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Super Nintendo Hardware Is Running Faster As It Ages – Slashdot

March 16, 2025
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An nameless reader quotes a report from 404 Media: One thing very unusual is occurring inside Tremendous Nintendo (SNES) consoles as they age: a element you have in all probability by no means heard of is working ever so barely sooner as we get additional and additional away from the time the consoles first hit the market within the early ’90s. The invention began a gentle panic within the speedrunning group in late February since one theoretical consequence of a faster-running console is that it may influence how briskly video games are working and due to this fact how lengthy they take to finish. This might probably wreak havoc on many years of speedrunning leaderboards and make monitoring the quickest occasions within the speedrunning scene rather more tough, however that end result now appears not possible. Nonetheless, the obscure discovery does spotlight the truth that outdated consoles’ efficiency isn’t frozen on the time of their launch date, and that they’re manufactured from delicate elements that may age and degrade, and even ‘improve’, over time. The concept that SNESs are working sooner in a means that might influence speedrunning began with a Bluesky submit from Alan Cecil, identified on-line as dwangoAC and the administrator of TASBot (quick for tool-assisted speedrun robotic), a robotic that is programmed to play video games sooner and higher than a human ever may.
[…] So what is going on on right here? The SNES has an audio processing unit (APU) known as the SPC700, a coprocessor made by Sony for Nintendo. Documentation given to sport builders on the time the SNES was launched says that the SPC700 ought to have a digital sign processing (DSP) fee of 32,000hz, which is about by a ceramic resonator that runs 24.576Mhz on that coprocessor. We’re getting fairly technical right here as you may see, however principally the composition of this ceramic element and the way it resonates when linked to an digital circuit generates the frequency for the audio processing unit, or how a lot information it processes in a second. It is properly documented that a lot of these ceramic resonators are delicate and may run at increased frequencies when topic to warmth and different exterior circumstances. For instance, the chart [here], taken from an software handbook for Murata ceramic resonators, reveals adjustments within the resonators’ oscillation underneath totally different bodily circumstances.
As Cecil advised me, as early as 2007 individuals making SNES emulators observed that, regardless of documentation by Nintendo that the SPC700 ought to run at 32,000Hz, some SNESs ran sooner. Emulators usually now emulate on the barely increased frequency of 32,040Hz with a purpose to emulate video games extra faithfully. Digging by way of discussion board posts within the SNES homebrew and emulation communities, Cecil began to place a sample collectively: the SPC700 ran sooner every time it was measured additional away from the SNES’s launch. Knowledge Cecil collected since his Bluesky submit, which now contains greater than 140 responses, additionally reveals that the SPC700 is working sooner. There’s nonetheless loads of variation, in principle relying on how a lot an SNES was used, however general the development is obvious: SNESs are working sooner as they age, and the quickest SPC700 ran at 32,182Hz. Extra analysis shared by one other consumer within the TASBot Discord has much more detailed technical evaluation which seems to assist these findings. “We do not but know the way a lot of an influence it is going to have on a protracted speedrun,” Cecil advised 404 Media. “We solely understand it has at the very least some influence on how rapidly information will be transferred between the CPU and the APU.”
Cecil stated minor variations in SNES {hardware} could not have an effect on human speedrunners however may influence TASBot’s frame-precise runs, the place inputs should be exact right down to the body, or “deterministic.”



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Tags: AgesfasterHardwareNintendoRunningSlashdotSuper
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