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Super Nintendo emulators

1 byte removed, 15:53, 12 September 2018
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The '''[[gametech:Super Nintendo Entertainment System|Super Nintendo Entertainment System]]''' (SNES) is a 16-bit, fourth-generation console released by [[wikipedia:Nintendo|Nintendo]] in 1990. Borrowing the name of its predecessor, the [[Nintendo Entertainment System emulators|Nintendo Entertainment System]], it was similarly named the '''Super Famicom''' in Japan, and during that time it had ''fierce'' competition with SEGA's [[Sega Genesis emulators|Genesis]] (known in other regions as the Mega Drive).
Emulation for the SNES is robust, with several high -quality emulators for various systems, some of which are [[cycle accurate]].
==Emulators==
* Dynamic rate control fixes most audio issues.
* Mirrored Rom and Ram maps, allowing ordinary rom images to be played right away.
* The Snes9x Next core was forked from a commit somewhere between upstream version 1.52 and 1.53, and includes some extra speed hacks to run full speed on the Wii, as well as a SuperFX overclock option.
* The bsnes-mercury restores things like HLE DSP and SGB emulation using Gambatte, as well as some optimizations that don't sacrifice accuracy. Things like the HLE DSP were removed in higan and, much like Snes9x Next, it has an option to overclock SuperFX. The default options match bsnes, where HLE emulation is not enabled by default.
* Its SNES core is based on bsnes v059 which is actually pretty old. It predates the performance/balanced/accuracy profiles to as far back as 2010. However, this version is much faster than upstream.
** It's missing many of the improvements to the LLE audio engine that newer versions of Snes9x and higan have.
** It's also missing out on many accuracy updates that addresses address a few edge cases such as Air Strike Patrol, one of two games known to notoriously manipulate the PPU mid-scanline. It also has some problems rendering text, flickering lines near the bottom, and displaying shadows during flight.* There ''are'' systems Mednafen emulates well and very accurately, but the SNES is not exactly one of them. At that point , it's worth using bsnes or its libretro cores instead.
6. [[ZSNES]]
The '''[[gametech:Super Game Boy|Super Game Boy]]''' was a peripheral designed to play Game Boy and black Game Boy Color cartridges on the Super Nintendo through the cartridge slot, just like a typical SNES game. The Super Game Boy uses a special version of the Game Boy hardware to allow for ''Super Game Boy enhanced'' Game Boy games to operate its otherwise hidden features. Although many [[Game Boy/Game Boy Color emulators]] and [[Game Boy Advance emulators]] fake this ability, [[Higan]] and forks are the only emulators to truly emulate its features.
Another thing to note is that there is a redesign redesigned model, only released in Japan, called the ''Super Game Boy 2''. It has the ability to use a link cable connection that the first model lacks. It also fixes a slight overclocking issue and runs games at normal speed.
There are a few hiccups with emulating the Super Game Boy , however. Higan's Game Boy core isn't up to snuff yet. One notable example is Pokémon Yellow Version and the special border that is supposed to display. Higan displays the standard Game Boy border while the real hardware displays a special green Pikachu border. On the other hand, Pokémon Gold/Silver Version, designed for Game Boy Color, can operate on a Game Boy and that operates as intended when played on a Super Game Boy. Also, if one attempts to run Game Boy Camera in Higan in Super Game Boy mode, the emulator crashes. Higan can run in ''Super Game Boy 2'' mode, but link cable connections are not possible yet, not even with other Game Boy emulators that can emulate a link cable.
===asciiPad===
The asciiPad is a controller by asciiWare that has similar features to the NES Advantage. Unlike the standard SNES controller, it has seven small switches that extend the way buttons are pressed. All the switches can be set to one of three modes for the standard buttons they individually represent, except for the seventh labelled labeled "Slow" which changes the frequency of the additional modes. The switch can be set off, to turbo, and to auto. The turbo setting holds the button, and the auto setting control presses them automatically. [[Higan]] is the only emulator known to support this specific controller's switches. Other emulators have a completely different implementation of turbo presses in their GUI, which can work for some, but not to this extent.
===Super Scope===
===Konami Justifier===
Similar to the NES Zapper but differs from the Super Scope, this is another light gun, but needs calibration. It looks like a real gun. It was meant to simulate the shooter arcade experience. Only one game is compatible and that is ''Lethal Enforcers''. Snes9x and Higan support this gun.
===Super Multitap===
===Voice-kun===
A few games by Koei shipped with an Audio-CD that typically contained voice acting, and supported this accessory which would command a CD player with IR signals typically used by remote controllers, so that audio plays at specific points in the game. These games are still playable in most emulators but without Voice-kun support. byuu intends to make either MSU-1 hacks or proper Voice-kun emulation for these games in future higan versions, which would make it the first emulator to emulate this feature.
==Satellaview emulation==
The '''Satellaview''' was a subscription-based add-on released only in Japan that streamed content to the Super Famicom. BS-X or Satellaview software was broadcast the console add-on and stored as temporary data to be deleted shortly afterwardsafterward. As such, a wealth of games went undumped and lost forever.
Many of these games had Soundlink features and would have assets like streamed music and voice acting, as well as some extra data, but these have been lost forever outside of video recordings and OST releases. These games will likely play without music on your emulator. The entirely fan-made MSU-1 feature on the higan emulator tries to replicate the BS-X Satellaview and unreleased SNES-CD concept for streamed music in SNES games far beyond the maximum cartridge capacity (12MB), but it's not the same thing.
Some games like BS Treasure Conflix make use of the additional RAM provided by the BS-X add-on. While you can try playing them on regular SNES emulators as regular emulators, you may face issues for many of these games (no font appearing, hangs with a black screen, and so on). You'll need Satellaview emulation to properly emulate those.
bsnes-sx2 and snes9x-sx2 are recommended. They use your PC clock with no option to modify it, though. SNESGT had the option to modify the clock, but it wasn't updated for a while and isn't really recommended for SNES emulation in general. No$SNS has good BS-X emulation (and the best debugger tools for ROM hackers and translators) but falls behind the others when it comes to general emulation.
Whenever you open a BS-X compatible ROM (that wasn't modified to behave like a normal SNES game, like most BS Zelda translations were), you'll be greeted by the BIOS software. It will ask you to choose your name and avatar, which you can control in a city. Of course, the St-GIGA broadcast service went defunct in 2000, so the big radio tower will just give you a "Hello Satellaview" test broadcast. However, you may be interested in seeing how Nintendo used to do loading screens. To see them without them shutting down instantly, open <code>BSX0001-47.bin</code> (bsxdat folder) in a hex editor and change offset <code>0x06</code> from <code>0x30</code> to <code>0x00</code>. Most houses will be closed, though.
You'll want to enter the little red house you start in front of and load the stored data. In some cases, you may have to wait a while before actual game play gameplay starts, or until a given time (on real hardware people would wait for up to 6 minutes).
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Also known as DLC for the Super Famicom - not only the old Mega Drive could do its lock-on thing! (incredible, isn't it?)
Data Packs are Satellaview 8M Memory Paks which have data meant to be used as an expansion for a Data Pack-compatible game. Data Pack-compatible game cartridges look like the BS-X Cartridge. For most of these games, data was distributed via St.GIGA’s Satellaview streaming services. Same Game and SD Gundam G-Next had some Data Packs sold in physical form via retail stores. RPG Tsukuru 2, Sound Novel Tsukuru and Ongaku Tsukuru Kanaderu could save user-created data to 8M Memory Paks.
The following games were compatible with Data Packs:
==SNES-CD revival and emulation==
===SNES-CD===
It's well-known enough that the Super Famicom was to get a CD add-on called the SNES-CD, developed by Sony who already helped with the sound chip for the SNES. However, Sony got greedy and tried to include a clause in the contract to give them all rights to any software developed on the device. In retaliation, Nintendo publicly humiliated the Sony executives present at the SNES-CD announcement by claiming they would partner with Phillips instead. Talks between Sony and Nintendo continued afterwards 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 cancelled 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 the pathetic 64MB 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. And the rest is history.
Some prototype units of the Sony SNES-CD were indeed 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 cancelledcanceled. These games were to have much bigger worlds, streamed music, cutscenes, and even FMVs according to various interviews. That never happened, however, and even most of the stuff developed for these consoles, including their various manuals and specifications, were lost.
Recently, an actual Sony SNES-CD prototype has been 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 a planned Audio CD support that doesn't actually work, which means the MSU-1 is a much more attractive alternative for hacks aiming to reflect what SNES-CD could have been.
Cue the MSU-1, which aims to add some of these features to the SNES. It's a custom fan-made hardware specification for an additional chip, eventually made available and working with real SNES hardware, as the SD2SNES flashcard. It's the closest to the SNES-CD that you'll ever get. No more 12MB maximum cartridge size limitation!
One inconvenience is that this specification isn't really supported by most emulators. It's currently supported by the SD2SNES flash card, bsnes (v075 and up), and higan (v094 and up). These hacks simply won't work at all in other emulators, unless their developers implement a an MSU-1 check to let the game run in these emulators without the MSU-1 enhancements.
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