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Super Nintendo emulators

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! scope="col"|Platform(s)
! scope="col"|Version
! scope="col"|Hardware<abbr title="Nintendo Super System">[https://ultimatepopculture.fandom.com/wiki/Nintendo_Super_System NSS]<br/abbr>variants
! scope="col"|[[#Enhancements|Enhancements]]
! scope="col"|[[#Hardware_features_and_accessories|Hardware features<br/>and accessories]]
|align=left|{{Icon|Windows|Linux}}
|[https://gitlab.com/TASVideos/BizHawk/-/pipelines Dev builds]<br/>[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]
| {{~}}<abbr title="Possible with MAME core">*</abbr>
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|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|<abbr title="Latest development version">git artifacts</abbr><ref group=N>[https://nightly.link/mamedev/mame/workflows/ci-windows/master CI-Windows] [https://nightly.link/mamedev/mame/workflows/ci-linux/master CI-Linux] [https://nightly.link/mamedev/mame/workflows/ci-macos/master CI-Macos]</ref></br>[http://www.mamedev.org/release.html {{MAMEVer}}]<br/>[https://buildbot.libretro.com/nightly/ libretro core]
| {{~}}<ref group=N>[[MAME]] {{MAMEVer}} version [http://adb.arcadeitalia.net/lista_mame.php?game_sourcefile=nss.cpp&arcade_only=0&current_version=0 compatibility status] for Nintendo Super System.</ref>
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|align=left|{{Icon|Windows}}
|[https://problemkaputt.de/sns.htm 1.6]
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* '''bsnes-plus:''' To play SFC games with Memory Pack support: Under "File/Load Slotted BS-X Cartridge". Memory Pack changes are not saved automatically, you need to use File -> Save Memory Pack... bsxdat folder contains Satellaview Broadcast Files. Satellaview expansion needs to be enabled to work. You can change the Satellaview Time & Date in the settings to either use the current time or start with a specific time setup (recommended).
* '''higan:''' [https://higan.readthedocs.io/en/stable/guides/import/#satellaview-games Importing a memory pak is like importing a regular game], but the name of the memory pak file must end in .bs (if it’s in a .zip file, that’s OK, but the name inside the .zip file must end in .bs) in order for it to be successfully imported. Sometimes memory pak filenames end in .sfc, which will make higan try to import them as regular Super Famicom games and fail. Rename the file and it should work beautifully. Playing a game that has a slot for a memory pak is just like playing a regular game, but after you have selected which game you want to play higan will open another filesystem browser to let you pick which previously-imported memory pak you want to insert into the game. If you press “Cancel” at this point, the game will load without any cartridge in its memory pak slot. If you load the control cartridge into higan, make sure the emulated Satellaview is connected to the emulated Super Famicom’s expansion port by opening the “Super Famicom” menu, selecting the “Expansion Port” sub-menu, and choosing “Satellaview”. If the expansion port was previously configured with a different option, power-cycle the Super Famicom (also in the “Super Famicom” menu) to make sure the control cartridge will find the Satellaview when it starts up. Note that higan’s Satellaview emulation is not very accurate, so the control cartridge may not work as it should. Playing a memory pak on its own doesn’t make much sense, it’s not a standalone cartridge. Play a game with a memory pak slot, and choose which memory pak you want when higan asks for it.
 
==Hardware variants==
===Nintendo Super System===
:[https://ultimatepopculture.fandom.com/wiki/Nintendo_Super_System ultimatepopculture fandom - Nintendo Super System]
Arcade system used to preview Super NES games in the United States.
*Emulation is possible with MAME and BizHawk's MAME core. [[MAME]] {{MAMEVer}} version [http://adb.arcadeitalia.net/lista_mame.php?game_sourcefile=nss.cpp&arcade_only=0&current_version=0 compatibility status] for Nintendo Super System.
 
===SNES-CD revival and emulation===
It's pretty well-known that the Super Famicom was going to get a CD '''add-on''' called the SNES-CD, developed by Sony, who had already helped with the sound chip for the SNES. However, Nintendo were unhappy with Sony's clause in the contract that would give them the rights to any software developed on the device. In retaliation, Nintendo announced that they'd be partnering with Phillips instead. Talks between Sony and Nintendo continued afterward as late as 1993, but the project couldn't be salvaged. Nintendo lost interest in the CD peripheral, seeing how the Sega CD failed in the US, and the PC-Engine CD only enjoyed modest success. They canceled the Phillips collaboration on yet another SNES-CD prototype, but in return, they allowed them to use some of their properties for their Phillips CD-i console. Later, they collaborated with the St. Giga radio service to create the Japan-exclusive Satellaview add-on for the Super Famicom, which played broadcasts of SFC games using streamed audio. As for Sony, they took the hardware and experience from their collaboration with Nintendo to create the first PlayStation. Nintendo would continue to support the cartridge format for its next console, the Nintendo 64. A shy attempt at rewritable disk media was attempted with the 64DD, but the add-on failed due to its 64 MB maximum storage limit, which would be obsoleted by later, bigger N64 cartridges, as well as the lack of support from third parties - many of whom had opted to support the PS1 instead.
 
Some prototype units of the Sony SNES-CD were made. While games were in development for the add-on, some were eventually reworked as regular SNES cartridge games with lots of content gutted (e.g., Nintendo R&D's Marvelous, Square's Secret of Mana, and Romancing Saga 2). Other games, like Hook, were ported to other systems instead (Hook to the Sega CD and Rayman to the Atari Jaguar, among others), while the rest were outright canceled. These games were to have much bigger worlds, streamed music, cutscenes, and even FMVs, according to various interviews. That never happened, however, and most of what was developed for these consoles, including their various manuals and specifications, were lost.
 
Recently, an actual Sony SNES-CD prototype was uncovered<ref>http://arstechnica.com/gaming/2015/11/the-fabled-snes-playstation-prototype-has-been-turned-on-and-disassembled/</ref> and repaired.<ref>https://www.youtube.com/watch?v=ug-CyGXMabg</ref><ref>https://www.youtube.com/watch?v=qh91IO9cV48</ref> It had various weird hardware restrictions (number of saves, CD size limit, no co-processors), with much of it likely having to do with its unfinished nature. For example, it had planned Audio CD support, though it doesn't actually work, which means the MSU-1 is a much more attractive alternative for hacks aiming to reflect what the SNES-CD could have been.
 
No$SNS 1.6 supports the Sony SNES-CD add-on. This was made possible after some reverse-engineering and analysis of the leaked BIOS file. Get the leaked Super Disc BIOS, circulating on the net as "SDBR_v0.95.sfc". Under the same directory as the no$sns executable, make a "BIOS" folder, put the BIOS file there, and rename it to "SFX-100.bin".
 
The only SNES-CD games available online currently are the BIOS for one of the discovered prototypes and two homebrew games. These games, Magic Floor and Super Boss Gaiden (both of which have alternate versions as regular SNES ROMs), come as BIN/CUE files. NO$SNS 1.6 supports only one CD mode, so it only reads the BIN, not the CUE. Both were tested on real hardware and had severe visual glitches due to the SNES-CD adding more undocumented interrupts, which are not accurately emulated anywhere. This means it's safe to say that while SNES-CD emulation exists nowadays, it would have low compatibility with any real unreleased SNES-CD game prototypes.
*It's possible to emulate this variant with [[NO$SNS]].
==References==
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