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)
– Débogueur en cours de développement
A noter que les fichiers de configuration et sauvegardes sont 100% compatibles entre SNES9X et SuperSNES9X.
Les changements sont:
Cheat Editor Enhancements
– Win32: cheat editor changes now apply live instead of waiting for the dialog to close.
SGB
– Gate BIOS artifact-cleanup memsets on sgb_flag == 0x03 — the BIOS artifact-cleanup memsets (added in PR #63 for SGB Tetris/Tetris Plus stripe fixes) are now gated on sgb_flag == 0x03, so they only run for actual SGB carts and don’t regress plain SNES titles.
SGB audio
– GB APU output through a Hermite resampler with adaptive ratio so GB samples match host playback rate.
– BIOS-released audio mix path in CXAudio2: GB owns the voice, SPC is mixed under via MixSpcOverGB.
– GB APU gain + DC blocker tuned to eliminate DC-step impulses at the source.
– Closed-loop SPC chip-clock DRC (S9xSpcAdjustRate + spc::drc_scale applied inside S9xAPUGetClock). Slows the SPC chip toward wall-native rate based on resampler fill, so SPC tempo + pitch stay correct independent of emulator pace.
– S9xSpcResetDrc restores neutral state when leaving SGB mode.
Audio Waveform viewer
– New menu sub-item: Sound > Show Audio Waveform.
– Three-panel viewer (SPC / GB / MIX) with mint-green filled waveform on black, gray grid, right-side Y-axis (-30000…+30000, smpl header), hollow bordered panel labels, shared bottom X-axis (ms) on the MIX panel.
– Live readouts: GB output rate / emu fps, SPC effective Hz + resampler r_step, current UI refresh.
– Right-click refresh-rate menu — 2 / 5 / 10 / 20 / 30 / 60 Hz. Only affects the UI repaint timer; emulator thread is untouched.
– Double-buffered painting (memory DC + BitBlt) and WM_ERASEBKGND suppression — flicker-free at any refresh rate.
SGB VRAM / handoff
– Hide GB boot-ROM Nintendo logo until the game writes VRAM.
– Latch row/bank for $6000 to fix vertical-stripe artifacts (Pokémon Red, Animaniacs, etc.).
– Zero BG1 tilemap + OAM at handoff, then re-zero each frame for the first 30 frames post-handoff (kills Tetris Plus stripes).
– Zero BG1 + BG3 tilemaps during the BIOS fade-out window, plus pattern-detected BG3 char cleanup for the Tetris fade-in.
– Removed the post-handoff $7800 write gate so CHR_TRN / PCT_TRN packets reach the BIOS.
SGB multi-player
– Enabled MLT_REQ joypad rotation for SGB-flagged carts; auto-drop forced 2-player MLT after the detection window for single-player games miscategorised by the cart header.
UI
– Video > Show Frame Number toggle.


























