Emulation Controls
Emulation Files
Debugging Notes

SNES Hardware Specs
fullsnes.htm - complete SNES specs, html version.
fullsnes.txt - complete SNES specs, text version.

 Emulation Controls

Below are hotkeys & controls the no$sns emulator.

Emulation Hotkeys
  F1..F9        Toggle Sound Voice 0..7 and Echo on/off
  Shift+F1..F6  Toggle Video Layers BG0..BG3, OBJ, and SFC-Box/NSS OSD on/off
  F10           Re-enable all Voices & Video Layers
  F11           Setup Options
  F12           Cartridge Menu
  ESC           Stop Emulation (switch to debugger)
  Keypad-Div    Soft Reset (Warmboot, as when pushing Reset Button)
  Keypad-Mul    Hard Reset (Coldboot, as when Power-On)
  Keypad-Sub    Same as ESC
  Keypad-Add    Whoosh (run as fast as possible)
  Backspace     Whoosh (run as fast as possible)

Mouse Controller Emulation (when enabled in setup)
  Left-Mouse-Button   Pass mouse to SNES Emulation
  Middle-Mouse-Button Pass mouse to Operation System
  ESC                 Pass mouse to Operation System

Lightgun Emulation
  Left-Mouse-Button   Trigger (Scope/Justifier/Macs)
  Right-Mouse-Button  Cursor-Button (Scope) or Start-Button (Justifier)
    XXX (Mid-Butt)    Act as Gun2 when HELD-DOWN (Justifier)
    XXX (Mid-Butt)    Pause (Scope)
    XXX (Wheel)       Turbo/Normal (Scope)

NTT Data Pad (Joypad with numeric Keyboard)
  UP/DN/LT/RT             Keys Up/Dn/Lt/Rt (aka Joypad DPAD keys)
  PGUP/PGDN               Keys Prev/Next Page (aka Joypad Select/Start)
  BS or DEL               Key CLR
  END                     Key END
  ".0123456789"           Keys ".0123456789"
  Keypad "/*.0123456789"  Keys "#.0123456789"
Joypad keys A,B,X,Y,L,R can be defined in setup as usually.

X-Band Keyboard Emulation
  QWERTY...               Keyboard
Note: Unknown/unused keys aren't emulated (eg. the X-Band keyboard might have additional function keys, but, if so, corresponding scancodes are unknown).

Super Famicom Box
  INS      XXX            Insert Coin
  HOME     XXX            RESET Button
  PGUP     XXX            GAME/TV Button
  "123456" (or Keypad)    1st..6th Switch Position (from left)

Nintendo Super System (NSS)
  1..3    Game 1..3 Buttons
  4       Test Button (unknown purpose) (XXX mapped to unknown I/O bit)
  5       Service Button (Add Credit) (Service+Instructions = Config Mode)
  6       DIP-Switch Window (may need to restart game to apply changes)
  Ins/Del Coin Slot 1..2 Signals (Add N Credits; depending on Coinage)
  Home    Instructions Button
  End     Restart Button
  PgUp/Dn Page Up/Dn Buttons

Voice-Kun Remote Control
  HOME                    Play                    +10    PLAY   PREV
  END                     Pause                 .------.------.------.
  DEL                     Stop                  | INS  | HOME | PGUP |
  INS                     +10/>10               |------+------+------|
  PGUP                    Previous Track        | DEL  | END  | PGDN |
  PGDN                    Next Track            '------'------'------'
  "0123456789"            Keys "0123456789"       STOP   PAUSE  NEXT
  Keypad "0123456789"     Keys "0123456789"
Note: The emulated part is Remote Control to Voice-Kun (but, Voice-Kun to CD Player isn't emulated yet).

Barcode Reader (Barcode Batter)
  INS-Key       Paste numeric ASCII string from clipboard and Send barcode
  DEL-Key       Manually Clear input buffer (without sending)
  Keypad 0..9   Manually Key-in Barcode digits
  Keypad Dot    Manually Confirm input and Send (or re-send) barcode
Note: For the Barcode Battler, only EAN-13 is implemented (since it's unknown how/if it supports shorter UPC-A, UPC-E, or EAN-8 barcodes).

Twin Tap Push Buttons (Multitap with four Twin Taps)
  12345678  Buttons for Player 1-8
Note: In the Shijou Saikyou no Quiz Ou Ketteisen Super game, use the 2nd option in main-menu to enter the Twin Tap mode, then select 1-8 players.

Miracle Piano Keyboard
  12345...      1st Octave (12 keys)
  QWERT...      2nd Octave (12 keys)
  ASDFG...      3rd Octave (12 keys)
  ZXCVB...      4th Octave (10 keys)
  Rshift/Ctrl   4th Octave (last 2)
  NUM-Dot       5th Octave (1 key)
  NUM-0..7      Control Buttons 0..7
  Left Shift    Sustain Foot Pedal
Note: The miracle sound isn't emulated (as far as known there aren't any dumps of it's BIOS and SOUND-ROM existing yet).
Note: In the Miracle software, press joypad Select button to enter main menu (and to leave title/demo mode).

Pachinko Dial
  Analog Joypad Forward   Pachinko Dial
  XXX                     Pachinko Button... if there's any?

Exertainment Bicycle
  Analog Joypad Forward   Pedal Speed
  Analog Joypad X-Axis    Alias for digital DPAD left/right
  XXX                     Mode and TV Buttons (unknown how they do work)

 Emulation Files

SLOT Folder
Default location for Game ROM-Images is "SLOT" folder (in same directory as "no$sns.exe"). For some strange reason, SNES ROM-Images are conventionally having extension .SMC (dates back to an old copier).
ZIPped ROM-Images can be loaded if PKUNZIP.EXE is installed (ie. it must be somewhere in your "PATH") (if you don't know what that means, put it into a folder like C:\WINDOWS\COMMAND or so).

BIOS Folder
The "BIOS" folder (in same directory as "no$sns.exe") should contain following files:
  DSP1.BIN      8Kbytes  ;\
  DSP1B.BIN     8Kbytes  ; preferably unpadded 8Kbytes (not padded 10Kbytes)
  DSP2.BIN      8Kbytes  ; and preferably little-endian dumps (not big endian)
  DSP3.BIN      8Kbytes  ; (more preferably: append it end of SNES rom-image)
  DSP4.BIN      8Kbytes  ;/
  ST010.BIN     52Kbytes
  ST011.BIN     52Kbytes
  SUFAMI.SMC    256Kbytes (for Sufami Turbo "ST" games)
  BSX-BIOS.SMC  1024Kbytes (for Satellaview "BS" FLASH cartridges)
  KROM1.BIN     64Kbytes (Super Famicom Box BIOS)
  NSS-BIOS.BIN  32Kbytes (Nintendo Super System BIOS) (copy of desired version)
  NSS-v03b.BIN  32Kbytes (Nintendo Super System BIOS) (newest version) ;\alter-
  NSS-v03a.BIN  32Kbytes (Nintendo Super System BIOS) (new version)    ; nate
  NSS-v02.BIN   32Kbytes (Nintendo Super System BIOS) (old version)    ;/names
  NSS-CHAR.BIN  4.5Kbytes (Nintendo Super System OSD Charset) (M50458-001SP)
  CX4.BIN       3Kbytes
  APU.BIN       64 bytes (APU/SPC700 boot ROM)
  D411.BIN      512 bytes (lockout chip)
The files aren't included with the emulator. They are required for certain games. Alternately (or preferably), the DSPn/ST01n/CX4 ROM-images can be appended at the end of the corresponding game ROM-images. The SUFAMI/BSX-BIOS/APU files aren't part of game cartridges, so they should/must be stored in the BIOS folder, not in game ROMs. The APU file is needed only for best emulation accuracy (otherwise no$sns is using a BIOS clone which should be working with most games). The D411 file isn't actually used/required; except, one can load it into the debugger (just to view the disassembled CIC code).
Also, following ROMs are newly dumped (but not supported yet):
  ST018.BIN     128Kbytes
Following ROMs aren't yet dumped (and thus aren't supported):
  BIOS-ROM and SOUND-ROM (for Miracle Piano)
Following ROMs aren't yet dumped (but should work if dumps would exist):
  MB90082.BIN     9Kbytes  (Super Famicom Box OSD-Charset)     (MB90082-001)
  ??             ? Kbytes  (Exertainment Bicycle OSD Charset)  (unknown chip)

SFC-Box ROM-Images (Super Famicom Box) (Hotel Box)
ROM-Images should contain all EPROMs/ROMs from the cartridge, ordered as so:
  GROM + ROM0(+ROM1(+ROM2(+etc))) (+DSP1)
The GROM at the begin of the file does also serve as file header:
  The size of the GROM (1 SHL N kbytes) is found in GROM [0001h].
  The number of ROMs is found in GROM [0000h].
  Title & Size of ROM<n> can be found at [[0008h]+n*2]*1000h.
  Physical IC Socket ID for ROM<n> can be found in GROM at [0008h]+[0000h]*2+n.
  The presence of a DSP ROM Image is indicated in GROM [0004h].Bit1.
With that information, one can calculate the file-offsets for each ROM.
If desired, one may merge two cartridges images in one file, eg.
Before merging GROM+ROMs, make sure that the ROMs are raw-images (without 512-byte copier headers), and that the DSP ROM is unpadded (8Kbytes), in little-endian format.
The additional "non-cartridge" ROMs of the SFC-Box (KROM1 and MB90082) should be located in a separate BIOS folder; not in the cartridge ROM-Image.

NSS Cartridge ROM-Images (Nintendo Super System) (Arcade Cabinet)
ROM-Images should consist of following components in following order:
  1. PRG-ROM (the SNES game) (usually 512Kbytes or 1024Kbytes)
  2. INST-ROM (the Z80 instructions) (32Kbytes)
  3. PROM (decryption key) (16 bytes)
The existing cartridges don't contain any coprocessors - if somebody should make such cartridges, please insert the coprocessor ROM (eg. DSP1) between PRG-ROM and INST-ROM.
PROM keys in binary form can be found at

 Debugging Notes

Below are controls, directives, and other stuff for the no$sns debugger.

Debug Hotkeys
The various hotkeys are shown in the menu-bar's drop-down menues. Some of the more important ones are:
  Cursor-Right  Follow (goto target address of jmp/call/mov opcode)
  Cursor-Left   Undo-Follow (goto back to previous address)
  F7/F9         Trace/Run
  Ctrl+T        Toggle CPU (Main, APU, and, if any: DSP/GSU/SA1/CX4)

SNES-Specific Assembler Directives
  .nocash/.native   Select Assembler Syntax
  .snes             SNES Cartridge (normal SNES header checksum)
  .bsx              Satellaview BS-X FLASH Cartridge (special checksum)
  .lorom/.hirom     SNES Mapping (select header checksum location)
  .65c818           Instruction Set for SNES Main CPU
  .spc700           Instruction Set for SNES Sound CPU
  .cx4              Instruction Set for SNES CX4 Coprocessor (rarely used)
  .nss_<xxx>        NSS INST ROM (see magicnss.a22 sample in
  .assume p=nnh     Assume 65c816 8bit/16bit modes (eg. P=30h for 8bit mode)
  .rom/.code/.text  Define code/data in Cartridge ROM
  .ram/.data?/.bss  Define uninitialized-data-structures in RAM
  db 0nnh           Define byte, 8bit (or ASCII text strings)
  dw 0nnnnh         Define word, 16bit
  df 0nnnnnnh       Define far/long, 24bit
  dd 0nnnnnnnnh     Define doubleword, 32bit

Port 21FCh..21FFh - Nocash Debug Extension I/O Ports
  21FCh.W Write ASCII character to Debug Message Window         ;\char_out
  21FDh.W No function (allows to write 21FCh even in 16bit mode);/
  21FCh.R Latch 21MHz timer & Read bit0-7 of latched timer      ;\21MHz timer
  21FDh.R Read bit8-15 of latched timer                         ; (ticks since
  21FEh.R Read bit16-23 of latched timer                        ; power-up)
  21FFh.R Read bit24-31 of latched timer                        ;/
The char_out function can be used with ASCII chars 20h..7Fh, line breaks may be send as 0Dh, 0Ah, or 0Dh+0Ah (all three variations supported). The debug window uses non-proportional font. There is no automatic line wrapping.