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 : Super NES, GameBoy, GameBoy Color et Super GameBoy (1 et 2) intégrés
– Support Super FX 3 (FX3) pour les nouvelles sorties LRG 2026, avec synchronisation GSU cycle par cycle
– Support du dongle de vibration LRG SNES (Ultimate Doom FX3, RT.SFC)
– Core libretro pour SNES / SGB / GB / GBC
– Émulation du périphérique Voicer-kun et lecture de ses CD audio depuis des images CUE/BIN
– Émulation du Super Famicom Box (SNES d’hôtel), avec traduction OSD anglaise en temps réel
– Support des cartouches événementielles : PowerFest ’94 et Nintendo Campus Challenge ’92
– Émulation du Voicer-kun : transmetteur/récepteur infrarouge connecté au deuxième port manette
– RetroAchievements intégrés, avec support du mode Hardcore
– Kaillera (Client/Serveur) pour le jeu en ligne
– Run-Ahead pour réduire la latence d’entrée
– Correction colorimétrique et couleurs CRT natives
– Viewers PPU avancés (Sprites/Tiles) pour SNES, GB, GBC et SGB, destinés notamment aux rippers et map-makers
– Visualiseur de forme d’onde audio avec pistes par canal, fonctions solo/muet et vumètres
– Cheat Search & Editor améliorés : support SNES et GB, clic droit et fonctions avancées
– Assignation Multi-Bind-Controller : mixage clavier + manette sur une même entrée
– Support SDL (Simple DirectMedia Layer)
– Pack multilingue
– 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:
Nintendo Super System
– Added Nintendo Super System arcade support: Z80 supervisor, key chip, on-screen display, three cartridge sockets and the front panel.
– Twelve of the thirteen dumped cartridges run, including HiROM and DSP-1 boards.
– Named the cartridge DIP switches for ActRaiser, The Addams Family, Lethal Weapon and Robocop 3.
– The supervisor’s reset silences the APU too, Restart has to be held as on the cabinet, and nocash’s test program is accepted as a BIOS.
– The joypad watchdog is off by default. Fixes Lethal Weapon being thrown off the machine.
– Added hotkey tabs
– Load with Preview now shows previews
Nintendo Super Disc
– Added support for the BIOS in the BIOS Manager.
– Added support for disc insert and eject (eject resets to the home screen), and the disc’s name in the window title.
– Working Titles: Super Boss Gaiden, Test CD, sdtest.zip
– Added hotkey tabs
– Load with Preview now shows previews
Super Famicom Box
– The keyswitch position is remembered, and the window title names the running game.
– Added a Super Famicom Box menu (coin, keyswitch, OSD language and backdrop), moved from the Hacks dialog.
– Load with Preview now shows previews
SNES
– Fixes the A.S.P. sortie report screen.
– Re-applied A.S.P.’s mid-scanline effects, now re-rendered at each line’s HBlank, which avoids the Final Fantasy VI damage-number glitches.
Xeno Crisis
– Added RP2040 cartridge emulation support.
– The firmware is read from _rp2040.bin beside the ROM or inside its zip, and the game’s flash saves are kept in the .srm.
Wide-SNES
– The widescreen Super Mario World game is patched in memory using Vitor Vilela’s (approved) hack at four widths: Normal, Extra, Ultra (Experimental), Hyper (Experimental)
Tekken2/SF EX Security Chip Emulation
– Emulated the security chip on the unlicensed Tekken 2 cart.
– Street Fighter EX now uses the same chip instead of a ROM patch.
Mickey Magic demo
– Added support for Mickey Magic demo: H/V IRQs are taken one poll later, WAI wakes a cycle sooner, and a window can start and stop only once per line.
– Fixed interlaced modes 0-4 fetching separate BG rows per field.
Super Game Boy
– The ICD2 packet decoder follows the hardware’s rules. Fixes Bonk’s Revenge / B.C. Kid 2 booting to a blank border and the KCE logo in Castlevania Legends.
– Super Game Boy Color is only offered for SGB-enhanced carts, and a Super Game Boy pick whose BIOS is missing falls back to Automatic.
Game Boy
– The boot-ROM handoff now matches hardware cycle for cycle.
– NRx2 glitch suppression is off by default.
– Added Game Boy Color LCD color correction, picture adjustments for Game Boy output and a custom Game Boy (DMG) palette.
– Load with Preview shows previews for SFC-Box, NSS, Super Disc and Xeno Crisis savestates.
– Fixed a hang computing the checksum of an exactly 16MB ROM.
Other
– Latch Mode 7 registers early (upstream).
– Fixed WAI when no IRQ or NMI is imminent. (upstream)
– Fixed SuperFX 8-bit plotting transparency and RPIX clearing DREG too early. (upstream)
– Loading an invalid snapshot no longer hangs. (upstream)
– One button or axis can now be bound to multiple actions. (upstream)
Win32 GUI
– Loading a game while another is running is now instant (saving the latest games caused slowdowns).
– Added Always on Top and Lock Screen Resize to the Video menu.
– Each console keeps its own window size, and Window Size steps in the loaded content’s own resolution.
– Fixed a phantom menu-bar margin leaving a black bar at some window sizes.
– Added layer toggles to the S-PPU menu.
– The Color Correction dialog is modeless, applies changes live, and keeps separate SNES and GBC settings.
– Added a background color choice to the tilemap and Game Boy sprite viewers.
– Hardware menus (Nintendo Super System, Super Disc, S-PPU, GB-PPU) only appear while their hardware is loaded.
– Acid Tests boot through the BIOS Manager’s boot ROMs and SGB BIOS, and run modeless in the background.
Bios Manager
– BIOS files come only from the BIOS Manager; the loaders no longer search folders for them by name.
– BIOS Manager status notes no longer smear when X widens the window
Qt/GTK (Linux)
– Added the S-PPU Tile, Tilemap and Sprite Viewers, and a GB-PPU menu with the Game Boy viewers and layer toggles.
– Added front panels, hotkeys and settings for the NSS and SFC-Box, and the PowerFest ’94 / Campus Challenge ’92 session timer.
– Added the Super Disc menu and hotkeys.
– Added Always on Top, Lock Screen Resize, the S-PPU layer menu and a Widescreen option.
– Game Boy content keeps its own shape, and new configs default to square pixels.
– Layer hotkeys 1/2/5 switch the Game Boy layers in a Game Boy session.
– Missing-BIOS notices are shown instead of the ROM info.
GTK
– Fixed a crash on SIGTERM and Ctrl-C.
– Fixed an out-of-range sound driver setting leaving no sound.
– Updated Japanese translation. (Nekokabu)
Qt
– Fixed quit signals being ignored during startup.
– Fixed a PulseAudio abort with a zeroed config.
– A key bound to several hotkeys now fires all of them.
– Added a –dark command line option. (BearOso)
– OpenGL repaints on resize. (BearOso)
Libretro
– Added a Game Boy Model core option, so any cart can run on the Super Game Boy.
– Added a Widescreen core option for Super Mario World.
– Super Disc supports RetroArch’s Disc Control.
– Xeno Crisis runs from a zip, and its saves are kept in SAVE_RAM, interchangeable with the other ports’ .srm.
– Missing-BIOS notices are shown on the frontend’s OSD.
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