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SNES ROM Header

Alekmaul edited this page Jun 5, 2026 · 7 revisions

All SNES rom have an internal header that is used to identifying the game, producer, region and technical aspects of the ROM. It's often referred as Internal ROM Header or SNES Software Specification.

Although it's not required to run a game on real hardware, the SNES ROM Header was used during the Nintendo approval process for validation and it's also used by the SNES emulators to identify and determine the memory layout and ROM type.

The data starts at SNES address $00:FFB0 and ends at $00:FFDF. $00:FFE0 though $00:FFFF contains the SNES vector information and it's actually used by the SNES CPU to determine where to execute when an interrupt occurs.

The header is located at the CPU address range $00FFC0-$00FFDF, right before the interrupt vectors, with an optional second header at $00FFB0-$00FFBF.

This means that the location of the header within the actual ROM file will change based on the cartridge's memory map mode - with LoROM games placing it at $007Fxx, HiROM games placing it at $00FFxx, and ExHiROM games placing it at $40FFxx.

Therefore, if it's correctly filled out, an emulator will have a higher chance of being able to figure out where the header is. See: Header Verification below.

Cartridge header

ADDRESS LENGTH DATA NAME
$00:FFC0 21 bytes Game Title Registration
$00:FFD5 1 byte Map Mode
$00:FFD6 1 byte Cartridge Type
$00:FFD7 1 byte ROM Size
$00:FFD8 1 byte RAM Size
$00:FFD9 1 byte Destination Code
$00:FFDA 1 byte Fixed Value
$00:FFDB 1 byte Mask ROM Version
$00:FFDC 2 bytes Complement Check
$00:FFDE 2 bytes Check Sum

The .SNESHEADER Structure

In PVSnesLib, the header is typically defined in hdr.asm assembly file or a library configuration file. Here is the standard structure:

.SNESHEADER
  ID "SNES"                      ; 4-byte ID (Always "SNES")
  
  NAME "MY EPIC GAME        "    ; Game Title Specification (21 bytes)
  
  ; FASTROM ($30) or SLOWROM ($20) + Addressing Mode
  ; LoROM = $20, HiROM = $21
  ROMBANKSIZE $8000              ; 32KB per bank (Standard LoROM)
  ROMBANKS 8                     ; Total number of 32KB banks (e.g., 2Mbits)

  SLOWROM
  LOROM

  CARTRIDGETYPE $00              ; $00 = ROM only, $01 = ROM + RAM, $02 = ROM + SRAM
  ROMSIZE $08                    ; $08 = 2 Mbits, $09 = 4 Mbits, etc.
  SRAMSIZE $00                   ; $00 = No SRAM, $01 = 16kbits, $03 = 64kbits
  COUNTRY $01                    ; $01 = USA (NTSC), $00 = Japan (NTSC), $02 = Europe (PAL)
  LICENSEECODE $00               ; Developer ID
  VERSION $00                    ; Game Version 1.0, standard for new homebrew projects
.ENDME

Game Title Specification

The game title is 21 bytes long, encoded with the JIS X 0201 character set (which consists of standard ASCII plus katakana). If the title is shorter than 21 bytes, then the remainder should be padded with spaces (0x20).

Map Mode

This byte defines two things: the memory mapping (LoROM vs. HiROM) and the access speed. It is mapped through keywords in header.

ROM Layout (LOROM / HIROM)

  • LoROM ($20): Banks are 32KB. The upper 32KB of each 64KB bank is mapped to the SNES bus. This is the most common format for PVSnesLib projects.
  • HiROM ($21): Banks are 64KB. This allows for larger continuous memory blocks but is more complex to map.

ROM Speed (SLOWROM / FASTROM)

  • SLOWROM ($20 added to layout): Runs at 2.68 MHz. Standard for older or budget titles.
  • FASTROM ($30 added to layout): Runs at 3.58 MHz. Requires setting a specific register in your code ($420D) to enable the speed boost.
Value Description Common Games
$20 2.68MHz LoROM Super Mario World
$21 2.68MHz HiROM The Legend of Zelda: ALTTP
$30 3.58MHz LoROM (FastROM) F-Zero
$31 3.58MHz HiROM (FastROM) Chrono Trigger

Cartridge Type

Defines the hardware inside the cartridge, such as Save RAM or Coprocessors.

Value Hardware Configuration Description
$00 ROM Basic game with no extra hardware.
$01 ROM + RAM Includes extra Work RAM, but no save battery.
$02 ROM + RAM + Battery Standard configuration for games with Save files.
$03 ROM + DSP Includes a Fixed-point DSP chip (e.g., Super Mario Kart).
$04 ROM + DSP + RAM DSP chip with additional buffer RAM.
$05 ROM + DSP + RAM + Battery DSP chip with save capability.
$13 ROM + Super FX Includes the GSU-1/2 (Super FX) for 3D math (e.g., Star Fox).
$14 ROM + Super FX + RAM Super FX chip with extra memory.
$15 ROM + Super FX + RAM + Battery Super FX chip with save capability (e.g., Yoshi's Island).
$25 ROM + OBC1 + RAM + Battery Used specifically for Metal Combat: Falcon's Revenge.
$34 ROM + SA-1 + RAM High-speed co-processor (e.g., Kirby Super Star).
$35 ROM + SA-1 + RAM + Battery SA-1 with save support (e.g., Super Mario RPG).
$43 ROM + S-DD1 Graphics decompression chip (e.g., Street Fighter Alpha 2).
$45 ROM + S-DD1 + RAM + Battery S-DD1 with save support (e.g., Star Ocean).
$55 ROM + S-RTC + RAM + Battery Includes a Real-Time Clock (e.g., Daikaijuu Monogatari II).
$E3 ROM + Other Chip Used for miscellaneous chips like the SRTC.

ROM and RAM Size

The ROMSIZE formula is generally $2^n$ KB.

Value Size Example Game
$07 128 KB (1 Mbit) Super Mario Kart (Early prototype/Demo builds only. Very few retail games used this small size)
$08 256 KB (2 Mbit) Pilotwings / Gradius III
$09 512 KB (4 Mbit) Super Mario World / F-Zero / ActRaiser
$0A 1024 KB (8 Mbit) Super Metroid / The Legend of Zelda: ALttP
$0B 2048 KB (16 Mbit) Donkey Kong Country / Super Mario Kart (Retail)
$0C 4096 KB (32 Mbit) Chrono Trigger / Final Fantasy VI
$0D 8192 KB (64 Mbit) *Tales of Phantasia / Star Ocean (Max native hardware size)

SRAMSIZE refers to the "Save RAM" (SRAM) used for battery-backed saves or extra workspace.

Value Size Example Game
$00 None Street Fighter II / Gradius III (Uses passwords or no save)
$01 2 KB (16 Kbit) Super Mario World / F-Zero
$02 4 KB (32 Kbit) Super Mario Kart
$03 8 KB (64 Kbit) The Legend of Zelda: ALttP / Super Metroid
$03 16 KB (128 Kbit) Secret of Mana
$05 32 KB (256 Kbit) EarthBound / Final Fantasy VI
$06 64 KB (512 Kbit) SimCity
$07 128 KB (1024 Kbit) Dezaemon (Music/Shmup creator)

Exception: If you're using Super FX aka GSU-1, move this value to the Expansion RAM Size field, and put #$00 in this byte.

Super Everdrive X5 and older versions of snes9x have a max 128Kbyte save-RAM. Sd2snes, Fxpak, Snes9x 1.61, bsnes, Mesen have a max 256Kbyte of save-RAM.

License Code

Where the game is intended to be sold. Common values: #$00 - Japan; #$01 - USA; #$02 - Europe (enables 50fps PAL mode)
Store the code, from the table below, which best describes where the product will be sold.

Value Destination ROM ROM Recognition Code (Fourth digit of Game Code)
$00 Japan J
$01 North America (USA and Canada) E
$02 All of Europe P
$03 Scandinavia W
$06 Europe (French only) F
$07 Dutch H
$08 Spanish S
$09 German D
$OA Italian I
$OB Chinese C
$OD Korean K
$OE Common A
$OF Canada N
$10 Brazil B
`$Nintendo Gateway System G
$11 Australia U
$12 Other Variation X
$13 Other Variation Y
$14 Other Variation Z

Version

This entry is primarily used for software versioning. When a game was re-released to fix bugs, change regional content, or update copyright information (such as Player's Choice editions or "v1.1" releases), the version byte was incremented.

  • Initial Release: Almost every game starts with a version value of $00.
  • Revisions: If a bug fix was issued, the value becomes $01, then $02, and so on.
Value Version Usage
$00 1.0 Initial release of the game.
$01 1.1 First revision (Bug fixes, censorship changes).
$02 1.2 Second revision (Rare, usually for major overhauls).
$03+ 1.3+ Subsequent revisions.

Real-World Examples

Example 1: Super Mario World

Super Mario World is a classic LoROM game with a battery for saves.

.SNESHEADER
  NAME "SUPER MARIOWORLD     " 
  SLOWROM
  LOROM
  CARTRIDGETYPE $02              ; ROM + RAM + Battery
  ROMSIZE $09                    ; 4 Mbit (512 KB)
  SRAMSIZE $01                   ; 2 KB SRAM
  COUNTRY $01                    ; USA
.ENDSNES

Example 2: Chrono Trigger

Chrono Trigger uses HiROM and FastROM to handle its large world and fast data access.

.SNESHEADER
  NAME "CHRONO TRIGGER       "
  FASTROM                        ; 3.58MHz
  HIROM                          ; High ROM mapping
  CARTRIDGETYPE $02              ; ROM + RAM + Battery
  ROMSIZE $0C                    ; 32 Mbit (4 MB)
  SRAMSIZE $03                   ; 8 KB SRAM
  COUNTRY $01                    ; USA
.ENDSNES

Expanded cartridge header

ADDRESS LENGTH DATA NAME
$00:FFB0 2 bytes Maker Code
$00:FFB2 4 bytes Game Code
$00:FFB6 7 bytes Reserved, should be zero
$00:FFBC 1 byte Expansion flash size: 1 << N kilobytes
$00:FFBD 1 byte Expansion RAM size: 1 << N kilobytes - for GSU?
$00:FFBE 1 byte Special Version (usually 0)
$00:FFBF 1 byte Chipset subtype, used if chipset is $F0-$FF

Maker Code

Two alphanumeric ASCII bytes identifying your company. The 2-digit ASCII code are assigned by Nintendo. Refer to the Nintendo/ Licensee contract, if in doubt. All letters must be in upper case.

Game Code

Four alphanumeric ASCII bytes identifying your game. The 4-digit Game Code assigned by Nintendo in ASCII. All letters must be in upper case.
Exception: If the game code starts with Z and ends with J, it's a BS-X flash cartridge.

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