SuperSNES9X est un fork avancé de SNES9X, développé par shanytc, qui ajoute de nombreuses améliorations modernes tout en conservant la rapidité et la simplicité du SNES9X original. Il vise autant les joueurs (retroachievements, online) que les créateurs (sprite ripping, hacking, debugging).

Principales améliorations:
– Support multi-système : GameBoy, GameBoy Color et Super GameBoy intégrés
– RetroAchievements intégrés
– Kaillera (Client/Serveur) pour le jeu en ligne
– Run‑Ahead pour réduire la latence d’entrée
– Correction colorimétrique et filtres CRT‑like
– Viewers S-PPU avancés (Sprites/Tiles) pour rippers et map‑makers
– Cheat Search & Editor améliorés : clic droit, fonctions batch
– Assignation Multi-Bind: mixage clavier + manette sur une même entrée
– Support SDL (Simple DirectMedia Layer)
– Convertisseur de sauvegarde SNES9X <-> MESEN, disponible ici.
A noter que les fichiers de configuration et sauvegardes sont 100% compatibles entre SNES9X et SuperSNES9X.
Les changements sont:
Game Boy
Camera:
– Added the Pocket Camera mapper so now Game Boy Camera boots.
– Live viewfinder via host-side framebuffer injection (live USB webcam feed)
– Per-scanline viewfinder injection in SGB BIOS mode + always-on in SHOOT mode
– Viewfinder honors the contrast and matrix-based brightness slider
– Added Brightness slider for the viewfinder (host-side, Up/Down)
– Added Contrast slider for the viewfinder (host-side, Left/Right)
Audio (APU)
– Low-pass APU output to fixes the ultrasonic wave-channel output
– Seed DMG/SGB power-on wave RAM so CH3 isn’t dead-silent
– Post-boot APU state on boot-skip
– PI rate-match / rate-lock the SPC resampler for once-per-frame SGB frontends (win32, GTK, Qt, libretro)
Video / PPU
– Block CGB palette (CRAM) writes during mode 3; restrict the mode-3 lock to pixel output
– Sample fetch_scy for the leftmost SCX-fine partial tile
– Auto frame-blend Boxing (Tonkin House) to stop HUD flicker
SNES
– BIOS-mode soft reset now restores a settled-title snapshot
– Preserve GBRomPath across the BIOS switch
Libretro
– Added Game Boy / Super Game Boy / GBC content support
– Rebranded core to SuperSnes9x (supersnes9x_libretro, library name + core info)
– Aligned valid_extensions with the core info file
– Added GB/GBC core sources to the MSVC project
– Mix the SGB BIOS SPC stream into audio output
Internationalization / Translations
– Shared i18n translation files support (win32/Qt/GTK)
– Extract the language-pack to i18n/ folder next to the executable.
– Note: some translations are AI enhanced (expect non-sense at some translations)
Qt / GTK
– GB frame-blend options (mode, layer, auto transparency) for GTK and Qt
– Qt matches win32 config keys and single-store model
– Poll joysticks more often; update SDL3 (FetchContent) and Windows Qt binary build scripts
Win32
– Fixed crash when opening the ROM dialog a second time (Custom ROM Open)
– Use a common function to get the base filename
Game fixed:
– Donkey Kong (SGB) — soft reset in SGB BIOS mode no longer shows a garbled title / leaves music playing; restores a settled-title snapshot instead of letting DK re-upload its border visibly
– Pit Fighter (GB) — fixed the faint continuous ~19 kHz whine (CH3 wave alias) with a 4th-order Butterworth low-pass on APU output
– Pit Fighter, Bart Simpson, Mortal Kombat 4 (GB) — fixed audio going silent after a soft reset (games that never write NR50/NR51 now get the post-boot $77/$F3 state on boot-skip)
– Game Boy Camera — now boots at all plus a full live webcam viewfinder with brightness/contrast sliders and steady per-scanline injection
– Boxing (Tonkin House, GB) — stopped the every-other-frame HUD flicker (round/timer/head) via an auto frame-blend entry
– Altered Space (GB) — restored the missing jump SFX by seeding the DMG/SGB power-on wave-RAM pattern (game drives CH3 without loading wave RAM)
– LEGO Racers (GBC) — « Dark Forest Dash » wrong BG colors fixed by locking CRAM during mode 3 (drops the game’s mid-scanline palette writes like real hardware); follow-ups kept the HUD palette from flashing and fixed the far-left horizon toggling grass↔dark (SCX-fine partial-tile SCY sampling)





























