

The SNES primary processor runs all the game logic and updates the graphics 60 times per second, finishing each frame’s calculations before the TV began writing that frame to the screen. The blank scanlines were hidden by the analog fuzziness of CRT TVs. This is also why retro consoles can look so terrible on modern monitors. In order to produce a clean 60 FPS, the SNES didn’t interlace, and just always wrote to the same 240 scanlines. So 60 times a second, half of the screen is updated, alternating between the even and odd lines.Īt the top of each frame the equivalent of half a scanline marks whether the rest of the frame is even or odd scanlines. 30 times a second the even scanlines are updated, and 30 times a second the odd scanlines are updated. NTSC calls for 30 frames per second, but those are interlaced frames. The SNES framerate is locked to 60 FPS, which is a bit surprising considering the NTSC standard was only 30 FPS. The Super Nintendo was an impressive system, for its time - mostly. Eliminating slowdowns should be trivial, right? For an emulator such as bsnes, which is written to achieve essentially pixel-perfect accuracy when emulating, the problem is decidedly non-trivial. We’re emulating old SNES hardware on modern machines that are vastly more powerful. The bsnes emulator has a new overclocking mode to eliminate slowdowns in SNES games while keeping the gameplay speed accurate.
