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Analogue Super Nt User manual

analogue.coanalogue.co V4.7 March 2019
Analogue Super Nt
Reference Manual
analogue.co 2 / 18V4.7 March 2019
Analogue
Celebrate & explore the
history of video games with
the respect it deserves.
analogue.co 3 / 18V4.7 March 2019
Congratulations
on becoming an
Analogue Super
Nt owner.
A reimagining of perhaps the greatest video game
system of all time. Engineered with an FPGA.
No emulation. 1080p. Zero lag. Total accuracy.
The Super Nt is not a plug n’ play toy. It is the
denitive way to explore Nintendo’s 16-bit era.
Compatible with the 2,200+ SNES and Super
Famicom game cartridge library. Explore and re-live
the greatest video game system of all time with
no compromises.
Contents of your Super Nt Package
— Analogue Super Nt
— Super Turrican Director’s Cut (digital)
— Super Turrican 2 (digital)
— HDMI cable
— USB cable
— Worldwide USB Power Supply [100-
240v, 50/60hz, USA/JPN plug-type]
analogue.co 4 / 18V4.7 March 2019
HDMI Output Micro USB
Power Input
Reset Button
SD Card Slot
Controller Port 2Controller Port 1
Cartridge Slot
Power Button
To start using your Super Nt, insert the AC adapter
into the power input and plug in a HDMI cable
into the respective input on your TV, monitor or
projector. Press the power button on your Super Nt
with or without a game cartridge inserted.
analogue.co 5 / 18V4.7 March 2019
RL
DOWN + SELECT
(access menu)
START
(hold to power on/off controller)
Button PadD-Pad
Pairing Button
To start using your SN30 controller (not included)
with a Retro Reciever for SNES (not included)
please see the intructions below.
Pairing
1 Hold start for 3 seconds on your SN30
controller to enter pairing mode
2 Press pairing button on Retro Receiver
to pair new controller
3 Wait until both LEDs are solid blue
4 Your controller is now paired
analogue.co 6 / 18V4.7 March 2019
Setting Up Super Nt
1. Plug your micro-USB cable into your
USB power supply
2. Plug your micro-USB cable into the
Super Nt
3. Plug your USB power supply into
a working AC Outlet
4. Plug one end of your HDMI cable
into your Super Nt
5. Plug the other end of your HDMI
cable into your TV/Monitor/Capture
Device
6. Plug in SNES-compatible controllers
into Controller Port 1 (and 2 if you
wish)*
7. Insert a cartridge into the cartridge
slot (optional)
8. Push the Power Button
Updating the Firmware
Before playing your Super Nt, make sure to update
to the latest rmware at support.analogue.co.
You will need a FAT16 or FAT32 formatted SD card
to update the rmware.
In order to update the rmware, copy the latest
rmware update le at support.analogue.co (with
a .bin extension) to the root directory of your SD
card. Make sure no other rmware les are in the
root directory. Insert your SD card into the SD card
slot on your Super Nt and turn the power on.
The rmware update process will start
automatically and takes approximately three
minutes to complete. During that time the power
LED will icker red at the screen will be blank.
When the process is complete the LED will show
a steady color and you will see the Animated Super
Nt Startup logo. Do not power o the Super Nt
while the rmware is updating. If the power goes
o for any reason, Don’t Panic! The system may not
display anything but it will look for a rmware le
to ash to once the power is restored. You cannot
brick your Super Nt with a failed rmware update.
When you update rmware, all settings are reset
to their defaults. Take notes of your settings prior
to updating.
Notes on Power
While any charger that can supply 5v/2A will work
with the Super Nt, including a car charger, it is
recommended to use the included high quality
USB-to-micro USB cable.
analogue.co 7 / 18V4.7 March 2019
Setting up your TV for perfect retro gaming
If your TV has a low-lag or Game Mode, enable
it. Otherwise turn o all processing features on
your TV or it may negatively eect gameplay and
latency.
Default Controller Key Assignments & Hotkeys
Down + Select – Enter/Leave Menu
Entering the Menu does not pause a game and
blocks controller inputs to the game, leaving the
Menu returns to a game in progress and returns
controller inputs to the game
Up + Select – Warm Reset
Same as pushing the reset button
Y – Conrm/Select Menu Option Key
B – Cancel/Back Key
Main Menu Options
Run Cartridge
Performs a Cold Reset (CPU registers and memory
is reset) and runs the cartridge in the cartridge slot.
Super Turrican Director’s Cut
Allows you to play Super Turrican Director’s Cut,
which is exclusive to this system. Download the
manual from the non-Director’s Cut version here :
http://www.gamesdatabase.org/Media/SYSTEM/
Nintendo_SNES/manual/Formated/Super_
Turrican_-_1993_-_Kemco.pdf
Super Turrican 2
Allows you to play Super Turrican 2. You can view
the Super Turrican 2 manual here :
http://www.nemmelheim.de/turrican/other/
superturrican2_snes/manual/
Settings
Allows you to adjust the video, audio or system
options, save settings and view the credits.
Tools
Allows you to enter Game Genie-style cheat codes.
Compatible Cartridges
— Ocial Nintendo-manufactured and
approved cartridges (all regions)
— Unlicensed/Homebrew/Reproduction/Pirate
cartridges
— Super Game Boy and Super Game Boy 2
(all regions)
— Oldskool Floppy-based Copiers and Backup
Units like the Bung SF II Professor, Game
Doctor SF2-7 and other oppy drive based
copiers (Floppy drives should use a separate
+12v power supply)
— Game Genie (“launch system timing” option
may be required below, see below)
— Pro Action Replay
— Tristar Super 8, Super Retro Advance,
Retro-bit RetroGen
— Super UFO Pro 8
— sd2snes
— Super EverDrive
— SNES PowerPak (“launch system timing”
option may be required below, see below)
— SNES Nintendo Power ash cart
— Sufami Turbo and Cartridges with a BS-X
Memory Pak slot
Compatible Controllers
— Ocial and aftermarket SNES controllers
(all regions, all varieties)
— Ocial SNES Mouse and Hyperkin Mouse
— Multi-taps (never attach anything other
than a wired regular SNES controller to
a multi-tap)
— 8BitDo Retro Receiver
— Super Famicom NTT Data Controller (an
option exists to force games to see this
controller as a standard controller)
analogue.co 8 / 18V4.7 March 2019
Settings Menu Structure & Outline
Factory Default Settings for each option are highlighted. If the option is not
highlighted, then it is not enabled with the Factory Default Settings. If there
is a range given to a particular option, then the default value for that range is
highlighted after the range limits are given.
A Video
1 Resolution
a 480p60
b 720p60
c 1080p60 (assuming your display
supports this resolution)
d 480p50
e 720p50
f 1080p50
2 Width & Height (when Advanced
Mode is enabled, otherwise Screen
Size)
a Width (depends on resolution, 1360
for 1080p)
b Horizontal Position (depends on
resolution, 38 for 1080p)
c Height (depends on resolution,
1080 for 1080p)
d Vertical Position (depends on
resolution, 42 for 1080p)
3 Screen Size (when Advanced Mode
is disabled)
a 1:1
b 8:7
c 4:3 for 16:9
d 4:3 for 16:10
e 4x Height (1080p only)
f 4.5x Height (1080p only)
g 5x Height (1080p only)
4 Cropping (not shown unless
Advanced Mode is enabled)
a Crop Left (0-31, 0)
b Crop Right (0-31, 0)
c Crop Top (0-31, 0)
d Crop Bottom (0-31, 0)
5 Scalers
a No Scaler
b HQ2x
c HQ3x
d HQ4x
e Scale 2x
f Scale 3x
g X-Ray
h Disable H Interpolation
i Disable V Interpolation
6 Scanlines
a No Scanlines
b Normal Scanlines
c Hybrid Scanlines
d Scanline Depth (0-255, 120)
7 Extra Features (not shown unless
Advanced Mode is enabled)
a 64 Sprite Tiles
b Mode 5 & 6 Interlace Disable
c Pseudo-Hires Blending
8 Buer Mode (not shown unless
Advanced Mode is enabled)
a Fully Buered
b Zero Delay
c Single Buer
9 Color (not shown unless Advanced
Mode is enabled)
a Limit RGB Range
b Lock Gamma Sliders Together
c Red (1.00-1.99, 1.00)
d Green (1.00-1.99, 1.00)
e Blue (1.00-1.99, 1.00)
10 Advanced Mode
B Audio
a -3db Output Cut
b Cartridge Audio Enable
c Swap Left & Right
d Cartridge Audio Volume (0-255,
175)
C System
1 Menu Options
a Skin
i Classic
ii SF
b Highlight Style
i Solid
ii Swipe
iii Flash
iv Rolling
v Throb
c Highlight Color
i Light Purple
ii Dark Purple
iii Red
iv Yellow
v Blue
vi Green
vii White
viii Magenta
d Font
i Alternate Font
ii Upper Case Only
e Menu Bounce
f Dim Game in Menu
g Prompt when saving RAM
h Save warning message
2 Controls & Hotkeys
a Reset Hotkey
i Left
ii Right
iii Down
iv Up
v Start
vi Select
vii B
viii A
b Menu Hotkey
i Left
ii Right
iii Down
iv Up
v Start
vi Select
vii B
viii A
c Conrm/Select Key
i A
ii B
iii X
iv Y
d Cancel/Back Key
i A
ii B
iii X
iv Y
e Disable Hotkeys
3 Startup Options
a Boot Sequence Delay (1-10, 4)
b Title → Menu
c Title → Cartridges
d Menu Direct
e Cartridge Direct
4 Hardware
a NTSC
b PAL
c Launch System Timing
d NTT Data Pad Compatibility
e SD Card Speed
i Normal Speed
ii Fast
iii Faster
f Debug
i Disable Audio Channels
1 0
2 1
3 2
4 3
5 4
6 5
7 6
8 7
9 8
ii Disable Main Audio
iii Disable Echo Audio
iv Disable Echo Feedback
v Disable Phase Modulation
vi Disable Interpolation
vii Force BRR Filter
1 None
2 1
3 2
4 3
viii Display Video Mode
ix Show Internal IRQs
x Show External IRQs
xi Highlight Scanline
xii Scanline Number (0-255, 0)
5 LED Options
a Standby Color
b Classic
c SF
d Center Pixel
e K-Pro Rainbow
f Load Custom Pattern
i File Browser
g Adjust Pattern
i Animate Pattern
ii Animate Speed (0-31, 16)
iii Pattern Position (0-255, 0)
h LED Brightness (0-31, 31)
D About
1 Special Thanks
2 Licensing
E E. Save/Clear Settings
1 Save Settings
2 Restore Factory Defaults
analogue.co 9 / 18V4.7 March 2019
Video Settings
Resolution
480p modes set a resolution of 640×480
(no widescreen borders are added to the signal)
720p modes set a resolution of 1280×720
1080p modes set a resolution of 1920×1080
50p is intended for European and Australian PAL
games, all Japanese and American games use the
NTSC 60p frame rate. If you see visual artifacts
like tearing (assuming the single buer mode is o)
or stuttering, check here to make sure your refresh
rate matches the refresh rate of the game’s region.
This setting should be used in conjunction with
the Hardware settings in the System Submenu.
The Super Nt supports EDID (Extended Display
Identication Data) over HDMI. The display will
send EDID information over the HDMI cable telling
the Super Nt what display modes it supports.
You may get an unsupported display mode to work,
but if you do not, you may end up with no picture.
Some NTSC displays may not report 50p support
but will work with some or all 50 resolutions
anyway. Almost all European displays support
60p. The Super Nt will start up with the highest
resolution and frame rate your monitor supports
unless you select a lower resolution setting and
save the settings.
The SNES can display eight resolutions. By far the
most common is 256×224, which is what virtually
all NTSC games use. Some PAL games use
256×239. High resolution graphics using 512×224
and 512×239 are only used seldomly. Interlaced
graphics using 256×448, 256×478, 512×448 and
512×478 are also seldomly used.
analogue.co 10 / 18V4.7 March 2019
Video Settings
Width & Height
1. 480p Options
Minimum/Maximum Width (Horizontal Pixels) :
384/640
Horizontal Presets :
384, 438 (4:3 for 16:9), 480 (1:1), 487 (4:3 for 16:10),
512 (2x) 548 (8:7), 640
Minimum/Maximum Height (Vertical Pixels) : 480
Horizontal Position : 0-128
Vertical Position : 0-64
2. 720p Options
Minimum/Maximum Width (Horizontal Pixels) :
512/1280
Horizontal Presets :
512 (2x), 720 (1:1), 768 (3x), 822 (8:7), 877 (4:3 for
16:9), 975 (4:3 for 16:10), 1024 (4x), 1280 (5x)
Minimum/Maximum Height (Vertical Pixels) :
480/720
Vertical Presets : 480 (2x), 600 (2.5x), 720 (3x)
Horizontal Position : 0-128
Vertical Position : 0-64
3. 1080p Options
Minimum/Maximum Width (Horizontal Pixels) :
768/1920
Horizontal Presets :
768 (3x), 1024 (4x), 1200 (1:1), 1280 (5x), 1371 (8:7),
1462 (4:3 for 16:9), 1536 (6x), 1625 (4:3 for 16:10),
1792 (7x), 1920
Minimum/Maximum Height (Vertical Pixels) :
960/1200
Vertical Presets : 960 (4x), 1080 (4.5x), 1200 (5x)
Horizontal Position : 0-128
Vertical Position : 0-64
Proper Settings for Centering at 4x and 4.5x
4x = Vertical Position 47
4.5x = Vertical Position 43
5x = Vertical Position 42
Leave Horizontal Position to 38
analogue.co 11 / 18V4.7 March 2019
Video Settings
Recommended Scaling Settings
If you are outputting your Super Nt to a 1080p or
4K native display, you should use the 5x vertical
scale to ll up as much of the screen as possible.
You should be able to see all essential information
in most games and should not need to adjust
the vertical position often. A 5x scale gives you
essentially a 256×216 unscaled resolution, so you
can use the horizontal and vertical positions to
adjust the graphics if any vital details are lost.
If you want perfectly square pixels, choose a
5x horizontal scale. If you want the “ideal” pixel
aspect ratio, choose the 8:7 option, preferably with
horizontal interpolation enabled. 8:7 is arguably
the intended aspect ratio for Nintendo games like
Super Metroid and Super Mario All-Stars, which
have circular objects which look like circles with
the 8:7. Not all developers took the 8:7 ideal aspect
ratio into consideration and circular objects in
games like Chrono Trigger and Mortal Kombat 2
may look a little squashed. In that case, you would
be better o choosing the 4:3 for 16:9 or the 6x
option.
The Super Nt works with the Super Game Boy
and Super Game Boy 2, which send the Game Boy’s
video output through to SNES PPU. The proper
pixel aspect ratio of the Game Boy, the pixels are
truly square, giving a 160×144 resolution image
slightly wider than tall. On original hardware and
a CRT, the image would be stretched somewhat
and this stretch will be seen with the Super Nt
unless you are using a 5x/5x horizontal/vertical
setting for 1080p, a 3x/3x for 720p and a 2x/2x
for 480p. Disable all interpolation for the sharpest
image.
Screen Size
In the simplied Screen Size setting, height settings
are given only for 1080p modes. Horizontal and
Vertical Interpolation is enabled.
Cropping
You can use the sliders to crop each edge of the
screen by up to 32 pixels.
Cropping on the SNES is less crucial than it was on
the NES. The NES always output 256×240 while the
vast majority of SNES games only output 256×224.
Most CRT displays in the SNES area could come
pretty close to displaying the full 256×224, but you
can use this option to try to replicate the cropping
characteristics of a particular CRT. Note that many
CRTs had curved bezels and tended to crop more
pixels at the corners of the bezel than in the middle.
Graphical glitches and junk tiles that could be seen
with cropped NES video will rarely be present in
SNES games. NES games also had oddly colored
tiles on the horizontal edges of some games, but
the SNES hardware is fast enough that glitches
are not present on the left and right edges of
the screen either.
Scalers
Several scalers are available if you wish to
apply them. “No scaler” uses nearest-neighbor
interpolation where the color of a pixel is repeated
horizontally and vertically as often as is necessary
to get to the desired scaled resolution. This results
in the sharpest, “pixel purist” graphics.
The HQ2x, HQ3x and HQ4x scalers interpolate a
pixel based on the surrounding pixels. The result
is generally a smoother image. The 2x, 3x and 4x
refer to blocks of pixels, and the larger the block,
the fewer colors will be used. Scale 2x and Scale 3x
use a somewhat dierent algorithm but produce a
similar result. X-Ray uses a simple algorithm to give
inverted black and white graphics.
Using scalers may shift the image slightly, alter the
colors considerably and will cause a little extra lag
due to the processing of the image required.
The Disable H and V Interpolation options are
useful with 8:7 and 4:3 for 16:9 or 16:10 modes with
no scaler. These modes subtly blend the edges
of pixels to make uneven nearest-neighbor scaled
pixels less noticeable.
analogue.co 12 / 18V4.7 March 2019
Video Settings
Scalers (cont.)
It can also eliminate shimmer in scrolling
backgrounds on LCD displays. If you are using an
integer horizontal or vertical scale, you should not
need to use these options. If you are using a true
integer horizontal or vertical scale, you should not
need to use these options.
When the Disable Horizontal or Vertical
Interpolation box is checked, that means the
interpolation is NOT being applied to the
video. You can set each form of interpolation
independently.
Scanlines
The Super Nt can generate artical scanlines to
reproduce the scanning beam structure of a CRT.
Normal Scanlines dims pixels by the same amount
regardless of the pixel’s color. Hybrid Scanlines
targets more realistic scanlines by adjusting for
gamma when dimming a pixel’s color. With hybrid
scanlines, darker objects have thicker scanlines
than lighter objects.
The Scanline Depth slider can be set from 0-255
and uses a default of 120.
In the opinion of many people, the thickness of
the scanlines produced in 720p modes is the ideal
thickness. This dims every third line. Scanlines in
1080p modes dim every fourth (4x-4.5x) or fth (5x)
line. Some people view this as making the lines
too thin. Scalines in 480p mode dim every second
line. Some view these scanlines as too thick. CRTs
varied in their scanline thickness, with higher quality
displays tending to produce more pronounced
scanlines.
In the 1080p/5x mode, if you use scanlines, you
should adjust the Vertical Position in the Width and
Height from the default of 42 to 40 to allow the
scanlines to align themselves with the bottom edge
of each line of scaled pixels.
Extra Features
The 64 Sprite Tiles option allows the Super Nt to
display 64 sprites per line instead of the 32 that the
SNES can canonically display. This should reduce
icker in games displaying a large number moving
objects on the screen at a time. Games which have
been noted to take advantage of the extra tiles
include Super Fire Pro Wrestling – Queen’s Special
and MegaMan X3. Some games will show glitches
with the setting on, however. Final Fantasy III will
show characters walk over the battle screen menus
instead of under the menus as seen when Terra has
the ashback early in the game to her enslavement
under the Empire.
The Mode 5 & 6 Interlace Disable eliminates
combing artifacts in a few games that use an
interlaced mode. It does not work with all games
that use interlacing. It will work with Ranma 1/2:
Chounai Gekitou Hen and Chrono Trigger during
a particular sequence.
The Pseudo-Hires Blending can be used in two
games, Jurassic Park and Kirby’s Dream Land 3 that
use pseudo high res graphics and color math to
produce transparent background tiles. Through an
RGB or S-Video connection from an original SNES,
these tiles will have alternating vertical stripes.
But through composite these tiles will look
transparent. The Blending option gives you back
the intended transparent look to tiles you could
have only experienced on a CRT.
analogue.co 13 / 18V4.7 March 2019
Video Settings
Buer Mode
The buering modes on the Super Nt address
the issue that the SNES’s native refresh rate is
60.09881fps for NTSC consoles and 50.00697fps
for PAL consoles. Modern displays and HDMI
interfaces expect either 60fps, 59.94fps or 50fps
and are generally not tolerant of refresh rates that
vary from that specication. Super Nt has three
modes that deal with the frame rate dierential in
dierent ways.
Fully Buered Mode option buers full frames to
achieve a 60.0988 frame rate using only 60fps.
This is mode avoids tearing at the cost of latency.
The Super Nt must render at least 1 frame ahead
of the game’s internal rendering to stay ahead.
Zero Delay Mode slows the SNES down to achieve
a true 60fps frame rate, a speed dierence of 0.16%
There is no latency penalty with this method but
this method causes the Super Nt to fall 1 second
every 10 minutes behind an original SNES running
the same software.
Single Buer mode is something of a compromise
between the two methods described above.
Like the Full Buer option, the original frame rate
is being generated within the Super Nt. Unlike
the Full Buer, only a portion of the next frame is
being pre-rendered, giving latency of no more than
1 frame depending on when the player activates an
input. The drawback is a recurring retrace line that
is visible once per every several seconds.
Color
Limiting RGB Range adjusts the color output range
to accommodate those displays which do not
handle 24-bit RGB natively. Many LCDs as found on
TVs do not show a full range of RGB for each of the
three primaries, red, green and blue. Each primary
color is represented by an 8-bit value, giving 256
levels of color for each primary. Full RGB displays
accept values of 0-255 for each color primary.
Limited RGB displays only accept values of 16-235,
with values below 15 being designated as black and
values above 235 being designated as white. The
identical RGB value will not produce the same color
in limited RGB versus full RGB because limited RGB
tries to cover the same color space as full RGB but
has fewer values to cover the range.
You should use Full RGB if your display supports
it. If you turn on the Limited RGB Option and see
black turn to dark gray, then you should not use
this option. If the black stays black, then keep this
option on.
The Lock Gamma Sliders Together option disables
your ability to set the gamma for Red, Green and
Blue independently.
Red, Green & Blue sliders can be set from 1.00
to 1.99 in .01 increments.
Advanced Mode
Enabling this option adds the Cropping, Extra
Features, Buer Mode and Color options to the
Video Submenu and turns the simplied Screen
Size options into the Width & Height options.
analogue.co 14 / 18V4.7 March 2019
Audio Settings
-3db Output Cut – Some monitor embedded
speakers and soundbars clip or cannot recognize a
full-volume signal. This option reduces the volume
to reduce the peaks below their maximum amount
(0db). Try this option if you are not hearing any
sound or hearing clipping from the Super Nt.
Cartridge Audio Enable – Use this option to enable
expansion audio from the Super Game Boy, Super
Game Boy 2 or sd2snes with games supporting
MSU-1 audio. You should disable this option if you
are not using one of the above because the audio
inputs can pick up bus noise.
Swap Left & Right – This option reverses stereo.
Cartridge Audio Volume – Sets the volume of
the expansion audio.
analogue.co 15 / 18V4.7 March 2019
System Settings
Menu Options
Skin – Changes graphics and colors of certain
menu graphics, options are:
Classic – A SNES inspired theme
SF – A SNES inspired theme
Highlight Style – Used to indicate the current menu
option
Highlight Color – Used to determine the color of
the current menu option
Font – Changes the menu font, Alternate Font uses
a thicker, standard 8×8 font instead of the default
font
Menu Bounce – The menus will drop down instead
of instantly appearing
Dim Game in Menu – The game will be dimmed
when the menu is active, making it easier to see the
menu options but more dicult to see the eects
of changing video parameters.
Controls & Hotkeys
Reset Hotkey – You can use almost any
combination of controller buttons and directionals
for this option. You cannot use the L and R buttons
or the Up and Down or Left and Right directionals
at the same time.
Menu Hotkey – You can use almost any
combination of controller buttons and directionals
for this option. You cannot use the L and R buttons
or the Up and Down or Left and Right directionals
at the same time.
Conrm/Select Key – You can only choose one
button and the choice takes eect immediately.
Use the currently assigned button to choose the
new assignment. If you select the button used
by the complimentary option, that button will be
changed automatically from B to A, A to B, X to Y
or Y to X.
Cancel/Back Key - You can only choose one button
and the choice takes eect immediately.
Use the currently assigned button to choose the
new assignment. If you select the button used
by the complimentary option, that button will be
changed automatically from B to A, A to B, X to Y
or Y to X.
Disable Hotkeys – This option disables reset and
menu access, but you have to power cycle the
Super Nt to get the menu working again. This is
useful if you are trying for a speedrun and do not
want to activate a menu or a reset by accident.
The state of this option will not be saved when you
Save Settings.
Startup Options
Boot Sequence Delay – This slider can go from 1-10
and determines how much of a delay will be used
before the screen will be activated. Some LCDs
cannot handle information immediately available
from the HDMI interface, so if you are not getting
a picture you may want to add a little delay to give
the display time to set up the picture parameters.
Title – Menu – Starts up directly with the Root
Menu after showing the startup sequence
Title – Cartridges – Starts any cartridge inserted
in the Super Nt after showing the startup sequence
Menu Direct – Starts up directly with the Root
Menu without showing the startup sequence
Cartridge Direct – Starts any cartridge inserted
in the Super Nt without showing the startup
sequence.
analogue.co 16 / 18V4.7 March 2019
System Settings
Hardware
NTSC – Sets the console to identify as a U.S. or
Japanese console
PAL – Sets the console to identify as a European
console
These settings should be set in conjunction with
60p modes for NTSC and 50p modes for PAL in
the Video Submenu. If you see a message when
a game loads that says something like “This game
is not designed for your Super NES or Super
Famicom”, then you have a region conict. Switch
to the proper region and that message should go
away. What this option actually does is to set bit
4 at address location (at all banks except $40-7F)
$213E (PPU Status Register) to 0 for NTSC or 1 for
PAL.
Launch System Timing – The Game Genie and
SNES PowerPak require this option to be enabled
when those devices are plugged into the Super Nt’s
cartridge slot.
NTT Data Pad Compatibility – This allows you to
use the NTT Data Pad, which may have the same
regular button layout as a standard SNES controller
(in addition to its numberpad) but sends a unique
controller ID that some games do not recognize.
Nothing other than the Super Famicom games that
support the NTT Data Pad directly can use the
numberpad on the NTT Data Pad at this time.
LED Options
These options control the colors displayed by the
Super Nt’s RGB LED.
Standby Color – LED Color is White
Classic – LED Color cycles from White to Purple
SF – LED Color cycles between Red, Green, Blue
and Yellow
Center Pixel – LED Color will be whatever the pixel
in the center of the screen’s color is. If you choose
this option, you may not see the LED show color
when the system turns on if you boot to the menu
because the center pixel is black.
K-Pro Rainbow – LED Color cycles through the
rainbow.
Load Custom Pattern – Allows you to load a custom
pattern contained on the SD card. Will send you to
the File Browser. Pattern les are 768 bytes in size.
Here is a link to a few custom patterns :
http://atariage.com/forums/topic/242970-fpga-
based-videogame-system/page-367#entry3978645
Adjust Pattern – These options allow you to adjust
the animation speed and position of the pattern
selected in the previous menu.
Animate Pattern – Will disable animation and leave
the LED set to the last displayed color if disabled.
Equivalent to setting the Animate Speed to 0.
Animate Speed – Determine the speed at which the
LED changes colors, slider settings range from 0-31.
Pattern Position – Determines the currently
displayed color within the pattern. Each pattern
consists of 256 RGB values.
LED Brightness – Determines the brightness of the
LED in a slider with settings from 0-31.
analogue.co 17 / 18V4.7 March 2019
Save/Clear Settings
Save Settings – Saves menu settings to the
Super Nt’s internal ash memory
Restore Factory Defaults – Restores Factory
Defaults, so take notes of your settings prior
to updating.
+ special thanks to great hierophant
analogue.co 18 / 18V4.7 March 2019
Now you’re playing with
Analogue.
analogue.co

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