To się nazywa comeback po latach, dawno, dawno temu czyli gdzieś kolo 2000 roku, nawet nie Snes9X wymiatał jak dziki w emulacji Super Nintendo, ale właśnie ZSnes - fajny, lekki emulator obdarzony wszystkim, co potrzebne było aby zawalczyć w SNESIE.
Lata mijały, projekt całkowicie został zapomniany (no, może oprócz paru dinozaurów) i cyk... Dwójka developerów - znany przynajmniej mi z poprzedniej edycji programu, zsKnight i mniej mi znany _Demo_ powrócili do swojego starego projektu i mamy, całkowicie odświeżony emulator... Co, ciekawe pracuje pod Unity (ale ZSnes słynąl z tego, że mial swoje własne GUI pod DOS'em, gdzie efekt śniegu to pryszcz przy wersji slaugter;p) i robi to całkiem dobrze.
Ponoć to dopiero początek pracy i rozwoju - już emulator ma wbudowany Rewind (do 5 minut wstecz), filtr GFX - może nie najfajnieszy ale jest ale ma być jeszcze lepiej...
Póki, co autorzy twierdzą, że emulator ma podrasowywać parę gier w stosunku do oryginału m.in. Gradius III, Mega Man X, Super Castlevania, czy też Super Ghouls'n'Ghosts, co prawda nie zauważyłem niczego wybitnego w emulacji, ale... pobieżna zabawa, to pobieżna zabawa.
Tak czy siak trzymam kciuki za rozwój tego projektu. Kurcze, fajne są takie comebacki po latach:)
Gradius III pod Super ZSnesem.
Gods, pod SuperZSnes... czyli wersja prawd. bez dodatkowych wodostrysków (w zestawieniu z Gradiusem) - emulacja niepodpomowana.
Key Features
- Far more accurate CPU and Audio cores than the original ZSNES
- GPU-powered PPU core to allow for hi-res Mode 7 and special per-game enhancement features
- Classic UI with falling snow, modernized with higher definition and improved UX
- Fast forward, rewind, save states, auto save history, save bookmarks, cheat codes, quick load, and more
- No Vibe Coding. Classic development style.
- Super Enhancement Engine, where the ZSNES developers are enhancing the games one at a time
Super Enhancement Engine
Currently implemented with support for 7 popular games. Support for more games will keep increasing as this emulator is in development.
- High Resolution - Not just an auto upscalar, but an internal drawing program is used to make sure that the higher resolution details can be manually drawn to look nice and crisp.
- Texture/Normal Map - Adds some nice details to the backgrounds to give them a higher resolution look.
- Overclock - Select games often filled with slowdown are overclocked.
- Wide Screen (where available) - We enable widescreen whenever the game is internally coded to support partial or full widescreen.
- Uncompressed Audio Replacement - We curate and pick uncompressed audio samples to replace original highly compressed audio samples.
- 3D - Currently only supported on perspective-style Mode 7, replaces tiles with 3D height mapped data.
- All enhancements can be individually disabled to suit your play style.
SuperZSnes GUI
→ NOWSZY [SNES] Super ZSnes 0.201 30/05/2026
Super ZSnes 0.201 30/05/2026
- MSU1 emulation now works without the manifest file
- Fixes to MSU1 status values (Thanks Sunlit for your assistance!)
- Fix for SPC cycle timing (fixes very occasional crash in Chrono Trigger)
- Added error checking for ROM loading/ZIP unpacking with proper error messages
Super ZSnes 0.200b(?) 29/05/2026
- Revamped some of the GPU generation code to fix sprite priority issues and improve overall precision
- Added Generic USB HID joystick support (thanks so much mrc @ discord for providing the code to support this!)
- Chrono Trigger Enhancement Pack- Some PPU fixes to fixed color transparency (Fixes Star Ocean dialogs)
- Fixed input config for gamepads
- Added clear button to clear current button configuration
- Fixed UI sliders from moving on its own due to potential gamepad drift
- Fixed subscreen color window transparent region (thanks koitsu/Y0SHi for technical support! - fixed Soul Blazer dark areas)
- Set mode 7 texture size based on available memory. Will make this configurable in the future.
- Optimized mod data loading, both memory usage and loading speed
- Reversed UI resolution list so that higher resolutions are on top
- Added integer scaled windowed modes (x448 and x896 for now)
- Added bilinear filtering. It's on by default since it makes things look much better overall as it works on the 4x resolution image, but you can disable it in the options.
- Fix for X button cancelling pressing input
- Added support for replacing fonts. Included new fonts: Original ZSNES Font (converted by pagefault himself! thanks pagefault!), Upheaval (by Brian Kent), Karmatic Arcade (by Vic Fieger)
- Open bus support for IO registers 2000-20FF
- MSU1 support! You'll need to decompress each MSU1 package to its own folder for this to work.
- Fixing commandline loading to go through proper load rom flow
- Various visual improvements/clean-ups to existing enhancement image data
- Added error message if save state failed
- Android: Added keep DPad stationary functionality
Super ZSnes 0.100b 02/05/2026
- Fixed ESC key to clear input
- S-DD1 emulation - other special chips are coming - we're working on a bunch right now, just that this one is ready right now.
- Some Cycle consumption timing fixes
- Various emulation fixes relating to SRAM writes and ROM mirroring. (Fixes MMX copy protections)
- Added the ability to define custom paths to where you want to store your saves, .srm, .cht, and .bps files
- Added the ability to disable the last save state
- Added the ability to disable save history
- Improvements to transparency processing
- Multiple improvements to enhancement data based on feedback. We're still not there yet where we're happy with the quality of it, but we'll get there.
- Added Patreon Supporters to the about box
- [Android] Add DPad touch sensitivity (movement & distance sliders)
- [Android] Fixed filename formatting in quick load
- [Android] Added icon that was missing on certain devices
Note: The PC version may trigger a false trojan warning in certain virus scanners. It's pretty common as emulators have a certain pattern in them that scanners find similar to how trojans sometimes work.
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