|
|
|
Arcade
Callus
EmuDX
HiVE
IMPACT
MAME
Raine
Retrocade
Shark
Sparcade
System16
|
|
|
|
|
|
Computers
Amiga
Amstrad
Atari 8-bit & Atari ST
Commodore 64
Macintosh
MSX
PC98
X68000
|
|
|
|
|
|
|
OverClocked
: Emulators :
Super Nintendo (SNES)
|
|
|
|
|
|
The SNES was cool . . .
Sega freaks though we are, we are men enough to
admit that . . . it had loads of great squaresoft
RPG's, Mario World
1 & 2, Contra 3,
Castlevania 4, Super
Metroid, and a MUCH better version of Street
Fighter II . . . believe you me, I spent
many hours on my SNES with friends, doing the "Slow-motion
Dhalsim Tag-team match-o-rama" - this
consists of choosing team battle in Super SF2, choosing
ALL Dhalsims on both sides, turning on slow-motion,
and letting the limbs fly loose . . try it some
time, feel the fun . . . . join us . . . .
Anyway, the SNES had a few problems with slowdown,
but had better graphics than the Genny, and much
better sound due to cleaner sample-playback,
some great DSP (echo, etc.), and no reliance on
FM for explosion effects (the cheese!).
|
|
SNES
emulation is a long, long story . . . some of you out there
might remember the excitement surrounding VSMC when it originally
came out ^^ . . . let's just say
development has been going on for a LONG time, with two
rival factions - Snes9x and ZSNES
- in a sort of unofficial competition. The primary reason
development is still going on is because of the system's
quantity of games that used their own special chips - the
SuperFX and the SA-1
- which require additional support to emulate . . . nevertheless,
you'll be able to play just about anything, with save state
support, etc., on the current crop of emus . . . but keep
your eye out for updates! |
|
|
|
|
|
|
Specifications:
|
CPU
16-bit
Central
Processing Unit (CPU)--65C816
Work RAM for CPU--128KB
Clock Speed-- a blazing 3.58 MHz
PPU 16-bit Picture Processing Unit
Video RAM for PPU (PPU)--64KB Max.
Colors Per Screen--256
Total Colors Available--32,768
Max. Screen Resolution--512 x 448 pixels
Max. Sprites Per Screen--128
Max. Sprites Per Line--32
Max. Sprite Size--64 x 64 pixels
Minimum Sprite Size--8 x 8 pixels
Scrolling--Horizontal, Vertical, Diagonal
APU 16-bit Audio Processing Unit (APU)
16-bit Pulse Code Modulator (PCM)--digital data converter
Sound channels--8
Audio Out Impedance Level--4 ohms |
|
|
|
|
|
|
Emulators
|
Okay,
not too many people know about sneshout, or list it among
their top snes emus, and this is primarily because it is
based on the Snes9x code . . however, it is REALLY convenient,
requires no configuring, runs stable, has some GUI enhancements,
and automatically associated with SMC files on your HD .
. basically, it's easy to use, and also fast and good .
. . we love it . . |
WIN
|
|
|
ZSNES
is widely regarded as the best SNES emu, with Snes9x a close
second . . though I dislike the whole DOS thing, the zsnes
team have made huge accomplishment in the snes field, and
zsnes is fast, compatible, and has a nice GUI . . a definite
download |
DOS
|
|
|
Snes9x
is an open source SNES emu that has run neck and neck with
ZSNES for quite some time . . it features good compatibility,
speed, and advanced feature support, but is a little less
reliable than ZSNES at time . . . many emus, like the great
Sneshout, have been based on the 9x code . . . . |
WIN
|
|
|
NLKE
is actually a merger of two SNES emus, NLKSnes and ESNES,
which became one a while back . . it's slower in some aspects
than ZSNES, but has a similar feature set, a little less
compatibility, but still worth a try as an alternative .
. . |
DOS
|
|
|
SNEeSe
has one of the better names out there, as SNES emus go,
and isn't too shabby to boot . . . it's a little slower
and a little less compatible than the competition, but does
Mode7 and sound, so is worth a try fer sure . . . god bless
you . . . |
DOS
|
|
|
|
|
|