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ZSNES

No change in size, 11:48, 13 September 2018
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|source = [[sourceforge:projects/zsnes/files/zsnes/|SourceForge]]}}
'''ZSNES''' is a [[Super_Nintendo_emulators|Super Famicom (SNES) emulator]] written in x86 assembly. It was originally made in 1997 and was one of the most popular Super Nintendo emulators from late nineties to mid -2000s, but now is obsolete and has not been updated since 2007. Most people now just use ZSNES for its excellent netplay code.
==Download==
* Bad sound emulation: Many games sound inaccurate on ZSNES. ZSNES's audio timer isn't floating point so there are timing artifacts in the music. ZSNES doesn't emulate release values of ADSR so held notes will sound poor.
* Many of the co-processors, which are actually on the game cartridges, are emulated in strange ways. For example, Super FX is not clocked correctly; Star Fox runs twice as fast as it should.
* Transparency: Kirby Dreamland 3, Mecarobot Golf, Jurassic Park and other games that use pseudo -hi-res translucency won't display correctly in the default graphics engine in v1.51. To get them to display properly in v1.51, one must press 8 to switch to the old graphics engine.* x86 code exploitexploits: With specially made hacks and homebrew ROMs, it is possible for them to break out of ZSNES itself and [https://www.youtube.com/watch?v=Q3SOYneC7mU execute native code on the host computer.]
* While older versions of ZSNES still have one of the better netplay systems among emulators, netplay was removed in v1.50.
===ZMZ===
[http://www.smwcentral.net/?p=section&a=details&id=5681 ZMZ]  is a program that utilises utilizes libretro versions of [[Snes9x]] and the 2002, 2005 and 2010 variants, as well as the [[Bsnes]] cores, much like [[RetroArch]]. It uses the exact same interface that ZSNES uses, and can record ZMV files.
*[http://www.smwcentral.net/?p=section&a=details&id=5681 ZMZ]
* Can pause emulation at any time
* The host's save file is immediately shared with the client, so you don't need to upload it elsewhere first
* In case of desync, the host can make save states and load them for both players to resync
* You can swap controllers at any time
* You can change emulator latency on the fly to compensate for choppiness at the expense of slight input lag
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