Comment by BearOso
6 hours ago
> This is from the original authors of ZSNES. I think they know what they're doing.
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.
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