What's new

SuperSnes9x v1.63.23 released.

SuperSNES9X is an advanced SNES9X fork, developed by shanytc, which adds many modern enhancements while maintaining the speed and simplicity of the original SNES9X. It targets both players (retroachivements, online) as creators (sprite ripping, hacking, debugging).



Thanks to spotanjo3 requested for:
to enable .exe logo change go to Emulation => Hacks...
and enable the feature as seen in the picture.

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then when you choose a logo File => Choose Logo

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supersnes9x will restart and you will have a new logo as your .exe.

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Main improvements:
– Multi-system support: GameBoy, GameBoy Color and Super GameBoy integrated
– Integrated retro-achievements
– Kaillera (Customer/Server) for online gaming
– Run-Ahead to reduce entry latency
– Colorimetric correction and CRT‐like filters
– Advanced S-PPU Viewers (Sprites/Tiles) for rippers and mapmakers
– Improved Cheat Search & Editor: right-click, batch functions
– Multi-Bind assignment: keyboard mix + controller on the same input
– SDL Support (Simple DirectMedia Layer)
– SNES9X <-> MESEN backup converter, available Here.

Note that the configuration and backup files are 100% compatible between SNES9X and SuperSNES9X.

The changes are:

Game Boy / Super Game Boy
– Borderless BIOS-less mode — BIOS-less GB/GBC/SGB games now render at their native 160×144 instead of composited being into the
256×224 SGB frame with the gray border. The host scales the picture to the window just like SNES output; SGB/SGB2 BIOS mode keeps the full
Border. Includes win32 render fixed so filters (FakeTV, xBRZ, Blargg NTSC) honor sub-SNES source sizes, and AVI recording captures at the
GB frame size.
– GB cheat engine — the cheat and editor now work on BIOS-less GB/GBC/SGB games, on the GB operating bus: native
$0000–$FFFF address with banked CGB WRAM, SRAM banks, HRAM, and physical ROM patches. Parses GB GameShark (01/8x/9x) and GB Game
Genie (6/9-digit) codes; per-game .cht file load/save like the SNES paths. Also fixes a stale CGB WRAM window in PeekRAByte so
RetroAchessings of the Banks 2–7.
– GB layer toggles on SNES hotkeys — when a GB card is loaded, the Graphics layer 1/2 and Sprites hotkeys now drive the GB-PPU Show
Background/Window/Sprites menu toggles, with matching OSD feedback.

RetroAches:
– On-screen badge images — active challenge indicators and measured-progress achievements display as badge images anchored
bottom-right (per RA team guidelines) instead of toast messages. Badges fetch asynchronously and render as imgui quads, so all video
backends work without GPU texture management. New "Toggle Achievements Images" menu item (default on) falls back to the old toast behavior.
Verified by a 28-assertion headless harness.

Emulation / UI:
– Soft Reset / Hard Reset split — File→Reset Game is replaced by two Emulation-menu items, Mesen-style. Hard Reset (Ctrl+Alt+R)
is a full power cycle that replays the SGB BIOS splash; Soft Reset (Ctrl+R) is the console reset button on SNES, and on GB a new warm reset
that restarts at $0100 with no splash, preserving SRAM and the SGB handshake. The new hotkey is rebindable.
– Instant screenshots while paused — the screenshot hotkey/menu only previously flagged a capture serviced at end-of-frame, so pausing made
it wait for a frame advance and grab the next frame. Capture now happens from the last rate frame when emulation is
halted.

– SNES tile viewer layout option — added layout dropdown (Normal / 8×16 same line / 16×16 same line) so fonts and graphics stored as
tile groups display unscrambled; click-select maps back through the reverse, tile index/address info correct.

 

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