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.
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.
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.
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.
no.
Probably is one of those of "because its fun" type of projects.
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.
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.
Would that be surprising to 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.
Plus you can make your own cheat codes!
This is fast becoming a feature people want.