!

[SNES] SuperSnes9x 1.63.21 5/06/2026

[35] @ !!! Piątek, 5 Czerwca 2026 21:56 CET [14-05-2026 23:34 CET]

Super Snes9x to fork oficialnego projektu Snes9X - znajdziemy w nim to, co w zwykłej wersji plus dodatkowe poprawki, jakie autor Shany Golan, dodał do podstawki - całkiem tego sporo. Jakoż, że każdy powód jest dobry aby wrócić do Super Nintendo - nie ma co narzekać - trzeba testować... najlepiej w METAL MARINES;P 

SuperSnes9x 1.63.21 5/06/2026

Game Boy Color Core:

  • Game Boy Color emulation added — full CGB support in the SGB core.
  • CGB-mode rendering, palette/color handling, and automatic CGB loading for CGB carts.
  • Fixes CGB rendering under the SGB BIOS and refines cart routing so GB/GBC/SGB titles dispatch correctly.

Game Boy:

  • New PPU debugger viewers — GB tile viewer, tilemap viewer, and sprite/OAM viewer, plus per-layer toggles.
  • S-PPU and GB-PPU viewer menus are now context-enabled based on the loaded roms.
  • MBC1 multicart (MBC1M) support — BANK2<<4 game-slot select so multicarts like "Mortal Kombat & Mortal Kombat II" boot to the correct game bank.
  • APU DAC DC-bias modeling — models the DAC's DC bias so master-volume-driven PCM voices (NR50 PCM + CH4 carrier) are no longer cut off.
  • Fixes half-playing digitized voices (e.g. Bart Simpson voice samples).
  • Square-channel duty reset on trigger (master c0d9941) — resets square duty position on channel trigger, fixing the silent/garbled Telefang title-screen PCM voice jingle.
  • Toggle Sprites/Background/Window layers.

Win32:

  • Controller image switcher — USA / Euro-Japanese controller image selector in the Input Config dialog using right click on the image.
  • Input config multi-bind fixes — fixes multi-bind / single-bind glitches in the input configuration dialog.

Libretro

  • Recompiled libretro .dll to support the latest fixes.

SuperSnes9x 1.63.20 1/06/2026

Game Boy / Super Game Boy:

  • New mapper support
    • M161 mapper — adds support for the Mani 4-in-1 multicart (a forged-MBC3 cart) so its game-select menu works correctly
  • Emulation accuracy fixes:
    • Fixed a blank-screen hang in Spot caused by the EI; HALT halt-bug being armed while an EI was still pending,
      corrupting the interrupt-vector fetch
    • Fixed the Mr. Do! title screen freezing by latching the STAT LYC-coincidence flag while the LCD is off, instead of
      recomputing it from the parked LY
  • Auto Layer Transparency (frame-blend):
    • New Auto Layer Transparency option that blends alternate frames to restore flicker-based transparency effects (e.g. ZAS)
    • Per-layer selector so blending can be enabled independently for background / window / sprites
    • Per-title "Auto Layer" defaults, with frame-blend automatically bypassed during fast-forward
    • Fixed blend tearing and SGB flicker, and stopped static GB screens from ghosting; added a blend-mode dropdown
    • GB blend controls moved into their own "Game Boy Image" group, disabled for SNES titles
    • GB mix volume now persists in SGB BIOS mode

Windows (win32) input fixes:

  • Hotkey modifiers now mask the GetAsyncKeyState high bit, preventing stray/stuck modifier detection
  • Input binding fixes: maxKeys is now derived from the Single/Multi combo alone, capture re-enters when the binding
    mode changes mid-focus, and the existing binding (rather than ...) is shown on a mid-focus mode switch

Linux (Qt/Gtk) build system:

  • link libpng/zlib directly to the core target to fix a DSO missing link error

Libretro SBG Core (Win/Linux):

  • Added Libretro support (separate branch) to build RetroArch core.
  • Copy .info to /info, and .dll to /system
  • Linux .so is not supplied and user will have to build it on their own from sgb_libretro branch

SuperSnes9x 1.63.19 30/05/2026

New Mappers:

Three previously-unsupported cartridge mappers now load and run under SGB emulation. All three reuse existing MbcState fields, so the GB savestate layout is unchanged.

  • HuC1 (cart type $FD→ $FF) — Was a read-only stub, so ROM-bank-select writes were dropped and the game jumped into the wrong bank and locked up executing $FC filler.
    Reimplemented as MBC1-with-infrared (ROM/RAM banking + IR register). Fixes Chousoku Spinner, Pokémon Trading Card Game.
  • HuC3 (cart type $FE) — Added the RTC command/response interface plus IR; boot gates on the RTC status command reading back ready. Fixes Robopon (Sun Version).
  • Bandai TAMA5 (cart type $FD) — The ROM was rejected at load entirely. Implemented its unusual two-register port ($A001 selects, $A000 carries one nibble), a 32-byte battery-backed EEPROM, the $0A ready handshake, and the TAMA6 RTC. Fixes Game de Hakken!! Tamagotchi - Osutchi to Mesutchi.

Game Boy / Super Game Boy fixes:

  • MBC5 keeps cart RAM readable when RAM-enable is off (2026-05-29). Some games run a trampoline out of SRAM; returning $FF while disabled hung them at boot. Fixes the Nettou King
    of Fighters '97 SGB boot hang.
  • Optional frame-blend toggle — PR #87. Games that fake transparency by flickering two backgrounds (e.g. Chikyuu Kaihou Gun ZAS) can now blend each displayed frame 50/50 with the
    previous one at the shared end-of-frame hook. New "Blend Game Boy Frames" checkbox in Display Settings.
  • Independent GB volume slider in SGB BIOS mode

 

SuperSnes9x 1.63.18 27/05/2026

Super Game Boy / GB emulation fixes:

This release fixes alot of games that uses Mappers as well as some games that are not playable on all emulators (like Messen)

GB PPU hardware correctness

  • STAT IRQ hardware quirks (LCD-off guard, LY=153 edge case) — fixes Zerd no Densetsu boot
  • DMG STAT-write quirk now only fires on newly-enabled source bits
  • Mode 3 sprite stall + WX latching — fixes One Piece dialog torn edges
  • BGP latch at mode 2→3 boundary — try-fix for split-scanline palette glitch
  • SCX-fine mode-3 penalty modeled (per-scanline raster timing)

Cart mappers support

  • Sachen MMC1 mapper + scrambled-logo detection (Sachen 4 in 1 4B-007 boot)
  • Sachen BIOS-mode boot fix: value-gated unlock + MbcRead synth path
  • MMM01 multicart mapper added (Mani / Taito 4-in-1)
  • MMM01 sub-game SGB palette injection (no splash)
  • Cart MBC now resets on File → Reset (Sachen 4B-007 no-cartridge post-reset)
  • Cart SRAM defaults to $FF instead of $00 — fixes Initial D Gaiden text rendering

Audio:

  • Independent GB volume slider in BIOS-less SGB mode enabled

SuperSnes9x 1.63.17 21/05/2026

SGB:

  • Blank last visible scanline in OverlayBiosBorder (fixes bottom frame-glitch)
  • Route GB cart .sav through CMemory::Save/LoadSRAM into SRAM_DIR
  • Fix save state & restore state: boot ROM remap, handshake cache, ICD2 bridge
  • Skip GBE block in S9xUnfreezeScreenshotFromStream
  • Per-source SPC/GB volume sliders for SGB BIOS mix

Win32:

  • Fix save-slot corruption from SelectSave hotkey on bank > 0 (Also merged into official snes9x project)

Linux: Qt

  • Add SGB sources to CMake builds
  • Configurable BIOS folder under Settings → Files
  • Default Settings.SGB_BIOSPreference to 2 (SGB2 then SGB1)
  • Add Emulation → BIOS submenu (None / SGB1 / SGB2)
  • Move QActionGroup include above X11-pulling headers
  • Mix SPC over GB after S9xMixSamples in SGB BIOS mode
  • Master Regular/FastForward + per-source SGB SPC/GB volume

Linux: GTK

  • BIOS folder + Emulation → BIOS submenu (parity with Qt)
  • Fix snes9x.ui duplicate label157 (BIOS row crash)
  • Track snes9x.ui and mini_icon.png in sourcify custom commands
  • Mix SPC over GB after S9xMixSamples in SGB BIOS mode
  • Master Regular/FastForward + per-source SGB SPC/GB volume

Misc:

  • Added Patch Versioning
  • Widen About dialog for better reading.
  • Tag x64 in emulator's title

 

SuperSnes9x 1.63.16 20/05/2026

SGB / Game Boy Compatibility:

  • General SGB accuracy: Restored instruction-level GB↔SNES interleaving. After each SNES opcode the GB core
    syncs to the current SNES cycle, so ICD2 reads ($6000/$6002/$7800) see GB state that varies naturally with
    execution. This removes the BIOS band-counter phase-lock that was producing striped/yellow artifacts on
    SGB-enhanced carts, and lets us drop the BG3/OAM/tilemap workaround memsets entirely. Gated to
    BIOS+post-release so plain GB carts keep the cheap sync.
  • Killer Instinct '95: Fixed the intro/title screen raster effect — the per-scanline SCX effect that animates
    the logo and title text now advances correctly. Previously stalled at ~1 IRQ per frame because PpuWriteReg
    never re-evaluated the STAT IRQ line on writes to $FF45 (LYC), $FF41 (STAT), $FF44 (LY reset), or $FF40 bit 7.
  • Olympic Summer Games: No longer hangs on the yellow BIOS screen. The SGB2 BIOS band-DMA wait at $00:BA6A is
    now unblocked when the IRQ-disable flag is set after the JUMP packet handoff. Tiles, custom border, and audio
    now appear.
  • Pro Mahjong Kiwame, Toy Story, and similar titles: Fixed BG3 tilemap being clobbered by the post-handoff
    wipe. The 30-frame wipe was zeroing both BG3 char AND BG3 tilemap ($E000-$FFFF), but the BIOS IRQ DMA only
    refills char data — tilemap stayed zero forever. Wipe range now matches the BIOS DMA range exactly (0x1680
    bytes).
  • GB games with custom borders: Fixed regression that broke titles uploading their own CHR_TRN + PCT_TRN
    borders. The BG3 wipe now also skips when a cart-supplied border is detected.
  • 2-player MLT handoff: Dropped the forced 2-player MLT at handoff that was causing input quirks.

SPC Audio:

  • Eliminated the audible "chang" / release-click that played on every SGB game when the BIOS handed off to the
    GB. The pre-release SPC residual sample is now muted through the transition window until the GB boot ROM
    completes ($FF50 write); the SGB BIOS chime still plays normally.

GTK & QT Support

  • Added support for SGB in QT and GTK.
  • Added Bios/ folder selection in Settings => Files
  • Added Audio Support for SGB (audio that the sgb is uploading to the Snes)

Save State Conversion Support

  • Created a tool (in a new repository) that enables users to convert save states between snes9x and Messen2.
  • Upgrade legacy (v6) snes9x save states to modern (v12)
  • Download it here

Titles Fixed:

  • Legend of Zelda, The - Link's Awakening DX (USA, Europe) (SGB Enhanced)
  • Conker's Pocket Tales (USA, Europe) (En,Fr,De) (SGB Enhanced)
  • Pro Mahjong Kiwame GB (Japan) (SGB Enhanced)
  • Toy Story (Europe) (SGB Enhanced)
  • Olympic Summer Games (USA, Europe) (SGB Enhanced)

Super Snes9x 1.63.15 14.05.2026

Metal Marines (1993,Namco)

Cheat Editor Enhancements:

  • Win32: cheat editor changes now apply live instead of waiting for the dialog to close

SGB:

  • gate BIOS artifact-cleanup memsets on sgb_flag == 0x03 — the BIOS artifact-cleanup
    memsets (added in PR #63 for SGB Tetris/Tetris Plus stripe fixes) are now gated on sgb_flag == 0x03, so they only run
    for actual SGB carts and don't regress plain SNES titles.

SuperSnes9x 1.63.14

SGB audio:

  • GB APU output through a Hermite resampler with adaptive ratio so GB samples match host playback rate.
  • BIOS-released audio mix path in CXAudio2: GB owns the voice, SPC is mixed under via MixSpcOverGB.
  • GB APU gain + DC blocker tuned to eliminate DC-step impulses at the source.
  • Closed-loop SPC chip-clock DRC (S9xSpcAdjustRate + spc::drc_scale applied inside S9xAPUGetClock). Slows the SPC chip toward wall-native rate based on resampler fill, so SPC tempo + pitch stay correct independent of emulator pace.
  • S9xSpcResetDrc restores neutral state when leaving SGB mode.

Audio Waveform viewer:

  • new menu sub-item: Sound > Show Audio Waveform:
  • Three-panel viewer (SPC / GB / MIX) with mint-green filled waveform on black, gray grid, right-side Y-axis
  • (-30000…+30000, smpl header), hollow bordered panel labels, shared bottom X-axis (ms) on the MIX panel.
  • Live readouts: GB output rate / emu fps, SPC effective Hz + resampler r_step, current UI refresh.
  • Right-click refresh-rate menu — 2 / 5 / 10 / 20 / 30 / 60 Hz. Only affects the UI repaint timer; emulator thread is untouched.
  • Double-buffered painting (memory DC + BitBlt) and WM_ERASEBKGND suppression — flicker-free at any refresh rate.
  • SGB VRAM / handoff
  • Hide GB boot-ROM Nintendo logo until the game writes VRAM.
  • Latch row/bank for $6000 to fix vertical-stripe artifacts (Pokémon Red, Animaniacs, etc.).
  • Zero BG1 tilemap + OAM at handoff, then re-zero each frame for the first 30 frames post-handoff (kills Tetris Plus stripes).
  • Zero BG1 + BG3 tilemaps during the BIOS fade-out window, plus pattern-detected BG3 char cleanup for the Tetris fade-in.
  • Removed the post-handoff $7800 write gate so CHR_TRN / PCT_TRN packets reach the BIOS.

SGB multi-player:

  • Enabled MLT_REQ joypad rotation for SGB-flagged carts; auto-drop forced 2-player MLT after the detection window for
  • single-player games miscategorised by the cart header.

UI:

  • Video > Show Frame Number toggle.

SuperSnes9x 1.63.13

Build / packaging

  • Renamed binary + config to super-snes9x (executable, x64, debug variants, plus super-snes9x.conf) so it no longer collides with stock Snes9X; existing snes9x.conf is left untouched.

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.

SuperSnes9x 1.63.12

  • 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

SuperSnes9x 1.63.11

  • Built a self-contained Game Boy / Game Boy Color core (SM83 CPU, PPU, APU, timer, joypad, MBC1/3/5, battery SRAM, save states)
  • Wired .gb / .gbc (and zipped variants) into Snes9x's loader so they route to the SGB subsystem instead of the 65816 parser
  • Added authentic SGB1 / SGB2 BIOS mode running on the 65816 alongside the GB core, with ICD2 bridge.
  • Implemented the SGB command set: palettes (PAL01/PAL23/PAL_TRN/PAL_SET), attributes (ATTR_BLK/LIN/DIV/CHR/SET/TRN), custom borders (CHR_TRN + PCT_TRN), MASK_EN, MLT_REQ
  • Cleaned up the audio path: GB APU mixed correctly per mode, exact-pitch via Bresenham cps, mode-aware sample cap, SGB1 vs SGB2 vs DMG clock differentiation
  • Added BIOS-mode SOU_TRN ($09) capture + SPC mix so cart-uploaded voice clips like Donkey Kong '94's "Help! Help!" are audible
  • Added a BIOS menu (No BIOS / SGB1 / SGB2) with auto-detection
  • Fixed RetroAchievements GB/GBC hash recognition and routed RA memory reads through GB-side WRAM/HRAM/cart ROM/SRAM
  • Squashed real-game blockers along the way: Tetris Plus serial IRQ, Pokémon Yellow STAT-while-LCD-off hang, joypad nibble swap, BIOS-mode 2× over-stepping, $7800 row-ordering and scroll drift, File→Reset crash, cheat-search NULL deref
  • Embedded SGB1 and SGB2 GB-side boot ROMs — taken from LIJI32/SameBoy under the Expat (MIT) license. We needed them because most publicly-dumped sgb*.boot.rom files are plain DMG boot ROMs that just scroll the Nintendo logo; the SGB BIOS expects a boot ROM that also sends the 5-packet SGB handshake (an LD A, $F1 sequence near $3E F1 is the giveaway). SameBoy ships proper SGB-specific variants. Without those, BIOS mode hangs on the splash screen.
  • License compliance — ships the SameBoy Expat license text alongside the embedded ROMs.

Note: SGB Bios are not supplied, they are copyrighted!

SuperSnes9x 1.63.10

Adds three new Win32 S-PPU viewer dialogs:

  • Tile viewer
  • Tilemap viewer
  • Sprite viewer. Which comes with bsnes-parity controls and transparency handling.

Sprite viewer highlights

  • Per-refresh OAM snapshot so all panels stay coherent
  • Correct tile addressing for N≥256; zoom applied to screen canvas
  • Right-click context menu on the sprite list
  • Auto-fit preview that follows the Background color
  • Configurable update rate (Realtime / 0.25s / 0.5s / 1s / 2s)
  • Export sprites and screen composition to PNG/ZIP

Tilemap viewer

  • memory sources, rename menu, right-click canvas → export to PNG.

Tile/VRAM viewer

  • bsnes-parity controls, transparency fix, right-click canvas → export to PNG.
  • Shared plumbing
  • debug_viewer_common.{cpp,h} — palette, OAM/VRAM helpers, widget rendering
  • debug_viewer_export.{cpp,h} — PNG/ZIP export via libpng
  • Canvas rendering switched to StretchBlt + memory DC
  • Mouse drag to pan at any zoom; zoom defaults to 1×
  • Project changes: new sources wired into snes9xw.vcxproj/filters, resource IDs in rsrc/resource.h/snes9x.rc, menu hooks in wsnes9x.cpp, and a win32/libpng/src submodule.

DirectInput Opt-in/Out

  • Add DirectInput toggle and WM_DEVICECHANGE burst-retry for faster, stutter-free controller hot-plug

SuperSnes9x 1.63.9

Run-Ahead (latency reduction)

  • New Emulation → Run Ahead submenu with five options: 0 (off), 1 frame, 2 frames, 3 frames, 4 frames 
  • Reduces apparent input latency by the selected number of frames using bsnes's approach: commit a hidden frame, save state, peek N-1 frames into the future, display that preview, then restore to the committed state
  • Works with audio (preserves hermite filter continuity — no clicks, pops, or distortion from the hidden frames)
  • Automatically skipped during rewind, turbo, and pause
  • FPS counter reports the logical game frame rate (~60), not the internal emulation throughput, so it stays meaningful at every run-ahead setting

Color Correction

  • New Video → Color Correction… dialog
  • Toggle "Enable Color Correction (accurate SNES colors)" applies a 1.8/2.2 gamma curve to the palette, approximating the SNES DAC output as seen on a CRT — richer, more accurate colors
  • Gamma / Contrast / Saturation adjustments
  • Photoshop-style sliders in the same dialog, each ranging from -100 to +100 (centered at 0 = no change)
  • Master "Apply Adjustments" checkbox to enable/disable the three sliders independently of Color Correction
  • Gamma: symmetric exponential (2^(-v/100)) — slide left for darker, right for brighter
  • Contrast: linear (1 + v/100) — -100 flattens to gray, +100 doubles contrast
  • Saturation: linear (1 + v/100) — -100 gives grayscale, +100 doubles saturation
  • "Defaults" button resets both toggles and all three sliders
  • Applied at the palette level so it catches all rendering paths (standard palette, direct-color mode, and live CGDATA writes)

Performance

  • Run-ahead was tuned for minimal overhead on a typical displayed frame:
  • State-buffer size cached on first use instead of recomputed every frame
  • FastSavestates mode enabled during the run-ahead block (skips the 512 KB screen memset and memory zeroing on load)
  • Embedded screenshot dropped from the serialized state (~500 KB saved per freeze)
  • S9xSyncSpeed skipped for hidden frames via a new Settings.InRunAhead flag
  • Audio sample callback detached during hidden frames so their audio never reaches the OS buffer (otherwise the buffer
  • fills 2× faster than it drains and throttles the iteration rate)
  • Resampler state (ring pointers, phase accumulator, hermite history) snapshotted across the hidden block so the
  • displayed frame's output flows seamlessly from the previous displayed frame's

SuperSnes9x 1.63.8

Input:

  • Support hiding/showing Super Scope Crosshair during game play.

HotKey Configuration:

  • Add support for Master Hotkey in Hokey Configuration dialog.
    • If enabled and a key is set then:
      • Hold the key for 2 seconds in game to toggle the usage of hotkeys. an mesage on the screen will tell you if hotkeys are ON or OFF.

SuperSnes9x 1.63.7

SDL3 Gamepad Support

  • Replaced the legacy WinMM joystick API with SDL3 for gamepad input
  • Added SDL3 as a statically linked library — no SDL3.dll needed at runtime

Input Configuration Dialog

  • Added Auto-Assign button that maps gamepad buttons automatically via SDL3's gamepad database
  • Fixed Auto-Assign button and device name label overlapping help text
  • Added hot-plug detection timer — device name and bindings refresh when controllers are connected/disconnected
  • Auto-assign preserves existing keyboard bindings as extras when in multi-bind mode
  • Joystick bindings are cleaned up automatically when a controller is disconnected
  • Multi-Bind Smart Edit Mode (Input + Hotkey dialogs)
  • Smart add mode: left-clicking a field with existing bindings preserves them and allows adding more (shows Left, J, ... in green) instead of clearing everything

Right-click context menu with:

  • Reset — clears all bindings and enters fresh capture mode
  • Remove — submenu listing each bound key individually for targeted removal
  • Green highlight stays visible during the context menu and persists after pressing keys or removing bindings, so users know the control still accepts input
  • Green highlight on one field is properly deactivated when right-clicking a different field

Bug Fixes

  • Joystick input race condition: funky global was being overwritten by re-entrant messages during SDL_PollEvent — now only set by the active control right before polling
  • keyPressLock blocking joystick: after one controller button press, all subsequent presses were ignored because only keyboard WM_KEYDOWN could reset the lock — joystick input now bypasses it (edge detection already prevents repeats)keyPressLock not resetting on focus: entering capture mode now resets the lock so controller input works reliably after Reset/Remove selectedItem clobbered after Reset: unconditional selectedItem = NULL at the end of the context menu handler was overwriting the Reset branch's assignment, breaking joystick polling

SuperSnes9x 1.63.6

Customize Hokeys:

  • Add support for multiple key bindings for hotkeys. user can change modes between single and multi key-bindings.

Input Configuration:

  • Add support for multiple key bindings. user can change modes between single and multi key-bindings.

RetroAchievements:

  • Enabling HardCore mode is now compliant with the RetroAchinvemetns list: https://docs.retroachievements.org/general/hardcore-compliance-requirements.html

Sound:

  • Added 'Mute' menu item to toggle between 0% and 100% volume (it affects the volume slider in Sound Settings)

SuperSnes9x 1.63.4

Input Configuration:

  • Add support for multiple key bindings. select a button (it will be highlighted in yello), then press the keys you want to trigger this button.

SuperSnex9x SuperSnes9x 1.63.3

Cheat Entry and Editor:

  • Allow user to edit and update multiple addresses with the same value

SuperSnes9x 1.63.2

Cheat Search

  • Support conversion of sram addresses to their Hi/Lo/Ex Memory.

Cheat Entry and Editor:

  • Add 'Update' option in Context Menu of a cheat value/description (Right Click on the input.) key updates the value of a cheat's value or description.
  • Batch Add of cheats from the Cheat Search window will not include the Address in the description.

SuperSnes9x 1.63.1

General

  • RetroAchivements supports SuperSnex9x with a unique User-Agent.
  • Able to enable/disable RetroAchievments

Cheat Search dialog:

  • Fix list view flickering with double buffering
  • Sortable columns with sort arrows, result count in title bar
  • Multi-select support, right-click context menu (Add Cheat, Add to Watch, Copy Address, Remove Selected)
  • Mask dialog for hiding addresses, optimized with virtual list view
  • Clear selection after context menu actions
  • Delete key removes selected addresses (adds to mask list)

Cheat Entry and Editor dialog:

  • Right-click context menu with Toggle Selected Cheat(s) and Delete Selected Cheat(s)
  • Delete key support to delete selected cheats
  • Ctrl+A to select all rows
  • Batch add cheats directly when multiple rows selected from search
  • Live-update editor when adding cheats from search dialog (both dialogs open simultaneously)
  • Fix X button discarding pending changes — now applies changes same as OK
  • Fix delete button not clearing edit fields when deleting the last/only row

QT/GTK

  • Able to enable/disable RetroAchievments


SuperSnes9x  1.63

General:

  • Added a shortcut to change the backdrop color for sprite extraction.
  • Fixed QuickSave 0-9 slot shortcuts not working.
  • Allow "Address:byte" form for cheat inputs.
  • Fixed ZIP files not being closed after patch search.
  • Various memmap fixes to allow unofficial mappings.
  • Added usage of ImGui to draw things on top of the screen instead of inside.

Win32:

  • Fixed AVI not recording audio.
  • Fixed framerate throttling in turbo mode (now works during AVI recording).
  • Fixed interlaced output speed being double.
  • Fixed command line arguments not working.
  • Fixed WaveOut device name display for names longer than 31 characters.
  • Fixed Bank+/- hotkey saving.
  • Added hotkeys for aspect ratio, cheat edit/search.
  • Added multiselect for cheat edit dialog.
  • Added RetroAchievements.
  • Kaillera Server/Client.
  • Allow Emulation with Cheat Engine opened (Game Genie, Pro-Action Replay Codes).
  • Screenshots will now be saved correctly

Gtk:

  • Fixed config file location to never put files directly in $HOME and obey
  • $XDG_CONFIG_HOME.
  • Updated translations from JakeSmarter and StanleyKid-22.
  • RetroAchievements
  • Vulcan/OpenGL drivers check, if fails to load them defaults to Qt Renderer instead of crashing.

Mac:

  • Added a new cheat finder.
  • Added MultiCart support back.
  • Create a blank window when starting the program, so the global menu change
  • doesn't go unnoticed.

 

Vox populi

THTIxuxsIlAGTdDRLdFtlD Poniedziałek, 8 Czerwca 2026 05:40

zIPWhBEMTuDoFHxdvmRI

Dodaj komentarz!!!!

Nick
Email
Www
Komentarz
 
wstecz05/06/2026 21:56
Inne treści związane z tematem
[PSP] DevPPSSPP v1.20.4-285 08/06/2026 16:49
PPSSPP to projekt emulatora przenośnej konsoli SONY PSP, napisanym w C++ przez jednego ze współautorów emulatora Dolphin udającego konsolę Nintendo Wii/GameCube Henrika Rydgarda, podobnie jak Dolphin, emulator posiada status open source i każdy może korzystać z repozytorium na githubie. W chwili obecnej jest to bezsprzecznie najlepszy emulator, który pozwala nam ...
[SNES] Super ZSnes 0.201 30/05/2026 [SNES] Super ZSnes 0.201 30/05/2026
ZSnes - fajny, lekki emulator obdarzony wszystkim, co potrzebne było aby zawalczyć w gry dla Super Nintendo, wrócił po latach aby znów cieszyć nas emulacją tej konsoli.  
[multi] BizHawk x64 2.11.1 1/05/2026 [multi] BizHawk x64 2.11.1 1/05/2026
Wersja testowa multiemulatora BizHawk, specjalnie dla osób chcących sprawdzić i wspomóc projekt. Ten napisany w C# multiemulator pozwala udawać  konsole: Nintendo Entertainment System / Famicom / Famicom Disk System (NES/FDS), Super Nintendo (SNES), Nintendo 64, Gameboy, Gameboy Color, Super Gameboy, Sega Master System, SG-1000, Game Gear, Sega Genesis / Sega-CD, Sega ...
[SNES] Super...ZSnes 0.100 [SNES] Super...ZSnes 0.100
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 ...
Do ściągnięcia
supersnes9x-libretro-core.1.63.21.zip
super-snes9x-1.63.21-win32.zip
super-snes9x-1.63.21-win32-x64.zip
W ramach wolnego czasu odtwarzam stare magazyny komputerowe i prowadzę serwis emulacyjny try2emu. Jeżeli uważasz, że moja publiczna działalność możesz postawić mi kawę, a kawę lubię;). Wspierając mnie, otrzymujesz w nagrodę dostęp do pełnych pdf'ów publikowanych magazynów - czyli dokładnie takich jakie spełniają zamierzenia tego projektu.
Postaw mi kawę na buycoffee.to
Dodatkowe informacje
Ostatnio dodane pliki

Retro T-shirt

Retro T-Shirt Bajtek 5-1989 63,45zł - męski podkoszulek
Retro T-Shirt Sorcery Bajtek 60,95zł - męski podkoszulek
Newsy Linkownia Emulatory na PC Wideoteka Screenshoty Bajtek Reduks Ready.Run Kreator okładek na kasety Kreator kalendarzy Alpha

© Try2emu 1999 - 2026 | Krzysztof 'Faust' Karkosza Kontakt Polityka Prywatności OWU