Keys: arrows, Z and X for B and A, Enter for Start, right Shift for Select; or the pad under the screen, a thumb on each side. Controller 2 on the left hand: W A S D, F and G for B and A, T for Start, R for Select. The strip on the floor has power, reset, play, and the steps: a half-cycle, a cycle, an instruction, a scanline, a frame.
No cartridge: nothing to read.
no blocks captured yet
This cartridge came from your disk, so its blocks are kept in this browser beside the game's moments, under the game's own digest: load the same file again and they come back. Nothing leaves this browser. Put the cartridge on your shelf and load it from there to keep them with it.
No cartridge: nothing to read.
No cartridge: nothing to read.
No cartridge: nothing to read.
No cartridge: nothing to read.
No cartridge: nothing to read.
No cartridge loaded: the sheet is its CHR.
No cartridge. Choose a .nes file from your own disk; it never leaves this browser.
A recording keeps every button you press and when, from where it starts: right where the game is, or from power-on. Played back, it makes the same game again to the dot, and the flow tools read that playback: every instruction the game ran, what it read and wrote, and when.
Load a cartridge to record it.
Recordings stay in this browser, in its own private storage, and nothing is sent anywhere. An exported recording holds the buttons and the save but never the game, so playing it back somewhere else needs the same cartridge there. A recording is kept as it goes: leave the page while recording and it is stopped and kept, and closing the tab loses at most its last few seconds.
Nothing open. Record a run, then read it in the Record window.
Nothing open. Read a recording in the Record window, then write its listing here.
The instructions the console just ran, newest at the bottom: scroll up to go back. Each line has the registers going into it and the memory it read and wrote.
No cartridge: nothing to read.
Keeping a history slows the console down, so it is off until you turn it on.
This is the console from the play page with every tool we have for looking inside a game laid out on one desk. Each tool is a window: drag it by its bar, pull its bottom corner to size it, double-click the bar to fill the desk, and close what you are not using. The keys under the site’s bar open a closed window again, and Tidy puts every window back where it started. Your arrangement is kept in this browser.
On a phone there is no desk: the same tools stand one under another, and the strip under the bar takes you to each.
The tools are the ones the play page had until they moved here: the screen, the cartridge, the CPU, the memory, the palettes, the sprites on screen, the code with its blocks (kept on your shelf when the cartridge came from there), and the sprite editor. Four more are this desk’s own. Nametables shows the two screens of tile numbers the picture chip holds, drawn with the game’s own tiles. Record keeps a run of a game, from right where you are or from power-on, and Flow plays it back and reads what the code did: its routines, its loops, the tables it chose through, what followed the pad, and the stretches of the run that looked alike. A run recorded from where you are starts from the whole console saved at that moment, kept with the recording. A moment can also be saved and loaded on its own, under the cartridge, and breakpoints are on the code window. History keeps the console’s own trace and steps back through it, a moment saved before each step.