So you mean to tell me, that my PSP, running a single-core MIPS CPU, is able to run SNES games at a very playable speed, but Nintendo can't figure out how to get SNES games on a dual-core ARM11 cpu. They were able to figure out how to run NES and SNES games on the GBA when both the homebrew emulators for the GBA were complete shit.
Not to mention this is the same company that released Hyrule Warriors on the old3DS, basically releasing an extremely low quality version of the game ccompared to it's new3DS counterpart. If they are going to tell me they "care about quality," then turn around and release lower quality games on the same platform, it becomes very obvious that this isn't about quality control anymore.
Those SNES games on the GBA are not emulated. They are ports. As for NES games on the GBA like the NES Classic Series, those are emulated, but those are also not nearly as demanding and actually have the benefit of using the 2D hardware with no missing features (because they are simplistic, unlike the SNES), which offloads the entire graphic routine that normally would require rendering each pixel by software.
To requote what I said a couple of hours prior to your response.
That's great, but one thing to note is that if an official SNES emulator was made for the PSP, it wouldn't run nearly as well as (what I believe to be) the best homebrew one because that one more or less hijacks into the Media Engine chip for improved performance. A chip that is off-limits to official developers except through official APIs by the platform maker for the specific purpose the makers intended it for, much like the ARM7 in the DS.
Also note that the o3DS's dual-core has 70% of one of the cores dedicated to the OS. So it's really only 1.3 cores max, and that 0.3 is not really reliable. So what we're looking at here is practically 2x 333Mhz vs 1.3x 268Mhz in a vary vague comparison (because one is older and different from the other, but not necessarily weaker), where both of the additional support of the secondary processors/cores have a little disadvantage compared to the mains. And even with the SNES emulator on the PSP, it's still not as accurate as the one Nintendo made for n3DS.
A 'technical necessity' that professional game designers and programmers couldn't figure out for the sake of considerably enhanced sales potential? I can understand why the N3DS' slightly enhanced chipset is needed to run games like Xenoblade and Hyrule Warriors, but SNES games? Seriously? Not meaning to sound too much like Jeremy Clarkson, but how hard can it be?
Running a port is completely different from emulating a game. With a port, you recompile and adjust the game itself to work on the target platform. Ports are "native" to the platform they run on. With emulation, the game remains unaltered. No recompilation, no adjustments. What is done instead is you have to program the platform to act like something it is not.
Why not do what Sega did with the Sonic Classics Collection on DS? Basically steal the Jenesis emulator. Not like the hackers who made it have any right to kick up a fuss.
Other than what was said about the author being hired by Sega for that, the Sonic Classic Collection relied on the DS's 2D hardware (an improvement of the GBA's 2D hardware), which as stated regarding NES emulation above, offloaded a LOT of processing time that would otherwise would have been forced onto the CPU. In the DS's (and GBA's) case, it would be impossible to emulate those systems at full speed, half, or even a quarter, if the 2D hardware did not exist on them. Guess what? That's how it is on the 3DS. It lacks any accessible 2D hardware, so everything has to either be software-rendered, or attempt to use the GPU to render all map/sprite tiles via polygons which lacks features present in the 2D hardware of the GBA/DS (which already differs from the SNES in a lot of ways).