SUPEROS.
Your SNES was a computer all along.  ·  SUPEROS / S-OS SHELL  ·  in-ROM identity mark: S-OS
CPU 65816 (SNES Ricoh 5A22) MAPPER FAST LOROM TOOLCHAIN ca65 / ld65 (cc65) STATUS Active development TARGET FXPak Pro on a real SNES ALSO Hyperkin portable clone
01

WHAT IT IS

IN DEVELOPMENT

Your SNES was a computer all along.

SUPEROS is an operating system for the Super Nintendo — real, bootable, written in 65816 assembly. It runs on an original SNES via flash cart. It boots to a mouse-driven shell with an editable command line, a persistent filesystem in cartridge SRAM, and a loader that runs native apps.

Closed ROM, productized — same tradition as Super MIDI Pak. In active development; real-hardware verification in progress. No preorders, no prices, no dates.

Built as a Fast LoROM cart image with ca65/ld65. Target hardware: an FXPak Pro in a real SNES, plus a Hyperkin portable clone.

02

FEATURES

What you can do today: type commands, paint, save across power cycles, and launch native apps from the cart.

APPS ON THE CART SHIPPING

  • RAYCAST — textured first-person raycaster, measured at 10.4 Hz on real hardware.
  • CODES — Game Genie / Pro Action Replay sets kept on the cart and applied at launch.
  • A video player mode has landed.

More apps in development.

03

THE SHELL

SHIPPING

A Mode-1 text shell on the SNES's own tile hardware: a 256×224 screen, editable command line, mouse and pad driven. Type, recall history, run commands.

CONTROL

  • Controller-driven, with an editable command line.
  • Command history: recall, edit, re-run.
  • A QWERTY-ish on-screen keyboard drawn from the same tile grid.

VOICE

  • Concise. Legible. Predictable.
  • READY.  OK.  FILE NOT FOUND.
  • BAD COMMAND. TYPE HELP.
  • No jokes. No mascot. No banter.
04

SRAM FILESYSTEM

SHIPPING

A persistent filesystem in the cartridge's 32 KiB of SRAM. Write files from the shell, power off, pull the cart, plug it back in — your files are still there.

format sram:Initialize the SRAM volume.
dir sram:List files and free space: 3 FILES, 18432 BYTES FREE.
type <file>Print a file to the screen.
write <file> <text>Write a file from the command line.
del <file>Delete a file.
05

PROGRAM LOADER

SHIPPING

A loader that runs native apps from ROM packages or from the SRAM filesystem. install copies a package onto your volume; run launches it.

dir rom:/List ROM packages.
help <app>Read package help.
run <app>Launch an app from ROM or SRAM.
install <app>Copy a ROM package into the SRAM filesystem.

FIRST TENANTS

  • BIGAPP — a large demo that proves the loader will run what it claims.
  • RAYCAST — textured first-person raycaster: doors, materials, keyboard play. Measured at 10.4 Hz on real hardware.
06

INPUT

v1 SCOPE

HARDWARE KEYBOARD DRIVER SHIPPED

An optional hardware keyboard on the controller port, alongside the on-screen keyboard. Hot-plug and unplug fall back cleanly mid-session.

SNES MOUSE DRIVER SHIPPED

Port-1 SNES Mouse with pad fallback. Hotplug both directions. A 16×16 outlined-arrow pointer drives the GUI layer.

07

THE GUI LAYER

SHIPPED

A mouse-first icon-launcher GUI shell, layered over the text shell, not a replacement for it. The register is locked to an early-Windows-3.x look, built entirely from the existing 8×8 tile grid, the banked 16-color palette, and an 8×8 monospace chrome typeface. There is no proportional system font, and there will not be one.

The GUI shell is shipped and operator-certified: launcher, selection, modal panels, program launch and return, mouse and pad drivers. The chrome typeface is dungeon-mode, a CC0 public-domain 8×8 bitmap font, imported as tiles directly. Every surface ships behind a capture gate: the rendered frame is measured against the operator-signed mockup before anything lands.

The first facility built on it is CODES, a native cheat and patch system in the Game Genie lineage: import Game Genie and Pro Action Replay codes or enter native ones on an on-screen pad, keep them in named sets on the cart, and apply them silently at launch. Engine and full chrome are shipped, entry pad included, with a confirm that asks before applying codes to a module that has changed.

PROGRAM MANAGER · S-OS
SHELL
FILES
RAYCAST
TRACKER
C:\> run raycast
RUNINSTALLCANCEL
Re-locked launcher mockup with the CODES icon: 256x224, banked palette, dungeon-mode chrome
LAUNCHER · RE-LOCKED WITH CODES · OPERATOR-SIGNED · 256×224 · BANKED PALETTE · DUNGEON-MODE CHROME

Chunky raised/sunken grey bevels. A title bar. A Program Manager-style icon grid. Modal panels. An austere monitor, in the literal sense.

08

FLAGSHIP: A LOW-FANTASY 4X

ENGINE IN BUILD

A strategy game with the theme locked to a genericized SPI register: offices as institutions, theme-as-system, austere presentation, asymmetry in the numbers rather than the prose. Lineage: Avianos (UFO 50), Dominions, Civilization II, and the graphic discipline of Simulations Publications, Inc.

The founding specification is complete: 11 sections, independently fidelity-audited against the design locks. Full game state fits in 21 percent of the 32 KiB cart save. The engine core is now in build against that lock.

COURT-AUDIENCE ECONOMY

Five court offices, ratified: Steward, Marshal, Warden, Chronicler, Hierophant. Each season you grant audience to one; its fixed 3-action agenda is the whole turn, followed by a 2-season fatigue lockout on that office.

THE ITINERANT COURT

The five offices circulate among 3–4 rival realms. Hosting an office denies it to rivals; the court's itinerary doubles as the diplomacy layer.

THE LEDGER

Provisions / Momentum / Relic Stages / Office Fatigue. The resource ledger is the save state.

LEDGER CLASH

Combat is one opposed d6 roll. No combat-results table. No step losses.

COLLAPSE / REVELATION

Victory clocks for survival and relic-power wins, decided before conquest is.

WHY ON SUPEROS

Turn exchange over deterministic lockstep is the first planned use of real-hardware netplay. The 4X is the first customer.

09

THE TRACKER LADDER

SERIOUS PROGRAM TRACK

The SNES's SPC700 sound chip is literally an 8-voice hardware sampler. The second serious program track climbs toward it in three deliberate rungs:

PROGRAM LADDER · SPC7003 RUNGS
RUNG 1  PIANO TOY        input → voice, instantly
RUNG 2  SEQUENCER        patterns, steps, a song
RUNG 3  SAMPLER TRACKER  the full 8-voice instrument
10

PHASE-2 STRETCH GOALS

HELD · SEEDED, NOT BUILT

THE PORTAL HELD

A curated online portal in the AOL / XBAND register: a walled garden — headline ticker, encyclopedia reader, microblog client, NTP time. A 1994-grade service menu for a 1990 console.

REAL-HARDWARE NETPLAY HELD

Networked play between physical SNES consoles over deterministic input lockstep, the same technique XBAND used over phone lines in 1994.

Turn-exchange first (the 4X is the first customer); real-time co-op second.

11

THE REGISTER

"The shell should feel like a small real system: concise, legible, predictable, slightly austere, pleasingly retro." — SUPEROS founding spec, §3.1 "Personality and register"
HOUSE STYLE · OBSERVED OUTPUT§6.1.10
READY.
OK.
FILE NOT FOUND.
SRAM NOT FORMATTED.
3 FILES, 18432 BYTES FREE.
BAD COMMAND. TYPE HELP.

No mascot. No persona. No banter.
SUPEROS is the machine.
12

THE PALETTE

IN ROM

This page is colored by SUPEROS's real banked 16-color SNES palette, the same ramp the shell, the GUI mockups, and the games draw from.

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13

THE CREW

SUPEROS is a two-man operation. We met on the NintendoAge forums, the classic-Nintendo community where people traded carts and built homebrew for a decade. The handles and avatars below are the ones we used there.

lerugray's NintendoAge avatar
LERUGRAY
DESIGN + SOFTWARE

The OS itself: founding spec, shell, SRAM filesystem, program loader, mouse and keyboard drivers, the GUI layer. All of it in native 65816.

Taco!'s NintendoAge avatar
TACO!
HARDWARE

The bench: flash carts, FXPak Pro, real console silicon. He flashes each build and runs it on the actual machine before anything ships as hardware-verified.