Important
Coming from 2.15 or earlier? 2.16 was a big one: the Atari 2600 on the FXPak Pro, the SPC7110 games with their real-time clock, Super FX 3 (the 2025 DOOM), Sufami Turbo minicarts, Nintendo's tournament carts, a RAM trainer in the in-game menu, an on-console memory test, an MSU-1 soundtrack player and the menu in Russian. Read the 2.16 notes for all of it.
It also changed the card layout: open the Web Manager and click Organize once. Coming from 2.16 there is nothing to reorganise.
Two Super Mario RPG fixes, one per board, a Star Ocean fix, and cheats you can now type in on the console.
What's New
Add, edit and delete cheats on the console
The cheat list (Y on a game → Cheats) and the in-game menu's CHEATS tab can now change the codes themselves, not just switch them on and off: Select adds a new cheat and Y edits the one under the cursor.
- An on-screen keyboard shows only the characters a code can use: Game Genie
XXXX-YYYYor Pro Action ReplayAAAAAADD, the two formats the firmware accepts. A legend under the keys reminds you of both. - A second keyboard types the optional name, and one cheat can hold several codes.
- The editor also deletes a cheat, after a confirmation.
- Every add, edit or delete is written to the game's YAML at once. A new cheat goes to the top of the file and starts enabled, so a code read off a website is saved without pulling the card.
On both keyboards A types, Y erases, Select is a space, X confirms and B cancels.
Trainer: freezing no longer fills your cheat list
In the in-game TRAINER tab, freezing an address used to create a cheat. Now it stays in the trainer:
- You can freeze up to four values at a time. They obey the cheats' master switch and are gone when you load another game.
- Addresses you set or froze stay in the results, marked FROZEN while they are held, even when a later filter would drop them and even across a new search, until you pick Remove from list.
- Save cheat turns a find into a real cheat at the top of the CHEATS tab and writes it to the game's YAML.
- Loading a savestate keeps the search going, and the relative filters compare against the values you just loaded. The usual "load, lose a life, filter, load again" hunt now works.
Fixes
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Super Mario RPG freezing on SD2SNES Mk.II. The game could freeze in or around battles within minutes of play, and sometimes a battle kept animating but never moved on. The official 1.11.2 firmware froze the same way on our test console. The SA-1 chip's circuit on the Mk.II now keeps the timing margin its clock needs and goes back to the SA-1 pipeline of firmware 1.11.0, and on our test console the freezes are gone. FXPak Pro/Mk.III owners were not affected by this one.
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Super Mario RPG level-up text on FXPak Pro/Mk.III. The "Level Up Bonus" box showed the same garbage tile repeated instead of its text, with or without the in-game hooks (#49).
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Star Ocean (S-DD1) on FXPak Pro/Mk.III. In roughly a third of the loads, the title screen background filled with garbage and the name screen showed diagonal streaks. The S-DD1 build is now locked to a layout that was checked over repeated loads on real hardware.
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Patches that change a game's chip mode. On the FXPak Pro/Mk.III, a patch that turns a Super FX game into a Super FX 3 one now reloads the game in the right mode instead of booting it broken.
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Menu music settings. Random music is greyed out while Menu music is off, since it only matters when the music plays.
Also since 2.16
Coming from 2.16 or an earlier 2.16.x? This release also carries everything in between:
- 2.16.3: guides are back in the in-game GUIDES tab (#57), and Up/Down on the info card step across MSU-1 folders.
- 2.16.2: MSU-1 game folders open as the game and show its cover, you can browse and delete card files under
/sd2snes, deleting a game also deletes its cover, info, cheats and patch settings, and the menu is stable on S-CPU version 1 consoles. - 2.16.1: the clock writes the date your language's way, the
Ywas redrawn, the RussianУgot its own letter, and Super Mario Bros. on the NES core draws right again.
Thanks
Thanks to @CrispyBuns and @ReddestDream for the level-up report and for testing the fix, and to everyone who reported Super Mario RPG freezing on the Mk.II.