Difference between pages "Licensing" and "Snes9x"

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{{WIP}}
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{{Infobox emulator
[[Source code]] is copyrightable, which means a programmer owns the code they write. How they aim to publish it is up to them, and many licenses assist in this process.<!--
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|title = Snes9x
 +
|logo = Snes9x.png
 +
|logowidth = 235
 +
|version = {{Snes9xVer}}
 +
|active = Yes
 +
|platform = Multi-platform
 +
|target = [[Super Nintendo emulators|Super Nintendo Entertainment System]]
 +
|developer = Gary Henderson<br/>Jerremy Koot
 +
|accuracy = Highly-Accurate
 +
|prog-lang = C++,C
 +
|website = [http://www.snes9x.com/ Snes9x.com] <small>(outdated)</small>
 +
|license = Source-available, Non-commercial
 +
|source = [https://github.com/snes9xgit/snes9x GitHub]
 +
}}
  
A copyright license is a legal document that tells people how the software can be used and what limitations come with using it.-->
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'''Snes9x''' is a proprietary [[Super Nintendo emulators|Super Famicom (SNES)]] emulator written in C++. It is also available as a [[libretro]] core for [[RetroArch]].
  
==Intellectual property law==
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==Download==
Intellectual property is a mouthful, but it refers to the ownership of things (thoughts, ideas, etc.) by nature of originality. Three big fields of intellectual property law include; ''copyright'', ''patents'', and ''trademarks'', which all encompass different types of works.
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{| cellpadding="4"
 +
|-
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|align=center|{{Icon|Win-big|Mac-big}}
 +
|'''[https://sites.google.com/site/bearoso/ Bearoso's Official Releases]'''
 +
|-
 +
|align=center|{{Icon|Win-big}}
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|[http://www.emucr.com/search/label/Snes9X/ Nightly builds]<br/><small>Compiled by emucr</small>
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|-
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|colspan="3"|<hr/>
 +
|-
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|align=center|{{Icon|Win-big}}
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|[https://web.archive.org/web/20160828173720/http://goebish.free.fr/snes9k009z.zip Snes9k 0.09z]<br><small>Backup from archive.org</small>
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|-
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|align=center|{{Icon|GCN|Wii}}
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|[https://github.com/dborth/snes9xgx/releases SNES9x GX]<br/><small>Includes cheat files</small>
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|-
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|align=center|{{Icon|PSP}}
 +
|SNES9x TYL [https://github.com/esmjanus/snes9xTYL 180404]
 +
|}
  
;Copyright: Creative works.  
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==Derivative versions==
An author creates a work (sometimes called a work of art but that's misleading because it assumes everything that can be copyrighted is art), and then licenses this work to others for reproduction. Is designed to be granted as soon as the work is created, unlike the other two.
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* Snes9x Next is an optimized version of Snes9x 1.52 with speed hacks and is available as a libretro core for RetroArch. It has an option to overclock the SuperFX chip, making games like Star Fox run at a higher FPS.
 +
* Snes9x for 3DS is based of 1.43, and can run non-enhancement chip games at full speed on Old 3DS models.
 +
* Snes9xTYL(mecm)/cm Mod is a port of Snes9x 1.39 to PSP. Inaccuracies everywhere, especially with sound, but it's the best thing available for PSP for SNES emulation. Use the mecm build where possible, unless you use the PSP emulator on Vita, in which case use the cm build.
 +
* ZMZ ([https://github.com/Alcaro/ZMZ GitHub] and [http://www.smwcentral.net/?p=section&a=details&id=5681 download page]) is a version of Snes9x that uses ZNES' GUI with a Snes9x libretro back end.
  
;Patents:System design and inventions.
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==Review==
An author designs a system (an invention), and then describes it in detail for others to implement. This is usually something you register at an agency (such as the United States Patent and Trademark Office if you live in the United States).
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It is a very good Super Nintendo emulator, far superior to [[ZSNES]]. It has very high compatibility and is easy to use. It is not as accurate as [[higan]] but is good for systems that can't run higan at full speed.
 +
With that said, as of 2020 you're probably better off with [[Mesen S]] on PC because of the higher accuracy, manual PAL/NTSC switching option and easily accessible auto save states, unless you're using very old translation patches (Such as the DeJap Tales of Phantasia translation which only displays tileset vomit on Mesen-S).
  
;Trademarks:Names and brands.
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==Problems and solutions==
An author comes up with a name that identifies their products, and ensures that nobody else in the same industry can use it. This is usually something you register at an agency (such as the United States Patent and Trademark Office if you live in the United States).
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Snes9x has issues with XInput (such as with [[SCP Driver Package|XInput Wrapper SCP]]), particularly recognizing diagonals on the d-pad and analog R2/L2 presses. The solution is to either input them manually or edit the .conf file and add in (J0)POV Up Right, (J0)POV Dn Right, etc. for the diagonal inputs.
  
===Legal entities===
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==Netplay==
The owner of intellectual property doesn't have to be a person; if an employee does any kind of IP-related work for a company, then the company may retain control of it depending on the terms they've set up with said employee through contracts. That contract may also contain clauses preventing the employee from speaking publicly about the work that goes on inside, since trade secrets are considered valuable. This is often called a non-disclosure agreement (NDA).
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{{Infobox emulator
 +
|title = Snes9k
 +
|last-version = 0.09
 +
|active = No
 +
|platform = Windows
 +
|target = [[Super Nintendo emulators|Super Nintendo Entertainment System]]
 +
|developer = g0ebish
 +
|website = [http://goebish.free.fr/snes9k/ goebish.free.fr/snes9k/]
 +
}}
 +
'''Snes9k''' is Snes9x with [http://kaillera.com Kaillera] client support. It is based on a very old (~2005) build of Snes9x.
  
===Public domain===
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===[https://code.google.com/p/p2pkaillera/downloads/detail?name=Ownaclient.dll&can=2&q= If using the updated multiplayer client]===
Based on the original design of a copyright, the time that a creative work stays protected should be finite; that is, it should expire. Say the protection of a copyright originally lasted fourteen years from the date it was originally conceived in the commonwealth. After those fourteen years, when the copyright "expires", the work becomes '''public domain''' (this is done to incentivize further creation of works). Long-running companies want to continue profiting off of old work, so they often set precedents in modern law that extend this time to as long as ''one hundred years'' for example. In many western countries, companies have a love-hate relationship with the public domain, willfully using works that are under it while preventing their own creative works from being misused.
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{| class="mw-collapsible mw-collapsed wikitable"
 +
! colspan=2 width="250"|Review
 +
|-
 +
| '''PROS''' ||
 +
* Support for up to 8 simultaneous people playing
 +
* No fiddling with router settings and port forwarding
 +
* Netplay traffic is handled by a central dedicated server that helps keep things synched
 +
* Private game chat support and public chat to speak people outside your game room
 +
* Being able to drop out of a game at any time without disrupting (much) your teammate(s).
 +
* Kicking/banning/muting people from your room
 +
* It's a matchmaking service where you can join other people's rooms, too
 +
|-
 +
| '''CONS''' ||
 +
* It's slightly (significantly still) prone to freezing/crashing/BSOD (in that order)
 +
* Random, inconsistent FPS drops due to the server trying to keep everyone synched, sometimes stuttering. It's annoying, but rarely does it make it unplayable
 +
* The emulator is based upon (Snes9x 1.42, a 10-year-old version) lacks A LOT of options, and incorrectly emulates several games (most Bishoujo Senshi, DBZ Super Butouden 2, etc.)
 +
* Everyone needs to have the exact same ROM version or Netplay won't work (if it somehow does, it'll desynch rather quickly)
 +
* Everyone needs to have the exact same save file, or no save file at all. Else, it desynchs
 +
* You need to constantly switch focus back and forth between chat and emulator window in order to chat.
 +
* You will hear no sound while the window is unfocused.
 +
|}
  
==Legality of emulation==
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===[http://p2p.kaillera.ru/ If using the updated P2P client]===
Mainly as a result of two United States landmark cases, it is considered legal to reverse engineer and emulate any system. More specifically, there were rulings which allowed commercial emulators to profit. Two commercial [[Playstation]] emulators: [[wikipedia:Bleem!|Bleem]] and [[wikipedia:Connectix_Virtual_Game_Station|Connectix Virtual Game Station]] allowed the ability to play ps1 games on pc, something Sony didn't like the sound of, and were sued by Sony around the early 2000's. The results led to modern legal standards regarding emulation as of today. <!--need fact check/source-->
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{| class="mw-collapsible mw-collapsed wikitable"
 +
! colspan=2 width="250"|Review
 +
|-
 +
| '''PROS''' ||
 +
* Excellent connectivity between 2 players (ONLY), sometimes informally compared to GGPO's netcode efficiency.
 +
* Basic chat support.
 +
|-
 +
| '''CONS''' ||
 +
* Requires port forwarding
 +
* The highest ping that it tolerates is around the 150ms mark, after which it starts to desynch very often
 +
* It's slightly prone to freezing/crashing/BSOD, but to a much lesser extent than the multiplayer client
 +
* Everyone needs to have the exact same ROM version and save file. Or else, it'll desynch or outright not work.
 +
* Chatbox is an eyesore.
 +
* You need to constantly switch focus back and forth between chat and emulator window in order to chat.
 +
* You will hear no sound while the window is unfocused.
 +
|}
  
==Free and open-source software==
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==External links==
The fundamental concept of free and open source software is an inversion of the regular practice of software developers selling binary code to consumers and businesses. The [[source code]] that goes into developing commercial software isn't open to the public because releasing it would give others a competitive advantage and allow unauthorized ports. This is what is known as proprietary software, named such because it often has a proprietor (i.e. an owner). With free and open source software however, the source is open (hence the term open source) and available to others to use, study, modify, and share, to ensure that a user always has access to these tools. The Linux kernel is at the forefront of the movement, as it is the most active open-source project. (It's not the most widely-recognized, however; that would probably be Android and VLC Media Player.)
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* http://fantasyanime.com/emuhelp/emuhelp_snes9x.htm
 
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[[Category:Emulators]]
The benefit of software being open is that they're easier to port to other platforms by virtue of being open (though that says nothing about the effort required to get it working without bugs). Many of the [[Recommended Emulators|best emulators]] use an open source license, though not all of them do.
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[[Category:Console emulators]]
 
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[[Category:Home console emulators]]
===Definition===
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[[Category:Super Nintendo emulators]]
The meaning of open-source is usually lost on those who aren't familiar with it, but institutes and organizations have defined what it means for clarity's sake. Essentially, a program is considered open-source (or if you're a GNU advocate, free software) when it grants the four freedoms, that it can be:
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[[Category:Netplay]]
 
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[[Category:Windows emulation software]]
# run at any time.
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[[Category:Linux emulation software]]
# studied and modified for any purpose.
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[[Category:macOS emulation software]]
# distributed to anyone, and
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[[Category:BSD emulation software]]
# improved by anyone.
 
 
 
There's also copyleft, which is a play on copyright that inverts its goal of consolidating ownership to one entity and preventing others from having it, by ensuring that the ownership is largely in the public and no one can't have it. The copyleft strength of a license depends on how strict it is about keeping things open; weaker copyleft licenses require attribution but not much else, while stronger ones require the source to be available by any means necessary. The GPL is an example of a strong copyleft license; the BSD and MIT licenses are examples of a weak one, which makes it a frequent point of contention in the community which is better. Essentially, it's the difference between Creative Commons' Attribution and Attribution-ShareAlike license. One is the all familiar royalty-free license used by renowned composer Kevin MacLeod, the other is one of two licenses used by Wikipedia (they dual-license it under the <abbr title="GNU Free Documentation License">GFDL</abbr> too).
 
 
 
===GPL===
 
The GNU General Public License (GNU GPL or just GPL) is one of the most popular open-source licenses in the free software community, and for good reason; it has remained one of the strongest copy-left licenses, requiring users to share their contributions (some might say to an insane degree).
 
 
 
The GPL has two widespread versions; version 2 (written in 1991) and version 3 (written in 2007). No one talks about version 1 (1989). The GPL3 was meant to reconcile license compatibility, address software patents, license violations, nullifying [[wikipedia:Digital_rights_management|DRM]] by calling it an ineffective technological measure, and the big one; [[wikipedia:Tivoization|Tivoization]], which was a severe flaw they completely missed when drafting the first two versions that allowed Tivo to make use of GPL2 software by sharing its code while preventing unsigned firmware from being loaded on the hardware. The GPL3 prohibits this, which proved to have major problems when Hyperkin tried to incorporate the GPL3-licensed [[RetroArch]] in the [[Retron5]] (among other violations).
 
 
 
====LGPL and AGPL====
 
The GPL is not the only license that the Free Software Foundation created; because the GPL2 ended up being overly restrictive in how software could work with it, many open-source libraries needed a less strict license to allow interoperability with commercial software.
 
 
 
This ended up being solved in two ways; the linking exception found in GNU Classpath's GPL2 license allowed it to not affect the software it would be bundled in, and the Lesser GPL, which is an entire license that was made to make this aspect clearer rather than be an exception.
 
 
 
The GPL also doesn't account for software used exclusively for consumer-facing servers, so the Affero GPL was made to require web app developers to share the source code of their app to users over the network.
 
 
 
===BSD===
 
The history of Unix is comprehensive but, to make a long story short, the Berkeley Software Distribution (BSD) was basically one of the many flavors of Unix that was very simple and permissive in how it was licensed. Ever since then, descendants like FreeBSD, OpenBSD, NetBSD, and DragonflyBSD have been licensed under a variation of it. The ISC and MIT licenses are based on its philosophy which makes them very compatible.
 
 
 
The original license had four conditions:
 
 
 
# Redistributions of the source code must retain the copyright notice.
 
# Redistributions of the binary code must be able to show the copyright notice.
 
# Advertisements surrounding the use of the code must have this line: "This product includes software developed by (organization)."
 
# Do not claim the original developers endorse the use of the software without permission.
 
 
 
The third clause (about advertising) ended up being controversial and was left out of newer licenses, resulting in the familiar three-clause BSD license. FreeBSD and NetBSD removed the fourth clause as basically no one violated that clause, and OpenBSD used a version of the license that details the first two clauses in one paragraph instead of listing them in asterisked bullets. The fact that the licenses are so permissive allowed Sony and Nintendo to use FreeBSD in the PS3, the PS4, and the Switch without having to share the source code.
 
 
 
The conditions in the BSD license are easy to modify, which makes it an attractive target for those wanting to include the prohibition of commercial use (see [[#Non-commercial licenses]] below). [https://github.com/mamedev/historic-mame/blob/master/docs/license.txt The old MAME license] (and by extension [https://github.com/barry65536/FBAlpha/blob/master/src/license.txt FinalBurn Alpha] and [https://github.com/finalburnneo/FBNeo/blob/master/src/license.txt FinalBurn Neo]) is based off of (or was heavily influenced by) this license, which ended up causing a ton of problems in recent times, notably when a libretro port of MAME tried to backport GPL code into old-licensed code, and when the Capcom Home Arcade [[Emulation Boxes|emulation box]] was said to use FinalBurn Alpha ahead of its release (despite its creators not getting permission from all of FBA's developers).
 
 
 
===Apache===
 
The Apache 2.0 license differs from both the BSD and GPL licenses in that:
 
 
 
* It's not as permissive as the BSD because it still requires companies to state any changes they made.
 
* It's not as strict as the GPL because it also prohibits trademark use.
 
 
 
===Non-commercial licenses===
 
Some ostensibly "free and open-source" software licenses include, or can be modified to include, an extra provision that's designed to prevent the software from being used for any commercial purposes, e.g. the sale of software and/or hardware to turn a profit. Since this is a fairly explicit example of restricting who can use a piece of software and for what purpose, it does technically disqualify the software in question from being considered free and/or open-source, even if the source code is still readily available online.
 
 
 
The Free Software Foundation explains [https://www.gnu.org/philosophy/free-sw.html#selling here], as part of their "What is free software" page:
 
<blockquote>
 
'''Free software ''can'' be commercial'''
 
 
 
"Free software" does not mean "noncommercial". On the contrary, a free program must be available for commercial use, commercial development, and commercial distribution. This policy is of fundamental importance&mdash;without this, free software could not achieve its aims. [...] We must conclude that a program licensed with such restrictions does not qualify as free software.
 
</blockquote>
 
The Open Source Initiative also considers non-commercial licensing to go [https://opensource.org/osd against the very definition of "open source"]:
 
<blockquote>
 
'''6. No Discrimination Against Fields of Endeavor'''
 
 
 
The license must not restrict anyone from making use of the program in a specific field of endeavor. For example, it may not restrict the program from being used in a business, or from being used for genetic research.
 
</blockquote>
 
 
 
That being said, many emulator developers intend for their projects to mostly be installed and used by fellow enthusiasts, on systems that they already own; the developers will therefore still choose to use non-commercial licensing, either to specifically pre-empt others from repackaging their code into commercial software or using it in pre-built [[Emulation Boxes|emulation boxes]] without their explicit permission, or because they simply haven't considered the possibility of any commercial use cases for their projects. While the average end-user running a free emulator on their PC for their own personal use shouldn't be affected by a non-commercial clause in the software license, arguments could still be made in specific circumstances, such as a developer who's making a brand new commercial game for an old system and wants to test the game in an emulator because they don't have access to real hardware.
 
 
 
==CLA (Contributor License Agreement)==
 
Some projects use a Contributor License Agreement, which contributors have to sign before getting their work merged upstream. The sole intention of a CLA is to consolidate control of a project to one entity (which, as stated earlier, can be a person or a company). This can be useful if one wants to relicense the project retroactively when there are potential conflicts, but it's also a very easy way to prevent future versions of the code from being available (two projects in the Dreamcast scene encountered controversy with this approach).
 
 
 
===Dual licensing===
 
CLAs allows emulators (and pretty much any work, even things that aren't [[source code]]) to be licensed under multiple licenses. Most often, the point of doing this is to allow a revenue stream that funds development of software and allows the primary developer to sell the software (or monetize it in some other way) without having to share the code (provided they pay a fee). At least, that's the most common use; one other is to allow the software developer to use the code in their own commercial projects. <!-- todo: gpl2+
 
 
 
==Problems==
 
todo: explain problems with copyright, license problems, and law trolls illegally registering trademarks and tormenting related projects.
 
 
 
==FAQs==
 
todo: answer questions like "can a license be revoked after it has been put in place?" and "is it possible to sell open-source software?"
 
-->
 
[[Category:FAQs]]
 

Revision as of 03:41, 14 October 2021

Snes9x
Snes9x.png
Developer(s) Gary Henderson
Jerremy Koot
Latest version 1.62.3
Active Yes
Platform(s) Multi-platform
Emulates Super Nintendo Entertainment System
Accuracy Highly-Accurate
Website Snes9x.com (outdated)
Programmed in C++,C
License Source-available, Non-commercial
Source code GitHub

Snes9x is a proprietary Super Famicom (SNES) emulator written in C++. It is also available as a libretro core for RetroArch.

Download

Windows macOS Bearoso's Official Releases
Windows Nightly builds
Compiled by emucr

Windows Snes9k 0.09z
Backup from archive.org
GameCube Wii SNES9x GX
Includes cheat files
PSP SNES9x TYL 180404

Derivative versions

  • Snes9x Next is an optimized version of Snes9x 1.52 with speed hacks and is available as a libretro core for RetroArch. It has an option to overclock the SuperFX chip, making games like Star Fox run at a higher FPS.
  • Snes9x for 3DS is based of 1.43, and can run non-enhancement chip games at full speed on Old 3DS models.
  • Snes9xTYL(mecm)/cm Mod is a port of Snes9x 1.39 to PSP. Inaccuracies everywhere, especially with sound, but it's the best thing available for PSP for SNES emulation. Use the mecm build where possible, unless you use the PSP emulator on Vita, in which case use the cm build.
  • ZMZ (GitHub and download page) is a version of Snes9x that uses ZNES' GUI with a Snes9x libretro back end.

Review

It is a very good Super Nintendo emulator, far superior to ZSNES. It has very high compatibility and is easy to use. It is not as accurate as higan but is good for systems that can't run higan at full speed. With that said, as of 2020 you're probably better off with Mesen S on PC because of the higher accuracy, manual PAL/NTSC switching option and easily accessible auto save states, unless you're using very old translation patches (Such as the DeJap Tales of Phantasia translation which only displays tileset vomit on Mesen-S).

Problems and solutions

Snes9x has issues with XInput (such as with XInput Wrapper SCP), particularly recognizing diagonals on the d-pad and analog R2/L2 presses. The solution is to either input them manually or edit the .conf file and add in (J0)POV Up Right, (J0)POV Dn Right, etc. for the diagonal inputs.

Netplay

Snes9k
Developer(s) g0ebish
Last version 0.09
Active No
Platform(s) Windows
Emulates Super Nintendo Entertainment System
Website goebish.free.fr/snes9k/

Snes9k is Snes9x with Kaillera client support. It is based on a very old (~2005) build of Snes9x.

If using the updated multiplayer client

Review
PROS
  • Support for up to 8 simultaneous people playing
  • No fiddling with router settings and port forwarding
  • Netplay traffic is handled by a central dedicated server that helps keep things synched
  • Private game chat support and public chat to speak people outside your game room
  • Being able to drop out of a game at any time without disrupting (much) your teammate(s).
  • Kicking/banning/muting people from your room
  • It's a matchmaking service where you can join other people's rooms, too
CONS
  • It's slightly (significantly still) prone to freezing/crashing/BSOD (in that order)
  • Random, inconsistent FPS drops due to the server trying to keep everyone synched, sometimes stuttering. It's annoying, but rarely does it make it unplayable
  • The emulator is based upon (Snes9x 1.42, a 10-year-old version) lacks A LOT of options, and incorrectly emulates several games (most Bishoujo Senshi, DBZ Super Butouden 2, etc.)
  • Everyone needs to have the exact same ROM version or Netplay won't work (if it somehow does, it'll desynch rather quickly)
  • Everyone needs to have the exact same save file, or no save file at all. Else, it desynchs
  • You need to constantly switch focus back and forth between chat and emulator window in order to chat.
  • You will hear no sound while the window is unfocused.

If using the updated P2P client

Review
PROS
  • Excellent connectivity between 2 players (ONLY), sometimes informally compared to GGPO's netcode efficiency.
  • Basic chat support.
CONS
  • Requires port forwarding
  • The highest ping that it tolerates is around the 150ms mark, after which it starts to desynch very often
  • It's slightly prone to freezing/crashing/BSOD, but to a much lesser extent than the multiplayer client
  • Everyone needs to have the exact same ROM version and save file. Or else, it'll desynch or outright not work.
  • Chatbox is an eyesore.
  • You need to constantly switch focus back and forth between chat and emulator window in order to chat.
  • You will hear no sound while the window is unfocused.

External links