I couldn't help but smile when I read that post. Read it again. It's kina... obvious. While most games don't use EVERY opcode available to the processor, they do use many. Unless you were referring to the expansion modules used in chips shipped with the carts, in which case I wouldn't know. But yeah, the CPU SHOULD have sufficient implementation to emulate things properly.
Of course, writing an emulator isn't difficult so long as you DO have said documentation. There's nothing below Assembly language, so you can just scan through the ROMs with your eyeballs to find out where it tries to use something your emulator doesn't support. All you need is machine code operation, CPU memory map, data structures and SWI (BIOS function) operation if there is any. In the past four days alone I've found all that info for both the NES and the GBA. It's surprisingly available if you know what you're looking for.
But in the event of SNES, your best bet for those things undocumented would be to scan through the ZSNES source code, and scanning through someone else's source code is rarely easy. Document it yourself and you'll be a hero on the SNES scene... Methinks the guys at snes9x originally used a flash card or something like it to test their trial-and-error code on a real SNES to find out what it did.
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But to answer the original question... again... DirectX and OpenGL both individually can display ALL the graphics capabilities of the SNES.