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pico-bootLoader

pico-bootLoader is a bootloader for RP2350 boards. Its primary purpose is to host a collection of retro-game emulators and native ports of Doom and Duke Nukem 3D on a single board and to let the user choose which one to run from an on-screen menu, without reconnecting the board to a computer.

It runs on nine board configurations, each with its own ready-made binary — see Supported hardware for the file names:

  • Raspberry Pi Pico 2 / Pico 2 W, or a Pimoroni Pico Plus 2, with an Adafruit DVI breakout and a microSD breakout — or the PicoNES PCB that replaces that wiring
  • Raspberry Pi Pico 2 / Pico 2 W on a Pimoroni Pico DV Demo Base
  • Adafruit Fruit Jam
  • Adafruit Metro RP2350
  • Adafruit Feather RP2350 with a TLV320DAC3100
  • Waveshare RP2350-Zero with the PicoNES Mini PCB
  • Waveshare RP2350-PiZero
  • Waveshare RP2350-USB-A, optionally on the PicoNES Micro PCB
  • Murmulator M2

Every one of them outputs video over DVI/HDMI and reads its applications from an SD card. RP2040 boards are not supported: the flash layout and the UF2 checks are RP2350-specific. The three PCBs are optional console-style carriers for boards already in this list — see Custom PCBs.

It is not limited to emulation, though: any RP2350 application can be made bootable and added to the menu — see Creating a bootable build of your own application.

An RP2350 board normally holds a single program. Running a different one means connecting it to a PC, holding BOOTSEL, and copying a new .uf2 over USB. pico-bootLoader replaces that procedure: the applications are placed on the board's SD card once, and from then on every power-on presents a menu. The menu is navigated with a USB game controller or a USB keyboard, in either a graphical mode with full-screen artwork per application or a plain text mode. Selecting an entry flashes the corresponding application (if it is not already resident) and starts it. A hardware reset or power cycle always returns to the menu.

Doom and Duke Nukem 3D are included as native RP2350 ports — they are not emulated.

Video

Click the image below to watch pico-bootLoader in action.

pico-bootLoader in action

Bootable applications

The following emulators and native ports are supported. Each is built from its own repository and identified by the program name embedded in its .uf2.

System Program name Source repository Menu artwork
Nintendo Entertainment System piconesPlus pico-infonesPlus Nintendo Entertainment System menu artwork
Super Nintendo Entertainment System picosnesPlus pico-snesPlus Super Nintendo Entertainment System
Sega Genesis / Mega Drive picogenesisPlus pico-genesisPlus Sega Genesis / Mega Drive menu artwork
NEC PC Engine / PCEngine CD picopcePlus pico-pcePlus NEC PC Engine menu artwork
Nintendo Game Boy / Game Boy Color PicoPeanutGB pico-peanutGB Nintendo Game Boy menu artwork
Sega Master System / Game Gear picosmsPlus pico-smsplus Sega Master System / Game Gear menu artwork
Philips Videopac / Magnavox Odyssey² picoPacPlus pico-pacPlus Philips Videopac / Magnavox Odyssey II menu artwork
ColecoVision colecojam Adafruit_ColecoJam ColecoVision menu artwork
Texas Instruments TI-99/4A pico994A pico-994A TI-99/4A menu artwork
Doom (native port, not emulated) doom_tiny pico-doom Doom menu artwork
Duke Nukem 3D (native port, not emulated) duke3d_game pico-duke3D Duke Nukem 3D menu artwork
OutRun (native port, not emulated) picoOutRun pico-outrun OutRun menu artwork

The following emulators need a bios in /bios on SD:

  • Nintendo Entertainment System : For Famicom Dsik System games fds-bios.rom
  • Philips Videopac / Magnavox Odyssey²: o2rom.bin
  • PCEngine CD : Super CD-ROM System (Japan) (v3.0).pce or another variant.
  • Texas Instruments TI-99/4A: 994aROM.bin and 994aGROM.bin, both required — nothing runs without them. 994aDISK.bin (disk controller) and spchrom.bin (speech vocabulary) are optional.

TI-99/4A is built for every board the loader supports. Cartridges go in /roms/TI99 as .rpk Rom PacKs (preferred — one file per cartridge) or as the classic C/D/G .bin sets; the emulator's own tools/mkrpk.py converts between them. TI BASIC is reachable without a cartridge. A USB keyboard acts as the TI keyboard, and joysticks come from USB gamepads, NES/SNES pads or Wii controllers. PSRAM is not required, but without it the disk drives are unavailable and cartridge ROM is capped at 32 KB.

ColecoVision runs on the Adafruit Fruit Jam (HW_CONFIG 8) only. The emulator, Adafruit_ColecoJam, is written and maintained by Dan Cogliano (@cogliano) outside this project. It expects everything in /coleco/ on the SD card: the 8 KB ColecoVision BIOS as COLECO.BIN, and the games as .ROM files. Neither the BIOS nor any game is included.

Doom runs on four boards: Adafruit Fruit Jam (HW_CONFIG 8), the Adafruit DVI + MicroSD breakout combination (2), Murmulator M2 (13) and Adafruit Feather RP2350 with a TLV320DAC3100 (14). It ships in two variants: doom_tiny, the shareware episode, distributed as the engine .uf2 together with a companion WAD data image (see Auxiliary data images); and doom_tiny_full, registered/Ultimate DOOM, which carries no WAD in flash and instead reads /roms/doom/doom.whd from the SD card at boot, so it needs a board with PSRAM.

Duke Nukem 3D runs on three boards: Adafruit Fruit Jam (HW_CONFIG 8), the Adafruit DVI + MicroSD breakout combination (2, on a Pimoroni Pico Plus 2) and Murmulator M2 (13). It needs PSRAM on all three. There is no companion data image: DUKE3D.GRP — shareware or registered/Atomic — is streamed from /roms/duke3d/ on the SD card, with savegames and duke3d.cfg written next to it. Only the Fruit Jam has been tested on hardware; boards 2 and 13 build clean but are untested.

OutRun is a port of the Cannonball engine and is the only entry in the Arcade category. It runs on four boards: Adafruit Fruit Jam (HW_CONFIG 8), the Adafruit DVI + MicroSD breakout combination (2, on a Pimoroni Pico Plus 2), Murmulator M2 (13) and Adafruit Feather RP2350 with a TLV320DAC3100 (14). It needs PSRAM on all four, and an HSTX board: on the bit-banged PicoDVI configurations the system clock is tied to the pixel clock and the engine is too slow, so those boards are not built. There is no companion data image. The OutRun ROM set is copyright SEGA and is not distributed with the bundle: copy the unzipped MAME outrun (revision B) set to /roms/ORUN on the SD card and the game prepares its data in PSRAM at startup, which takes a few seconds on every boot. If the ROMs are missing the game says so on screen rather than failing silently. The loader's own USB drive mode is the easiest way to put them on the card without taking it out of the board.

PCEngine CD needs PSRAM

Additional emulators may be added over time.

For board-by-board wiring, supported display modes and more refer to the pico-infonesPlus documentation. The set of supported boards and their pinouts is identical between the two projects.

How it works

The bootloader resides at the start of flash, so the RP2350 bootrom always runs it first. On each boot it:

  1. Reads the optional /boot.txt, the index file, and scans the board's application folder on the SD card (<BASEDIR>/<HW_CONFIG>/*.uf2).
  2. Reads each .uf2's embedded program name from its binary_info on disk — nothing is flashed to do this — and reads the resident application's name via XIP.
  3. Filters the files against the index (an allow-list), then displays the menu and pre-selects the entry that matches the application currently in flash.
  4. On selection:
    • if the chosen application is already resident, it is started with a VTOR jump — no flash operation and no SD I/O, so the launch is near-instant;
    • otherwise the application is flashed into the application partition, with a progress indicator, and then started;
    • if the copy on the SD card differs from the resident image (a CRC mismatch, for example after a newer build was placed on the card), it is re-flashed before starting.

The bootloader only ever jumps to an application; it never transfers the boot vector. Consequently it cannot be locked out: any reset or power cycle returns to the menu, and flashing a defective application costs nothing more than another selection.

The flash memory map (16 MB flash, Adafruit Fruit Jam shown) is:

0x10000000  Bootloader             512 KB   <- the bootrom always runs this
0x10080000  Application partition  15.5 MB  <- the selected app is flashed and started here
0x11000000  end of flash

Input devices

The menu is operated with USB Human Interface Devices. All connected input devices are active simultaneously.

  • USB game controller — standard USB HID gamepads and XInput controllers.
  • USB keyboard — a standard USB HID keyboard.

On boards that provide the necessary wiring, NES/SNES controller ports and a Wii Classic controller (over I²C) are also supported and use their own buttons.

Action Game controller USB keyboard
Move through the list (text mode) D-pad UP / DOWN ↑ / ↓
Slide between applications (graphical mode) D-pad LEFT / RIGHT ← / →
Change artwork theme (graphical mode) D-pad UP / DOWN ↑ / ↓
Launch the selected application A X
Open the options menu SELECT A
Open the help screen START S
Confirm the highlighted option A X
Return from a screen B Z
Wake from screensaver any button any mapped key

SELECT and START are used for the options and help screens because they are the only spare buttons present on every supported input device, including NES controllers. On controllers whose face buttons are labelled differently, the on-screen prompts follow the attached device: A and B appear as B and A on an XInput pad, and as ○ and ✕ on a DualShock or DualSense.

The chosen menu mode and artwork theme are remembered across boots. Inside a running emulator built on the shared framework, SELECT + START opens its menu, which offers Return to emulator selection to reboot back into this menu.

The options menu

SELECT opens a small menu on top of the application picker. Move through it with UP / DOWN, confirm with A, and return with B.

Entry Effect
Help Opens the help screen described under On-screen help.
Menu mode Switches between the text list and the full-screen artwork view. The choice is written to /boot.txt and restored on the next boot.
Enter BOOTSEL mode Restarts the board into the RP2350 ROM bootloader, where it appears on a computer as a drive named RP2350. Copy a .uf2 onto it to update the bootloader itself, or reset the board to return to the menu.
USB drive mode Presents the SD card to a computer as a USB mass-storage device, so applications, the index file and artwork can be changed without removing the card.

USB drive mode

USB drive mode presents the SD card to a computer as a USB mass storage device, so games can be added or removed without taking the card out of the console. Connect the console to the computer, open the options menu and choose USB Drive Mode. The card appears on the computer as a removable drive.

When you are finished, eject the drive on the computer. The console notices this and leaves USB drive mode by itself. Pressing B on the console leaves as well, for when no computer is attached. The game list is re-read on the way out, so files added from the computer appear without having to restart.

Note

Transfers are slow. The console is a USB full-speed device and reaches the card a sector at a time over SPI, so copying is far slower than reading the card in a card reader. USB drive mode is meant for adding or replacing a few games. For filling a card, or for copying a large amount of data, take the card out and use a card reader.

Behaviour depends on where controllers are connected on your board.

Board Behaviour
Controllers on a separate USB port (boards built with PIO USB, such as the Fruit Jam) The console's own USB port is free, so controllers keep working and the screen stays on. The menu returns to the game list when you are done.
Controllers on the console's own USB port That port is the one connected to the computer, so a USB controller cannot be used while the card is mounted. Press B on a controller in the NES port, or eject the drive on the computer. The console restarts afterwards.

USB drive mode is available on every released binary, the Pico 2 W included — see Pico 2 W for what that board does and does not do.

Getting started

  1. Flash the bootloader. Download the loader .uf2 for your board from the Releases page (see Supported hardware for the file names). Hold BOOTSEL, connect the board over USB, and copy the .uf2 onto the RP2350 drive.
  2. Prepare the SD card. Download pico-bootLoader_sdcard.zip from the same Releases page and unpack it onto a FAT32- or exFAT-formatted card. The archive contains the emulators, the native ports, the menu artwork, and a sample configuration file. Alternatively, assemble the layout yourself as described in SD card layout.
  3. Run it. Insert the card and power on the board. The menu appears.

The Releases page provides two kinds of download: the per-board bootloader .uf2 binaries and the pico-bootLoader_sdcard.zip SD-card archive.

Release tags say which of the two changed:

Tag What changed What you need to do
v0.N bootloader firmware re-flash the board and refresh the SD card
v0.N.M emulator binaries only replace /emu on the SD card; no re-flash needed

Every release lists the exact emulator versions its archive ships, and the same table is in /emu/versions.txt on the card.

Supported hardware

Only RP2350 boards are supported; the partition scheme and the UF2 family checks are RP2350-specific. The board is selected at compile time through the HW_CONFIG value (defined in pico_shared/BoardConfigs.cmake). The same number names the SD-card folder the loader reads applications from (<BASEDIR>/<HW_CONFIG>/).

HW_CONFIG Board Bootloader binary
1 Pimoroni Pico DV Demo Base (Pico 2 / Pico 2 W) pico-bootLoader_PimoroniDVI_pico2_arm.uf2
2 Adafruit DVI + microSD breakout, or the PicoNES PCB (Pico 2 / Pico 2 W / Pimoroni Pico Plus 2) pico-bootLoader_AdafruitDVISD_pico2_arm.uf2
5 Adafruit Metro RP2350 pico-bootLoader_AdafruitMetroRP2350_arm.uf2
6 Waveshare RP2350-Zero with the PicoNES Mini PCB pico-bootLoader_WaveShareRP2350ZeroWithPCB_arm.uf2
7 Waveshare RP2350-PiZero pico-bootLoader_WaveShareRP2350PiZero_arm_piousb.uf2
8 Adafruit Fruit Jam pico-bootLoader_AdafruitFruitJam_arm_piousb.uf2
9 Waveshare RP2350-USB-A (optionally on the PicoNES Micro PCB) pico-bootLoader_WaveShare2350USBA_arm_piousb.uf2
13 Murmulator M2 pico-bootLoader_MurmulatorM2_arm.uf2
14 Adafruit Feather RP2350 (TLV320DAC3100 audio) pico-bootLoader_AdafruitFeatherRP2350_TLV320DAC3100_arm_piousb.uf2

Video output is DVI/HDMI on all boards. Boards whose video connector is wired to the RP2350 HSTX pins — HW_CONFIG 2, 5, 8, 13 and 14 — drive it through the HSTX peripheral; the others use PicoDVI. A single SD card serves both kinds — artwork is cached in both pixel formats (see Artwork).

Pico 2 W

The Pico 2 W runs the ordinary pico2 binary for its hardware configuration; there is no separate build for it. Up to v0.4 there was one, purely so that the on-board LED would work: that LED hangs off the wireless chip and reaching it means linking the CYW43 driver, which filled the 512 KB bootloader partition to within a few kilobytes and left no room for USB drive mode.

Everything on the board therefore works as it does on a Pico 2, except the on-board LED, which no longer blinks as a heartbeat or while an application is being flashed. A build with the LED can still be produced locally with ./bld.sh -2 -c <HW_CONFIG> -w; it is not released and USB drive mode is off in it by default.

Custom PCBs

Three community PCB designs turn a supported board plus its breakouts into a finished console, each with an optional 3D-printed case. Every one of them is just a neater way to build a hardware configuration the loader already supports, so nothing about the firmware changes: flash the binary for that HW_CONFIG and put the applications in the matching /emu/<HW_CONFIG>/ folder.

Design Board it carries HW_CONFIG Gerber archive Designed by
PicoNES Pico 2, Pico 2 W or Pimoroni Pico Plus 2 2 pico_nesPCB_v2.6.zip John Edgar Park
PicoNES Mini Waveshare RP2350-Zero 6 Gerber_PicoNES_Mini_PCB_v2.0.zip Gavin Knight
PicoNES Micro Waveshare RP2350-USB-A 9 Gerber_PicoNES_Micro_v1.2.zip Gavin Knight

All three archives are attached to every release of this project and also live in pico_shared/PCB. Upload the zip as-is to a PCB manufacturer of your choice; PCBWay and JLCPCB are both good options.

The designs come from pico-infonesPlus and keep its NES-flavoured names, but there is nothing NES-specific about them — they are DVI, microSD and controller wiring, and every application in the menu runs on them.

The Waveshare RP2350-PiZero (HW_CONFIG 7) needs no PCB, since it already carries its own HDMI and microSD connectors, but it has a matching NES-like case: thingiverse.com/thing:6758682, designed for two NES controller ports.

Note

Sellers on AliExpress have copied the PicoNES design and sell pre-populated boards. For questions about those, contact the seller.

PicoNES PCB (HW_CONFIG 2)

The original design, by @johnedgarpark. It carries the Pico, the DVI and microSD breakouts and up to two NES controller ports. It is also the only one of the three that takes an interchangeable Pico-format board, which is what makes a Pimoroni Pico Plus 2 — and with it PSRAM and 16 MB of flash — an option. The current design is v2.6; it runs the AdafruitDVISD loader binary and reads its applications from /emu/2/.

Populated PCB with a Pico plugged into the through-holes

Mounting the Pico

Design v2.6 added through-holes, so there are now two ways to fit the board:

Mounting Boards Design version
Soldered flat onto the PCB, no headers Pico 2, Pico 2 W any
Male headers plugged into the through-holes Pico 2, Pico 2 W, Pimoroni Pico Plus 2 v2.6 or later

Important

A Pimoroni Pico Plus 2 needs v2.6 and male headers. On v2.1 and older designs the board has to lie flat against the PCB, which the SP/CE connector on the back of the Pimoroni Pico Plus 2 prevents.

Note

Soldering skills are required. Solder every connection from the Pico to the PCB, including the ones on the short right-hand side of the board — those are ground.

What you need

Two NES controllers give a two-player setup; a USB controller for player 1 and a NES controller in either port for player 2 works just as well.

Note

The ports also speak the SNES protocol, so SNES controllers work as well. Only the connectors differ, so each port needs an adapter cable — see here how to make one. Ready-made adapters are sold on AliExpress, but they do not always work and are not recommended.

Two-player setup with NES controllers

Which loader binary to flash

  • Pico 2, Pico 2 W and Pimoroni Pico Plus 2 — pico-bootLoader_AdafruitDVISD_pico2_arm.uf2

None of the three needs a build of its own. The loader reads the real flash size from the chip at boot and detects PSRAM at runtime, so the same pico2 image adapts to whichever board is plugged in. On a Pico 2 W the on-board LED stays dark, since that LED is driven by the wireless chip; see Pico 2 W below.

What the Pimoroni Pico Plus 2 adds

The Pimoroni Pico Plus 2 brings 16 MB of flash and 8 MB of PSRAM, and both change what the menu can offer:

  • Flash. The application partition is whatever is left after the loader's 512 KB — 15.5 MB on a Pimoroni Pico Plus 2, but only 3.5 MB on a 4 MB Pico 2. An application that does not fit is simply not listed in the menu rather than reported as an error, so on a Pico 2 some entries are missing. Doom! is the clearest case: its engine plus the companion WAD image needs about 4.3 MB.
  • PSRAM. The entries that require it — Duke Nukem 3D, PCEngine CD and doom_tiny_full — are the Pimoroni Pico Plus 2's alone; neither Pico 2 has PSRAM. See Bootable applications.

3D printed case

Gavin Knight (DynaMight1124) designed an NES-like enclosure for this PCB: thingiverse.com/thing:6689537. The v2.0 design has a base, a power-switch part and a choice of two top covers — one with a button that reaches the BOOTSEL button so firmware can be updated without opening the case, one without. Print the files that match the PCB version you own; Gavin's Thingiverse page has the details.

Important

If the Pico is mounted with male headers, download the latest top cover. Headers raise the Pico, and only the newest cover leaves room for the USB cable — the older ones assume a Pico soldered flat onto the PCB.

Top cover with a button for BOOTSEL

For the full photo gallery and assembly detail, see the PCB section of the pico-infonesPlus documentation.

PicoNES Mini PCB (HW_CONFIG 6)

A smaller take on the same idea by Gavin Knight (DynaMight1124), built around a Waveshare RP2350-Zero and two NES controller ports. It uses cheaper but considerably harder to solder parts, so it is a more advanced project than the PicoNES — if you are unsure of your soldering, start with that one instead. The current design is v2.0 (Gerber_PicoNES_Mini_PCB_v2.0.zip), which improved the SD slot and the components around the HDMI port.

Flash pico-bootLoader_WaveShareRP2350ZeroWithPCB_arm.uf2 and put the applications in /emu/6/. The design also exists in an RP2040-Zero flavour, which this bootloader cannot use — it is RP2350-only.

Note

Good soldering skills are required, especially around the HDMI portion: plenty of flux, a fine tip and solder wick. The recommended order is the resistor arrays first, then the HDMI port, then the Pico or the microSD adaptor, and the NES ports last — they can be hard to push into the PCB.

The build guide and the full component list are on Instructables: https://www.instructables.com/PicoNES-RaspberryPi-Pico-Based-NES-Emulator/

Soldered PicoNES Mini PCB

3D printed case for the Mini

Also by Gavin Knight: thingiverse.com/thing:7041536. The same page still carries the older v1.0 PCB design files, gerber and BOM. Without a printer of your own, a local printing service or a professional one such as PCBWay or JLCPCB will produce it — the professional finishes are excellent.

PicoNES Mini in its 3D-printed case

PicoNES Micro PCB (HW_CONFIG 9)

The smallest of the three, again by Gavin Knight: a Waveshare RP2350-USB-A board on a PCB barely larger than the USB port itself, with a single player controlling the console over USB. The current design is v1.2 (Gerber_PicoNES_Micro_v1.2.zip).

Flash pico-bootLoader_WaveShare2350USBA_arm_piousb.uf2 and put the applications in /emu/9/. The game controller plugs into the USB-A port; the USB-C port is for power and for flashing the firmware.

Note

Because of the size, micro-soldering skills are required — the design uses 0603 SMD components. This is the most demanding of the three builds.

The build guide is on Instructables: https://www.instructables.com/PicoNES-RaspberryPi-Pico-Based-NES-Emulator/

PicoNES Micro populated PCB, NES controller shown for scale PicoNES Micro in its 3D-printed case

SD card layout

/boot.txt                                  configuration (created/updated by the menu)
/emu/                                      BASEDIR (default /emu, override in boot.txt)
/emu/<HW_CONFIG>/*.uf2                     applications for this board (e.g. /emu/8/)
/emu/emulators.txt                         the index / allow-list (name set by INDEX)
/emu/categories.txt                        optional category list (see Categories)
/emu/<category>.txt                        one index file per category, named by categories.txt
/emu/versions.txt                          which version each application was built from (informational)
/emu/assets/themes/0/<image_key>.png|.jpg  default artwork theme, converted on first use
/emu/assets/themes/0/Categories/*.png|.jpg category artwork (with categories.txt)
/emu/assets/themes/1..9/                   optional extra themes (UP/DOWN to switch)
/emu/assets/screensaver/*.png|.jpg         screensaver images (optional, not themed)

Applications live in a subfolder named after the board's HW_CONFIG number, so one card can carry builds for several boards side by side.

Configuration (boot.txt)

A file in the root of the SD card. If it is absent, the defaults below apply. A commented sample ships in the repository root: boot.txt.

  • One KEY=VALUE per line; whitespace around = and the value is trimmed.
  • Lines starting with # or ; are comments; blank lines are ignored.
  • Keys are case-insensitive. SCREENSAVER values are case-insensitive; BASEDIR/INDEX values are filesystem paths and case-sensitive.
  • A malformed file (unknown key, duplicate key, missing = or value) produces an on-screen error at boot — correct the file and reset.
Key Default Meaning
BASEDIR /emu Absolute SD path (must start with /, max 63 characters) under which everything lives: application folders, the index, artwork, screensaver images.
INDEX emulators.txt Bare file name (no slashes) of the index file inside BASEDIR. Only read when BASEDIR holds no categories.txt — see Categories.
SCREENSAVER see note STARFIELD — images fly outward from the screen centre, growing toward the camera. BLOCKS — images float and bounce off the edges; the on-screen set is re-picked every 15 s. The screensaver starts after ~30 s of inactivity and any button press exits it.
GUI 1 0 = text menu, 1 = graphical menu. Rewritten whenever SELECT toggles the mode. Replaces the .guimode file used by earlier releases, which is migrated and deleted automatically.
THEME 0 Active artwork theme, 09 — see Artwork themes. Rewritten whenever UP/DOWN changes the theme in graphical mode. A theme that is not on the card falls back to 0.
VIEW CATEGORIES Which level the menu was left on: CATEGORIES or APPS. Ignored without a categories.txt.
CATEGORY category_name of the category last opened.
APP program_name of the application last selected.

VIEW, CATEGORY and APP record where you were so the menu returns there on the next boot. The bootloader maintains them; there is normally no reason to edit them by hand. Both names are matched against what is actually on the card, so renaming a category or an application starts you at the first entry rather than at the wrong one. To remember nothing, leave the key out altogether — an empty value (CATEGORY= with nothing after it) is a syntax error.

Screensaver default. When /boot.txt is absent the default is STARFIELD; when the file is present but the key is omitted, it is BLOCKS. Set the key explicitly if the choice matters.

The bootloader writes this file. Changing the menu mode or the artwork theme rewrites the corresponding GUI= / THEME= line, and moving around the menu rewrites VIEW=, CATEGORY= and APP=. Nothing else is touched: comments, blank lines, key order, spacing and any other keys are copied through unchanged, so the file stays yours to edit. If /boot.txt does not exist, the first such change creates it with the current effective value of every key — SCREENSAVER included, so that materialising the file cannot quietly change the screensaver through the asymmetry noted above.

Updates are written to /boot.txt.tmp, re-parsed to confirm they are valid, and only then renamed into place; if a power cut interrupts the rename, the next boot adopts the .tmp. A card that cannot be written to (write-protected or full) is not an error — the change applies for the session and the help screen reports that it was not saved.

The index file (allow-list)

<BASEDIR>/<INDEX> — by default /emu/emulators.txt — determines what appears in the menu, and in what order. Only .uf2 files whose embedded program name matches a row are listed; anything else in the application folder is ignored. The same format is used by each category's config file (see Categories). One row per application:

<program_name>;<image_key>;<display_name>[;<aux_uf2>]
# program_name  ; image_key ; display_name              ; optional aux data uf2
piconesPlus     ; nes       ; Nintendo Entertainment System
picogenesisPlus ; md        ; Sega Genesis/Mega Drive
doom_tiny       ; doom      ; Doom!                     ; doom1-whx.uf2
  • Fields are separated by ;, whitespace is trimmed, and # starts a comment line. A maximum of 32 rows is allowed.
  • Applications are shown in the order the rows are written.
  • program_name (max 32 characters) — matched case-insensitively against the name each .uf2 embeds via pico_set_program_name() (read from its binary_info, without flashing anything). The .uf2 file name is irrelevant; files may be renamed freely.
  • image_key (max 16 characters) — basename of the menu artwork: <BASEDIR>/assets/<image_key>.png (or .jpg/.jpeg).
  • display_name (max 40 characters) — the label shown in the menu.
  • aux_uf2 (optional, max 64 characters) — file name of a companion data .uf2 in the same <BASEDIR>/<HW_CONFIG>/ folder, flashed alongside the application (see Auxiliary data images).

Categories

With many applications on a card, one flat list becomes tedious to page through. Placing a file named categories.txt in BASEDIR adds a level above it: the menu opens on a list of categories, and opening one shows the applications it holds. Remove the file and the menu is a single flat list again, driven by INDEX. The file's presence is the only switch; there is no key in boot.txt for it.

# category_name ; image_key ; config_file
Arcade          ; arcade    ; arcade.txt
Computer        ; computer  ; computer.txt
Console         ; console   ; console.txt
Handheld        ; handheld  ; handheld.txt
Ports           ; ports     ; ports.txt
Settings        ; settings  ;
  • Fields are separated by ;, whitespace is trimmed, and # starts a comment line. A maximum of 16 rows is allowed.
  • Categories are shown in the order the rows are written.
  • category_name (max 32 characters) — the label shown in the text menu. The graphical menu does not draw it: the artwork carries its own label.
  • image_key (max 16 characters) — basename of the category artwork, in the Categories subfolder of each theme: <BASEDIR>/assets/themes/<N>/Categories/<image_key>.png (or .jpg/.jpeg). Application artwork stays in the theme folder itself.
  • config_file (max 64 characters) — a file inside BASEDIR listing the applications of this category, in exactly the format described in The index file above. Leaving it empty makes the entry open the options screen instead of an application list, which is what the Settings row above does.

An application may appear in more than one category, or in none. A category whose config file is missing, or whose applications are not on the card, is still shown — opening it reports that there is nothing in it — so a category never silently disappears from the menu.

Controls, in both menu modes:

Category list Application list
LEFT / RIGHT (graphical), UP / DOWN (text) choose a category choose an application
first button (A on a NES pad) open the category start the application
second button (B on a NES pad) back to the category list

The menu remembers which level you were on, which category, and which application, and returns there on the next boot — see VIEW, CATEGORY and APP in Configuration.

Artwork

Ordinary images are placed on the card and converted by the bootloader itself:

  • Menu artwork<BASEDIR>/assets/themes/<N>/<image_key>.png|.jpg|.jpeg, one per index row, shown full-screen in graphical mode. <N> is the theme number; theme 0 is the default — see Artwork themes.
  • Category artwork<BASEDIR>/assets/themes/<N>/Categories/<image_key>.png|.jpg|.jpeg, one per row of categories.txt. Same rules, same theme fallback; only the folder differs.
  • Screensaver images — any *.png|.jpg|.jpeg in <BASEDIR>/assets/screensaver/ (file names do not matter; more images give more variety). These are not themed.

On first use each source image is converted and cached next to it as <name>.444 (RGB444, used by PicoDVI boards) and <name>.555 (RGB555, used by HSTX boards). Both are always written, so the same card works in every supported board. The .444/.555 files must not be authored by hand; when a source image is replaced under the same name, its stale .444/.555 files should be deleted so they regenerate. Nothing detects a cache that no longer matches its source: the board converts an image only when a cache is missing, so a card that already holds the old .444/.555 keeps showing the old artwork until they are removed.

Two host-side tools in tools/ support this, both needing only ffmpeg and numpy. Neither is part of any build; they are run by hand.

  • tools/png2raw.py writes the .444/.555 caches for an image or a folder of them, byte-identically to the board, so the SD-card bundle can ship them ready-made. --check compares against the committed caches instead of writing, which is the quickest way to confirm a source and its caches are still in step. Point it at a specific folder, never at a theme root — it converts every image it finds, including unused spares.
  • tools/make_category_art.py generates the six category tiles shipped for themes 0 and 1, each in that theme's own visual idiom. It is the source of record for that artwork; the tiles are regenerated from it rather than edited as images.

The released SD-card archive ships the cached .444/.555 files rather than the source images — they are far smaller, and shipping both would roughly double the download. Where a theme has no cache for an entry, its source image ships instead and the first boot converts it, so nothing in the menu is ever left without artwork.

Menu artwork Screensaver
Accepted formats PNG, baseline JPEG PNG, baseline JPEG
Maximum source size 1280 × 960 1280 × 960
Rendered as scaled down (never up) to fit, letterboxed on black to 320 × 240 scaled down to fit 80 × 60
Recommendation 4:3 aspect (e.g. 320 × 240 or 640 × 480) to avoid black bars small and legible — it moves around the screen

Progressive JPEG, interlaced PNG, 16-bit PNG, and oversized images are not supported; they are skipped and moved to an unsupported/ subfolder so they are not retried on every boot. Re-export as baseline/non-interlaced 8-bit and copy again.

Boards with PSRAM convert images lazily, as they first appear on screen. Boards without PSRAM convert everything in one batch during boot, for every theme on the card, not just the active one — the converter needs SRAM that is no longer free once the menu is running, so a theme cannot be converted at the moment you switch to it. The first boot after adding images takes noticeably longer, after which the cache makes it immediate.

Artwork themes

The graphical menu can carry up to ten sets of artwork. Each is a folder:

/emu/assets/themes/0/     theme 0 — the default, and the fallback
/emu/assets/themes/1/     theme 1
...                       up to theme 9

A theme folder holds one image per application, named after the image_key from the index file — so a theme might contain nes.png, md.png, doom.png. On a card with categories it also holds a Categories subfolder with one image per category. Only the folders that exist are used; the numbers need not be contiguous.

Switching — press UP or DOWN in the graphical menu. Only themes that are actually on the card are reachable, so with themes 0, 1 and 3 present, UP/DOWN cycles 0 → 1 → 3 → 0. The choice is saved to THEME= in /boot.txt immediately and restored on the next boot. UP/DOWN keep their usual meaning (choosing an application) in text mode, where artwork is not shown.

Incomplete themes are fine. An application the active theme has no image for falls back to theme 0's image, and to a black screen if theme 0 has none either. A theme can therefore restyle just a few entries.

Existing cards are migrated automatically. Releases before v0.2 kept menu artwork loose in <BASEDIR>/assets. On the first boot the bootloader creates assets/themes/0 and moves those image files into it — including the cached .444/.555 files, so nothing has to be re-converted. The screensaver/ folder and any other subfolder are left alone, as are files that are not images. The move is resumable: if it is interrupted, the next boot finishes it.

On-screen help

Press START in either menu mode, or choose Help from the options menu, for a full-screen summary of the controls, the meaning of the * and ! markers, and the current mode, theme, board configuration and index file (or, on a card with categories, categories.txt). Press START, the launch button, B or SELECT to return. It is also where a failed configuration write is reported.

Creating a bootable build of your own application

Any RP2350 application built for the application partition can appear in the menu — it need not be an emulator. Making one bootable requires compiling its .uf2 to the loader's layout and adding it to the SD card.

1. Compile the .uf2 to bootloader format

A normal Pico SDK application links at 0x10000000. For the bootloader it must be relinked into the application partition at 0x10080000. Three changes to the build are required.

Give the application a name — the loader identifies applications by it:

pico_set_program_name(${projectname} "my_app")

Relink into the application partition. Add the following near the end of the CMakeLists.txt (after the target exists, before pico_add_extra_outputs), with BootPartition.cmake taken from the pico_shared repository:

if(BUILD_FOR_BOOTLOADER)
    include("pico_shared/BootPartition.cmake")
    frens_offset_for_bootloader(${projectname})
endif()

Build as a secure-Arm RP2350 image (the default SDK Arm build). The loader only flashes UF2 blocks with family RP2350 ARM_S (0xe48bff59):

mkdir build && cd build
cmake -DCMAKE_BUILD_TYPE=Release -DPICO_BOARD=pico2 \
      -DPICO_PLATFORM=rp2350-arm-s -DBUILD_FOR_BOOTLOADER=ON ..
make -j

Applications based on pico_shared can use its build script instead: ./bld.sh -2 -c <HW_CONFIG> -b (the -b switch passes -DBUILD_FOR_BOOTLOADER=ON).

The loader validates every image before erasing anything: UF2 magic, family ID, page alignment, and that every block lands inside the application partition. A standalone build still linked at 0x10000000 is rejected on-screen and can never overwrite the bootloader. The rejection screen names the problem — the address the image was actually linked at, the family it was built for, or that the file is corrupt — and repeats the build flags above; press any button to return to the menu.

2. Install it on the SD card

Copy the .uf2 to <BASEDIR>/<HW_CONFIG>/ and add a row to the index file (emulators.txt) with the program name set in step 1, an image_key, and a display name. See The index file. The row's position in the file is where the application appears in the menu.

On a card that uses categories, add the row to the config file of the category it belongs in instead — or to several, if it fits more than one.

3. Add images for the menu and screensaver

  • Menu image — place <image_key>.png (or .jpg/.jpeg) in <BASEDIR>/assets/themes/0/, using the image_key from the index row. It is shown full-screen in graphical mode. Add the same file name to any other themes/<N>/ folder to give the application a different look in that theme; themes you skip fall back to this one.
  • Screensaver images — place any *.png|.jpg|.jpeg in <BASEDIR>/assets/screensaver/.

Conversion is automatic; the format and size constraints are those listed under Artwork.

Auxiliary data images

For payloads too large to embed in the application (game data, filesystems), a second .uf2 with family RP2350 DATA (0xe48bff58) can target free flash above the application. Name it in the index row's fourth field and the loader flashes it alongside the application, skipping the write when the CRC already matches. Doom is distributed this way: the engine (doom_tiny.uf2, ARM_S) plus the WAD (doom1-whx.uf2, DATA).

Detecting the bootloader and returning to the menu

Optionally, an application can detect that it was started by the loader and offer a "return to menu" action. The protocol uses two watchdog scratch registers, which survive watchdog_reboot() but are cleared on power cycle:

  • scratch[6] == 0xB007ED01 — set by the loader immediately before starting the application ("you were launched from the bootloader").
  • scratch[7] = 0xB007BACE — set by the application, followed by a watchdog reboot ("show the menu instead of resuming").

With pico_shared these are Frens::isLaunchedFromBootloader() and Frens::rebootToBootloader() (pico_shared/FrensHelpers.h); its SELECT + START menu shows Return to emulator selection automatically. Without pico_shared, the raw equivalent is:

#include "hardware/watchdog.h"

bool launched_by_loader = (watchdog_hw->scratch[6] == 0xB007ED01u);

void return_to_menu(void) {
    watchdog_hw->scratch[7] = 0xB007BACEu;
    watchdog_reboot(0, 0, 0);
}

Building the bootloader from source

mkdir build && cd build
cmake -DCMAKE_BUILD_TYPE=Release -DPICO_BOARD=pico2 -DHW_CONFIG=8 \
      -DPICO_PLATFORM=rp2350-arm-s -DENABLE_PIO_USB=1 -DUSE_PICO_EXTRAS_I2S=0 ..
make -j
# -> build/pico-bootLoader.uf2  (flash via BOOTSEL)

The wrapper ./bld.sh -2 -c <HW_CONFIG> performs the same build; -w adds the CYW43 driver for the Pico 2 W LED, which is no longer released (see Pico 2 W). ./buildAll.sh builds every supported board into releases/ (requires picotool).

The image must fit the 512 KB bootloader region; the linker errors out if it does not, and every link prints its occupancy. The released binaries sit between 50% and 57% with USB drive mode built in. A -w build is the tight one: it reaches 97.8% on HW_CONFIG 1 even with USB drive mode left out, which is why the whole project is compiled -Os-O2 no longer links there (see the comment in CMakeLists.txt).

To build the emulators and the native ports themselves, build_emulators.sh clones each source repository and produces the bootloader-format .uf2 files, placing them under emu/<HW_CONFIG>/.

By default each repository is built from its latest release tag, with the tag stamped into that repository's own pico_shared/menu.h SWVERSION so the emulator reports its version instead of a build date. -B asks interactively for a branch instead, and -m builds each repository's default branch; neither stamps a version.

pico_shared is taken from main, not from the revision the tag pins. Tag mode builds each emulator's tagged source against pico_shared main; every other submodule stays at the revision the tag pins, and emu/versions.txt records both refs. The reason is historical: bld.sh only learned -b (BUILD_FOR_BOOTLOADER) in pico_shared f2c8be9, and the emulator release tags of the time predated it — their pinned pico_shared rejected -b outright, so no bootloader-format .uf2 could be produced from it. As of the v0.4 tag set the substitution is a no-op: every emulator tag pins 3e19ce0, a descendant of f2c8be9, which is also where main sits, so the two columns of emu/versions.txt now agree. They will differ again whenever a repository is tagged against an older pico_shared, which is what the behaviour is for.

The native ports and ColecoVision are the exception to all of the above. pico-doom, pico-duke3D and Adafruit_ColecoJam have no pico_shared, so there is no SWVERSION to stamp, and all three build through their own per-board <board>-build-forbootloader.sh scripts rather than bld.sh. Each targets only the boards it has a script for — Doom 2, 8, 13 and 14, Duke Nukem 3D 2, 8 and 13, ColecoVision 8 — and is reported as SKIP for every other configuration. The ColecoVision build downloads its own dependencies, so it needs network access.

All three repositories are tagged and are built from their latest tag like the emulators, so versions.txt records a real version for doom_tiny, doom_tiny_full, duke3d_game and colecojam. The tag is simply the newest by version order, whether or not it carries a v prefix (Adafruit_ColecoJam's tags do not), so later tags are picked up with no change here. The SCRIPTED_BRANCH table in build_emulators.shmain for Doom and ColecoVision, fix/audio-production-rate for Duke Nukem 3D — is now only the fallback for a repository that has no tag at all.

Repositories are cloned from the PicoPlus-devel organisation by default. An entry in the REPO_OF table of build_emulators.sh may name a repository elsewhere as owner/repo, as the ColecoVision entry (cogliano/Adafruit_ColecoJam) does; versions.txt then records it in that same form.

Doom additionally needs PICO_EXTRAS_PATH pointing at a pico-extras checkout, since it resolves its whole toolchain from the environment. Without it the two Doom variants are skipped with that reason and everything else — Duke Nukem 3D included — still builds.

./build_emulators.sh -c 8            # one board, latest tags
./build_emulators.sh -c all -j 3     # every board
./build_emulators.sh -c all -j 3 -z  # ... and pack the SD-card archive
./build_emulators.sh -c 8 -B         # pick a branch interactively

-z writes emu/versions.txt — the manifest of what each emulator was built from, one <program_name>;<repo>;<ref>;<pico_shared> row per shipped emulator — and packs releases/pico-bootLoader_sdcard.zip via .github/scripts/pack_sdcard.sh. The packer takes the emu/ tree as its only source of truth and refuses to build an archive containing an empty .uf2, so a half-finished build cannot ship. It requires -c all, since an archive built from one board would be missing the others.

Cutting a release

The loader .uf2s are built by CI; the SD-card archive is built locally, because it needs all nine emulator toolchains. An emulator-only refresh still gets its own release so users find out about it — that is what the v0.N.M form is for.

The full maintainer checklist — per-scenario steps, dry runs, verification and rollback — is in RELEASING.md. The short version:

./build_emulators.sh -c all -j 3 -z            # emulators + archive (local)
git add emu/versions.txt && git commit -m "Refresh emulator bundle" && git push
gh workflow run BuildAndRelease.yml -f tag=v0.2.1   # builds loader, creates tag, publishes
gh release upload v0.2.1 releases/pico-bootLoader_sdcard.zip

Credits

  • Menu and screensaver artwork is taken from Ducalex — retro-go (github.com/ducalex/retro-go).
  • Additional theme and category artwork, metadata and testing done by Gavin Knight
  • The emulator cores and the native ports are the work of their upstream authors; see the repository links under Bootable applications.
  • The ColecoVision emulator, ColecoJam, is the work of Dan Cogliano (@cogliano). Many thanks to him for writing it and for making it available to this project.
  • The PicoNES PCB was designed by John Edgar Park.
  • The PicoNES Mini and PicoNES Micro PCBs, and the 3D-printed cases for all three designs and for the Waveshare RP2350-PiZero, were designed by Gavin Knight.
  • This project was developed with the assistance of AI (Anthropic Claude / Claude Code).

License

This project is licensed under the GNU General Public License, version 3. See the LICENSE file for the full text.

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Turn your RP2350 board into a retro console — an on-screen boot menu that flashes and launches emulators and Doom straight from the SD card. Works for any RP2350 app you make bootable.

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