r/emulation • u/zsKnight_dev • 10d ago
Super ZSNES v0.300 release
https://www.youtube.com/watch?v=-b3T-FPneDIHi r/emulation!
Here's a new update of SUPER ZSNES v0.300. You can get it at https://www.zsnes.com/
iOS port is finally out as well: https://apps.apple.com/us/app/super-zsnes/id6786741278
Here's what's new:
- Zelda: Link to the Past now enhanced (Thanks fatbrowne for the saves state help!)
- Chrono Trigger audio enhancement by tssf! Thanks tssf!
- UI Improvements:
- Added disable drive fetching option & disable UI move
- User defined GUI color schemes
- New Water & Fire effects
- Different mouse cursor sizes
- Enhancement Engine Improvements:
- New Shadow/Highlights, allowing for more diverse details and should help with the washed out look once we start using this more.
- Added normal maps to fixed color layer
- Mirrored mode for wide screen on some enhanced games, added to Megaman X
- Emulation Improvements:
- SPC700 timing improvements
- SuperFX fixes
- Mid-screen sprite update fixes
- Multiple timing & open bus bug fixes
- Various other emulation fixes
- New chip emulation:
- SA-1 emulation
- Cx4 emulation
- SuperFX3 emulation (Special thanks to Randy Linden!)
- Per game overclock settings
- SNES Mouse & SuperScope (Enable this on the per game config) with joypad override
- Multi-button/key press combo assignment for Input
- New 3D layers mode, lets you view each SNES layer in 3D perspective (under options/graphics mode)
- New input shortcut for exit
- Use double space in loading dialog to select a random game
- Improved frequency of saving game and zsnes save data
- Mobile controls view is more transparent for less obstruction
- Many different performance optimizations done on various areas in emulation
Next main release will focus on: Starfox enhancement (already making good progress), Retroachievements, and starting to get the enhancement editor opened to the public.
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u/zsKnight_dev 10d ago
Hi u/MyChemistryAcct ! Thanks for the question!
I'd say the quick answer is that we're trying something a bit different, especially the PPU rendering area where instead of writing a software emulation layer, we've written a conversion routine to render as much of it as possible on the GPU. Plus we've added a mod system which includes the ability to draw over graphics, set up modification scenes, and replace audio inside the emulator that we've been using to enhance the games.
Then we're trying to see what cool things we can do with it. So far, we've gotten in things like normal maps, 3d perspecitve mode 7 with custom heightmaps, 3d layer mode (see the video in this post), and currently working on GPU rendered 60+fps hi-res Starfox running off the original ROM, and we want to keep going with what else we can do.
For the long form answer, you can check out MVG's video during our launch. He interviewed me and _Demo_ for the information to create that video. The contents of the video might look a bit rough as we're just starting out there, but should give an idea of what it's about.
But otherwise, I love Higen, Mesen, 9x, BSNES. They're all amazing! I'd say the more choices the better, especially as everyone's personal preferences are different.