Super Game Boy one - in colour, at full speed, including the double-speed mode. .gb files whose header asks for the Color console go there too; the rest keep using the Super Game Boy. In Configuration › SGB Settings, Game Boy Color mode picks between Auto, Prefer SGB (only the Color-only games leave the Super Game Boy, the rest keep the SGB border and colours) and Prefer GBC, and Game Boy Color sync between Genlock (the default: the Game Boy frame is locked to the SNES one) and Exact (the real Game Boy clock, skipping a frame now and then). Battery saves and the cartridge clock work (.srm and .gtc, next to the Super Game Boy saves), and SameBoy's open-source boot ROM comes in the package - no BIOS needed. This is a preview, not a finished feature: screens that change the palette on every line (the “hi-colour” intros of a good part of the library) are now drawn as a full picture in the right colours (with Genlock sync, the default), but animated ones can lose smoothness or show bands while they refresh; with Game Boy Color stretch on, these screens fill 256×192. There are no savestates, cheats or in-game menu on this core yet, 8 MB cartridges do not run, the sound has not been measured against a reference, some games stay on a blank screen, and it has not been tried on the first Super Famicom consoles (SHVC-CPU-01 board), whose CPU can hang with what this core does every frame. It only works on the FXPak Pro (Mk.III) - on the SD2SNES (Mk.II) the core does not fit the chip, and .gb and .gbc keep opening on the Super Game Boy: only games that also run on the original Game Boy work, and without the Game Boy Color's colours. It is here for those who want to play around and help test.

  • .gbc files (and .gb with a Color header)
  • FXPak Pro (Mk.III) only (which one is mine?)
  • Mode: Auto, Prefer SGB or Prefer GBC
  • Sync: Genlock or Exact
  • Stretch: hi-colour screens at 256×192 (off by default)
  • .srm saves and .gtc clock
  • No savestates, cheats or in-game menu
  • Compatibility list
  • Built on the Super Game Boy core of the original sd2snes; boot ROM from SameBoy, by Lior Halphon (MIT)
DEL
Files
v2.7+

Delete a file and its savegame

From the browser's context menu (Y), delete the selected file or just the ROM's save (.srm) - right on the console, without pulling the card out or turning on a PC. In 2.16.2, deleting a ROM also removes its box art, info card, guides, cheats and patch settings - saves and savestates stay. And with Show sd2snes folder on under Browser Settings, the card's own files (saves, savestates, covers, info cards) are listed and can be deleted one at a time; the firmware and the menu show up, but with no Delete entry.

  • In the context menu (Y)
  • Deletes the selected file
  • Or just the save (.srm)
  • No need to remove the card
  • New in 2.16.2: takes the ROM's cover, info card and cheats along
  • New in 2.16.2: files in the sd2snes folder
  • Created by Xeroxxx, modified for sd2snes+
RESET
Reset
v2.4+

Reset brings you back where you were

A short reset can drop you back in the menu already inside the folder of your last game - or right on the ROM you were playing. Pick it in In-game Settings → Reset to menu: Off, On, Folder, ROM - or Duration, new in 2.16 and the only mode that leaves the console's own reset button behaving the way you expect: a short press restarts the game, a long one (hold it, or press twice quickly) brings you back to the menu, in the game's folder with the ROM already selected.

  • Back to the game's folder
  • Or pre-selects the ROM
  • 5 modes: Off/On/Folder/ROM/Duration
  • New in 2.17: ROM is the default, so RESET always goes back to the menu; with Duration, a short press restarts the game
  • Created by Xeroxxx
sd2snes+ original
ⓘ
Descriptions
v2.11+

A description for every menu option

From firmware 2.11 on, every settings option shows a line explaining what it does, right on screen - in Portuguese, English, Spanish, German, French, Italian, Russian and Dutch. It's easy to understand each setting without a manual.

  • Help text on every option
  • In all eight languages
  • Right on the console
sd2snes+ original
▤
Browser
v2.17+

File-type icons in the list

Every row of the file browser starts with an icon for what it is: folder, SNES, NES, Master System, Game Boy, Game Boy Color or Atari 2600 game, .spc music, .pcm track, theme or plain file. A folder that opens as an MSU-1 game shows the SNES controller instead of the folder, so you can tell at a glance which folders are games. Y on that folder shows its ROM's context menu (cheats, favorites, delete…). And in the key hints of the footer, each button name is drawn in green, in the menu and in the in-game menu.

  • One icon per file type
  • MSU-1 folders marked as games
  • Button names in green on the key hints
sd2snes+ original
BIOS
Chips
v2.11+

Warns when a chip's BIOS is missing

Some games use special chips (DSP in Super Mario Kart, Super FX in Star Fox, SA-1, S-DD1, OBC1, CX4, Super Game Boy, BS-X…) that need support files on the card. From firmware 2.11 on, if one is missing, instead of freezing or booting a broken game, the menu shows which file is missing and returns to the menu without resetting the console.

  • Names the missing file
  • No freeze, no reset
  • In the menu's language
  • Right on the console
sd2snes+ original
TOUR
Tour
v2.17+

A tour of what's new, on the first boot

The first boot after installing or updating asks whether you want a tour: one card per feature, with a picture of what it changes on screen and, where the feature is an option, its setting right there - A picks an answer, and everything is saved when the tour ends. It opens with a short welcome clip, and each release adds its own cards at the end: after an update the tour comes back once, showing only what is new. See it again any time under Configuration › Tour of the new features.

  • One card per feature, with a picture
  • Set the option right there
  • After an update, only what is new
  • In all eight languages
sd2snes+ original
MEMORY
TEST
Memory test
v2.16+

Is the cartridge faulty, or is it the firmware?

When a game freezes for no clear reason the question is always the same: is the cartridge broken, or is it the firmware? Main menu → Memory test lets the console answer that on its own - no serial cable, and no flashing the separate diagnostic image. A runs the test (~30 s): first it walks the data and address lines of the PSRAM and of the 4 Mbit SRAM looking for open, stuck or shorted lines, and names the chip by its silkscreen - U501: check data line D3; then, if the wiring is sound, it writes and verifies every cell and reports the first bad address if it finds one. The screen goes dark and the console resets while it runs - that is expected, the FPGA is loaded with the test core meanwhile - and the menu comes back with the result on screen.

  • A: wiring, then every cell (~30 s)
  • Names the chip by its silkscreen (U501/U502/U511)
  • Result in English, Portuguese, Spanish, German, French, Italian, Russian and Dutch
  • FXPak Pro (Mk.III) and SD2SNES (Mk.II)
  • Needs fpga_test on the card (it ships with the firmware package); without it the test simply declines, leaving the running console alone
  • Original to sd2snes+; the same tests as the official diagnostic firmware, under the same FPGA core, so the result is comparable
sd2snes+ original
RAM
TRAINER
RAM trainer
v2.16+

Nobody published the cheat you wanted? Find it yourself.

The TRAINER tab of the in-game menu searches the console's memory while the game sits frozen. Type the number you can see on screen - lives, coins, HP - and it lists every address holding that value. Go back to the game, lose a life, reopen the menu and filter again: the list shrinks until only the right address is left. When the number is not on screen, start an Unknown search and filter by changed, unchanged, increased or decreased - that is how you hunt an invisible value, like a boss's hidden counter. Works on 8-bit and 16-bit values.

Once you pick an address you can see what it holds right now, write a value once, or freeze it so the game cannot change it back. Freezing pins the address without creating a cheat: up to 4 frozen values at once, kept out of the CHEATS tab and the .yml; they obey the cheats' master switch and are gone when you load another game. To keep the address for good, SAVE CHEAT writes it to the list as a cheat.

  • Search by exact value, or by unknown value
  • Filters: equal, not equal, changed, unchanged, increased, decreased, greater than, less than
  • 8-bit and 16-bit values
  • Write once, freeze, or just add to the cheats
  • Freezes up to 4 values without creating a cheat; SAVE CHEAT adds one to the list
  • Searches the SNES work RAM ($7E0000-$7FFFFF)
  • FXPak Pro (Mk.III) and SD2SNES (Mk.II)
  • Original to sd2snes+; it runs with the game frozen, so every sweep sees the same instant
Downloads

Grab the firmware.

The firmware is the only download - it applies the translation, the covers and the IPS/BPS patch. Covers and game info come from the Web Manager, which runs in your browser (nothing to install) and pulls everything from the community GamesDB. All free and open source.

v2.15 · fw 1.11.2

Firmware · translation + covers

v2.12.2 is built for the official 1.11.2 firmware - it already includes the covers, the translation and the IPS/BPS patch. Grab the full package (everything ready) and extract it straight onto the card.

Extract it into the root of the card - the .zip already contains the /sd2snes folder. No official firmware needed.
⚠️ Games with special chips (DSP, CX4, S-DD1/BS-X, Super Game Boy, ST-010, Sufami Turbo) need the chip's BIOS files. For legal reasons we can't distribute them - provide your own and put them in the /sd2snes folder. This applies to the official firmware too. They are: bsxbios.bin, dsp1.bin, dsp1b.bin, dsp2.bin, dsp3.bin, dsp4.bin, sgb1_boot.bin, sgb1_snes.bin, st0010.bin, stbios.bin.
See all releases ↗

Firmware changelog

…

What changed in each sd2snes+ firmware release - pulled live from GitHub.

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News

Get notified about new versions

Drop your e-mail and we'll let you know when a new firmware version ships, plus other sd2snes+ news. That's it.

Companion tools · In your browser

Fill your card without installing anything.

Two tools sit next to the firmware: a browser app that sets up your SD card for you, and the community database that feeds it. Both are optional - the firmware alone already plays everything; these just make your library look its best.

sd2snes+ Web Manager

New

Open it in your browser, point it at your SD card, and it does the rest. It scans your ROMs, identifies each game by CRC32 and downloads the box-art (.cov), the game info card (with a preview of the game screen and clips with sound) and cheats automatically - nothing to copy by hand. It can also tidy files on the card and pull the latest sd2snes+ firmware.

  • Runs in the browser - no install
  • Auto-downloads covers, game info card & cheats
  • Preview of the game screen and clips with sound
  • Identifies games by CRC32
  • Cleans up files on the card
  • Updates the sd2snes+ firmware
  • Files stay on your machine

Works in Chrome / Edge - it uses the File System Access API, so nothing is uploaded and your files never leave your computer.

sd2snes+ GamesDB

Community

The open, community-moderated database behind the covers and the game info card. It keeps each game's box-art, screenshot, short video and metadata in one place - and the Web Manager pulls straight from it. Anyone can pitch in: suggest a missing cover, a sharper screenshot, a video or corrected info. Curators review every submission, and once it's approved it ships to everyone's firmware and the Web Manager.

  • Powers covers + game info card
  • Box-art, screenshots, videos, info
  • Suggest & improve any entry
  • Reviewed before it goes live
Themes · New in firmware 2.9

Make the menu your own.

Pick a theme right on the console, grab ready-made ones in the gallery or build your own - logo, colours, background and selection bar.

Vários temas no menu do sd2snes
.thm · on the card

Pick on the console, gallery & web editor.

From firmware 2.9 on, the menu reads .thm files from any folder on the card (no specific name needed): open it in the browser and press A on a theme - the menu reloads with the new logo, palette, background and bar. Grab ready-made themes in the gallery or build your own in the web editor: upload a logo with transparency, pick the colours and download the .thm.

  • Pick on the console (2.9+)
  • Logo · colours · bg · bar
  • 40+ ready themes
  • Web editor (no install)
  • Logo with transparency
  • Download as .thm

The Font Editor draws the menu's 8×8 glyphs and exports the PNG sheet the firmware build uses. Unlike themes and sounds, a new font needs a firmware rebuild - it is a tool for people who contribute to the code.

Seen on YouTube

What creators are saying.

Retro gaming creators trying out the translation, the covers and the sd2snes+ improvements.

✅ O Cartucho que Transforma seu Super Nintendo Ficou Ainda Melhor! | SD2SNES v2.16.3

Game 2000s

⚡ ATUALIZEI MEU SD2SNES! O QUE MUDOU?

AiTestandoGames Thiago

Unboxing e teste : SD2SNES MK.III - Jogando NES - Master System e Atari direto no Super Nintendo

DIONETRIX

SD2SNES v2.15 - A maior atualização ! -Novo menu no jogo -Manuais - NES e Master System no SNES !

DIONETRIX

Live ! Direto do SUPER NINTENDO OPENSFC com Mod SNEdge no Cabo SCART - com alguns jogos aleatórios !

RETROGAMER Dicas

NOVO FIRMWARE SD2SNES - AINDA MAIS COMPLETO! CAPA E FICHA DOS JOGOS, TEMAS, CHEATS, ROM HACKS E MAIS

Lima112

O SD2SNES ACABOU de Ganhar a Melhor Atualização da História!

Thales Câmara

¡No más listas aburridas! Pon carátulas en tu SD2SNES

El Navegante Pro

SD2NES: 1.11.2-BR2.13 - Ative os cheats durante o jogo - Como personalizar temas e sons de fundo!

DIONETRIX

🔥 Finalmente! SD2SNES Agora Tem Capinhas e Português!!!!

Thales Câmara

Atualização de firmware SD2SNES 1.11.2 em PT-BR! Autoboot + melhorias e correções de bugs

Lima112

Tradução PTBR e Capas dos jogos no SD2SNES 1.11.2!

DIONETRIX

Essa Firmware Mudou Tudo no SD2SNES! Novos Recursos Incríveis!

Covil do Freddy

Novo Firmware SD2SNES 2026 | Menu em Espanhol + Capas de Jogos

El Retro Vicio

Cheats e música de fundo no SD2SNES! Como usar cheats na nova atualização 1.11.2br-2.7

DIONETRIX

Big SD2SNES Update, New Sega Modal 1 Emu, New MiSTer Games & More | Retro & FPGA Gaming News 240

Pixel Cherry Ninja

PS4 Emulation on Android, SD2SNES Update, SH-3, CPS3 & Paprium MiSTer | Retro & FPGA Gaming News 247

Pixel Cherry Ninja
FAQ

Common questions.

Which version do I have? SD2SNES (Mk.II) or FXPak Pro (Mk.III)?
The quick way, from 2.15 on: you do not have to open anything. In the menu, go to System Information and look at the last line - it shows your board model (sd2snes Mk.II, sd2snes Mk.III or FXPAK PRO STM32).
Two different questions, so let us take them one at a time.

SD2SNES or FXPak Pro? Two revisions of the same cartridge: the SD2SNES (Mk.II) is the older one and the FXPak Pro (Mk.III) is the newer one - the name changed in 2020 over a trademark (the FXPak Pro is the version licensed by KRIKzz). You can read the name printed on the shell label.

Does everything run on both? Almost - see "Does everything work on the SD2SNES and the FXPak Pro?".

And what else changes? In practice just one thing: fpga_mini.bit. The SD2SNES (Mk.II) (older, with less firmware memory) loads the FPGA bootstrap from the SD card and reports boot errors through the LEDs; the FXPak Pro (Mk.III) (newer) keeps that bootstrap baked into the firmware and always shows on-screen messages (see "black screen + blinking LED"). To be sure, open the cartridge shell and look at the largest chip on the board (the FPGA):
Xilinx Spartan-3 XC3S400A FPGA
SD2SNES (Mk.II) the chip says XILINX · SPARTAN (Spartan-3, e.g. XC3S400).
Intel/Altera Cyclone IV E FPGA
FXPak Pro (Mk.III) the chip says ALTERA · CYCLONE IV (e.g. EP4CE…).
Altera Cyclone II FPGA in a BGA package
SD2SNES (Mk.II) clone some clones carry an ALTERA · CYCLONE II in a BGA package (square, no legs) instead of the Spartan-3. It is still a SD2SNES (Mk.II) - do not mistake it for the CYCLONE IV of the FXPak Pro (Mk.III).
Reference photos of the chip family only; the package on your board may differ.

And within the FXPak Pro (Mk.III)? There are two versions that differ only in the microcontroller (the smaller chip next to the FPGA): the original FXPak Pro (Mk.III) uses an NXP LPC1756 (firmware.im3) and the FXPak Pro (Mk.III) Rev.D uses an ST STM32F401 (firmware.stm; it shows up as "FXPAK PRO STM32"). Both have the same Cyclone IV FPGA and run everything in sd2snes+ the same way - the release package ships both firmwares and the cartridge flashes the one that matches your board automatically; you pick nothing. The microcontroller looks like this:
NXP LPC17xx microcontroller
FXPak Pro (Mk.III) the MCU says NXP · LPC17xx (e.g. LPC1756).
STMicroelectronics STM32 microcontroller
FXPak Pro (Mk.III) Rev.D the MCU says ST · STM32 (e.g. STM32F401).
Reference photos of the chip family only; the package on your board may differ.
I updated to 2.15 and my saves, cheats and covers are gone!
You lost nothing - it is all still on the card, just somewhere else. From 2.15 on, every file lives in a two-letter folder: /sd2snes/saves/SU/Super Mario World.srm instead of /sd2snes/saves/Super Mario World.srm. It sounds silly, but it is what makes a game open instantly on a card holding thousands of files - the firmware used to sweep the whole folder every single time.

How to fix it: open the Web Manager and point it at your card. Once it detects firmware 2.15 or newer it organises everything on its own - and the Organize button at the top runs it whenever you want. It moves saves, cheats, save states, covers and game info to the new place, without deleting anything.

In 2.16 every console got a floor of its own inside those folders — sgb/, nes/, sms/, a26/ and sft/. A save file is named after the ROM without its extension, so before this a Tetris (USA).nes and a Tetris (USA).sfc shared one cover, one game info card and one cheat file. Coming from 2.14 you do both steps at once: the Manager reads the firmware version off the card and organises it for the layout that console reads.
Does it work on the FXPak Pro?
Yes. sd2snes and FXPak Pro are the same hardware - the name changed in 2020 over a trademark. The firmware is the same, so the translation and the covers work on both. The older revision (SD2SNES (Mk.II)) has less program memory, so some future features may end up FXPak Pro (Mk.III) only.
Does everything work on the SD2SNES and the FXPak Pro?
Almost. They are the same cartridge in two revisions, but the SD2SNES (Mk.II) has less program memory, so a few features do not fit on it. Not sure which one is yours? See "Which version do I have?".
Feature SD2SNES (Mk.II) FXPak Pro (Mk.III)
Menu, covers, game info, themes, music, patches, cheats, trainer and guides ✓ ✓
Save states on DSP, Super FX, OBC1, S-DD1 and CX4 games ✓ ✓
SPC7110, Super FX 3, Sufami Turbo and Competition Carts ✓ ✓
Community cartridges (ST011, ST018, bootlegs, Super 20 in 1, Gamars, .sfrom) ✓ ✓
Save states on SA-1 games (Super Mario RPG) — ✓
MSU-1 on SA-1 games* — ✓
MSU-1 on SPC7110 and Super FX 3 games** — ✓
Memory Pack on SA-1 carts (Itoi Shigesato no Bass Tsuri No.1, SD Gundam G NEXT) — ✓
Super Game Boy with MSU-1* audio only ✓
Master System, NES and Atari 2600 (experimental) — ✓
Game Boy Color in colour (experimental) — ✓
* A limitation inherited from the official firmware, not from sd2snes+. ** No known game uses it.
Black screen and a blinking LED when it powers on. Is it broken?
No, it's not broken. As of v2.12.2, on the SD2SNES (Mk.II) (Spartan-3 FPGA) the FPGA bootstrap is loaded from the SD card instead of being baked into the firmware (which frees flash for features). So when the SD2SNES (Mk.II) can't bring up the boot screen, it reports the reason through the LEDs instead of text:

green and red LED alternatinggreen ↔ red = no SD card. Insert a card and power-cycle.

green and yellow LED alternatinggreen ↔ yellow = fpga_mini.bit is missing from the card. Re-copy the release files into /sd2snes/ and power-cycle. The FXPak Pro (Mk.III) is unaffected and still shows the on-screen messages.

Not sure whether yours is a SD2SNES (Mk.II) or a FXPak Pro (Mk.III)? See "Which version do I have?".
I updated to 2.16 and games that always worked now freeze or go black. Did 2.16 break my cartridge?
It did not break it - but it may have revealed a fault that was already there. The 2.16 menu grew (more languages, more screens) and now takes three blocks of memory instead of two, and two large areas - the file list and the in-game menu - moved to new addresses. The result is that the firmware now writes to parts of the cartridge's PSRAM that no earlier version ever touched.

On a unit with a healthy PSRAM this changes nothing. On a unit with a bad cell or a poorly soldered trace in that area, the fault sat invisible for years because nobody wrote there - and now it shows up, usually as a game that freezes, scrambled graphics or a black screen after the logo.

That is exactly why we built the Memory test. Go to Main menu → Memory test: A runs the test (~30 s), which checks the wiring and then writes and verifies every cell. If it finds a fault it names the chip the way it is silkscreened on the board - U501: check data line D3 - and then it is hardware: reflow or replace the chip. If it passes and the game still fails, then it is a firmware problem: open an issue.
Which official firmware version do I need?
The release name has two numbers. In v2.12.2 (sd2snes v1.11.2), v2.12.2 is the version of this translation + covers, and 1.11.2 is the official firmware it's based on. The full package already bundles that firmware - you don't install anything official first, just extract it to the root of the card.
Will I lose my saves and settings?
No. The package only replaces the files in the /sd2snes folder (menu/firmware). Your ROMs and saves on the card stay put. Even so, it's always good to back up the card first.

There is one catch in 2.15: the save, cheat and cover folders changed names. Nothing gets deleted, but the card has to go through the Web Manager once for everything to show up again - we explain it here.
Can I go back to the original firmware?
Yes, anytime. Just reinstall the official firmware from sd2snes.de over the top.
How do I add the covers?
Use the Web Manager in your browser: connect your SD card's folder and it identifies each game, downloads the box art and saves the .cov right next to each ROM automatically - nothing to install, nothing to copy by hand. In the firmware menu, toggle covers on or off under Show covers.
Do I need a cover for every game?
Yes, one .cov file per ROM, with the same name. The Web Manager processes the whole folder (and subfolders) at once, so in practice it's one pass for the entire collection.
What is the sd2snes+ Web Manager for?
The Web Manager is an app that runs in your browser (Chrome/Edge) and sets up your SD card for you. Connect the card's folder and it scans your ROMs, identifies each game by CRC32 and downloads the covers (.cov), the game info card and the cheats automatically - nothing to install. It also tidies files on the card and updates the sd2snes+ firmware. Nothing is sent to a server: it all happens on your computer (File System Access API).
What is the GamesDB?
The GamesDB is the open, community-moderated database behind the covers and the game info card. It holds each game's cover, screenshot, video and metadata - and the Web Manager pulls everything from it. Anyone can help: suggest a missing cover, a sharper screenshot, a video or corrected info. Curators review every submission, and once it's approved it ships to everyone's firmware and the Web Manager.
How does the IPS/BPS patch work?
Put the patch (.ips or .bps) in the same folder as the ROM and use the game name as the file prefix. For example, Kaizo Mario World [!].ips has to become Super Mario World (USA) - Kaizo Mario World.ips - that is, the name has to start with the ROM name, which in this case would be Super Mario World (USA). When you start the game, the firmware lists the patches available for it and applies the one you pick in memory; the original ROM on the card is untouched. Great for translations and romhacks.
How do I change the menu theme?
From firmware 2.9 on: copy the .thm files to any folder on the card - it doesn't need a specific name, just one that shows up in the browser (/sd2snes is hidden, so it won't work). In the menu, open that folder and press A on a theme; the menu reloads themed. Grab ready-made themes in the gallery or make your own in the creator. To go back to the default, use Configuration → Browser Settings → Restore theme in the menu.
Can I use the official sd2snes theme editor?
No - the official editor (from sd2snes.de) doesn't work with this firmware. To make room for the covers, the menu layout was changed and the logo became smaller (128×56, just the left half of the header - the other half is the cover), with its own palette. That's why the official editor can't read or write the sd2snes+ logo. Use the gallery of ready-made themes or the sd2snes+ theme creator (there's also an advanced m3nu.bin editor).
How do I change the menu music and sounds?
The background music is an .spc file at /sd2snes/menu.spc. The 4 navigation effects are sfx_*.pcm files (MSU-1 PCM) in the same folder - a default set ships with the firmware. To customize them, the easy way is the Sound Creator: pick the .spc (with an MP3 preview via Zophar), swap the effects, listen in the browser and download a .zip ready for the /sd2snes/ folder. Turn it all on in Configuration → Browser Settings → Menu music / Menu sounds. You can also pick the music without renaming anything: press Y on any .spc in the browser and choose Set as menu music (and Restore music brings back menu.spc).
Why doesn't the menu music fade or pause when the game info card opens with its clip?
Because the menu music is not a file the firmware plays - it is an .spc, that is, a complete music program running on the Super Nintendo's sound processor, exactly like a game's soundtrack. The firmware hands the file over and the sound processor takes it from there.

There is no volume knob to reach: the volume lives in registers inside the sound chip, and only the sound processor writes to them. Anything we set would be overwritten by the .spc itself on the next tick - it is playing the music and touching those registers all the time.

And there is no pause either: the only way to stop a running .spc is to reset the sound processor, and on this console that means a reset of the whole console - which clears the video memory. It would wipe the card you just opened and it would have to be drawn again from scratch. The browser's .pcm player does exactly that reset, precisely because it is going to replace the whole screen anyway; the info card cannot, because it is already drawn.

So the two sounds share the output. If you want to hear only the clip, you have two ways out: turn the music off in Settings → Browser Options → Menu music, or have the card show only the static snapshot instead of the clip.
Is it free and open source?
Yes. GPL-2.0 license, based on mrehkopf's firmware. sd2snes+ lives at ludufre/sd2snes and the app at ludufre/sd2snes-covers.
Why aren't these features in the official firmware yet?
Because it's all still cooking - and not everything here is mine to send. sd2snes+ brings together work from several people. The parts that are mine (translation, covers, themes, sounds) I do plan to send back as a pull request to mrehkopf/sd2snes once they mature and stop changing - for now I'm experimenting a lot and the layout shifts from one release to the next. Other features came from creators like Xeroxxx and Relikk (some tweaked for sd2snes+); whether those land in the official firmware is up to their original authors to open their own PR - I just integrated them here. Until then, you can use it all in sd2snes+.
About the author

Hi, I'm Luan Freitas.

Luan Freitas

I'm a passionate 34-year-old programmer from Brazil, and I've been coding since I was 8 - all self-taught. That's two decades of programming that grew into a career as a Software Developer, focused on automation and systems optimization.

I see myself as a true fullstack dev: I go from the back end to mobile, with Node.js, Angular, MySQL, Mongo, Redis and especially Ionic/Capacitor (iOS and Android). On GitHub I maintain some popular Capacitor plugins as well as pt-BR localizations of retro firmware - like sd2snes+ for the sd2snes/FXPAK Pro and GBS-Control.

Away from code, I'm a maker at heart: I'm into 3D printing, Arduino, game development and collecting video games.

Ionic / Capacitor Angular Node.js TypeScript MySQL Mongo Redis
Credits

The people who make this possible.

sd2snes+ stands on a lot of great work. Below is who did what, and under which license - from the base firmware to the tools and themes.

Community contributions

  • ST011, ST018 (including its ARM CPU, written from scratch) and copy-protected bootleg cores, plus the Mk.II build of the Super 20 in 1 core · M2M
  • Super 20 in 1 multicart core, Gamars Puzzle mapper and SFROM support; also brought these contributions together · terminator2k2

Themes - Creator & Gallery

  • Theme editor / .thm format · Dotsarecool
  • Gallery themes · Stone Age Gamer, SmokeMonster, Samuel Martin, official FXPAK PRO / SD2SNES logos
  • .thm conversion + Theme Creator · ludufre

Did we miss someone, or is a credit wrong? Open an issue and we'll fix it.