Accurate cores
Deterministic, cycle-driven NES and SNES machines that run your own ROMs the way the original hardware did.
RetroForge is a hybrid NES and SNES emulator with an enhancement engine on top. The cores run your games exactly as the hardware did. Widescreen, de-flicker, full-level maps and scripting are opt-in layers that can never change the simulation underneath.

Most enhancement emulators trade accuracy for features, and you can't tell which glitches are the game's and which are the emulator's. RetroForge keeps them apart: Accuracy Mode is the reference, a fresh install boots in it, and automated tests prove that turning enhancements on never changes a single frame of game logic.
It's also honest about limits. Scaling, shaders and map stitching work on any game. A full-level view of areas you haven't visited needs a per-game profile, and RetroForge makes those profiles cheap to author instead of pretending they're free.
Deterministic, cycle-driven NES and SNES machines that run your own ROMs the way the original hardware did.
GPU rendering, shaders, sprite-limit bypass, temporal de-flicker, ultrawide map stitching and profile-driven full-level views.
Lua scripting, a plugin SDK, and a debugger that turns what you annotate into a shareable game profile.
The enhancement engine watches the cores through read-only views and only ever changes presentation. Anything beyond the original hardware lives on the emulator side: bigger render targets, decoded caches and reconstructed scenes.
| Feature | Any game | Needs a profile |
|---|---|---|
| Scaling, shaders, CRT | Yes | No |
| Sprite-limit bypass | Yes | Opt-out list |
| De-flicker | Heuristic | For tuning |
| Map stitching | Visited areas | No |
| Full-level view | No | Yes |
| SNES widescreen | Often | For clean edges |
MIT or Apache 2.0. Game profiles are facts and citations under the same license.