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:
– Retroachievements intégrés
– Kaillera pour le jeu en ligne
– Run‑Ahead pour réduire la latence
– Correction colorimétrique CRT‑like
– Viewer avancé de sprites / tiles pour rippers et map‑makers
– Cheat search & editor améliorés : clic droit, fonctions batch
– Assignation mixte clavier + manette sur une même entrée
– Débogueur en développement
A noter que les fichiers de configuration et sauvegardes sont 100% compatibles entre SNES9X et SuperSNES9X.
Les changements sont:
Hotkey Configuration dialog:
– Redesigned with a tabbed layout (Emulation / Turbo / Display & Tools) replacing the old 5-page dropdown.
– Added a dedicated States tab containing all Save/Load/Select Slot bindings plus Bank/Slot/Dialog/File tools.
– Tidied the header (dropped redundant « Key: » label, vertically centered Master Hotkey row) and grew the dialog so all four legend lines fit without clipping.
– Fixed paint glitches: InputCustomHot now draws its own EDGE_SUNKEN border, tab body uses EnableThemeDialogTexture, and tab switches force a full redraw + focus shift to clear capturing fields.
– Added a Reset Speed hotkey on page 1 (restores FrameTime to NTSC/PAL default; unbound by default).
File menu / window:
– Added File → Choose Logo with bitmap previews to switch between the four embedded app icons live (title bar + taskbar, both sizes), persisted as Window:Icon in the config.
Cheat & viewer dialogs:
– Cheat Editor is now resizable (WS_THICKFRAME / WS_MAXIMIZEBOX, anchor-based WM_SIZE, min-size floor) and its default width was shrunk from 450 to 280 DLU.
– Cheat Entry/Editor, Cheat Search, Tile (VRAM), Tilemap, and Sprite viewers now persist their position (and the cheat editor’s size) across opens, clipped to the nearest monitor’s work area.
– Tile Viewer’s < / > address arrows now auto-repeat (250 ms hold delay, 50 ms repeat; pauses if you drag off the button).
Audio:
– Killed the SGB first-boot click: APU-side one-pole DC blocker (~14 Hz HPF) with seeded initial state, plus onset-aligned cosine fade-in that defers firing until the buffer actually contains audio.
– Suppressed pause/resume and SGB source-switch clicks via cosine fade-in across underruns, fade-out tail on pause, and an APU cross-fade that carries the previous source’s last sample forward.
– Fixed CXAudio2 SoundSync freeze on SGB speed change: ProcessSound now breaks out of its wait when bufferCount==0 so PushBuffer can re-prime; PC throttle bypass also gates on the runtime AllowSoundSync flag so off-100% speeds pace correctly.
Others:
– Added Per-pixel PPU + per-dot CPU/PPU interleaving
– Fixes mid-LY SCX/BGP/LCDC/WX changes (e.g Animaniacs cloud strip, Balloon Kid title parallax)
– Fixes HBlank-IRQ SCX streaks (e.g Wario Land 2, Balloon Fight)
– STAT IRQs service before PPU advances
– Removed cycle_debt accumulator
– RunFrame runs to vblank past cycle budget so BlitScreen reads complete framebuffers;
– Stopped running a 2nd frame on each CHR/PCT_TRN packet (DK title was at half fps);
– Removed empirical sample-count cap that produced gibberish on some hosts;
– StateLoad no longer wipes sample_head/tail (was discarding runahead audio);
– Skip blit/present during runahead
– Per-opcode SNES→GB sync — added then reverted; aimed at BIOS-mode border corruption at default timing
– Slice-rotation defenses — added then dropped; clamp/phantom-rotation/freeze-capture layers for the 18-slice protocol
– Switched to 4-bank ICD2 protocol — replaced 18-slice;
– Fixed W6001-wobble frame jumps;
– $6000 returns (sgb_row & 0xF8) | (sgb_bank & 0x03);
– $7800 inline planar decode;
– sgb_bank persists across frames;
– Dropped full_frame, full_frame_planar, read_slice, slice_index, r7800_snapshot, freeze_capture defense
– Incompatible with 4-bank (caused stale lcd_ring reads → black flash);
– 4-bank doesn’t need it since sgb_bank tracks actual GB scanline position
– Skip auto-mode throttle so SoundSync can pace SGB without underruns
– In auto frame-skip, WinThrottleFramerate locked to QPC 60.0988 fps;
– SoundSync can only slow the emulator, never speed it up, so QPC vs. host-audio-crystal
drift drained the GB ring → S9xMixSamples zero-padded → crackling/slowdown;
– when SGB owns audio and SoundSync is on, fall through to no-throttle and let SoundSync pace
Télécharger SuperSnes9x v1.63.13 (8.7 Mo)
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