Super ZSNES – GPU Powered SNES Emulator
zsnes.com
zsnes.com
There is a guy, Mathew Valente (a.k.a. TSSF), who put in a surprising amount of effort tracking down the original samples used by the composer of the SNES and PSX Final Fantasy games, Nobuo Uematsu. Nearly all of the samples came from various contemporary hardware and software synthesizers. Mathew found most of them (possibly with community collaboration, no small feat either way!) and took those original samples and remastered Nobuo's tracks. If you watch his videos, this was not a simple drag-and-drop operation, there is quite a lot of technical, musical, and subjective work and decisions to be made. The results are just beautiful.
If you liked classic Final Fantasy music, you'll love his channel. Here's one of my favorites: https://www.youtube.com/watch?v=XQhxNkZH-DE
You can also find MSU-1 packs that include his tracks so you can play the games with the enhanced audio.
Like this Pitchfork writer expressed it here about a classic SNES track from Donkey Kong Country:
Take one listen to “Stickerbush”’s fan-made “restored” version and you’ll understand why these compositional limitations are so integral. Here, the instruments appear uncompressed and reproduced through FL Studio. Wise’s wistful songwriting is retained, but completely missing is his intentionally impure palette. The instrumentation turns flat and unimaginative. Once-heavensent piano timbres are suddenly as ordinary as any run-of-the-mill ’90s new age track; the alto sax lead actually sounds like an alto sax, losing its unreal texture. Wise’s essential deployment of tension is absent without the compressed grain that elevates it. The idea of restoration is a “misnomer,” Wise said. He always meant for the song to be tethered to the restrictions of the SNES; he wanted to make limited sounds feel limitless. Like the comments section of the internet checkpoint, “Stickerbush” is a living time capsule.
https://pitchfork.com/reviews/tracks/david-wise-stickerbush-...
Besides, there is no reason a remaster can't also add compression and other SNES effects in order to stay truer to the spirit of the original.
The translation does take some liberties, but honestly, just for the boat scene, I feel like it's worth it.
And being able to slow down or speed up the game at will, or quick save/reload at any second, thanks to zsnes, is just chef kiss.
When my parents weren't home I'd move to their pentium 166mhz with my savestates copied to a floppy and sneak some time playing the game with sound and transparencies.
I think I also got through most of super mario world and some of the final fantasy games as well
Fun times!
Yeah, that was my experience too; Dome 16 was a total annoyance. I did also use it to 'cheat' in sections of games where you had limited FOV, the alternative of having eyestrain and headaches wasn't really desirable.
I don't think I'd have gotten through a lot of my favourite RPGs without savestates, save points were always so ridiculously spread out while the random encounters were interminable. Still some of the best experiences I've had in the medium though.
Also, you could get better performance running on DOS rather than on Windows
The same was true for gameboy emulators too
MVG did a great overview of it: https://www.youtube.com/watch?v=r5twUkvYFpA
I suppose my only concern is what it will do to the hardware requirements, since ZSNES' original claim to fame was how well it was able to run on limited hardware, even if it had to do a bunch of clever hacks to get there.
i.e. accuracy should be the baseline; I understand Super ZSNES is not there yet.
Accuracy is valuable, but as illustrated by the early days of people using buggy emulators for SNES games on phones and the DS/3DS, people will tolerate buggy but running on their hardware over correct but unplayable.
It does seem like Super ZSNES in ways picked up these ideas (and torch) and went with them! Rather neat actually! RIP Near.
[1] - https://web.archive.org/web/20180329033107/https://motherboa...
no.
Probably is one of those of "because its fun" type of projects.
Depends what level of accuracy you want. higan (bsnes) does cycle-accurate SNES emulation on the CPU (and has for more than a decade) so that's definitely feasible.
If you want accuracy beyond that things get dicey. AFAIK when you get down to transistor level emulation, you can do pong but MetalNES runs nowhere near real time, so the limit for that is somewhere between those two systems.
I think that’s kind of interesting, especially when building a retro enablement.
But I wonder does this mean no AI was used at all? Even for say, code review?
No judgment either way just curious for clarification.
Would that be surprising to you?
"No vibe coding" is an ambiguous claim. I was asking whether they meant no AI-generated implementation, no AI assistance whatsoever, or just "not primarily generated by prompts."
smartassery aside LLMs are pretty shit at esoteric stuff like this. Especially retro stuff in my experience they mainly tend to get super excited about how awesome and retro it is & reiterate misunderstood factoids about it that it knows that aren't that important/that you probably know already. Like showing it to a Reddit comment section.
ZSNES is popular because of legacy and nostalgia. It was very fast and came at just the right time, but the developers aren't quite coding gods. Their expertise on the SNES is no match for late/later developers like Near and Sour.
With Super ZSNES, being a Unity project, you can get a fairly clear decompile of the IR, and the code doesn't seem all that impressive. It's alpha-quality, but generally coded like the original ZSNES was. Optimization is completely missing and accuracy is still out of whack, but synchronization is improved and it's doing a little better job of counting cycles. "GPU-powered" is a big stretch. ~~They're only taking advantage of it for fixed-function perspective transform on mode 7~~ Scratch that. It borrows the line-based algorithm from bsnes-hd, including the trick to interpolate the transform variables between mins and maxes. So the only GPU feature it uses is blending for bump-mapping.
I don't see anything worthwhile in this Super ZSNES project yet. We were all ZSNES users back in the days.
I guess if they added in an MCP server there would probably be a riot.
Let the man cook, and if you have some technical question, i'm sure Lord would answer you.
One feature request worth your consideration: MSU-1 support.
The case for it: Super ZSNES already does sample-level audio replacement for the seven curated titles in the Super Enhancement Engine, which addresses instrument fidelity. MSU-1 is the natural complement — it addresses track fidelity, by letting ROM hacks stream full CD-quality compositions in place of the original SPC700 sequences. There are over 200 published MSU-1 ROM hacks already in the wild (Zeldix maintains the index), with an active community producing audio packs for them.
Implementation is small relative to the DSP1 & SuperFX support already on your roadmap. MSU-1 is a memory-mapped register interface plus PCM streaming — no real silicon to emulate. Reference implementations exist in bsnes (open source), Snes9x, higan/ares, and the SD2SNES flash cart. With accurate CPU and audio cores already in place, the addition is largely a matter of wiring up the register interface and the streaming engine.
The combination of Super ZSNES's sample replacement and MSU-1 track replacement would, as far as I'm aware, be unique among emulators. No other emulator does both.
Will probably be the first of many emulators to come.
A bit odd they are using Unity but I guess that gets them multi platform easily. Would be nice if they went something a bit more open like Godot but sometime you have to be pragmatic not ideal.
Maybe this could result in a much more automated way to re-sample many more sound effects from the SNES massively! Just a thought
The enhancement engine sounds great, but it'd be nice to know which games it's for...
It really is the only thing that keeps me from them. I’d pay to play quality retro games. Heck it would almost be educational for my kids.
I don't have a specific cart dumper to recommend from experience, I have dumped GB/GBC/GBA games but not SNES. A quick search found some options, though.
https://github.com/X-death25/SNES_Dumper
https://stoneagegamer.com/retrode-2.html
Also found some discussion here recommending the Sanni Cart Reader, but it's a 5 year old thread so there are likely cheaper or better options.
https://www.reddit.com/r/Roms/comments/obrxg3/best_nessnesn6...
That being said, I do not think there is really an ethical problem with grabbing someone else's cart dumps, whether you have a cart of your own or not, and legally I would be very surprised if you had any issues in the US at least. The coolest part about cart dumpers to me is for carts with save files, you can "rescue" them from the hardware and preserve your progress. In some cases the save relies on a battery that could go dead at any time.
If you do end up collecting physical cartridges, I would also encourage you to get the actual console, and explore mods for it, get the best video signal out of it you can (RGB or component rather than composite). Playing on real hardware is cool. I'd also recommend getting a flashcart even if you do collect original cartridges, so you can try out homebrew, romhacks, fan translations, and ports. There's a guy who has been porting NES games to SNES.
I cannot recommend Sanni as he seems difficult to deal with and apparently regrets the license he chose, because he is strongly against people selling pre-assembled units which they are entitled to do.
Nobody cares when you play abandondend games from the 1980s and 1990s downloaded from a shady ROM dump site. At the worst Nintendo will go after the emulator project itself.
https://itch.io/c/1537684/snes-homebrew
https://www.reddit.com/r/snes/comments/j6gguc/what_are_some_...
Most of those are distributed as .smc/sfc files that can be run in emulators like this.
But in 2026, it's probably not worth getting too bothered by the idea of downloading ROMs for a 20+ year old console.
Plus you can make your own cheat codes!
I'm concerned with all there 'super enhancements' while claiming far more accurate processing. Back in the day accuracy wasn't really possible with playable performance. These days I would hope they'll really try to go for fidelity and accuracy.
But eh, there's plenty of accurate emulators out there so it might be fun seeing where they go with these super enhancements. Sounds like they're implementing some kind of sprite editor?
This is fast becoming a feature people want.