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** This is no longer upstream, see libretro organization. ** Simple Multi-emulator frontend based on libretro.
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360
audio
compat
conf
console
docs
gfx
input
msvc-360
msvc-ps3/SSNES PS3
msvc
ps3
qb
record
tools
wii
xenon
.empty
.gitignore
AUTHORS
COPYING
Makefile
Makefile.ps3
Makefile.ps3.salamander
Makefile.wii
Makefile.win
Makefile.xenon
README.md
autosave.c
autosave.h
boolean.h
cheats.c
cheats.h
config.def.h
config.features.h
configure
driver.c
driver.h
dynamic.c
dynamic.h
fifo_buffer.c
fifo_buffer.h
file.c
file.h
general.h
hash.c
hash.h
libsnes.hpp
logger_override.h
message.c
message.h
movie.c
movie.h
netplay.c
netplay.h
netplay_compat.h
patch.c
patch.h
rewind.c
rewind.h
screenshot.c
screenshot.h
settings.c
ssnes-mingw-build.sh
ssnes-zip
ssnes.c
ssnes.cfg
thread.c
thread.h

README.md

SSNES

SSNES is a simple frontend for the libsnes library.

libsnes

libsnes is the emulator core of bSNES, the most accurate SNES emulator to date, in library form. The libsnes API has been implemented by SNES9x as well, allowing multiple different cores to be used for an emulator that supports libsnes. This enables the possibility of custom front-ends for the emulator.

Binaries

Latest Windows binaries are currently hosted on my homepage.

Philosophy

SSNES attempts to be very small and lean, while still having all the useful core features expected from an emulator. It is used through command-line.

Platforms

SSNES has been ported to the following platforms :

  • PlayStation3
  • Xbox 360 (Libxenon/XeXDK)
  • Wii (Libogc)

Dependencies

SSNES requires these libraries to build:

SSNES can utilize these libraries if enabled:

  • nvidia-cg-toolkit
  • libxml2 (bSNES XML shaders)
  • libfreetype2 (TTF font rendering on screen)
  • libsamplerate

SSNES needs at least one of these audio driver libraries:

  • ALSA
  • OSS
  • RoarAudio
  • RSound
  • OpenAL
  • JACK
  • SDL
  • XAudio2 (Win32)
  • PulseAudio

Building libsnes

  • Download bSNES source (link over).
  • Add -fPIC to flags in Makefile.
  • $ make library profile=performance (accuracy, compatibility are the other profiles. compatibility is a great choice for decent PCs. :D)
  • # make prefix=/usr library-install
  • # cp snes/libsnes/libsnes.hpp /usr/include/
  • ?!?!
  • Profit!

Configuring

The default configuration is defined in config.def.h. These can later be tweaked by using the ssnes config file. A sample configuration file is installed to /etc/ssnes.cfg. This is the system-wide config file. Each user should create a config file in $XDG_CONFIG_HOME/ssnes/ssnes.cfg. The users only need to configure a certain option if the desired value deviates from the value defined in config.def.h.

To configure joypads, start up jstest /dev/input/js0 to determine which joypad buttons (and axis) to use. It is also possible to use the ssnes-joyconfig tool as well for simple configuration.

Compiling and installing

Linux/Unix
As most packages, SSNES is built using the standard ./configure && make && make install Do note that the build system is not autotools based, but resembles it.

Notable options for ./configure: --with-libsnes=: Normally libsnes is located with -lsnes, however, this can be overridden. --enable-dynamic: Do not link to libsnes at compile time, but load libsnes dynamically at runtime. libsnes_path in config file defines which library to load. Useful for development.

Do note that these two options are mutually exclusive.

Win32
It is possible with MinGW to compile for Windows in either msys or Linux/Unix based systems. Do note that Windows build uses a static Makefile since configuration scripts create more harm than good on this platform. Libraries, headers, etc, needed to compile and run SSNES can be fetched with a Makefile target.

In Linux/Unix:
make -f Makefile.win32 libs make -f Makefile.win32 CC=i486-mingw32-gcc CXX=i486-mingw32-g++

In MSYS: mingw32-make -f Makefile.win32 libs. # You will need to have wget in your patch for this command! MSYS should provide this. mingw32-make -f Makefile.win32

Win32 (MSVC)
In addition to Mingw, it is also possible to compile a Win32 version of SSNES with Microsoft Visual Studio 2010.

You will need Microsoft Visual Studio 2010 intalled (or higher) in order to compile SSNES with the MSVC compiler.

The solution file can be found at the following location:

msvc/SSNES/SSNES.sln

PlayStation3

make -f Makefile.ps3

A PKG file will be built which you will be able to install on a jailbroken PS3.

NOTE: A pre-existing libsnes library needs to be present in the root directory in order to link SSNES PS3. This file needs to be called 'libsnes.a'.

Xbox 360 (XeXDK)

You will need Microsoft Visual Studio 2010 installed (or higher) in order to compile SSNES 360.

The solution file can be found at the following location:

msvc-360/SSNES-360/SSNES-360.sln

NOTE: A pre-existing libsnes library needs to be present in the root directory in order to link SSNES 360.

Xbox 360 (Libxenon)

You will need to have the libxenon libraries and a working Devkit Xenon toolchain installed in order to compile SSNES 360 Libxenon.

make -f Makefile.xenon

NOTE: A pre-existing libsnes library needs to be present in the root directory in order to link SSNES 360 Libxenon. This file needs to be called 'libsnes.a'.

Wii

You will need to have the libogc libraries and a working Devkit PPC toolchain installed in order to compile SSNES Wii.

make -f Makefile.wii

NOTE: A pre-existing libsnes library needs to be present in the root directory in order to link SSNES Wii. This file needs to be called 'libsnes.a'.

Filters, bSNES XML shaders and Cg shader support

This is not strictly not necessary for an emulator, but it can be enabled if desired. For best performance, Cg shaders or bSNES XML shaders are recommended as they do not eat up valuable CPU time (assuming your GPU can handle the shaders). Cg shaders and XML shaders (GLSL) are compiled at run-time. All shaders share a common interface to pass some essential arguments such as texture size and viewport size. (Common for pixel art scalers) Some Cg shaders are included in hqflt/cg/ and could be used as an example. bSNES XML shaders can be found on various places on the net. Best place to start looking are the bSNES forums.

The Cg shaders closely resemble the GLSL shaders found in bSNES shader pack, so porting them is trivial if desired.

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