![]() ![]() Language note: A “core” is what an emulator within a multi-system emulator is called.However, multi-system emulators aren't always the most user-friendly and may come off as intimidating due to all of the options they offer. They're also highly convenient, emulating all your favorite systems under one roof. Oftentimes, multi-system emulators emulate a system better than standalone emulators. □ The Multi-system Recommendation - 'Multi-system' emulators are mass emulators that support around 20-50 video game systems.I know many of you still prefer standalone emulators over multi-system emulators, so I always try to have a good standalone recommendation for you. They're normally easy to use and quick to get up and running. □ The Standalone Recommendation - Standalone emulators are dedicated to emulating a single video game system.You could also see these as four different audiences. That said, I don't think anyone's actually dumped the DSP's program code.The video game emulators are recommended in the following categories. For example:īoth ZSNES and bsnes use that library, and I believe that Snes9x is nearly as accurate now. We have several emulators that are perfectly accurate, both in terms of timing, and output. Right now, the SNES audio hardware is completely understood. Reverse-engineering all the hardware, so this stuff could be emulated accurately, took a very long time. They just implemented stuff that sounded about right on the games they were testing on. Later, they started supporting the effects, but nobody understood how the DSP was actually implementing those effects, so they didn't sound quite right. However, when a game actually used those features, everything sounded wrong. This worked OK for most games, because they didn't use those features. They treated it as if it were a simple sample playback device. Older SNES emulators didn't really emulate any of this. It's implemented as a custom DSP, which does sample decompression, high quality resampling, mixing, has an envelope generator, several effects (programmable FIR filter, echo, panning), and a noise generator. The actual hardware is more complicated than just a sample mixer. ![]() Obviously, you have to emulate all of that accurately, or the code that controls the sound output might not work correctly. It has a control CPU, and it's own RAM, with no access to the contents of the cartridge, or to main RAM. The SNES sound hardware was a little bit more complicated than that. ![]() Here are some examples of the other failings of many SNES emulators: I suspect issues with SNES emulation are simply that all of the SNES emulators we have are fairly poor in _all regards_, it's just that it's easier to notice in the sound than in things like timing. These pages know more about SNES audio than I do: (Fun fact: some people suggest that the N64's sampled audio can meet - or exceed - CD quality!) The NES and all of Nintendo's other hardware used to synthesize its sound in real-time, but that changed with the SNES, which introduced sample-based audio instead. However, (if I understand everything I've read correctly) the SNES didn't have a 'sound chip' in the same sense that the NES (or GameBoy, C64, etc.) did. This may be the case for some emulators - such as the NES emulator in excitebike. I guess it's because of trying to support the capabilities of the actual sound chip? ![]()
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