SNES9X is a Super Nintendo emulator being designed by Gary Henderson, Chad Kitching and Jerremy Koot. The Macintosh version of SNES9X is ported by John Stiles, and is available at http://emulation.net/ . The source code of the original UNIX version of SNES9X is available at http://www.snes9x.com/ .
Operation of SNES9X is pretty straightforward. Choose a game image to open with the File menu's "Open" command, then it should open up on your screen. The key layout is customizable, so feel free to set it however you feel comfortable. Pressing escape brings you back to the Macintosh; once there you can reset the game, resume playing, freeze game or open another cart from the File menu.
Many options are handled automatically by SNES9X. The frame-rate is auto-regulated to be as smooth as possible without permitting slowdown, sound is automatically configured, and identification of cart image type should normally be handled without user intervention. Additional options are listed in "Preferences" in case you want to experiment with different settings.
Special thanks PB1400c-san for providing the icons used in SNES9X, and to Victar Mas, Pokeball and CivMan for designing the icons in the Goodies folder.
How To Use NetPlay
First, both players must decide what game to play. Open it normally and then press escape or click the mouse to stop the game.
Then, one player must choose "Host" and the other should choose "Join." The host can choose the network type—AppleTalk or TCP/IP—and game name. The joining player should enter the Internet address (if TCP/IP) or choose the SNES game from the list (if AppleTalk). If there are no problems connecting, you should be able to play two-player games together until one of the players stops the game. The host plays as player 1 and the joining player is player 2.
If the network has problems, the game might hang up waiting for the other player to respond. If you're totally stuck, hold the mouse button down for a second or two and the game should terminate normally.
Notes:
- Get NetSprocket 1.7 or later! Previous versions may work, but they're much, much less stable, and tend to have problems communicating (causing games to go mysteriously out of sync).
- NetPlay really wasn't really meant for games over the Internet—trying to play over the net will probably be extraordinarily slow. You can speed it up somewhat by choosing "Internet Lag Compensation" from the preferences, but this makes controls slightly sluggish. If you have a LAN (for example, college dorm), you should be in gaming heaven.
- NetPlay is limited to the speed of the slowest computer. If you play NetPlay with a slow computer against a fast computer, the game will run on both computers at the slow computer's pace.
- Running NetPlay through a router such as Internet Gateway might require special configuration to work properly. If the game doesn't start at all, you might have to reconfigure the router's port mappings.
Frequently Asked Questions
• Where can I get game files?!!?!? (or: Where can I get game [xxx]??)
- Not from me. If you own or have access to a SNES, game copier devices are very inexpensive--they attach to your SNES and copy games onto floppy disk, whereupon they can be used in your Mac. If you mail me about where to get games, you die (after I report you to the proper authorities).
• You never responded to my e-mail....?
- There are several reasons. The most common is that your e-mail address in your mail program is wrong, or your mail server rejected the message, and the mail bounced. This happens extremely frequently with aol.com addresses; if you are an America Online user I would have to suggest that you switch to a real ISP as soon as you can. Another reason would be that you asked a question that was already covered in this document--I get too many messages a day to repeat myself that much for a freeware product. Sorry. Lastly, I am known to be extremely tardy with e-mail when more important things (like real work) arise. Sorry, that's just prioritizing.
• ROMs that worked with older versions of SNES9X are failing in the new versions of SNES9X.
- Recent versions of SNES9X incorporate an improved method for detecting the ROM type from a file. However, some ROMs on the Internet have been corrupted in such a way as to fool the auto-detector, causing it to guess improperly about the ROM's interleaving or HiROM ability. Try changing the HiROM setting or interleave setting then reopening the ROM. (Hitting 'reset' won't reload the ROM for you; you actually need to reopen it from the File menu.)
• SNES9X won't start; it wants "CarbonLib."
- SNES9X is very reliant on the newest and coolest features of the Mac OS. Specifically, it uses CarbonLib, which allows Mac OS applications to run natively in both classic Mac OS and Mac OS X. You can get CarbonLib from http://emulation.net/snes/ .
• SNES9X won't start on my non-PowerPC Macintosh.
- SNES9X needs PowerPC. I don't want to hear any complaints about this, either—SNES9X doesn't even run well on early PowerPCs. 680x0 users, it's really time to upgrade.
• RAVE Mode doesn't do anything, or it's slower/choppier than Blocky mode.
- RAVE Mode simply routes SNES9X video through whatever 3D acceleration hardware your Mac has—if your 3D hardware is poor (or nonexistent), RAVE mode will be very poor, or just disable itself automatically. RAVE mode is only useful if you have a nice 3D card. In my personal experience, I've found that a Voodoo 3Dfx card produces incredibly smooth video, and it's absolutely full-screen, but the framerate wasn't as good as I was hoping. Of course, your mileage may vary.
• What's the difference between High Quality and Low Quality video?
- Low Quality video disables several of SNES9X's features that slow down graphics—transparency effects and mid-screen color changes are not supported. However, it provides extremely impressive speed on older machines; on more recent Macs, though, it fails to provide much of a speed boost, so I don't recommend using it. Note that several titles look wrong or have layering problems in Low Quality mode.
• Should I start compiling a SNES9X compatibility list and mail it to you?
- No. The team is normally well aware of what games work and what games don't. The problem is not identifying bugs but solving them ;) If you have a specific issue that you think we might have missed, though, feel free to ask.
• Pilot Wings/DOOM/Mega Man X2/Mega Man X3/[xxx] doesn't run, or has weird glitches!
- These games, and several more, all used custom graphics chips or hardware coprocessors. Many of them were unique, none of them were documented. The most prevalent was the SuperFX, but several companies like Capcom developed their own chipsets. Of these chips, the only two which are understood are the DSP chip and SuperFX, and the implementation is still incomplete. Future versions promise more accurate SuperFX emulation.
• How do I pass level [xxx] in this game?
- I'm not the Nintendo Helpline! Ask someone else! Seriously, I'm the wrong person to ask; I haven't really played my way through that many games.
• It runs all slow and choppy!
- Try using low quality video. Transparency, while an impressive effect, still requires very fast hardware to appreciate fully. Also, sound support (especially in 44KHz or stereo) will slow down SNES9X. If it's still too slow for you, just upgrade your Mac. SNES9X is already quite optimized code; don't expect future versions to get much faster.
• Older versions of SNES9X ran faster than this one on my Mac! Why??
- They also had more bugs, supported fewer games, couldn't run SuperFX games, couldn't do transparencies, couldn't use stereo sound, couldn't use RAVE or TV Mode, etc. As SNES9X improves, its complexity also increases. We do offer options to reduce emulation accuracy for extra speed—i.e., low quality video and monaural sound—so use them if you must.
• Game [xxx] used to work in version [xxx] and now it doesn't work (or works worse)!
- Sorry. Usually stuff like that is patched up and nailed down pretty quickly, but as we fix bugs, sometimes new ones crop up in their place.
• If I give it more memory, how much faster will it go?
- It will not get faster at all. However, if you reduce the memory, it might crash.
• Game [xxx] doesn't work!
- Sorry. We do our best to ensure compatibility.
• How do you pronounce '9X'?
- It's a mystery. The two best candidates are 'ninety-X' and 'nine-X'.
• What will SNES9X be called in the twenty first century?
- Apparently, we're still calling it SNES9X. Hmm.
Version History
• 1.3.2:
- SNES9X now has two new video modes called "Enhanced, 2xSAI Mode" and "Enhanced, EAGLE Mode"! Rather than simply scaling up or blurring the SNES image, these new display types actually attempt to add extra detail to the picture, with remarkably good results in many cases. Rather than looking blocky, edges and curves should actually retain their shape much better when using these new video modes. However, they take a lot of processing power—older Macs may see a significant drop in framerate when using these modes.
- To offset the heavy load of these new video modes, SNES9X now takes advantage of the second processor in multi-processor Macs! The second processor is used to apply the video mode effects. So if you have a multi-processor Mac, you will be able to use the new enhanced video modes mentioned above without incurring any loss in framerate—in fact, SNES9X should run faster than ever before, since even simple video modes take a small amount of CPU power to run.
- Separate SNES9X binaries for Mac OS 9 and Mac OS X are no longer required. Now, one application will work equally well on both.
- Super Mario Kart, Metroid 3, Donkey Kong Country and other games once again work properly without glitching! It appears that the only way to fix these titles is to revert to version 3.0 of MrCpp.
- A previous version added a new "fast-forward" button and I forgot to mention it in the version history. Hold this button and the emulation speed will increase dramatically, so you can skip boring or repetitive parts of a game. Thanks to Lindsey Dubb for adding this feature.
- Mouse support is broken in this build, and will probably remain broken until Carbon provides a good way to track the mouse cursor past the edge of the screen. Sorry—hope you weren't planning on a huge Mario Paint session any time soon!
- A handful of fixes in the emulator core bring improved speed and compatibility in specific titles.
• 1.3.0a:
- SNES9X now runs natively on Mac OS X Public Beta! There are a few rough spots, but overall it works quite well. (It's 60fps solid on a G4/500, but that's pretty much expected!) The following is a list of features which are missing in action under OS X:
- RAVE — Removed from OS X. To be replaced with OpenGL, in a future version of SNES9X.
- InputSprocket — Removed from OS X. To be replaced when HID Manager is available, in a future version of Mac OS X.
- NetPlay — Disabled because NetSprocket is not yet working in OS X. To be fixed when NetSprocket is available, in a future version of Mac OS X.
- Switch to Full Screen - Disabled because DrawSprocket is not yet working in OS X. To be fixed when DrawSprocket is available, in a future version of OS X. (Until this is fixed, you can switch resolutions using the Monitors panel inside System Preferences.)
- Low Quality Video - Disabled because 8-bit video is not yet working in OS X. To be fixed when DrawSprocket is available, in a future version of OS X.
So much for "developer complete."
- Note: I don't recommend trying to run the Mac OS X version of SNES9X on Mac OS 9—it will probably cause you to crash, unless you're using CarbonLib 1.1. For that matter, it's not very smart to run the Mac OS 9 version of SNES9X on Mac OS X either—it'll probably work, but it will be slower and have lagged audio.
- A bug in SNES9X 1.3.0 which caused sound effects to be garbled has been fixed. This bug seemed to occur most often on machines which had Virtual Memory disabled.
- PB1400c has provided a brand-new 128x128 OS X compatible icon for SNES9X! Unfortunately, I cannot figure out how to get the 128x128 cartridge icons working properly, so they will probably get added in a future release. I think this might require using an application package.
• 1.3.0:
- SNES9X has been fully Carbonized! This means that all of the Mac OS X incompatible code has been stripped out, and SNES9X can easily be recompiled to run natively on Mac OS X Public Beta when it becomes available. However, the Carbonization process means that this and all future versions of SNES9X will require Mac OS 8.1 or later, as well as Apple's CarbonLib extension to run. If you're running System 7, then SNES9X will no longer work for you (don't send me your hate mail—your system is way out of date, and you know it). If you have Mac OS 8.0, you can get a free update to Mac OS 8.1 at http://asu.info.apple.com/swupdates.nsf/artnum/n10490 . If you need CarbonLib, it's available on my web site, http://emulation.net/ .
- Mode 7 graphics got a boost, with a new "Mode 7 Smoothing" option by Lindsey Dubb. This causes zoomed-in pictures to get a smoothed-out look instead of becoming blocky. It takes a fair amount of horsepower to do it, but it looks very nice.
- Lindsey Dubb also contributed code which improves color shading slightly. Graphics with subtle color gradients will look better now (for example, the horizon in F-Zero is less banded).
- Several minor emulation core fixes have improved compatibility in a few games.
- A fast-forward button was added by Lindsay Daub.
• 1.2.9:
- SRAM Auto-Save has been added. This mode automatically saves your game's SRAM data to disk every thirty seconds or so; the idea is that if you crash, you won't lose your SNES9X saved games.
- Several optimizations to the video driver; a few games in particular, that were doing strange things with the video hardware of the SNES, will see marked speedups.
- The core of the emulator has been modified for increased SNES compatibility.
- Several fixes to RAVE mode which will hopefully maintain the speed enhancements while upping reliability.
- A new "Smooth Video" mode has been added, which smooths the graphics out like RAVE mode, but without utilizing 3D graphics hardware. This is useful for video cards which don't support RAVE (i.e., the Voodoo 3). It also seems a little bit sharper than RAVE mode.
- You can now cancel the Freeze/Defrost dialog from an InputSprocket device, without using the keyboard, by pressing "Break" or "Start."
• 1.2.6b:
- A huge undocumented change in Apple's Universal Headers caused the previous version to fail to open on Mac OS 8.1 and below.
- Gil Pedersen added code to optimize RAVE mode on certain ATI hardware. Rage II and Rage Pro users may notice better framerates in RAVE mode.
• 1.2.6a:
- Fixed a serious crashing bug that affected Mac OS 8.1 and below.
- Freeze/defrost screens now put a yellow box around the most recent freeze file. This is useful if you like to keep a lot of freeze files, but occasionally forget which one is the newest.
- There is a new option to display a framerate counter in the lower-left hand corner. This is useful for benchmarking purposes and is pretty cool.
- Version 1.2.6 brought back the evil glitches in Super Mario Kart (as well as less-fatal-but-still-irritating problems in Super Metroid, Donkey Kong Country, etc). This problem used to be solvable by compiling with MrCpp with all optimizations off, but this fix no longer seems to work. I spent several hours trying to find a fix, but no dice so far. Sorry.
• 1.2.6:
- Fixed a memory leak which would cause SNES9X to quit itself spontaneously if you tried to defrost too many times in a row.
- Support for Derby Stallion 96 and Sound Novel-TCool, both of which use an unusual ROM map, has been added.
- Some more sound bugs have been squashed.
- Minor speedups, especially with SA-1.
• 1.2.3a:
- SA-1 emulation has been improved; Kirby Super Star now works properly!
- Sound is noticably improved in some games.
• 1.2.3:
- SuperFX code is working better than ever before! Many games work better now—in particular, StarFox seems to be 100% now! However, the SuperFX emulation is incredibly processor-intensive—it'll probably be too choppy to be fun on anything less than an iMac.
- Native PKZip-compressed ROM support was removed from the Mac port because the new PKZip code used by SNES9X turned out to be very, very old and crusty—CodeWarrior refused to even compile it! (The decompression code used old-style K&R C prototypes.) Honestly I'm not sure SNES9X ever opened ZIPs properly anyway, so this might be no loss. At any rate, GZ-compressed ROMs are still supported 100%, and will continue to be supported in the future.
- This version is returning to MrCpp for much of its code generation needs, because CodeWarrior Pro 5, while an improvement, still generates slower code on average. (Unfortunately, MrCpp is more finicky and refuses to compile some parts of SNES9X properly.) This should improve framerates in some games.
• 1.2.2:
- SuperFX code is currently broken; this will be corrected in a later release, but the demand for this version was too high to push it back any further.
- Implemented SA-1 support, which was required for Mario RPG, Kirby Superstar, Paradius 3, etc. (Currently, the only SA-1 game with a known good dump is Mario RPG.)
- Mario Kart's rear-view mirror display fixed.
- Fixed Mode 7 rendering code to correct a glitch on the Final Fantasy V intro screen.
- Added horizontal offset per tile support in the offset per tile modes 2 and 6, and switchable horizontal/vertical offset in mode 4. Fixes Chrono Trigger in several places and Mario All Stars title screens.
- Altered ROM load code to ignore corrupt ROM map type byte in ROM header, preventing the code erroneously detecting what it thinks are interleaved ROMs. Fixes EEK! The cat, Formation Soccer, the corrupt copy of Donkey Kong Country, etc.
- Now recompiled almost entirely with CodeWarrior Pro 5 instead of a mixture of CW Pro 3 and MrCpp. The one exception is cpuops.cpp, which due to compiler bugs can only be built in MrCpp with optimizations off. I'm not entirely sure how the speed will be affected by this; hopefully it will be as fast as before.
• 1.1.9:
- The graphics code has been largely rewritten in preparation for OpenGL acceleration. This resulted in several games being fixed (i.e., sprite layering in Chrono Trigger) as well as very noticable speedups in many games.
- Sound code has been updated as well, fixing long-standing bugs in several games.
- Compatibility on the whole has significantly improved. Games by Human (i.e. Super Fire Pro Wrestling) should now work, ActRaiser 2 no longer has color problems, etc.
• 1.1.8a:
- SNES9X 1.1.8 was released with some debugging code turned on; this made 1.1.8 noticably slower for some users. This release fixes the problem.
- Some users also report that the sound is choppy; this is a side-effect of the new sound code, which smooths out problems with sound conflicting with Virtual Memory. This only happens when your computer isn't able to emulate a title at full speed. To solve it, try reducing the processor load (use single size, low quality video, lower sound quality, suspend background tasks, etc.)
• 1.1.8:
- Graphics and sound code have been significantly reworked! The sound code is much better in a lot of games, although a few odd problems are also audible in a small subset of games. Also, should be slightly faster now.
- Virtual memory no longer needs to be turned off for good sound emulation!
- Several games that crashed before now work properly.
- InputSprocket support has been improved dramatically.
- RAVE Mode is less glitchy now, with no seams between panels or odd pixels on the edge of the screen. (A future version is likely to incorporate support for 32-bit RAVE graphics, in order to take advantage of the new Rage 128 chipset.)
- (Gil Pedersen) A few bugs in the Game Genie handler were fixed.
• 1.1.6:
- The timing for the SPC700 sound chip was finally revised, so the "SPC700 Timing" option is now unnecessary. This change also helped several previously non-working games; a notable example is BSZelda, which seems to work perfectly now.
- Fixed a case where "Force LoROM" didn't work properly. Now Formation Soccer will play if LoROM is forced—previously it wouldn't start.
- Super Mario Kart works perfectly now!! Actually, it also worked perfectly in 1.1.5, but I didn't know it because the Super Mario Kart ROMs that most people find on the Internet are corrupt! (I had a bad dump as well.) If you're still experiencing problems with it (such as coins/question-mark items not working, crashing into nonexistent walls, and occasional game lockups), you have a bad ROM.
• 1.1.5:
- Tracked down a bug in SNES9X which has existed since 0.9.5—both the CodeWarrior compiler and MrC compiler were generating bad code for the 65816 core, causing weird graphic glitches in Donkey Kong Country, Breath of Fire, Secret of Evermore, Metroid 3, and other games. Unfortunately, the only solution involved turning off all compiler optimizations for the 65816 core, meaning that this version might be noticably slower than before. Fortunately, on my computer, the speed hit seems negligible compared to the benefit of fixing several popular games.
- Rewrote part of the Mac sound drivers; this could potentially help computers that were locking up after opening SNES9X.
- Tales of Phantasia is now working.
- The SNES9X sound engine has been recoded; it should be faster now. Some games seem to be improved, but a few sound worse. Your mileage may vary.
- Mario Kart is less screwed up now; items don't fly around the screen as spastically as before.
- Mode 7 graphics are slightly faster.
- Some miscellaneous SuperFX fixes that help Winter Gold work a little better (still pretty far from 100%).
- (Gil Pedersen) Regardless of the preference setting, SRAMs and freeze files will automatically be stored in the application directory if the game being played is on a locked volume, such as CD-ROM.
- (Gil Pedersen) The Open dialog, when using Navigation Services, now allows you to change the interleaving and HiROM settings directly.
• 1.1.2:
- A bug which caused "Reset" to screw up the controls has been fixed.
- NetPlay has been added! This utilizes Apple's NetSprocket extension. Please read the directions at the top of this file for details. Please note that NetPlay will probably not run at full speed over the Internet, even on fast connections—you need very, very fast ping times for NetPlay to work well.
- Begun adding Balloon Help. Currently it only works on the checkboxes in the preferences dialog.
• 1.1.1.1:
- InputSprocket support has returned! However, it is disabled by default. You can activate it in the preferences.
- Mario Kart works! (Well, it works as well as on the PC version.) This is entirely thanks to the efforts of Eric Hustvedt, who found a bug in the original code which chose to manifest itself on the Macintosh.
- There is now an option to save SRAMs and freeze files in the same folder as SNES9X! This is extremely helpful if you choose to store your ROMs on a CD-R or other read-only media.
- The Defrost menu now looks different than the Freeze menu, in order to avoid confusion.
- Work on NetPlay has begun but it's not even close to working yet. Currently, it just brings up a dialog to the effect of "under construction." Hopefully I'll make more progress in the next few weeks.
• 1.1.1:
- Various optimizations in video.
- Sound code from the original SNES9X 1.1.1 was not used because it contained some truly terrible echo effects; the sound is the same as from version 1.0.9.
- Removed InputSprocket since way more users were complaining about it than enjoying it. (It's still in the source, but commented out, if anyone is interested in it.)
- Allowed Freeze and Defrost to be remapped in the Keyboard Layout dialog; due to user feedback, the defaults were moved from F and D to F1 and F15 (to prevent wiping out data by inadvertently pressing the wrong key).
- Returned the ability to hide/show graphics layers with the F1 through F5 keys. Note that F1's default functionality is now "Freeze Game", and this causes a conflict—so if you want to use the hide/show feature on the top layer, you'll need to change the "freeze" key to something else in the Keyboard Layout dialog.
- Mario Kart still doesn't work right. Ongoing investigation has failed to produce a fix. The source code is still available on emulation.net if anyone else wants to look into this.
• 1.0.9a:
- Added support for Apple's InputSprocket! (If InputSprocket is not installed, SNES9X reverts to the usual keyboard layout dialog.)
- Fixed several bugs in RAVE mode! Now ATI cards and software RAVE work fine. Newer ATI chipsets seem to work great in RAVE mode, too!
• 1.0.9:
- Added stereo sound support! The preferences dialog now allows you to select between 22kHz sound or 44kHz sound, and between mono and stereo. Stereo sound is computation-intensive, so it can be helpful to disable it.
- Fixed PAL speeds! Now ROMs that run in PAL mode won't go too fast.
- Added RAVE video support! This will route video through your 3D card for a super-smooth, totally full-screen picture. This works pretty well on 3Dfx.
- DSP support slightly improved. The current DSP code works much better on UNIX than on Macintosh—this is being actively investigated, so stay tuned. (Neither works perfectly, but at least on UNIX, the Mario Kart track looks somewhat correct.)
- SuperFX emulation has been improved to the point where Yoshi's Island is close to perfect, and Dirt Trax FX is playable.
- A fix was implemented for several color effects, which makes Chrono Trigger and Illusion of Gaia look nicer.
- New cartridge icons (which look closer to American SNES cartridges) courtesy of PB1400c.
• 1.0.7a:
- Added multi-freeze support. Up to twelve states can be saved for each game, along with preview thumbnails.
- Very small bug fixed with Music Box mode—now it should be about 1% more stable. (Though it always worked fine for me before...)
- Taking screenshots now works better, especially with high-resolution screens. Previous versions could sometimes have screenshots that looked squished.
• 1.0.7:
- Support for 5:1 SPC700 ratio. Only one ROM (Empire Strikes Back) needs it, but hey, why not.
- Option to allow background tasks to keep running while SNES9X plays. Slows down the gameplay a bit, but allows stuff like downloads to keep going.
- Music Box mode added. This lets SNES music and sound effects continue while SNES9X is in the background. Very nice if you enjoy a music track from a SNES game, and would like to keep it running while doing other stuff. (Note: don't try running Music Box mode if your Mac doesn't run SNES9X at full speed. It's interrupt-driven, and if your Mac can't keep up with the music at 100% speed, it will slow your entire system--mouse pointer and all--to a crawl.)
- Fixed a bug with the keyboard layout dialog (hitting "default" caused all kinds of problems).
- Fixed a bug where dialogs wouldn't disappear if a game was double-clicked in the Finder while the dialog was already showing.
• 1.0.6:
- "Alternate SPC700 timing" selection added. This allows many games to run that, previously, would lock up if sound emulation was enabled (including Breath of Fire 2).
- New icons, thanks to PB1400c-san. Rebuild your desktop to see them.
- More changes to clip-window emulation (seems perfect now).
• 1.0.5:
- Preliminary work begun on the DSP chip (used by Mario Kart, Pilotwings and Top Gear 3000). So far, there isn't enough emulated to make these games work properly though.
- Bug in the SPC700 fixed, causing Terranigma to work properly.
- Several bugs in mosaic/tiling effect have been fixed (helping Pocky & Rocky, Cotton 100%).
- PAL games now always play music at the proper speed.
- Small fixes to clip-window emulation.
• 1.0.1:
- Mouse support has been added! Games like Mario Paint, Mario & Wario, Tokimeki Memorial and Lemmings 2 now support clicking and dragging. To use mouse button 2, use the keyboard and press any SNES control pad action key. (Note that controller 1 will be unavailable while the mouse is in use.)
- TV mode has been added! This is a new way to render the screen, making it look more like viewing SNES on a real television, with blurred edges and slight scanlining. After playing in TV mode for a while, I have found that blocky graphics look really ugly. However, to really appreciate this mode, you'll need a fast processor.
- Freeze and defrost now work during gameplay; just press cmd-F or cmd-D.
- Support for compressed games is now available—you can run a GZ compressor like MacGZip on ROMs in order to save disk space. This compression support also means that freeze files have shrunk massively, from over 400K to around 100K.
- Preferences dialog has been reworked in order to demonstrate the currently selected video mode.
• 1.0:
- SNES9X has grown up to version 1.0!
- Games which use high-resolution graphics now work properly. (A few special cases are not handled yet—causing minor inaccuracies in a few games such as Tokimeki Memorial—but the vast majority of games work fine.)
- Mosaic effect coupled with screen addition or color addition now works properly.
- Transparency effects in color windows are more accurate (but not quite perfect yet).
- Sound code speed-ups included.
- More Game Genie codes ought to work properly now.
- Controller 2 used to have both Y and X mapped to the same button; fixed.