https://emulation.gametechwiki.com/api.php?action=feedcontributions&user=176.88.21.36&feedformat=atomEmulation General Wiki - User contributions [en]2024-03-29T07:50:23ZUser contributionsMediaWiki 1.32.0https://emulation.gametechwiki.com/index.php?title=DeSmuME&diff=20438DeSmuME2018-10-27T13:17:58Z<p>176.88.21.36: Added DraStic's link.</p>
<hr />
<div>{{Infobox emulator<br />
|logo = Desmume.png<br />
|logowidth = 100<br />
|version = 0.9.11<br />
|active = Yes<br />
|platform = Multi-platform<br />
|target = [[Nintendo DS emulators|Nintendo DS]]<br />
|developer = YopYop156<br/>[http://wiki.desmume.org/index.php?title=DeSmuME:About#DeSmuME_current_team DeSmuME team]<br />
|website = [https://desmume.org/ DeSmuME.org]<br />
|source = [https://github.com/TASVideos/desmume GitHub]<br />
}}<br />
'''DeSmuME''' is a [[Nintendo DS emulator]]. It is the most accurate Nintendo DS emulator and is actively developed. It can be run from the command line directly or as a graphical program.<br />
<br />
The regular version now allows for increasing internal resolution.<br />
<br />
It is also available as a libretro core for [[RetroArch]].<br />
<br />
==Download==<br />
*[https://desmume.org/download/ DeSmuME Dev Builds]<br />
*[http://shikaver01.webcrow.jp/ DeSmuME X432R Builds] (High-resolution rendering)<br />
<br />
==Issues==<br />
DeSmuME uses [[Wikipedia:DirectInput|DirectInput]] if an Xbox 360 controller is being used. No support for [[Wikipedia:DirectInput#XInput|XInput]] exists. This will be noticeable if an Xbox 360 controller's LT and RT inputs are mapped to emulate the DS's L and R buttons respectively.<br />
<br />
Several features aren't supported by DeSmuME and aren't parts of its future as per the emulator's current philosophy and ''creative differences'', so don't hold your breath for them or pester the developers about them. They include:<br />
*DS Download Play<br />
*DS Local Play (local multiplayer)<br />
*DS Wi-Fi Play (online multiplayer) - ''working, fork-only, removed from main due to creative differences''<br />
*DSi emulation (DSi-enhanced retail, DSi-exclusive retail, DSiWare)<br />
*DS/Wii Connectivity<br />
<br />
StapleButter was working on some of these features and left the project due to ''creative differences'' directly related to these features, to eventually start his own Nintendo DS emulator, [[melonDS]]. A DeSmuME fork with online multiplayer, which includes functional code that made it to official version 0.9.7 before being removed due to ''creative differences'', is available and has been improved to allow for limited dumping of online data software prior to the server shutdown in 2014, as well as a version allowing for using online play for a select few games and downloading DLC data from alternative servers with the backed-up data.<br />
<br />
At some point in 2010, development on these features was permanently discontinued due to ''creative differences'', and the developers distanced themselves from the above-mentioned forks. The official team stance on this is as follows, and is as clear as it can get:<br />
<br />
::''As you may have come to find, Release versions and WIP builds distributed by DeSmuME developers do not have the WIFI menu enabled, while builds provided by dodgy scener sites or the one your best friend in the whole wide world has handed to you on a USB key does.''<br />
::''Officially, DeSmuME DOES NOT support the use of builds with WIFI support.''<br />
::''As such, though it may come as a shock to you, requests for help or information about it are thus NOT likely to obtain a response to your satisfaction.''<br />
::''The developers have no current interest for furthering the development of the EXPERIMENTAL_WIFI, and the current state of the DeSmuME source code might have even completely broken it.''<br />
<br />
Also due to ''creative differences'' it was deemed that the Dynamic JIT recompiler (which adds a significant speed-up) to be a poor fit for the DeSmuME project and as such a fork called "DeSmuME 0.9.9 JIT" including it was made, and some used to recommend it over the mainline project. Much later, like with the internal resolution feature, a compromise on these ''creative differences'' was reached and a slightly different implementation was since included in the main project after 0.9.11.<br />
<br />
==Troubleshooting==<br />
If the game is slow:<br />
*Enable the '''dynamic recompiler''' in '''Emulation Settings'''.<br />
*If it's still slow, you must be running on a toaster. It can't be helped. But try tinkering with things for the fastest settings you can find.<br />
*Use frameskip as the absolute last resort.<br />
*If you have a Nvidia card and the OpenGL Display Method (useful for its filter) is stuttering despite reporting good framerate, open the Nvidia Control Panel and turn off Threaded Optimization for this program. What's happening is sequential OpenGL code is being put on different processors running at different speeds, forcing them to wait for each other repeatedly.<br />
If the sound is distorted.<br />
*'''Synchronous''' mode is far less buggy. '''Method Z''' seems to work the best in most cases.<br />
If the 3D is messed up.<br />
*Set it to OpenGL 3.2. Old OpenGL had problems with 3D itself, while SoftRasterizer had alignment issues with 2D. But 3.2 seems to fix most of both.<br />
*SoftRasterizer's texture alignment issues are supposedly fixed on a per game basis with the newer TXT hack. It now seems to be more compatible and showing more effects than GL3.2. Etrian Odyssey and Dragon Quest V seem to work best with it over GL3.2.<br />
<br />
==Graphical Enhancement==<br />
*In 3D games, you can use '''DeSmuME X432R''' as linked below or any recent official build to increase the internal resolution. It can be surprising how detailed DS textures actually are despite the tiny resolution they were made to be played at. This disables the Magnification Filter option, so if you want to use those post-processing effects for 2D games, you have to set it back to native resolution.<br />
*The OpenGL 3.2 renderer option in 3D Settings supports '''Multisampling Anti-Aliasing (MSAA)'''. Turning it on helps the edges of ultra low-res DS polygons and lines smooth out appear to wobble less during movement, and retain their shape better when viewed from distance. Unlike post-processing effects that modify the still frame after completion and essentially try to guess at the shapes they are smoothing, this effect knows the actual shapes of the polygons themselves.<br />
**Versions before r5032 had this option for a long time, but it was only put in the GUI at r5032. To turn it on in older versions you needed to change a value from false to true in the source code and recompile it.<br />
*Another thing you can do is filter it. Make sure '''OpenGL''' and '''Filter''' are checked under '''Display Method'''.<br />
*Finally, there are a variety of post-processing shaders that can be selected under '''Magnification Filter'''. Whether that is simple Nearest 2x or some pixel art scaling filter like HQx or xBRZ is up to you. No post-processing smoothing is perfect, but if you want to use one the xBRZ options are generally the most high-end among smoothing filters present.<br />
*macOS version of DeSmuME also has support for multi-pass post-processing shaders and filters which Windows version currently doesn't have.<br />
*Leaving it native and aligning it to a CRT (Set to a 384 high resolution) is also an option, if you feel like going through the effort.<br />
*Recent DeSmuME revisions now add support for texture filtering, greatly reducing pixelation albeit at the cost of blurrier visuals. Some may find this rather jarring or too N64-esque, so it's a matter of individual preference as there's an option to turn it on or off. <br />
<br />
===Internal Resolution and DeSmuME X432R===<br />
====X432R Fork====<br />
Mainline DeSmuME didn't offer any options for higher internal resolution than native, at first, due to ''creative differences''. However, DeSmuME X432R is DeSmuME fork with the option to increase internal resolution. Be warned that this option is very system-intensive. There have been reports of people who can run Dolphin and PCSX2 at a perfect pace but can't run this at full speed using increased internal resolution, however newest versions are much faster.<br />
<br />
While generally more accurate, the SoftRasterizer is massively CPU-intensive in this mode, whereas the OpenGL renderer shares the load with your GPU. This can be considered a '''speedup''' option, but it also boasts an MSAA option unavailable to SoftRasterizer.<br />
<br />
This fork also has some options for configuring sub-screens. This fork is no longer active, and its last version is dated 19-04-2015.<br />
<br />
*http://shikaver01.webcrow.jp<br />
*Binary of SVN r5043: http://www75.zippyshare.com/v/67167782/file.html<br />
*http://www.geocities.jp/gponys/desmume_aa.html<br />
<br />
====Official Implementation====<br />
After the increased internal resolutions were implemented in the X432 fork (originally contributed to main but rejected due to ''creative differences''), as well as in Drastic and even the barebones official Nintendo Virtual Console DS emulator on Wii U, the mainline DeSmuME project developers decided to reconsider their ''creative differences'' and include their own implementation of higher internal resolution.<br />
<br />
Official dev builds now have the option to render at a higher resolution as well, and filter textures to boot. Overall, it's more hardware intensive than X432R's implementation.<br />
<br />
The latest development version of RetroArch DeSmuME core also has an option to increase internal resolution which can be set using '''desmume_internal_resolution''' in Core Options. This option was added in [https://github.com/libretro/desmume/commit/5e430dfbc22f9d54c77f291304a38352ee1e5a63 August 8, 2015 commit]. This is massively CPU-intensive because only SoftRasterizer exists in RetroArch core.<br />
<br />
==Review==<br />
DeSmuME is currently the best available Nintendo DS emulator on PCs. It is far better than [[No$|No$GBA]] when it comes to accuracy, though not flawless. However, it's more hardware intensive than any other DS emulator (either NO$GBA or emulated [[DraStic]]) and many features are not supported.<br />
<br />
==Gallery==<br />
<gallery><br />
Internal resolution comparion - Assassin's Creed II Discovery.png|Top: native internal resolution (256x192). Bottom: 4x internal resolution (1024x768)<br />
Kit Mystery Challenge nearest neighbour.png|''Kit Mystery Challenge'' running at 2x internal resolution and nearest-neighbour (i.e. DS-style) texture filtering.<br />
Kit Mystery Challenge filtered.png|The same scene in ''Kit Mystery Challenge'', albeit with GL Tex Smoothing enabled. Notice the blurrier floor texture.<br />
</gallery><br />
<br />
==Guides and Info==<br />
*[https://wiki.desmume.org/index.php?title=Main_Page DeSmuME Wiki]<br />
<br />
==References==<br />
<references/><br />
[[Category:Emulators]]<br />
[[Category:Linux emulation software]]<br />
[[Category:macOS emulation software]]<br />
[[Category:Nintendo DS emulators]]</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=MelonDS&diff=20437MelonDS2018-10-27T13:15:12Z<p>176.88.21.36: Fixed 3 redirect links.</p>
<hr />
<div>{{lowercase title}}<br />
{{Infobox emulator<br />
|title = melonDS<br />
|logo = MelonDS.png<br />
|logowidth = 80<br />
|version = 0.6b<br />
|active = Yes<br />
|platform = Multi-platform<br />
|target = [[Nintendo DS emulators|Nintendo DS]]<br />
|developer = [https://github.com/StapleButter StapleButter]<br/><small>[https://github.com/StapleButter/melonDS/graphs/contributors Repository contributors]</small><br />
|architecture = x86_64<br />
|website = [http://melonds.kuribo64.net/ melonds.kuribo64.net]<br />
|support = [https://www.patreon.com/staplebutter Patreon]<br />
|source = [https://github.com/StapleButter/melonDS GitHub]<br />
}}<br />
'''melonDS''' is a work-in-progress [[Nintendo DS emulators|Nintendo DS emulator]] aiming for better performance than [[DeSmuME]] and to emulate Wi-Fi and local multiplayer capabilities. It's developed by StapleButter, a former contributor to [[DeSmuME]], and has been available as a [[libretro]] core since version 1.6.<br />
<br />
==Downloads==<br />
* '''[http://melonds.kuribo64.net/downloads.php Official builds]''' (Windows, Linux)<br />
<br />
==Issues==<br />
The sole developer put the melonDS project on a [http://melonds.kuribo64.net/comments.php?id=42 hiatus on May 2018]. However, he has left this [http://melonds.kuribo64.net/comments.php?id=43 to-do list] for anyone who would wish to contribute to improving that emulator, which is still open-source. However, [http://melonds.kuribo64.net/comments.php?id=44 on July 2018] he announced that he was going to keep developing the emulator.<br />
<br />
==Getting Started==<br />
From the README on GitHub:<br />
<br />
:''melonDS requires BIOS/firmware copies from a DS. Files required:''<br />
:*''bios7.bin, 16KB: ARM7 BIOS''<br />
:*''bios9.bin, 4KB: ARM9 BIOS''<br />
:*''firmware.bin, 128/256/512KB: firmware''<br />
:''Firmware boot requires a firmware dump from an original DS or DS Lite. DS firmwares dumped from a DSi or 3DS aren't bootable and only contain configuration data, thus they are only suitable when booting games directly.''<br />
:''DS BIOS dumps from a 3DS can be used with no compatibility issues. DSi BIOS dumps should be usable too, provided they were dumped properly.''<br />
<br />
<!-- ==References==<br />
<references/> --><br />
[[Category:Emulators]]<br />
[[Category:Linux emulation software]]<br />
[[Category:Nintendo DS emulators]]</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=Ryujinx&diff=20436Ryujinx2018-10-27T06:58:16Z<p>176.88.21.36: </p>
<hr />
<div>{{Infobox emulator<br />
|logo = Ryujinx-Logo.png<br />
|logowidth = 150<br />
|active = Yes<br />
|platform = Windows, Linux, macOS<br />
|target = [[Nintendo Switch emulators|Nintendo Switch]]<br />
|developer = [https://github.com/gdkchan/ gdkchan] <small>(Project lead)</small> [https://github.com/Ryujinx/Ryujinx/graphs/contributors Ryujinx team]<br />
|website = [https://ryujinx.org/ ryujinx.org/]<br />
|source = [https://github.com/Ryujinx/Ryujinx GitHub]<br />
|support = [https://www.patreon.com/ryujinx Patreon]<br />
}}<br />
'''Ryujinx''' is an experimental, open-source [[Nintendo Switch emulators|Nintendo Switch]] emulator/debugger written in C#, unlike most emulators that are created with C++ or C. Its "sibling", [[yuzu]], is written in C++. Due to its preliminary state, it has not yet had a stable release.<br />
<br />
==Download==<br />
[https://ryujinx.org/#/Build Latest automatic builds] (All 64-bit Windows, Linux, macOS. Windows build requires [https://openal.org/downloads/OpenAL11CoreSDK.zip OpenAL].)<br />
<br />
==Overview==<br />
The Switch port of Puyo Puyo Tetris was the first commercial game to show a logo<ref>{{cite web|title=Experimental Switch emulator in C#|url=https://gbatemp.net/threads/experimental-switch-emulator-in-c.495982/|publisher=GBAtemp|author=gdkchan|date=February 05, 2018|accessdate=August 07, 2018}}</ref> The titles [https://www.youtube.com/watch?v=1Ux9MFHgLiM Cave Story+], [https://www.youtube.com/watch?v=uNs05L7Ch0c The Binding of Isaac: Afterbirth+], [https://www.reddit.com/r/Ryujinx/comments/8g2zz9/old_news/ One Piece Unlimited World Red Edition Deluxe Edition] and [https://www.youtube.com/watch?v=NvKz6YPYIDU 1-2 Switch] were among the first group of games to boot on this emulator on April to May 2018. Ryujinx was able to boot and render the introductions of Super Mario Odyssey on [https://www.youtube.com/watch?v=2eTtB-Rwung early June 2018]. The [https://www.youtube.com/watch?v=HC1xE3X6VgY aforementioned ''One Piece'' title] was the first 3D game to load in-game in Ryujinx in early [https://www.youtube.com/watch?v=voEByHuUB6Q July 2018].<br />
<br />
Even though Ryujinx and yuzu's teams are composed of different people, their development is steady and almost equal. Though Ryujinx seems to be a bit quicker in booting previously incompatible games or improving the rendering of certain games. Some games already run well.<ref name="SonicMania">{{cite web|url=https://www.youtube.com/watch?v=LFJUdd5xDA4|title=Sonic Mania - Ryujinx (Nintendo Switch Emulator)|publisher=Youtube|accessdate=2018-08-07|date=2018-05-30}}</ref><ref name="60FPS-games">{{cite web|url=https://www.youtube.com/watch?v=sTt-ap5K4XU|title=Ryujinx - 60 FPS Games!|publisher=Youtube|accessdate=2018-08-07|date=2018-08-01}}</ref><br />
<br />
Be sure to read this first insightful [https://yuzu-emu.org/entry/yuzu-progress-report-2018-p1-1/ progress blog report] (July 14, 2018) from its sister emulator, yuzu, which also tells of a lot of research and code sharing between that emulator and Ryujinx. It also covers a significant number of surprising similarities between the hardware and operating systems of the [[Nintendo_3DS_emulators|3DS]] and Switch. Thus, a lot of the code made for the 3DS emulator [[Citra]] was also shared and re-interpreted for yuzu and Ryujinx. Ryujinx doesn't have a visible [https://blog.ryujinx.org/ blog] presence yet, although yuzu's regularly updated blog is useful as both emulators' progress should be fairly equivalent. Ryujinx's team makes their own progress report videos on their YT channel. Also, refer to the Reddit thread under the [[#External_Links|External Links]] list to see new video uploads on this emulator's progress.<br />
<br />
*[https://ryujinx.org/#/Compatibility Compatibility List]<br />
<br />
==References==<br />
<references /><br />
<br />
==External Links==<br />
*[https://ryujinx.org Official Website]<br />
*[https://www.youtube.com/channel/UCAgHOlotXfMgGcYDShkdIcg Official YouTube channel]<br />
*[https://discord.gg/VkQYXAZ Discord]<br />
*[https://www.reddit.com/r/Ryujinx reddit] (Great place for finding new Youtube video uploads)<br />
<br />
<br />
[[Category:Nintendo Switch emulators]]<br />
[[Category:Emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]<br />
[[Category:macOS emulation software]]</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=Yuzu&diff=20435Yuzu2018-10-27T06:56:04Z<p>176.88.21.36: </p>
<hr />
<div>{{lowercase title}}<br />
{{Infobox emulator<br />
|title = yuzu<br />
|logo = yuzu-icon.svg<br />
|logowidth = 150<br />
|active = Yes<br />
|platform = Windows, Linux, macOS<br />
|target = [[Nintendo Switch emulators|Nintendo Switch]]<br />
|developer = [https://github.com/yuzu-emu/yuzu/graphs/contributors yuzu Team]<br />
|website = [http://yuzu-emu.org/ yuzu-emu.org]<br />
|source = [https://github.com/yuzu-emu/yuzu/ GitHub]<br />
|support = [https://www.patreon.com/yuzuteam Patreon], [https://yuzu-emu.org/donate/ email]<br />
}}<br />
'''yuzu''' is an experimental, open-source [[Nintendo Switch emulators|Nintendo Switch]] emulator/debugger written in C++. Due to its preliminary state, it has not yet had a stable release.<br />
<br />
==Download==<br />
[https://yuzu-emu.org/downloads/ Latest nightly and canary builds] (Windows, Linux, macOS)<br />
<br />
==Overview==<br />
The titles ''The Binding of Isaac: Afterbirth+, Puyo Puyo Tetris'' and ''Cave Story+'' formed the first group of games to boot on this emulator.<ref>{{cite web|title=First games are running!|url=https://yuzu-emu.org/entry/first-games-are-running/|author=JMC47|date=April 15, 2018|accessdate=April 16, 2018}}</ref> On late [https://t.co/2ctw1wBN3S April 2018], yuzu booted its first Switch exclusive, ''1-2-Switch''. On [https://t.co/8FY1zFoM7X July 2018], yuzu was able to run its first 3D rendered game, ''Minecraft: Story Mode''.<br />
<br />
Be sure to read this first insightful [https://yuzu-emu.org/entry/yuzu-progress-report-2018-p1-1/ progress blog report] (July 14, 2018), which details the background and efforts at the reverse-engineering and emulation work required to get yuzu up and running and a small bundle of games and apps to work better over time. It also covers a significant number of surprising similarities between the hardware and operating systems of the [[Nintendo_3DS_emulators|3DS]] and Switch. Thus, a lot of the code made for the 3DS emulator [[Citra]] was also shared and re-interpreted for yuzu.<br />
<br />
==References==<br />
<references /><br />
<br />
==External Links==<br />
*[https://yuzu-emu.org/ Official Website]<br />
*[https://discordapp.com/invite/u77vRWY Discord]<br />
*[https://twitter.com/yuzuemu Twitter news feed]<br />
*[https://yuzu-emu.org/donate/ Donation email link]<br />
<br />
[[Category:Nintendo Switch emulators]]<br />
[[Category:Emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]<br />
[[Category:macOS emulation software]]</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=VisualBoyAdvance&diff=20434VisualBoyAdvance2018-10-27T06:48:12Z<p>176.88.21.36: Renamed OS X to macOS and 2 redirect links fixed.</p>
<hr />
<div>'''VisualBoy Advance''' is a [[Game Boy/Game Boy Color emulators|Game Boy/Color]] and [[Game Boy Advance emulators|Game Boy Advance]] emulator.<br />
<br />
==Download==<br />
*[https://github.com/visualboyadvance-m/visualboyadvance-m VisualBoy Advance-M GitHub] (VBA-M)<br />
*[http://www.emucr.com/search/label/VisualBoyAdvance-M/ VisualBoy Advance-M Dev Builds] (VBA-M)<br />
*[https://code.google.com/p/vba-wii/downloads/list Visual Boy Advance GX (Wii/GC only)]<br />
*[http://projectpokemon.org/forums/showthread.php?42433-RELEASE-VBA-LINK-E-READER VBA Link e-Reader]<br />
<br />
==Versions==<br />
===VBA===<br />
{{Infobox emulator<br />
|last-version = 1.8.0-beta3<br />
|active = No<br />
|platform = Windows<br />
|target = [[Game Boy Advance|GBA]]<br/>[[Game Boy/Game Boy Color|GB/C]]<br />
|developer = Forgotten, VBA Team<br />
|website = [http://vba.ngemu.com/ Official site] (now redirects to forums), [http://www.vbalink.info/ VBA Link]<br />
|source = [[sourceforge:projects/vba/files/VisualBoyAdvance/|SourceForge]]<br />
}}<br />
The original VBA emulator is ancient and has ceased development in 2004. VBA-M begun as a multiplayer branch of it to become ever since a continuation of VBA, as it is regularly updated.<br />
<br />
VisualBoyAdvance 1.8.0 is the latest version of the original emulator. While still very useful and functional, and including emulation for tilt controls in Kirby Tilt'n Tumble (GBC), it doesn't emulate some features of special cartridges with solar or gyroscopic controls (those need ROM patches to function for that version), and doesn't include Link cable emulation (VBA-M originally was a multiplayer branch) or e-Reader emulation (earlier mods for 1.7 and 1.6 versions tried to, but only covered standalone e-Card emulation, not linked e-Card/GBA game or linked e-Card/GC game).<br />
<br />
Be sure you have "vba-over.ini" in the same folder as VBA to avoid save type issues. Current VBA-M builds come with this by default. libretro versions of VBA have this baked into the binary, but also output a different save format that needs to be converted with a tool to be used with standalone VBA.<br />
<br />
===VBA Link e-Reader===<br />
Project Pokémon made a version of VBA 1.73 that adds both e-Reader and Link Cable support. While they were once available separately, this version permits the use of battle e-cards. <br />
<br />
Using the e-Reader functionality requires a ROM of the Nintendo e-Reader. Load the ROM, then navigate to "Scan Dot Code." The emulator will ask for a dump of the e-Reader card barcode. Choose one that you had previously downloaded from your computer. (You can download the raw dumps as No-Intro's e-Reader set)<br />
<br />
<!-- Previous link, dead now, for reference: http://www.get-your-rom.com/ner-nintendo-e-reader-roms --><br />
<h3 style="width:100%">VBA-M</h3><br />
{{Infobox emulator<br />
|title = VBA-M<br />
|version = {{VBAMVer}}<br />
|active = Yes<br />
|platform = Windows, Linux, macOS, BeOS, [[Wii emulators|Wii]], [[GameCube emulators|Gamecube]]<br />
|target = [[Game Boy Advance emulators|GBA]]<br/>[[Game Boy/Game Boy Color emulators|GB/C]]<br />
|developer = ZachBacon, rkitover, VBA Team<br />
|website = [http://vba-m.com/ VBA-M.com]<br />
|source = [https://github.com/visualboyadvance-m/visualboyadvance-m GitHub]<br />
}}<br />
The newer open-source active GBA emulator. Includes Link cable emulation between two GBA gamepacks, and as of v0956, Joylink GC/GBA emulation, which saw a huge compatibility overhaul in early 2015 (fixing notably Navi Trackers and Wind Waker). e-Reader emulation is being slowly added too (none of the emulators so far emulate all three types of e-Reader connectivity - e-Reader only, e-Reader/GBA cartridge, and e-Reader/GameCube). Still doesn't emulate special cartridge features like solar and gyroscopic sensors.<br />
<br />
===VBA-Next===<br />
VBA-Next is an optimized version of an older revision of VBA-M with speedhacks and is available as a libretro core for [[RetroArch]], making it recommended for Wii (over VBA-GX, from a speed perspective) and Android. There is also a libretro version of the latest VBA-M, which is slower but has fewer compatibility issues and regressions.<br />
<br />
===VBA-GX===<br />
Wii-exclusive VBA-M optimized port (though less optimized than the VBA-Next core of RetroArch). Supports the various Wii controllers. <br />
<br />
Is the only version of the emulator to support solar sensor emulation (Boktai series) and gyroscopic sensors (WarioWare Twisted, Yoshi's Universal Gravitation) as well as the tilt sensors for Kirby Tilt 'n' Tumble, but requires clean ROMs of these as their emulation ROM patches break their proper functionality here. They are controlled using the Wiimote. As for the solar sensor games, pointing the Wiimote skyward charges the Gun deSol while pointing it to the ground blocks sunlight. Has other optional motion-based Wiimote controls for other notable games.<br />
<br />
===VBA-M JS===<br />
Javascript port for playing on computer web browsers. Available [http://dl.dropbox.com/u/20328726/vbamjs/index.html here].<br />
<br />
{{Game Boy Advance emulators}}<br />
[[Category:Emulators]]<br />
[[Category:Game Boy emulators]]<br />
[[Category:Game Boy Advance emulators]]</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=Template:Game_Boy_Advance_emulators&diff=20433Template:Game Boy Advance emulators2018-10-27T06:45:59Z<p>176.88.21.36: </p>
<hr />
<div>{{Navbox<br />
|header = Nintendo Game Boy Advance Emulators<br />
|color=#985EF0<br />
|body =* '''Windows:''' [[VisualBoy Advance#VBA-M|VBA-M]] • [[mGBA]] • [[higan]] • iDeaS • [[MAME]] • Meteor • [[No$|No$GBA]]<br />
* '''Linux:''' [[mGBA]] • [[MAME]]<br />
* '''macOS:''' [[mGBA]]<br />
* '''PSP:''' [[Emulators on PSP#Game_Boy_Advance|TempGBA4PSP]] • [[gpSP]]<br />
* '''PSVita:''' [[mGBA]]<br />
* '''DS:''' GBAemu4DS<br />
* '''3DS:''' CitrAGB • [[mGBA]]<br />
* '''Wii:''' [[VisualBoy Advance#VBA-GX|VBA-GX]] • [[mGBA]]<br />
* '''Android/iOS:''' [[mGBA]] <small>(RetroArch)</small> • [[VisualBoy Advance#VBA-M|VBA-M]]/[[VisualBoy Advance#VBA-Next|VBA-Next]] • My Boy! ($) • GBA.emu ($) • Gameboid<br />
* '''Cell-phones:''' vBagX ($)<br />
* '''Web Browsers:''' [[VisualBoy Advance#VBA-M JS|VBA-M-js]]<br />
}}</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=Template:Game_Boy_Advance_emulators&diff=20432Template:Game Boy Advance emulators2018-10-27T06:45:19Z<p>176.88.21.36: Fixed 2 redirect links.</p>
<hr />
<div>{{Navbox<br />
|header = Nintendo Game Boy Advance Emulators<br />
|color=#985EF0<br />
|body =* '''Windows:''' [[VisualBoy Advance#VBA-M|VBA-M]] • [[mGBA]] • [[higan]] • iDeaS • [[MAME]] • Meteor • [[No$|No$GBA]]<br />
* '''Linux:''' [[mGBA]] • [[MAME]]<br />
* '''macOS:''' [[mGBA]]<br />
* '''PSP:''' [[Emulators on PSP#Game_Boy_Advance|TempGBA4PSP]] • [[gpSP]]<br />
* '''PSVita:''' [[mGBA]]<br />
* '''DS:''' GBAemu4DS<br />
* '''3DS:''' CitrAGB • [[mGBA]]<br />
* '''Wii:''' [[VisualBoy Advance#VBA-GX|VBA-GX]] • [[mGBA]]<br />
* '''Android/iOS:''' [[mGBA]] <small>(RetroArch)</small> • [[VisualBoy Advance#VBA-M|VBA-M]]/[[VisualBoy Advance#VBA-Next|VBA-Next]] • My Boy! ($) • GBA.emu ($) • Gameboid<br />
* '''Cell-phones:''' vBagX ($)<br />
* '''Web Browsers:''' [[VisualBoy Advance#VBA-M-js|VBA-M-js]]<br />
}}</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=MGBA&diff=20431MGBA2018-10-27T06:42:36Z<p>176.88.21.36: mGBA is GB/C emulator.</p>
<hr />
<div>{{lowercase title}}<br />
{{Infobox emulator<br />
|title = mGBA<br />
|logo = Mgba-logo.png<br />
|logowidth = 128<br />
|version = {{mGBAVer}}<br />
|active = Yes<br />
|platform = Multi-platform<br />
|target = [[Game Boy Advance emulators|GBA]]<br/>[[Game Boy/Game Boy Color emulators|GB/C]]<br />
|developer = [https://github.com/endrift Vicki Pfau (endrift)]<br />
|website = [https://mgba.io/ mGBA]<br />
|support = [https://www.patreon.com/mgba Patreon]<br />
|source = [https://github.com/mgba-emu/mgba/ GitHub]<br />
}}<br />
'''mGBA''' is an open-source [[Game Boy/Game Boy Color emulators|Game Boy/Color]] and [[Game Boy Advance emulators|Game Boy Advance emulator]] developed by endrift. Being written from scratch, it aims for speed, accuracy, and portability. As of yet, it's the most complete GBA emulation effort, passing the older project [[VisualBoy_Advance|VBA and its forks]]. It's also available as a [[libretro]] core.<br />
<br />
==Downloads==<br />
* [https://mgba.io/downloads.html Stable and nightly builds]<br />
<br />
==Notable features==<br />
* [https://mgba.io/2014/12/28/classic-nes/ NES Classic series compatibility]<br />
* Local multi-pak link cable support, up to 4 players<br />
* Extensive hardware-based emulation that removes the need for game-specific patches<br />
** Solar sensor emulation for the Boktai series<br />
** Tilt sensor emulation for games like WarioWare: Twisted! and Yoshi's Universal Gravity<br />
** Rumble Pak emulation for games like Drill Dozer and WarioWare: Twisted!<br />
** Real-time clock (Boktai series, Pokémon series, Rockman EXE 4.5 Real Operation), synced to system time or set arbitrarily<br />
* Support for BPS/beat, IPS and UPS patching at runtime, including ROMs in compressed archives (.7z/.zip)<br />
* Game overrides, forcing games to use specific save formats or sensors (tilt, solar, etc.)<br />
* Very basic cheat code support (AR, GS, CB), though without search options<br />
* Save states <!-- would be more notable if it didn't support them --><br />
* Fast-forwarding and rewinding<br />
<br />
endrift is also developing Medusa, a [[Nintendo DS emulators|DS emulator]].<ref>https://mgba.io/2017/04/08/medusa</ref> This project is in alpha, meaning accuracy is spotty and features are lacking. Medusa is planned to replace mGBA next year.<br />
<br />
Some features that are still planned include:<ref>https://mgba.io/2014/12/09/announcing-mgba/</ref><br />
<br />
* ''Networked'' multiplayer link cable support<br />
* Dolphin/JOY bus link cable support (which is being taken up on Dolphin's side since they specifically developed connectivity for VBA)<br />
* M4A audio mixing, for higher quality sound than hardware<br />
* Re-recording support for tool-assist runs<br />
* Lua support for scripting<br />
* A comprehensive debug suite<br />
* e-Reader support<br />
* Wireless adapter support (Mario Golf, Classic NES Series, Pokémon FireRed/LeafGreen/Emerald, the built-in software when no game is inserted)<br />
<br />
==Manual (CLI version)==<br />
:''<small>'''Note:''' The [[Emulation on Ubuntu|Ubuntu]] version consists of both a command-line version (<code>mgba-sdl</code>) and GUI version (<code>mgba-qt</code>). The command-line version does not need to be installed if you aren't going to run it. The main dependency for both is <code>libmgba</code>.</small>''<br />
<pre>usage: mgba [option ...] file<br />
<br />
Generic options:<br />
-b, --bios FILE GBA BIOS file to use<br />
-c, --cheats FILE Apply cheat codes from a file<br />
-g, --gdb Start GDB session (default port 2345)<br />
-v, --movie FILE Playback a movie of recorded input<br />
-p, --patch FILE Apply a specified patch file when running<br />
-s, --frameskip N Skip every N frames<br />
--version Print version and exit<br />
<br />
Graphics options:<br />
-1 1x viewport<br />
-2 2x viewport<br />
-3 3x viewport<br />
-4 4x viewport<br />
-5 5x viewport<br />
-6 6x viewport<br />
-f Start full-screen</pre><br />
<br />
==References==<br />
{{reflist}}<br />
<br />
==External links==<br />
* [https://twitter.com/mgba_emu Twitter]<br />
* [https://mgba.io/2017/10/01/mgba-0.6.1/ 0.6.1 release notes and feature list]<br />
<br />
{{Game Boy Advance emulators}}<br />
[[Category:Emulators]]<br />
[[Category:Game Boy Advance emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:macOS emulation software]]<br />
[[Category:Linux emulation software]]<br />
[[Category:Game Boy emulators]]</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=User_talk:176.88.21.36&diff=20429User talk:176.88.21.362018-10-27T06:28:20Z<p>176.88.21.36: </p>
<hr />
<div>Check if pages are linking to redirects. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 09:26, 26 October 2018 (EDT)<br />
:I created [[Orbital]] page. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::Don't put emus on the page until they can play games. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:05, 26 October 2018 (EDT)<br />
:::Is Family Computer Emulator v0.35 an experimental NES emulator? --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::It's discontinued... it's for the FM Towns Marty-a system barely anyone has-and it's old. Why do you keep saying experimental? --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:09, 26 October 2018 (EDT)<br />
:::::See [[History of emulation]] to find an experimental NES/Famicom emulator. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]]):::<br />
::::::You mean early? Experimental means "(of a new invention or product) based on untested ideas or techniques and not yet established or finalized." Emulators weren't that new. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:17, 26 October 2018 (EDT)<br />
:::::::What Kaillera means? --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::::::It's a multiplayer client. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:22, 26 October 2018 (EDT)<br />
:::::::::In 2019 or 2020, Orbital will play one of the very few games. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::::::::Do you realize that that number is not realistic? It took YEARS and YEARS for ONE Xbox emu could play more than 1 game. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:28, 26 October 2018 (EDT)<br />
:::::::::::[[Citra]] is a Nintendo 3DS emulator which encrypted games will not work without 3DS bios. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::::::::::I fucking know. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:35, 26 October 2018 (EDT)<br />
:::::::::::::Don't put non-emulators to all emulator pages. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::::::::::::What? Do you even know English? --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:53, 26 October 2018 (EDT)<br />
:::::::::::::::Yes, there is a Nintendo DS emulator called [[DeSmuME|Desmume]] --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::::::::::::::When did I mention that? --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 11:17, 26 October 2018 (EDT)<br />
:::::::::::::::::.exe is executable. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=DeSmuME&diff=20428DeSmuME2018-10-27T06:21:52Z<p>176.88.21.36: Undo revision 20427 by Karasuhebi (talk) You don't have Grammarly.</p>
<hr />
<div>{{Infobox emulator<br />
|logo = Desmume.png<br />
|logowidth = 100<br />
|version = 0.9.11<br />
|active = Yes<br />
|platform = Multi-platform<br />
|target = [[Nintendo DS emulators|Nintendo DS]]<br />
|developer = YopYop156<br/>[http://wiki.desmume.org/index.php?title=DeSmuME:About#DeSmuME_current_team DeSmuME team]<br />
|website = [https://desmume.org/ DeSmuME.org]<br />
|source = [https://github.com/TASVideos/desmume GitHub]<br />
}}<br />
'''DeSmuME''' is a [[Nintendo DS emulator]]. It is the most accurate Nintendo DS emulator and is actively developed. It can be run from the command line directly or as a graphical program.<br />
<br />
The regular version now allows for increasing internal resolution.<br />
<br />
It is also available as a libretro core for [[RetroArch]].<br />
<br />
==Download==<br />
*[https://desmume.org/download/ DeSmuME Dev Builds]<br />
*[http://shikaver01.webcrow.jp/ DeSmuME X432R Builds] (High-resolution rendering)<br />
<br />
==Issues==<br />
DeSmuME uses [[Wikipedia:DirectInput|DirectInput]] if an Xbox 360 controller is being used. No support for [[Wikipedia:DirectInput#XInput|XInput]] exists. This will be noticeable if an Xbox 360 controller's LT and RT inputs are mapped to emulate the DS's L and R buttons respectively.<br />
<br />
Several features aren't supported by DeSmuME and aren't parts of its future as per the emulator's current philosophy and ''creative differences'', so don't hold your breath for them or pester the developers about them. They include:<br />
*DS Download Play<br />
*DS Local Play (local multiplayer)<br />
*DS Wi-Fi Play (online multiplayer) - ''working, fork-only, removed from main due to creative differences''<br />
*DSi emulation (DSi-enhanced retail, DSi-exclusive retail, DSiWare)<br />
*DS/Wii Connectivity<br />
<br />
StapleButter was working on some of these features and left the project due to ''creative differences'' directly related to these features, to eventually start his own Nintendo DS emulator, [[melonDS]]. A DeSmuME fork with online multiplayer, which includes functional code that made it to official version 0.9.7 before being removed due to ''creative differences'', is available and has been improved to allow for limited dumping of online data software prior to the server shutdown in 2014, as well as a version allowing for using online play for a select few games and downloading DLC data from alternative servers with the backed-up data.<br />
<br />
At some point in 2010, development on these features was permanently discontinued due to ''creative differences'', and the developers distanced themselves from the above-mentioned forks. The official team stance on this is as follows, and is as clear as it can get:<br />
<br />
::''As you may have come to find, Release versions and WIP builds distributed by DeSmuME developers do not have the WIFI menu enabled, while builds provided by dodgy scener sites or the one your best friend in the whole wide world has handed to you on a USB key does.''<br />
::''Officially, DeSmuME DOES NOT support the use of builds with WIFI support.''<br />
::''As such, though it may come as a shock to you, requests for help or information about it are thus NOT likely to obtain a response to your satisfaction.''<br />
::''The developers have no current interest for furthering the development of the EXPERIMENTAL_WIFI, and the current state of the DeSmuME source code might have even completely broken it.''<br />
<br />
Also due to ''creative differences'' it was deemed that the Dynamic JIT recompiler (which adds a significant speed-up) to be a poor fit for the DeSmuME project and as such a fork called "DeSmuME 0.9.9 JIT" including it was made, and some used to recommend it over the mainline project. Much later, like with the internal resolution feature, a compromise on these ''creative differences'' was reached and a slightly different implementation was since included in the main project after 0.9.11.<br />
<br />
==Troubleshooting==<br />
If the game is slow:<br />
*Enable the '''dynamic recompiler''' in '''Emulation Settings'''.<br />
*If it's still slow, you must be running on a toaster. It can't be helped. But try tinkering with things for the fastest settings you can find.<br />
*Use frameskip as the absolute last resort.<br />
*If you have a Nvidia card and the OpenGL Display Method (useful for its filter) is stuttering despite reporting good framerate, open the Nvidia Control Panel and turn off Threaded Optimization for this program. What's happening is sequential OpenGL code is being put on different processors running at different speeds, forcing them to wait for each other repeatedly.<br />
If the sound is distorted.<br />
*'''Synchronous''' mode is far less buggy. '''Method Z''' seems to work the best in most cases.<br />
If the 3D is messed up.<br />
*Set it to OpenGL 3.2. Old OpenGL had problems with 3D itself, while SoftRasterizer had alignment issues with 2D. But 3.2 seems to fix most of both.<br />
*SoftRasterizer's texture alignment issues are supposedly fixed on a per game basis with the newer TXT hack. It now seems to be more compatible and showing more effects than GL3.2. Etrian Odyssey and Dragon Quest V seem to work best with it over GL3.2.<br />
<br />
==Graphical Enhancement==<br />
*In 3D games, you can use '''DeSmuME X432R''' as linked below or any recent official build to increase the internal resolution. It can be surprising how detailed DS textures actually are despite the tiny resolution they were made to be played at. This disables the Magnification Filter option, so if you want to use those post-processing effects for 2D games, you have to set it back to native resolution.<br />
*The OpenGL 3.2 renderer option in 3D Settings supports '''Multisampling Anti-Aliasing (MSAA)'''. Turning it on helps the edges of ultra low-res DS polygons and lines smooth out appear to wobble less during movement, and retain their shape better when viewed from distance. Unlike post-processing effects that modify the still frame after completion and essentially try to guess at the shapes they are smoothing, this effect knows the actual shapes of the polygons themselves.<br />
**Versions before r5032 had this option for a long time, but it was only put in the GUI at r5032. To turn it on in older versions you needed to change a value from false to true in the source code and recompile it.<br />
*Another thing you can do is filter it. Make sure '''OpenGL''' and '''Filter''' are checked under '''Display Method'''.<br />
*Finally, there are a variety of post-processing shaders that can be selected under '''Magnification Filter'''. Whether that is simple Nearest 2x or some pixel art scaling filter like HQx or xBRZ is up to you. No post-processing smoothing is perfect, but if you want to use one the xBRZ options are generally the most high-end among smoothing filters present.<br />
*macOS version of DeSmuME also has support for multi-pass post-processing shaders and filters which Windows version currently doesn't have.<br />
*Leaving it native and aligning it to a CRT (Set to a 384 high resolution) is also an option, if you feel like going through the effort.<br />
*Recent DeSmuME revisions now add support for texture filtering, greatly reducing pixelation albeit at the cost of blurrier visuals. Some may find this rather jarring or too N64-esque, so it's a matter of individual preference as there's an option to turn it on or off. <br />
<br />
===Internal Resolution and DeSmuME X432R===<br />
====X432R Fork====<br />
Mainline DeSmuME didn't offer any options for higher internal resolution than native, at first, due to ''creative differences''. However, DeSmuME X432R is DeSmuME fork with the option to increase internal resolution. Be warned that this option is very system-intensive. There have been reports of people who can run Dolphin and PCSX2 at a perfect pace but can't run this at full speed using increased internal resolution, however newest versions are much faster.<br />
<br />
While generally more accurate, the SoftRasterizer is massively CPU-intensive in this mode, whereas the OpenGL renderer shares the load with your GPU. This can be considered a '''speedup''' option, but it also boasts an MSAA option unavailable to SoftRasterizer.<br />
<br />
This fork also has some options for configuring sub-screens. This fork is no longer active, and its last version is dated 19-04-2015.<br />
<br />
*http://shikaver01.webcrow.jp<br />
*Binary of SVN r5043: http://www75.zippyshare.com/v/67167782/file.html<br />
*http://www.geocities.jp/gponys/desmume_aa.html<br />
<br />
====Official Implementation====<br />
After the increased internal resolutions were implemented in the X432 fork (originally contributed to main but rejected due to ''creative differences''), as well as in Drastic and even the barebones official Nintendo Virtual Console DS emulator on Wii U, the mainline DeSmuME project developers decided to reconsider their ''creative differences'' and include their own implementation of higher internal resolution.<br />
<br />
Official dev builds now have the option to render at a higher resolution as well, and filter textures to boot. Overall, it's more hardware intensive than X432R's implementation.<br />
<br />
The latest development version of RetroArch DeSmuME core also has an option to increase internal resolution which can be set using '''desmume_internal_resolution''' in Core Options. This option was added in [https://github.com/libretro/desmume/commit/5e430dfbc22f9d54c77f291304a38352ee1e5a63 August 8, 2015 commit]. This is massively CPU-intensive because only SoftRasterizer exists in RetroArch core.<br />
<br />
==Review==<br />
DeSmuME is currently the best available Nintendo DS emulator on PCs. It is far better than [[No$|No$GBA]] when it comes to accuracy, though not flawless. However, it's more hardware intensive than any other DS emulator (either NO$GBA or emulated Drastic) and many features are not supported.<br />
<br />
==Gallery==<br />
<gallery><br />
Internal resolution comparion - Assassin's Creed II Discovery.png|Top: native internal resolution (256x192). Bottom: 4x internal resolution (1024x768)<br />
Kit Mystery Challenge nearest neighbour.png|''Kit Mystery Challenge'' running at 2x internal resolution and nearest-neighbour (i.e. DS-style) texture filtering.<br />
Kit Mystery Challenge filtered.png|The same scene in ''Kit Mystery Challenge'', albeit with GL Tex Smoothing enabled. Notice the blurrier floor texture.<br />
</gallery><br />
<br />
==Guides and Info==<br />
*[https://wiki.desmume.org/index.php?title=Main_Page DeSmuME Wiki]<br />
<br />
==References==<br />
<references/><br />
[[Category:Emulators]]<br />
[[Category:Linux emulation software]]<br />
[[Category:macOS emulation software]]<br />
[[Category:Nintendo DS emulators]]</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=User_talk:176.88.21.36&diff=20416User talk:176.88.21.362018-10-26T15:01:45Z<p>176.88.21.36: </p>
<hr />
<div>Check if pages are linking to redirects. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 09:26, 26 October 2018 (EDT)<br />
:I created [[Orbital]] page. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::Don't put emus on the page until they can play games. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:05, 26 October 2018 (EDT)<br />
:::Is Family Computer Emulator v0.35 an experimental NES emulator? --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::It's discontinued... it's for the FM Towns Marty-a system barely anyone has-and it's old. Why do you keep saying experimental? --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:09, 26 October 2018 (EDT)<br />
:::::See [[History of emulation]] to find an experimental NES/Famicom emulator. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]]):::<br />
::::::You mean early? Experimental means "(of a new invention or product) based on untested ideas or techniques and not yet established or finalized." Emulators weren't that new. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:17, 26 October 2018 (EDT)<br />
:::::::What Kaillera means? --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::::::It's a multiplayer client. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:22, 26 October 2018 (EDT)<br />
:::::::::In 2019 or 2020, Orbital will play one of the very few games. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::::::::Do you realize that that number is not realistic? It took YEARS and YEARS for ONE Xbox emu could play more than 1 game. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:28, 26 October 2018 (EDT)<br />
:::::::::::[[Citra]] is a Nintendo 3DS emulator which encrypted games will not work without 3DS bios. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::::::::::I fucking know. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:35, 26 October 2018 (EDT)<br />
:::::::::::::Don't put non-emulators to all emulator pages. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::::::::::::What? Do you even know English? --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:53, 26 October 2018 (EDT)<br />
:::::::::::::::Yes, there is a Nintendo DS emulator called [[DeSmuME|Desmume]] --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=User_talk:176.88.21.36&diff=20414User talk:176.88.21.362018-10-26T14:44:42Z<p>176.88.21.36: </p>
<hr />
<div>Check if pages are linking to redirects. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 09:26, 26 October 2018 (EDT)<br />
:I created [[Orbital]] page. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::Don't put emus on the page until they can play games. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:05, 26 October 2018 (EDT)<br />
:::Is Family Computer Emulator v0.35 an experimental NES emulator? --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::It's discontinued... it's for the FM Towns Marty-a system barely anyone has-and it's old. Why do you keep saying experimental? --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:09, 26 October 2018 (EDT)<br />
:::::See [[History of emulation]] to find an experimental NES/Famicom emulator. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]]):::<br />
::::::You mean early? Experimental means "(of a new invention or product) based on untested ideas or techniques and not yet established or finalized." Emulators weren't that new. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:17, 26 October 2018 (EDT)<br />
:::::::What Kaillera means? --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::::::It's a multiplayer client. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:22, 26 October 2018 (EDT)<br />
:::::::::In 2019 or 2020, Orbital will play one of the very few games. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::::::::Do you realize that that number is not realistic? It took YEARS and YEARS for ONE Xbox emu could play more than 1 game. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:28, 26 October 2018 (EDT)<br />
:::::::::::[[Citra]] is a Nintendo 3DS emulator which encrypted games will not work without 3DS bios. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::::::::::I fucking know. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:35, 26 October 2018 (EDT)<br />
:::::::::::::Don't put non-emulators to all emulator pages. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=Amiibo&diff=20413Amiibo2018-10-26T14:41:54Z<p>176.88.21.36: /* Emulation */ Added NSEmu and SphiNX. Ryujinx also available on macOS and Linux because these 3 emulators doesn't support Amiibo.</p>
<hr />
<div>Various collectibles and figurines used to maximize sales for greedy game companies, and their emulation support.<br />
<br />
==Nintendo Amiibo==<br />
An Amiibo is a small figurine produced by Nintendo, which stores and relays various information for related video games via near field communication (NFC). It was supported on the [[Wii U emulators|Wii U]] and the [[Nintendo_Switch_emulators|Nintendo Switch]], as well as the [[Nintendo 3DS emulators|Nintendo 3DS]] (natively on new 3DS, with an add-on peripheral on old models).<br />
<br />
The figurine had some unique data about its type, sometimes some user save-data, but its size is too small to hold any true add-on game content. When read by the game during in-game prompts, it would unlock various bonuses and content already on the disc (just like on-disc DLC), depending on the figurine's type and various other conditions.<br />
<br />
===Emulation===<br />
{| class="wikitable" style="text-align:center;"<br />
|+Related Console Emulators<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|Amiibo Support<br />
|-<br />
!colspan="8"|Nintendo 3DS<br />
|-<br />
|[[Citra]]<br />
|Windows, OS X, Linux<br />
|[https://citra-emu.org/download/ Nightly]<br />
|{{✓}}<br />
|-<br />
|[[3dmoo]]<br />
|Windows, Linux<br />
|[https://github.com/plutooo/3dmoo/ Git]<br />
|{{✗}}<br />
|-<br />
|TronDS<br />
|Windows, Linux<br />
|[http://trondsemu.byethost15.com/downloads.html 1.0.0.5]<br />
|{{✗}}<br />
|-<br />
|LemonLime<br />
|Windows, macOS, Linux<br />
|[https://github.com/Cyuubi/LemonLime/ Git]<br />
|{{✗}}<br />
|-<br />
!colspan="8"|Wii U<br />
|-<br />
|[[Cemu]]<br />
|Windows<br />
|[http://cemu.info/index.html#download {{CemuVer}}]<br />
|{{✓}}<br />
|-<br />
|[[Decaf]]<br />
|Windows, Linux<br />
|[https://github.com/decaf-emu/decaf-emu Git]<br />
|{{✗}}<br />
|-<br />
!colspan="8"|Nintendo Switch<br />
|-<br />
|[[yuzu]]<br />
|Windows, macOS, Linux<br />
|[https://yuzu-emu.org/downloads/ Nightly]<br />
|{{✓}}<br />
|-<br />
|[[Ryujinx]]<br />
|Windows, macOS, Linux<br />
|[https://github.com/gdkchan/Ryujinx Git]<br />
|{{✗}}<br />
|-<br />
||[https://github.com/RKX1209/nsemu NSEmu]<br />
|Windows<br />
|{{✗}} (WIP)<br />
|{{✗}}<br />
|-<br />
|[https://gbatemp.net/threads/sphinx-nintendo-switch-emulator.517276/ SphiNX]<br />
|Windows<br />
|{{✗}} (WIP)<br />
|{{✗}}<br />
|}<br />
<br />
* CEMU has partial Amiibo support. While Amiibo dumps (.bin) can be loaded and read in-game to trigger their appropriate effects, they can't be written back to. This affects for example the Wolf Link figurine, that's supposed to store the number of hearts for Link from Twilight Princess HD's save file, and summon in Breath of the Wild a wolf with as much HP. With the way CEMU's implementation is, this never happens and the summon only has a default of 3 hearts. Nevertheless, this can be circumvented by writing to the Amiibo on real Wii U hardware, dumping it, then using that dump with BoTW.<br />
* yuzu added Amiibo support. It can do the reading part, but it's yet to be known if it can do the write part.<br />
* No 3DS to date has a functional software implementation.<br />
* 3DS custom firmware has an app that can load amiibo in software, but it's buggy and has limited compatibility (SSB4 3DS), and no longer under development.<br />
<br />
===Amiibo Dumps===<br />
These are little more than NFC tags. There are multiple ways to dump, store and fake these. Their common format accepted by emulators is .bin files. Additionally, there are some complete sets shared online that regularly get updated.<br />
<br />
*[https://github.com/HiddenRamblings/TagMo TagMo]: An open source android application that can be used to store and relay the same information as any given amiibo (provided they have the [https://pastebin.com/aV23ha3X appropriate encryption keys]). [https://github.com/HiddenRamblings/TagMo/releases Download]<br />
*[http://www.n2elite.com/ n2elite]: A little puck sold commercially that uses the "amiiqo emulator" for storing and transferring data to official Nintendo consoles.<br />
<br />
==Game Boy Advance Figurines==<br />
Some Japanese-exclusive game series on the GBA offered peripherals mandatory to game progression. The gameplay was similar to Pokemon, and used figurines not unlike Skylanders before their day. There were two series, each with their figurines that only work across their respective franchise:<br />
<br />
* '''Bouken Yuuki Pluster World:''' Plust Gate/EX/Pluston GP<br />
* '''Legendz:''' Island of Ordeal/Sign of Nekuromu<br />
<br />
===Emulation===<br />
None to speak of, though in the case of the Legendz series, the scene dumpers made a patch that spoofs the figurine reading code to trick it into believing a successful reading of the first figurine registered everytime it's prompting a read. This makes initial progression possible on emulators.<br />
<br />
==Barcode Readers==<br />
TBA<br />
<br />
==Skylanders==<br />
TBA<br />
<br />
==Disney Infinite Figurines==<br />
TBA<br />
<br />
{{Nintendo}}</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=Amiibo&diff=20412Amiibo2018-10-26T14:35:31Z<p>176.88.21.36: /* Emulation */ Added LemonLime because it doesn't support Amiibo.</p>
<hr />
<div>Various collectibles and figurines used to maximize sales for greedy game companies, and their emulation support.<br />
<br />
==Nintendo Amiibo==<br />
An Amiibo is a small figurine produced by Nintendo, which stores and relays various information for related video games via near field communication (NFC). It was supported on the [[Wii U emulators|Wii U]] and the [[Nintendo_Switch_emulators|Nintendo Switch]], as well as the [[Nintendo 3DS emulators|Nintendo 3DS]] (natively on new 3DS, with an add-on peripheral on old models).<br />
<br />
The figurine had some unique data about its type, sometimes some user save-data, but its size is too small to hold any true add-on game content. When read by the game during in-game prompts, it would unlock various bonuses and content already on the disc (just like on-disc DLC), depending on the figurine's type and various other conditions.<br />
<br />
===Emulation===<br />
{| class="wikitable" style="text-align:center;"<br />
|+Related Console Emulators<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|Amiibo Support<br />
|-<br />
!colspan="8"|Nintendo 3DS<br />
|-<br />
|[[Citra]]<br />
|Windows, OS X, Linux<br />
|[https://citra-emu.org/download/ Nightly]<br />
|{{✓}}<br />
|-<br />
|[[3dmoo]]<br />
|Windows, Linux<br />
|[https://github.com/plutooo/3dmoo/ Git]<br />
|{{✗}}<br />
|-<br />
|TronDS<br />
|Windows, Linux<br />
|[http://trondsemu.byethost15.com/downloads.html 1.0.0.5]<br />
|{{✗}}<br />
|-<br />
|LemonLime<br />
|Windows, macOS, Linux<br />
|[https://github.com/Cyuubi/LemonLime/ Git]<br />
|{{✗}}<br />
|-<br />
!colspan="8"|Wii U<br />
|-<br />
|[[Cemu]]<br />
|Windows<br />
|[http://cemu.info/index.html#download {{CemuVer}}]<br />
|{{✓}}<br />
|-<br />
|[[Decaf]]<br />
|Windows, Linux<br />
|[https://github.com/decaf-emu/decaf-emu Git]<br />
|{{✗}}<br />
|-<br />
!colspan="8"|Nintendo Switch<br />
|-<br />
|[[yuzu]]<br />
|Windows, macOS, Linux<br />
|[https://yuzu-emu.org/downloads/ Nightly]<br />
|{{✓}}<br />
|-<br />
|[[Ryujinx]]<br />
|Windows<br />
|[https://github.com/gdkchan/Ryujinx Git]<br />
|{{✗}}<br />
|}<br />
<br />
* CEMU has partial Amiibo support. While Amiibo dumps (.bin) can be loaded and read in-game to trigger their appropriate effects, they can't be written back to. This affects for example the Wolf Link figurine, that's supposed to store the number of hearts for Link from Twilight Princess HD's save file, and summon in Breath of the Wild a wolf with as much HP. With the way CEMU's implementation is, this never happens and the summon only has a default of 3 hearts. Nevertheless, this can be circumvented by writing to the Amiibo on real Wii U hardware, dumping it, then using that dump with BoTW.<br />
* yuzu added Amiibo support. It can do the reading part, but it's yet to be known if it can do the write part.<br />
* No 3DS to date has a functional software implementation.<br />
* 3DS custom firmware has an app that can load amiibo in software, but it's buggy and has limited compatibility (SSB4 3DS), and no longer under development.<br />
<br />
===Amiibo Dumps===<br />
These are little more than NFC tags. There are multiple ways to dump, store and fake these. Their common format accepted by emulators is .bin files. Additionally, there are some complete sets shared online that regularly get updated.<br />
<br />
*[https://github.com/HiddenRamblings/TagMo TagMo]: An open source android application that can be used to store and relay the same information as any given amiibo (provided they have the [https://pastebin.com/aV23ha3X appropriate encryption keys]). [https://github.com/HiddenRamblings/TagMo/releases Download]<br />
*[http://www.n2elite.com/ n2elite]: A little puck sold commercially that uses the "amiiqo emulator" for storing and transferring data to official Nintendo consoles.<br />
<br />
==Game Boy Advance Figurines==<br />
Some Japanese-exclusive game series on the GBA offered peripherals mandatory to game progression. The gameplay was similar to Pokemon, and used figurines not unlike Skylanders before their day. There were two series, each with their figurines that only work across their respective franchise:<br />
<br />
* '''Bouken Yuuki Pluster World:''' Plust Gate/EX/Pluston GP<br />
* '''Legendz:''' Island of Ordeal/Sign of Nekuromu<br />
<br />
===Emulation===<br />
None to speak of, though in the case of the Legendz series, the scene dumpers made a patch that spoofs the figurine reading code to trick it into believing a successful reading of the first figurine registered everytime it's prompting a read. This makes initial progression possible on emulators.<br />
<br />
==Barcode Readers==<br />
TBA<br />
<br />
==Skylanders==<br />
TBA<br />
<br />
==Disney Infinite Figurines==<br />
TBA<br />
<br />
{{Nintendo}}</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=Nintendo_3DS_emulators&diff=20410Nintendo 3DS emulators2018-10-26T14:34:24Z<p>176.88.21.36: /* Emulators */ Citra and LemonLime is the only 3DS emulators available on macOS.</p>
<hr />
<div>{{Infobox console<br />
|title = Nintendo 3DS<br />
|logo = 3ds.png<br />
|developer = [[:Nintendo]]<br />
|type = [[:Category:Consoles|Handheld game console]]<br />
|generation = [[:Category:Eighth-generation video game consoles|Eighth generation]]<br />
|release = 2011<br />
|predecessor = [[Nintendo DS emulators|Nintendo DS]]<br />
|emulated = {{~}}<br />
}}<br />
The Nintendo 3DS is the latest handheld console by Nintendo, released in 2011. The most notable feature of this console is the use of [https://en.wikipedia.org/wiki/Autostereoscopy autostereoscopic] (i.e. without glasses) 3D, which can be configured using a slider.<br />
<br />
__TOC__<br />
<br />
==Emulators==<br />
{| class="wikitable" style="text-align:center;"<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|[[Citra]]<br />
|Windows, macOS, Linux<br />
|[https://citra-emu.org/download/ Nightly]<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[3dmoo]]<br />
|Windows, Linux<br />
|[https://github.com/plutooo/3dmoo/ Git]<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|TronDS<br />
|Windows, Linux<br />
|[http://trondsemu.byethost15.com/downloads.html 1.0.0.5]<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|LemonLime<br />
|Windows, macOS, Linux<br />
|[https://github.com/Cyuubi/LemonLime/ Git]<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
!colspan="9"|Mobile<br />
|-<br />
|[[Citra]] <small>(Unofficial)</small><br />
|Android<br />
|[https://github.com/SachinVin/citra_android Frontend] <small>(WIP)</small><br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|}<br />
<br />
===Comparisons===<br />
;[[Citra]]:An early in development open-source 3DS emulator made by experienced emulator developers. It is considered experimental, and it runs homebrew applications with a decent degree of compatibility. Though it can play many commercial games to some extent, the emulator has various graphical and sound issues with most games, and requires a very powerful CPU for most games to be playable. Citra is being regularly worked on, and progress in it is faster than expected for most emulators. However, there's still no telling how long it will be before it is suitable for playing games to completion.<br />
;[[3dmoo]]:Another open-source 3DS emulator, made by experienced developers in the DS hacking scene. It was released shortly after Citra and received similar progress for a few months, but was eventually aborted by its authors after a while.<br />
;TronDS:A closed-source 3DS emulator, presumably made by the iDeaS author. Little is known about it other than that it can run simple homebrew. It cannot be used for playing games.<br />
<br />
===Emulation issues===<br />
'''The Nintendo 3DS currently has no emulators that play all games with all features intact.''' This is mainly because for a long time the hardware was documented only sparingly, and homebrew code execution was hard to achieve. Nowadays, the hardware is better known and homebrew is being developed. Many games boot now, with a few even having no noticeable graphical issues. However, sound has not fully been implemented. This, along with other various issues, exist that make 3DS emulation not ready for prime time just yet.<br />
<br />
==Game Images==<br />
===3DS vs. CIA===<br />
There's two big types of 3DS game images currently:<br />
;NCSD-type: Includes '''.CCI''' (Citra Cart Image), aka '''.3DS''' - data on physical carts, can be executed right off the bat, not used much since no one bothered to develop a CFW solution to load them yet (besides converting them to CIA) and only overpriced flashcarts (Gateway/Sky3DS) can load them.<br />
;NCCH-type: Includes '''.CIA''' (Citra Importable Archive) and '''.CXI''' - installers that unpack game data to the SD card or the 3DS NAND memory (if you have a ticket proving ownership of that game, but tickets can be shared and even fool Nintendo's servers into letting you download the game, using tools like FreeShop or Wii U USB Helper if on a PC). Some homebrew apps (FBI, DevMenu) can install CIA files on 3DS systems with CFW installed. Digital only games will use this format internally.<br />
<br />
Note that Citrus, Citra or CTR is the internal code name for the 3DS.<br />
<br />
Due to one format being so far restricted to overpriced flashcarts and the very slow Citra development (meaning playing on a real 3DS is still the preferred way to go), the CIA format is preferred in many sharing websites, downloader tools and even tools to dump your own games. <br />
<br />
However, converting a CIA image to 3DS format (and vice-versa) is still possible with no loss of content. Read the Encryption section below for a guide.<br />
<br />
Some outdated dumping utilities intended for use with Citra (like braindump) produce damaged decrypted 3DS images that can't be easily converted back. No known solution exists so far to fix those dumps.<br />
<br />
===Encryption===<br />
Most dumps online are also encrypted. This encryption poses no problem for playing game images on a real 3DS since it can deal with that encryption with internal keys included in the bootrom, but becomes a problem when trying to emulate them on PC. '''Citra cannot play encrypted games, only decrypted games will work.''' A solution to load encrypted images is for the moment on the back burner and there's not much developer interest for it. If you want to play games on Citra, you'll have to convert your game images to that format.<br />
<br />
Formerly, decrypting those ROMs used to require real 3DS hardware (bafflingly enough, Citra devs still ask users to do this even nowadays). It required files generated by a real 3DS called '''xorpads''' unique to that game version, using the encryption engine within the 3DS. After this part, these xorpads (which are big) can be used with PC tools (or other 3DS-based homebrew) to produce the decrypted game image. After that, some 3DS homebrew (Decrypt9, GodMode9) included tools to directly convert encrypted images to decrypted images with a single button press, but those still require a real 3DS.<br />
<br />
The game changer was the sighax exploit, allowing to dump the 3DS bootrom which includes these encryption keys. This file can be downloaded from the [[Emulator Files#Nintendo 3DS|Emulator Files]] page. You can then use a program like '''[https://gbatemp.net/threads/tutorial-extract-decrypt-games-nand-backups-and-sd-contents-with-fuse-3ds.499994/ fuse-3ds]''' to decrypt games using this file. Simply place boot9.bin in the same folder, run the program, mount the encrypted .cia or .3ds, and find the '''decrypted.cxi''' file inside (usually in the first folder). Citra should be able to load this file without issues.<br />
<br />
<br />
{{Nintendo}}<br />
<br />
[[Category:Consoles]]<br />
[[Category:Nintendo consoles]]<br />
[[Category:Eighth-generation video game consoles]]<br />
[[Category:Very early emulation]]<br />
[[Category:Nintendo 3DS emulators]]</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=User_talk:176.88.21.36&diff=20407User talk:176.88.21.362018-10-26T14:32:14Z<p>176.88.21.36: </p>
<hr />
<div>Check if pages are linking to redirects. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 09:26, 26 October 2018 (EDT)<br />
:I created [[Orbital]] page. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::Don't put emus on the page until they can play games. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:05, 26 October 2018 (EDT)<br />
:::Is Family Computer Emulator v0.35 an experimental NES emulator? --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::It's discontinued... it's for the FM Towns Marty-a system barely anyone has-and it's old. Why do you keep saying experimental? --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:09, 26 October 2018 (EDT)<br />
:::::See [[History of emulation]] to find an experimental NES/Famicom emulator. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]]):::<br />
::::::You mean early? Experimental means "(of a new invention or product) based on untested ideas or techniques and not yet established or finalized." Emulators weren't that new. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:17, 26 October 2018 (EDT)<br />
:::::::What Kaillera means? --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::::::It's a multiplayer client. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:22, 26 October 2018 (EDT)<br />
:::::::::In 2019 or 2020, Orbital will play one of the very few games. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::::::::Do you realize that that number is not realistic? It took YEARS and YEARS for ONE Xbox emu could play more than 1 game. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:28, 26 October 2018 (EDT)<br />
:::::::::::[[Citra]] is a Nintendo 3DS emulator which encrypted games will not work without 3DS bios. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=DeSmuME&diff=20406DeSmuME2018-10-26T14:30:00Z<p>176.88.21.36: /* Graphical Enhancement */ OS X replaced by macOS.</p>
<hr />
<div>{{Infobox emulator<br />
|logo = Desmume.png<br />
|logowidth = 100<br />
|version = 0.9.11<br />
|active = Yes<br />
|platform = Multi-platform<br />
|target = [[Nintendo DS emulators|Nintendo DS]]<br />
|developer = YopYop156<br/>[http://wiki.desmume.org/index.php?title=DeSmuME:About#DeSmuME_current_team DeSmuME team]<br />
|website = [https://desmume.org/ DeSmuME.org]<br />
|source = [https://github.com/TASVideos/desmume GitHub]<br />
}}<br />
'''DeSmuME''' is a [[Nintendo DS emulator]]. It is the most accurate Nintendo DS emulator and is actively developed. It can be run from the command line directly or as a graphical program.<br />
<br />
The regular version now allows for increasing internal resolution.<br />
<br />
It is also available as a libretro core for [[RetroArch]].<br />
<br />
==Download==<br />
*[https://desmume.org/download/ DeSmuME Dev Builds]<br />
*[http://shikaver01.webcrow.jp/ DeSmuME X432R Builds] (High-resolution rendering)<br />
<br />
==Issues==<br />
DeSmuME uses [[Wikipedia:DirectInput|DirectInput]] if an Xbox 360 controller is being used. No support for [[Wikipedia:DirectInput#XInput|XInput]] exists. This will be noticeable if an Xbox 360 controller's LT and RT inputs are mapped to emulate the DS's L and R buttons respectively.<br />
<br />
Several features aren't supported by DeSmuME and aren't parts of its future as per the emulator's current philosophy and ''creative differences'', so don't hold your breath for them or pester the developers about them. They include:<br />
*DS Download Play<br />
*DS Local Play (local multiplayer)<br />
*DS Wi-Fi Play (online multiplayer) - ''working, fork-only, removed from main due to creative differences''<br />
*DSi emulation (DSi-enhanced retail, DSi-exclusive retail, DSiWare)<br />
*DS/Wii Connectivity<br />
<br />
StapleButter was working on some of these features and left the project due to ''creative differences'' directly related to these features, to eventually start his own Nintendo DS emulator, [[melonDS]]. A DeSmuME fork with online multiplayer, which includes functional code that made it to official version 0.9.7 before being removed due to ''creative differences'', is available and has been improved to allow for limited dumping of online data software prior to the server shutdown in 2014, as well as a version allowing for using online play for a select few games and downloading DLC data from alternative servers with the backed-up data.<br />
<br />
At some point in 2010, development on these features was permanently discontinued due to ''creative differences'', and the developers distanced themselves from the above-mentioned forks. The official team stance on this is as follows, and is as clear as it can get:<br />
<br />
::''As you may have come to find, Release versions and WIP builds distributed by DeSmuME developers do not have the WIFI menu enabled, while builds provided by dodgy scener sites or the one your best friend in the whole wide world has handed to you on a USB key does.''<br />
::''Officially, DeSmuME DOES NOT support the use of builds with WIFI support.''<br />
::''As such, though it may come as a shock to you, requests for help or information about it are thus NOT likely to obtain a response to your satisfaction.''<br />
::''The developers have no current interest for furthering the development of the EXPERIMENTAL_WIFI, and the current state of the DeSmuME source code might have even completely broken it.''<br />
<br />
Also due to ''creative differences'' it was deemed that the Dynamic JIT recompiler (which adds a significant speed-up) to be a poor fit for the DeSmuME project and as such a fork called "DeSmuME 0.9.9 JIT" including it was made, and some used to recommend it over the mainline project. Much later, like with the internal resolution feature, a compromise on these ''creative differences'' was reached and a slightly different implementation was since included in the main project after 0.9.11.<br />
<br />
==Troubleshooting==<br />
If the game is slow:<br />
*Enable the '''dynamic recompiler''' in '''Emulation Settings'''.<br />
*If it's still slow, you must be running on a toaster. It can't be helped. But try tinkering with things for the fastest settings you can find.<br />
*Use frameskip as the absolute last resort.<br />
*If you have a Nvidia card and the OpenGL Display Method (useful for its filter) is stuttering despite reporting good framerate, open the Nvidia Control Panel and turn off Threaded Optimization for this program. What's happening is sequential OpenGL code is being put on different processors running at different speeds, forcing them to wait for each other repeatedly.<br />
If the sound is distorted.<br />
*'''Synchronous''' mode is far less buggy. '''Method Z''' seems to work the best in most cases.<br />
If the 3D is messed up.<br />
*Set it to OpenGL 3.2. Old OpenGL had problems with 3D itself, while SoftRasterizer had alignment issues with 2D. But 3.2 seems to fix most of both.<br />
*SoftRasterizer's texture alignment issues are supposedly fixed on a per game basis with the newer TXT hack. It now seems to be more compatible and showing more effects than GL3.2. Etrian Odyssey and Dragon Quest V seem to work best with it over GL3.2.<br />
<br />
==Graphical Enhancement==<br />
*In 3D games, you can use '''DeSmuME X432R''' as linked below or any recent official build to increase the internal resolution. It can be surprising how detailed DS textures actually are despite the tiny resolution they were made to be played at. This disables the Magnification Filter option, so if you want to use those post-processing effects for 2D games, you have to set it back to native resolution.<br />
*The OpenGL 3.2 renderer option in 3D Settings supports '''Multisampling Anti-Aliasing (MSAA)'''. Turning it on helps the edges of ultra low-res DS polygons and lines smooth out appear to wobble less during movement, and retain their shape better when viewed from distance. Unlike post-processing effects that modify the still frame after completion and essentially try to guess at the shapes they are smoothing, this effect knows the actual shapes of the polygons themselves.<br />
**Versions before r5032 had this option for a long time, but it was only put in the GUI at r5032. To turn it on in older versions you needed to change a value from false to true in the source code and recompile it.<br />
*Another thing you can do is filter it. Make sure '''OpenGL''' and '''Filter''' are checked under '''Display Method'''.<br />
*Finally, there are a variety of post-processing shaders that can be selected under '''Magnification Filter'''. Whether that is simple Nearest 2x or some pixel art scaling filter like HQx or xBRZ is up to you. No post-processing smoothing is perfect, but if you want to use one the xBRZ options are generally the most high-end among smoothing filters present.<br />
*macOS version of DeSmuME also has support for multi-pass post-processing shaders and filters which Windows version currently doesn't have.<br />
*Leaving it native and aligning it to a CRT (Set to a 384 high resolution) is also an option, if you feel like going through the effort.<br />
*Recent DeSmuME revisions now add support for texture filtering, greatly reducing pixelation albeit at the cost of blurrier visuals. Some may find this rather jarring or too N64-esque, so it's a matter of individual preference as there's an option to turn it on or off. <br />
<br />
===Internal Resolution and DeSmuME X432R===<br />
====X432R Fork====<br />
Mainline DeSmuME didn't offer any options for higher internal resolution than native, at first, due to ''creative differences''. However, DeSmuME X432R is DeSmuME fork with the option to increase internal resolution. Be warned that this option is very system-intensive. There have been reports of people who can run Dolphin and PCSX2 at a perfect pace but can't run this at full speed using increased internal resolution, however newest versions are much faster.<br />
<br />
While generally more accurate, the SoftRasterizer is massively CPU-intensive in this mode, whereas the OpenGL renderer shares the load with your GPU. This can be considered a '''speedup''' option, but it also boasts an MSAA option unavailable to SoftRasterizer.<br />
<br />
This fork also has some options for configuring sub-screens. This fork is no longer active, and its last version is dated 19-04-2015.<br />
<br />
*http://shikaver01.webcrow.jp<br />
*Binary of SVN r5043: http://www75.zippyshare.com/v/67167782/file.html<br />
*http://www.geocities.jp/gponys/desmume_aa.html<br />
<br />
====Official Implementation====<br />
After the increased internal resolutions were implemented in the X432 fork (originally contributed to main but rejected due to ''creative differences''), as well as in Drastic and even the barebones official Nintendo Virtual Console DS emulator on Wii U, the mainline DeSmuME project developers decided to reconsider their ''creative differences'' and include their own implementation of higher internal resolution.<br />
<br />
Official dev builds now have the option to render at a higher resolution as well, and filter textures to boot. Overall, it's more hardware intensive than X432R's implementation.<br />
<br />
The latest development version of RetroArch DeSmuME core also has an option to increase internal resolution which can be set using '''desmume_internal_resolution''' in Core Options. This option was added in [https://github.com/libretro/desmume/commit/5e430dfbc22f9d54c77f291304a38352ee1e5a63 August 8, 2015 commit]. This is massively CPU-intensive because only SoftRasterizer exists in RetroArch core.<br />
<br />
==Review==<br />
DeSmuME is currently the best available Nintendo DS emulator on PCs. It is far better than [[No$|No$GBA]] when it comes to accuracy, though not flawless. However, it's more hardware intensive than any other DS emulator (either NO$GBA or emulated Drastic) and many features are not supported.<br />
<br />
==Gallery==<br />
<gallery><br />
Internal resolution comparion - Assassin's Creed II Discovery.png|Top: native internal resolution (256x192). Bottom: 4x internal resolution (1024x768)<br />
Kit Mystery Challenge nearest neighbour.png|''Kit Mystery Challenge'' running at 2x internal resolution and nearest-neighbour (i.e. DS-style) texture filtering.<br />
Kit Mystery Challenge filtered.png|The same scene in ''Kit Mystery Challenge'', albeit with GL Tex Smoothing enabled. Notice the blurrier floor texture.<br />
</gallery><br />
<br />
==Guides and Info==<br />
*[https://wiki.desmume.org/index.php?title=Main_Page DeSmuME Wiki]<br />
<br />
==References==<br />
<references/><br />
[[Category:Emulators]]<br />
[[Category:Linux emulation software]]<br />
[[Category:macOS emulation software]]<br />
[[Category:Nintendo DS emulators]]</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=User_talk:176.88.21.36&diff=20403User talk:176.88.21.362018-10-26T14:25:31Z<p>176.88.21.36: </p>
<hr />
<div>Check if pages are linking to redirects. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 09:26, 26 October 2018 (EDT)<br />
:I created [[Orbital]] page. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::Don't put emus on the page until they can play games. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:05, 26 October 2018 (EDT)<br />
:::Is Family Computer Emulator v0.35 an experimental NES emulator? --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::It's discontinued... it's for the FM Towns Marty-a system barely anyone has-and it's old. Why do you keep saying experimental? --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:09, 26 October 2018 (EDT)<br />
:::::See [[History of emulation]] to find an experimental NES/Famicom emulator. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]]):::<br />
::::::You mean early? Experimental means "(of a new invention or product) based on untested ideas or techniques and not yet established or finalized." Emulators weren't that new. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:17, 26 October 2018 (EDT)<br />
:::::::What Kaillera means? --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::::::It's a multiplayer client. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:22, 26 October 2018 (EDT)<br />
:::::::::In 2019 or 2020, Orbital will play one of the very few games. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=User_talk:176.88.21.36&diff=20400User talk:176.88.21.362018-10-26T14:20:28Z<p>176.88.21.36: </p>
<hr />
<div>Check if pages are linking to redirects. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 09:26, 26 October 2018 (EDT)<br />
:I created [[Orbital]] page. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::Don't put emus on the page until they can play games. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:05, 26 October 2018 (EDT)<br />
:::Is Family Computer Emulator v0.35 an experimental NES emulator? --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::It's discontinued... it's for the FM Towns Marty-a system barely anyone has-and it's old. Why do you keep saying experimental? --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:09, 26 October 2018 (EDT)<br />
:::::See [[History of emulation]] to find an experimental NES/Famicom emulator. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]]):::<br />
::::::You mean early? Experimental means "(of a new invention or product) based on untested ideas or techniques and not yet established or finalized." Emulators weren't that new. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:17, 26 October 2018 (EDT)<br />
:::::::What Kaillera means? --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=User_talk:176.88.21.36&diff=20398User talk:176.88.21.362018-10-26T14:12:02Z<p>176.88.21.36: </p>
<hr />
<div>Check if pages are linking to redirects. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 09:26, 26 October 2018 (EDT)<br />
:I created [[Orbital]] page. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::Don't put emus on the page until they can play games. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:05, 26 October 2018 (EDT)<br />
:::Is Family Computer Emulator v0.35 an experimental NES emulator? --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::It's discontinued... it's for the FM Towns Marty-a system barely anyone has-and it's old. Why do you keep saying experimental? --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:09, 26 October 2018 (EDT)<br />
:::::See [[History of emulation]] to find an experimental NES/Famicom emulator. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=User_talk:176.88.21.36&diff=20397User talk:176.88.21.362018-10-26T14:11:39Z<p>176.88.21.36: </p>
<hr />
<div>Check if pages are linking to redirects. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 09:26, 26 October 2018 (EDT)<br />
:I created [[Orbital]] page. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::Don't put emus on the page until they can play games. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:05, 26 October 2018 (EDT)<br />
:::Is Family Computer Emulator v0.35 an experimental NES emulator? --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::::It's discontinued... it's for the FM Towns Marty-a system barely anyone has-and it's old. Why do you keep saying experimental? --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:09, 26 October 2018 (EDT)<br />
:::::See [[History of emulation]] to find an experimental NES/Famicom emulator.</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=User_talk:176.88.21.36&diff=20394User talk:176.88.21.362018-10-26T14:08:10Z<p>176.88.21.36: </p>
<hr />
<div>Check if pages are linking to redirects. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 09:26, 26 October 2018 (EDT)<br />
:I created [[Orbital]] page. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])<br />
::Don't put emus on the page until they can play games. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 10:05, 26 October 2018 (EDT)<br />
:::Is Family Computer Emulator v0.35 an experimental NES emulator? --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=User_talk:176.88.21.36&diff=20392User talk:176.88.21.362018-10-26T14:04:27Z<p>176.88.21.36: </p>
<hr />
<div>Check if pages are linking to redirects. --[[User:LilShootDawg|LilShootDawg]] ([[User talk:LilShootDawg|talk]]) 09:26, 26 October 2018 (EDT)<br />
:I created [[Orbital]] page. --[[Special:Contributions/176.88.21.36|176.88.21.36]] ([[User talk:176.88.21.36|talk]])</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=Orbital&diff=20388Orbital2018-10-26T14:02:01Z<p>176.88.21.36: </p>
<hr />
<div>{{Infobox emulator<br />
|title = Orbital<br />
|logo =<br />
|version = N/A<br />
|active = Yes<br />
|platform = Windows, macOS, Linux<br />
|target = [[PlayStation 4 emulators|PS4]]<br />
|architecture = x86_64<br />
|developer = Orbital Team<br />
|website = https://github.com/AlexAltea/orbital<br />
|support =<br />
|source =<br />
}}<br />
'''Orbital''' is a [[PlayStation 4 emulators|PS4 emulator]].<br />
[[Category:Emulators]]<br />
[[Category:PlayStation 4 emulators]]</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=Orbital&diff=20387Orbital2018-10-26T14:01:32Z<p>176.88.21.36: </p>
<hr />
<div>{{Infobox emulator<br />
|title = Orbital<br />
|logo =<br />
|version = N/A<br />
|active = Yes<br />
|platform = Windows, macOS, Linux<br />
|target = [[PlayStation 4 emulators|PS4]]<br />
|architecture = x86_64<br />
|developer = Orbital Team<br />
|website = https://github.com/AlexAltea/orbital Git<br />
|support =<br />
|source =<br />
}}<br />
'''Orbital''' is a [[PlayStation 4 emulators|PS4 emulator]].<br />
[[Category:Emulators]]<br />
[[Category:PlayStation 4 emulators]]</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=PlayStation_4_emulators&diff=20386PlayStation 4 emulators2018-10-26T14:00:04Z<p>176.88.21.36: </p>
<hr />
<div>{{Infobox console<br />
|title = PlayStation 4<br />
|logo = PS4.png<br />
|developer = [[:Category:Sony consoles|Sony]]<br />
|type = [[:Category:Consoles|Home video game console]]<br />
|generation = [[:Category:Eighth-generation_video_game_consoles|Eighth generation]]<br />
|release = 2013<br />
|predecessor = [[PlayStation 3 emulators|PlayStation 3]]<br />
|emulated = {{~}}<br />
}}<br />
The '''PlayStation 4''' (PS4) is an eighth-generation console produced by Sony Computer Entertainment in 2013. Notably, it is the first PlayStation console to use the [[wikipedia:X86|x86]] architecture, making it easier to program for than the [[PlayStation 3 emulators|PlayStation 3]] while also having the same architecture as PCs.<br />
<br />
==Emulators==<br />
{{no playable emulators}}<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|Active <!--<br />
! scope="col"|[[Recommended emulators|Recommended]] --><br />
|-<br />
|[[Orbital]]<br />
|Windows, macOS, Linux<br />
|[https://github.com/AlexAltea/orbital Git]<br />
|{{✓}} <!--<br />
|{{✗}} --><br />
|}<br />
<br />
===Emulation issues===<br />
Even though the PS4 has an x86 CPU like normal PCs, that doesn't mean it'll be easy to emulate as the x86 instruction set is '''huge'''.<ref>{{cite web | url= https://web.archive.org/web/20130517194502/http://www.ngemu.com/forums/showthread.php?t=132032 | title= Why is XBOX emulation premature?}}</ref> However, nearly all of the x86 instructions are well documented (though some other specifics aren't) so the possibility is there. Another thing is that there is currently no documentation on the GPU (a modified Radeon 7970M with disabled stream processors) used in the PS4's APU. While the console has been hacked, efforts are as of now preliminary and not to the point of being able to run backups or pirated games - please don't even ask about PoC emulators until it's hacked. All that said, don't expect any functional PS4 emulators for a very long time, at least 10 years or more.<br />
<br />
==References==<br />
<references/><br />
<br />
==External links==<br />
*[https://discordapp.com/invite/QWhfkV Official Discord channel for Orbital] ([https://discord.me/OrbitalEmu Old link])<br />
<br />
[[Category:Consoles]]<br />
[[Category:Very early emulation]]<br />
[[Category:Sony consoles]]<br />
[[Category:Eighth-generation_video_game_consoles]]<br />
[[Category:PlayStation 4 emulators]]</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=Orbital&diff=20385Orbital2018-10-26T13:59:52Z<p>176.88.21.36: Created page with "{{Infobox emulator |title = Orbital |logo = |version = N/A |active = Yes |platform = Windows, macOS, Linux |architecture = x86_64 |developer = Orbital Team |website = https://..."</p>
<hr />
<div>{{Infobox emulator<br />
|title = Orbital<br />
|logo =<br />
|version = N/A<br />
|active = Yes<br />
|platform = Windows, macOS, Linux<br />
|architecture = x86_64<br />
|developer = Orbital Team<br />
|website = https://github.com/AlexAltea/orbital Git<br />
|support =<br />
|source =<br />
}}<br />
"Orbital" is a [[PlayStation 4 emulators|PS4 emulator]].<br />
[[Category:Emulators]]<br />
[[Category:PlayStation 4 emulators]]</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=User_talk:176.88.21.36&diff=20380User talk:176.88.21.362018-10-26T13:36:04Z<p>176.88.21.36: Blanked the page.</p>
<hr />
<div></div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=Nintendo_DS_emulators&diff=20375Nintendo DS emulators2018-10-26T13:25:30Z<p>176.88.21.36: Fixed redirect link and spelling some grammars.</p>
<hr />
<div>{{Infobox console<br />
|title = Nintendo DS<br />
|logo = DSlitewhite.png<br />
|developer = [[:Nintendo]]<br />
|type = [[:Category:Consoles|Handheld game console]]<br />
|generation = [[:Category:Seventh-generation video game consoles|Seventh generation]]<br />
|release = 2004<br />
|discontinued = 2013<br />
|predecessor = [[Game Boy Advance emulators|Game Boy Advance]]<br />
|successor = [[Nintendo 3DS emulators|Nintendo 3DS]]<br />
|emulated = {{✓}}<br />
}}<br />
The '''[[gametech:Nintendo DS|Nintendo DS]]''' (NDS) is a handheld console produced by Nintendo in 2004. The main selling point was the use of dual screens for gameplay, with one being a touchscreen. It is the only console to have come close to the [[PlayStation 2 emulators|PlayStation 2]] in lifetime sales, as a result of attracting a large amount of casual players, and even non-gamers, into the gaming community.<br />
<br />
==Emulators==<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|GBA<br />
! scope="col"|NDS<br />
! scope="col"|DSi<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
!colspan="9"|PC<br />
|-<br />
|[[DeSmuME]]<br />
|Multi-platform<br />
|[http://desmume.org/download/ SVN]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[[DeSmuME#Graphical_Enhancement|DeSmuME X432R]]<br />
|Multi-platform<br />
|[http://shikaver01.webcrow.jp/desmume_x432r/index.html 2015-04-19]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}}<br />
|-<br />
|[[MelonDS]]<br />
|Windows, Linux<br />
|[http://melonds.kuribo64.net/downloads.php 0.6b]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✗}} <small>(WIP)</small><br />
|-<br />
|[[GBE+]]<br />
|Windows, Linux<br />
|[https://github.com/shonumi/gbe-plus/releases 1.2]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}} <small>(WIP)</small><br />
|-<br />
|[[mGBA|Medusa]]<br />
|Windows, Linux<br />
|[https://mgba.io/downloads.html alpha 2]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} || {{✗}}<ref name="medusa suspended"/>||{{✗}} <small>(WIP)</small><br />
|-<br />
|[https://corgids.wordpress.com/ CorgiDS]<br />
|Windows, Linux<br />
|[https://github.com/PSI-Rockin/CorgiDS/releases 0.1]<br />[http://www.emucr.com/search/label/CorgiDS SVN]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}}<ref>https://corgids.wordpress.com/2018/02/12/extended-break/</ref> ||{{✗}}<br />
|-<br />
|ndsemu<br />
|Windows<br />
|[https://github.com/rasky/ndsemu Git]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
|[[No$|No$GBA]]<br />
|Windows, [[DOS emulators|DOS]]<br />
|[http://problemkaputt.de/gba.htm 2.9]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✗}}<br />
|-<br />
|dasShiny<br />
|Windows, Linux<br />
|[https://github.com/Cydrak/dasShiny Git]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
|[http://ds-duos.blogspot.com/ DuoS]<br />
|Windows<br />
|8/25/2012 Beta<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
|[[Ensata]]<br />
|Windows<br />
|[http://www.mediafire.com/file/x0odmalrndt9m7a/Ensata+v1.4d.rar 1.4d]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
|[https://www.gamulator.com/emulators/nintendo-ds/windows/ideas iDeaS]<br />
|Windows, Linux<br />
|[https://web.archive.org/web/20150221150649/http://ciacin.site90.com/ajx/resolve_link.php?link=ideas1040.7z 1.0.4.0]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
!colspan="9"|Mobile<br />
|-<br />
|[[DraStic]]<br />
|[[Android emulators|Android]], Pandora<br />
|[https://play.google.com/store/apps/details?id=com.dsemu.drastic r2.5.0.3a]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}}<br />
|-<br />
|Dsoid<br />
|[[Android emulators|Android]]<br />
|[http://www.emucr.com/search/label/Dsoid?&max-results=12 SVN]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
|nds4droid<br />
|[[Android emulators|Android]]<br />
|[https://github.com/jquesnelle/nds4droid Git]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
|nds4ios<br />
|[[iOS emulators|iOS]]<br />
|[http://nds4ios.angelxwind.net/i/?page/downloads SVN]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}}<br />
|}<br />
<br />
===Comparisons===<br />
;[[DeSmuME]]: One of the most developed emulators for regular DS games, but works best with higher-end computers. This emulator aims for accuracy over speed but you can tinker with the vast amount of setting to get some extra FPS (see [[Common Problems and Solutions]] for tips). If you're still having a hard time running anything without the output playing like syrup try No$GBA, or DraStic emulated through BlueStacks. DeSmuME is generally recommended regardless of your PC power. However, it's not perfect and is still very unoptimized. The official developers have taken major disdain for Wi-Fi features (outside of an online play fork) and DSi features. Because of this unique development philosophy, you'll have to look for alternatives in those cases.<br />
;[[DraStic]]: A closed-source payware emulator for Android devices that can run games at a decent speed even on potato phones. Some unsubstantiated rumours have spread around that the developers deliberately put in issues to mess with pirated copies, though at the very least, don't expect any support from exophase and company if you get your hands on a pirated copy. It's on par or better than DeSmuMe, and emulating it through BlueStacks on PC may actually be a viable and fast alternative aside from a slight input delay. Available for free on Raspberry Pi and Odroid via RetroPie.<br />
;[[No$GBA]]: Focuses on speed, and has major compatibility issues and glitches as a result. But because it was originally a GBA emulator, the DS's 3D features are still very poorly handled. However, it might be an option for a very low-end machine but don't expect a lot of games to run perfectly, or at all. A fan program, No$Zoomer, was released for version 2.6 which increases compatibility and options, as well as the titular zooming abilities. The biggest addition is noise cancellation which clears up static that No$GBA makes with its 3D rendering. No$Zoomer hasn't rebased yet but does add options for window resizing. There haven't been any noticeable changes with regards to accuracy, however. As of v2.8, No$GBA supports DSi games and is currently the only emulator that does. Only use No$GBA in the cases of DSi games, debugging (if you've taken up romhacking for DS games), if you value speed above everything, or just as a last resort.<br />
;[[melonDS]]: Probably the only emulator that's provided any signs of hope for competition in the PC space. StapleButter's goal is to make an emulator that's better optimized and includes features that others lack, either intentionally or not. While the developers of No$GBA had documented the Wi-Fi capabilities first, melonDS is the only emulator that's gotten as far as it has and it has been found to work reasonably well with a handful of games. It could surpass DeSmuME when it covers more features and supports more games, but it's unclear whether DSi games will be supported or not.<br />
;Medusa: [[mGBA]] developer endrift is also creating a DS emulator, but it's very much a work-in-progress and isn't nearly as far as melonDS in terms of the capabilities it's covered. As of March 2018, Medusa's development is "suspended until further notice".<ref name="medusa suspended">https://mgba.io/2018/03/09/holy-grail-bugs-revisited/#postscript-a-several-month-late-explanation</ref><br />
;iDeaS: An abandoned and experimental DS emulator that uses a plug-in system, it's very slow and buggy but has partially gotten some features working like the camera and slide accessories.<br />
;[[ensata]]: Nintendo's official DS emulator that was leaked to the public. It's not very usable or compatible but it can run a few games.<br />
<br />
===High Resolution===<br />
;DeSmuME X432R:A fork of DeSmuME, that has many more graphical enhancement such as an option to increase internal resolution and use MSAA, the devs of DeSmuME have included an option for increased internal resolution and X432R is outdated. See the [[DeSmuME]] page for more details.<br />
;DeSmuME <small>([[libretro]])</small>:Also has an option to increase internal resolution since [https://github.com/libretro/desmume/commit/5e430dfbc22f9d54c77f291304a38352ee1e5a63 August 8, 2015 git commit]. It requires a very high-end CPU to run at a reasonable framerate.<br />
;DraStic:Has released a beta version supporting double the original resolution.<br />
;Virtual Console <small>(Wii U)</small>:Has a configuration file with support for x2 internal resolution without any significant performance hit (as well as a brightness setting). However, there's no legit way to enable it without a homebrew-enabled console.<br />
<br />
==Connectivity==<br />
===Local Multiplayer, Wi-Fi Connection, and Wii/DS Connection===<br />
* Local Multiplayer is not supported by any emulator. No$GBA can emulate it but the connection fails somewhere during establishing the actual connection (despite the names from the other DS showing just fine).<br />
* Download Play isn't supported by any emulator so far, though NDS-bootstrap homebrew on the Nintendo 3DS can boot some of them.<br />
* Nintendo WFC (Online Multiplayer) was successfully emulated with third-party DeSmuME forks but has quite a bit of requirement (Ethernet cable, though this can be circumvented with external software). After service shutdown, there was a version compatible with the fan servers (restoring all DLC data but sadly most multiplayer games had their content lost forever).<br />
* DS/Wii connection isn't emulated in any capacity. ''Pokémon Battle Revolution'' playability is very limited this way.<br />
<br />
These features are not supported by the mainline DeSmuME project in particular due to timing inaccuracies and ''creative differences'', and it's highly unlikely they will ever be included in the future. If you're interested in these features, follow other projects and refrain from contacting the developers about them as per their wishes in their "official stance" on Wi-Fi features in general.<br />
<br />
===GBA/DS Connectivity===<br />
Inserting GBA cartridges in Slot-2 of the Nintendo DS while a game is running can unlock various gameplay features in some DS games. It's unknown if NO$GBA supports this, but it can be done in DeSmuME by going to Config > Slot 2 (GBA Slot) and selecting GBA Cartridge. Select the GBA ROM file, and make sure its <code>.sav</code> file is in the same folder. You may need to reset the game for it to take effect. However, DeSmuME does not support features like the solar sensor from GBA Boktai cartridges used in Boktai DS (Lunar Knight).<br />
<br />
==DSi==<br />
Nintendo released the DSi in 2009, doing away with Slot-2 (used by GBA cartridges and Guitar Hero games) but also adding new lighting effects, a camera, more RAM, and downloadable titles called DSiWare though those were capped to 16MB because they were installed to the very small internal NAND memory. DSiWare releases were also region locked, and the system language couldn't be changed. The Nintendo 3DS is also compatible with those games and offers a way to back them up to an SD card.<br />
<br />
===Game Formats===<br />
There are three types of games using DSi hardware enhancements:<br />
<br />
;DSi-enhanced retail cartridges: Regular DS retail cartridges compatible with the older DS models, but unlocking more RAM and features when used on the DSi, similar to some late GBC games on the GBA. A couple of dozen games from Japan and US/EUR relied on this method. Those games will still boot on DS emulators but without the DSi enhancements.<br />
;DSi-exclusive retail cartridges: Retail cartridges relying heavily on the DSi hardware features. A boot-up error screen will show when attempting to load those on regular DS models (and by extension, emulators for those). Only five games were released this way, either launch games or because they were too big to fit in 16MB.<br />
;DSiWare: Downloadable titles downloaded only through the DSi eShop (discontinued), or the Nintendo 3DS eShop (though it uses a different file packaging format). They have a 16MB size limitation and there are lots of interesting exclusives for the system released that way.<br />
<br />
All three formats can be converted to *.nds format. Compared to regular DS games, DSi games had some additional header information that wasn't even correctly dumped in the earlier broken dumps. The 2017 set has updated many of those, though it's still severely lacking in DSiWare exclusives. DSiWare dumps exist in both NDS format or CIA format (for the ones who want to boot it on their 3DS).<br />
<br />
On the old DS or DS Lite models, as well as most Nintendo DS emulators, the first type will load in regular DS mode without any DSi enhancements, the second will show an error message, and the third will crash on boot-up due to missing encryption abilities and DSi hardware support.<br />
<br />
On the DSi/3DS family of handhelds, the first two formats can be played on some select DSi-compatible flashcarts like the (discontinued and now expensive) CycloDS iEvolution flashcard (which won't work on a stock 3DS not with custom firmware to whitelist it). As for the third type, it's available for digital purchase at their respective stores (DSi Shop for DSi, eShop for the 3DS) and installed as apps to the limited TWL NAND. In the 3DS' case, they can also be installed as custom titles in .cia format (like all 3DS applications, but here it's also a container for a <code>.nds</code> rom in this case, and converting back and forth is possible).<br />
<br />
===Emulation===<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|DSi (enhanced)<br />
! scope="col"|DSi (exclusive)<br />
! scope="col"|DSi (digital)<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|[[No$|No$GBA]]<br />
|Windows, DOS<br />
|[http://problemkaputt.de/gba.htm 2.9]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||{{✗}}<br />
|}<br />
<br />
No$GBA added support for DSi games of all three formats starting with version 2.8, although some games won't boot and others have graphical glitches. You'll need to enable "16MB DSi/retail" under the settings. Emulation is very iffy due to a so-so DS emulation foundation in NO$GBA, and the camera is just spoofed as a static image but just causes an emulator crash whenever used, meaning games that use it may boot but it won't be very playable. <br />
<br />
DSi used an encryption system for the game dumps that went on to be enhanced and used for the 3DS. This encryption is checked at start-up, hence why DS emulators don't even manage to boot DSiWare dumps. It's very unlikely DSi-mode emulation is ever going to be implemented in Desmume in particular due to various ''creative differences'' unique to that project.<br />
<br />
===BIOS Files===<br />
DSi emulation requires a copy of the lower 32K-halves of the ARM7/ARM9 BIOSes (BIOSDSI7.ROM and BIOSDSI9.ROM), which are different from the regular DS BIOS files and needed for the decryption. All the needed files are bios7i.bin, bios9i.bin, BIOSDSI7.ROM, BIOSDSI9.ROM, BIOSNDS7.ROM, and BIOSNDS9.ROM. These unicorns can be found [http://archive.org/details/DSiFirmwareFiles here].<br />
<br />
It's also advised (but still completely '''optional''') to use a NAND dump as well to increase compatibility (though adding games is more complex, and a soft-modding solution to dump it is still being worked on). Rename it to "DSi-1.mmc" (should be about 250MB). Change "Reset/Startup Entrypoint to "GBA/NDS BIOS" to now boot the emulator and games in DSi mode. Hex editing required to "install" new DSiWare titles, though loading retail games in DSi mode from the menu is still possible easily. This fixes lots of glitches and crashes related to languages and use of the internal DSi font.<br />
<br />
==Special Hardware==<br />
;Guitar Hero Pad: Used in the "Guitar Hero: On Tour" series (required) and Band Hero DS. Supported by DeSmuME (Slot 2).<br />
;Piano for Easy Piano: Supported by DeSmuME (Slot 2).<br />
;Taito Paddle Controller: Compatible with Arkanoid, Space Invaders Extreme, Space Invaders Extreme 2 and Space Bust-a-Move. Supported by DeSmuME (Slot 2).<br />
;Tilt Sensor: Used in "Tony Hawk's Motion/Hue's Pixel Painter." No emulators support this add-on yet. (Slot 2)<br />
;Rumble Pack: Supported by DeSmuME (Slot 2). Requires compatible Joystick.<br />
;Slide Controller: Required by "Slide Adventure Mag Kid". Yasu made a shoddy [http://home.usay.jp/pc/etc/nds/iDeaS_slide.zip plug-in] for iDeaS (recommended version was 1.0.2.9.) to try to emulate it. No emulators support this add-on at the moment.<br />
;Pokémon Keyboard: Bundled with the Pokémon Typing game (JP/UK/FR). The game refuses to boot without a keyboard, but it can be run on emulators with an anti-piracy fix and another DeSmuME-specific save bug fix. There is also [http://pokemonlog.com/pokemon-fuligin-download-rom/ a pre-patched ROM.] While it's playable using the on-screen keyboard on the lower screen, the keyboard isn't actually emulated. There is [https://github.com/AnimeCommander/Learn.With.Pokemon-Typing-Adventure.lua/blob/master/Pok%C3%A9mon%20Typing%20DS%20Keyboard%20Script.lua a Lua script] that permits using the actual keyboard by mapping presses of the actual keyboard to taps of the virtual Touch Screen. However, you are going to need to blank out all the control/hotkey bindings of DeSMuMe if you are going to play this game because some of the keyboard keys also activate some controls; otherwise, pressing the Q key would also pause the game, given one example. A recommendation would be to have a separate copy of 32-bit DeSMuMe which purpose is playing *only* the Pokémon typing games. In that copy, place the patched ROM, the Lua script, and a 32-bit version of [https://sourceforge.net/projects/luabinaries/files/5.1.5/Windows%20Libraries/Dynamic/ lua51.dll.] (The platform used in building the <code>.dll</code> should not matter.) Even then, not only is the emulated workaround a little slow, but saving is still broken. Use savestates, instead.<br />
;DS Camera: Accessory bundled with the Japan-only Face Training (a European localization for Christmas 2007 was cancelled, and it was released as a retail DSi game in 2010 using the internal camera rather than the original accessory). Not to be confused with the built-in DSi camera. No emulators exist for it at all.<br />
;Bayer DIDGIT: A glucose meter for children with a game entitled ''Knock 'Em Downs: World's Fair'' that rewards them for checking their blood sugar levels regularly. The game has been dumped but no support for the glucose meter peripheral exists as of the time of this writing; it may, however, be possible to add reward points through Action Replay codes, not to mention that the game will still function without the glucose meter attachment anyway (albeit with reduced functionality, of course).<br />
<br />
===iQue DS Region Lock===<br />
iQue is Nintendo's Chinese subsidiary (previously a partnership between them and Wei Yen until 2013), so when they released the DS with a few localized games, their ROMs had special flags set in them to check if the hardware that ran the cartridge was iQue's or Nintendo's as a sort of region lock. Nintendo's own hardware would fail this check, throwing an "Only for iQue DS" error in white text on a black background. No other DS games have this mechanism; not even for Korean releases. This region lock is bypassed by the 3DS for these DS games, even though 3DS games have their own region lock. It's weird.<br />
<br />
Emulators differ in their behaviour to this region lock. No$GBA crashes. DeSmuME is accurate to non-iQue hardware and will replicate the failure.<br />
<br />
The only way the ROM will accept other hardware (and thus emulators) is with a hack, involving a simple byte change. Use a hex editor to change the byte located at <code>0x1D</code> from value <code>80</code> to <code>00</code>.<br />
<br />
===Other issues===<br />
Certain games, such as American Girl titles (e.g. ''Julie Finds a Way'' and ''Kit Mystery Challenge'') suffer from severe flickering issues which keep those games from being playable on most emulators. [[DraStic]] was the first emulator able to run the two games properly, and while Desmume r5043 had an initial fix that worked around the glitch, it was removed in later revisions as it broke compatibility with ''Pokemon SoulSilver'' among others; this has since been patched on r5531 once the true nature of the [https://sourceforge.net/p/desmume/bugs/1134/ bug] was better understood. The fix would be later incorporated in other emulators. ''Ultimate Mortal Kombat'' suffers from flickering and slowdown due to the way it loads sprites, though it isn't as serious in DraStic. ''Star Wars: The Clone Wars – Jedi Alliance'' is an even more egregious example, crashing due to timing differences between actual hardware and an emulated system.<br />
<br />
==References==<br />
<references /><br />
<br />
<br />
{{Nintendo}}<br />
<br />
[[Category:Consoles]]<br />
[[Category:Nintendo consoles]]<br />
[[Category:Seventh-generation video game consoles]]<br />
[[Category:Nintendo DS emulators|*]]</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=Game_Boy/Game_Boy_Color_emulators&diff=20370Game Boy/Game Boy Color emulators2018-10-26T13:13:52Z<p>176.88.21.36: Fixed many redirect links.</p>
<hr />
<div>{{Infobox console<br />
|title = Nintendo Game Boy<br />
|logo = Game_Boy.png<br />
|developer = [[:Nintendo]]<br />
|type = [[:Category:Consoles|Handheld game console]]<br />
|generation = [[:Category:Fourth-generation video game consoles|Fourth generation]]<br />
|release = 1989<br />
|discontinued = 2003<br />
|predecessor = [[Game & Watch]]<br />
|successor = [[Virtual Boy emulators|Virtual Boy]]<br />
|emulated = {{✓}}<br />
}}<br />
The '''[[wikipedia:Game Boy|Game Boy]]''' is an 8-bit, fourth-generation handheld console released by Nintendo in 1989. It had a monochrome display that could show only two colors, black and white (though the white was more green). Nintendo re-released the console as the '''Game Boy Pocket''' in 1996, with a more compact body and a better screen. A front light was added to a special edition of the Pocket in Japan called the '''Game Boy Light''', a feature that wouldn't be seen outside of Japan until the Game Boy Advance SP.<br />
<br />
Nintendo released a peripheral for the [[Super Nintendo emulators|Super Nintendo Entertainment System]] called [[wikipedia:Super Game Boy|Super Game Boy]] in 1994, which was modelled like a cartridge but included its own cartridge slot for Game Boy games, as well as the hardware needed to translate the games. Many Game Boy emulators offer at least some of the special features it included, such as added borders, colorization, custom button mappings, and other features. It was possible to link, but without the external port, as well as errors in the CPU, it would not be feasible to the end user; these issues would later be corrected in the Japan-exclusive Super Game Boy 2.<br />
<br />
The Game Boy's successor, the [[wikipedia:Game Boy Color|Game Boy Color]] (GBC), was released in 1998. It was named such from its color screen, but it also had a larger memory size and a double-clocked CPU. The hardware similarities allow cross-compatibility between the two platforms and they are often treated as one. They would both by succeeded by the backward-compatible [[Game Boy Advance emulators|Game Boy Advance]].<br />
<br />
==Emulators==<br />
Because of how relatively easy popular 8-bit consoles are to emulate, tons of Game Boy emulators exist. For a list of open-source projects, see [https://github.com/search?o=desc&q=gameboy+emulator&s=updated&type=Repositories&utf8=%E2%9C%93 this GitHub query]. For a list of accuracy tests, see [[GB/C Tests]].<br />
{| class="wikitable" style="text-align:center;"<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|Game Link Support<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
!colspan="7"|PC<br />
|-<br />
|SameBoy<br />
|Multi-platform<br />
|[https://sameboy.github.io/downloads/ 0.11.1]<br />
|{{✗}} ||{{✓}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[[BGB]]<br />
|Windows<br />
|[http://bgb.bircd.org/#downloads 1.5.7]<br />
|{{✓}} ||{{✗}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[[Gambatte]]<br />
|Multi-platform<br />
|[https://sourceforge.net/projects/gambatte/files/gambatte/r571/ r571]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✓}}<br />
|-<br />
|Gearboy<br />
|Multi-platform<br />
|[https://github.com/drhelius/Gearboy/releases 2.3.1]<br />
|{{✗}} ||{{✓}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[[BizHawk]]<br />
|Windows<br />
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br />
|{{✗}} ||{{✗}} ||{{✓}} ||{{✗}}<br />
|-<br />
|[[GBE+]]<br />
|Windows, Linux, OS X (untested)<br />
|[https://github.com/shonumi/gbe-plus/releases 1.2]<br />
|{{✗}} ||{{✗}} ||{{✓}} ||{{✗}}<br />
|-<br />
|[[higan]]<br />
|Windows, Linux, OS X<br />
|[http://byuu.org/emulation/higan/ {{higanVer}}]<br />
|{{✗}} ||{{✗}} ||{{✓}} ||{{✗}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✗}} ||{{✓}} ||{{✓}} ||{{✗}}<br />
|-<br />
|[[mGBA]]<br />
|Multi-platform<br />
|[https://endrift.com/mgba/downloads.html {{MGBAVer}}]<br />
|? ||{{✓}} ||{{✓}} ||{{✗}}<br />
|-<br />
|[[VisualBoy Advance|Visual Boy Advance-M (VBA-M)]]<br />
|Multi-platform<br />
|[https://github.com/visualboyadvance-m/visualboyadvance-m/releases {{VBAMVer}}]<br />
|{{✓}} ||{{✗}}<ref group=N name=one>A VBA-M libretro core does exist, but it only emulates GBA.</ref> ||{{✓}} ||{{✗}}<br />
|-<br />
|[http://hhug.me/ hhugboy]<br />
|Windows<br />
|[https://github.com/tzlion/hhugboy/releases/tag/v1.2.1 1.2.1]<br />
|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
|[http://kigb.emuunlim.com/ KiGB]<br />
|Windows, Linux, OS X<br />
|[http://kigb.emuunlim.com/downloads.htm 2.05]<br />
|{{✓}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
|[[TGB Dual]]<br />
|Windows, Linux<ref group=N name=two>As an SDL port (and the [[libretro]] core is based on this version).</ref><br />
|[https://github.com/libertyernie/tgbdual_L/releases "L" v1.2]<br />
|{{✓}} ||{{✓}}<ref group=N name=two /> ||{{✗}} ||{{✗}}<br />
|-<br />
|GiiBiiAdvance<br />
|Windows, Linux<br />
|[https://github.com/AntonioND/giibiiadvance/releases 0.2.0]<br />
|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
!colspan="7"|Mobile<br />
|-<br />
|[[Gambatte]]<br />
|Multi-platform<br />
|[https://sourceforge.net/projects/gambatte/files/gambatte/r571/ r571]<br />
|{{✗}} ||{{✓}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[[mGBA]]<br />
|Multi-platform<br />
|[https://endrift.com/mgba/downloads.html {{MGBAVer}}]<br />
|? ||{{✓}} ||{{✓}} ||{{✗}}<br />
|-<br />
|GBC.emu<br />
|Android<br />
|1.5.19<br />
|? ||{{✗}} ||{{✓}} ||{{✗}}<br />
|-<br />
|My OldBoy!<br />
|Android<br />
|1.5.2<br />
|? ||{{✗}} ||{{✓}} ||{{✗}}<br />
|-<br />
|John GBC<br />
|Android<br />
|3.66<br />
|? ||{{✗}} ||{{✓}} ||{{✗}}<br />
|-<br />
|GambatteDroid<br />
|Android<br />
|1.2<br />
|? ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
|GBA.emu<br />
|Android<br />
|1.5.19<br />
|? ||{{✗}} ||{{✓}} ||{{✗}}<br />
|-<br />
!colspan="7"|Consoles<br />
|-<br />
|[[mGBA]]<br />
|[[Wii emulators|Wii]], [[Nintendo 3DS emulators|Nintendo 3DS]], [[PlayStation Vita emulators|PSVita]]<br />
|[https://endrift.com/mgba/downloads.html {{MGBAVer}}]<br />
|? ||{{✓}} ||{{✓}} ||{{✗}}<br />
|-<br />
|[http://gbatemp.net/threads/gameyob-a-gameboy-emulator-for-ds.343407/ GameYob DS]<br />
|[[Nintendo DS emulators|Nintendo DS]]<br />
|[http://www.emucr.com/search/label/GameYob Git]<br />
|{{✓}} <small>(NiFi)</small> ||{{✗}} ||{{✗}} ||{{✓}}<br />
|-<br />
|[https://gbatemp.net/threads/gameyob-3ds-gb-c-emu.372523/ GameYob 3DS]<br />
|[[Nintendo 3DS emulators|Nintendo 3DS]]<br />
|[https://github.com/Steveice10/GameYob/releases v1.0.8]<br />
|? ||{{✗}} ||{{✗}} ||{{✓}}<br />
|-<br />
|[[VisualBoy_Advance#VBA-M|Visual Boy Advance-M (VBA-M)]]<br />
|[[Wii emulators|Wii]], [[GameCube emulators|Gamecube]]<br />
|r1231<br />
|{{✓}} ||{{✓}} <small>(as VBA-Next)</small> ||{{✓}} ||{{✓}}<br />
|-<br />
|[http://filetrip.net/psp-downloads/homebrew/download-masterboy-210-f28308.html MasterBoy]<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|2.10<br />
|{{✗}} ||{{✗}} ||{{✗}} ||{{✓}}<br />
|-<br />
|[http://filetrip.net/psp-downloads/homebrew/download-gemp-homers-rin-33-final-f27565.html GeMP]<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|3.3 Final<br />
|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
|[http://dl.qj.net/psp/emulators/rin-v132-gameboy-emulator/gameboy-color-emulator.html RIN]<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|1.32<br />
|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
|Virtual Console<br />
|[[Nintendo 3DS emulators|Nintendo 3DS]]<br />
|8.10<br />
|{{✓}} <small>(Pokemon only)</small> ||{{✗}} ||{{✓}} ||{{✓}}<br />
|}<br />
<references group=N /><br />
<br />
==Comparison==<br />
<br />
====Game Boy-only emulators====<br />
;[https://sameboy.github.io/ SameBoy]:A relatively new emulator, probably the most accurate Game Boy emulator currently. The UI is simplistic without many options. It includes open source bootroms, although these can be replaced with real ones. Also emulates Game Boy Camera and Game Boy Printer.<br />
;[[BGB]]:A closed-source emulator for Windows (and Wine) with excellent Game Boy and Game Boy Color accuracy, as well as near flawless link support. It has a wealth of options for color palettes and even enabling Super Game Boy colors and borders, though it doesn't emulate all of its functions. It also has an advanced debugger.<br />
;[[Gambatte]]:Very accurate open-source Game Boy Color emulator. It has a good range of options and features, though not quite as much as some other emulators. It has not been as active lately.<br />
;[[TGB Dual]]:An ancient emulator that supports link cable emulation. It also supports [[netplay]], but it requires a VPN. The libretro port supports local multiplayer using player 2's controls.<br />
;[http://kigb.emuunlim.com/ KiGB]:An old and obsolete emulator which boasted its accuracy but was proven to be full of game-specific hacks.<ref>https://github.com/mgba-emu/mgba/issues/238</ref><ref>http://gbdev.gg8.se/wiki/articles/Test_ROMs#Emulators_running_on_desktop_computers</ref><ref>http://gbdev.gg8.se/wiki/articles/KiGB</ref> It has a wide selection of features, but other emulators have caught up and are already doing much better.<br />
;[https://github.com/AntonioND/giibiiadvance GiiBiiAdvance]:Pioneered full GB Camera emulation, including webcam support. Aside from that, it's an unfinished emulator with the basics set up, but its promising future currently on hiatus. It has very accurate timing.<br />
<br />
====Backwards-compatible GBA emulators====<br />
;[[mGBA]]:Primarily emulates the [[Game Boy Advance emulators|Game Boy Advance]] but it also includes GB/C support much like the original system. It's still in development, but it's already on the level of many other emulators.<br />
;[[GBE+]]:A recently rewritten emulator that has a large effort in preserving the functions of [[#Game Boy Features|obscure accessories]] that other emulators don't focus on. It can also load custom tiles in games, including colorized tiles for original Game Boy titles.<br />
;[[VisualBoy Advance#VBA-M|VisualBoy Advance -M <small>(VBA-M)</small>]]:Used to be the go-to for Game Boy Advance emulation and even included solid GB/C emulation. It's now behind [[mGBA]] on both fronts.<br />
<br />
====Multi-system emulators====<br />
;[[higan]]:Because it started out as a SNES emulator (its original name was bsnes), it was the only one that properly emulated all of the Super Game Boy's features, such as SPC sound chip utilization. Versions of bsnes at and before 0.73 used the Gambatte core for its Super Game Boy functionality, but Byuu eventually made his own Game Boy core, which ended up having pretty good accuracy.<br />
;[[BizHawk]]:Uses a modified Gambatte core. It provides speedrunning tools.<br />
;[[MAME]]:Has solid Game Boy emulation through its <code>gameboy</code> driver despite the sound being imperfect, as well as slightly worse GBC compatibility through its <code>gbcolor</code> driver (where both the graphics and sound are imperfect). Despite its setbacks, it aims to feature compatibility with obscure mappers that other emulators usually ignore, like Wisdom Tree games or MMM01 multicarts. Accuracy was improved upon with contributions by Judge_.<br />
;[[Mednafen]]:Its Game Boy Advance core is forked from an old version of [[VisualBoy Advance]].<br />
<br />
==Emulation issues==<br />
<br />
===Oversaturation===<br />
[[File:Gbc over saturation2.png|thumb|right|350px|Comparison of saturation levels in VBA-M and Gambatte.]]<br />
The Game Boy Color's screen is undersaturated. Game developers often work around this by using brighter colors knowing it'll be compensated for on hardware. This does not translate well in emulation, because standard LCD screens don't account for this sort of issue. Many emulators attempt to combat this issue with options that adjust accordingly; if not directly, then [[Shaders_and_Filters#Image_Adjustment|shader functionality]] may be implemented.<br />
<br />
This issue also affects [[Game Boy Advance emulators#Oversaturation|Game Boy Advance emulation]].<br />
<br />
===Unlicensed Mappers===<br />
Much like the NES, the Game Boy (and by extension, the Game Boy Color) used '''Memory Bank Controllers''' (MBC) (called MMCs on the NES) and also known informally as '''mappers''', to go beyond the restrictive initial hardware specifications. Nevertheless, Nintendo was much more careful to standardize their specifications to just a small number of possible mappers. Moreover, Game Boy ROMs now included an official internal header mandated by Nintendo that included the correct MMC type. This meant that for the officially licensed games, these mappers proved to be rarely a problem... with some notable unimplemented exceptions: Net de Get's MBC6 that offered downloadable content off the internet, and the MMM01 footer used for some official multicart games, among others.<br />
<br />
However, shit hits the fan when it comes to '''unlicensed games''', since they didn't necessarily respect Nintendo's specifications about how a given mapper type should handle its memory and behave in general, and internal headers were often filled with erroneous data to hinder dumping and emulation efforts. Some emulators like MESS and [http://hhug.me/?tags=hhugboy hhugboy] try to emulate that behavior with various degrees of success ([http://hhug.me/dump/ Compatibility List]). The hhugboy project also proposed a similar solution to iNES for this mapper problem, as the [http://hhug.me/gbx/1.0 gbx ROM format] that appends a footer with extra information needed for some unlicensed games. However, this format, much less unlicensed hardware quirks, isn't widely adopted aside from tentative mGBA support.<br />
<br />
==Hardware Features==<br />
===IR Transmitter===<br />
The Game Boy Color had an infrared transmitter and receiver. Generation II Pokémon games made use of this feature through Mystery Gift. Super Mario Bros. Deluxe could send high scores to another cartridge. GBE+ had [https://shonumi.github.io/articles/art4.html basic IR emulation] back in July 2016 but it then only worked with Pokémon games. Now, as of [https://shonumi.github.io/articles/art11.html April 2018], it has full IR emulation for most IR-enabled games (Hudson Soft's HuC-1's IR capabilities need to be emulated for Japanese ''Pokémon TCG'').<br />
<br />
===Game Boy Camera===<br />
{| class="wikitable" style="text-align:center;"<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Build to Use<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|[[mGBA]]<br />
|Multi-platform<br />
|Dev builds post 0.6.0<br />
|{{✓}}<br />
|-<br />
|[[VisualBoy Advance#VBA-M|VBA-M]]<br />
|Multi-platform<br />
|Latest<br />
|{{✓}}<br />
|-<br />
|GiiBiiAdvance<br />
|Windows<br />
|?<br />
|{{✗}}<br />
|-<br />
|[[BGB]]<br />
|Windows<br />
|?<br />
|{{✗}}<br />
|-<br />
|Hashcam<br />
|Windows<br />
|[http://www.darkfader.net/gbc Source]<br />
|{{✗}}<br />
|}<br />
The Game Boy Camera is an official Nintendo accessory for the Game Boy and was released in 1998. Users can take pictures and modify them with stickers and frames, as well as play several included minigames. In addition to the original model, there was a US-exclusive Legend of Zelda: Ocarina of Time edition that included different stamps.<br />
<br />
The first emulator to have some capability of emulating the Game Boy Camera was a modified version of an old emulator called Hash. This version, named Hashcam, can still be found on the author's website. While there were some efforts to run the Game Boy Camera ROM in BGB unofficially, the author didn't show much interest in it. However, it is fully emulated with webcam support in a lesser-known emulator called GiiBiiAdvance.<br />
<br />
The latest dev builds of mGBA post 0.6.0 release can emulate the accessory by either using the PC's webcam or send a BMP, GIF, JPEG, PNG, or other image format to the game, as if it was coming from the camera itself.<ref name="mGBA_Cam">{{cite web|url=https://twitter.com/mGBA_emu/status/890954205472501762|title=Game Boy Camera in mGBA dev builds|publisher=Twitter|accessdate=2018-08-10|date=2017-07-28}}</ref> To enable the PC webcam, go to <code>Game Boy</code> under <code>settings</code> and switch the <code>camera driver</code> to <code>Qt Multimedia</code>, or by editing <code>qt.ini</code> and setting <code>cameraDriver=1</code> under <code>[General]</code>.<br />
<br />
====Game Boy Printer====<br />
[[VisualBoy Advance|VisualBoy Advance 1.8.0-beta 3]] and GBE+ had Game Boy Printer support that turned the signals into a bitmap form of the image. Some notable games and accessories to make use of this feature are the RPG Pokémon games, Super Mario Bros. Deluxe, and Game Boy Camera. mGBA plans to support this feature but it is unknown if other emulators support or have plans to support it.<br />
<br />
===Motion Control (Tilt Sensor)===<br />
Two Game Boy Color games featured a built-in tilt sensor: Kirby Tilt 'n' Tumble and Command Master. These games cannot be played without support for this feature. VBA and KiGB have a "Motion Sensor" option to map four directional keys to emulate the cartridge tilting, but the controls aren't analog. BGB can emulate the tilting features with the use of the mouse.<br />
<br />
===Rumble===<br />
A good number of cartridges came with a built-in rumble that required an AAA battery to power, such as ''Pokémon Pinball'', but the feature is optional. It is unknown if any emulator supports this feature.<br />
<br />
===Multiplayer===<br />
* '''Link Cable:''' BGB, KiGB, some versions of VBA-M and TGB-Dual supports link cable. It can also be used for Netplay on the corresponding Retroarch core.<br />
* '''4-Player Adapter:''' Currently only [[GBE+]] supports it. There is a 16-Player adapter as well, but it went unreleased outside of unused code in some games, and as such isn't emulated.<br />
<br />
===Online Features===<br />
====Mobile Game Boy Adapter====<br />
There is a Japan-only accessory that communicates with Mobile Golf and Japanese Pokémon Crystal. It was bundled with Mobile Trainer cartridge which allowed the player to use e-mail as well as browse Nintendo's website. It saw use on some Game Boy Color and Game Boy Advance games, but support was limited to Japan, and the servers went offline by 2002.<br />
<br />
It is possible to partially emulate its feature for Pokémon Crystal by [http://forums.glitchcity.info/index.php?topic=7509.0 using BGB's scripting capability], and GBE+ can at least reach the title screen of Mobile Trainer, but otherwise, no emulators properly support this accessory.<br />
<br />
====Hudsonsoft KISS Link====<br />
This accessory allowed users to download exclusive content by them from Hudsonsoft's website. No emulator supports this.<br />
<br />
===Accessories===<br />
There are [[wikipedia:Game Boy accessories#Game Boy|a few accessories that the Game Boy and Game Boy Color]] had. Due to their very small and game-specific use, most emulators don't bother with them at all, save for GBE+.<br />
<br />
* '''Game Boy Pocket Sonar:''' Japan only cartridge released by Bandai. It is a sonar-enabled device used for fishing with a fishing game included. Only GBE+ [https://shonumi.github.io/articles/art13.html supports] this feature. A similar cartridge was released for the WonderSwan (still unemulated).<br />
* '''Barcode Boy:''' An obscure Japan-only barcode-scanning device released by Namcot (then-Namco's consumer division) in 1992. A total of 4 games were released to utilize this accessory. KiGB and [[GEST]] claim support for this device, but they only feed random data to Game Boy until the game accepts it as a valid barcode. GBE+ has [https://shonumi.github.io/articles/art7.html proper emulation] with the ability to read barcodes from binary files.<br />
* '''Barcode Taisen Bardigun:''' Another Japan only barcode-scanning device with the dedicated game. GBE+ [https://shonumi.github.io/articles/art6.html supports this accessory].<br />
* '''Singer Sewing Machine:''' There is link cable support for the Singer IZEK Digital Sewing Machine. The IZEK was unique in that it came bundled with a specially coloured Game Boy and a cartridge for interfacing with the machine.<ref name="IZEK_1">{{cite web|url=https://www.youtube.com/watch?v=AlhJKMXU7tg&t=5m25s|title=Game Boy Part 2 - Did You Know Gaming? Feat. Jake of Vsauce3|publisher=Youtube|accessdate=2018-08-10|date=2014-05-24}}</ref><ref name="IZEK_2">{{cite web|url=https://www.youtube.com/watch?v=K-Epj2_eJdA|title=Singer IZEK Digital Sewing Machine - Gameboy Color Controller (GameBoy Color) Review|publisher=Youtube|accessdate=2018-08-10|date=2014-06-24}}</ref> No emulator supports this, mostly due to the IZEK being a rare item, along with the complexity of implementing a [https://hackaday.com/2015/01/07/arduino-controlled-sewing-machine-increases-stitch-options/ similarly automated sewing machine].<br />
<br />
==References==<br />
{{reflist}}<br />
<br />
==External links==<br />
* [http://gbdev.gg8.se/wiki/articles/Main_Page Game Boy Development Wiki] – Information about the Game Boy<br />
* [http://www.youtube.com/watch?v=h_j0w7r6xSk Emulating Game Boy Camera and Game Boy Printer in BGB (work in progress)] – Game Boy Camera ROM running in BGB unofficially by exploiting linking capabilities <br />
<br />
{{Nintendo}}<br />
<br />
[[Category:Consoles]]<br />
[[Category:Nintendo consoles]]<br />
[[Category:Game Boy emulators|*]]<br />
[[Category:Fourth-generation video game consoles]]</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=GBA_e-Reader_emulators&diff=20369GBA e-Reader emulators2018-10-26T13:08:14Z<p>176.88.21.36: /* Emulators */ Fixed 3 redirect links.</p>
<hr />
<div>The GBA e-Reader is an add-on for the Game Boy Advance released in Japan and USA/Australia. It was also slated for release in Europe, but the release of the device was canceled, though the (now extremely rare, and undumped) European cards had an accidental limited release. It has a LED scanner that reads paper cards with data printed on them, called "e-Reader cards" or "e-Cards". These cards hold actual data. You can find a No-Intro set for those.<br />
<br />
The e-Reader was originally released in Japan in 2001 without Link cable support (thus unable to link to other GBA/GC games), but that was added in a second version released in 2002 as e-Reader+ in Japan. That second version was released as e-Reader in USA and Australia.<br />
<br />
The GBA e-Reader has three uses:<br />
<br />
* '''Standalone:''' The only mode supported by the initial Japan-only release (the second Japanese release, "e-Reader+", and the US release supported the other two uses). The e-Reader add-on is plugged to a GBA unit, and e-Cards are scanned with it. Notable use includes NES Classics (often mapper 0 ones), Promotional event cards with nifty animations and the Pokémon Trading Cards for example.<br />
<br />
* '''Linked to a GBA game:''' This is how the e-Reader was used so that content scanned from e-Cards is used to unlock flags for data on the cartridge (or even add new data not in the cartridge, usually stored to the save data file for that game - like Pokémon Gen 3 guest trainer data, F-Zero Climax developer ghost data, or SMA4 e-World level data) new content in retail GBA games like Super Mario Advance 4 and Rockman Zero 3 among many others. Requires two GBA units - one with the game cartridge, the other with the e-Reader device, connected with a Link Cable, with the gray end on the second GBA. Sadly many of these features were made inaccessible without cheats, or deleted altogether, in Western localizations because of the device's unpopularity outside Japan. <br />
<br />
* '''Linked to a GC game:''' Similar to e-Reader/GBA but with GC games. Notable examples include Animal Crossing and Pokémon Colosseum.<br />
<br />
==Emulators==<br />
You'll need: <br />
<br />
'''The e-Card images:''' Yes, these have actual data in them. The "No-Intro Game Boy Advance (e-Cards)" romset is only missing 12 US cards (Pokémon TGC) and a few dozen JP ones (mainly F-Zero Legend, Rockman EXE 5/6, Pokémon Pinball). Either download the set or hunt down the device and obscenely rare cards to archive them.<br />
<br />
The dumps are around 2.2KB and are region-locked. No European-region dumps exist (even though really rare e-Cards do).<br />
<br />
'''The e-Reader BIOS:''' A regular GBA ROM. Three versions exist, be sure to pick up the one with the same region as the e-Card.<br />
<br />
* Card e-Reader (Japan) ''(not recommended)''<br />
* Card e-Reader+ (Japan)<br />
* e-Reader (USA)<br />
<br />
The e-Reader is region-locked. Make sure the e-Reader BIOS region, the e-Card region, and -if used- the GBA/GC game region, all match. <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+PC<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|e-Reader Alone<br />
! scope="col"|e-Reader/GBA Game<br />
! scope="col"|e-Reader/GC Game<br />
! scope="col"|Link Cable<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
||[[No$|No$GBA]]<br />
||Windows, MS-DOS<br />
||[http://problemkaputt.de/gba.htm 2.9a]<br />
|{{✓}} ||{{✓}}(i) ||{{✗}} ||{{✓}} ||{{✓}}<br />
|-<br />
||[[VisualBoy Advance#VBA Link e-Reader|VBA 1.73 Mod]]<br />
||Multi-platform<br />
||[http://projectpokemon.org/forums/showthread.php?42433-RELEASE-VBA-LINK-E-READER 1.73 e-Reader Link] (r1353)<br />
|{{✓}} ||{{✓}}(i) ||{{✗}} ||{{✓}} ||{{✓}}<br />
|-<br />
||[[VisualBoy Advance#VBA-M|VBA-M]]<br />
||Multi-platform<br />
|[https://github.com/visualboyadvance-m/visualboyadvance-m/releases v2.0.1]<br />[http://www.emucr.com/search/label/VisualBoyAdvance-M/ SVN]<br />
|{{✓}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}}<br />
|}<br />
<br />
* (i) means incomplete: these emulators will not recognize the games they're connected to. Normally, after choosing "Connection/to Game Boy Advance", the e-Reader should have "(Game Name) Game Data" pre-loaded in its internal EEPROM memory and appearing in a tiny black box on-screen, but this can't happen in either NO$GBA, VBA-M, or VBA e-Reader mods. Without this step done, scanning e-Cards will just yield an error message. <br />
<br />
:e-Reader/GBA game pack emulation in these emulators can be still reached by ripping a save game from '''real e-Reader hardware''', with this step already done. Using this save with the e-Reader BIOS, it's possible to connect to the GBA game pack, and scan e-Cards... though it's a very less-than-ideal solution and only pre-baked e-Reader save files for Super Mario Advance 4 (U), Pokémon Emerald (J), LeafGreen (J) and FireRed (J). No emulator to date completely emulates this feature without this dirty fix.<br />
<br />
* No emulators yet support e-Reader / GameCube connectivity.<br />
<br />
===No$gba (v2.4+)===<br />
No$GBA offers actual full hardware emulation for e-Reader, but its GBA emulation, while very decent and with save state support, isn't the best out there. You can still export your save at will.<br />
====e-Reader Alone====<br />
'''Emulator:''' Open the e-Reader BIOS. It's a regular GBA ROM. <br /><br />
The very first time it's loaded, it will save some e-Reader specific configuration, then reset the emulator. After that, it's all good.<br /><br />
'''In-game, BIOS:''' Press A (or "Select" for a hidden bonus :P). Choose "Scan Card".<br /><br />
'''Emulator:''' A window should pop-up. Now you can choose the e-Card roms (often RAW, but can be also BIN, or BMP/JPG images) you'll need. Choose the file and click OK.<br /><br />
'''In-game, BIOS:''' A "Scan Card" message appears, and the data is loaded.<br />
<br />
If the application (NES game, minigame, promotional app) is stored in multiple e-Cards, the game will let you know ("You need [n] more Dot Code(s) to start. Scan [Application Name] 2/[n].") In that case:<br />
<br />
'''Emulator:''' Click "File, Load e-Reader Dotcode". Choose the next e-Card image file. <br /><br />
'''In-game, BIOS:''' In the same screen, press A to Scan Code. The data should be loaded. If you tried to do so before loading the next file, the BIOS would say you have already scanned it. Rinse and repeat until you get all parts.<br />
<br />
If you're done with all parts (could be one part in many cases), and all is fine, the BIOS would suggest you save the data to the e-Reader's SRAM. (You can then conveniently grab the .sav file for use with other emulators). <br />
<br />
This prevents the data from getting deleted when rebooting the device or scanning other e-Cards. You can then access it from the title menu with the new third option, "Access Saved Data" (and the app name shows below too!) In case you want to delete it, hold L+R at console startup (you can use the numeric pad * (multiply) key to reset). <br />
<br />
Then, after this save prompt, you can play the actual application.<br />
====e-Reader/GBA Game====<br />
'''Example - Super Mario Advance 4:''' (tutorial by Shugo Takahashi from gbatemp)<br />
<br />
You'll need a save file for the e-Reader BIOS GBA ROM with the SMB4 Level Card Program already saved. ([http://www.zophar.net/download_file/20656 Link], US). NO$GBA's emulation for this connection scheme isn't complete enough sadly and you'll need real hardware.<br />
<br />
Then to set up NO$GBA. Place the GBA BIOS file in NO$GBA's root and run NO$GBA. Open any ROM (right now it doesn't matter) and immediately go edit the settings by pressing F11. Go to the Controls tab and define your control layout for both Player 1 and Player 2, then click on Options and click "Save Options". Close out of NO$GBA. It should now have created several files and folders in the root folder you placed it in. Open NO$GBA.ini in Notepad and find the "SAV/SNA File Format" setting. Change this to "Raw" and save it. Go place your SMA4 SAV and the e-Reader SV2 in the BATTERY folder. Make sure they share the same names as the SMA4 and e-Reader ROMs you have.<br />
<br />
Open NO$GBA and open the e-Reader ROM. Change "All machines" to "1st machine". Then press F11 and change "Number of Emulated Gameboys" to "2". DO NOT SAVE THE OPTIONS HERE. IT WILL CRASH ON STARTUP EVERY TIME IF YOU DO. (If you screw up and save the NO$GBA options after you've enabled two Game Boys, then open NO$GBA.INI and find the "Number of Emulated Gameboys" option. Change this to "-Single Machine" and save.)<br />
<br />
After enabling two Game Boys, click "File" and "Cartridge Menu (FileName)" and open your SMA4 ROM, this time selecting "2nd machine". If you did this right, then SMA4 should be loaded on the left side with sound and the e-Reader should be loaded on the right side without sound. Navigate to the SMB3 main menu and check to see that your save file loaded properly. (If either the SMA4 ROM or the e-Reader ROM don't have the proper saved data, make sure that you changed the save type in NO$GBA.INI to "Raw", the save files are the same names as their ROM counterparts, and that SMA4 is on the left screen while e-Reader is on the right screen. If their screens are flipped, then either restart NO$GBA and follow the instructions more carefully or open BATTERY and change their save types around, that is .SAV to .SV2 and vice versa.) Go to "Level Card" and then move Mario/Luigi onto the swirling panel in front of the castle to open a menu. Move up to "Level Card" and select it to be taken to the e-Reader communication screen.<br />
<br />
Next use the Player 2 controls you mapped out to navigate the e-Reader menu to "Access saved data". "Super Mario Advance 4" should be displayed as the saved data.** This should take you to a communication screen just like SMA4's next to it. Hit A on SMA4 to begin communication. Go to "File" and then "Load e-Reader Dotcode" in NO$GBA and navigate to the .RAW Level Card dotcode files you downloaded. Double-click one and the e-Reader should accept it and send it back to the SMA4 ROM. The SMA4 ROM will then tell you that a Level Card was received.<br />
<br />
Now here's the catch. SMA4 will not let you save a level permanently and then scan more levels until you beat the level you just scanned at least once. So you either have to beat the level now in the emulator or load the save back onto your real game, beat the level and then repeat this entire process for the next level. It's cumbersome, I know, but in the end, when you have all the levels scanned in and you've played them all it'll be well worth it; these are some of the coolest levels in the entire Super Mario series!<br />
<br />
If you choose to beat the level using your original game cartridge, another emulator or are just ready to transfer your save file back, then press Start in NO$GBA on SMA4 and hit "Save". It will take you back to the title screen. Go back into Level Card and check to make sure the level you just scanned is still on the level list. Close out of NO$GBA and go into the BATTERY folder. Copy the .SAV file from SMA4 and paste it somewhere else: you can import it in other emulators or even real cartridges.<br />
<br />
===VBA-M===<br />
Recent versions (r1353) support standalone e-Reader emulation, which has seen some development recently. You load the e-Reader BIOS as a GBA ROM, select the e-Card dump from "File/Load e-Reader Dot Code", and the in-game select "Scan Card".<br />
<br />
===VBA Mods===<br />
* VBA 1.7.3 e-Reader Link (best version)<br />
* VBA 1.7.0 e-Reader (no Link)<br />
* VBA 1.6e e-Reader + Link<br />
<br />
Old versions of VBA (later VBA-M) were modded for e-Reader support. The version lacking the Link feature though is useless for cards to be used with GBA games. Regular VBA and VBA-M versions (until very lately, before r1353) do not have e-Reader support at all. <br />
<br />
Not that different from No$GBA. You open the e-Reader BIOS first like any regular GBA ROM.<br />
<br />
You might be faced with a "Memory Error" screen in-game. That's because VBA didn't detect the save type correctly. You'll need to do that manually, by going to Options, Emulator, Save Type, then choosing EEPROM, and 128K rather than 64K. Reset, and press A and just wait for the SRAM to be formatted (a good minute). Press A when you're done and you can go to the in-game title menu. <br />
<br />
Whenever the game tries to scan e-Cards, unlike with NO$GBA a window will always pop up asking you to choose your e-Card dump (can be only a RAW file in VBA's case). It's more straightforward here, and the NES compatibility is even better. That said it's more of the same. Read the NO$GBA section for more info.<br />
<br />
Check under Emulator if "Save e-Reader RAW Files" is checked. "Pause when Inactive" needs to be disabled if you ever intend to link between e-Reader and a GBA game pack. The 1.73 mod works with Pokémon games.<br />
<br />
==Alternatives for e-Reader emulation==<br />
You can also get to enjoy e-Reader content even on emulators without Link Cable or e-Reader emulation.<br />
===Preloaded Save Files===<br />
'''Battery backup files (sav)''' from people '''who had already scanned e-Cards.''' Their data gets stored in the .sav file for the e-Reader BIOS ROM or the GBA game with e-Reader features. This is one convenient way to play the exclusive levels from SMA4 if you just grab a save file with the levels already stored and import it in your emulator for use with that game (also the only way to get it to work on PAL SMA4).<br />
<br />
===Cheat Codes===<br />
'''Cheat codes''' enabling the e-Reader unlockables in some games. Only works if the "DLC data" is already included in the cartridge - so it wouldn't work with SMA4's levels or F-Zero Legend's developer ghost data for example. It's also useful to get data that was removed from US versions (since the e-Reader was discontinued outside Japan very early) - including notably Pokémon Colosseum, Mega Man Zero 3, and Megaman Battle Network 5 (6 JP included the data on-cart already, the US didn't and made heavy content cuts)...<br />
<br />
===Game Re-releases===<br />
Some game mods implement the data from the e-Cards inside the game's ROM, eliminating the need for swapping saves, cheats or e-Card dumps and making the game mostly self-sufficient. This is the case for the official mods by Nintendo released for the Wii U Virtual Console for various GBA games restoring some (but not all) of its e-Reader exclusive content. Some of these were preserved as IPS patches to apply to specific No-Intro versions of the ROMs, available for download [https://docs.google.com/spreadsheets/d/14kuiSrAL3GGvux93lYf3TRv4i309qeZFDt0weMh34o8/edit#gid=0 here].<br />
<br />
The DS compilation for the Megaman Zero games also implements bonuses previously locked out behind e-Cards in the Japanese version.<br />
<br />
<br />
{{Nintendo}}<br />
<br />
[[Category:Game Boy Advance emulators|*]]</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=Nintendo_64_emulators&diff=20368Nintendo 64 emulators2018-10-26T13:00:40Z<p>176.88.21.36: Fixed some redirect links and only one grammar spelled.</p>
<hr />
<div>{{Infobox console<br />
|title = Nintendo 64<br />
|logo = Nintendo64Console.png<br />
|developer = [[:Nintendo]]<br />
|type = [[:Category:Consoles|Home video game console]]<br />
|generation = [[:Category:Fifth-generation video game consoles|Fifth generation]]<br />
|release = 1996<br />
|discontinued = 2002<br />
|predecessor = [[Super Nintendo emulators|SNES]]<br />
|successor = [[GameCube emulators|GameCube]]<br />
|emulated = {{✓}}<br />
}}<br />
The '''Nintendo 64''' is a 64-bit fifth-generation console released by Nintendo in 1996.<br />
<br />
==Emulators==<br />
{| class="wikitable" style="text-align:center;"<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|Active<br />
! scope="col"|Controller Pak<br />
! scope="col"|Rumble Pak<br />
! scope="col"|Transfer Pak<br />
! scope="col"|64DD<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
!colspan="11"|PC<br />
|-<br />
|[[Mupen64Plus]]<br />
|Multi-platform<br />
|[https://github.com/mupen64plus/mupen64plus-core/ 2.5]<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[Project64]]<br />
|Windows<br />
|[https://github.com/project64/project64 {{Project64Ver}}]<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
|[[CEN64]]<br />
|Windows, Linux<br />
|[https://github.com/tj90241/cen64 Git]<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|?<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[http://1964js.com 1964]<br />
|Windows<br />
|[http://www.emulation64.com/files/getdownload/936/ 1.1] (official)<br />[https://code.google.com/p/emu-1964/ 1.2 r146] (SVN)<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[https://web.archive.org/web/20160828165435/http://forums.daedalusx64.com/ Daedalus]<br />
|Windows<br />
|[http://www.dcemu.co.uk/vbulletin/threads/599734-Daedalusx64-for-Windows-OSX-Linux-Updated-v1-1?p=2148637718 1.1]<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[[Sixtyforce]]<br />
|OS X<br />
|1.0.1<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[[UltraHLE]]<br />
|Windows<br />
|1.0.0<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
!colspan="11"|Mobile<br />
|-<br />
|[[Mupen64Plus]] FZ<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=org.mupen64plusae.v3.fzurita 3.0.181]<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
|[[Mupen64Plus]]-pandora<br />
|Pandora<br />
|[https://pyra-handheld.com/boards/threads/mupen64plus-2-2.72661/ Build 20] (v2.2)<br />
|{{✓}}<br />
|{{✓}}<br />
|?<br />
|?<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
!colspan="11"|Consoles<br />
|-<br />
|[[Virtual Console]]<br />
|[[Wii emulators|Wii]], [[Wii U emulators|Wii U]]<br />
|N/A<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
|Not64<br />
|[[Wii emulators|Wii]], [[GameCube_emulators|GameCube]]<br />
|[https://github.com/Extrems/Not64/releases/latest 20171009]<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
|[https://code.google.com/p/mupen64gc/ Wii64]<br />
|[[Wii emulators|Wii]], [[GameCube_emulators|GameCube]]<br />
|[https://code.google.com/archive/p/mupen64gc/downloads 1.1 beta]<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[https://web.archive.org/web/20160828165435/http://forums.daedalusx64.com/ Daedalus]<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|[http://www.emucr.com/search/label/DaedalusX64 SVN]<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|}<br />
<br />
==Comparisons==<br />
Although many Nintendo 64 emulators have been made and many games can be run between them, complete compatibility and/or accuracy still leaves a bit to be desired. For half a decade, Mupen64Plus and Project64 have vied for the most playable emulator, and which has been more compatible has depended on when and in what configuration each emulator has been tested. Both emulators default to lackluster plugins, but, as of August 2017, both emulators have roughly equal graphical accuracy when running with GLideN64. Mupen64Plus arguably has the edge in audio accuracy over Project64 + Azimer's audio plugin.<br />
<br />
* [[Mupen64Plus]] is a cross-platform open-source emulator based on Hacktarux's Mupen64. As of [https://github.com/mupen64plus/mupen64plus-core/pull/336 July 2017], the codebase has reached compatibility parity with Project64, when both emulators are run with GLideN64. Mupen64Plus lacks a native GUI, instead of being run either from the command line or by dragging and dropping ROMs onto the executable and editing the config with a text editor such as Notepad++. There are several third-party GUIs made for it, of which M64Py may be the most solid. The end-user experience has improved in 2017 with [https://m64p.github.io/ m64p], which combines new versions of Mupen64Plus with GLideN64 and a new Qt5 GUI. This is as compatible as N64 emulation gets as of August 2017, and the package can be played out-of-the-box without having to mess around with plugins. Mupen64Plus has also been ported to a number of different platforms. [[BizHawk]] and [[OpenEmu]] use shallow forks of Mupen64Plus and its plugins for their N64 emulation.<br />
<br />
* [[Project64]] is a mostly open-source emulator for Windows. Its official release builds are more up-to-date than Mupen64Plus', and the current version, 2.3.2, is roughly as accurate as the development versions of Mupen64Plus when both are played with recommended plugins. It has a more user-friendly interface than the Mupen64Plus attempts and supports more features such as overclocking and Transfer Pak emulation. However, it doesn't come with GLideN64 out-of-the-box, and the default video and audio plugins aren't even the best in the box. It presently remains confined to Windows, though work is underway to port it to Android and Linux. For the most part, it works well in WINE, but, if you're on a different platform, use Mupen64Plus instead.<br />
<br />
* [[RetroArch]]'s N64 libretro core is based on Mupen64Plus and its plugins but with heavy modifications. It introduces many features and optimizations not present in mainline alongside RetroArch's general features, including Project64-style overclocking for faster framerates, 3-point texture filtering, superior A/V sync and latency, and even an exclusive LLE Vulkan renderer based on Angrylion's pixel-perfect plugin, making it a better alternative to the standalone version in most cases. Its developers have expressed intentions to eventually rewrite the core and brand it as its own emulator, called ParaLLEl. That new ParaLLEl core has a special "[https://www.youtube.com/watch?v=mzR93F9gPdc Super VI Mode]" option which, if used, can make the visuals of N64 games look less blurry with fairly mitigated jaggies even at their native resolutions. Although, it may need a [https://www.youtube.com/watch?v=z7_D_D419S0 powerful GPU].<br />
<br />
* [[CEN64]] is an up-and-coming emulator that aims for cycle accuracy while, at the same time, aiming to eventually be usable on modern PC hardware. It currently lacks many features and has spotty compatibility, but it's gradually improving. It can already emulate some well-known edge cases such as the picture recognition in Pokemon Snap.<br />
<br />
* 1964, along with its various versions and forks, was once a decent, speedy open-source alternative to Project64 and Mupen64, though it usually lagged behind the two compatibilities wise. Nowadays it has completely fallen off the radar, as development has stopped, is Windows-only, and there is no longer a central code repo to speak of. There is little reason to use it nowadays outside of historical purposes, very specific edge cases, or if your device is too slow to run Mupen64Plus or Project64.<br />
<br />
* Daedalus is an N64 emulator for the PSP, which has been ported to Windows, but results are even more hit-and-miss than on other emulators due to being made for PSP first and foremost. On PSP, most games are unplayable, but there's a [http://daedalusx64.wikia.com/wiki/DaedalusX64_Compatibility_List small amount of them that work really well] with the right settings (Quest 64, for example).<br />
<br />
* [[Sixtyforce]] is Mac-only, closed-source, and asks you to pay for full access to its features. It was once one of the only choices for Mac users, particularly those with older Macs, since it's the only emulator with a <abbr title="Power PC">PPC</abbr> [[Dynamic recompilation|dynarec]]), but, with the switch to x86 and Mupen64Plus being ported to OS X, it has now become irrelevant.<br />
<br />
* Wii64 and Not64 are both based on Mupen64, with Not64 being a fork of Wii64. Not64 claims to be better optimized as well as having higher compatibility and more frequent updates. N64 emulation on Wii is not very good, and it is recommended to stick with the Virtual Console N64 releases whenever possible.<br />
<br />
* [[UltraHLE]] marked a milestone in Nintendo 64 emulation, in that it was the first to play some popular N64 titles at full speed on hardware made at the time of its release through [[High/Low level emulation|high-level emulation]]; it isn't without its drawbacks though - pressure from users, combined with legal threats from Nintendo, forced them to discontinue development. Besides being for historical value, there's not much to expect from this emulator anyway due to compatibility issues.<br />
<br />
==Emulation issues==<br />
{{Main|Recommended N64 Plugins}}<br />
<br />
Emulation for the N64 is not at the point where many would expect it to be by now. The system is extremely complex compared to its contemporary consoles. With almost no documentation being available to emulator developers, it is difficult to create an emulator with a high degree of compatibility with games. Many games require specific plugin setups with specific emulators to be played decently.<br />
<br />
===High-level vs. low-level graphics===<br />
One of the biggest hurdles in the road to proper N64 emulation has been accurately emulating the N64's graphics hardware, known as the Reality Display Processor, itself a part of the N64's Reality Co-Processor. The N64's RDP was the first real 3D accelerator GPU on consoles. In fact, it was the most powerful consumer-grade GPU in the world at the time it came out. It is very hard to emulate all of its functions accurately due to the RDP's complexity & flexibility. In addition, many RDP functions have to be reproduced in software for accuracy, which takes a lot of processing power.<br />
<br />
For this reason, most developers have instead opted to approximate the RDP's functions using high-level emulation (HLE) through various APIs such as Direct3D, OpenGL, and even Glide. While this results in much more reasonable system requirements for emulation, along with prettier, higher resolution graphics, this method can be hit and miss. It often requiring per-game tweaks and settings to prevent graphical glitches on many games. Some games implemented custom graphics microcode which had yet to be reverse-engineered. Although many or even all of them have already been implemented in HLE mode in 2016-2018 with dedicated work from GLideN64's lead programmer, gonetz, and one or two assistants.<ref name="gliden64_blog-1">{{cite web|url=https://gliden64.blogspot.com/2017/|title=Public Release 3.0|publisher=Blogspot|accessdate=2018-06-17|date=2017-12-29}}</ref><ref name="ZSortBOSS">{{cite web|url=https://github.com/gonetz/GLideN64/issues/1685#issuecomment-364436534|title=Initial implementation of BOSS ZSort ucode (WDC, Stunt Racer)|publisher=GitHub|accessdate=2018-06-17|date=2018-02-10}}</ref> For example, [https://youtu.be/HfCOnmRHI0o Factor 5]'s games do now work, specifically when using GLideN64 plugin's high-level graphics mode.<ref name="Indiegogo">{{cite web|url=https://www.indiegogo.com/projects/indiana-j-infernal-machine-high-level-emulation#/updates/all|title="Indiana J. & Infernal Machine" HLE|publisher=Indiegogo|accessdate=2018-06-17|date=2018-05-17}}</ref><ref name="gliden64_blog-2">{{cite web|url=https://gliden64.blogspot.com/2018/05/hle-implementation-of-microcodes-for.html|title=HLE implementation of microcodes for "Indiana Jones" and "Battle for Naboo" completed.|publisher=Blogspot|accessdate=2018-06-17|date=2018-05-26}}</ref> Other games may have issues with such RDP quirks as frame buffer/depth buffer access (issues with how the frame buffer is used as well as performance issues), VI emulation as well as issues with how combiner/blender modes are emulated (such as noise issues and combiner accuracy).<br />
<br />
Low-level emulation can be handled in two ways, complete low-level software emulation or a hybrid approach of LLE RDP emulation, which involves using graphics APIs to simulate the RDP while using low-level RSP emulation to emulate the graphics microcode. Low level software emulation of the RDP involves replicating all RDP functionality in software, which allows for very high accuracy but can suffer from major performance issues unless optimizations such as vectorization and multi-threading are performed. Hybrid LLE emulation can allow for performance enhancement over low level software RDP emulation but can suffer from various problems due to things such as replicating the N64's numerous blending/combine modes, emulating frame buffer access and replicating how polygons are rasterized to the screen (due to how the RDP renders primitives on a low level).<br />
<br />
It should also be noted that even though most games "work" through the HLE method, it is not an accurate representation of what the N64 hardware's video output actually looked like but rather a rough approximation by PC graphics hardware. Your mileage may vary on whether this is a good thing or not, given the N64's often blurry low-res output.<br />
<gallery widths="300"><br />
Majora's mask accurate.png|Majora's Mask with low-level graphics (using SoftGraphic)<br />
Project64 2013-07-26 14-20-17-55.png|Majora's Mask with high-level graphics (using Jabo's Direct3D)<br />
</gallery><br />
<br />
===[[Texture filtering]]===<br />
The N64 was the first console to feature texture filtering of any kind. However, unlike PC graphics hardware and every console after the N64, its implementation of bilinear texture filtering was unique, in that, in order to reduce strain on the system, it only used three samples as opposed to four, resulting in slightly jagged textures. Instead of faithfully applying this "imperfect" version of bilinear, HLE plugins instead apply conventional bilinear filtering, interpolating straight from the source texture up to the output resolution, much like on PC games. While technically this method of bilinear filtering is superior to the N64's, it can also result in textures that look even blurrier than on real hardware.<br />
<br />
Another issue lies with the appliance of texture filtering per quad on static images, text, and sprites. Because each quad is filtered separately, this can cause some visual inconsistencies. Text and UI elements often look as though their edges cut off abruptly, and static images, such as pre-rendered backgrounds or menu screens, may look as though they are separated into squares. Some plugins allow the user to turn off texture filtering to remedy this, but, unfortunately, this also applies to textures in the game world, exposing their oftentimes low resolutions.<br />
<br />
RetroArch's Mupen64Plus core has taken some steps which help remedy these problems. It is the only emulator that implements N64-style three-point texture filtering, which results in a more faithful look. It is also capable of rendering at 320x240, which sidesteps the issues with filtered text, UI elements, and menu screens, while still retaining texture filtering. Pixel-accurate plugins do not have these problems at all.<br />
<gallery widths="300"><br />
Project64_2013-06-26_17-44-58-31.png|Conker's Bad Fur Day copyright screen, displaying issues with filtered text.<br />
Mupen64plus_2013-08-18_20-35-50-08.png|Ocarina of Time's menu subscreen, displaying issues with filtering. Note how the Quest Status screen appears to be divided into a grid.<br />
</gallery><br />
<br />
===Voice Recognition Unit emulation===<br />
The Voice Recognition Unit (VRU) is an accessory used primarily by ''Hey You, Pikachu''. No emulator or input plugin supports this, although there is an on-going effort to get it working.<ref name="emutalk">{{cite web|url=http://www.emutalk.net/threads/55279|title=Hey You! Pikachu - Possible HLE Implementation|publisher=emutalk|accessdate=2018-06-17|date=2014-10-27, Last edit: 2016-04-04}}</ref><br />
===''Densha De Go!'' Controller===<br />
Also available for the [[PlayStation emulators|PlayStation]], ''Densha De Go! 64'' is a Japan-only train simulator released by [[Wikipedia:Taito|Taito]] that is compatible with an optional special controller that plugs into the player 3 port.<ref name="ArcadeUSA">{{cite web|url=https://www.youtube.com/watch?v=cCcPAGhcnck|title=Densha De Go! Nintendo 64 Controller!|publisher=YouTube|accessdate=2018-06-17|date=2017-01-20}}</ref> No emulator supports it.<br />
<br />
===Pokémon Snap Station===<br />
There was a special kiosk designed to promote ''Pokémon Snap'' called the ''Pokémon Snap Station'', which is also compatible with the North American ''Pokémon Stadium'' with its gallery mode. It is just a Nintendo 64 with special hardware designed for the station.<ref name="Sixty Formula">{{cite web|url=https://www.youtube.com/watch?v=AMbjvGvPkV4|title=The Pokemon Snap Station|publisher=YouTube|accessdate=2018-06-17|date=2016-05-21}}</ref><ref name="MetalJesusRocks">{{cite web|url=https://www.youtube.com/watch?v=5_UGpRN6AnM&t=3m35s|title=VIDEO GAME KIOSKS - Extreme Game Collecting!|publisher=YouTube|accessdate=2018-06-17|date=2016-05-25}}</ref> Although the special cartridge boots in emulators compatible with the regular version, the printing functions are inaccessible due to no emulation of the printer for the player 4 slot, credit system, or the special board to switch between the regular and special cartridges.<br />
<br />
===Transfer Pak emulation===<br />
A few games use the Transfer Pak such as ''Mario Golf'', ''Mario Tennis'', ''Mario Artist: Paint Studio'', and the ''Pokémon Stadium'' games. Mostly, this can be done with N-Gage's input plugin, but a couple of things aren't emulated:<br />
<br />
*The Game Boy Tower mode of the Pokémon Stadium games don't work and makes the emulator crash or hang.<br />
*Taking pictures with the Japanese ''Game Boy Camera'' (called ''Pocket Camera'') while in Transfer Pak mode playing ''Mario Artist: Paint Studio'' displays static.<br />
<br />
===64DD emulation===<br />
The 64DD (an abbreviation for "64 Disk Drive") was a peripheral which allowed a proprietary disk format to be used with the N64. These disks had more space at a cheaper manufacturing cost. The peripheral was a commercial failure and was never released outside of Japan. Internal evidence suggests that, much like the GBA e-Reader, it wasn't even intended for a European release.<br />
<br />
Expansion disks are region-coded to either Japan or US (obviously unused) and won't work with N64 games from the wrong region. Only F-Zero X has full support for this feature, but dummied-out expansion data in Ocarina of Time and Mario Party 2 (JP/PAL) exist as well.<br />
<br />
The special AV-In cartridge (NUS-028) that ''Mario Artist: Talent Studio'' can use doesn't work because it requires an RCA cable signal.<br />
<br />
Recently, there has been an effort to emulate the 64DD, and now [[Project64]] and [[MAME]] can run several commercial 64DD games as part of its N64 emulator. This is being ported to [[CEN64]] with the help of [https://twitter.com/LuigiBlood LuigiBlood].<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+PC<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|Active<br />
! scope="col"|64DD Emulation<br />
! scope="col"|N64 Mouse<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|[[Project64]]<br />
|Windows<br />
|[https://github.com/project64/project64 2.3.2]<br />
|{{✓}}<br />
|Mid<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[CEN64]]<br />
|Windows, Linux<br />
|[https://github.com/tj90241/cen64 Git]<br />
|{{✓}}<br />
|Mid<br />
|?<br />
|{{✗}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|{{MAMEVer}}<br />
|{{✓}}<br />
|Mid<br />
|?<br />
|{{✗}}<br />
|}<br />
<br />
* Project64's latest versions emulate the N64 mouse and can load Zoinkity's hacked 64DD cartridge conversions at playable speeds. You'll need to set every game to have 8MB of Memory by default manually. Games do not save, some need "32-bit engine" to be unchecked (like Talent Studio), and some (like Polygon Studio to fix models and Paint Studio to fix stamps) need the Angrylion GFX plugin rather than GlideN64, which does the job for the rest.<br />
**The 64DD hardware started to be emulated around 2.3's release with the help of [https://github.com/LuigiBlood LuigiBlood]. Saving works but in the form of NDR files. NDR files are copied versions of NDD images with save data included as to not write to the clean unaltered images. In order to play 64DD games in their original forms, 8MB of memory is still needed because the real hardware needed the Expansion Pak upgrade. The IPL is also needed.<br />
<br />
* MAME includes early basic 64DD emulation as well but is much slower. Disk images need to be in head/track format. See [https://github.com/Happy-yappH/ddconvert.git here] for more information. It does not currently support disk swapping or saving disk to files. Writes only update the copy in memory, and, once the MAME process ends, the changes are lost. Current usage: <code>mame n64dd -quickload disk -cart cart -nodrc</code> (both disk and cart are optional)<br />
<br />
* CEN64, like Project64, had 64DD emulation ported to it from MAME. However, it focuses on accuracy and plays much slower than other emulators, aside for the 64DD emulation itself is imperfect.<br />
<br />
===iQue Player emulation===<br />
Before the GBA, DS, and 3DS, Nintendo released a modified version of their Nintendo 64 system for the Chinese market, which was called the iQue Player, through their not-quite-subsidiary iQue. Fourteen games were translated into Simplified Chinese, including Sin and Punishment, Ocarina of Time (the Majora's Mask port was cancelled), Super Mario 64, and others.<br />
<br />
Unlike the Chinese releases of their more recent systems and their games, iQue Player releases are regular N64 roms wrapped with several layers of encryption, as well as a ticket and signature system like that on Wii, DSi, 3DS, Wii U and Switch. The Chinese ROM-hacking scene is very active though and has translated the Japanese regular N64 releases for many of these to their language already, which explain some of the Chinese ROMs floating for those. However, recently, almost all pieces of iQue Player software were decrypted to regular .z64 ROM format.<br />
<br />
Several of the Chinese game localizations already run on N64 emulators, but as some hardware features of the iQue Player are not yet supported, some games, as well as the system menu and features in games such as saving, do not work yet.<br />
<br />
===Aleck 64 arcade emulation===<br />
Nintendo collaborated with SETA to release an arcade system based on their Nintendo 64 system (kind of like their Playchoice-10 for the NES, Super System arcade hardware for SNES, and later Triforce for GCN and Wii U). The Nintendo 64-variant with more RAM, the Aleck 64, failed to catch on and bombed. It was never released outside Japan, even though one N64 port made it.<br />
<br />
The Aleck 64 ROMs were dumped, and Zoinkity is working on converting them to regular N64 ROMs (with controls remapped to N64 controller buttons). They generally require an 8MB Expansion Pak to run at all and 4K EEPROM to save settings and scores. The ones covered by these patches are:<br />
<br />
* Donchan Puzzle Hanabi de Doon!<br />
* Eleven Beat: World Tournament<br />
* Kuru Kuru Fever<br />
* Star Soldier: Vanishing Earth (also ported to N64)<br />
* Tower & Shaft<br />
* Vivid Dolls (official eroge game on a Nintendo console)<br />
<br />
The already available [http://assemblergames.com/l/threads/aleck64-on-retail-consoles-poc.55041/ patches] to convert arcade ROM dumps to regular N64 ROM format can be found [http://micro-64.com/database/aleck64.shtml here].<br />
<br />
The remaining ones from the system's library not yet covered are:<br />
* Hi Pai Paradise<br />
* Magical Tetris Challenge<br />
* Mayjinsen 3 / Meijin-Sen<br />
* Rev Limit<br />
* Super Real Mahjong VS<br />
* Variant Schwanzer<br />
<br />
==Virtual Console games in Dolphin==<br />
Some N64 games are emulated well on a Virtual Console game through Dolphin. The system requirements are much higher, but it's doable for many games. The following games are on the N64 Virtual Console for Wii:<br />
<br />
{|width="100%"<br />
|- valign="top"<br />
|<br />
* 1080 Snowboarding<br />
* Bomberman Hero<br />
* Cruis'n USA<br />
* Custom Robo V2 (Japan only)<br />
* F-Zero X<br />
* Kirby 64: The Crystal Stars<br />
* The Legend of Zelda: Majora's Mask<br />
* The Legend of Zelda: Ocarina of Time<br />
|<br />
* Mario Golf<br />
* Mario Kart 64<br />
* Mario Party 2<br />
* Mario Tennis<br />
* Ogre Battle 64: Person of Lordly Caliber<br />
* Paper Mario<br />
* Pokemon Puzzle League<br />
|<br />
* Pokemon Snap<br />
* Sin & Punishment (English)<br />
* Star Fox 64<br />
* Super Mario 64<br />
* Super Smash Bros.<br />
* Wave Race 64<br />
* Yoshi's Story<br />
|}<br />
<br />
==References==<br />
<references/><br />
<br />
<br />
{{Nintendo}}<br />
<br />
[[Category:Consoles]]<br />
[[Category:Fifth-generation video game consoles]]<br />
[[Category:Nintendo consoles]]<br />
[[Category:Nintendo 64 emulators|*]]</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=Super_Nintendo_emulators&diff=20367Super Nintendo emulators2018-10-26T12:53:15Z<p>176.88.21.36: Fixed many redirect links.</p>
<hr />
<div>{{Infobox console<br />
|title = Super Nintendo Entertainment System<br />
|logo = snesna.png<br />
|developer = [[:Nintendo]]<br />
|type = [[:Category:Consoles|Home video game console]]<br />
|generation = [[:Category:Fourth-generation video game consoles|Fourth generation]]<br />
|release = 1990<br />
|discontinued = 2003<br />
|predecessor = [[Nintendo Entertainment System emulators|NES]]<br />
|successor = [[Nintendo 64 emulators|Nintendo 64]]<br />
|emulated = {{✓}}<br />
}}<br />
The '''[[gametech:Super Nintendo Entertainment System|Super Nintendo Entertainment System]]''' (SNES) is a 16-bit, fourth-generation console released by [[wikipedia:Nintendo|Nintendo]] in 1990. Borrowing the name of its predecessor, the [[Nintendo Entertainment System emulators|Nintendo Entertainment System]], it was similarly named the '''Super Famicom''' in Japan, and during that time it had ''fierce'' competition with SEGA's [[Sega Genesis emulators|Genesis]] (known in other regions as the Mega Drive).<br />
<br />
Emulation for the SNES is robust, with several high-quality emulators for various systems, some of which are [[cycle accurate]].<br />
<br />
==Emulators==<br />
{| class="wikitable" style="text-align:center;"<br />
! scope="col"|Name<br />
! scope="col"|OS<br />
! scope="col"|Version<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Accuracy]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
!colspan="7"|PC<br />
|-<br />
|[[higan]] (formerly bsnes)<br />
|Multi-platform<br />
|[http://byuu.org/emulation/higan/ {{higanVer}}] <br /><br />
[https://board.byuu.org/viewtopic.php?f=29&t=2102 v106r44 beta] <small>(bsnes official)</small> <br /><br />
[https://board.byuu.org/viewtopic.php?f=2&t=2131 csnes WIP] <small>(from scratch)</small><br />
| {{✓}}<br />
|Cycle<br />
| {{✓}}<br />
| {{✓}}<br />
|-<br />
|[[Higan#nSide|nSide]] (forked higan)<br />
|Multi-platform<br />
|[https://github.com/hex-usr/nSide/releases v009r16]<br />
| {{✓}}<br />
|Cycle<br />
| {{✓}}<br />
| {{✓}}<br />
|-<br />
|[[Higan#bsnes-classic|bsnes-classic]] (forked bsnes Qt)<br />
|Multi-platform<br />
|[http://github.com/sharknnth/bsnes-classic/releases 073u7] <br /> [https://board.byuu.org/viewtopic.php?f=4&t=2061&p=54005 v106r04] <small>(bsnes-mcfly)</small><br />
| {{✓}}<br />
|Cycle<br />
| {{✓}}<br />
| {{✓}}<br />
|-<br />
|[[Snes9x]]<br />
|Multi-platform<br />
|[https://sites.google.com/site/bearoso/ {{Snes9xVer}}]<br />
| {{✓}}<br />
|High<br />
| {{✓}}<br />
| {{✓}}<br />
|-<br />
|[[BizHawk]] (bsnes)<br />
|Windows<br />
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br />
| {{✗}}<br />
|Cycle<br />
| {{✓}}<br />
| {{✗}}<br />
|-<br />
|[[Mednafen]] (bsnes)<br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
| {{✓}}<br />
|High<br />
| {{✓}}<br />
| {{✗}}<br />
|-<br />
|lsnes<br />
|Windows<br />
|[http://tasvideos.org/Lsnes.html rr2-β23] <br /> [http://repo.or.cz/w/lsnes.git Git]<br />
| {{✗}}<br />
|Cycle<br />
| {{✓}}<br />
| {{✗}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
| {{✓}}<br />
|Low<br />
| {{✓}}<br />
| {{✗}}<br />
|-<br />
|[[Silhouette]]<br />
|Macintosh<br />
|[https://www.zophar.net/fileuploads/1/816uajag/Silhouette.sit.hqx 1.0]<br />
| {{✗}}<br />
|Low<br />
| {{✗}}<br />
| {{✗}}<br />
|-<br />
|[[ZSNES]]<br />
|Multi-platform<br />
|[http://zsnes.com 1.51]<br />
| {{✗}}<br />
|Low<br />
| {{✗}}<br />
| {{✗}}<br />
|-<br />
|CATSFC<br />
|Multi-platform<br />
|[https://github.com/ShadauxCat/CATSFC 1.36]<br />
| {{✓}}<br />
|Low<br />
| {{✗}}<br />
| {{✗}}<br />
|-<br />
|[[No$|NO$SNS]]<br />
|Windows<br />
|[http://problemkaputt.de/sns.htm 1.6]<br />
| {{✗}}<br />
|Medium<br />
| {{✗}}<br />
| {{✗}}<br />
|-<br />
!colspan="7"|Mobile<br />
|-<br />
|[[Snes9x]] Next<br />
|Multi-platform<br />
|1.53<br />
| {{✓}}<br />
|Mid<br />
| {{✓}}<br />
| {{✓}}<br />
|-<br />
|Snes9x EX+<br />
|Android<br />
|[https://play.google.com/store/apps/details?id=com.explusalpha.Snes9xPlus Varies]<br />
| {{✗}}<br />
|High<br />
| {{✓}}<br />
| {{✓}}<br />
|-<br />
|Snes9x EX<br />
|Android<br />
|1.5.34<br />
| {{✗}}<br />
|Low<br />
| {{✗}}<br />
| {{✓}}<br />
|-<br />
|[http://www.superretro16.com/ SuperRetro16]<br />
|Android<br />
|[https://play.google.com/store/apps/details?id=com.bubblezapgames.supergnes 1.7.11]<br />
| {{✗}}<br />
|Low<br />
| {{✓}}<br />
| {{✗}}<br />
|-<br />
|CATSFC<br />
|Multi-platform<br />
|1.36<br />
| {{✓}}<br />
|Low<br />
| {{✗}}<br />
| {{✗}}<br />
|-<br />
|Snes8x<br />
|Windows Phone<br />
|2.15.3<br />
|?<br />
|Mid<br />
| {{✗}}<br />
| {{✓}}<br />
|-<br />
!colspan="7"|Console<br />
|-<br />
|[[Virtual Console]]<br />
|Wii, Wii U, New 3DS<br />
|N/A<br />
| {{✗}}<br />
|Mid-High<br />
| {{✓}}<br />
| {{✓}}<br />
|-<br />
|[[Snes9x]] Next<br />
|Multi-platform<br />
|1.53<br />
| {{✓}}<br />
|Mid<br />
| {{✓}}<br />
| {{✓}}<br />
|-<br />
|[http://173210.server-queen.com/autoindex/index.php?dir=PSP/Snes9xTYLcm_Mod/ Snes9xTYL(me)cm Mod]<br />
|[[PlayStation Portable]]<br />
|r26<br />
| {{✗}}<br />
|Low<br />
| {{✗}}<br />
| {{✓}}<br />
|-<br />
|CATSFC<br />
|Multi-platform<br />
|1.36<br />
| {{✓}}<br />
|Low<br />
| {{✗}}<br />
| {{✓}}<br />
|-<br />
|blargSNES*<br />
|3DS<br />
|[http://blargsnes.kuribo64.net/ 1.3b]<br />
| {{✗}}<br />
|Low<br />
| {{✗}}<br />
| {{✗}}<br />
|-<br />
|SNES9X for 3DS<br />
|3DS<br />
|[https://github.com/bubble2k16/snes9x_3ds/releases Git]<br />
| {{✗}}<br />
|Low<br />
| {{✓}}<br />
| {{✓}}<br />
|}<br />
<br />
<nowiki>*</nowiki> ''This emulator is currently in beta, but it does run several games. A compatibility list is available [http://wiki.gbatemp.net/wiki/BlargSnes_Compatibility_List here]. It doesn't support any cart-chips (SuperFX, DSP-1, Cx4, etc.). This emulator is no longer recommended due to inactivity and other more accurate and more compatible emulators, such as SNES9X for 3DS.''<br />
<br />
===Comparisons===<br />
1. [[higan]] <small>(formerly bsnes)</small><br />
* The most [[Emulation Accuracy|accurate]] of the bunch. Should play all commercially released games without trouble, assuming you have the power.<br />
* Incompatible with ROM hacks made to take advantage of emulator quirks, much like real hardware.<br />
* A superb LLE audio engine.<br />
<br />
higan (or, as it was known before it expanded its scope to more systems, bsnes) is the most accurate SNES emulator out there, but newcomers who care more about playing games rather than 100% accurate emulation should stick with [https://byuu.org/emulation/bsnes/ the most recent version of the forked bsnes core from the same author.]<br />
<br />
2. [[Snes9x]]<br />
* Compatible with most games, even many ROM hacks that make use of emulator quirks.<br />
* Fast enough for pretty much any toaster (even Pentium 1 or 2 machines).<br />
* LLE audio engine shared with bsnes.<br />
* Often buggy graphics and shaders in standalone, though it's video card and driver dependent.<br />
<!-- ** Remember those diagonal lines of offset across older 3D games on certain graphics cards? Yeah. ''Finding a picture.'' --><br />
* Hit-and-miss controller support, especially when it comes to XInput.<br />
<br />
3. [[RetroArch]]<br />
* Not a unique emulator, but there are official cores for bsnes and Snes9x you can easily obtain.<br />
* Very customizable and programmable by nature.<br />
* Tends to have better graphics than standalone software.<br />
** The viewport is scalable to any resolution.<br />
** It makes good use of full-screen with the right choice of interface.<br />
** A highly robust and flexible [[Shaders_and_Filters|shader]] system completely separate from the core.<br />
* Dynamic rate control fixes most audio issues.<br />
* Mirrored Rom and Ram maps, allowing ordinary rom images to be played right away.<br />
* The Snes9x Next core was forked from a commit somewhere between upstream version 1.52 and 1.53 and includes some extra speed hacks to run full speed on the Wii, as well as a SuperFX overclock option.<br />
* The bsnes-mercury restores things like HLE DSP and SGB emulation using Gambatte, as well as some optimizations that don't sacrifice accuracy. Things like the HLE DSP were removed in higan and, much like Snes9x Next, it has an option to overclock SuperFX. The default options match bsnes, where HLE emulation is not enabled by default.<br />
<br />
4. [[BizHawk]]<br />
* TASVideos tests say its the best for TASes (tool-assisted speedruns/superplays).<br />
* Not cross-platform; it's written in C#, and compiled for .NET 4.0 on Windows.<br />
* Has support for libretro cores.<br />
<br />
5. [[Mednafen]]<br />
* Much like higan, it's a multi-system emulator. The libretro core is a fork renamed Beetle.<br />
* Graphical shells exist (like Mednaffe) to help with the fact that it can only run from the command line.<br />
* Its SNES core is based on bsnes v059 which is actually pretty old. It predates the performance/balanced/accuracy profiles to as far back as 2010. However, this version is much faster than upstream.<br />
** It's missing many of the improvements to the LLE audio engine that newer versions of Snes9x and higan have.<br />
** It's also missing out on many accuracy updates that address a few edge cases such as Air Strike Patrol, one of two games known to notoriously manipulate the PPU mid-scanline. It also has some problems rendering text, flickering lines near the bottom, and displaying shadows during flight.<br />
* There ''are'' systems Mednafen emulates well and very accurately, but the SNES is not exactly one of them. At that point, it's worth using bsnes or its libretro cores instead.<br />
<br />
6. [[ZSNES]]<br />
:''See also [[ZSNES#Review|the review]].''<br />
* The least accurate of the bunch but still relevant for many reasons.<br />
** Runs full speed on even very old x86 systems such as an early Pentium 1.<br />
** Many ROM hacks were often designed around (let alone possible, simply because of) its problems, and would often break on anything else.<br />
** It had tons of bugs and lacked certain operations for less notable games that needed them. Some testing also showed it didn't synchronize the components as often as other newer emulators would.<br />
*** One of these bugs was '''a severe <abbr title="arbitrary code execution">ACE</abbr> vulnerability''' that could allow a maliciously designed ROM to run its own code on the host machine. Therefore, it's best to check the source of your roms before using them with ZSNES.<br />
** Though fans have modded the builds, the project is basically dead.<br />
* It has [[ZSNES#Netplay|surprisingly good netplay]].<br />
* Sports an interesting but polarizing graphical user interface; it's either loved, or it's despised by the community.<br />
* Relies on external pre-decompressed graphical packs to emulate some games with elaborate chips, much like older versions of Snes9x such as 1.43. Assuming you get (what are now rare and very hard-to-find) graphical packs for the SPC7110 (like from [http://other.ipherswipsite.com/gpacks/ here]) and Star Ocean, and put them in folders you then set under "Paths" in ZSNES, they can be playable without missing graphics.<br />
* Viable alternatives are BZSNES (for ZSNES-centric rom hacks), ZMZ (for the UI), NO$SNS or older versions of Snes9x (for speed boosts tailored to old systems). Otherwise, choose any of the others like bsnes/higan and Snes9x (for better compatibility).<br />
<br />
==Accessories==<br />
There aren't as many accessories that were released for the SNES compared to the NES<ref>[[Wikipedia:List of Super Nintendo Entertainment System accessories|List of Super Nintendo Entertainment System accessories]]</ref> but there is still quite a few to go over.<br />
===Super Game Boy===<br />
The '''[[gametech:Super Game Boy|Super Game Boy]]''' was a peripheral designed to play Game Boy and black Game Boy Color cartridges on the Super Nintendo through the cartridge slot, just like a typical SNES game. The Super Game Boy uses a special version of the Game Boy hardware to allow for ''Super Game Boy enhanced'' Game Boy games to operate its otherwise hidden features. Although many [[Game Boy/Game Boy Color emulators]] and [[Game Boy Advance emulators]] fake this ability, [[Higan]] and forks are the only emulators to truly emulate its features.<br />
<br />
Another thing to note is that there is a redesigned model, only released in Japan, called the ''Super Game Boy 2''. It has the ability to use a link cable connection that the first model lacks. It also fixes a slight overclocking issue and runs games at normal speed.<br />
<br />
There are a few hiccups with emulating the Super Game Boy, however. Higan's Game Boy core isn't up to snuff yet. One notable example is Pokémon Yellow Version and the special border that is supposed to display. Higan displays the standard Game Boy border while the real hardware displays a special green Pikachu border. On the other hand, Pokémon Gold/Silver Version, designed for Game Boy Color, can operate on a Game Boy and that operates as intended when played on a Super Game Boy. Also, if one attempts to run Game Boy Camera in Higan in Super Game Boy mode, the emulator crashes. Higan can run in ''Super Game Boy 2'' mode, but link cable connections are not possible yet, not even with other Game Boy emulators that can emulate a link cable.<br />
<br />
===asciiPad===<br />
The asciiPad is a controller by asciiWare that has similar features to the NES Advantage. Unlike the standard SNES controller, it has seven small switches that extend the way buttons are pressed. All the switches can be set to one of three modes for the standard buttons they individually represent, except for the seventh labeled "Slow" which changes the frequency of the additional modes. The switch can be set off, to turbo, and to auto. The turbo setting holds the button, and the auto setting control presses them automatically. [[Higan]] is the only emulator known to support this specific controller's switches. Other emulators have a completely different implementation of turbo presses in their GUI, which can work for some, but not to this extent.<br />
<br />
===Super Scope===<br />
The Super Scope is a bazooka-looking light gun that is a bit more complex compared to the Zapper for the [[Nintendo Entertainment System]]. ''Super Scope 6'', ''Yoshi's Safari'', ''Battle Clash'', and ''Metal Combat: Falcon's Revenge'' used it. Some emulators including Snes9x and bsnes/higan support the Super Scope, emulated with the mouse.<br />
<br />
===Mouse===<br />
The mouse allowed control over ''Mario Paint'' and ''Mario & Wario'' among other games, though in later games mouse support was optional. Some emulators including Snes9x and bsnes/higan support the Mouse. A ROM hack for Mario & Wario replaces mouse controls with traditional controls for the emulators that don't support this feature.<br />
<br />
===Konami Justifier===<br />
Similar to the NES Zapper but differs from the Super Scope, this is another light gun but needs calibration. It looks like a real gun. It was meant to simulate the shooter arcade experience. Only one game is compatible and that is ''Lethal Enforcers''. Snes9x and Higan support this gun.<br />
<br />
===Super Multitap===<br />
Made by Hudson Soft and licensed by Nintendo, this functions similarly to the [[Nintendo Entertainment System|NES Four Score]]. Instead of using both controller ports, it just used one, allowing up to 5 players at once. ''Bomberman'' games used this accessory. Some emulators including Snes9x and bsnes/higan support five players.<br />
<br />
===JRA PAT, SNES Modem, and NTT Data Controller===<br />
This is a rather obscure Super Famicom game with compatible accessories. ''JRA PAT'' is a horse race gambling game where you could use real money.<ref>https://www.youtube.com/watch?v=wtMlEcf8x6Q</ref> The service is dead. However, it is unknown if any emulator supports the special controller and modem that can plug into the player 1 and player 2 slots respectively.<br />
<br />
===Voice-kun===<br />
A few games by Koei shipped with an Audio-CD that typically contained voice acting, and supported this accessory which would command a CD player with IR signals typically used by remote controllers so that audio plays at specific points in the game. These games are still playable in most emulators but without Voice-kun support. byuu intends to make either MSU-1 hacks or proper Voice-kun emulation for these games in future higan versions, which would make it the first emulator to emulate this feature.<br />
<br />
==Satellaview emulation==<br />
The '''Satellaview''' was a subscription-based add-on released only in Japan that streamed content to the Super Famicom. BS-X or Satellaview software was broadcast the console add-on and stored as temporary data to be deleted shortly afterward. As such, a wealth of games went undumped and lost forever.<br />
<br />
Many of these games had Soundlink features and would have assets like streamed music and voice acting, as well as some extra data, but these have been lost forever outside of video recordings and OST releases. These games will likely play without music on your emulator. The entirely fan-made MSU-1 feature on the higan emulator tries to replicate the BS-X Satellaview and unreleased SNES-CD concept for streamed music in SNES games far beyond the maximum cartridge capacity (12MB), but it's not the same thing.<br />
<br />
Some games like BS Treasure Conflix make use of the additional RAM provided by the BS-X add-on. While you can try playing them on regular SNES emulators as regular emulators, you may face issues for many of these games (no font appearing, hangs with a black screen, and so on). You'll need Satellaview emulation to properly emulate those.<br />
<br />
bsnes-sx2 and snes9x-sx2 are recommended. They use your PC clock with no option to modify it, though. SNESGT had the option to modify the clock, but it wasn't updated for a while and isn't really recommended for SNES emulation in general. No$SNS has good BS-X emulation (and the best debugger tools for ROM hackers and translators) but falls behind the others when it comes to general emulation.<br />
<br />
You'll need the BS-X BIOS to properly emulate the Satellaview. It goes as BS-X.bin under the BIOS folder when using snes9x-sx2. There are many variants. You'll want the translated one (with English text) with removed DRM so that you can play a given broadcast without restrictions on how many times you can do so, like in the original hardware. <br />
<br />
Whenever you open a BS-X compatible ROM (that wasn't modified to behave like a normal SNES game, like most BS Zelda translations were), you'll be greeted by the BIOS software. It will ask you to choose your name and avatar, which you can control in a city. Of course, the St-GIGA broadcast service went defunct in 2000, so the big radio tower will just give you a "Hello Satellaview" test broadcast. However, you may be interested in seeing how Nintendo used to do loading screens. To see them without them shutting down instantly, open <code>BSX0001-47.bin</code> (bsxdat folder) in a hex editor and change offset <code>0x06</code> from <code>0x30</code> to <code>0x00</code>. Most houses will be closed, though.<br />
<br />
You'll want to enter the little red house you start in front of and load the stored data. In some cases, you may have to wait a while before actual gameplay starts, or until a given time (on real hardware people would wait for up to 6 minutes).<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+PC<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|OS<br />
! scope="col"|Version<br />
! scope="col"|BS-X Emulation <br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|[[Higan|bsnes]] <br />
|Windows<br />
|[http://bsxproj.superfamicom.org/archive.htm sx2 v0.09] (based on v082)<br />
|Cycle<br />
| {{✓}}<br />
|-<br />
|[[Snes9x]]<br />
|Windows x86, x64<br />
|[http://bsxproj.superfamicom.org/archive.htm sx2 0.02] (based on 1.53)<br />
|High<br />
| {{✓}}<br />
|-<br />
|NO$SNS<br />
|Windows<br />
|[http://problemkaputt.de/sns.htm 1.5 (2013)]<br />
|Mid <br />
| {{✓}}<br />
|-<br />
|SNESGT<br />
|Windows<br />
|[http://www.zophar.net/snes/snesgt.html 2.18 (2007)]<br />
|Mid <br />
| {{✗}}<br />
|-<br />
|[[Higan|bsnes]] (higan)<br />
|Windows, Linux<br />
|[http://byuu.org/higan/ 0.96]<br />
|Cycle<br />
| {{✓}}<br />
|-<br />
|[[BizHawk]] (bsnes)<br />
|Windows<br />
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br />
|Cycle<br />
| {{✗}}<br />
|-<br />
|[[Mednafen]] (bsnes)<br />
|Multi-platform<br />
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br />
|High<br />
| {{✗}}<br />
|}<br />
<br />
==Data Pack emulation==<br />
Also known as DLC for the Super Famicom - not only the old Mega Drive could do its lock-on thing! (incredible, isn't it?) <br />
<br />
Data Packs are Satellaview 8M Memory Paks which have data meant to be used as an expansion for a Data Pack-compatible game. Data Pack-compatible game cartridges look like the BS-X Cartridge. For most of these games, data was distributed via St.GIGA’s Satellaview streaming services. Same Game and SD Gundam G-Next had some Data Packs sold in physical form via retail stores. RPG Tsukuru 2, Sound Novel Tsukuru and Ongaku Tsukuru Kanaderu could save user-created data to 8M Memory Paks.<br />
<br />
The following games were compatible with Data Packs:<br />
* Derby Stallion 96<br />
* Joushou Mahjong Tenpai<br />
* Ongaku Tsukuru Kanaderu <br />
* RPG Tsukuru 2<br />
* Same Game<br />
* SD Gundam G-NEXT<br />
* Shigesato Itoi no Bass Tsuri No. 1<br />
* Sound Novel Tsukuru<br />
<br />
These Data Packs are available on ROM sites as regular SFC files, but their actual nature couldn't be more different. Unlike regular SNES games, they won't load in SNES emulators by themselves.<br />
Two emulators support this feature:<br />
* '''Snes9x:''' Under "File/Load Multi Cart...", choose the base game for "Slot A" and the expansion pack for "Slot B", and then the BS-X BIOS file. The combined game variant should open. Most Memory Pack games should work this way but some are unemulated for various reasons - it's one of the last overlooked areas in SNES emulation after all.<br />
* '''bsnes-sx2:''' Under "File/Load Slotted BS-X Cartridge". However, due to how the emulator doesn't have a "Show files from all extensions" option, and an oversight during development, the expansion pack file can't be selected. Due to this, current versions can't go in-game.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+PC<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|OS<br />
! scope="col"|Version<br />
! scope="col"|Data Pack Emulation <br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|[[Higan|bsnes]] <br />
|Windows<br />
|[http://bsxproj.superfamicom.org/archive.htm sx2 v0.09] (based on v082)<br />
|Low<br />
| {{✗}}<br />
|-<br />
|[[Snes9x]]<br />
|Windows x86, x64<br />
|[http://bsxproj.superfamicom.org/archive.htm sx2 0.02] (based on 1.53)<br />
|Mid<br />
| {{✓}}<br />
|}<br />
<br />
==SNES-CD revival and emulation==<br />
===SNES-CD===<br />
It's well-known enough that the Super Famicom was to get a CD add-on called the SNES-CD, developed by Sony who already helped with the sound chip for the SNES. However, Sony got greedy and tried to include a clause in the contract to give them all rights to any software developed on the device. In retaliation, Nintendo publicly humiliated the Sony executives present at the SNES-CD announcement by claiming they would partner with Phillips instead. Talks between Sony and Nintendo continued afterward as late as 1993, but the project couldn't be salvaged. Nintendo lost interest in the CD peripheral, seeing how the Sega CD failed in the US and the PC-Engine CD only enjoyed modest success. They canceled the Phillips collaboration on yet another SNES-CD prototype, but in return they allowed them to use some of their properties for their Phillips CD-i console. Later, they collaborated with the St. Giga radio service to create the Japan-exclusive Satellaview add-on for the Super Famicom which played broadcasts of SFC games using streamed audio. As for Sony, they took the hardware and experience from their collaboration with Nintendo to create the first PlayStation. Nintendo would continue to support the cartridge format for its next console, the Nintendo 64. A shy attempt at rewritable disk media was attempted with the 64DD, but the add-on failed due to the pathetic 64MB maximum storage limit which would be obsoleted by later bigger N64 cartridges, as well as the lack of support from third parties, many of whom had opted to support the PS1 instead. And the rest is history.<br />
<br />
Some prototype units of the Sony SNES-CD were indeed made. While games were in development for the add-on, some were eventually reworked as regular SNES cartridge games with lots of content gutted (e.g. Nintendo R&D's Marvelous, Square's Secret of Mana and Romancing Saga 2). Other games, like Hook, were ported to other systems instead (Hook to the Sega CD, and Rayman to the Atari Jaguar, among others), while the rest were outright canceled. These games were to have much bigger worlds, streamed music, cutscenes, and even FMVs according to various interviews. That never happened, however, and even most of the stuff developed for these consoles, including their various manuals and specifications, were lost. <br />
<br />
Recently, an actual Sony SNES-CD prototype has been uncovered<ref>http://arstechnica.com/gaming/2015/11/the-fabled-snes-playstation-prototype-has-been-turned-on-and-disassembled/</ref> and repaired.<ref>https://www.youtube.com/watch?v=ug-CyGXMabg</ref><ref>https://www.youtube.com/watch?v=qh91IO9cV48</ref> It had various weird hardware restrictions (number of saves, CD size limit, no co-processors) with much of it likely having to do with its unfinished nature. For example, it had a planned Audio CD support that doesn't actually work, which means the MSU-1 is a much more attractive alternative for hacks aiming to reflect what SNES-CD could have been.<br />
<br />
No$SNS 1.6 supports the Sony SNES-CD add-on. This was made possible after some reverse engineering and analysis of the leaked BIOS file. Get the leaked Super Disc BIOS, circulating on the net as "SDBR_v0.95.sfc". Under the same directory as the no$sns executable, make a "BIOS" folder, put the BIOS file there and rename it to "SFX-100.bin".<br />
<br />
<br />
The only SNES-CD games available online at this time are a legitimate BIOS for one of the discovered prototypes and two homebrew games. These games, Magic Floor and Super Boss Gaiden (both of which have alternate versions as regular SNES ROMs) come as BIN/CUE files. NO$SNS 1.6 supports only one CD mode, so it doesn't actually read the CUE but just the BIN file. Both of these were tested on the real hardware and have severe visual glitches due to the SNES-CD adding more undocumented interrupts which are not accurately emulated anywhere, which means it's safe to say that while SNES-CD emulation exists nowadays, it would have low compatibility with any legit unreleased SNES-CD game prototypes.<br />
<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+PC<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|OS<br />
! scope="col"|Version<br />
! scope="col"|SNES-CD (Sony)<br />
! scope="col"|[[Accuracy]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|[[No$|NO$SNS]]<br />
|Windows<br />
|[http://problemkaputt.de/sns.htm 1.6]<br />
| {{✓}}<br />
|Mid<br />
| {{✓}}<br />
|}<br />
<br />
===MSU-1===<br />
Cue the MSU-1, which aims to add some of these features to the SNES. It's a custom fan-made hardware specification for an additional chip, eventually made available and working with real SNES hardware, as the SD2SNES flashcard. It's the closest to the SNES-CD that you'll ever get. No more 12MB maximum cartridge size limitation!<br />
<br />
One inconvenience is that this specification isn't really supported by most emulators. It's currently supported by the SD2SNES flash card, bsnes (v075 and up), higan (v094 and up), and Snes9x (v1.55 and up). These hacks simply won't work at all in other emulators, unless their developers implement an MSU-1 check to let the game run in these emulators without the MSU-1 enhancements (the MSU-1 specification has a specific feature to allow for compatibility testing).<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+PC<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|OS<br />
! scope="col"|Version<br />
! scope="col"|MSU-1<br />
! scope="col"|[[Accuracy]]<br />
! scope="col"|[[Recommended emulators|Recommended]]<br />
|-<br />
|[[higan]]<br />
|Windows, Linux<br />
|[http://byuu.org/higan/ 0.96]<br />
| {{✓}}<br />
|Cycle<br />
| {{✓}}<br />
|-<br />
|[[Higan|bsnes]]<br />
|Windows, Linux<br />
|[http://byuu.org/higan/ 0.75]<br />
| {{✓}}<br />
|Cycle<br />
| {{✓}}<br />
|-<br />
|[[Snes9x]]<br />
|Windows, Linux<br />
|[http://www.snes9x.com/phpbb3/viewtopic.php?f=8&t=24351 1.55]<br />
| {{✓}}<br />
|High<br />
| {{✓}}<br />
|}<br />
<br />
To load the MSU-1 patched games with higan or bsnes:<br />
# Patch the original SNES ROM with the IPS patch<br />
# Make sure to copy <code>manifest.bml</code> and the PCM files (generated with <code>create_pcm.bat</code>, often found included with the sound pack) in the same directory as the ROM<br />
#* Make sure it's <code>%USERPROFILE%\Emulation\Super Famicom\</code> in the case of higan, and follow the readme included to know what names to use<br />
# Launch with higan/bsnes.<br />
To load the MSU-1 patched games with Snes9x:<br />
# Patch the original SNES ROM with the IPS patch<br />
# Copy the patched ROM file, any MSU image file and the PCM files (generated with <code>create_pcm.bat</code>, often found included with the sound pack) in the same directory as the ROM.<br />
#* Make sure the files all carry the same name prefix as the base ROM, with the MSU image having a <code>.msu</code> extension and all PCM files suffixed by track number.<br />
# Launch the base ROM with Snes9x.<br />
<br />
Notable hacks for the MSU-1 include:<br />
* [http://bszelda.zeldalegends.net/right.shtml BS Zelda no Densetsu] (a restoration of how the streamed audio played in the Satellaview game!)<br />
* [http://bszelda.zeldalegends.net/sekibanfiles.shtml BS Zelda no Densetsu: Inishie no Sekiban]<br />
* [http://www.romhacking.net/hacks/2546/ Chrono Trigger] (includes a conversion of the FMV intro from the PlayStation version of the game)<br />
* [http://www.dkc-atlas.com/forum/viewtopic.php?f=33&t=2073 Donkey Kong Country 2]<br />
* [http://www.romhacking.net/hacks/2483/ The Legend of Zelda: A Link to the Past] (with an optional patch adding FMVs)<br />
* [http://www.romhacking.net/hacks/2274/ Mega Man X]<br />
* [http://www.romhacking.net/hacks/2342/ Mega Man X3] (with CD version audio)<br />
* [http://www.romhacking.net/hacks/2311/ Rock n' Roll Racing]<br />
* [http://www.romhacking.net/hacks/2467/ Secret of Mana]<br />
* [http://www.romhacking.net/hacks/2472/ Super Mario World]<br />
* [http://www.dforce3000.de/?uid=48 Super Road Blaster] (port of the FMV arcade game)<br />
<br />
==References==<br />
{{reflist}}<br />
<br />
==Resources==<br />
* [http://wiki.superfamicom.org/snes/show/HomePage SNES Development Wiki] – SNES Development Wiki for you know, SNES Development.<br />
* [http://tasvideos.org/EmulatorResources/SNESAccuracyTests.html SNES Accuracy Tests (TASVideos)] – Test results on various emulators using test ROMs<br />
<br />
<br />
{{Nintendo}}<br />
<br />
[[Category:Consoles]]<br />
[[Category:Nintendo consoles]]<br />
[[Category:Super Nintendo emulators|*]]<br />
[[Category:Fourth-generation video game consoles]]</div>176.88.21.36https://emulation.gametechwiki.com/index.php?title=ZSNES&diff=20366ZSNES2018-10-26T12:50:21Z<p>176.88.21.36: /* Alternatives */ Fixed redirect link.</p>
<hr />
<div>{{Infobox emulator<br />
|logo = Zsnes.jpg<br />
|logowidth = 100<br />
|last-version = 1.51<br />
|active = No<br />
|platform = DOS<br/>Windows<br/>Linux<br/>macOS<br />
|architecture = x86<br />
|target = [[Super Nintendo emulators|SNES]]<br />
|developer = zsKnight, _Demo_, pagefault, Nach<br />
|website = [http://www.zsnes.com/ ZSNES.com]<br />
|source = [[sourceforge:projects/zsnes/files/zsnes/|SourceForge]]}}<br />
<br />
'''ZSNES''' is a [[Super_Nintendo_emulators|Super Famicom (SNES) emulator]] written in x86 assembly. It was originally made in 1997 and was one of the most popular Super Nintendo emulators from late nineties to mid-2000s, but now is obsolete and has not been updated since 2007. Most people now just use ZSNES for its excellent netplay code.<br />
<br />
==Download==<br />
* [[sourceforge:projects/zsnes/files/zsnes/|ZSNES]] on SourceForge<br />
<br />
==Overview==<br />
The ZSNES developers focused on speed over [[Emulation Accuracy|accuracy]], so a hefty amount of games have bugs (and some just crash outright). The current version (v1.51) created more problems than it fixed and many problems still remain:<br />
[[File:Kirby3-forest.gif|frame|SNES Pseudo Hi-Res translucency on ''new'' graphics engine]]<br />
* Compatibility is lower than modern emulators due to low accuracy to real SNES system.<br />
* Games crashing: Der Langrisser (freezes after 2-3 hours), Super Mario RPG (freezes in many different points of the game), Star Ocean and many other games have freezing and crashing issues.<br />
* Bad sound emulation: Many games sound inaccurate on ZSNES. ZSNES's audio timer isn't floating point so there are timing artifacts in the music. ZSNES doesn't emulate release values of ADSR so held notes will sound poor.<br />
* Many of the co-processors, which are actually on the game cartridges, are emulated in strange ways. For example, Super FX is not clocked correctly; Star Fox runs twice as fast as it should.<br />
* Transparency: Kirby Dreamland 3, Mecarobot Golf, Jurassic Park and other games that use pseudo-hi-res translucency won't display correctly in the default graphics engine in v1.51. To get them to display properly in v1.51, one must press 8 to switch to the old graphics engine.<br />
* x86 code exploits: With specially made hacks and homebrew ROMs, it is possible for them to break out of ZSNES itself and [https://www.youtube.com/watch?v=Q3SOYneC7mU execute native code on the host computer.] <br />
* While older versions of ZSNES still have one of the better netplay systems among emulators, netplay was removed in v1.50.<br />
<br />
These are just a few problems, there are a few more listed [http://web.archive.org/web/20120217115713/http://byuu.org/bsnes/accuracy here] and [http://sourceforge.net/p/zsnes/bugs/ here].<br />
<br />
It is recommended to use [[Snes9x]] or [[higan]] instead.<br />
<br />
==ROM hacks==<br />
Many ROM hacks and ROM hacking tools were made using ZSNES as a testing platform because of its popularity. However, because of the inaccuracies of the emulator, these tools and hacks are broken on other, more accurate emulators and real hardware.<br />
<br />
==Alternatives==<br />
===bZSNES===<br />
In 2011, byuu released [http://byuu.org/bzsnes/ bZSNES] - a modification of his bsnes that includes the optional inaccuracies of ZSNES and a similar GUI. This was done as an April Fools day joke. It however only has moderate compatibility with ROM hacks made specifically for ZSNES.{{Cite}}.<br />
<br />
* [http://snesemu.black-ship.net/emus/bsnes/bzsnes_v151w.zip bZSNES]<br />
* [http://www.mediafire.com/download/c6nylmbnca23rmy/bZSNES.rar mirror]<br />
* [http://snesemu.black-ship.net/emus/bsnes/bzsnes_v151s.zip bZSNES source code]<br />
<br />
===ZMZ===<br />
[http://www.smwcentral.net/?p=section&a=details&id=5681 ZMZ] is a program that utilizes libretro versions of [[Snes9x]] and 2002, 2005 and 2010 variants, as well as the [[Higan|bsnes]] cores, much like [[RetroArch]]. It uses the exact same interface that ZSNES uses and can record ZMV files.<br />
*[http://www.smwcentral.net/?p=section&a=details&id=5681 ZMZ]<br />
<br />
==Netplay==<br />
* [http://prdownloads.sourceforge.net/zsnes/zsnesw142.zip ZSNES 1.42]<br />
* [http://prdownloads.sourceforge.net/zsnes/zsneswv1.36.zip ZSNES 1.36]<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable" style="width: 100%;"<br />
! colspan=2 width="250"|Review<br />
|-<br />
| '''PROS''' ||<br />
* Excellent netplay connectivity between 2 players<br />
* In-game chat that doesn't require switching focus between 2 windows<br />
* Can pause emulation at any time<br />
* The host's save file is immediately shared with the client, so you don't need to upload it elsewhere first<br />
* In case of desync, the host can make save states and load them for both players to resync<br />
* You can swap controllers at any time<br />
* You can change emulator latency on the fly to compensate for choppiness at the expense of slight input lag<br />
* It works just as well with between a dial-up user and someone on DSL<br />
* You can switch between windowed mode and full screen with ease.<br />
* Using version 1.36, games pretty much do not desync period<br />
* Still has some big communities and dedicated servers like [http://emu.z-net.us Z-Net]<br />
|-<br />
| '''CONS''' ||<br />
* Netplay is 2P ONLY, with no multiplayer version foreseeable in the near future<br />
* Both players need their port forwarded to connect over UDP for netplay, and TCP can be quite choppy<br />
* Most Konami games tend to desync unless you specifically use ZSNES 1.36 or 1.337<br />
* Interface might be unappealing to some people<br />
|}<br />
<br />
[[Category:Emulators]]<br />
[[Category:Netplay]]<br />
[[Category:DOS emulation software]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]<br />
[[Category:macOS emulation software]]<br />
[[Category:Super Nintendo emulators]]</div>176.88.21.36