Click a tile on the Nametable Viewer above to inspect it
8×8
8×8
Click a sprite to inspect
0000-0FFF
Register Log
Register Log
■ NMI
■ IRQ
■ DMA
NSF Player
No NSF loaded
- / -
Track
0:00
P1P2TriNoiDMC
RollScopeBoth5 s
TAS Studio
0
Frame
I
Select
Start
B
A
1PUDLRsSBA
2PUDLRsSBA
Rejoin as
2P DISCONNECTED
Waiting for rejoin...
Point camera at barcode… · tap to type
▌▐▌▌▐▐▌▐▌▌▐▐▌▐▌
⎔ Enter Barcode
Type 7, 8, 12, or 13 digits · Enter to scan
MUTE [X]
KUROGANE
NES & Famicom Disk System Emulator Drop a ROM or tap below to start
黒鋼
Drop a .nes, .fds, .nsf, .unif or .zip file here
Embedded FDS BIOS: Not loaded
◀◀
▶▶
COIN
Turbo
Select
Start
1P START
B
A
Idle⌨ KBD■ STOPNo tapeROM…P2 · --ms
Settings v2.0
Display
Video Output
Television
Composite Resolution
Composite Decoder
Black Level
Tint
Saturation
Sharpness
Overscan
Aspect Ratio
Integer Scaling
Audio
Sound
Master
Pulse 1
Pulse 2
Triangle
Noise
DMC
Expansion
Cartridge Swap
Hot Swap ROM
Swap cartridge without power cycle — preserves CPU RAM
Cheats
Codes apply on next reset (matches real Game Genie hardware behavior)
6-letter = value only · 8-letter = value + compare (banked)
Save Data
No save data
Save States
DIP SwitchesVS.
Changes take effect after reset
Hotkeys
Keyboard Mode
Controls — Player 1
Input
Controls — Player 2
Input
Peripheral
Force Famicom Mic
Enable microphone for all games. When off, microphone activates automatically for games known to use it.
Force Family Keyboard
Enable Family BASIC Keyboard for all games. When off, keyboard activates automatically for compatible games.
Force Subor Keyboard
Enable Subor Keyboard (SB-97) for all games. When off, keyboard activates automatically for Subor educational software. Mutually exclusive with Family Keyboard.
Force Data Recorder
Enable Famicom Data Recorder for all games. When off, tape controls appear automatically for compatible games.
Force Barcode Battler II
Enable Barcode Battler II expansion port scanner for all games. When off, scanner activates automatically for compatible games (Barcode World). Datach scanner activates automatically on mapper 157.
Four Score
Enable NES Four Score adapter for 4-player games. Connects to both controller ports. Auto-detected from game database.
Port 2 Device
Auto uses database to detect peripherals. Zapper: click/tap screen. Oeka Kids Tablet: draw with mouse/touch. Power Pad: keyboard or mobile overlay.
Controls — Player 3
Input
Controls — Player 4
Input
Controls — Family Keyboard
Controls — Subor Keyboard
Turbo
Turbo Enabled
Input Monitor
1P· · · · · · · ·
2P· · · · · · · ·
3P· · · · · · · ·
4P· · · · · · · ·
System
Microphone Access
Compatible games hear the device microphone. Off: hold the mic indicator during play instead.
Camera Access
The Scan button uses the camera for barcodes, only while it is open. Off: type the barcode instead.
Show Mobile Controls (Desktop)
On-screen Controls Size
Haptic Feedback (Mobile Controls)
Block Opposite D-Pad
VRC IRQ Stabilize
Eliminates minor status bar jitter in Konami VRC games. Not hardware-accurate.
Power-On State
Powered on within ~20 s of switching off, a front-loader's PPU comes up as if reset (writes ignored until the first VBL, PPUSTATUS $80). Auto decides from the real clock; the choice is saved with the seed record.
CPU/PPU Clock Alignment
The CPU and PPU clock dividers power up in one of four relative phases, and some tests behave differently in each. Random draws one with hardware likelihoods; a fixed phase makes runs repeatable. Next power-on.
Palette
Region
Console
NES-001: Reset resets the CPU and PPU together. Famicom / NES-101: Reset restarts the CPU only, and at power-on the PPU starts about a frame early. Next power-on.
Vs. System Player 1 Stick
Vs. cabinets wire the right stick to $4016 and the left to $4017; which one is player 1 depends on the game. Auto follows the database and NES 2.0.
MMC3 IRQ Revision
Mapper-4 IRQ behavior. Rev B = SMB3 / Mega Man 3 (default, nearly all games). Rev A = Crystalis-style. Applies on next ROM load.
PPU scheduling
Both give the same picture, sound and state. Blocks is ~10–15 % faster on boards without a PPU-driven IRQ; Lockstep is the reference. Next power-on.
Console thread
Runs the console off the page's thread from the same code. Rewind, save states and cheats work on it; the TAS studio, netplay and the debugger take the console back while open. Next ROM load.
Worker display
Next frame: shown one animation frame after its input, no waiting. Same frame: the page waits up to 9 ms for the Worker's picture (today's latency); misses show a frame later. The FPS line reports the hit rate and the wait.