https://emulation.gametechwiki.com/api.php?action=feedcontributions&user=212.252.96.193&feedformat=atomEmulation General Wiki - User contributions [en]2024-03-28T08:13:16ZUser contributionsMediaWiki 1.32.0https://emulation.gametechwiki.com/index.php?title=Sixtyforce&diff=22664Sixtyforce2018-12-02T17:21:55Z<p>212.252.96.193: </p>
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<div>{{Infobox emulator<br />
|version = 1.0.1<br />
|active = Yes<br />
|platform = macOS<br />
|target = [[Nintendo 64 emulators|Nintendo 64]]<br />
|developer = gerrit<br />
|website = [http://sixtyforce.com/ sixtyforce.com]<br />
}}<br />
'''Sixtyforce''' is a shareware [[Nintendo 64 emulators|Nintendo 64]] emulator for macOS. It natively supports both x86 and PowerPC-based machines.<br />
<br />
Sixtyforce doesn't support as wide a range of games as [[Mupen64Plus]] (the only other active [[Nintendo 64 emulators|Nintendo 64]] emulator that supports Mac operating systems, aside from the obsolete TrueReality emulator), but still supports PPC: most games that work run at playable speeds on late-generation G4 and all G5 processors.<br />
<br />
Like Mupen64, sixtyforce uses a plugin-based system to allow for a wider range of game support.<br />
<br />
Sixtyforce is offered both as a free or paid version. The free version lacks save states and displays the "sixtyforce" logo on the bottom of the screen during play. In the paid version, which costs $15, saving states are allowed and the logo is removed.<br />
<br />
Since version 0.9.2, the source code for sixtyforce has not been released.{{cite|reason="Can't find a source for vers. 0.9.1 and below anywhere"}} Thus, it is now proprietary software.<br />
<br />
==Downloads==<br />
* [http://sixtyforce.com/download/sixtyforce.zip Sixtyforce 1.0.1] - Intel Macs with macOS 10.6 or later only<br />
* [http://sixtyforce.com/download/sixtyforce_098.zip Sixtyforce 0.9.8] - PowerPC Macs only<br />
<br />
[[Category:Emulators]]<br />
[[Category:macOS emulation software]]<br />
[[Category:Nintendo 64 emulators]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Famicom_color_palette&diff=22660Famicom color palette2018-12-02T17:14:08Z<p>212.252.96.193: </p>
<hr />
<div>Unlike consoles like the SNES, which natively generate the image in pure RGB, the Famicom normally generates and outputs an encoded NTSC video signal, which must then be decoded by the TV's built-in NTSC decoder. This means the resulting color palette often varies depending on the display's decoder. This is why NES games appear to have different colors on different TV sets.<br />
<br />
NES emulators are similarly afflicted by this issue, as they each have their own algorithms for generating the NES color palette, meaning they all have slightly to wildly varying palettes. As such, there isn't really a "true" NES color palette, and which emulator has the "best" palette often comes down to preference, or whichever looks closest to how the real console looks on a user's own particular TV. FCEU based emulators come with a load of different preset palettes based on different people's perceptions of the NES colors, while emulators such as Nestopia<ref name="nestopia_pal_gen">https://github.com/rdanbrook/nestopia/blob/master/source/core/NstVideoRenderer.cpp#L397</ref> have the ability for the user to edit the color palette to their liking, including the use of custom palettes that define the NES palette in any way the user wishes. <br />
<br />
Some arcade machines based on the NES hardware, such as the PlayChoice-10 and the Versus series of cabinets, did generate a native RGB signal, however. The colors on these cabinets tend to be very vibrant and saturated, giving games a very distinct look compared to how they would look on the real console. Nestopia gives the user the choice to use the RGB palette featured in these cabinets, though it is not usually considered to be the definitive or "real" NES palette.<br />
<br />
The [[libretro]] ports of Nestopia<ref name="nestopia_raw">https://github.com/rdanbrook/nestopia/commit/9d58851a22eb3baeee7b4fe28ae8ffaac7eaa599</ref>, FCEUmm<ref name="fceumm_raw">https://github.com/libretro/libretro-fceumm/commit/d370e2d37f9baa26e546e3542104ed04e1bf8965</ref> and Mesen<ref name="mesen_raw">https://github.com/SourMesen/Mesen/commit/a086acde87cb4d4bab78675bf9e5da63d68b7451</ref> have the option to output the raw chroma, level, and emphasis from the PPU through the RGB color channels. This by itself produces an image with completely bizarre colors, but this can be decoded by [[Shaders and Filters|shaders]] to generate actual colors, the main examples being GTU-Famicom<ref name="gtu_famicom_cg">https://github.com/libretro/common-shaders/tree/master/crt/shaders/GTU-famicom</ref><ref name="gtu_famicom_slang">https://github.com/libretro/slang-shaders/tree/master/crt/shaders/gtu-famicom</ref> and nes-color-decoder<ref name="nes_color_decoder_cg">https://github.com/libretro/common-shaders/blob/master/misc/nes-color-decoder.cg</ref><ref name="nes_color_decoder_slang">https://github.com/libretro/slang-shaders/blob/master/misc/nes-color-decoder.slang</ref>.<br />
<br />
==Download==<br />
* [http://www.mediafire.com/file/6xzt8a53ne6kab4/NES%20Palettes.zip Palettes download]<br />
<br />
==Chart==<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
! scope="col"|Palette <br />
! scope="col"|Nestopia decoder preset<br />
! scope="col"|NESRGB palette name<br />
! scope="col"|Description<br />
|-<br />
|style="text-align:center;"|YUV<br />
|style="text-align:center;"|15° Canonical<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|Based on the standard method of NTSC decoding.<br />
|-<br />
|style="text-align:center;"|RGB<br />
|style="text-align:center;"|RGB<br />
|style="text-align:center;"|Garish<br />
|style="text-align:center;"|The palette used by all official Nintendo RGB PPUs, such as in the PlayChoice-10 and Famicom Titler.<br />
|-<br />
|style="text-align:center;"|YUV (Sony CXA2025AS) <br />
|style="text-align:center;"|Consumer<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|Based on an NTSC decoder found in Sony TVs.<br />
|-<br />
|style="text-align:center;"|YUV with yellow boost<br />
|style="text-align:center;"|Alternative<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|Based on decoders in certain NTSC-J TVs.<ref>http://forums.nesdev.com/viewtopic.php?f=3&t=4241</ref> <br />
|-<br />
|style="text-align:center;"|Raw Chroma, Level, and Emphasis<br />
|style="text-align:center;"|Raw*<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|The raw chroma, level, and emphasis output of the NES PPU represented in RGB color channels<ref>https://github.com/libretro/nestopia/blob/c2244b8eec1a4f6bbebdd09ec6c4b1552b5610c0/libretro/libretro.cpp#L526</ref> Only available as an option on the [[libretro]] ports of Nestopia, FCEUmm and Mesen<ref name="fceumm_raw"/><ref name="nestopia_raw" /><ref name="mesen_raw" /><br />
|-<br />
|style="text-align:center;"|Nintendulator NTSC<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|Natural<br />
|style="text-align:center;"|Based on what is currently understood about NTSC decoding<ref>http://wiki.nesdev.com/w/index.php/NTSC_video</ref><br />
|-<br />
|style="text-align:center;"|NTSC Hardware (FBX)<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|N/A (Optionally available)<br />
|style="text-align:center;"|Analog RGB was fed into a calibrated Sony PVM monitor, and then meticulously aligned on each color entry to match as closely as possible to the NTSC feed from an original NES.<ref name="firebrandx">http://www.firebrandx.com/nespalette.html</ref><br />
|-<br />
|style="text-align:center;"|PVM Style D93 (FBX)<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|N/A (Optionally available)<br />
|style="text-align:center;"|Approximates the color and intensity of a Sony PVM CRT screen.<ref name="firebrandx">http://www.firebrandx.com/nespalette.html</ref> <br />
|-<br />
|style="text-align:center;"|Composite Direct (FBX)<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|N/A (Optionally available)<br />
|style="text-align:center;"|Direct capture of the composite output of the front-loader NTSC NES.<ref name="firebrandx"></ref> <br />
|-<br />
|style="text-align:center;"|NESCAP<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|This palette was created using direct NES composite capture through a Blackmagic Intensity Pro 4K through its composite input.<ref name="RGBSource">https://rgbsource.blogspot.com/search/label/NES%20Color%20Palette</ref> <br />
|-<br />
|style="text-align:center;"|HYBRID<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|This is a hybrid between the above NESCAP palette and the FCEUX palette.<ref name="RGBSource">https://rgbsource.blogspot.com/search/label/NES%20Color%20Palette</ref> <br />
|-<br />
|style="text-align:center;"|NES Classic Edition<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|This palette is ripped from the NES Classic's emulator [[Kachikachi]].<br>NESCLASSIC is derived from the NES Classic by taking the average of each color (since the NES Classic has a noise filter).<ref name="RGBSource">https://rgbsource.blogspot.com/search/label/NES%20Color%20Palette</ref> NES Classic (FBX-FS) is an independent capture of the palette.<ref name="firebrandx"/><br />
|-<br />
|style="text-align:center;"|NES Remix U<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|This palette is ripped from the Wii U [[wikipedia:NES_Remix_(series)|NES Remix]] games. The 3DS game (Ultimate NES Remix) uses the 3DS VC's palette.<br />
|-<br />
|style="text-align:center;"|FCEUX<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|Improved<br />
|style="text-align:center;"|Palettes used in FCEUX emulator. 12 is the default, and similar to Rock Man 9. 13 and 15 feature less saturation.<ref name="FCEUX Help">http://www.fceux.com/web/help/fceux.html?PaletteOptions.html</ref><br />
|-<br />
|style="text-align:center;"|Rock Man 9<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|Palettes derived from Rock Man 9.<ref name="ririka">https://sites.google.com/site/insectduel/ririka</ref> "21 to 2C" version is differs in that it darkens a single cyan value (2C).<ref name="ririka"></ref><br />
|-<br />
|style="text-align:center;"|Virtual Console <br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|Palettes used in the [[Wii emulators|Wii]] and [[Nintendo 3DS emulators|Nintendo 3DS]] [[Virtual Console]]. Wii version, all colors, are darkened significantly. 3DS feature high saturation and brightness. "Normalized" version adjusts brightness levels significantly.<br />
|-<br />
|style="text-align:center;"|Nintendo Switch NSO<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|The NES emulator for [[L-CLASSICS|Nintendo Switch Online's]] service has 12 different palettes, although 4 of them are from earlier emulators (3DS VC, Wii VC, NES Classic, and NES Classic B&W). Of the remaining 8: #3 is a minor variation of the 3DS VC's palette. #4 is a minor variation of Wii VCs palette. #5, #6, and #7 are all very similar to each other. #8 is a minor variation of NES Classic's palette.<br />
|-<br />
|style="text-align:center;"|BMF final<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|Palettes created by BMF based on his television. 2 features a very darkened screen, similar to Wii VC. 3 is more saturated.<ref name="FCEUX Help"/><br />
|-<br />
|style="text-align:center;"|ASQ Reality<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|AspiringSquire's attempt at improving BMF palettes.<ref name="FCEUX Help"/> <br />
|-<br />
|style="text-align:center;"|Wavebeam<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|Created to look good on crts. Similar to Consumer.<ref>https://wavebeam.blogspot.ca/2017/03/wavebeam-nes-palette.html</ref><br />
|-<br />
|-<br />
|style="text-align:center;"|FCC 1953<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|N/A<br />
|style="text-align:center;"|First color TV system, NTSC, introduced a color standard in 1953. NTSC colors were very lush.<ref name="Nerdlypleasures">http://nerdlypleasures.blogspot.ca/2016/10/video-potpourri-ii.html?m=1</ref> <br />
|-<br />
|}<br />
<br />
==Palettes==<br />
{|width="100%"<br />
|- valign="top"<br />
|<br />
{| cellpadding="10" cellspacing="0"<br />
|+YUV<br />
|-<br />
| style="background:#666666; color:#FFFFFF" align="center" | 00<br />
| style="background:#002A88; color:#FFFFFF" align="center" | 01<br />
| style="background:#1412A7; color:#FFFFFF" align="center" | 02<br />
| style="background:#3B00A4; color:#FFFFFF" align="center" | 03<br />
| style="background:#5C007E; color:#FFFFFF" align="center" | 04<br />
| style="background:#6E0040; color:#FFFFFF" align="center" | 05<br />
| style="background:#6C0700; color:#FFFFFF" align="center" | 06<br />
| style="background:#561D00; color:#FFFFFF" align="center" | 07<br />
| style="background:#333500; color:#FFFFFF" align="center" | 08<br />
| style="background:#0C4800; color:#FFFFFF" align="center" | 09<br />
| style="background:#005200; color:#FFFFFF" align="center" | 0A<br />
| style="background:#004F08; color:#FFFFFF" align="center" | 0B<br />
| style="background:#00404D; color:#FFFFFF" align="center" | 0C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0F<br />
|- <br />
| style="background:#ADADAD; color:#FFFFFF" align="center" | 10<br />
| style="background:#155FD9; color:#FFFFFF" align="center" | 11<br />
| style="background:#4240FF; color:#FFFFFF" align="center" | 12<br />
| style="background:#7527FE; color:#FFFFFF" align="center" | 13<br />
| style="background:#A01ACC; color:#FFFFFF" align="center" | 14<br />
| style="background:#B71E7B; color:#FFFFFF" align="center" | 15<br />
| style="background:#B53120; color:#FFFFFF" align="center" | 16<br />
| style="background:#994E00; color:#FFFFFF" align="center" | 17<br />
| style="background:#6B6D00; color:#FFFFFF" align="center" | 18<br />
| style="background:#388700; color:#FFFFFF" align="center" | 19<br />
| style="background:#0D9300; color:#FFFFFF" align="center" | 1A<br />
| style="background:#008F32; color:#FFFFFF" align="center" | 1B<br />
| style="background:#007C8D; color:#FFFFFF" align="center" | 1C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1F<br />
|- <br />
| style="background:#FFFFFF; color:#000000" align="center" | 20<br />
| style="background:#64B0FF; color:#000000" align="center" | 21<br />
| style="background:#9290FF; color:#000000" align="center" | 22<br />
| style="background:#C676FF; color:#000000" align="center" | 23<br />
| style="background:#F26AFF; color:#000000" align="center" | 24<br />
| style="background:#FF6ECC; color:#000000" align="center" | 25<br />
| style="background:#FF8170; color:#000000" align="center" | 26<br />
| style="background:#EA9E22; color:#000000" align="center" | 27<br />
| style="background:#BCBE00; color:#000000" align="center" | 28<br />
| style="background:#88D800; color:#000000" align="center" | 29<br />
| style="background:#5CE430; color:#000000" align="center" | 2A<br />
| style="background:#45E082; color:#000000" align="center" | 2B<br />
| style="background:#48CDDE; color:#000000" align="center" | 2C<br />
| style="background:#4F4F4F; color:#FFFFFF" align="center" | 2D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2F<br />
|- <br />
| style="background:#FFFFFF; color:#000000" align="center" | 30<br />
| style="background:#C0DFFF; color:#000000" align="center" | 31<br />
| style="background:#D3D2FF; color:#000000" align="center" | 32<br />
| style="background:#E8C8FF; color:#000000" align="center" | 33<br />
| style="background:#FAC2FF; color:#000000" align="center" | 34<br />
| style="background:#FFC4EA; color:#000000" align="center" | 35<br />
| style="background:#FFCCC5; color:#000000" align="center" | 36<br />
| style="background:#F7D8A5; color:#000000" align="center" | 37<br />
| style="background:#E4E594; color:#000000" align="center" | 38<br />
| style="background:#CFEF96; color:#000000" align="center" | 39<br />
| style="background:#BDF4AB; color:#000000" align="center" | 3A<br />
| style="background:#B3F3CC; color:#000000" align="center" | 3B<br />
| style="background:#B5EBF2; color:#000000" align="center" | 3C<br />
| style="background:#B8B8B8; color:#000000" align="center" | 3D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3F<br />
|}<br />
{| cellpadding="10" cellspacing="0"<br />
|+YUV-V3<br />
|-<br />
| style="background:#666666; color:#FFFFFF" align="center" | 00<br />
| style="background:#002a88; color:#FFFFFF" align="center" | 01<br />
| style="background:#1412a7; color:#FFFFFF" align="center" | 02<br />
| style="background:#3b00a4; color:#FFFFFF" align="center" | 03<br />
| style="background:#5c007e; color:#FFFFFF" align="center" | 04<br />
| style="background:#6e0040; color:#FFFFFF" align="center" | 05<br />
| style="background:#6c0700; color:#FFFFFF" align="center" | 06<br />
| style="background:#561d00; color:#FFFFFF" align="center" | 07<br />
| style="background:#333500; color:#FFFFFF" align="center" | 08<br />
| style="background:#0c4800; color:#FFFFFF" align="center" | 09<br />
| style="background:#005200; color:#FFFFFF" align="center" | 0A<br />
| style="background:#004c18; color:#FFFFFF" align="center" | 0B<br />
| style="background:#003e5b; color:#FFFFFF" align="center" | 0C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0F<br />
|-<br />
| style="background:#adadad; color:#FFFFFF" align="center" | 10<br />
| style="background:#155fd9; color:#FFFFFF" align="center" | 11<br />
| style="background:#4240ff; color:#FFFFFF" align="center" | 12<br />
| style="background:#7527fe; color:#FFFFFF" align="center" | 13<br />
| style="background:#a01acc; color:#FFFFFF" align="center" | 14<br />
| style="background:#b71e7b; color:#FFFFFF" align="center" | 15<br />
| style="background:#b53120; color:#FFFFFF" align="center" | 16<br />
| style="background:#994e00; color:#FFFFFF" align="center" | 17<br />
| style="background:#6b6d00; color:#FFFFFF" align="center" | 18<br />
| style="background:#388700; color:#FFFFFF" align="center" | 19<br />
| style="background:#0d9300; color:#FFFFFF" align="center" | 1A<br />
| style="background:#008c47; color:#FFFFFF" align="center" | 1B<br />
| style="background:#007aa0; color:#FFFFFF" align="center" | 1C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1F<br />
|-<br />
| style="background:#ffffff; color:#000000" align="center" | 20<br />
| style="background:#64b0ff; color:#000000" align="center" | 21<br />
| style="background:#9290ff; color:#000000" align="center" | 22<br />
| style="background:#c676ff; color:#000000" align="center" | 23<br />
| style="background:#f26aff; color:#000000" align="center" | 24<br />
| style="background:#ff6ecc; color:#000000" align="center" | 25<br />
| style="background:#ff8170; color:#000000" align="center" | 26<br />
| style="background:#ea9e22; color:#000000" align="center" | 27<br />
| style="background:#bcbe00; color:#000000" align="center" | 28<br />
| style="background:#88d800; color:#000000" align="center" | 29<br />
| style="background:#5ce430; color:#000000" align="center" | 2A<br />
| style="background:#45e082; color:#000000" align="center" | 2B<br />
| style="background:#48cdde; color:#000000" align="center" | 2C<br />
| style="background:#4f4f4f; color:#FFFFFF" align="center" | 2D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2F<br />
|-<br />
| style="background:#ffffff; color:#000000" align="center" | 30<br />
| style="background:#c0dfff; color:#000000" align="center" | 31<br />
| style="background:#d3d2ff; color:#000000" align="center" | 32<br />
| style="background:#e8c8ff; color:#000000" align="center" | 33<br />
| style="background:#fac2ff; color:#000000" align="center" | 34<br />
| style="background:#ffc4ea; color:#000000" align="center" | 35<br />
| style="background:#ffccc5; color:#000000" align="center" | 36<br />
| style="background:#f7d8a5; color:#000000" align="center" | 37<br />
| style="background:#e4e594; color:#000000" align="center" | 38<br />
| style="background:#cfef96; color:#000000" align="center" | 39<br />
| style="background:#bdf4ab; color:#000000" align="center" | 3A<br />
| style="background:#b3f3cc; color:#000000" align="center" | 3B<br />
| style="background:#b5ebf2; color:#000000" align="center" | 3C<br />
| style="background:#b8b8b8; color:#000000" align="center" | 3D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3F<br />
|}<br />
<!--{| cellpadding="10" cellspacing="0"<br />
|+Unsaturated-V5<br />
|-<br />
| style="background:#6B6B6B; color:#FFFFFF" align="center" | 00<br />
| style="background:#001E87; color:#FFFFFF" align="center" | 01<br />
| style="background:#1F0B96; color:#FFFFFF" align="center" | 02<br />
| style="background:#3B0C87; color:#FFFFFF" align="center" | 03<br />
| style="background:#590D61; color:#FFFFFF" align="center" | 04<br />
| style="background:#5E0528; color:#FFFFFF" align="center" | 05<br />
| style="background:#551100; color:#FFFFFF" align="center" | 06<br />
| style="background:#461B00; color:#FFFFFF" align="center" | 07<br />
| style="background:#303200; color:#FFFFFF" align="center" | 08<br />
| style="background:#0A4800; color:#FFFFFF" align="center" | 09<br />
| style="background:#004E00; color:#FFFFFF" align="center" | 0A<br />
| style="background:#004619; color:#FFFFFF" align="center" | 0B<br />
| style="background:#00395A; color:#FFFFFF" align="center" | 0C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0F<br />
|- <br />
| style="background:#B2B2B2; color:#FFFFFF" align="center" | 10<br />
| style="background:#1A53D1; color:#FFFFFF" align="center" | 11<br />
| style="background:#4835EE; color:#FFFFFF" align="center" | 12<br />
| style="background:#7123EC; color:#FFFFFF" align="center" | 13<br />
| style="background:#9A1EB7; color:#FFFFFF" align="center" | 14<br />
| style="background:#A51E62; color:#FFFFFF" align="center" | 15<br />
| style="background:#A52D19; color:#FFFFFF" align="center" | 16<br />
| style="background:#874B00; color:#FFFFFF" align="center" | 17<br />
| style="background:#676900; color:#FFFFFF" align="center" | 18<br />
| style="background:#298400; color:#FFFFFF" align="center" | 19<br />
| style="background:#038B00; color:#FFFFFF" align="center" | 1A<br />
| style="background:#008240; color:#FFFFFF" align="center" | 1B<br />
| style="background:#007096; color:#FFFFFF" align="center" | 1C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1F<br />
|- <br />
| style="background:#FFFFFF; color:#000000" align="center" | 20<br />
| style="background:#63ADFD; color:#000000" align="center" | 21<br />
| style="background:#908AFE; color:#000000" align="center" | 22<br />
| style="background:#B977FC; color:#000000" align="center" | 23<br />
| style="background:#E771FE; color:#000000" align="center" | 24<br />
| style="background:#F76FC9; color:#000000" align="center" | 25<br />
| style="background:#F5836A; color:#000000" align="center" | 26<br />
| style="background:#DD9C29; color:#000000" align="center" | 27<br />
| style="background:#BDB807; color:#000000" align="center" | 28<br />
| style="background:#84D107; color:#000000" align="center" | 29<br />
| style="background:#5BDC3B; color:#000000" align="center" | 2A<br />
| style="background:#48D77D; color:#000000" align="center" | 2B<br />
| style="background:#48C6D8; color:#000000" align="center" | 2C<br />
| style="background:#555555; color:#FFFFFF" align="center" | 2D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2F<br />
|- <br />
| style="background:#FFFFFF; color:#000000" align="center" | 30<br />
| style="background:#C4E3FE; color:#000000" align="center" | 31<br />
| style="background:#D7D5FE; color:#000000" align="center" | 32<br />
| style="background:#E6CDFE; color:#000000" align="center" | 33<br />
| style="background:#F9CAFE; color:#000000" align="center" | 34<br />
| style="background:#FEC9F0; color:#000000" align="center" | 35<br />
| style="background:#FED1C7; color:#000000" align="center" | 36<br />
| style="background:#F7DCAC; color:#000000" align="center" | 37<br />
| style="background:#E8E89C; color:#000000" align="center" | 38<br />
| style="background:#D1F29D; color:#000000" align="center" | 39<br />
| style="background:#BFF4B1; color:#000000" align="center" | 3A<br />
| style="background:#B7F5CD; color:#000000" align="center" | 3B<br />
| style="background:#B7EBF2; color:#000000" align="center" | 3C<br />
| style="background:#BEBEBE; color:#000000" align="center" | 3D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3F<br />
|}--><br />
{| cellpadding="10" cellspacing="0"<br />
|+Unsaturated-Final<br />
|-<br />
| style="background:#676767; color:#FFFFFF" align="center" | 00<br />
| style="background:#001F8E; color:#FFFFFF" align="center" | 01<br />
| style="background:#23069E; color:#FFFFFF" align="center" | 02<br />
| style="background:#40008E; color:#FFFFFF" align="center" | 03<br />
| style="background:#600067; color:#FFFFFF" align="center" | 04<br />
| style="background:#67001C; color:#FFFFFF" align="center" | 05<br />
| style="background:#5B1000; color:#FFFFFF" align="center" | 06<br />
| style="background:#432500; color:#FFFFFF" align="center" | 07<br />
| style="background:#313400; color:#FFFFFF" align="center" | 08<br />
| style="background:#074800; color:#FFFFFF" align="center" | 09<br />
| style="background:#004F00; color:#FFFFFF" align="center" | 0A<br />
| style="background:#004622; color:#FFFFFF" align="center" | 0B<br />
| style="background:#003A61; color:#FFFFFF" align="center" | 0C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0F<br />
|- <br />
| style="background:#B3B3B3; color:#FFFFFF" align="center" | 10<br />
| style="background:#205ADF; color:#FFFFFF" align="center" | 11<br />
| style="background:#5138FB; color:#FFFFFF" align="center" | 12<br />
| style="background:#7A27EE; color:#FFFFFF" align="center" | 13<br />
| style="background:#A520C2; color:#FFFFFF" align="center" | 14<br />
| style="background:#B0226B; color:#FFFFFF" align="center" | 15<br />
| style="background:#AD3702; color:#FFFFFF" align="center" | 16<br />
| style="background:#8D5600; color:#FFFFFF" align="center" | 17<br />
| style="background:#6E7000; color:#FFFFFF" align="center" | 18<br />
| style="background:#2E8A00; color:#FFFFFF" align="center" | 19<br />
| style="background:#069200; color:#FFFFFF" align="center" | 1A<br />
| style="background:#008A47; color:#FFFFFF" align="center" | 1B<br />
| style="background:#037B9B; color:#FFFFFF" align="center" | 1C<br />
| style="background:#101010; color:#FFFFFF" align="center" | 1D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1F<br />
|- <br />
| style="background:#FFFFFF; color:#000000" align="center" | 20<br />
| style="background:#62AEFF; color:#000000" align="center" | 21<br />
| style="background:#918BFF; color:#000000" align="center" | 22<br />
| style="background:#BC78FF; color:#000000" align="center" | 23<br />
| style="background:#E96EFF; color:#000000" align="center" | 24<br />
| style="background:#FC6CCD; color:#000000" align="center" | 25<br />
| style="background:#FA8267; color:#000000" align="center" | 26<br />
| style="background:#E29B26; color:#000000" align="center" | 27<br />
| style="background:#C0B901; color:#000000" align="center" | 28<br />
| style="background:#84D200; color:#000000" align="center" | 29<br />
| style="background:#58DE38; color:#000000" align="center" | 2A<br />
| style="background:#46D97D; color:#000000" align="center" | 2B<br />
| style="background:#49CED2; color:#000000" align="center" | 2C<br />
| style="background:#494949; color:#FFFFFF" align="center" | 2D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2F<br />
|- <br />
| style="background:#FFFFFF; color:#000000" align="center" | 30<br />
| style="background:#C1E3FF; color:#000000" align="center" | 31<br />
| style="background:#D5D4FF; color:#000000" align="center" | 32<br />
| style="background:#E7CCFF; color:#000000" align="center" | 33<br />
| style="background:#FBC9FF; color:#000000" align="center" | 34<br />
| style="background:#FFC7F0; color:#000000" align="center" | 35<br />
| style="background:#FFD0C5; color:#000000" align="center" | 36<br />
| style="background:#F8DAAA; color:#000000" align="center" | 37<br />
| style="background:#EBE69A; color:#000000" align="center" | 38<br />
| style="background:#D1F19A; color:#000000" align="center" | 39<br />
| style="background:#BEF7AF; color:#000000" align="center" | 3A<br />
| style="background:#B6F4CD; color:#000000" align="center" | 3B<br />
| style="background:#B7F0EF; color:#000000" align="center" | 3C<br />
| style="background:#B2B2B2; color:#000000" align="center" | 3D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3F<br />
|}<br />
{| cellpadding="10" cellspacing="0"<br />
|+Nintendulator NTSC<br />
|-<br />
| style="background:#656565; color:#FFFFFF" align="center" | 00<br />
| style="background:#002B9B; color:#FFFFFF" align="center" | 01<br />
| style="background:#110EC0; color:#FFFFFF" align="center" | 02<br />
| style="background:#3F00BC; color:#FFFFFF" align="center" | 03<br />
| style="background:#66008F; color:#FFFFFF" align="center" | 04<br />
| style="background:#7B0045; color:#FFFFFF" align="center" | 05<br />
| style="background:#790100; color:#FFFFFF" align="center" | 06<br />
| style="background:#601C00; color:#FFFFFF" align="center" | 07<br />
| style="background:#363800; color:#FFFFFF" align="center" | 08<br />
| style="background:#084F00; color:#FFFFFF" align="center" | 09<br />
| style="background:#005A00; color:#FFFFFF" align="center" | 0A<br />
| style="background:#005702; color:#FFFFFF" align="center" | 0B<br />
| style="background:#004555; color:#FFFFFF" align="center" | 0C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0F<br />
|- <br />
| style="background:#AEAEAE; color:#FFFFFF" align="center" | 10<br />
| style="background:#0761F5; color:#FFFFFF" align="center" | 11<br />
| style="background:#3E3BFF; color:#FFFFFF" align="center" | 12<br />
| style="background:#7C1DFF; color:#FFFFFF" align="center" | 13<br />
| style="background:#AF0EE5; color:#FFFFFF" align="center" | 14<br />
| style="background:#CB1383; color:#FFFFFF" align="center" | 15<br />
| style="background:#C82A15; color:#FFFFFF" align="center" | 16<br />
| style="background:#A74D00; color:#FFFFFF" align="center" | 17<br />
| style="background:#6F7200; color:#FFFFFF" align="center" | 18<br />
| style="background:#329100; color:#FFFFFF" align="center" | 19<br />
| style="background:#009F00; color:#FFFFFF" align="center" | 1A<br />
| style="background:#009B2A; color:#FFFFFF" align="center" | 1B<br />
| style="background:#008498; color:#FFFFFF" align="center" | 1C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1F<br />
|- <br />
| style="background:#FFFFFF; color:#000000" align="center" | 20<br />
| style="background:#56B1FF; color:#000000" align="center" | 21<br />
| style="background:#8E8BFF; color:#000000" align="center" | 22<br />
| style="background:#CC6CFF; color:#000000" align="center" | 23<br />
| style="background:#FF5DFF; color:#000000" align="center" | 24<br />
| style="background:#FF62D4; color:#000000" align="center" | 25<br />
| style="background:#FF7964; color:#000000" align="center" | 26<br />
| style="background:#F89D06; color:#000000" align="center" | 27<br />
| style="background:#C0C300; color:#000000" align="center" | 28<br />
| style="background:#81E200; color:#000000" align="center" | 29<br />
| style="background:#4DF116; color:#000000" align="center" | 2A<br />
| style="background:#30EC7A; color:#000000" align="center" | 2B<br />
| style="background:#34D5EA; color:#000000" align="center" | 2C<br />
| style="background:#4E4E4E; color:#FFFFFF" align="center" | 2D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2F<br />
|- <br />
| style="background:#FFFFFF; color:#000000" align="center" | 30<br />
| style="background:#BADFFF; color:#000000" align="center" | 31<br />
| style="background:#D1D0FF; color:#000000" align="center" | 32<br />
| style="background:#EBC3FF; color:#000000" align="center" | 33<br />
| style="background:#FFBDFF; color:#000000" align="center" | 34<br />
| style="background:#FFBFEE; color:#000000" align="center" | 35<br />
| style="background:#FFC8C0; color:#000000" align="center" | 36<br />
| style="background:#FCD799; color:#000000" align="center" | 37<br />
| style="background:#E5E784; color:#000000" align="center" | 38<br />
| style="background:#CCF387; color:#000000" align="center" | 39<br />
| style="background:#B6F9A0; color:#000000" align="center" | 3A<br />
| style="background:#AAF8C9; color:#000000" align="center" | 3B<br />
| style="background:#ACEEF7; color:#000000" align="center" | 3C<br />
| style="background:#B7B7B7; color:#000000" align="center" | 3D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3F<br />
|}<br />
{| cellpadding="10" cellspacing="0"<br />
|+FCEUX<br />
|-<br />
| style="background:#747474; color:#FFFFFF" align="center" | 00<br />
| style="background:#24188C; color:#FFFFFF" align="center" | 01<br />
| style="background:#0000A8; color:#FFFFFF" align="center" | 02<br />
| style="background:#44009C; color:#FFFFFF" align="center" | 03<br />
| style="background:#8C0074; color:#FFFFFF" align="center" | 04<br />
| style="background:#A80010; color:#FFFFFF" align="center" | 05<br />
| style="background:#A40000; color:#FFFFFF" align="center" | 06<br />
| style="background:#7C0800; color:#FFFFFF" align="center" | 07<br />
| style="background:#402C00; color:#FFFFFF" align="center" | 08<br />
| style="background:#004400; color:#FFFFFF" align="center" | 09<br />
| style="background:#005000; color:#FFFFFF" align="center" | 0A<br />
| style="background:#003C14; color:#FFFFFF" align="center" | 0B<br />
| style="background:#183C5C; color:#FFFFFF" align="center" | 0C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0F<br />
|-<br />
| style="background:#BCBCBC; color:#FFFFFF" align="center" | 10<br />
| style="background:#0070EC; color:#FFFFFF" align="center" | 11<br />
| style="background:#2038EC; color:#FFFFFF" align="center" | 12<br />
| style="background:#8000F0; color:#FFFFFF" align="center" | 13<br />
| style="background:#BC00BC; color:#FFFFFF" align="center" | 14<br />
| style="background:#E40058; color:#FFFFFF" align="center" | 15<br />
| style="background:#D82800; color:#FFFFFF" align="center" | 16<br />
| style="background:#C84C0C; color:#FFFFFF" align="center" | 17<br />
| style="background:#887000; color:#FFFFFF" align="center" | 18<br />
| style="background:#009400; color:#FFFFFF" align="center" | 19<br />
| style="background:#00A800; color:#FFFFFF" align="center" | 1A<br />
| style="background:#009038; color:#FFFFFF" align="center" | 1B<br />
| style="background:#008088; color:#FFFFFF" align="center" | 1C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1F<br />
|-<br />
| style="background:#FCFCFC; color:#000000" align="center" | 20<br />
| style="background:#3CBCFC; color:#000000" align="center" | 21<br />
| style="background:#5C94FC; color:#000000" align="center" | 22<br />
| style="background:#CC88FC; color:#000000" align="center" | 23<br />
| style="background:#F478FC; color:#000000" align="center" | 24<br />
| style="background:#FC74B4; color:#000000" align="center" | 25<br />
| style="background:#FC7460; color:#000000" align="center" | 26<br />
| style="background:#FC9838; color:#000000" align="center" | 27<br />
| style="background:#F0BC3C; color:#000000" align="center" | 28<br />
| style="background:#80D010; color:#000000" align="center" | 29<br />
| style="background:#4CDC48; color:#000000" align="center" | 2A<br />
| style="background:#58F898; color:#000000" align="center" | 2B<br />
| style="background:#00E8D8; color:#000000" align="center" | 2C<br />
| style="background:#787878; color:#FFFFFF" align="center" | 2D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2F<br />
|-<br />
| style="background:#FCFCFC; color:#000000" align="center" | 30<br />
| style="background:#A8E4FC; color:#000000" align="center" | 31<br />
| style="background:#C4D4FC; color:#000000" align="center" | 32<br />
| style="background:#D4C8FC; color:#000000" align="center" | 33<br />
| style="background:#FCC4FC; color:#000000" align="center" | 34<br />
| style="background:#FCC4D8; color:#000000" align="center" | 35<br />
| style="background:#FCBCB0; color:#000000" align="center" | 36<br />
| style="background:#FCD8A8; color:#000000" align="center" | 37<br />
| style="background:#FCE4A0; color:#000000" align="center" | 38<br />
| style="background:#E0FCA0; color:#000000" align="center" | 39<br />
| style="background:#A8F0BC; color:#000000" align="center" | 3A<br />
| style="background:#B0FCCC; color:#000000" align="center" | 3B<br />
| style="background:#9CFCF0; color:#000000" align="center" | 3C<br />
| style="background:#C4C4C4; color:#000000" align="center" | 3D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3F<br />
|}<br />
{| cellpadding="10" cellspacing="0"<br />
|+Consumer<br />
|-<br />
| style="background:#666666; color:#FFFFFF" align="center" | 00<br />
| style="background:#001E9A; color:#FFFFFF" align="center" | 01<br />
| style="background:#0E09A8; color:#FFFFFF" align="center" | 02<br />
| style="background:#440093; color:#FFFFFF" align="center" | 03<br />
| style="background:#710060; color:#FFFFFF" align="center" | 04<br />
| style="background:#89011D; color:#FFFFFF" align="center" | 05<br />
| style="background:#861300; color:#FFFFFF" align="center" | 06<br />
| style="background:#692900; color:#FFFFFF" align="center" | 07<br />
| style="background:#393E00; color:#FFFFFF" align="center" | 08<br />
| style="background:#044C00; color:#FFFFFF" align="center" | 09<br />
| style="background:#004F00; color:#FFFFFF" align="center" | 0A<br />
| style="background:#00472B; color:#FFFFFF" align="center" | 0B<br />
| style="background:#00356C; color:#FFFFFF" align="center" | 0C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0F<br />
|- <br />
| style="background:#ADADAD; color:#FFFFFF" align="center" | 10<br />
| style="background:#0050F1; color:#FFFFFF" align="center" | 11<br />
| style="background:#3B34FF; color:#FFFFFF" align="center" | 12<br />
| style="background:#8022E8; color:#FFFFFF" align="center" | 13<br />
| style="background:#BB1EA5; color:#FFFFFF" align="center" | 14<br />
| style="background:#DB294E; color:#FFFFFF" align="center" | 15<br />
| style="background:#D74000; color:#FFFFFF" align="center" | 16<br />
| style="background:#B15E00; color:#FFFFFF" align="center" | 17<br />
| style="background:#737900; color:#FFFFFF" align="center" | 18<br />
| style="background:#2D8B00; color:#FFFFFF" align="center" | 19<br />
| style="background:#008F08; color:#FFFFFF" align="center" | 1A<br />
| style="background:#008460; color:#FFFFFF" align="center" | 1B<br />
| style="background:#006DB5; color:#FFFFFF" align="center" | 1C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1F<br />
|- <br />
| style="background:#FFFFFF; color:#000000" align="center" | 20<br />
| style="background:#4BA0FF; color:#000000" align="center" | 21<br />
| style="background:#8A84FF; color:#000000" align="center" | 22<br />
| style="background:#D172FF; color:#000000" align="center" | 23<br />
| style="background:#FF6DF7; color:#000000" align="center" | 24<br />
| style="background:#FF799E; color:#000000" align="center" | 25<br />
| style="background:#FF9047; color:#000000" align="center" | 26<br />
| style="background:#FFAE0A; color:#000000" align="center" | 27<br />
| style="background:#C4CA00; color:#000000" align="center" | 28<br />
| style="background:#7DDC13; color:#000000" align="center" | 29<br />
| style="background:#41E157; color:#000000" align="center" | 2A<br />
| style="background:#21D5B0; color:#000000" align="center" | 2B<br />
| style="background:#25BEFF; color:#000000" align="center" | 2C<br />
| style="background:#4F4F4F; color:#FFFFFF" align="center" | 2D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2F<br />
|- <br />
| style="background:#FFFFFF; color:#000000" align="center" | 30<br />
| style="background:#B6D8FF; color:#000000" align="center" | 31<br />
| style="background:#D0CDFF; color:#000000" align="center" | 32<br />
| style="background:#EDC6FF; color:#000000" align="center" | 33<br />
| style="background:#FFC4FC; color:#000000" align="center" | 34<br />
| style="background:#FFC8D8; color:#000000" align="center" | 35<br />
| style="background:#FFD2B4; color:#000000" align="center" | 36<br />
| style="background:#FFDE9C; color:#000000" align="center" | 37<br />
| style="background:#E7E994; color:#000000" align="center" | 38<br />
| style="background:#CAF19F; color:#000000" align="center" | 39<br />
| style="background:#B2F3BB; color:#000000" align="center" | 3A<br />
| style="background:#A5EEDF; color:#000000" align="center" | 3B<br />
| style="background:#A6E5FF; color:#000000" align="center" | 3C<br />
| style="background:#B8B8B8; color:#000000" align="center" | 3D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3F<br />
|}<br />
{| cellpadding="10" cellspacing="0"<br />
|+RGB<br />
|-<br />
| style="background:#6D6D6D; color:#FFFFFF" align="center" | 00<br />
| style="background:#002492; color:#FFFFFF" align="center" | 01<br />
| style="background:#0000DB; color:#FFFFFF" align="center" | 02<br />
| style="background:#6D49DB; color:#FFFFFF" align="center" | 03<br />
| style="background:#92006D; color:#FFFFFF" align="center" | 04<br />
| style="background:#B6006D; color:#FFFFFF" align="center" | 05<br />
| style="background:#B62400; color:#FFFFFF" align="center" | 06<br />
| style="background:#924900; color:#FFFFFF" align="center" | 07<br />
| style="background:#6D4900; color:#FFFFFF" align="center" | 08<br />
| style="background:#244900; color:#FFFFFF" align="center" | 09<br />
| style="background:#006D24; color:#FFFFFF" align="center" | 0A<br />
| style="background:#009200; color:#FFFFFF" align="center" | 0B<br />
| style="background:#004949; color:#FFFFFF" align="center" | 0C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0F<br />
|- <br />
| style="background:#B6B6B6; color:#FFFFFF" align="center" | 10<br />
| style="background:#006DDB; color:#FFFFFF" align="center" | 11<br />
| style="background:#0049FF; color:#FFFFFF" align="center" | 12<br />
| style="background:#9200FF; color:#FFFFFF" align="center" | 13<br />
| style="background:#B600FF; color:#FFFFFF" align="center" | 14<br />
| style="background:#FF0092; color:#FFFFFF" align="center" | 15<br />
| style="background:#FF0000; color:#FFFFFF" align="center" | 16<br />
| style="background:#DB6D00; color:#FFFFFF" align="center" | 17<br />
| style="background:#926D00; color:#FFFFFF" align="center" | 18<br />
| style="background:#249200; color:#FFFFFF" align="center" | 19<br />
| style="background:#009200; color:#FFFFFF" align="center" | 1A<br />
| style="background:#00B66D; color:#FFFFFF" align="center" | 1B<br />
| style="background:#009292; color:#FFFFFF" align="center" | 1C<br />
| style="background:#242424; color:#FFFFFF" align="center" | 1D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1F<br />
|- <br />
| style="background:#FFFFFF; color:#000000" align="center" | 20<br />
| style="background:#6DB6FF; color:#000000" align="center" | 21<br />
| style="background:#9292FF; color:#000000" align="center" | 22<br />
| style="background:#DB6DFF; color:#000000" align="center" | 23<br />
| style="background:#FF00FF; color:#000000" align="center" | 24<br />
| style="background:#FF6DFF; color:#000000" align="center" | 25<br />
| style="background:#FF9200; color:#000000" align="center" | 26<br />
| style="background:#FFB600; color:#000000" align="center" | 27<br />
| style="background:#DBDB00; color:#000000" align="center" | 28<br />
| style="background:#6DDB00; color:#000000" align="center" | 29<br />
| style="background:#00FF00; color:#000000" align="center" | 2A<br />
| style="background:#49FFDB; color:#000000" align="center" | 2B<br />
| style="background:#00FFFF; color:#000000" align="center" | 2C<br />
| style="background:#494949; color:#FFFFFF" align="center" | 2D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2F<br />
|- <br />
| style="background:#FFFFFF; color:#000000" align="center" | 30<br />
| style="background:#B6DBFF; color:#000000" align="center" | 31<br />
| style="background:#DBB6FF; color:#000000" align="center" | 32<br />
| style="background:#FFB6FF; color:#000000" align="center" | 33<br />
| style="background:#FF92FF; color:#000000" align="center" | 34<br />
| style="background:#FFB6B6; color:#000000" align="center" | 35<br />
| style="background:#FFDB92; color:#000000" align="center" | 36<br />
| style="background:#FFFF49; color:#000000" align="center" | 37<br />
| style="background:#FFFF6D; color:#000000" align="center" | 38<br />
| style="background:#B6FF49; color:#000000" align="center" | 39<br />
| style="background:#92FF6D; color:#000000" align="center" | 3A<br />
| style="background:#49FFDB; color:#000000" align="center" | 3B<br />
| style="background:#92DBFF; color:#000000" align="center" | 3C<br />
| style="background:#929292; color:#000000" align="center" | 3D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3F<br />
|}<br />
{| cellpadding="10" cellspacing="0"<br />
|+BMF Final 3<br />
|-<br />
| style="background:#686868; color:#FFFFFF" align="center" | 00<br />
| style="background:#001299; color:#FFFFFF" align="center" | 01<br />
| style="background:#1A08AA; color:#FFFFFF" align="center" | 02<br />
| style="background:#51029A; color:#FFFFFF" align="center" | 03<br />
| style="background:#7E0069; color:#FFFFFF" align="center" | 04<br />
| style="background:#8E001C; color:#FFFFFF" align="center" | 05<br />
| style="background:#7E0301; color:#FFFFFF" align="center" | 06<br />
| style="background:#511800; color:#FFFFFF" align="center" | 07<br />
| style="background:#1F3700; color:#FFFFFF" align="center" | 08<br />
| style="background:#014E00; color:#FFFFFF" align="center" | 09<br />
| style="background:#005A00; color:#FFFFFF" align="center" | 0A<br />
| style="background:#00501C; color:#FFFFFF" align="center" | 0B<br />
| style="background:#004061; color:#FFFFFF" align="center" | 0C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0F<br />
|- <br />
| style="background:#B9B9B9; color:#FFFFFF" align="center" | 10<br />
| style="background:#0C5CD7; color:#FFFFFF" align="center" | 11<br />
| style="background:#5035F0; color:#FFFFFF" align="center" | 12<br />
| style="background:#8919E0; color:#FFFFFF" align="center" | 13<br />
| style="background:#BB0CB3; color:#FFFFFF" align="center" | 14<br />
| style="background:#CE0C61; color:#FFFFFF" align="center" | 15<br />
| style="background:#C02B0E; color:#FFFFFF" align="center" | 16<br />
| style="background:#954D01; color:#FFFFFF" align="center" | 17<br />
| style="background:#616F00; color:#FFFFFF" align="center" | 18<br />
| style="background:#1F8B00; color:#FFFFFF" align="center" | 19<br />
| style="background:#01980C; color:#FFFFFF" align="center" | 1A<br />
| style="background:#00934B; color:#FFFFFF" align="center" | 1B<br />
| style="background:#00819B; color:#FFFFFF" align="center" | 1C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1F<br />
|- <br />
| style="background:#FFFFFF; color:#000000" align="center" | 20<br />
| style="background:#63B4FF; color:#000000" align="center" | 21<br />
| style="background:#9B91FF; color:#000000" align="center" | 22<br />
| style="background:#D377FF; color:#000000" align="center" | 23<br />
| style="background:#EF6AFF; color:#000000" align="center" | 24<br />
| style="background:#F968C0; color:#000000" align="center" | 25<br />
| style="background:#F97D6C; color:#000000" align="center" | 26<br />
| style="background:#ED9B2D; color:#000000" align="center" | 27<br />
| style="background:#BDBD16; color:#000000" align="center" | 28<br />
| style="background:#7CDA1C; color:#000000" align="center" | 29<br />
| style="background:#4BE847; color:#000000" align="center" | 2A<br />
| style="background:#35E591; color:#000000" align="center" | 2B<br />
| style="background:#3FD9DD; color:#000000" align="center" | 2C<br />
| style="background:#606060; color:#FFFFFF" align="center" | 2D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2F<br />
|- <br />
| style="background:#FFFFFF; color:#000000" align="center" | 30<br />
| style="background:#ACE7FF; color:#000000" align="center" | 31<br />
| style="background:#D5CDFF; color:#000000" align="center" | 32<br />
| style="background:#EDBAFF; color:#000000" align="center" | 33<br />
| style="background:#F8B0FF; color:#000000" align="center" | 34<br />
| style="background:#FEB0EC; color:#000000" align="center" | 35<br />
| style="background:#FDBDB5; color:#000000" align="center" | 36<br />
| style="background:#F9D28E; color:#000000" align="center" | 37<br />
| style="background:#E8EB7C; color:#000000" align="center" | 38<br />
| style="background:#BBF382; color:#000000" align="center" | 39<br />
| style="background:#99F7A2; color:#000000" align="center" | 3A<br />
| style="background:#8AF5D0; color:#000000" align="center" | 3B<br />
| style="background:#92F4F1; color:#000000" align="center" | 3C<br />
| style="background:#BEBEBE; color:#000000" align="center" | 3D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3F<br />
|}<br />
|<br />
{| cellpadding="10" cellspacing="0"<br />
|+Wii VC<br />
|-<br />
| style="background:#494949; color:#FFFFFF" align="center" | 00<br />
| style="background:#00006A; color:#FFFFFF" align="center" | 01<br />
| style="background:#090063; color:#FFFFFF" align="center" | 02<br />
| style="background:#290059; color:#FFFFFF" align="center" | 03<br />
| style="background:#42004A; color:#FFFFFF" align="center" | 04<br />
| style="background:#490000; color:#FFFFFF" align="center" | 05<br />
| style="background:#420000; color:#FFFFFF" align="center" | 06<br />
| style="background:#291100; color:#FFFFFF" align="center" | 07<br />
| style="background:#182700; color:#FFFFFF" align="center" | 08<br />
| style="background:#003010; color:#FFFFFF" align="center" | 09<br />
| style="background:#003000; color:#FFFFFF" align="center" | 0A<br />
| style="background:#002910; color:#FFFFFF" align="center" | 0B<br />
| style="background:#012043; color:#FFFFFF" align="center" | 0C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0F<br />
|-<br />
| style="background:#747174; color:#FFFFFF" align="center" | 10<br />
| style="background:#003084; color:#FFFFFF" align="center" | 11<br />
| style="background:#3101AC; color:#FFFFFF" align="center" | 12<br />
| style="background:#4B0194; color:#FFFFFF" align="center" | 13<br />
| style="background:#64007B; color:#FFFFFF" align="center" | 14<br />
| style="background:#6B0039; color:#FFFFFF" align="center" | 15<br />
| style="background:#6B2101; color:#FFFFFF" align="center" | 16<br />
| style="background:#5A2F00; color:#FFFFFF" align="center" | 17<br />
| style="background:#424900; color:#FFFFFF" align="center" | 18<br />
| style="background:#185901; color:#FFFFFF" align="center" | 19<br />
| style="background:#105901; color:#FFFFFF" align="center" | 1A<br />
| style="background:#015932; color:#FFFFFF" align="center" | 1B<br />
| style="background:#01495A; color:#FFFFFF" align="center" | 1C<br />
| style="background:#101010; color:#FFFFFF" align="center" | 1D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1F<br />
|-<br />
| style="background:#ADADAD; color:#000000" align="center" | 20<br />
| style="background:#4A71B6; color:#000000" align="center" | 21<br />
| style="background:#6458D5; color:#000000" align="center" | 22<br />
| style="background:#8450E6; color:#000000" align="center" | 23<br />
| style="background:#A451AD; color:#000000" align="center" | 24<br />
| style="background:#AD4984; color:#000000" align="center" | 25<br />
| style="background:#B5624A; color:#000000" align="center" | 26<br />
| style="background:#947132; color:#000000" align="center" | 27<br />
| style="background:#7B722A; color:#000000" align="center" | 28<br />
| style="background:#5A8601; color:#000000" align="center" | 29<br />
| style="background:#388E31; color:#000000" align="center" | 2A<br />
| style="background:#318E5A; color:#000000" align="center" | 2B<br />
| style="background:#398E8D; color:#000000" align="center" | 2C<br />
| style="background:#383838; color:#FFFFFF" align="center" | 2D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2F<br />
|-<br />
| style="background:#B6B6B6; color:#000000" align="center" | 30<br />
| style="background:#8C9DB5; color:#000000" align="center" | 31<br />
| style="background:#8D8EAE; color:#000000" align="center" | 32<br />
| style="background:#9C8EBC; color:#000000" align="center" | 33<br />
| style="background:#A687BC; color:#000000" align="center" | 34<br />
| style="background:#AD8D9D; color:#000000" align="center" | 35<br />
| style="background:#AE968C; color:#000000" align="center" | 36<br />
| style="background:#9C8F7C; color:#000000" align="center" | 37<br />
| style="background:#9C9E72; color:#000000" align="center" | 38<br />
| style="background:#94A67C; color:#000000" align="center" | 39<br />
| style="background:#84A77B; color:#000000" align="center" | 3A<br />
| style="background:#7C9D84; color:#000000" align="center" | 3B<br />
| style="background:#73968D; color:#000000" align="center" | 3C<br />
| style="background:#DEDEDE; color:#000000" align="center" | 3D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3F<br />
|}<br />
{| cellpadding="10" cellspacing="0"<br />
|+Wii VC Normalized<br />
|-<br />
| style="background:#636363; color:#FFFFFF" align="center" | 00<br />
| style="background:#00008F; color:#FFFFFF" align="center" | 01<br />
| style="background:#0C0086; color:#FFFFFF" align="center" | 02<br />
| style="background:#370078; color:#FFFFFF" align="center" | 03<br />
| style="background:#590064; color:#FFFFFF" align="center" | 04<br />
| style="background:#630000; color:#FFFFFF" align="center" | 05<br />
| style="background:#590000; color:#FFFFFF" align="center" | 06<br />
| style="background:#371700; color:#FFFFFF" align="center" | 07<br />
| style="background:#203400; color:#FFFFFF" align="center" | 08<br />
| style="background:#004115; color:#FFFFFF" align="center" | 09<br />
| style="background:#004100; color:#FFFFFF" align="center" | 0A<br />
| style="background:#003715; color:#FFFFFF" align="center" | 0B<br />
| style="background:#012B5A; color:#FFFFFF" align="center" | 0C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0F<br />
|-<br />
| style="background:#9D999D; color:#000000" align="center" | 10<br />
| style="background:#0041B3; color:#FFFFFF" align="center" | 11<br />
| style="background:#4201E9; color:#FFFFFF" align="center" | 12<br />
| style="background:#6501C8; color:#FFFFFF" align="center" | 13<br />
| style="background:#8700A6; color:#FFFFFF" align="center" | 14<br />
| style="background:#91004D; color:#FFFFFF" align="center" | 15<br />
| style="background:#912C01; color:#FFFFFF" align="center" | 16<br />
| style="background:#7A3F00; color:#FFFFFF" align="center" | 17<br />
| style="background:#596300; color:#FFFFFF" align="center" | 18<br />
| style="background:#207801; color:#FFFFFF" align="center" | 19<br />
| style="background:#157801; color:#FFFFFF" align="center" | 1A<br />
| style="background:#017843; color:#FFFFFF" align="center" | 1B<br />
| style="background:#01637A; color:#FFFFFF" align="center" | 1C<br />
| style="background:#151515; color:#FFFFFF" align="center" | 1D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1F<br />
|-<br />
| style="background:#EAEAEA; color:#000000" align="center" | 20<br />
| style="background:#6499F6; color:#000000" align="center" | 21<br />
| style="background:#8777FF; color:#000000" align="center" | 22<br />
| style="background:#B36CFF; color:#000000" align="center" | 23<br />
| style="background:#DE6DEA; color:#000000" align="center" | 24<br />
| style="background:#EA63B3; color:#000000" align="center" | 25<br />
| style="background:#F58464; color:#000000" align="center" | 26<br />
| style="background:#C89943; color:#000000" align="center" | 27<br />
| style="background:#A69A38; color:#FFFFFF" align="center" | 28<br />
| style="background:#7AB501; color:#FFFFFF" align="center" | 29<br />
| style="background:#4BC042; color:#FFFFFF" align="center" | 2A<br />
| style="background:#42C07A; color:#FFFFFF" align="center" | 2B<br />
| style="background:#4DC0BF; color:#000000" align="center" | 2C<br />
| style="background:#4B4B4B; color:#FFFFFF" align="center" | 2D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2F<br />
|-<br />
| style="background:#F6F6F6; color:#000000" align="center" | 30<br />
| style="background:#BDD4F5; color:#000000" align="center" | 31<br />
| style="background:#BFC0EC; color:#000000" align="center" | 32<br />
| style="background:#D3C0FF; color:#000000" align="center" | 33<br />
| style="background:#E1B7FF; color:#000000" align="center" | 34<br />
| style="background:#EABFD4; color:#000000" align="center" | 35<br />
| style="background:#ECCBBD; color:#000000" align="center" | 36<br />
| style="background:#D3C1A8; color:#000000" align="center" | 37<br />
| style="background:#D3D69A; color:#000000" align="center" | 38<br />
| style="background:#C8E1A8; color:#000000" align="center" | 39<br />
| style="background:#B3E2A6; color:#000000" align="center" | 3A<br />
| style="background:#A8D4B3; color:#000000" align="center" | 3B<br />
| style="background:#9BCBBF; color:#000000" align="center" | 3C<br />
| style="background:#FFFFFF; color:#000000" align="center" | 3D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3F<br />
|}<br />
{| cellpadding="10" cellspacing="0"<br />
|+3DS VC<br />
|-<br />
| style="background:#737373; color:#FFFFFF" align="center" | 00<br />
| style="background:#21188C; color:#FFFFFF" align="center" | 01<br />
| style="background:#0000AD; color:#FFFFFF" align="center" | 02<br />
| style="background:#42009C; color:#FFFFFF" align="center" | 03<br />
| style="background:#8C0073; color:#FFFFFF" align="center" | 04<br />
| style="background:#AD0010; color:#FFFFFF" align="center" | 05<br />
| style="background:#A50000; color:#FFFFFF" align="center" | 06<br />
| style="background:#7B0800; color:#FFFFFF" align="center" | 07<br />
| style="background:#422900; color:#FFFFFF" align="center" | 08<br />
| style="background:#004200; color:#FFFFFF" align="center" | 09<br />
| style="background:#005200; color:#FFFFFF" align="center" | 0A<br />
| style="background:#003910; color:#FFFFFF" align="center" | 0B<br />
| style="background:#18395A; color:#FFFFFF" align="center" | 0C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0F<br />
|- <br />
| style="background:#BDBDBD; color:#FFFFFF" align="center" | 10<br />
| style="background:#0073EF; color:#FFFFFF" align="center" | 11<br />
| style="background:#2139EF; color:#FFFFFF" align="center" | 12<br />
| style="background:#8400F7; color:#FFFFFF" align="center" | 13<br />
| style="background:#BD00BD; color:#FFFFFF" align="center" | 14<br />
| style="background:#E7005A; color:#FFFFFF" align="center" | 15<br />
| style="background:#DE2900; color:#FFFFFF" align="center" | 16<br />
| style="background:#CE4A08; color:#FFFFFF" align="center" | 17<br />
| style="background:#8C7300; color:#FFFFFF" align="center" | 18<br />
| style="background:#009400; color:#FFFFFF" align="center" | 19<br />
| style="background:#00AD00; color:#FFFFFF" align="center" | 1A<br />
| style="background:#009439; color:#FFFFFF" align="center" | 1B<br />
| style="background:#00848C; color:#FFFFFF" align="center" | 1C<br />
| style="background:#101010; color:#FFFFFF" align="center" | 1D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1F<br />
|- <br />
| style="background:#FFFFFF; color:#000000" align="center" | 20<br />
| style="background:#39BDFF; color:#000000" align="center" | 21<br />
| style="background:#5A94FF; color:#000000" align="center" | 22<br />
| style="background:#A58CFF; color:#000000" align="center" | 23<br />
| style="background:#F77BFF; color:#000000" align="center" | 24<br />
| style="background:#FF73B5; color:#000000" align="center" | 25<br />
| style="background:#FF7363; color:#000000" align="center" | 26<br />
| style="background:#FF9C39; color:#000000" align="center" | 27<br />
| style="background:#F7BD39; color:#000000" align="center" | 28<br />
| style="background:#84D610; color:#000000" align="center" | 29<br />
| style="background:#4ADE4A; color:#000000" align="center" | 2A<br />
| style="background:#5AFF9C; color:#000000" align="center" | 2B<br />
| style="background:#00EFDE; color:#000000" align="center" | 2C<br />
| style="background:#393939; color:#FFFFFF" align="center" | 2D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2F<br />
|- <br />
| style="background:#FFFFFF; color:#000000" align="center" | 30<br />
| style="background:#ADE7FF; color:#000000" align="center" | 31<br />
| style="background:#C6D6FF; color:#000000" align="center" | 32<br />
| style="background:#D6CEFF; color:#000000" align="center" | 33<br />
| style="background:#FFC6FF; color:#000000" align="center" | 34<br />
| style="background:#FFC6DE; color:#000000" align="center" | 35<br />
| style="background:#FFBDB5; color:#000000" align="center" | 36<br />
| style="background:#FFDEAD; color:#000000" align="center" | 37<br />
| style="background:#FFE7A5; color:#000000" align="center" | 38<br />
| style="background:#E7FFA5; color:#000000" align="center" | 39<br />
| style="background:#ADF7BD; color:#000000" align="center" | 3A<br />
| style="background:#B5FFCE; color:#000000" align="center" | 3B<br />
| style="background:#9CFFF7; color:#000000" align="center" | 3C<br />
| style="background:#8C8C8C; color:#000000" align="center" | 3D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3F<br />
|}<br />
{| cellpadding="10" cellspacing="0"<br />
|+NES Classic Edition<br />
|-<br />
| style="background:#6C6C6C; color:#FFFFFF" align="center" | 00<br />
| style="background:#000098; color:#FFFFFF" align="center" | 01<br />
| style="background:#10008D; color:#FFFFFF" align="center" | 02<br />
| style="background:#3E0082; color:#FFFFFF" align="center" | 03<br />
| style="background:#60006C; color:#FFFFFF" align="center" | 04<br />
| style="background:#6C0000; color:#FFFFFF" align="center" | 05<br />
| style="background:#600000; color:#FFFFFF" align="center" | 06<br />
| style="background:#3F1C00; color:#FFFFFF" align="center" | 07<br />
| style="background:#273F00; color:#FFFFFF" align="center" | 08<br />
| style="background:#00491C; color:#FFFFFF" align="center" | 09<br />
| style="background:#004900; color:#FFFFFF" align="center" | 0A<br />
| style="background:#003E1C; color:#FFFFFF" align="center" | 0B<br />
| style="background:#003260; color:#FFFFFF" align="center" | 0C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0F<br />
|- <br />
| style="background:#A5A5A5; color:#FFFFFF" align="center" | 10<br />
| style="background:#0049BB; color:#FFFFFF" align="center" | 11<br />
| style="background:#4A00F4; color:#FFFFFF" align="center" | 12<br />
| style="background:#6C00D3; color:#FFFFFF" align="center" | 13<br />
| style="background:#8D00B0; color:#FFFFFF" align="center" | 14<br />
| style="background:#990055; color:#FFFFFF" align="center" | 15<br />
| style="background:#983200; color:#FFFFFF" align="center" | 16<br />
| style="background:#824900; color:#FFFFFF" align="center" | 17<br />
| style="background:#5F6C00; color:#FFFFFF" align="center" | 18<br />
| style="background:#278200; color:#FFFFFF" align="center" | 19<br />
| style="background:#1C8200; color:#FFFFFF" align="center" | 1A<br />
| style="background:#008249; color:#FFFFFF" align="center" | 1B<br />
| style="background:#006C82; color:#FFFFFF" align="center" | 1C<br />
| style="background:#1B1B1B; color:#FFFFFF" align="center" | 1D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1F<br />
|- <br />
| style="background:#F4F4F4; color:#000000" align="center" | 20<br />
| style="background:#6CA4FF; color:#000000" align="center" | 21<br />
| style="background:#8D82FF; color:#000000" align="center" | 22<br />
| style="background:#BC78FF; color:#000000" align="center" | 23<br />
| style="background:#E877F3; color:#000000" align="center" | 24<br />
| style="background:#F46CBB; color:#000000" align="center" | 25<br />
| style="background:#FF8D6C; color:#000000" align="center" | 26<br />
| style="background:#D3A54A; color:#000000" align="center" | 27<br />
| style="background:#B0A53F; color:#000000" align="center" | 28<br />
| style="background:#83BC00; color:#000000" align="center" | 29<br />
| style="background:#54C649; color:#000000" align="center" | 2A<br />
| style="background:#4AC783; color:#000000" align="center" | 2B<br />
| style="background:#55C7C7; color:#000000" align="center" | 2C<br />
| style="background:#545454; color:#FFFFFF" align="center" | 2D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2F<br />
|- <br />
| style="background:#FFFFFF; color:#000000" align="center" | 30<br />
| style="background:#C6DEFF; color:#000000" align="center" | 31<br />
| style="background:#C7C7F4; color:#000000" align="center" | 32<br />
| style="background:#DDC6FF; color:#000000" align="center" | 33<br />
| style="background:#E9BBFF; color:#000000" align="center" | 34<br />
| style="background:#F4C6DE; color:#000000" align="center" | 35<br />
| style="background:#F4D2C6; color:#000000" align="center" | 36<br />
| style="background:#DEC6B0; color:#000000" align="center" | 37<br />
| style="background:#DEDEA5; color:#000000" align="center" | 38<br />
| style="background:#D2E9B0; color:#000000" align="center" | 39<br />
| style="background:#BBE8B0; color:#000000" align="center" | 3A<br />
| style="background:#B0DEBC; color:#000000" align="center" | 3B<br />
| style="background:#A4D2C6; color:#000000" align="center" | 3C<br />
| style="background:#C6C6C6; color:#000000" align="center" | 3D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3F<br />
|}<br />
{| cellpadding="10" cellspacing="0"<br />
|+NES Remix U<br />
|-<br />
| style="background:#6E6E6E; color:#FFFFFF" align="center" | 00<br />
| style="background:#2A159C; color:#FFFFFF" align="center" | 01<br />
| style="background:#2A0EAB; color:#FFFFFF" align="center" | 02<br />
| style="background:#5C1C95; color:#FFFFFF" align="center" | 03<br />
| style="background:#8E2372; color:#FFFFFF" align="center" | 04<br />
| style="background:#9C1C31; color:#FFFFFF" align="center" | 05<br />
| style="background:#95310E; color:#FFFFFF" align="center" | 06<br />
| style="background:#724007; color:#FFFFFF" align="center" | 07<br />
| style="background:#475507; color:#FFFFFF" align="center" | 08<br />
| style="background:#39630E; color:#FFFFFF" align="center" | 09<br />
| style="background:#3B650D; color:#FFFFFF" align="center" | 0A<br />
| style="background:#315C40; color:#FFFFFF" align="center" | 0B<br />
| style="background:#314E72; color:#FFFFFF" align="center" | 0C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0F<br />
|- <br />
| style="background:#A2A2A2; color:#FFFFFF" align="center" | 10<br />
| style="background:#3955D5; color:#FFFFFF" align="center" | 11<br />
| style="background:#3131DC; color:#FFFFFF" align="center" | 12<br />
| style="background:#7931CE; color:#FFFFFF" align="center" | 13<br />
| style="background:#B931A3; color:#FFFFFF" align="center" | 14<br />
| style="background:#C03155; color:#FFFFFF" align="center" | 15<br />
| style="background:#C04600; color:#FFFFFF" align="center" | 16<br />
| style="background:#A35C00; color:#FFFFFF" align="center" | 17<br />
| style="background:#797900; color:#FFFFFF" align="center" | 18<br />
| style="background:#478E00; color:#FFFFFF" align="center" | 19<br />
| style="background:#40950E; color:#FFFFFF" align="center" | 1A<br />
| style="background:#408E5C; color:#FFFFFF" align="center" | 1B<br />
| style="background:#317995; color:#FFFFFF" align="center" | 1C<br />
| style="background:#6E6E6E; color:#FFFFFF" align="center" | 1D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1F<br />
|- <br />
| style="background:#DCDCDC; color:#000000" align="center" | 20<br />
| style="background:#5C8EDC; color:#000000" align="center" | 21<br />
| style="background:#4772DC; color:#000000" align="center" | 22<br />
| style="background:#8E63DC; color:#000000" align="center" | 23<br />
| style="background:#CE55DC; color:#000000" align="center" | 24<br />
| style="background:#DC5595; color:#000000" align="center" | 25<br />
| style="background:#DC6A31; color:#000000" align="center" | 26<br />
| style="background:#DC8E07; color:#000000" align="center" | 27<br />
| style="background:#C7B21C; color:#000000" align="center" | 28<br />
| style="background:#8AC707; color:#000000" align="center" | 29<br />
| style="background:#63CE39; color:#000000" align="center" | 2A<br />
| style="background:#5CC780; color:#000000" align="center" | 2B<br />
| style="background:#55B2B9; color:#000000" align="center" | 2C<br />
| style="background:#A2A2A2; color:#FFFFFF" align="center" | 2D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2F<br />
|- <br />
| style="background:#DCDCDC; color:#000000" align="center" | 30<br />
| style="background:#87B9DC; color:#000000" align="center" | 31<br />
| style="background:#8EA3DC; color:#000000" align="center" | 32<br />
| style="background:#AB9CDC; color:#000000" align="center" | 33<br />
| style="background:#C79CDC; color:#000000" align="center" | 34<br />
| style="background:#DC9CC7; color:#000000" align="center" | 35<br />
| style="background:#DCAB9C; color:#000000" align="center" | 36<br />
| style="background:#DCC087; color:#000000" align="center" | 37<br />
| style="background:#DCCE79; color:#000000" align="center" | 38<br />
| style="background:#B2D572; color:#000000" align="center" | 39<br />
| style="background:#8ED58E; color:#000000" align="center" | 3A<br />
| style="background:#8EDCB2; color:#000000" align="center" | 3B<br />
| style="background:#8EDCCE; color:#000000" align="center" | 3C<br />
| style="background:#DCDCDC; color:#000000" align="center" | 3D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3F<br />
|}<br />
{| cellpadding="10" cellspacing="0"<br />
|+Rockman 9<br />
|-<br />
| style="background:#707070; color:#FFFFFF" align="center" | 00<br />
| style="background:#0000A8; color:#FFFFFF" align="center" | 01<br />
| style="background:#201888; color:#FFFFFF" align="center" | 02<br />
| style="background:#400098; color:#FFFFFF" align="center" | 03<br />
| style="background:#880070; color:#FFFFFF" align="center" | 04<br />
| style="background:#A80010; color:#FFFFFF" align="center" | 05<br />
| style="background:#A00000; color:#FFFFFF" align="center" | 06<br />
| style="background:#780800; color:#FFFFFF" align="center" | 07<br />
| style="background:#402800; color:#FFFFFF" align="center" | 08<br />
| style="background:#004000; color:#FFFFFF" align="center" | 09<br />
| style="background:#005000; color:#FFFFFF" align="center" | 0A<br />
| style="background:#003810; color:#FFFFFF" align="center" | 0B<br />
| style="background:#183858; color:#FFFFFF" align="center" | 0C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0F<br />
|-<br />
| style="background:#B8B8B8; color:#FFFFFF" align="center" | 10<br />
| style="background:#0070E8; color:#FFFFFF" align="center" | 11<br />
| style="background:#2038E8; color:#FFFFFF" align="center" | 12<br />
| style="background:#8000F0; color:#FFFFFF" align="center" | 13<br />
| style="background:#B800B8; color:#FFFFFF" align="center" | 14<br />
| style="background:#E00058; color:#FFFFFF" align="center" | 15<br />
| style="background:#D82800; color:#FFFFFF" align="center" | 16<br />
| style="background:#C84808; color:#FFFFFF" align="center" | 17<br />
| style="background:#887000; color:#FFFFFF" align="center" | 18<br />
| style="background:#009000; color:#FFFFFF" align="center" | 19<br />
| style="background:#00A800; color:#FFFFFF" align="center" | 1A<br />
| style="background:#009038; color:#FFFFFF" align="center" | 1B<br />
| style="background:#008088; color:#FFFFFF" align="center" | 1C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1F<br />
|-<br />
| style="background:#F8F8F8; color:#000000" align="center" | 20<br />
| style="background:#38B8F8; color:#000000" align="center" | 21<br />
| style="background:#5890F8; color:#000000" align="center" | 22<br />
| style="background:#A088F8; color:#000000" align="center" | 23<br />
| style="background:#F078F8; color:#000000" align="center" | 24<br />
| style="background:#F870B0; color:#000000" align="center" | 25<br />
| style="background:#F87060; color:#000000" align="center" | 26<br />
| style="background:#F89838; color:#000000" align="center" | 27<br />
| style="background:#F0B838; color:#000000" align="center" | 28<br />
| style="background:#80D010; color:#000000" align="center" | 29<br />
| style="background:#48D848; color:#000000" align="center" | 2A<br />
| style="background:#58F898; color:#000000" align="center" | 2B<br />
| style="background:#00E8D8; color:#000000" align="center" | 2C<br />
| style="background:#505050; color:#FFFFFF" align="center" | 2D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2F<br />
|-<br />
| style="background:#F8F8F8; color:#000000" align="center" | 30<br />
| style="background:#A8E0F8; color:#000000" align="center" | 31<br />
| style="background:#C0D0F8; color:#000000" align="center" | 32<br />
| style="background:#D0C8F8; color:#000000" align="center" | 33<br />
| style="background:#F8C0F8; color:#000000" align="center" | 34<br />
| style="background:#F8C0D8; color:#000000" align="center" | 35<br />
| style="background:#F8B8B0; color:#000000" align="center" | 36<br />
| style="background:#F8D8A8; color:#000000" align="center" | 37<br />
| style="background:#F8E0A0; color:#000000" align="center" | 38<br />
| style="background:#E0F8A0; color:#000000" align="center" | 39<br />
| style="background:#A8F0B8; color:#000000" align="center" | 3A<br />
| style="background:#B0F8C8; color:#000000" align="center" | 3B<br />
| style="background:#98F8F0; color:#000000" align="center" | 3C<br />
| style="background:#989898; color:#000000" align="center" | 3D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3F<br />
|}<br />
{| cellpadding="10" cellspacing="0"<br />
|+Rockman 9 - 21 to 2C<br />
|-<br />
| style="background:#707070; color:#FFFFFF" align="center" | 00<br />
| style="background:#0000A8; color:#FFFFFF" align="center" | 01<br />
| style="background:#201888; color:#FFFFFF" align="center" | 02<br />
| style="background:#400098; color:#FFFFFF" align="center" | 03<br />
| style="background:#880070; color:#FFFFFF" align="center" | 04<br />
| style="background:#A80010; color:#FFFFFF" align="center" | 05<br />
| style="background:#A00000; color:#FFFFFF" align="center" | 06<br />
| style="background:#780800; color:#FFFFFF" align="center" | 07<br />
| style="background:#402800; color:#FFFFFF" align="center" | 08<br />
| style="background:#004000; color:#FFFFFF" align="center" | 09<br />
| style="background:#005000; color:#FFFFFF" align="center" | 0A<br />
| style="background:#003810; color:#FFFFFF" align="center" | 0B<br />
| style="background:#183858; color:#FFFFFF" align="center" | 0C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0F<br />
|-<br />
| style="background:#B8B8B8; color:#FFFFFF" align="center" | 10<br />
| style="background:#0070E8; color:#FFFFFF" align="center" | 11<br />
| style="background:#2038E8; color:#FFFFFF" align="center" | 12<br />
| style="background:#8000F0; color:#FFFFFF" align="center" | 13<br />
| style="background:#B800B8; color:#FFFFFF" align="center" | 14<br />
| style="background:#E00058; color:#FFFFFF" align="center" | 15<br />
| style="background:#D82800; color:#FFFFFF" align="center" | 16<br />
| style="background:#C84808; color:#FFFFFF" align="center" | 17<br />
| style="background:#887000; color:#FFFFFF" align="center" | 18<br />
| style="background:#009000; color:#FFFFFF" align="center" | 19<br />
| style="background:#00A800; color:#FFFFFF" align="center" | 1A<br />
| style="background:#009038; color:#FFFFFF" align="center" | 1B<br />
| style="background:#008088; color:#FFFFFF" align="center" | 1C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 1F<br />
|-<br />
| style="background:#F8F8F8; color:#000000" align="center" | 20<br />
| style="background:#38B8F8; color:#000000" align="center" | 21<br />
| style="background:#5890F8; color:#000000" align="center" | 22<br />
| style="background:#A088F8; color:#000000" align="center" | 23<br />
| style="background:#F078F8; color:#000000" align="center" | 24<br />
| style="background:#F870B0; color:#000000" align="center" | 25<br />
| style="background:#F87060; color:#000000" align="center" | 26<br />
| style="background:#F89838; color:#000000" align="center" | 27<br />
| style="background:#F0B838; color:#000000" align="center" | 28<br />
| style="background:#80D010; color:#000000" align="center" | 29<br />
| style="background:#48D848; color:#000000" align="center" | 2A<br />
| style="background:#58F898; color:#000000" align="center" | 2B<br />
| style="background:#38B8F8; color:#000000" align="center" | 2C<br />
| style="background:#505050; color:#FFFFFF" align="center" | 2D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 2F<br />
|-<br />
| style="background:#F8F8F8; color:#000000" align="center" | 30<br />
| style="background:#A8E0F8; color:#000000" align="center" | 31<br />
| style="background:#C0D0F8; color:#000000" align="center" | 32<br />
| style="background:#D0C8F8; color:#000000" align="center" | 33<br />
| style="background:#F8C0F8; color:#000000" align="center" | 34<br />
| style="background:#F8C0D8; color:#000000" align="center" | 35<br />
| style="background:#F8B8B0; color:#000000" align="center" | 36<br />
| style="background:#F8D8A8; color:#000000" align="center" | 37<br />
| style="background:#F8E0A0; color:#000000" align="center" | 38<br />
| style="background:#E0F8A0; color:#000000" align="center" | 39<br />
| style="background:#A8F0B8; color:#000000" align="center" | 3A<br />
| style="background:#B0F8C8; color:#000000" align="center" | 3B<br />
| style="background:#98F8F0; color:#000000" align="center" | 3C<br />
| style="background:#989898; color:#000000" align="center" | 3D<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3E<br />
| style="background:#000000; color:#FFFFFF" align="center" | 3F<br />
|}<br />
{| cellpadding="10" cellspacing="0"<br />
|+ASQ Reality B<br />
|-<br />
| style="background:#6C6C6C; color:#FFFFFF" align="center" | 00<br />
| style="background:#002094; color:#FFFFFF" align="center" | 01<br />
| style="background:#0000A8; color:#FFFFFF" align="center" | 02<br />
| style="background:#3C0098; color:#FFFFFF" align="center" | 03<br />
| style="background:#700070; color:#FFFFFF" align="center" | 04<br />
| style="background:#7C003C; color:#FFFFFF" align="center" | 05<br />
| style="background:#700000; color:#FFFFFF" align="center" | 06<br />
| style="background:#681000; color:#FFFFFF" align="center" | 07<br />
| style="background:#461A00; color:#FFFFFF" align="center" | 08<br />
| style="background:#3C2C00; color:#FFFFFF" align="center" | 09<br />
| style="background:#005000; color:#FFFFFF" align="center" | 0A<br />
| style="background:#003C4C; color:#FFFFFF" align="center" | 0B<br />
| style="background:#003A66; color:#FFFFFF" align="center" | 0C<br />
| style="background:#000000; color:#FFFFFF" align="center" | 0D<br />
| style="background:#101010; color:#FFFFFF" align="center" | 0E<br />
| style="background:#101010; color:#FFFFFF" align="center" | 0F<br />
|- <br />
| style="background:#BABABA; color:#FFFFFF" align="center" | 10<br />
| style="background:#2A58D6; color:#FFFFFF" align="center" | 11<br />
| style="background:#3C32FF; color:#FFFFFF" align="center" | 12<br />
| style="background:#8020F0; color:#FFFFFF" align="center" | 13<br />
| style="background:#C000C0; color:#FFFFFF" align="center" | 14<br />
| style="background:#D01474; color:#FFFFFF" align="center" | 15<br />
| style="background:#D21A24; color:#FFFFFF" align="center" | 16<br />
| style="background:#A63C1E; color:#FFFFFF" align="center" | 17<br />
| style="background:#7E5200; color:#FFFFFF" align="center" | 18<br />
| style="background:#586400; color:#FFFFFF" align="center" | 19<br />
| style="background:#008800; color:#FFFFFF" align="center" | 1A<br />
| style="background:#007468; color:#FFFFFF" align="center" | 1B<br />
| style="background:#00729E; color:#FFFFFF" align="center" | 1C<br />
| style="background:#101010; color:#FFFFFF" align="center" | 1D<br />
| style="background:#101010; color:#FFFFFF" align="center" | 1E<br />
| style="background:#101010; color:#FFFFFF" align="center" | 1F<br />
|- <br />
| style="background:#FFFFFF; color:#000000" align="center" | 20<br />
| style="background:#5EA0FF; color:#000000" align="center" | 21<br />
| style="background:#8C82FF; color:#000000" align="center" | 22<br />
| style="background:#C470FF; color:#000000" align="center" | 23<br />
| style="background:#FF5CFF; color:#000000" align="center" | 24<br />
| style="background:#FF68BC; color:#000000" align="center" | 25<br />
| style="background:#FF727C; color:#000000" align="center" | 26<br />
| style="background:#FC964A; color:#000000" align="center" | 27<br />
| style="background:#D9AD00; color:#000000" align="center" | 28<br />
| style="background:#98C62E; color:#000000" align="center" | 29<br />
| style="background:#4ED44E; color:#000000" align="center" | 2A<br />
| style="background:#3AC89A; color:#000000" align="center" | 2B<br />
| style="background:#2EBEDC; color:#000000" align="center" | 2C<br />
| style="background:#585858; color:#FFFFFF" align="center" | 2D<br />
| style="background:#101010; color:#FFFFFF" align="center" | 2E<br />
| style="background:#101010; color:#FFFFFF" align="center" | 2F<br />
|- <br />
| style="background:#FFFFFF; color:#000000" align="center" | 30<br />
| style="background:#C6D8FF; color:#000000" align="center" | 31<br />
| style="background:#D4CAFF; color:#000000" align="center" | 32<br />
| style="background:#F0C4FF; color:#000000" align="center" | 33<br />
| style="background:#FFBCFF; color:#000000" align="center" | 34<br />
| style="background:#FFC4F0; color:#000000" align="center" | 35<br />
| style="background:#FFCAD4; color:#000000" align="center" | 36<br />
| style="background:#FFD8BE; color:#000000" align="center" | 37<br />
| style="background:#FFE6A6; color:#000000" align="center" | 38<br />
| style="background:#EAECB2; color:#000000" align="center" | 39<br />
| style="background:#C6F4C6; color:#000000" align="center" | 3A<br />
| style="background:#BAECEA; color:#000000" align="center" | 3B<br />
| style="background:#B6E6FF; color:#000000" align="center" | 3C<br />
| style="background:#C2C2C2; color:#000000" align="center" | 3D<br />
| style="background:#101010; color:#FFFFFF" align="center" | 3E<br />
| style="background:#101010; color:#FFFFFF" align="center" | 3F<br />
|}<br />
|}<br />
<br />
==Gallery==<br />
[[File:5NUrm6U-1-.png|thumb|left|1000px|Comparison of various palettes in Stage 2 of Castlevania]]<br />
{{clr}}<br />
<br />
==External Links==<br />
*[http://bisqwit.iki.fi/utils/nespalette.php Bisqwit's NTSC NES palette generator]<br />
*[http://drag.wootest.net/misc/palgen.html Drag's NTSC NES palette generator]<br />
<br />
==References==<br />
{{reflist|2}}<br />
<br />
[[Category:FAQs]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Game_Boy_Advance_emulators&diff=22659Game Boy Advance emulators2018-12-02T17:09:38Z<p>212.252.96.193: /* Shaders */</p>
<hr />
<div>{{Infobox console<br />
|title = Nintendo Game Boy Advance<br />
|logo = gbagba.png<br />
|developer = [[:Nintendo]]<br />
|type = [[:Category:Consoles|Handheld game console]]<br />
|generation = [[:Category:Sixth-generation video game consoles|Sixth generation]]<br />
|release = 2001<br />
|discontinued = 2010<br />
|predecessor = [[Virtual Boy emulators|Virtual Boy]]<br />
|successor = [[Nintendo DS emulators|Nintendo DS]]<br />
|emulated = {{✓}}<br />
}}<br />
The '''[[wikipedia:Game_Boy_Advance|Game Boy Advance]]''' (often shortened to GBA) is a 32-bit handheld video game console developed by Nintendo. It is the successor to the Game Boy Color. It was released in Japan on March 21, 2001; in North America on June 11, 2001; in Australia and Europe on June 22, 2001.<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"|GB/GBC<br />
! scope="col"|GBA<br />
! scope="col"|NDS<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="10"|PC<br />
|-<br />
|[[mGBA]]<br />
|Multi-platform<br />
|[https://mgba.io/downloads.html {{MGBAVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}}<ref group=N name=medusa>Experimental separate build under the name of medusa.</ref> ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[[higan]]<br />
|Windows, macOS, Linux<br />
|[http://byuu.org/emulation/higan/ {{higanVer}}]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[[VisualBoy Advance#VBA-M|VBA-M]]<br />
|Multi-platform<br />
|[https://github.com/visualboyadvance-m/visualboyadvance-m/releases {{VBAMVer}}]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}}<br />
|-<br />
|iDeaS<br />
|Windows, Linux<br />
|[https://web.archive.org/web/20150311100053/http://ciacin.site90.com/ideas.php 1.0.4.0]<br />
|{{✗}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
|[[GBE+]]<br />
|Windows, Linux, macOS (untested)<br />
|[https://github.com/shonumi/gbe-plus 1.2]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||? ||{{✓}} ||{{✓}} ||{{✗}}<br />
|-<br />
|Meteor<br />
|Linux<br />
|[https://github.com/blastrock/meteor 1.4.2]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{✗}}<br />
|-<br />
|NanoboyAdvance<br />
|Windows, Linux<br />
|[https://github.com/flerovii/nanoboyadvance Git]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}}<br />
|-<br />
|[[No$|No$GBA]]<br />
|Windows, [[86/286/386/486/Pentium|DOS]]<br />
|[http://problemkaputt.de/gba.htm {{No$GBAVer}}]<br />
|{{✗}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✗}}<br />
|-<br />
|FatGBA<br />
|N/A<br />
|[https://github.com/bentokun/FatGBA Git]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}}<br />
|-<br />
|BoyCottAdvance<br />
|Windows, macOS, Linux<br />
|[http://boycottadvance.emuunlim.org/Downloads.htm 0.2.8]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
|PlayBoy Advance<br />
|macOS<br />
|[https://www.zophar.net/macintosh/gba/playboy-advance.html 1.0]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
!colspan="10"|Mobile<br />
|-<br />
|[[mGBA]]<br />
|Multi-platform<br />
|[https://mgba.io/downloads.html {{MGBAVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}}<ref group=N name=medusa /> ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[http://www.explusalpha.com/ GBA.emu]<br/><small>(VBA-M r1097 based)</small><br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.explusalpha.GbaEmu 1.5.34]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||? ||{{✗}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[http://allaboutwindowsphone.com/software/content/VBA8_1.php VBA8]<br />
|Windows Phone 8/8.1<br />
|[https://www.appx4fun.com/xap/15223/ 2.27]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||{{✓}} ||? ||{{✗}} ||{{✓}}<br />
|-<br />
|[https://forums.windowscentral.com/app-spotlight/252987-trio-nintendo-emulators-vba8-vgbc8-snes8x.html VBA10]<br />
|Windows 10/Mobile<br />
|[https://forum.xda-developers.com/windows-10-mobile/windows-10-mobile-apps-and-games/app-vba10-emulator-t3588704 1.22]<br/>[https://emulator.games/emulators/gameboy-advance/vba10/ Alt]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||{{✓}} ||? ||{{✗}} ||{{✓}}<br />
|-<br />
|[[gpSP]]<br />
|Pandora<br />
|[http://repo.openpandora.org/?page=detail&app=package.gpsp.notaz 0.9.2.8]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}}<br />
|-<br />
|[[VisualBoy Advance#VBA-M|VBA-M]]<br />
|Multi-platform<br />
|[https://github.com/visualboyadvance-m/visualboyadvance-m v2.0.1]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✗}}<br />
|-<br />
|[https://sites.google.com/site/fastemulator/ My Boy!]<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.fastemulator.gba 1.8.0]<br />
|{{✓}}<ref group=N name=myoldboy>Separate paid app called My OldBoy!.</ref> ||{{✓}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✗}}<br />
|-<br />
!colspan="10"|Consoles<br />
|-<br />
|[[mGBA]]<br />
|[[Wii emulators|Wii]], [[Nintendo Switch emulators|Nintendo Switch]], [[Nintendo 3DS emulators|Nintendo 3DS]], [[PlayStation Vita emulators|PlayStation Vita]]<br />
|[https://s3.amazonaws.com/mgba/mGBA-nightly-latest-wii.7z SVN]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[[gpSP#PSP_version|TempGBA4PSP]]<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|[http://www.mediafire.com/download/41ny5xrwxizalx4/TempGBA4PSP-26750221.zip 26750221]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{✓}}<br />
|-<br />
|[[VisualBoy Advance#VBA-GX|VBA GX]]<br />
|[[Wii emulators|Wii]], [[GameCube emulators|GameCube]]<br />
|[https://gbatemp.net/threads/new-vba-gx-fork-2-3-0.371284/ 2.3.2]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✓}}<ref group=N>As VBA-Next.</ref> ||{{✗}} ||{{✗}}<br />
|-<br />
|[[gpSP]]<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|0.9<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{✗}}<br />
|}<br />
<references group=N /><br />
<br />
===Comparisons===<br />
;[[mGBA]]:Aims for accuracy, speed, and features. For its accuracy, it's gradually becoming the best at that. It's actively developed and has features VBA-M lacks such as a Tilt Sensor, and more recently Game Boy Camera support.<br />
;[[VisualBoy Advance|Visual Boy Advance (VBA)]]:The original GBA emulator. Discovered to have an ACE vulnerability detailed below.<br />
:;[[VisualBoy Advance#VBA-M|Visual Boy Advance-M (VBA-M)]]:A fork with additional improvements. It is behind in terms of accuracy and performance compared to mGBA.<br />
::;VBA-Next:A [[RetroArch]] fork from an older revision of VBA-M with added speedhacks and tweaks, making it useful for lower-end devices. A bit less accurate in some respects, but fixes a few games such as Advance Wars 2.<br />
;[[gpSP]]:Its last official version was 0.9. There are, however, two forks of interest: [http://dl.qj.net/psp/emulators/gpsp-mod-20090720.html gpSPmod], and [http://filetrip.net/psp-downloads/homebrew/download-gpsp-j-12-06-16-f29570.htmlgpSP-J gpSP-J]. gpSP-J has superior compatibility, while gpSPmod has more options for customization (full screen, cheats, etc). Both are superior to Kai.<br />
;[[higan]]:Its GBA core is cycle-accurate as of v095, but it is behind in terms of performance compared to mGBA and VBA-M.<br />
;[[MAME]]:Has a <code>gba</code> driver markup as working but both graphics and sound are "imperfect".<br />
<br />
'''NOTE:''' There's a ''huge'' <abbr title="Arbitrary Code Execution">ACE</abbr> vulnerability affecting VBA and most of its forks, except for VBA-M. The function for adding GameShark codes ("Import > Gameshark code file") doesn't check if the file's size is within 1024 kilobits, meaning cheat code files from dubious sources can be engineered with malware in mind. There is good news; VBA-M still doesn't do a sanity check for those files, but it just crashes instead of letting the code wreak havoc. So, depending on your use case, avoid using:<br />
# Cheat code files bigger than 1024Kb that you got online from untrustworthy sources.<br />
# The import code files feature.<br />
# The old emulator altogether, and settle for other options like mGBA or VBA-M. All of them support the same SRAM save data the cartridge uses.<br />
<br />
'''List of recommended GBA emulators for Android:'''<br />
* [https://www.androidauthority.com/best-game-boy-emulators-for-android-368530/ 10 best Game Boy Advanced, Game Boy Color, and Game Boy emulators for Android] (SEPTEMBER 2, 2018. Includes some emulators not found in above charts. Reviews may be subjective.)<br />
<br />
==Emulation issues==<br />
<br />
===Oversaturation===<br />
[[File:1406913527173-1-.png|400px|thumb|right|'''Left:''' The default game.<br/>'''Right:''' The "Gameboy Colors" mode on [[VisualBoy Advance#VBA-M|VBA-M]].]]<br />
The screen on the original Game Boy Advance is not backlit and can be hard to see in some conditions. To compensate, game developers often used oversaturated colors by default so that the result would look normal on hardware. On standard computer screens, saturation is not an issue so this can look jarring and undesirable for gameplay. Some games made after 2003 may have also taken the Advance SP model into account since its screen is actually backlit. For everything else though, emudevs have given some solutions:<br />
<br />
====No$GBA====<br />
Under "Emulation Options", select "GBA Mode". There are four modes.<br />
<br />
;GBA (no backlight):Strong desaturation<br />
;GBA SP (backlight):Strong desaturation<br />
;Nintendo DS in GBA mode:Some desaturation<br />
;VGA Mode (poppy bright):No desaturation<br />
<br />
====VBA-M====<br />
:''<small>Only applies to Windows.</small>''<br />
<br />
Under Options > Gameboy, you will find the options:<br />
<br />
;"Real Colors":No desaturation<br />
;"Gameboy Colors":Strong desaturation<br />
<br />
====higan====<br />
Under Settings > Video Filter, you will find the "Color Emulation" checkbox.<br />
<br />
;Color Emulation off:No desaturation<br />
;Color Emulation on:Gamma correction and adjusted color range.<br />
<br />
====Shaders====<br />
Cg [[Shaders and Filters|shaders]] can be used in [[OpenEmu]] or [[RetroArch]] that adjust the colors to those of a real GBA screen, as well as other screen types. These are available in GLSL<ref name="GLSL">https://github.com/libretro/glsl-shaders/tree/master/handheld/shaders/color</ref> for OpenGL, and Slang<ref name="Slang">https://github.com/libretro/slang-shaders/tree/master/handheld/shaders/color</ref> for Vulkan.<br />
<br />
For GBA, there is <code>gba-color.cg</code><ref>https://github.com/libretro/common-shaders/blob/master/handheld/shaders/color/gba-color.cg</ref>, which simulates the color profile of a GBA screen under an external light source more accurately than VBA-M or No$GBA color options. If you prefer the darker color options that those emulators have, then use <code>vba-color.cg</code><ref>https://github.com/libretro/common-shaders/blob/master/handheld/shaders/color/vba-color.cg</ref> instead. <br />
<br />
There is also <code>nds-color.cg</code><ref>https://github.com/libretro/common-shaders/blob/master/handheld/shaders/color/nds-color.cg</ref> and <code>psp-color.cg</code><ref>https://github.com/libretro/common-shaders/blob/master/handheld/shaders/color/psp-color.cg</ref>, which simulates the color profiles of the original Nintendo DS frontlit screen and the PSP-1000/PSP-2000 backlit screen, respectively.<br />
<br />
===Save formats===<br />
Originally, when saves were implemented, nobody settled on a format, so the Visual Boy Advance devs made its own. Because other emulators often went with raw data, having to exchange different saves caused problems. The original Visual Boy Advance tries to figure out which format a given save is but often fails at it. By explicitly telling the emulator to read it as a specific type using a file called <code>vba-over.ini</code>, VBA complies. VBA-M includes this config file by default, but older revisions like VBA 1.7.2 and VBALink do not.<br />
<br />
The VBA-Next and VBA-M cores in Libretro have the file baked into the binary so that it can load raw .sav files, but converts the format to its own derivative at exactly 136 KB every time, with save type info contained within the file. This completely avoids the previous issues at the cost of incompatibility with standalone VBA and most others.<br />
<br />
To solve this incompatibility, Libretro devs created a <br />
[https://github.com/libretro/vbam-libretro/blob/master/src/libretro/gbaconv/gbaconv.c command-line tool] to convert .srm save files made from these cores to raw .sav save data for other emulators. It takes standard input (i.e. just drag and drop the .srm onto the executable) and outputs accordingly. It can also be done in reverse. A 64-bit binary of this tool for Windows can be found <br />
[https://www.mediafire.com/?6bg8ag0bjs1b7ng here].<br />
<br />
==Connectivity==<br />
===GBA Link Multiplayer (1~4GBA)===<br />
;VBA-M: This doesn't work with old VBA versions.<br />
:Just disable "Pause when Inactive", configure all four Joypads each with their own button layout, enable "Link, Enable GBA Link". Now open VBA-M again as many times needed for each player, and have them each use their separate Joypad configuration. Each player will have a separate SRAM save file.<br />
;VBA Link + e-Reader:Useful if you want to use the Pokémon Battle-eCards. Downloads and instructions reside [http://projectpokemon.org/forums/showthread.php?42433-RELEASE-VBA-LINK-E-READER here].<br />
;mGBA:Select "New multiplayer window" from the menu. As you load your ROMs into each window, "Player [X] of [Y]" will appear across the title bar. This can be done for up to four players. However, multiple instances of the same ROM will share a save file.<br />
;No$GBA:No information about how to get it working at this time, but the functionality also works with DS emulation, and that's how users can check out the incomplete multiplayer Wi-Fi implementation.<br />
<br />
===GBA Wireless Multiplayer===<br />
The [[Wikipedia:Game Boy Advance Wireless Adapter|wireless adapter]] has the ability to connect five players to each other and includes its own software to download a subset of another player's game that runs when no cartridge is inserted. ''Pokémon Fire Red'' and ''Leaf Green'' came bundled with this accessory but it can also work with ''Pokémon Emerald'' and the ''Classic NES Series''.<br />
<br />
No emulator has currently implemented this add-on. The only project whose developers put this on its roadmap is [[mGBA]].<br />
<br />
===GameCube Connectivity===<br />
The Game Boy Advance can also connect to the GameCube. e-Reader functionality with GC games isn't emulated as of yet, but [[Dolphin]] supports connectivity through rudimentary joybus emulation made in parallel with VBA-M. Because this emulator has fallen behind, the Dolphin team is currently rewriting the feature from scratch to better interface with more accurate emulators. They showcased early higan support in a video, but nothing has been released as of yet.<br />
<br />
====Dolphin/VBA-M====<br />
:''Requires VBA-M r947 or newer.''<br />
<br />
# Reduce your volume. You won't want it to be high, especially with headphones.<br />
# Open Dolphin and VBA-M. Make sure neither are blocked by your firmware.<br />
# In Dolphin, launch the game and navigate to the area where you're asked to connect the GBA. Then, under the controller options, assign the GameCube controllers as "GBA" for whichever you need.<br />
# In VBA-M, uncheck Pause When Inactive in Options > Emulator. Then, under Options > Link > Joybus Options, Make sure to "Enable Joybus Connection" is on and set "IP/Hostname" to use default settings, that is <code>127.0.0.1</code> or <code>localhost</code>.<br />
# Dolphin will freeze.<br />
# Open the GBA BIOS in VBA-M as if it were a regular GBA ROM. The regular splash screen will stutter a bit.<br />
# Dolphin should recognize the Joybus Link by then and the GC game will detect that a GBA was connected.<br />
# To connect other units, open another VBA-M instance and repeat its process.<br />
<br />
Notable games that work:<br />
*[https://wiki.dolphin-emu.org/index.php?title=The_Legend_of_Zelda:_Four_Swords_Adventures The Legend of Zelda Four Swords Adventures]: Both two modes available for the US/PAL version work. The third Japan-only Navi Trackers mode works as well, but the game crashes after the naming screen due to a bug in the GC/GBA connectivity.<br />
*[https://wiki.dolphin-emu.org/index.php?title=Final_Fantasy_Crystal_Chronicles Final Fantasy Crystal Chronicles]<br />
*[https://wiki.dolphin-emu.org/index.php?title=Billy_Hatcher_and_the_Giant_Egg Billy Hatcher and the Giant Egg]: You can download games to your GBA. Amusingly, a RAM dump from VBA-M can be opened as a functional GBA ROM.<br />
*[https://wiki.dolphin-emu.org/index.php?title=Kururin_Squash! Kururin Squash!]<br />
*[https://wiki.dolphin-emu.org/index.php?title=Sonic_Adventure_2:_Battle Sonic Adventure 2: Battle] (buggy)<br />
<br />
Notable games that don't:<br />
*[https://wiki.dolphin-emu.org/index.php?title=Mr_Driller:_Drill_Land Mr. Driller: Drill Land]<br />
*lots more<br />
<br />
===GBA/DS Connectivity===<br />
:''Main section: [[Nintendo_DS_emulators#GBA.2FDS_Connectivity|Nintendo DS § GBA/DS Connectivity]]''<br />
<br />
===e-Reader===<br />
:''Main page: [[GBA e-Reader emulators]]''<br />
This device can read content off e-Card paper stripes either as standalone content, or additional content to GBA/GC games. Can be thought of as DLC.<br />
<br />
==Special Hardware==<br />
Most of these have not been emulated as of yet. There used to be patches that could be applied to GBA ROMs with a utility like Lunar IPS (mostly from [http://bubbz.pocketheaven.com/?system=gba&section=patch No Frills]), but they're for the most part lost to time nowadays. Your best bet is to use Action Replay to emulate those.<br />
<br />
===Solar Sensor===<br />
====Emulation====<br />
This feature has been emulated in mGBA, VBA-M, No$GBA 2.6 onwards, and My Boy!:<br />
* mGBA: In the shortcuts editor, shortcuts can be configured to raise/lower the solar level incrementally or to set any particular brightness level. <br />
* VBA-M: This emulator uses the keys of the lateral motion controls to change the Solar Sensor levels. You can find those keys and modify them in Options -> Input -> Configure... -> "Special" tab.<br />
* No$GBA: Under '''Options/Emulation Setup''', you can find the Solar Sensor Level option. You are given the choice between only three brightness levels though: Darkness, 100 Watts, and Bright Sunlight.<br />
* My Boy! This emulator uses a button combination or the devices light sensor to check the brightness level. You can change this under Settings -> Input -> Cartridge Features -> "Solar Emulation By" menu.<br />
<br />
====ROM Patches====<br />
Fixes applied directly to the ROM by various scene release groups to make it compatible with any emulator/flashcard, making the in-game brightness level controllable with L+Left/Right. It's argued this makes for a better experience actually, but sadly not all releases are covered.<br />
* '''Boktai 1:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=1567 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1145 US], <s>EU</s>.<br />
* '''Boktai 2:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=1567 JP], <s>US</s>, [http://www.advanscene.com/html/Releases/dbreleases.php?id=1992 EU]. <br />
* '''Boktai 3:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=2048 JP Fix].<br />
* Combinations of Boktai 4 JP with earlier solar sensors to get solar sensor bonuses aren't emulated yet in any DS emulator.<br />
<br />
===Motion Control===<br />
VBA-M has an option for Motion controls "Input, Set, Motion". It currently works with all versions of the GBC title Kirby Tilt'n Tumble, which also was a special cartridge with a motion sensor built-in to control movement in-game. But VBA-M does not support motion controls for GBA games yet.<br />
====Emulation====<br />
* VBA '''doesn't''' emulate this feature, and its "Motion Control" option (with keys mapped to each tilt direction) covers the GBC title Kirby Tilt'n Tumble.<br />
* mGBA supposedly includes this feature but key remapping for tilt sensors is not present in the latest builds.<br />
====ROM Patches====<br />
Fixes applied directly to the ROM (with the Lunar IPS utility, or at runtime using mGBA or VBA-M and naming them the same as the ROM in the same directory) by various scene release groups to make it compatible with any emulator/flashcard. D-Pad controls substituting motion controls don't work as well here as they tilt it "too much" at times to be very playable.<br />
* Yoshi Topsy Turvy/Universal Gravitation: [http://www.advanscene.com/html/Releases/dbreleases.php?id=1799 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1947 EU], [http://www.advanscene.com/html/Releases/dbreleases.php?id=2001 US]<br />
* WarioWare Twisted! (Patch: [http://www.advanscene.com/html/Releases/dbreleases.php?id=1682 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1979 US])<br />
<br />
===Rumble Feature===<br />
There are various rumble features found in GBA/GBC cards:<br />
* '''GBC Rumble:''' GBC games which came on special cartridges with additional hardware for the rumble feature. It was actually used by dozens of releases, and some games like Tarzan 2 GBC were programmed to have rumble support but shipped on regular cartridges. Emulated by VBA-M GX (Wii-only), which also cover the dummied-out rumble games. Not emulated anywhere else.<br />
* '''GBA Gyro Rumble:''' WarioWare Twisted was shipped on a cart with rumble support. It would rumble when you tilt to one "extreme". Emulated by VBA-M GX (Wii-only, functional), mGBA has this feature but it's not enabled in current builds, <br />
* '''GBA Variable Rumble:''' Drill Dozer has rumble support, with variable force and speed depending on the rock type you drill through in-game. Partially emulated by VBA-M GX (Wii-only, functional), mGBA has this feature but it's not enabled in current builds.<br />
* '''Game Boy Player Rumble:''' Many regular GBA games, shipped on regular cartridges, enable rumble during gameplay when played on GB Player hardware (which is essentially GBA hardware). These include Super Mario Advance 4, Summon Night Hajimari no Ishi, Mario & Luigi 1, Shikakui Atama wo Marukusuru Advance (both releases), Pokémon Pinball, as well as Drill Dozer which disables its original cartridge rumble scheme and enables this one instead. None of the emulators support this, though it's being under development for the mGBA emulator.<br />
<br />
===Figurine Readers===<br />
* '''Figurine Add-on:''' Legendz: Isle Of Trials, Legendz: Sign Of Necromu, Plaston Gate ([http://www.advanscene.com/html/Releases/dbreleases.php?id=1020 Fix]), Plaston Gate DX ([http://www.advanscene.com/html/Releases/dbreleases.php?id=2006 Fix]). The add-on is essentially Skylanders before it became popular.<br />
<br />
===Glucoboy===<br />
An obscure medical peripheral designed to monitor a child's blood glucose levels and reward them for keeping tabs on their condition. No known emulator supports this so far, especially given the niche nature of this accessory. Not to mention that [https://assemblergames.com/threads/glucoboy-for-gameboy-is-this-the-rarest-game-accessory-for-gameboy-advance.41853/page-2 Bayer Healthcare destroyed all unsold stock] making it hard to find.<br />
<br />
===Other Add-ons===<br />
Not emulated yet:<br />
<br />
* Battle Chip Gate (and variations): compatible with Japanese versions of Megaman Zero 3, Megaman Battle Network 4, 4.5, 5 and 6.<br />
<br />
==References==<br />
{{reflist|2}}<br />
<br />
<br />
{{Nintendo}}<br />
<br />
[[Category:Consoles]]<br />
[[Category:Nintendo consoles]]<br />
[[[[Category:Sixth-generation video game consoles]]<br />
[[Category:Game Boy Advance emulators|*]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Talk:Main_Page&diff=22640Talk:Main Page2018-12-02T16:38:11Z<p>212.252.96.193: </p>
<hr />
<div>No known emulators.</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Talk:Main_Page&diff=22639Talk:Main Page2018-12-02T16:30:16Z<p>212.252.96.193: Blanked the page</p>
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<div></div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Cxbx&diff=22630Cxbx2018-12-02T16:16:16Z<p>212.252.96.193: </p>
<hr />
<div>{{Infobox emulator<br />
|logo = Cxbx-1-.gif<br />
|logowidth = 260<br />
|version = 174<br />
|active = Yes<br />
|platform = Windows<br />
|target = [[Xbox emulators|Xbox]]<br />
|developer = Caustik, [http://shogun3d-cxbx.blogspot.com blueshogun96]<br />
|website = [http://www.caustik.com/cxbx/index.htm caustik.com/cxbx/]<br />
|source = [https://github.com/Echelon9/cxbx-shogun GIT]}}<br />
<br />
'''Cxbx''' is a discontinued [[High/Low level emulation|high-level]] [[Xbox emulators|Xbox emulator]] developed by Caustik and blueshogun96. A total of 5 games are playable, according to [http://shogun3d-cxbx.blogspot.com/2009/11/cxbx-compatibility-list-updated.html a compatibility list from 2009]. Work is continuing on a fork titled [[Cxbx-Reloaded]].<br />
<br />
==Download==<br />
* [http://www.emucr.com/search/label/Cxbx?&max-results=12 Cxbx]<br />
<br />
==History==<br />
Cxbx was first released as a proof of concept in August of 2002. This early version was capable of emulating various lighting effects from the Xbox development kit (xdk) "graphics tutorials".<br />
<br />
<br />
[[Category:Emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Xbox emulators]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=FUSE&diff=22629FUSE2018-12-02T16:14:43Z<p>212.252.96.193: </p>
<hr />
<div>{{Infobox emulator<br />
|title = Free Unix Spectrum Emulator<br />
|logo =<br />
|logowidth =<br />
|version = 1.5.6<br />
|active = Yes<br />
|platform = Windows, macOS, Linux, UNIX, [[Android emulators|Android]], Haiku, [[Amiga emulators|AmigaOS]] 4, MorphOS, [[PlayStation Portable emulators|PlayStation Portable]], [[Wii emulators|Wii]], Gizmondo, GP2X, [[Xbox emulators|Xbox]], PPC, Windows Mobile <br />
|target = [[ZX Spectrum emulators|ZX Spectrum]]<br />
|developer =<br />
|prog-lang =<br />
|website = http://fuse-emulator.sourceforge.net<br />
|source =<br />
}}<br />
'''FUSE''' (an acronym for '''Free Unix Spectrum Emulator''') is a [[ZX Spectrum emulators|ZX Spectrum emulator]]. It is also available as a [[libretro]] core for [[RetroArch]].<br />
[[Category:Emulators]]<br />
[[Category:ZX Spectrum emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]<br />
[[Category:macOS emulation software]]<br />
[[Category:Android emulation software]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Game_engine_recreations_and_source_ports&diff=22622Game engine recreations and source ports2018-12-02T16:03:23Z<p>212.252.96.193: </p>
<hr />
<div>'''[[wikipedia:Game engine recreation|Game engine recreations]]''' (sometimes called '''game engine re-implementations''') are game engines designed to recreate the workings of another. They often reimplement games in ways that the original developer did not intend; for example, for a platform other than which publishers marketed it for. Recreations aren't just limited to game engines either; as an example, [https://webamp.org/ Webamp] is a JavaScript application that reimplements Winamp.<br />
<br />
These recreations are common when abandonware has large communities; when the original developer has disbanded and can no longer support or update it, an effort is then made to get it running natively on newer versions of-- and/or entirely different-- operating systems and platforms. Recreations are almost always open-source which also allows new programmers to fix bugs that could have been difficult to track down during the game's development (alternatively the bugs may be emulated to allow mods to continue to use them). With the [[source code]] unavailable, programmers may opt to decompile the original executable and have their own program rely on the original until all of its functions have been remade, at which point the original binary is no longer needed. Alternatively, they can be remade based on a clean room design, in which the project implements the abstract features without having to disassemble the original, going by how components are expected to be used rather than how the program uses them.<br />
<br />
When most of the effort is on programming, the project will usually require the original game's assets (such as files in the installation directory or ROMs) until those are remade. When a game engine recreation is unofficially made from the original game's publicly available source code, it's called a source port. For a complete list of game engine recreations, see [https://osgameclones.com/ Open Source Game Clones].<br />
<br />
==Multi game engine==<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"|[[libretro|Libretro Core]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
! scope="col"|Supported game(s)<br />
|-<br />
!colspan="9"|Adventure<br />
|-<br />
|[[ResidualVM]]<br />
|Multi-platform<br />
|[http://www.residualvm.org/downloads/ 0.3.1]<br />
|{{✗}} ||{{✓}} ||{{✓}}<br />
|3D adventure games (Grim Fandango, Escape from Monkey Island & Myst III: Exile)<br />
|-<br />
|[[ScummVM]]<br />
|Multi-platform<br />
|[https://www.scummvm.org/downloads/ 2.0.0]<br />
|{{✓}} ||{{✓}} ||{{✓}}<br />
|Adventure games (LucasArts, Sierra, Activision, Humongous & more)<br />
|-<br />
!colspan="9"|FPS<br />
|-<br />
|XLEngine<br />
|Windows, Linux<br />
|[https://github.com/Mindwerks/XLEngine/releases 0.1.0]<br />
|{{✗}} ||{{✓}} ||{{✓}}<br />
|Star Wars: Dark Forces, Daggerfall. <br/>''Later:'' Outlaws, Blood, Shadow Warrior.<br />
|-<br />
!colspan="9"|RPG<br />
|-<br />
|[[EasyRPG]]<br />
|Multi-platform<br />
|[https://easyrpg.org/player/downloads/ 0.5.3]<br />
|{{✓}} ||{{✓}} ||{{✓}}<br />
|RPG Maker 2000/2003 games<br />
|-<br />
|[https://xoreos.org/ xoreos]<br />
|Windows, Linux, macOS<br />
|[https://github.com/xoreos/xoreos 0.0.5]<br />
|{{✗}} ||{{✓}} ||{{✗}} <small>(WIP)</small><br />
|BioWare's Aurora engine & derivatives <br/>(BioWare's 7 PC/console RPGs, Sonic Chronicles: The Dark Brotherhood, The Witcher)<br />
|-<br />
!colspan="9"|RTS<br />
|-<br />
|[http://www.openra.net/ OpenRA]<br />
|Windows, Linux, macOS, BSD<br />
|[https://github.com/OpenRA/OpenRA/releases Git]<br />
|{{✗}} ||{{✓}} ||{{✓}}<br />
|Early Westwood games (Command & Conquer, C&C: Red Alert, Dune 2000). <br/>''Soon:'' 2nd-gen C&C (C&C: Tiberian Sun).<br />
|}<br />
<br />
==Single game engine==<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"|[[libretro|Libretro Core]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
! scope="col"|Supported game(s)<br />
|-<br />
|[https://opentomb.github.io/ OpenTomb]<br />
|<span title="With Libretro">Multi-platform<sup>&Dagger;</sup></span><br />
|[https://github.com/opentomb/OpenTomb/releases Git]<br />
|{{✓}} ||{{✓}} ||{{✓}}<br />
|Tomb Raider 1-5<br />
|-<br />
|[https://openrw.org/ OpenRW]<br />
|Linux, Windows, macOS, OpenBSD<br />
|[https://github.com/rwengine/openrw Git]<br />
|{{✗}} ||{{✓}} ||{{~}}<br />
|Grand Theft Auto III<br />
|-<br />
!colspan="9"|FPS<br />
|-<br />
|[http://www.descent2.de/ D2X-XL] <br/>[https://www.dxx-rebirth.com/ DXX-Rebirth]<br />
|Windows, Linux, macOS<br />
|[https://sourceforge.net/projects/d2x-xl/ 1.18.74] <br/>[https://github.com/dxx-rebirth/dxx-rebirth/releases 0.60 Beta 2]<br />
|{{✗}} ||{{✓}} ||{{✓}}<br />
|Descent, Descent II<br />
|-<br />
|Shockolate<br />
|Windows, Linux, macOS<br />
|[https://github.com/Interrupt/systemshock/releases 0.6.0]<br />
|{{✗}} ||{{✓}} ||{{✓}}<br />
|System Shock: Enhanced Edition<br />
|-<br />
|[https://github.com/AxioDL/urde URDE]<br />
|Linux, Windows, macOS<br />
|[https://github.com/AxioDL/urde/releases Git]<br />
|{{✗}} ||{{✓}} ||{{✗}} <small>(WIP)</small><br />
|Metroid Prime 1-3<br />
|-<br />
!colspan="9"|Platform<br />
|-<br />
|NXEngine <br/>nxengine-evo<br />
|Multi-platform<br />
|[http://nxengine.sourceforge.net 1.0.0.6] <br/>[https://github.com/nxengine/nxengine-evo/releases 2.6.3]<br />
|{{✓}} ||{{✗}} ||{{✓}}<br />
|Cave Story<br />
|-<br />
|rawgl<br />
|Multi-platform<br />
|[https://github.com/cyxx/rawgl/releases 0.2.1]<br />
|{{✗}} ||{{✓}} ||{{✓}}<br />
|Another World/Out of This World<br />
|-<br />
|REminiscence<br />
|<span title="With Libretro">Multi-platform<sup>&Dagger;</sup></span><br />
|[http://cyxdown.free.fr/reminiscence/ 0.4.4]<br />
|{{✓}} ||{{✓}} ||{{✓}}<br />
|Flashback (Another World's spiritual sequel)<br />
|-<br />
|[http://www.bigorno.net/xrick/ xrick]<br />
|Multi-platform<br />
|[http://www.bigorno.net/xrick/download.html #021212]<br />
|{{✓}} ||{{✗}} ||{{✓}}<br />
|Rick Dangerous<br />
|-<br />
!colspan="9"|Racing<br />
|-<br />
|[https://github.com/djyt/cannonball CannonBall]<br />
|<span title="With Libretro">Multi-platform<sup>&Dagger;</sup></span><br />
|[https://github.com/djyt/cannonball/wiki 0.3]<br />
|{{✓}} ||{{✗}} ||{{✓}}<br />
|OutRun<br />
|-<br />
|NFSIISE<br />
|Windows, Linux, macOS, <br/>ARM devices (Android)<br />
|[https://github.com/zaps166/NFSIISE/releases 1.2.4]<br />
|{{✗}} ||{{✓}} ||{{✓}}<br />
|Need for Speed II: SE<br />
|-<br />
|OpenMC2<br />
|Linux, macOS (Both on Wine)<br />
|[https://github.com/LRFLEW/OpenMC2/releases 0.0.2]<br />
|{{✗}} ||{{✓}} ||{{✓}}<br />
|Midnight Club II<br />
|-<br />
|[https://yethiel.gitlab.io/RVDocs/ RVGL]<br />
|Windows, Linux, mobile<br />
|[https://rvgl.re-volt.io 18.0731a]<br />
|{{✗}} ||{{✓}} ||{{✓}}<br />
|Re-Volt<br />
|-<br />
|[https://pyra-handheld.com/boards/threads/stunt-car-remake.79671/ stuntcarremake]<br />
|Linux, OpenPandora. <br/>Windows (Old).<br />
|[https://repo.openpandora.org/?page=detail&app=stuntcarremake_ptitseb Build 07]<br />
|{{✗}} ||{{✓}} ||{{✓}}<br />
|Stunt Car Racer Remake (Windows remake of Stunt Car Racer on Amiga/AtariST)<br />
|-<br />
|OpenLGR<br />
|Windows, Linux, macOS<br />
|[https://github.com/james-knippes/openlgr Git]<br />
|{{✗}} ||{{✗}} ||{{✗}}<br />
|Lego Racers<br />
|-<br />
|[https://openswe1r.github.io/ OpenSWE1R]<br />
|Windows, Linux, macOS<br />
|[https://github.com/OpenSWE1R/openswe1r Git]<br />
|{{✗}} ||{{✓}} ||{{✗}} <small>(WIP)</small><br />
|Star Wars Episode 1: Racer<br />
|-<br />
!colspan="9"|RPG<br />
|-<br />
|[http://arx-libertatis.org/ Arx Libertatis]<br />
|Windows, Linux, macOS, FreeBSD<br />
|[https://github.com/arx/ArxLibertatis/releases 1.1.2-r1]<br />
|{{✗}} ||{{✓}} ||{{✓}}<br />
|Arx Fatalis<br />
|-<br />
|[https://github.com/Interkarma/daggerfall-unity Daggerfall Unity]<br />
|Windows, Linux, macOS<br />
|[https://www.dfworkshop.net/projects/daggerfall-unity/live-builds/ PreAlpha 0.5]<br />
|{{✗}} ||{{✓}} ||{{✓}}<br />
|The Elder Scrolls II: Daggerfall<br />
|-<br />
|[http://www.gemrb.org/ GemRB]<br />
|Multi-platform<br />
|[https://github.com/gemrb/gemrb/releases 0.8.5]<br />
|{{✗}} ||{{✓}} ||{{✓}}<br />
|Infinity Engine <br/>(Baldur's Gate series (1998–2001), Planescape: Torment, Icewind Dale series (2000–2002))<br />
|-<br />
|[https://github.com/OpenSWE1R/openswe1r OpenMW]<br />
|Windows, Linux, macOS<br />
|[https://openmw.org/downloads/ 0.44]<br />
|{{✗}} ||{{✓}} ||{{✓}}<br />
|The Elder Scrolls III: Morrowind<br />
|-<br />
|[https://github.com/afritz1/OpenTESArena OpenTESArena]<br />
|Windows, Linux, macOS<br />
|[https://github.com/afritz1/OpenTESArena/releases 0.8.0]<br />
|{{✗}} ||{{✓}} ||{{✗}} <small>(WIP)</small><br />
|The Elder Scrolls I: Arena<br />
|-<br />
!colspan="9"|RTS<br />
|-<br />
|[https://openage.sft.mx/ openage]<br />
|Windows, Linux, macOS, BSD<br />
|[https://github.com/SFTtech/openage/releases 0.3.0]<br />
|{{✗}} ||{{✓}} ||{{~}}<br />
|Age of Empires, AoE II (HD), Star Wars: Galactic Battlegrounds<br />
|-<br />
|[http://www.ta3d.org/home-en.php TA3D]<br />
|Windows Linux, macOS<br />
|[https://github.com/zuzuf/TA3D/releases 0.6.0]<br />
|{{✗}} ||{{✗}} ||{{~}}<br />
|Total Annihilation<br />
|-<br />
|[http://timjones.io/blog/tags/opensage/ OpenSAGE]<br />
|Windows Linux, macOS<br />
|[https://github.com/OpenSAGE/OpenSAGE/releases 0.2.0]<br />
|{{✗}} ||{{✓}} ||{{✗}} <small>(WIP)</small><br />
|EA's Command & Conquer games <br/>(C&C: Generals, C&C: Generals - Zero Hour) <br/>''Soon:'' The Battle for Middle-earth series (2004-2006), C&C 3 & expansion.<br />
|-<br />
!colspan="9"|RTT<br />
|-<br />
|Syndicate Wars Port <br />
|Windows Linux, macOS<br />
|[http://swars.vexillium.org/ 0.3]<br />
|{{✗}} ||{{✗}} ||{{✓}}<br />
|Syndicate Wars<br />
|-<br />
|[http://freesynd.sourceforge.net/ FreeSynd]<br />
|Windows Linux, macOS<br />
|[https://sourceforge.net/projects/freesynd/ 0.7.5]<br />
|{{✗}} ||{{✗}} ||{{✗}}<br />
|Syndicate (1993)<br />
|-<br />
!colspan="9"|TBS<br />
|-<br />
|[https://ctp2.darkdust.net/ civctp2]<br />
|Windows, Linux, Pandora, Pyra<br />
|[https://github.com/civctp2/civctp2/releases 2010-04-01] <br/>([https://github.com/ptitSeb/ctp2 ctp2] for Linux/Pandora/Pyra])<br />
|{{✗}} ||{{~}} ||{{✓}}<br />
|Call to Power II<br />
|-<br />
|[https://openxcom.org/ OpenXcom]<br />
|Windows, Linux, macOS<br />
|[https://openxcom.org/git-builds/ Git]<br />
|{{✗}} ||{{✓}} ||{{✓}}<br />
|UFO: Enemy Unknown (X-Com: UFO Defense), X-COM: Terror From the Deep<br />
|-<br />
|[https://www.civone.org/ CivOne]<br />
|Windows, Linux, macOS<br />
|[https://github.com/SWY1985/CivOne 0.1.0pre-alpha]<br />
|{{✗}} ||{{✓}} ||{{✗}} <small>(WIP)</small><br />
|Sid Meier's Civilization<br />
|-<br />
!colspan="9"|Sim - Construction/Management<br />
|-<br />
|[http://corsixth.com/ CorsixTH]<br />
|Windows, Linux, macOS, BSD<br />
|[https://github.com/CorsixTH/CorsixTH/releases 0.62]<br />
|{{✗}} ||{{✓}} ||{{✓}}<br />
|Theme Hospital<br />
|-<br />
|[https://www.reddit.com/r/locomotion/ OpenLoco]<br />
|Windows, Linux, macOS<br />
|[https://github.com/OpenRCT2/OpenLoco/releases 18.02]<br />
|{{✗}} ||{{✓}} ||{{✓}}<br />
|Chris Sawyer's Locomotion<br />
|-<br />
|[https://openrct2.org/ OpenRCT2]<br />
|Windows, Linux, macOS<br />
|[https://github.com/OpenRCT2/OpenRCT2/releases 0.2.1]<br />
|{{✗}} ||{{✓}} ||{{✓}}<br />
|RollerCoaster Tycoon 2<br />
|-<br />
|[https://www.openttd.org/en/ OpenTTD]<br />
|Multi-platform<br />
|[https://github.com/OpenTTD/OpenTTD/releases 1.8.0]<br />
|{{✗}} ||{{✓}} ||{{✓}}<br />
|Transport Tycoon Deluxe<br />
|}<br />
<br />
[[Category:Game engine recreations]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Virtual_reality&diff=22621Virtual reality2018-12-02T16:02:24Z<p>212.252.96.193: </p>
<hr />
<div>{{stub}}<br />
[[File:vr-nerd.png|thumb|200px]]<br />
[[File:QCRCRN.gif|thumb|200px|3DNes VR]]<br />
'''[[wikipedia:Virtual_reality|Virtual reality]]''' ('''VR''') is a field of technology surrounding direct interactivity with virtual 3D environments. This is often achieved with a head-mounted display and some form of input tracking. Some new emulators and forks of established emulators have support for VR headsets. There are a lot of different ways the emulators use the features of VR headsets. A lot of them allow you to play the game on a big screen inside your headset. Some of them have a virtual game room where you can play on a CRT TV or arcade cabinet. Some of them allow you to play games in 3D, either by emulating the original experience of a native 3D system like Virtual Boy or by giving a new way to play a traditional 2D system like NES or GameCube in 3D.<br />
<br />
==Emulators with VR support==<br />
{| class="wikitable sortable" style="text-align:center;"<br />
! scope="col"|Name<br />
! scole="col"|Emulates<br />
! scole="col"|Operating System(s)<br />
! scole="col"|Latest version<br />
! scole="col"|Type<br />
! scole="col"|Headset(s)<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
!colspan="8"|PC<br />
|-<br />
|[https://geod.itch.io/3dnes 3DNes VR]<br />
|[[Nintendo Entertainment System emulators|Nintendo Entertainment System]]<br />
|Windows, macOS, Linux<br />
|[https://geod.itch.io/3dnes 2.1]<br />
|Rotatable 3D-view<br />
|HTC Vive, Oculus Rift, WindowsMR<br />
|{{✓}} ||{{✓}}<br />
|-<br />
|[https://dolphinvr.wordpress.com/ Dolphin VR]<br />
|[[GameCube emulators|Nintendo GameCube]], [[Wii emulators|Wii]] & [[Nintendo_64_emulators#Virtual_Console_games_in_Dolphin|N64 VC]]<br />
|Windows<br />
|[https://dolphinvr.wordpress.com/downloads/ 5.0-250]<br />
|360, SBS, cinema screen<br />
|HTC Vive, Oculus Rift<br />
|{{✗}} ||{{✓}}<br />
|-<br />
|[https://github.com/braindx/vbjin-ovr VBjin-OVR]<br />
|[[Virtual Boy emulators|Nintendo Virtual Boy]]<br />
|Windows<br />
|[https://github.com/braindx/vbjin-ovr/releases/download/3.0/VBjin-OVR.exe 3.0]<br />
|<br />
|Oculus Rift<br />
|{{✗}} ||{{✓}}<br />
|-<br />
|[http://virtueboyadvance.iintendto.com/ VirtueBoy Advance]<br />
|[[Game Boy Advance emulators|Nintendo GBA]]<br />
|Windows, Linux<br />
|[http://virtueboyadvance.iintendto.com/VirtueBoy.zip ?.?] (Windows)<br />[http://virtueboyadvance.iintendto.com/VirtueBoy(Linux).zip ?.?] (Linux)<br />
|SBS<br />
|Oculus Rift<br />
|? ||?<br />
|-<br />
|PPSSPP VR<br />
|[[PlayStation Portable emulators|Sony PSP]]<br />
|Windows<br />
|[https://forums.oculusvr.com/community/discussion/26990/ppsspp-vr-playstation-portable-emulator 1.1.1]<br />
|360 inside game<br />
|Oculus Rift<br />
|{{✗}} ||?<br />
|-<br />
|[[RetroArch]]<br />
|[[Multi-system emulators|Multi-system]]<br />
|Multi-platform<br />
|[http://buildbot.libretro.com/stable/ {{RetroArchVer}}]<br />
|<span title="Using glsl shaders">SBS <sup>&Dagger;</sup></span><br />
|?<br />
|{{✓}} ||?<br />
|-<br />
!colspan="8"|Mobile<br />
|-<br />
|[[ePSXe]]<br />
|[[PlayStation emulators|Sony PlayStation]]<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.epsxe.ePSXe 2.0.8 ($)]<br />
|<br />
|Google Cardboard<br />
|? ||?<br />
|-<br />
|FPse<br />
|[[PlayStation emulators|Sony PlayStation]]<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.emulator.fpse 0.11.198 ($)]<br />
|<br />
|Oculus, GearVR, Google Cardboard, Homido, etc.<br />
|{{✓}} ||?<br />
|-<br />
|GVRgb<br />
|[[Game Boy/Game Boy Color emulators|Game Boy/Color]]<br />
|[[Android emulators|Android]]<br />
<!-- Old link to 1.02 https://play.google.com/store/apps/details?id=com.mallmagician.GvrgbCB --><br />
|N/A<br />
|Game room simulation<br />
|Oculus, GearVR, Google Cardboard, Homido, etc.<br />
|? ||?<br />
|-<br />
|[[PPSSPP]]<br />
|[[PlayStation Portable emulators|Sony PSP]]<br />
|[[Android emulators|Android]]<br />
|[http://buildbot.orphis.net/ppsspp/ {{PPSSPPVer}}]<br />
|Cinema screen<br />
|Google Cardboard<br />
|{{✓}} ||?<br />
|-<br />
|[[RetroArch]]<br />
|[[Multi-system emulators|Multi-system]]<br />
|Multi-platform<br />
|[http://buildbot.libretro.com/stable/ {{RetroArchVer}}]<br />
|<span title="Using glsl shaders">SBS <sup>&Dagger;</sup></span><br />
|?<br />
|{{✓}} ||?<br />
|-<br />
|[https://gp2x.org/android/vrmame/ VR MAME]<br />
|[[Arcade emulators|Arcade]]<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=org.gp2x.cmame 1.0.1]<br />
|Cinema screen<br />
|Google Cardboard<br />
|? ||?<br />
|-<br />
|[https://gp2x.org/android/vrvice/ VR VICE]<br />
|[[Commodore 64 emulators|Commodore 64]]<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=org.gp2x.cvice 1.0.3]<br />
|Cinema screen<br />
|Google Cardboard<br />
|? ||?<br />
|}<br />
<br />
===Comparison===<br />
<!-- Just some temp text, needs to be rewritten --><br />
;3D NES:Play NES games with an unique 3D experience.<br />
;Dolphin VR:3D Games can be played in Virtual Reality with accurate life-size scale, full FOV, a 3D HUD, independent aiming, and the ability to look around. 2D Games can be played on a life-size virtual screen at the correct angle, sometimes even in 3D.<br />
<br />
==VR game room simulations==<br />
A VR game room simulation provides a simulated game room; within that room is one or more classic consoles connected to ordinary 2d screens that the user can interact with as they would a real-life TV.<br />
<br />
{| class="wikitable sortable" style="text-align:center;"<br />
! scope="col"|Name<br />
! scole="col"|Emulates<br />
! scole="col"|Operating System(s)<br />
! scole="col"|Latest version<br />
! scole="col"|Type<br />
! scole="col"|Headset(s)<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
|[http://www.emuvr.net/ EmuVR]<br />
|[[Multi-system emulators|Multi-system]]<br />
|?<br />
|[http://www.emuvr.net/beta Beta]<br />
|90's game room<br />
|HTC Vive, Oculus Rift<br />
|{{✓}} ||?<br />
|-<br />
|[http://digitalcybercherries.com/new-retro-arcade-neon/ New Retro Arcade: Neon]<br />
|[[Multi-system emulators|Multi-system]]<br />
|Windows<br />
|[https://store.steampowered.com/app/465780/ Steam ($)]<br />
|80's arcade<br />
|HTC Vive, Oculus Rift<br />
|{{✓}} ||{{✓}}<br />
|-<br />
|[https://megadriveclassics.sega.com/ SEGA Mega Drive and Genesis Classics]<br />
|[[Sega Genesis emulators|Sega Genesis]]<br />
|Windows, macOS, Linux<br />
|[https://store.steampowered.com/app/34270/ Steam ($)]<br />
|90's game room<br />
|HTC Vive, Oculus Rift<br />
|{{✓}} ||{{✓}}<br />
|}<br />
<br />
===Comparison===<br />
;EmuVR:Let's you play around in a virtual 90's gamers bedroom. Pick up games, connect cables and play them on your CRT TV. Uses [[RetroArch]] to run the games.<br />
;New Retro Arcade Neon:Virtual 80's/early 90's arcade. You can walk around, play arcade machines and other games. Uses [[libretro]].<br />
;SEGA Mega Drive and Genesis Classics:Segas official emulator for Genesis games. Has a virtual 90's gamers bedroom. Look at game covers and play them on your CRT. Has mod support, it's possible to play your own ROMs and to play the official ROMs in other emulators.</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Camputers_Lynx_emulators&diff=22619Camputers Lynx emulators2018-12-02T15:59:11Z<p>212.252.96.193: /* Emulators */</p>
<hr />
<div>{{Infobox console<br />
|title = Camputers Lynx<br />
|logo = Camputers Lynx 48k (white background).jpg<br />
|developer = Camputers<br />
|type = [[:Category:Computers|Home computer]]<br />
|release = 1983<br />
|discontinued = 1984<br />
|generation = Z80-based home computers<br />
|emulated = {{✓}}<br />
}}<br />
The '''Lynx''' was an 8-bit British home computer that was first released in early 1983.<br />
<br />
==Emulators==<br />
<br />
{{#ev:youtube|ils0qBcOJC4|300|right}}<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"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
|[[Jynx]]<br />
|Windows, Linux<br />
|[https://jynxemulator.wordpress.com/ 1.0.9]<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[http://www.russelldavis.org/CamputersLynx/PALE/ PALE]<br />
|Windows<br />
|[http://www.russelldavis.org/CamputersLynx/PALE/index.htm 8.50]<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|}<br />
<br />
===Comparisons===<br />
;[[Jynx]]:Open-source Camputers Lynx emulator for Windows and Linux. Emulates the 48K/96K RAM models.<br />
;PALE:Probably a closed-source but powerful emulator. Get Simon Owen's [http://simonowen.com/fdrawcmd/ FDRAW driver] for W2K, XP and later (Needed for real floppy support under PALE). It also has a ZX Spectrum Emulator Mode.<br />
;[[MAME]]:The system started working in [http://wiki.mamedev.org/index.php/MAME_0.167 v0.167] (Oct 2015) and many software were supported in [http://wiki.mamedev.org/index.php/MAME_0.196 v0.196] (Mar 2018). Version [http://www.mamedev.org/?p=459 0.200] (Jul 2018) included better Camputers Lynx tape support (with lots of additions to the software list).<br />
<br />
==Overview==<br />
The Camputers Lynx was released as a 48 kB RAM model, with several reiterations adding RAM expansions up to 192 kB. This machine was unique in that it included a graphic command line and basically allowed the user possibility to read hex values when using third party software.<br />
<br />
==Resources==<br />
<br />
* [https://archive.org/details/Camputers_Lynx_TOSEC_2012_04_23 TOSEC: Camputers Lynx (2012-04-23) ]<br />
<br />
[[Category:Computers]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Wii_U_emulators&diff=22618Wii U emulators2018-12-02T15:58:09Z<p>212.252.96.193: /* Emulators */</p>
<hr />
<div>{{Infobox console<br />
|title = Nintendo Wii U<br />
|logo = Wii U.png<br />
|developer = [[:Nintendo]]<br />
|type = [[:Category:Consoles|Home video game console]]<br />
|generation = [[:Category:Eighth-generation video game consoles|Eighth generation]]<br />
|release = 2012<br />
|discontinued = 2017<br />
|predecessor = [[Wii emulators|Wii]]<br />
|successor = [[Nintendo Switch emulators|Nintendo Switch]]<br />
|emulated = {{✓}}<br />
}}<br />
The '''Wii U''' is an eighth-generation console released by Nintendo in 2012. It is the first console by Nintendo to output to high definition (HD) resolutions, such as 720p and 1080p. It includes a tablet-like controller, known as the [[wikipedia:Wii_U_Gamepad|Wii U GamePad]], to provide certain additional gameplay. Notably, it can play all [[Wii emulators|Wii]] games as well as support the Wii Remote controllers for native Wii U games.<br />
<br />
==Emulators==<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"|Compatibility<br />
! scope="col"|Active<br />
! scope="col"|Open-Source<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
|[[Cemu]]<br />
|Windows<br />
|[http://cemu.info/index.html#download {{CemuVer}}]<br />
|Medium<br />
|{{✓}} ||{{✗}} ||{{✓}}<br />
|-<br />
|[[Decaf]]<br />
|Windows, Linux<br />
|[https://github.com/decaf-emu/decaf-emu Git]<br />
|Low<br />
|{{✓}} ||{{✓}} ||{{✗}}<br />
|}<br />
<br />
===Comparisons===<br />
;[[Cemu]]:A closed-source Wii U emulator created in October 2015 and is regularly updated every 2 to 5 weeks. It can launch or play a lot of commercial games with varying degrees of glitches.<br />
;[[Decaf]]:A research project for open-source Wii U emulation. It's able to boot some commercial games.<br />
<br />
===Dolphin===<br />
You might have read about an unofficial branch of [[Dolphin]] with Wii U support — but don't get your hopes up. While the [[wikipedia:PowerPC|PowerPC]] architecture family in the Wii U is the same as the [[Wii emulators|Wii]] and [[GameCube emulators|GameCube]] (this fact alone was the reason why Wii emulation was added to Dolphin, originally GameCube-only), this support is nothing more than the file viewer features (region, internal name, various info, list of files and folders inside ISO and a way to extract them) being expanded to Wii U disc images. Nothing has been done on the actual emulation front as far as Dolphin is concerned, and the Dolphin developers have said that they're not going to add Wii U support to Dolphin.<br />
<br />
<br />
{{Nintendo}}<br />
<br />
[[Category:Consoles]]<br />
[[Category:Eighth-generation video game consoles]]<br />
[[Category:Very early emulation]]<br />
[[Category:Nintendo consoles]]<br />
[[Category:Wii U emulators]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Intellivision_emulators&diff=22612Intellivision emulators2018-12-02T15:54:01Z<p>212.252.96.193: </p>
<hr />
<div>{{Infobox console<br />
|title = Intellivision<br />
|logo = Intelly.jpg|<br />
|developer = Mattel Electronics<br />
|type = [[:Category:Consoles|Home video game console]]<br />
|generation = [[:Category:Second-generation consoles| Second generation]]<br />
|release = 1979<br />
|discontinued = 1990<br />
|predecessor = <br />
|emulated = {{✓}}<br />
}}The '''[[gametech:Intellivision|Intellivision]]''' was a games console produced by [[wikipedia:Mattel|Mattel]] in 1979. It was notably more powerful than the [[Atari 2600 emulators|Atari 2600]], which was released at a similar time, and could be used with a voice synthesizer unit known as the [[wikipedia:Intellivoice|Intellivoice]], which allowed speech in its games.<br />
<br />
==Emulators==<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"|Intellivoice<br />
! scope="col"|ECS<br />
! scope="col"|[[Emulation Accuracy|Accuracy]]<br />
! scope="col"|[[Libretro|Libretro Core]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
|jzIntv<br />
|Windows, Linux, macOS<br />
|[http://www.spatula-city.org/~im14u2c/intv/ 20180509]<br />
|{{✓}}<br />
|{{✓}}<br />
|High<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|Nostalgia<br />
|Windows<br />
|[http://www.intellivision.us/intvgames/nostalgia/nostalgia.php 5.0]<br />
|{{✓}}<br />
|{{✓}}<br />
|Mid<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✓}}<br />
|{{✓}}<br />
|[http://www.progettoemma.net/mess/system.php?machine=intv Mid]<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[FreeIntv]]<br />
|Multi-platform <br/><small>([https://retropie.org.uk/forum/topic/15665/libretro-intellivision-emulator Binary]) </small>Windows, Raspberry Pi<br />
|Libretro core <br/>[https://sourceforge.net/projects/freeintv/ 2018-02-13]<br />
|{{✗}}<br />
|{{✗}}<br />
|?<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[Pantheon]]<br />
|Windows<br />
|[http://bostjan-grandovec.si/Content/News.htm {{PantheonVer}}]<br />
|{{✓}}<br />
|{{✗}}<br />
|Mid<br />
|{{✗}}<br />
|{{✓}}<br />
|{{~}}<br />
|-<br />
|[http://web.archive.org/web/20101123010108/http://bliss.kylesblog.com/? Bliss]<br />
|Windows<br />
|[http://emulation.gametechwiki.com/images/4/4d/Bliss2.0.5-beta.zip 2.0.5]<br />
|{{✓}}<br />
|{{✓}}<br />
|Low-Mid<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|}<br />
<br />
===Comparisons===<br />
* '''Bliss:''' First developed in early 2000's then abandoned. Afterwards, the author, Kyle Davis, tried to code it in C# and add portability but then decided to return to C++ and a simpler codebase. It has good support of Intellivoice and ECS's games but was unfortunately abandoned without much notice in 2006.<br />
* '''jzIntv:''' Portable, no-frills Intellivision emulator. Probably the most complete and accurate Intellivision emulation available. Made by Joseph Zbiciak.<br />
* '''Nostalgia:''' Pretty much the very best Intellivision emulator currently available (At the time by 2009). Made by Joe Fisher.<br />
* '''[[Pantheon]]:''' Popular multi-system emulator for Windows OS covering many old computers and 1970's-1980's consoles. Shown to support Intellivoice games but no ECS games work in this software yet. Made by Boštjan Grandovec.<br />
* '''[[MAME]]''' (Formerly part of [[MESS]]): This multi-system emulator is presumed to have good support for the Intellivision and add-ons - ECS and Intellivoice (eg. Keyboard Component).<br />
<br />
'''[http://web.archive.org/web/20090421174628/http://intelliwiki.kylesblog.com:80/index.php/Emulators List of old known Intellivision emulators]'''. [https://www.arcadeathome.com/ivision.phtml?H Downloads of old emulators]. Emulators not included above:<br />
* '''IntelliWare:''' Emulator and development kit for Intellivision. Made by Valter Prette.<br />
* '''Intellivision Lives:''' Commercial emulator from the current copyrights owners (Blue Sky Rangers) for many of the original Intellivision games.<br />
* '''IntvWin/IntvDOS''': Little is known about this one. Made by John Dullea, author of PCAE ([[Atari_2600_emulators|Atari 2600 emulator]]). [https://www.zophar.net/news-archive/intvwin-1.1-4234.html IntvWin 1.1] released in 2002. The author added [http://atariage.com/forums/topic/112788-intvwin-13-posted/ WinXP compatibility] in IntvWin 1.3 in 2007 (File can be found at GameTronik.).<br />
* '''jzIntv Launcher''': Complete GUI (Graphical User Interface) frontend and menu utility for the Windows version of Joe Zbiciak's jzIntv Intellivision emulator. Made by Rich Nagel.<br />
<br />
===Frontends for jzIntv===<br />
* [https://sourceforge.net/projects/gtk-jzintv/ gtk-jzintv] (Linux)<br />
* [http://www.intellivision.us/intvgames/jzintv/jzintv.php jzIntvGUI]<br />
<br />
==Resources==<br />
* [http://www.intellivisionrevolution.com/ Intellivision Revolution]<br />
* [http://www.intvfunhouse.com/ INTV Funhouse]<br />
<br />
[[Category:Consoles]]<br />
[[Category:Second-generation consoles]]<br />
[[Category:Intellivision emulators]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=General_problems_FAQ&diff=22608General problems FAQ2018-12-02T15:49:58Z<p>212.252.96.193: /* 2. Change settings */</p>
<hr />
<div>Here is a simple guide for the steps one should take to try to resolve your problems.<br />
<br />
==Steps to take==<br />
<br />
===1. Update to latest version===<br />
Emulators can have stable builds that are weeks, months, and sometimes even years old. The "stable" version is often times just a randomly picked dev version. That is why the latest dev versions should be preferred. This could solve emulation issues most of the time. Links to dev builds can be found at the pages for [[PCSX-Reloaded|PCSX-R]], [[PCSX2]], [[Dolphin]], [[nullDC]], [[DeSmuME]] and [[PPSSPP]].<br />
<br />
===2. Change settings===<br />
If you're using a plugin based emulator, graphical glitches and sound issues might be solved by changing the settings or using a different, better plugin altogether.<br />
*[[Recommended_PSX_Plugins|PS1 Plugins]]<br />
*[[Recommended_N64_plugins|N64 Plugins]]<br />
If you're using '''Dolphin''', try switching the graphics backend between OpenGL and Direct3D, and the sound between HLE and LLE. <br />
<br />
For '''PCSX2''', check the [[PCSX2#Issues|issues section of its wiki page]].<br />
<br />
===3. Review these FAQs:===<br />
*[[Emulator Problems FAQ]]<br />
*[[Game problems FAQ|Game Problems FAQ]]<br />
<br />
===4. Check for known issues===<br />
There are resources available for emulators which lists the common known issues with games, and the solutions.<br />
*[http://wiki.pcsx2.net PCSX2 Wiki]<br />
*[http://wiki.dolphin-emu.org Dolphin Wiki]<br />
*[http://forums.ppsspp.org/showthread.php?tid=1473 PPSSPP Compatibility List]<br />
*[http://wiki.libretro.com/index.php?title=Category:Compatibility_Lists libretro Core compatibility lists]<br />
<br />
===5. Check the archives===<br />
Sometimes, questions may have been asked and answered multiple times in the past. Check the [{{ArchiveURL}} Emulation General archives].<br />
<br />
===6. Read the wiki===<br />
The [[Main Page|rest of the wiki]] may have information you need.<br />
<br />
===7. Ask Emulation General===<br />
If you still can't find a solution, ask Emulation General. Provide relevant details such as:<br />
*System specs, including CPU and GPU<br />
*Operating system<br />
*Emulator and version<br />
*Emulator settings/plugins<br />
*System and game emulated<br />
*The problem itself. Do not forget that, because if you do then what comes out makes no sense whatsoever.<br />
<br />
[[Category:FAQs]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Atari_2600_emulators&diff=22605Atari 2600 emulators2018-12-02T15:31:46Z<p>212.252.96.193: /* Emulators */</p>
<hr />
<div>{{Infobox console<br />
|title = Atari VCS / Atari 2600<br />
|logo = Atari-2600-Wood-4Sw-Set.png<br />
|developer = [[:Atari|Atari, Inc.]]<br />
|type = [[:Category:Consoles|Home video game console]]<br />
|generation = [[:Category:Second-generation consoles|Second generation]]<br />
|release = 1977<br />
|discontinued = 1992<br />
|successor = [[Atari 5200 emulators|Atari 5200]]<br />
|emulated = {{✓}}<br />
}}The '''[[gametech:Atari 2600|Atari 2600]]''' is a second-generation console released by [[wikipedia:Atari|Atari]] in 1977.<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"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Emulation Accuracy|Accuracy]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
! colspan="7"|PC<br />
|-<br />
|[[Stella]]<br />
|Multi-platform<br />
|[https://stella-emu.github.io/downloads.html 5.1.3]<br />
|{{✓}} ||Cycle ||{{✓}} ||{{✓}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✓}} ||Cycle ||{{✓}} ||{{✓}}<br />
|-<br />
|[[Pantheon]]<br />
|Windows<br />
|[http://bostjan-grandovec.si/Content/News.htm {{PantheonVer}}]<br />
|{{✗}} ||High ||{{✓}} ||{{✓}}<br />
|-<br />
|[https://github.com/ppeccin/javatari.js javatari]<br />[https://github.com/ppeccin/javatari javatari.js (old)]<br />
|Web Browser<br />
|[http://javatari.org 5.0]<br />
|{{✗}} ||? ||{{✓}} ||{{✓}}<br />
|-<br />
|[https://alienbill.com/2600/ z26]<br />
|Multi-platform<br />
|[http://www.whimsey.com/z26/z26.html 3.02]<br />
|{{✗}} ||High ||{{✗}} ||{{~}}<br />
|-<br />
|[http://pcae.vg-network.com/ PCAE]<br />
|Windows, [[86/286/386/486/Pentium|DOS]]<br />
|[http://pcae.vg-network.com/ 2.6]<br />[http://www.bjars.com/emulators/pcaewin_2.7.zip 2.7]<br />
|{{✗}} ||High ||{{✗}} ||{{~}}<br />
|-<br />
|[[Clock Signal|CLK]]<br />
|macOS and UNIXalikes<br />
|[https://github.com/TomHarte/CLK/releases {{clkver}}]<br />
|{{✗}} ||Mid ||{{✓}} ||{{✗}}<br />
|-<br />
|[http://emu7800.sourceforge.net/ EMU7800]<br />
|Windows<br />
|[[sourceforge:projects/emu7800/files/emu7800/|1.8]]<br />
|{{✗}} ||Mid ||{{✗}} ||{{✗}}<br />
|-<br />
|[[BizHawk]]<br />
|Windows<br />
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br />
|{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
|Stellarator<br />
|Multi-platform<br />
|[https://github.com/dpiponi/Stellarator Git]<br />
|{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|-<br />
! colspan="7"|Console<br />
|-<br />
|Stella<ref group=N name=libretro>''Only available on consoles and mobile as a libretro core (e.g. [[RetroArch]]).''</ref><br />
|Multi-platform<br />
|3.4.1<br />
|{{✓}} ||? ||{{✓}} ||{{✓}}<br />
|-<br />
|PSP2600<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|[http://www.mediafire.com/?tg4y5d25djkzwca 1.2.0]<br />
|{{✗}} ||? ||{{✗}} ||{{✓}}<br />
|-<br />
|Wii2600<br />
|[[Wii emulators|Wii]]<br />
|Unreleased<br />
|? ||? ||? ||?<br />
|-<br />
! colspan="7"|Mobile<br />
|-<br />
|Stella<ref group=N name=libretro /><br />
|Multi-platform<br />
|3.4.1<br />
|{{✓}} ||? ||{{✓}} ||{{✓}}<br />
|-<br />
|2600.emu<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.explusalpha.A2600Emu 1.5.2.8]<br />
|{{✗}} ||? ||{{✓}} ||{{✓}}<br />
|-<br />
|Ataroid<br />
|[[Android emulators|Android]]<br />
|1.0.4<br />
|{{✗}} ||? ||{{✗}} ||{{✗}}<br />
|-<br />
|g2600<br />
|[[Android emulators|Android]]<br />
|7.2.0<br />
|{{✗}} ||? ||{{✓}} ||{{✗}}<br />
|}<br />
<br />
<references group=N /><br />
<br />
==External links==<br />
===Internet Archive===<br />
* [https://archive.org/details/atari_2600_library Console Library: Atari 2600]<br />
* [https://archive.org/details/atari2600manuals Console Manuals: Atari 2600]<br />
* [https://archive.org/details/Atari2600VcsRomCollectionromHunterV11 Atari 2600 VCS Reference Set (Complete ROM Hunter v11 Collection) ]<br />
<br />
{{Atari}}<br />
<br />
[[Category:Consoles]]<br />
[[Category:Atari consoles]]<br />
[[Category:Atari 2600 emulators]]<br />
[[Category:Second-generation consoles]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Canoe&diff=22595Canoe2018-12-02T15:21:13Z<p>212.252.96.193: </p>
<hr />
<div>{{Infobox emulator<br />
|logo = SNES CLASSIC LOGO.svg<br />
|version = 2.3.0531.0<br />
|platform = Linux, Windows<ref>[https://gist.github.com/shanehoman/34c04553342b76f97e10e8439303e153 Canoe autoplay file (.inputs) research]</ref><br />
|target = [[Super Nintendo emulators|SNES]]<br />
|developer = [https://www.nerd.nintendo.com/ NERD]<br />
|website = [https://www.nerd.nintendo.com/ nerd.nintendo.com]<br />
|source = [http://www.nintendo.co.jp/support/oss/ Nintendo OSS] <small>(Partial)</small><br />
}}<br />
'''Canoe''' is the emulator used in the [[wikipedia:SNES_Classic_Edition|SNES Classic Edition]] and Super Famicom Classic Mini.<br />
<br />
==Downloads==<br />
<br />
[https://www.rendezvo.us/snesmini/ Kernel and NAND dumps]<br />
<br />
==Overview==<br />
Canoe is built for Linux, running on the ARM CPU in the SNES Classic Edition. It has 3 video option modes, Pixel Perfect (8:7 nearest neighbor), 4:3 (nearest neighbor), or a CRT filter (also 4:3). There are 4 savestate slots, and the emulator has auto-savestate/loadstate when going to and from the game launcher. It also has a rewind feature, that can go back 40-50 seconds.<br />
<br />
Compatibility is much lower than other available SNES emulators,<ref>[https://docs.google.com/spreadsheets/d/12HKfz4ZQBy6Ip5awvh8t2aV5cVswYlnsdKxn9xoIW2Y/edit#gid=2014317767 SNES Classic compatibility list]</ref> as Canoe doesn't support all [[wikipedia:List_of_Super_NES_enhancement_chips|special chips]]. Accuracy seems to be much lower as well as it has issues with many games, including a glitch in one of the 21 games included with the SNES Classic Edition,<ref>[https://i.imgur.com/hh5NBuM.gifv Yoshi's Island glitch gif]</ref> and Canoe has numerous per-game patches baked into it.<br />
<br />
<br />
==Versions==<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! scope="col"|SNES Classic Version<br />
! scope="col"|Canoe Version<br />
|- <br />
|v2.0.7<br />
|2.2.0426.0<br />
|-<br />
|v2.0.12<br />
|2.3.0529.0<br />
|-<br />
|v2.0.13<br />
|2.3.0531.0<br />
|-<br />
|v2.0.14<br />
|2.3.0531.0<br />
|}<br />
<br />
<br />
==References==<br />
{{Reflist}}<br />
<br />
[[Category:Emulators]]<br />
[[Category:Official Emulators]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Emulators_on_browsers&diff=22592Emulators on browsers2018-12-02T15:17:08Z<p>212.252.96.193: </p>
<hr />
<div>Too lazy to download emulators, or stuck on someone else's PC? Try one of these emulators, they run off any modern PC internet browser.<br />
<br />
Check [https://github.com/fcambus/jsemu this list] for more browser-based emulators.<br />
<br />
== Internet Archive (MESS) ==<br />
Bally Astrocade, Atari 7800, Entex Adventure Vision, Amstrad GX400 etc. Almost all [[First and Second Generations of video game consoles|second generation consoles]]. Mega Drive, Sega Master System.<br />
*[https://archive.org/details/consolelivingroom Console Living Room]<br />
<br />
Computers (ZX Spectrum, Atari, Apple II, etc.) '''NSFW'''<br />
* [https://archive.org/details/softwarelibrary Software Library]<br />
MS-DOS Games : <br />
* [https://archive.org/details/softwarelibrary_msdos_games Software Library: MS-DOS Games]<br />
<br />
==Apple==<br />
* [http://www.virtualapple.org/ Virtual Apple II]<br />
* [https://www.scullinsteel.com/apple2/ Apple 2]<br />
* [https://archive.org/details/softwarelibrary_apple_games The Apple II Library: Games] (Internet Archive)<br />
<br />
== Atari ==<br />
=== [[Atari 2600 emulators|Atari 2600]]===<br />
*http://javatari.org/<br />
<br />
=== Atari 800 ===<br />
<br />
* http://zerstoerung.de/jsa8e/<br />
<br />
== Commodore ==<br />
<br />
=== C64 ===<br />
* https://www.kingsquare.nl/jsc64<br />
* http://www.c64js.com/<br />
<br />
=== Amiga ===<br />
* http://scriptedamigaemulator.net/<br />
<br />
<br />
== 86/286/386/486/Pentium ==<br />
*https://www.pcjs.org/ ([https://github.com/jeffpar/pcjs Git])<br />
<br />
==[[MAME]]==<br />
*https://archive.org/details/internetarcade<br />
*http://www.retrogames.onl/<br />
[[Category:Recommendations]]<br />
<br />
== [[MSX emulators|MSX]] ==<br />
* http://webmsx.org/ ([https://github.com/ppeccin/WebMSX Git])<br />
<br />
== Nintendo ==<br />
<br />
===[[Nintendo Entertainment System emulators|NES]]===<br />
<br />
*http://nesbox.com/<br />
* https://jsnes.org/ ([https://github.com/bfirsh/jsnes Git])<br />
* https://cfxnes.herokuapp.com/<br />
* https://koute.github.io/pinky-web/ ([https://github.com/koute/pinky Git])<br />
<br />
===[[Super Nintendo emulators|SNES]]===<br />
<br />
*https://myemulator.online/snes<br />
<br />
===[[Game Boy/Game Boy Color emulators|Game Boy/Color]]===<br />
<br />
*http://www.playr.org/<br />
<br />
===[[Game Boy Advance emulators|Game Boy Advance]]===<br />
<br />
*https://dl.dropbox.com/u/20328726/vbamjs/index.html<br />
<br />
===[[Nintendo 64 emulators|Nintendo 64]]===<br />
*http://hulkholden.github.io/n64js/ (need [http://en.wikipedia.org/wiki/WebGL WebGL] and locally-accessible game binaries)<br />
* http://1964js.com/ ([https://github.com/schibo/1964js GitHub])<br />
<br />
== Sega ==<br />
<br />
=== [[Master System emulators|Master System]] ===<br />
<br />
*https://gmarty.github.io/jsSMS/<br />
<br />
===[[Sega Genesis emulators|Sega Genesis]]===<br />
*http://www.ssega.com/<br />
*https://myemulator.online/genesis<br />
<br />
== Sharp ==<br />
*MZ-700 : https://takamin.github.io/mz700-js/MZ-700/client.html<br />
<br />
== Sony ==<br />
<br />
=== [[PlayStation_Portable_emulators|PlayStation Portable]] ===<br />
* https://kpspemu.github.io/kpspemu-demo/cube/ ([https://github.com/kpspemu/kpspemu GitHub])<br />
<br />
== Multi ==<br />
===[[RetroArch]]===<br />
*http://toadking.com/retroarch/index.html<br />
<br />
===[[Virtual Console]]===<br />
*https://virtualconsoles.com/ (A collection of javascript emulators from different sources.)</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Dithering&diff=22582Dithering2018-12-02T15:03:40Z<p>212.252.96.193: /* Use in games */</p>
<hr />
<div>[[File:Cheryl_compared.png|thumb|350px|Left showing native resolution and unblended dithering. Right showing HD and no dithering. ]]<br />
<br />
'''Dithering''' is a technique to increase the amount of color and shading that can be done on a system. The effect is achieved by using lines or dots which are then blurred by the low quality [[NTSC Filters|NTSC]] signals (composite or RF) that the system uses. Modern computers use higher quality analog VGA (RGBHV) or digital HDMI, DVI, or DisplayPort signals, which means that the dithering ends up being sharp and unblurred.<br />
<br />
==Use in games==<br />
[[File:Org-1-.png|250px|right|thumb|Sega Genesis Game Lion King showing unblended dithering]]<br />
[[File:Policenauts_PC98.png|250px|right|thumb|Unblended dithering in Policenauts for the PC98]]<br />
<br />
[[Sega Genesis emulators|Sega Genesis]] relies heavily on dithering. The waterfalls in Sonic the Hedgehog are a classic example. A few [[Super Nintendo emulators|SNES]] games use it as well (eg. Metal Warriors). Certain PS1 games, such as Silent Hill make heavy use of dithering. In that game, it is used for shading. Many other PS1 games have a checkerboard.<br />
<br />
Dithering is frequently used for transparency effects in systems that cannot properly do them. [[Sega Saturn emulators|Sega Saturn]] for one. The Saturn port of Castlevania: Symphony of the Night uses dithering for dialogue boxes, whereas the original PlayStation version has proper transparent boxes.<br />
<br />
Many older computer games used dithering, though unlike with console games, it was not expected for the dithering to be blended into solid colors or proper transparency due to the sharper output of PC monitors. Of particular note are games for Japanese computers such as the PC-88/98, which often featured heavy use of dithering.<br />
<br />
==Emulation==<br />
The intended effects of dithering are often lost in emulation due to PCs typically using VGA or HDMI signals. The dots or lines appear as they actually are with no blurring. Options:<br />
*Accept the unblended dithering<br />
*Remove the dithering entirely.<br />
**Requires assets to actually be of a higher color palette. Enabling 32-bit colors in ps1 emulators achieves this, as dithering is done by hardware during 16-bit conversion to output.<br />
*Use a blurring or [[NTSC Filters|NTSC]] composite shader which reproduces the same amount of blur as the original composite signal that was output by original hardware.<br />
*Use a dithering shader designed to just selectively blend the dithering but does not blend the rest of the image.<br />
<br />
===Shaders===<br />
There are several different shaders that selectively blend dithering patterns, to varying degrees of success. Certain patterns can be difficult to selectively blend without false positives.<br />
<br />
*'''mdapt'''<ref>https://github.com/libretro/common-shaders/tree/master/dithering/shaders/mdapt</ref> selectively blends checkerboard and vertical line patterns, and has settings for tweaking the algorithm.<br />
*'''gdapt'''<ref>https://github.com/libretro/common-shaders/tree/master/dithering/shaders/gdapt</ref> is a simpler, more aggressive variant of mdapt intended to handle dithering encountered in Genesis/Mega Drive games<br />
*'''cbod'''<ref>https://github.com/libretro/common-shaders/tree/master/dithering/shaders/cbod-v1</ref> or '''Conditional Blending of Dither''' is another implementation of selective dither blending. It appears to have a bit more blur than other algorithms.<br />
*'''snes-hires-blend'''<ref>https://github.com/libretro/common-shaders/blob/master/crt/shaders/snes-hires-blend.cg</ref> blends the vertical line patterns that appear at 512px width only, while doing nothing for 256px graphics. It is intended to be used in a few SNES games like Kirby's Dream Land 3 where it used vertical line patterns in a pseudo-hires mode to achieve translucency on CRTs. This shader has zero false positives when used as intended.<br />
<br />
==Further reading==<br />
[https://forums.libretro.com/t/mdapt-gdapt-dithering-treatment-updated-06-06-14/375 Official mdapt thread]<br />
<br />
==References==<br />
{{reflist|2}}<br />
<br />
[[Category:FAQs]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=NTSC_filters&diff=22579NTSC filters2018-12-02T14:59:27Z<p>212.252.96.193: /* Emulators */</p>
<hr />
<div>'''NTSC filters''' replicate the analog signals that the console's output to the TV. They vary in quality, with the lowest quality being RF, then composite, then s-video and RGB (SCART)/YPbPr (Component) being the highest quality. Many emulators have NTSC filters built into them. They can also be separately downloaded as filter plugins. These filters were developed by blargg<ref>http://slack.net/~ant/libs/ntsc.html</ref> for specific consoles. Other NTSC shaders have been created which are different from blargg's implementation.<br />
<br />
Encoding ''luminance'' (or ''luma'', the brightness component of the signal) and ''chrominance'' (or ''chroma'', the color component of the signal) into a single signal is what causes blur and artifacts because it's a lossy way of encoding an image. RF has worse artifacts because it also encodes audio into the signal and is more prone to interference since the signal is the same as what was used TV broadcasts.<br />
<br />
Many games were developed with the color distortion from these signals in mind, such as Chrono Trigger, with shifted values that make blacks look brown and borders look purple which would be output properly with NTSC colors, and Kirby's Dream Land 3, with vertical line patterns combined with high horizontal resolutions producing translucency effects when blended by the analog signal. Other games like Sonic used [[dithering]] patterns that would be blended on the Genesis/Mega Drive composite output, which is notably blurrier than NES or SNES composite video.<br />
<br />
==Download==<br />
* [http://www.mediafire.com/?356uu02o7oxw0u1 Win32]<br />
* [http://www.mediafire.com/?62p83g46s95v44r Win64]<br />
* [http://www.mediafire.com/?bqnp2etqkq3fkz1 Linux32]<br />
* [http://www.mediafire.com/?01747etfqs8tt6g Linux64]<br />
* [http://www.mediafire.com/?l5abvq3077cuqvt MacOS]<br />
<br />
==Description==<br />
[[File:NTSC settings.png|thumb|450px|Chart showing the relative difference values between Composite, S-video and RGB. Values taken from [[Nestopia]]]]<br />
<br />
===RF===<br />
<br />
The lowest quality. Very blurry due to crosstalk between video and audio signals, and subject to static due to interference.<br />
<br />
===Composite===<br />
<br />
Higher quality than RF, but still blurry and with lots of color artifact and usually dot crawl due to crosstalk between luma and chroma. This is what most systems used as default.<br />
<br />
===S-video===<br />
<br />
Much cleaner image due to luma and chroma being separate signals, though color blur still present and chroma resolution is about the same as the composite output.<br />
<br />
===RGB===<br />
<br />
The highest quality possible, since it uses separate channels for each color, along with a sync signal. Component YPbPr is similar, where it uses luma+sync, blue minus luma, and red minus luma for signals to give high quality, high bandwidth output capable of displaying higher resolutions, though this is only utilized by newer consoles.<br />
<br />
==Filters and Shaders==<br />
<br />
===blargg's NTSC===<br />
<br />
'''blargg's NTSC''' filters are powerful and optimized, but they are very system specific. There is a version for NES, SNES, SMS, and Genesis/Mega Drive, and each is intended for that system only, expecting a certain size input resolution. Certain games on other systems than the intended one can still make use of them, but not without glitches. For instance, on certain [[PS1]] games that have multiple resolutions, some of the resolution modes will work properly with these filters, and some won't. This may mean the aspect ratio is horribly messed up for menus, but the main gameplay will look normal. These filters upscale the image wide horizontally, but don't touch the vertical scale, so 1:1 PAR may result in weird aspect ratios.<br />
<br />
The level of blur in RF and composite signals are needed for [[dithering]] to blend on Genesis/Mega Drive. S-video and RGB are too clean to blend dithering. <br />
<br />
In some emulators, it will have sliders for settings such as Resolution (level of signal blur), Sharpness (sharpness/comb filter that some TVs used), Color Bleed, Artifacts, and Fringing. Others simply use the preset settings. Note: RF preset is just composite with field merging disabled, so it emulates the oscillating artifacts composite output has (Go [http://www.chrismcovell.com/gotRGB/screenshots.html here] and see the 3rd image on the right for an example of this).<br />
<br />
===Maister NTSC===<br />
<br />
'''Maister NTSC''' is a set of NTSC shaders<ref>https://github.com/libretro/common-shaders/tree/master/ntsc</ref> created by Themaister for use with various emulator cores in [[RetroArch]]. These try to be more "generic" than Blargg's filters, so they will work with any resolution without major glitching. There are several presets that cover different methods of generating composite and s-video signals.<br />
<br />
The 256px presets use 3-phase NTSC output, which is what the NES, SNES, and N64 output, while the 320px presets reflect the more common NTSC output from the Mega Drive, PC-Engine, PlayStation, and most consumer video electronics. Both of these assume 256px and 320px horizontal resolution input, respectively, and scale that to 1024px and 1280px to display the NTSC effects. This may result in scaling artifacts if the game's input horizontal resolution is not the same, but the effects will be consistent if the horizontal resolution of the game gets larger or smaller, allowing SNES hires translucency to work since it changes between 256 and 512, for example. <br />
<br />
The plain presets use 3-phase NTSC filtering and don't assume a specific input resolution, and just simply scale to 4x the game's width. These will work with any resolution without scaling errors, but games that change horizontal widths may have inconsistent blurring. SNES hires translucency won't work correctly on these because of this.<br />
<br />
Among the presets, there are Composite and S-video versions. Composite has all the fringing artifacts that oscillate every other frame, resulting in a slightly flickery image, while S-video simply has color bleed and blur. This shader lacks the sharpness filter that Blargg's NTSC filter has, so some may perceive it as blurrier, but it also lacks the ringing artifacts caused by a sharpening filter.<br />
<br />
There isn't much tweaking you can do besides changing gamma since the effect is quite complex and difficult to understand. Increasing the horizontal scale of the output of the shader from 4x to 6x will decrease the intensity of the effects (which also increases sharpness). It does not have an RGB preset, though that's covered by another shader that emulates signal bandwidth.<br />
<br />
===GTU===<br />
<br />
'''GTU''' is a CRT shader<ref>https://github.com/libretro/common-shaders/tree/master/crt/shaders/gtu-v050</ref> by aliaspider that has options for emulating signal bandwidth in addition to the CRT scanlines effects. In addition to luminance (Y) signal resolution settings, enabling the "composite connection" option will allow tweaking the chrominance (I and Q) signal resolutions as well while emulating color bleed from low chroma resolutions. <br />
<br />
Since the shader is multipass, the signal bandwidth emulation passes can be decoupled from the CRT scanline emulation pass and be used with other CRT shaders or by itself.<br />
<br />
===tvout-tweaks===<br />
<br />
'''tvout-tweaks''' is a shader<ref>https://github.com/libretro/common-shaders/blob/master/crt/shaders/tvout-tweaks.cg</ref> made by aliaspider, based off GTU, intended for processing emulator images for output to a CRT TV connected to PC via VGA-to-RGB adapter. This shader uses code from the GTU CRT shader to provide emulated signal bandwidth blur, as well as TV color level conversion. This shader is equivalent to the Blargg's NTSC filter RGB preset when the signal resolution is set to a high level and TV color levels are enabled. Works with any resolution without issues, lower signal resolutions result in a blur that blends higher input resolutions, allowing dithering to be blended and SNES hi-res translucency to work.<br />
<br />
===GTU-Famicom===<br />
<br />
'''GTU-Famicom''' is a variant<ref>https://github.com/libretro/common-shaders/tree/master/crt/shaders/GTU-famicom</ref> of the GTU CRT shader that emulates the NTSC NES/Famicom PPU. It requires the "raw" palette option in Nestopia, Mesen and FCEUmm [[libretro]] cores, which outputs<ref name="nestopia_raw">https://github.com/rdanbrook/nestopia/commit/9d58851a22eb3baeee7b4fe28ae8ffaac7eaa599</ref> chroma, level, and emphasis as red, blue, and green color channels. GTU-Famicom takes that output and processes it as an NTSC signal, which the shader decodes into RGB colors for display. The shader also emulates the full effects of RF/composite NTSC video signals, complete with artifacts, fringing, and color bleed, and optionally RF signal noise. Like with the GTU shader, the various signal resolution parameters can be tweaked so it can be made sharper, or made to have less color bleed by boosting chroma resolution.<br />
<br />
As with GTU, the GTU-Famicom shader is multipass so the Famicom NTSC emulation passes can be decoupled from the CRT scanline emulation pass and be used with other CRT shaders or by itself.<br />
<br />
==Gallery==<br />
<br />
===blargg's NTSC===<br />
<br />
<gallery position="center" captionalign="center"><br />
Composite.png|Composite<br />
S-video.png|S-Video<br />
Rgb.png|RGB<br />
</gallery><br />
<br />
==Emulators==<br />
<br />
The following emulators have blargg's NTSC filter built-in<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
! scope="col"|Emulator<br />
! scope="col"|System<br />
! scope="col"|Notes<br />
|-<br />
|[[Nestopia]]<br />
|[[Nintendo Entertainment System emulators|NES]]<br />
|Win32 version has sliders.<br />
|-<br />
|[[puNES]]<br />
|[[Nintendo Entertainment System emulators|NES]]<br />
|<br />
|-<br />
|[[Mesen]]<br />
|[[Nintendo Entertainment System emulators|NES]]<br />
|<br />
|-<br />
|[[ZSNES]]<br />
|[[Super Nintendo emulators|SNES]]<br />
|<br />
|-<br />
|[[Snes9x]]<br />
|[[Super Nintendo emulators|SNES]]<br />
|<br />
|-<br />
|[[Genesis Plus GX]]<br />
|Sega consoles<br />
|Presets only.<br />
|-<br />
|[[Kega Fusion]]<br />
|Sega consoles<br />
|<br />
|}<br />
<br />
==References==<br />
{{reflist|2}}<br />
[[Category: Shaders/Filters]]<br />
[[Category:FAQs]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Netplay&diff=22578Netplay2018-12-02T14:56:49Z<p>212.252.96.193: /* Wii */</p>
<hr />
<div>This is a hub for various information about netplay. Most info was gathered from the guys over at /vr/, so if you have any questions or need someone to play retro games with, visit their [https://en.wikipedia.org/wiki/Irc IRC] channel at #/vr/_Netplay on [https://www.rizon.net/chat rizon.net] & and their official website [http://www.finalstarmen.net here]<br />
<br />
==Getting Started==<br />
Before you begin, here are some things to consider:<br />
* Emulator netplay is NOT perfect. Desyncs WILL occur very often. Choppy/stuttery gameplay is also very common, and sometimes there is controller input lag. It comes with the experience.<br />
* It sometimes takes several consecutive tries for the game to stay synced well enough to enjoy some multiplayer action. Do not be discouraged and try again until it works.<br />
* When using netplay, make sure not to have anything downloading (torrents, YouTube videos, etc.)<br />
* Try not to move the emulator window around, or switch focus to windows other than the chat/Kaillera window and emulator, or you risk desyncing the game.<br />
* It's highly recommended to use a controller. Some emulators still register input from keyboards while you're chatting on separate chat windows.<br />
<br />
===Port forwarding===<br />
You should note that some emulators and clients will require you to forward your ports. To do that, follow the [[Port Forwarding Guide For Netplay]].<br />
<br />
==Local Multiplayer Netplay==<br />
This section will cover consoles that originally had '''local multiplayer''', also known as couch multiplayer, where multiple controllers were hooked to the same console. Out of convenience, handheld consoles that required link cable or wireless within a small distance in the same room between two units will be considered local multiplayer as well.<br />
<br />
Netplay emulates local multiplayer allowing for players across the globe to play the same game as if they were in the same room.<br />
<br />
===Nintendo Consoles===<br />
=====NES=====<br />
* <span title="Check link for more information on netplay">[[RetroArch#Netplay|'''RetroArch''']] <sup>*</sup></span>: [http://wiki.libretro.com/index.php?title=FCEUmm FCEUmm], [[QuickNES]], or [[Nestopia]][http://wiki.libretro.com/index.php?title=Nestopia] cores support netplay. Save states cannot be used during netplay, and bringing up the menu screen will cause disconnection.<br />
* '''[[Mesen]]''': Mesen has a netplay feature, available by going to Tools -> Netplay. Hamachi (and other methods) or a port forward is required.<br />
* <span title="Check link for more information on netplay">[[VirtuaNES#Netplay|'''VirtuaNES''']] <sup>*</sup></span><br />
* <span title="Check link for more information on netplay">[[Mednafen#Netplay|'''Mednafen''']] <sup>*</sup></span>: FCEU core<br />
* <span title="Check link for more information on netplay">[[Nestopia#Netplay|'''Nestopia''']] <sup>*</sup></span><br />
* '''[[RockNES|RockNESX 2.0]]:''' A very old NES emulator. Has a very nice interface but the documentation doesn't indicate what ports it uses, so you're limited to using a VPN like Hamachi. The author did away with netplay in more recent versions.<br />
* '''[[Jnes]]''': Still shows signs of being updated, but it absolutely HATES anything other than stock Kaillera. I'm not sure if it's possible to get it to work.<br />
<br />
=====SNES=====<br />
* <span title="Check link for more information on netplay">[[RetroArch#NetPlay|RetroArch]] <sup>*</sup></span>: [[Snes9x]] or [[Higan|bsnes]] cores.<br />
* [[Snes9x#Netplay|Snes9k]]<br />
* <span title="Check link for more information on netplay">[[Mednafen#Netplay|Mednafen]] <sup>*</sup></span>: [[Higan|bsnes]] core<br />
* <span title="Check link for more information on netplay">[[ZSNES#Netplay|ZSNES]] <sup>*</sup></span><br />
<br />
=====Nintendo 64=====<br />
* <span title="Check link for more information on netplay">[[Project64#Netplay|'''Project64k''']] <sup>*</sup></span><br />
* <span title="Check link for more information on netplay">[[Project64#Netplay|'''Project64 v1.7''']] <sup>*</sup></span><br />
<br />
=====GameCube / Wii=====<br />
* '''[[Dolphin Online|Dolphin]]''': [http://wiki.dolphin-emu.org/index.php?title=Netplay_Guide This guide should help], although it should be noted that netplay is not perfect. This is for playing with other Dolphin emulators.<br />
<br />
=====Game Boy=====<br />
* <span title="Check link for more information on netplay">[[TGB Dual#Netplay|TGB Dual Vol. 8.3.1]] <sup>*</sup></span><br />
* [[RetroArch]]: [[SameBoy]] and [[TGB Dual|TGB-Dual]] cores.<br />
<br />
=====Game Boy Advance=====<br />
* [[VisualBoy Advance#VBA Link e-Reader|VBA-Link]] and some forks of [[VisualBoy Advance#VBA-M|VBA-M]] have netplay support for link cable emulation between two GBA units. Has significant issues.<br />
<br />
=====3DS=====<br />
* [[Citra]] has local multiplayer support (through Wi-Fi).<br />
<br />
=====Other=====<br />
None of the existing emulators for the following Nintendo devices currently offer solutions for ''local multiplayer'' emulation through netplay. However, some of them have support for online gameplay modes that existed on the original console. Refer to the next section for more details.<br />
<br />
* [[Nintendo DS emulators|Nintendo DS]]<br />
* [[Wii U emulators|Wii U]]<br />
* [[Nintendo Switch emulators|Nintendo Switch]]<br />
<br />
====Sega Consoles====<br />
* <span title="Check link for more information on netplay">[[Kega Fusion#NetPlay|Kega Fusion]] <sup>*</sup></span>: Besides RetroArch, this is really the only one worthwhile option to netplay with. It emulates practically every single console and peripheral prior to the Saturn, all while allowing for some decent netplay capabilities on the side.<br />
* <span title="Check link for more information on netplay">[[Gens#Netplay|Gens]] <sup>*</sup></span>: An acceptable alternative. While it only emulates [[Sega Genesis emulators|Genesis/Mega Drive]], Sega CD and 32X, it uses Kaillera for online multiplayer, which is helpful in case you get consistent desyncs while using Kega Fusion.<br />
* <span title="Check link for more information on netplay">[[Mednafen#NetPlay|Mednafen]] <sup>*</sup></span>: Genesis core is experimental but mostly functional; 2 players only. Also has a Master System core.<br />
<br />
===Sony Consoles===<br />
=====PlayStation 1=====<br />
* <span title="Check link for more information on netplay">[[Mednafen#Netplay|Mednafen]] <sup>*</sup></span><br />
* <span title="Check link for more information on netplay">[[ePSXe#Netplay|ePSXe 1.60]] <sup>*</sup></span><br />
<br />
=====PlayStation 2=====<br />
* '''[[PCSX2]]''' ([http://www.mediafire.com/?r3c1ejv5m85ekrv unofficial netplay build]): Netplay has never officially been added to PCSX2, but someone tried making their own branch a few years ago to implement it. Only about seven fighting games work, and the project has since been abandoned.<br />
<br />
=====PSP=====<br />
[[PPSSPP]] can use ColdBird's proOnline Adhoc. See [http://forums.ppsspp.org/showthread.php?tid=3595&pid=59241 this thread (might be outdated)] and [http://forums.ppsspp.org/forumdisplay.php?fid=34 this forum] for setup and game compatibility.<br />
<br />
=====Other=====<br />
None of the existing emulators for the following Sony devices currently offer solutions for ''local multiplayer'' emulation through netplay.<br />
<br />
* [[PocketStation emulators|PocketStation]]<br />
* [[PlayStation 3 emulators|PlayStation 3]]<br />
* [[PlayStation 4 emulators|PlayStation 4]]<!-- (NOT emulated) --><br />
* [[PlayStation Vita emulators|PlayStation Vita]]<br />
<br />
===Arcade===<br />
The many platforms that conform to the term "arcade" have got to be considered the most extensively researched and emulated platforms in existence. Choosing the right emulator is quite a daunting task since there are so many different versions that accomplish the same thing in almost imperceptibly different ways. Branching off from a standard official emulator that, by itself, is commonly regarded to leave much to be desired.<br />
<br />
* <span title="Check link for more information on netplay">[[MAME#Netplay|MAME32 Plus Plus]] <sup>*</sup></span><br />
* <span title="Check link for more information on netplay">[[Kawaks#Netplay|Kawaks 1.65]] <sup>*</sup></span><br />
* [http://www.kaillera.com/download.php Kaillera]<br />
* [https://www.fightcade.com/#download Fightcade]<br />
* '''GGPO:''' [[Arcade emulators|Arcade emulator]] built around netplay. Widely considered to have the best netcode for only multiplayer available. It's so great that its used in some more recent commercial games. The only disadvantage is that you need to open ports to use it, and it's severely limited to games that were made or modified specifically to use this technology. Built on the same emulator is '''FightCade''', which can be found [https://www.fightcade.com/ here].<br />
* '''MameHUB''': Said to have a comparable netcode to GGPO, it's also capable of emulating console games through MESS. However, using MameHUB requires registration, and the frontend, is coded in Java, is an absolute resource-hog which heavily impairs your gaming experience if you're using a low-end computer. You can join a game that's already in session. Newer versions of MAMEHub use much fewer resources.<br />
<br />
===Other Consoles===<br />
=====Amiga=====<br />
* [http://fs-uae.net/download FS-UAE]: [http://fs-uae.net/online-play Netplay info] and [http://fs-uae.net/net-play guides] for FS-UAE<br />
=====NEC=====<br />
For both the [[PC Engine (TurboGrafx-16) emulators|PC-Engine (US: TurboGrafx-16)]] and the [[PC-FX emulators|PC-FX]], check:<br />
<br />
* <span title="Check link for more information on netplay">[[Mednafen#Netplay|Mednafen]] <sup>*</sup></span>: Option for both accuracy and fast cores.<br />
* [[RetroArch]]<br />
<br />
==Online Multiplayer Emulation==<br />
This refers to different game modes than regular local multiplayer. Some consoles offered during their lifetime options to connect to the internet (or similar services) to play against other people online. <br />
<br />
While most of these servers went defunct, some of them are (or were) still up and the emulators were developed far enough to be able to interface with the actual official servers. The others had replacement servers, that could host both real hardware players and PC emulator users. However in many cases emulator users were banned over cheating or concerns that emulation lag gave them unfair advantage (which is the case with Wiimfi's project, and some of its associated game mods that took it a step further to prevent the game from running on emulators).<br />
<br />
Requirements may include: <br />
<br />
* images of network certification files ripped from real hardware, which might be further complicated by the fact that the ones distributed online are much more likely to be banned. This is the case for Wii and Wii U online.<br />
* if using custom servers, patching out the original URL addresses in the game to point at the newer servers instead. This is achieved either through Action Replay codes, or modifying the game's image with dedicated tools.<br />
<br />
===Sony Consoles===<br />
=====PlayStation 2=====<br />
* '''[[PCSX2]]:''' Has an option to connect to Sony's own servers (or replacement servers) provided the game is still up. Relevant links: [[How To Play PCSX2 Online]] (See [[Online PS2 games]] for what games still have servers up)<br />
<br />
===Nintendo Consoles===<br />
=====Wii=====<br />
Because Nintendo shut down its servers for Wi-Fi, it can't be connected to. Wiimmfi is the only option, but Dolphin will not be able to connect normally, as you require a normal Wii's files. [[Dolphin Online|This guide]] has instructions on how to get the certificates needed to connect to their servers, but do note that you cannot connect if you cannot run the game full speed. This also includes lag spikes that may occur. Your emulator will be banned from the servers if the game is unable to run full speed.<br />
<br />
It's more recommended to connect via your Wii since you require files from it to play it on Dolphin, and it's risky to try with Dolphin regardless. CFG and USB Loader GX both support Wiimmfi without patching the game and do it on the fly. Looking into different custom servers than Wiimmfi is another option.<br />
<br />
=====Wii U=====<br />
* [[Cemu]] supports online play pretty well, however custom servers are still not up so you'll have to risk your own Wii U's network certification files to use this feature.<br />
<br />
=====Nintendo DS=====<br />
Main version 0.9.7 used to include an option to connect to Nintendo's own servers, and later, the custom servers. It works pretty well. However, since the project maintainers had ''creative differences'' and decided further development on it is to stop, it was never developed any further and as such existed for a long while as unofficial forks requiring an Ethernet connection (though further workarounds were found to enable any kind of connection). Very recently, it was added back in that state to the main builds.<br />
<br />
[[melonDS]], a newer DS emulator by the developer who used to work on that feature, is planning online support.<br />
<br />
===Other===<br />
Status of various other consoles and their emulation of online features:<br />
<br />
* Satellaview (SNES): Custom broadcasts already can be emulated on bsnes-plus, still WIP.<br />
* XBAND (Genesis/SNES/Saturn): SNES XBAND emulation revival WIP.<br />
* GB Online Adapter (GBC/GBA): WIP.<br />
* Phantasy Star Online (DC/GC/PC): Custom servers already up, emulation WIP.<br />
* [[Android emulators|Android]]: Emulators can already connect online.<br />
<br />
Inactive online feature development:<br />
<br />
* 3DS Nintendo Network (3DS): no interest from Citra developers.<br />
* Sony online services (PSP/PSV/PS3/PS4): custom servers up for some games, zero emulation interest.<br />
* Horse betting service modem (NES, SNES), WonderSwan online (WSC), PS1 online (PS1/i-mode): zero interest. <br />
<br />
[[Category:Netplay]]<br />
[[Category:FAQs]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Game_Boy_Advance_emulators&diff=22575Game Boy Advance emulators2018-12-02T14:53:16Z<p>212.252.96.193: /* Oversaturation */</p>
<hr />
<div>{{Infobox console<br />
|title = Nintendo Game Boy Advance<br />
|logo = gbagba.png<br />
|developer = [[:Nintendo]]<br />
|type = [[:Category:Consoles|Handheld game console]]<br />
|generation = [[:Category:Sixth-generation video game consoles|Sixth generation]]<br />
|release = 2001<br />
|discontinued = 2010<br />
|predecessor = [[Virtual Boy emulators|Virtual Boy]]<br />
|successor = [[Nintendo DS emulators|Nintendo DS]]<br />
|emulated = {{✓}}<br />
}}<br />
The '''[[wikipedia:Game_Boy_Advance|Game Boy Advance]]''' (often shortened to GBA) is a 32-bit handheld video game console developed by Nintendo. It is the successor to the Game Boy Color. It was released in Japan on March 21, 2001; in North America on June 11, 2001; in Australia and Europe on June 22, 2001.<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"|GB/GBC<br />
! scope="col"|GBA<br />
! scope="col"|NDS<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="10"|PC<br />
|-<br />
|[[mGBA]]<br />
|Multi-platform<br />
|[https://mgba.io/downloads.html {{MGBAVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}}<ref group=N name=medusa>Experimental separate build under the name of medusa.</ref> ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[[higan]]<br />
|Windows, macOS, Linux<br />
|[http://byuu.org/emulation/higan/ {{higanVer}}]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[[VisualBoy Advance#VBA-M|VBA-M]]<br />
|Multi-platform<br />
|[https://github.com/visualboyadvance-m/visualboyadvance-m/releases {{VBAMVer}}]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}}<br />
|-<br />
|iDeaS<br />
|Windows, Linux<br />
|[https://web.archive.org/web/20150311100053/http://ciacin.site90.com/ideas.php 1.0.4.0]<br />
|{{✗}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
|[[GBE+]]<br />
|Windows, Linux, macOS (untested)<br />
|[https://github.com/shonumi/gbe-plus 1.2]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||? ||{{✓}} ||{{✓}} ||{{✗}}<br />
|-<br />
|Meteor<br />
|Linux<br />
|[https://github.com/blastrock/meteor 1.4.2]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{✗}}<br />
|-<br />
|NanoboyAdvance<br />
|Windows, Linux<br />
|[https://github.com/flerovii/nanoboyadvance Git]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}}<br />
|-<br />
|[[No$|No$GBA]]<br />
|Windows, [[86/286/386/486/Pentium|DOS]]<br />
|[http://problemkaputt.de/gba.htm {{No$GBAVer}}]<br />
|{{✗}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✗}}<br />
|-<br />
|FatGBA<br />
|N/A<br />
|[https://github.com/bentokun/FatGBA Git]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}}<br />
|-<br />
|BoyCottAdvance<br />
|Windows, macOS, Linux<br />
|[http://boycottadvance.emuunlim.org/Downloads.htm 0.2.8]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
|PlayBoy Advance<br />
|macOS<br />
|[https://www.zophar.net/macintosh/gba/playboy-advance.html 1.0]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
!colspan="10"|Mobile<br />
|-<br />
|[[mGBA]]<br />
|Multi-platform<br />
|[https://mgba.io/downloads.html {{MGBAVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}}<ref group=N name=medusa /> ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[http://www.explusalpha.com/ GBA.emu]<br/><small>(VBA-M r1097 based)</small><br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.explusalpha.GbaEmu 1.5.34]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||? ||{{✗}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[http://allaboutwindowsphone.com/software/content/VBA8_1.php VBA8]<br />
|Windows Phone 8/8.1<br />
|[https://www.appx4fun.com/xap/15223/ 2.27]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||{{✓}} ||? ||{{✗}} ||{{✓}}<br />
|-<br />
|[https://forums.windowscentral.com/app-spotlight/252987-trio-nintendo-emulators-vba8-vgbc8-snes8x.html VBA10]<br />
|Windows 10/Mobile<br />
|[https://forum.xda-developers.com/windows-10-mobile/windows-10-mobile-apps-and-games/app-vba10-emulator-t3588704 1.22]<br/>[https://emulator.games/emulators/gameboy-advance/vba10/ Alt]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||{{✓}} ||? ||{{✗}} ||{{✓}}<br />
|-<br />
|[[gpSP]]<br />
|Pandora<br />
|[http://repo.openpandora.org/?page=detail&app=package.gpsp.notaz 0.9.2.8]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}}<br />
|-<br />
|[[VisualBoy Advance#VBA-M|VBA-M]]<br />
|Multi-platform<br />
|[https://github.com/visualboyadvance-m/visualboyadvance-m v2.0.1]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✗}}<br />
|-<br />
|[https://sites.google.com/site/fastemulator/ My Boy!]<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.fastemulator.gba 1.8.0]<br />
|{{✓}}<ref group=N name=myoldboy>Separate paid app called My OldBoy!.</ref> ||{{✓}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✗}}<br />
|-<br />
!colspan="10"|Consoles<br />
|-<br />
|[[mGBA]]<br />
|[[Wii emulators|Wii]], [[Nintendo Switch emulators|Nintendo Switch]], [[Nintendo 3DS emulators|Nintendo 3DS]], [[PlayStation Vita emulators|PlayStation Vita]]<br />
|[https://s3.amazonaws.com/mgba/mGBA-nightly-latest-wii.7z SVN]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[[gpSP#PSP_version|TempGBA4PSP]]<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|[http://www.mediafire.com/download/41ny5xrwxizalx4/TempGBA4PSP-26750221.zip 26750221]<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{✓}}<br />
|-<br />
|[[VisualBoy Advance#VBA-GX|VBA GX]]<br />
|[[Wii emulators|Wii]], [[GameCube emulators|GameCube]]<br />
|[https://gbatemp.net/threads/new-vba-gx-fork-2-3-0.371284/ 2.3.2]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✓}}<ref group=N>As VBA-Next.</ref> ||{{✗}} ||{{✗}}<br />
|-<br />
|[[gpSP]]<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|0.9<br />
|{{✗}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{✗}}<br />
|}<br />
<references group=N /><br />
<br />
===Comparisons===<br />
;[[mGBA]]:Aims for accuracy, speed, and features. For its accuracy, it's gradually becoming the best at that. It's actively developed and has features VBA-M lacks such as a Tilt Sensor, and more recently Game Boy Camera support.<br />
;[[VisualBoy Advance|Visual Boy Advance (VBA)]]:The original GBA emulator. Discovered to have an ACE vulnerability detailed below.<br />
:;[[VisualBoy Advance#VBA-M|Visual Boy Advance-M (VBA-M)]]:A fork with additional improvements. It is behind in terms of accuracy and performance compared to mGBA.<br />
::;VBA-Next:A [[RetroArch]] fork from an older revision of VBA-M with added speedhacks and tweaks, making it useful for lower-end devices. A bit less accurate in some respects, but fixes a few games such as Advance Wars 2.<br />
;[[gpSP]]:Its last official version was 0.9. There are, however, two forks of interest: [http://dl.qj.net/psp/emulators/gpsp-mod-20090720.html gpSPmod], and [http://filetrip.net/psp-downloads/homebrew/download-gpsp-j-12-06-16-f29570.htmlgpSP-J gpSP-J]. gpSP-J has superior compatibility, while gpSPmod has more options for customization (full screen, cheats, etc). Both are superior to Kai.<br />
;[[higan]]:Its GBA core is cycle-accurate as of v095, but it is behind in terms of performance compared to mGBA and VBA-M.<br />
;[[MAME]]:Has a <code>gba</code> driver markup as working but both graphics and sound are "imperfect".<br />
<br />
'''NOTE:''' There's a ''huge'' <abbr title="Arbitrary Code Execution">ACE</abbr> vulnerability affecting VBA and most of its forks, except for VBA-M. The function for adding GameShark codes ("Import > Gameshark code file") doesn't check if the file's size is within 1024 kilobits, meaning cheat code files from dubious sources can be engineered with malware in mind. There is good news; VBA-M still doesn't do a sanity check for those files, but it just crashes instead of letting the code wreak havoc. So, depending on your use case, avoid using:<br />
# Cheat code files bigger than 1024Kb that you got online from untrustworthy sources.<br />
# The import code files feature.<br />
# The old emulator altogether, and settle for other options like mGBA or VBA-M. All of them support the same SRAM save data the cartridge uses.<br />
<br />
'''List of recommended GBA emulators for Android:'''<br />
* [https://www.androidauthority.com/best-game-boy-emulators-for-android-368530/ 10 best Game Boy Advanced, Game Boy Color, and Game Boy emulators for Android] (SEPTEMBER 2, 2018. Includes some emulators not found in above charts. Reviews may be subjective.)<br />
<br />
==Emulation issues==<br />
<br />
===Oversaturation===<br />
[[File:1406913527173-1-.png|400px|thumb|right|'''Left:''' The default game.<br/>'''Right:''' The "Gameboy Colors" mode on [[VisualBoy Advance#VBA-M|VBA-M]].]]<br />
The screen on the original Game Boy Advance is not backlit and can be hard to see in some conditions. To compensate, game developers often used oversaturated colors by default so that the result would look normal on hardware. On standard computer screens, saturation is not an issue so this can look jarring and undesirable for gameplay. Some games made after 2003 may have also taken the Advance SP model into account since its screen is actually backlit. For everything else though, emudevs have given some solutions:<br />
<br />
====No$GBA====<br />
Under "Emulation Options", select "GBA Mode". There are four modes.<br />
<br />
;GBA (no backlight):Strong desaturation<br />
;GBA SP (backlight):Strong desaturation<br />
;Nintendo DS in GBA mode:Some desaturation<br />
;VGA Mode (poppy bright):No desaturation<br />
<br />
====VBA-M====<br />
:''<small>Only applies to Windows.</small>''<br />
<br />
Under Options > Gameboy, you will find the options:<br />
<br />
;"Real Colors":No desaturation<br />
;"Gameboy Colors":Strong desaturation<br />
<br />
====higan====<br />
Under Settings > Video Filter, you will find the "Color Emulation" checkbox.<br />
<br />
;Color Emulation off:No desaturation<br />
;Color Emulation on:Gamma correction and adjusted color range.<br />
<br />
====Shaders====<br />
Cg [[shaders]] can be used in [[OpenEmu]] or [[RetroArch]] that adjust the colors to those of a real GBA screen, as well as other screen types. These are available in GLSL<ref name="GLSL">https://github.com/libretro/glsl-shaders/tree/master/handheld/shaders/color</ref> for OpenGL, and Slang<ref name="Slang">https://github.com/libretro/slang-shaders/tree/master/handheld/shaders/color</ref> for Vulkan.<br />
<br />
For GBA, there is <code>gba-color.cg</code><ref>https://github.com/libretro/common-shaders/blob/master/handheld/shaders/color/gba-color.cg</ref>, which simulates the color profile of a GBA screen under an external light source more accurately than VBA-M or No$GBA color options. If you prefer the darker color options that those emulators have, then use <code>vba-color.cg</code><ref>https://github.com/libretro/common-shaders/blob/master/handheld/shaders/color/vba-color.cg</ref> instead. <br />
<br />
There is also <code>nds-color.cg</code><ref>https://github.com/libretro/common-shaders/blob/master/handheld/shaders/color/nds-color.cg</ref> and <code>psp-color.cg</code><ref>https://github.com/libretro/common-shaders/blob/master/handheld/shaders/color/psp-color.cg</ref>, which simulates the color profiles of the original Nintendo DS frontlit screen and the PSP-1000/PSP-2000 backlit screen, respectively.<br />
<br />
===Save formats===<br />
Originally, when saves were implemented, nobody settled on a format, so the Visual Boy Advance devs made its own. Because other emulators often went with raw data, having to exchange different saves caused problems. The original Visual Boy Advance tries to figure out which format a given save is but often fails at it. By explicitly telling the emulator to read it as a specific type using a file called <code>vba-over.ini</code>, VBA complies. VBA-M includes this config file by default, but older revisions like VBA 1.7.2 and VBALink do not.<br />
<br />
The VBA-Next and VBA-M cores in Libretro have the file baked into the binary so that it can load raw .sav files, but converts the format to its own derivative at exactly 136 KB every time, with save type info contained within the file. This completely avoids the previous issues at the cost of incompatibility with standalone VBA and most others.<br />
<br />
To solve this incompatibility, Libretro devs created a <br />
[https://github.com/libretro/vbam-libretro/blob/master/src/libretro/gbaconv/gbaconv.c command-line tool] to convert .srm save files made from these cores to raw .sav save data for other emulators. It takes standard input (i.e. just drag and drop the .srm onto the executable) and outputs accordingly. It can also be done in reverse. A 64-bit binary of this tool for Windows can be found <br />
[https://www.mediafire.com/?6bg8ag0bjs1b7ng here].<br />
<br />
==Connectivity==<br />
===GBA Link Multiplayer (1~4GBA)===<br />
;VBA-M: This doesn't work with old VBA versions.<br />
:Just disable "Pause when Inactive", configure all four Joypads each with their own button layout, enable "Link, Enable GBA Link". Now open VBA-M again as many times needed for each player, and have them each use their separate Joypad configuration. Each player will have a separate SRAM save file.<br />
;VBA Link + e-Reader:Useful if you want to use the Pokémon Battle-eCards. Downloads and instructions reside [http://projectpokemon.org/forums/showthread.php?42433-RELEASE-VBA-LINK-E-READER here].<br />
;mGBA:Select "New multiplayer window" from the menu. As you load your ROMs into each window, "Player [X] of [Y]" will appear across the title bar. This can be done for up to four players. However, multiple instances of the same ROM will share a save file.<br />
;No$GBA:No information about how to get it working at this time, but the functionality also works with DS emulation, and that's how users can check out the incomplete multiplayer Wi-Fi implementation.<br />
<br />
===GBA Wireless Multiplayer===<br />
The [[Wikipedia:Game Boy Advance Wireless Adapter|wireless adapter]] has the ability to connect five players to each other and includes its own software to download a subset of another player's game that runs when no cartridge is inserted. ''Pokémon Fire Red'' and ''Leaf Green'' came bundled with this accessory but it can also work with ''Pokémon Emerald'' and the ''Classic NES Series''.<br />
<br />
No emulator has currently implemented this add-on. The only project whose developers put this on its roadmap is [[mGBA]].<br />
<br />
===GameCube Connectivity===<br />
The Game Boy Advance can also connect to the GameCube. e-Reader functionality with GC games isn't emulated as of yet, but [[Dolphin]] supports connectivity through rudimentary joybus emulation made in parallel with VBA-M. Because this emulator has fallen behind, the Dolphin team is currently rewriting the feature from scratch to better interface with more accurate emulators. They showcased early higan support in a video, but nothing has been released as of yet.<br />
<br />
====Dolphin/VBA-M====<br />
:''Requires VBA-M r947 or newer.''<br />
<br />
# Reduce your volume. You won't want it to be high, especially with headphones.<br />
# Open Dolphin and VBA-M. Make sure neither are blocked by your firmware.<br />
# In Dolphin, launch the game and navigate to the area where you're asked to connect the GBA. Then, under the controller options, assign the GameCube controllers as "GBA" for whichever you need.<br />
# In VBA-M, uncheck Pause When Inactive in Options > Emulator. Then, under Options > Link > Joybus Options, Make sure to "Enable Joybus Connection" is on and set "IP/Hostname" to use default settings, that is <code>127.0.0.1</code> or <code>localhost</code>.<br />
# Dolphin will freeze.<br />
# Open the GBA BIOS in VBA-M as if it were a regular GBA ROM. The regular splash screen will stutter a bit.<br />
# Dolphin should recognize the Joybus Link by then and the GC game will detect that a GBA was connected.<br />
# To connect other units, open another VBA-M instance and repeat its process.<br />
<br />
Notable games that work:<br />
*[https://wiki.dolphin-emu.org/index.php?title=The_Legend_of_Zelda:_Four_Swords_Adventures The Legend of Zelda Four Swords Adventures]: Both two modes available for the US/PAL version work. The third Japan-only Navi Trackers mode works as well, but the game crashes after the naming screen due to a bug in the GC/GBA connectivity.<br />
*[https://wiki.dolphin-emu.org/index.php?title=Final_Fantasy_Crystal_Chronicles Final Fantasy Crystal Chronicles]<br />
*[https://wiki.dolphin-emu.org/index.php?title=Billy_Hatcher_and_the_Giant_Egg Billy Hatcher and the Giant Egg]: You can download games to your GBA. Amusingly, a RAM dump from VBA-M can be opened as a functional GBA ROM.<br />
*[https://wiki.dolphin-emu.org/index.php?title=Kururin_Squash! Kururin Squash!]<br />
*[https://wiki.dolphin-emu.org/index.php?title=Sonic_Adventure_2:_Battle Sonic Adventure 2: Battle] (buggy)<br />
<br />
Notable games that don't:<br />
*[https://wiki.dolphin-emu.org/index.php?title=Mr_Driller:_Drill_Land Mr. Driller: Drill Land]<br />
*lots more<br />
<br />
===GBA/DS Connectivity===<br />
:''Main section: [[Nintendo_DS_emulators#GBA.2FDS_Connectivity|Nintendo DS § GBA/DS Connectivity]]''<br />
<br />
===e-Reader===<br />
:''Main page: [[GBA e-Reader emulators]]''<br />
This device can read content off e-Card paper stripes either as standalone content, or additional content to GBA/GC games. Can be thought of as DLC.<br />
<br />
==Special Hardware==<br />
Most of these have not been emulated as of yet. There used to be patches that could be applied to GBA ROMs with a utility like Lunar IPS (mostly from [http://bubbz.pocketheaven.com/?system=gba&section=patch No Frills]), but they're for the most part lost to time nowadays. Your best bet is to use Action Replay to emulate those.<br />
<br />
===Solar Sensor===<br />
====Emulation====<br />
This feature has been emulated in mGBA, VBA-M, No$GBA 2.6 onwards, and My Boy!:<br />
* mGBA: In the shortcuts editor, shortcuts can be configured to raise/lower the solar level incrementally or to set any particular brightness level. <br />
* VBA-M: This emulator uses the keys of the lateral motion controls to change the Solar Sensor levels. You can find those keys and modify them in Options -> Input -> Configure... -> "Special" tab.<br />
* No$GBA: Under '''Options/Emulation Setup''', you can find the Solar Sensor Level option. You are given the choice between only three brightness levels though: Darkness, 100 Watts, and Bright Sunlight.<br />
* My Boy! This emulator uses a button combination or the devices light sensor to check the brightness level. You can change this under Settings -> Input -> Cartridge Features -> "Solar Emulation By" menu.<br />
<br />
====ROM Patches====<br />
Fixes applied directly to the ROM by various scene release groups to make it compatible with any emulator/flashcard, making the in-game brightness level controllable with L+Left/Right. It's argued this makes for a better experience actually, but sadly not all releases are covered.<br />
* '''Boktai 1:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=1567 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1145 US], <s>EU</s>.<br />
* '''Boktai 2:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=1567 JP], <s>US</s>, [http://www.advanscene.com/html/Releases/dbreleases.php?id=1992 EU]. <br />
* '''Boktai 3:''' [http://www.advanscene.com/html/Releases/dbreleases.php?id=2048 JP Fix].<br />
* Combinations of Boktai 4 JP with earlier solar sensors to get solar sensor bonuses aren't emulated yet in any DS emulator.<br />
<br />
===Motion Control===<br />
VBA-M has an option for Motion controls "Input, Set, Motion". It currently works with all versions of the GBC title Kirby Tilt'n Tumble, which also was a special cartridge with a motion sensor built-in to control movement in-game. But VBA-M does not support motion controls for GBA games yet.<br />
====Emulation====<br />
* VBA '''doesn't''' emulate this feature, and its "Motion Control" option (with keys mapped to each tilt direction) covers the GBC title Kirby Tilt'n Tumble.<br />
* mGBA supposedly includes this feature but key remapping for tilt sensors is not present in the latest builds.<br />
====ROM Patches====<br />
Fixes applied directly to the ROM (with the Lunar IPS utility, or at runtime using mGBA or VBA-M and naming them the same as the ROM in the same directory) by various scene release groups to make it compatible with any emulator/flashcard. D-Pad controls substituting motion controls don't work as well here as they tilt it "too much" at times to be very playable.<br />
* Yoshi Topsy Turvy/Universal Gravitation: [http://www.advanscene.com/html/Releases/dbreleases.php?id=1799 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1947 EU], [http://www.advanscene.com/html/Releases/dbreleases.php?id=2001 US]<br />
* WarioWare Twisted! (Patch: [http://www.advanscene.com/html/Releases/dbreleases.php?id=1682 JP], [http://www.advanscene.com/html/Releases/dbreleases.php?id=1979 US])<br />
<br />
===Rumble Feature===<br />
There are various rumble features found in GBA/GBC cards:<br />
* '''GBC Rumble:''' GBC games which came on special cartridges with additional hardware for the rumble feature. It was actually used by dozens of releases, and some games like Tarzan 2 GBC were programmed to have rumble support but shipped on regular cartridges. Emulated by VBA-M GX (Wii-only), which also cover the dummied-out rumble games. Not emulated anywhere else.<br />
* '''GBA Gyro Rumble:''' WarioWare Twisted was shipped on a cart with rumble support. It would rumble when you tilt to one "extreme". Emulated by VBA-M GX (Wii-only, functional), mGBA has this feature but it's not enabled in current builds, <br />
* '''GBA Variable Rumble:''' Drill Dozer has rumble support, with variable force and speed depending on the rock type you drill through in-game. Partially emulated by VBA-M GX (Wii-only, functional), mGBA has this feature but it's not enabled in current builds.<br />
* '''Game Boy Player Rumble:''' Many regular GBA games, shipped on regular cartridges, enable rumble during gameplay when played on GB Player hardware (which is essentially GBA hardware). These include Super Mario Advance 4, Summon Night Hajimari no Ishi, Mario & Luigi 1, Shikakui Atama wo Marukusuru Advance (both releases), Pokémon Pinball, as well as Drill Dozer which disables its original cartridge rumble scheme and enables this one instead. None of the emulators support this, though it's being under development for the mGBA emulator.<br />
<br />
===Figurine Readers===<br />
* '''Figurine Add-on:''' Legendz: Isle Of Trials, Legendz: Sign Of Necromu, Plaston Gate ([http://www.advanscene.com/html/Releases/dbreleases.php?id=1020 Fix]), Plaston Gate DX ([http://www.advanscene.com/html/Releases/dbreleases.php?id=2006 Fix]). The add-on is essentially Skylanders before it became popular.<br />
<br />
===Glucoboy===<br />
An obscure medical peripheral designed to monitor a child's blood glucose levels and reward them for keeping tabs on their condition. No known emulator supports this so far, especially given the niche nature of this accessory. Not to mention that [https://assemblergames.com/threads/glucoboy-for-gameboy-is-this-the-rarest-game-accessory-for-gameboy-advance.41853/page-2 Bayer Healthcare destroyed all unsold stock] making it hard to find.<br />
<br />
===Other Add-ons===<br />
Not emulated yet:<br />
<br />
* Battle Chip Gate (and variations): compatible with Japanese versions of Megaman Zero 3, Megaman Battle Network 4, 4.5, 5 and 6.<br />
<br />
==References==<br />
{{reflist|2}}<br />
<br />
<br />
{{Nintendo}}<br />
<br />
[[Category:Consoles]]<br />
[[Category:Nintendo consoles]]<br />
[[[[Category:Sixth-generation video game consoles]]<br />
[[Category:Game Boy Advance emulators|*]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Achievements_support&diff=22567Achievements support2018-12-02T14:42:04Z<p>212.252.96.193: </p>
<hr />
<div>If you want to play older games with achievements there are a couple of ways. Either by playing with a modified emulator and fan-created achievements, or games that have been re-released on Steam.<br />
<br />
==Retroachievements.org==<br />
This is the [http://retroachievements.org/download.php download page] for customized emulators made by folks at Retroachievements.org based on GPL-licensed emulators with achievement support included. They will appear as overlays during gameplay. The source code is available [http://github.com/RetroAchievements/RASuite here].<br />
<br />
Shame however that the achievements proper that can be got from the site aren't that interesting (supposedly due to limitations with the emulator's achievement system), but you can develop ones yourself. The list of achievements is [http://retroachievements.org/gameList.php here].<br />
<br />
: '''RAFCEUx''' - NES emulator, note RANES has changed to RAFCEUx<br />
: '''RASnes9x''' - SNES emulator (based on Snes9X)<br />
: '''RAVisualboyAdvance''' - Gameboy/GBA emulator (based on VBA-M)<br />
: '''RAGens''' - Mega Drive/Genesis emulator (based on Gens)<br />
: '''RAOotake''' - PC Engine emulator, note RAPCEngine has changed to RAOotake<br />
: '''RAMeka''' - Master System emulator<br />
: '''RAP64''' - N64 emulator (based on Project64)<br />
: '''RAHandy''' - Atari Lynx emulator<br />
<br />
Common Issues:<br />
: RANes: If you have a black screen at startup, change DirectDraw to Hardware Acceleration for Full Screen.<br />
: RASnes9X and RAVisualBoyAdvance: The achievement overlay only currently supports DirectDraw output.<br />
<br />
==RetroArch==<br />
[[RetroArch]] integrates with the RetroAchievements service to provide a trophies unlocking mechanism similar to modern web consoles. Keep in mind that not every RetroArch core is compatible with RetroAchievements. [https://docs.libretro.com/guides/retroachievements/#cores-compatibility Check this list to see which one to choose]. Also [https://www.retroarch.com/index.php?page=achievements check out this page for easy set-up instructions].<br />
<br />
==Steam Re-releases==<br />
Some older games get re-released on Steam with achievement support, like the [http://store.steampowered.com/sale/final-fantasy/ Final Fantasy] games.<br />
<br />
One recent re-release of N20 for the PS1 on Steam was found out to be an emulated PS1 ISO bundled with a modified build of [[PCSX-Reloaded]] (using HLE BIOS) to support Steam Achievements. Tweaked, it could be the basis for a new build of PCSX-R with achievement support. The source can be found [http://mega.co.nz/#!iIJ1VSwD!ZhcSHqejMGecopiqMfHnUsNhx_LRuUv4k3zrXrHNqUo here].<br />
<br />
[[Category:FAQs]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Talk:Mednafen&diff=22565Talk:Mednafen2018-12-02T14:39:20Z<p>212.252.96.193: Undo revision 21536 by 176.88.21.199 (talk)</p>
<hr />
<div>== Using Mednafen ==<br />
<br />
Maybe create a sub-section for every system that Mednafen supports, and one general section for common settings or something. It looks kinda confusing right now. --[[User:Jackos|Jackos]] ([[User talk:Jackos|talk]]) 08:31, 27 July 2014 (EDT)<br />
<br />
== PC-FX BIOS incorrectly named ==<br />
<br />
Article says pcfx.rom, but file in 'Retroarch BIOS Pack' is named pcfx.bios. Unsure as to which file is the right one, so I'll leave it to someone with more experience with PC-FX emulation. Also, thanks for the amazing guide.<br />
<br />
"All of these come with the RetroArch BIOS pack and are correctly named."</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Virtual_Console&diff=22564Virtual Console2018-12-02T14:38:23Z<p>212.252.96.193: /* Supported Systems */</p>
<hr />
<div>{{Infobox emulator<br />
|active = Yes<br />
|platform = [[Wii emulators|Wii]], [[Nintendo 3DS emulators|3DS]], [[Wii U emulators|Wii U]]<br />
|target = [[#Supported Systems|Multiple]]<br />
|developer = Nintendo<br />
|logo = 3ds_vc_logo.png<br />
|website = [http://www.nintendo.com/games/gameGuide?term=virtual%20console&source=search eShop]<br />
|source = [http://www.nintendo.co.jp/support/oss/ Nintendo OSS] <small>(Partial)</small><br />
}}<br />
'''Virtual Console''' is a service created by Nintendo that allows users to purchase and emulate games.<br />
<br />
==Overview==<br />
Games played through Virtual Console are usually free of accuracy issues.<br />
<br />
In terms of functionality, the Virtual Console emulator is very bare-bones compared to unofficial emulators, but the 3DS version has restore points (save states) and screenshot saving. The Wii U version has both plus controller customization (Game Gear on 3DS also has it), Off-TV Play, Pixel smoothing and scaling changing. Despite this, usually only the bare functionality is emulated: there is no way to save ghost data in ''Mario Kart 64'' due to a lack of a Memory Pak emulated.<br />
<br />
The different regions of Virtual Console (Japan, North America, Europe/Australia, and South Korea) have different games and update them on different schedules. At times, North America gets games that were exclusive to Japan while Europe/Australia gets games that were exclusive to the previous two regions. These imported games are priced a little higher than normal and tend to be straight ports with no translation. (Exceptions include ''Monster World IV'' and ''Sin & Punishment''.) Other games that can be priced higher than normal are games based on externally-licensed properties, one example being the ''Teenage Mutant Ninja Turtles'' games.<br />
<br />
Virtual Console games can be retired from the shop, though purchased games can be redownloaded.<br />
<br />
Some GameBoy Advance games from the 3DS Virtual Console were available to Ambassadors only, that is, buyers of the Nintendo 3DS before Nintendo announced a price drop.<br />
<br />
Pricing of Virtual Console games can be ludicrous. If you don't want to pay for VC ROMs on your Wii, you can just install them as .wad files through WAD Manager. You can even install .wads from other regions, though you need to watch the PAL/NTSC divide.<br />
<br />
==Supported Systems==<br />
{| class="wikitable"<br />
! scope="col"|Console<br />
! scope="col"|Wii<br />
! scope="col"|Wii U<br />
! scope="col"|3DS<br />
! scope="col"|Notes<br />
|-<br />
|[[Nintendo Entertainment System emulators|Nintendo Entertainment System]] (Famicom)<br />
|✓<br />
|✓<br />
|✓<br />
|Supports the Famicom Disk System and the first-party Nintendo mappers.<br />
|-<br />
|[[Super Nintendo emulators|Super Nintendo Entertainment System]] (Super Famicom)<br />
|✓<br />
|✓<br />
|✓*<br />
|Supports normal cartridges up to 4MB, DSP-1, Cx4, and SA-1. Super-FX support is exclusive to the SNES Classic.<br />
|-<br />
|[[Nintendo 64 emulators|Nintendo 64]]<br />
|✓<br />
|✓<br />
|<br />
|Recommended. Wii U has input delay but later revisions are more compatible (Harvest Moon 64).<br />
|-<br />
|[[Master System emulators|Sega Master System]]<br />
|✓<br />
|<br />
|<br />
|Includes FM emulation.<br />
|-<br />
|[[Sega Genesis emulators|Sega Mega Drive / Genesis]]<br />
|✓<br />
|<br />
|<br />
|Regular Genesis/MD emulation. No Sega-CD or 32X. Also on 3DS as game compilations.<br />
|-<br />
|[[PC Engine (TurboGrafx-16) emulators|PC Engine]]<br />
|✓<br />
|✓<br />
|<br />
|HuCard cartridge emulation, and PCE-CD emulation with separate Audio CD tracks.<br />
|-<br />
|[[Neo Geo emulators|Neo Geo]]<br />
|✓<br />
|<br />
|<br />
|Arcade mode. Also on the Switch.<br />
|-<br />
|[[Commodore 64 emulators|Commodore 64]]<br />
|✓<br />
|<br />
|<br />
|<br />
|-<br />
|[[MSX emulators|MSX]]<br />
|✓<br />
|<br />
|<br />
|Japan-only. Emulates a Japanese MSX2.<br />
|-<br />
|[[Game Boy/Game Boy Color emulators|Game Boy]]<br />
|✗<br />
|<br />
|✓<br />
|No SGB borders or GBC palettes. Link emulation added with Pokemon VC releases. Only used on Wii in Kirby Collection.<br />
|-<br />
|[[Game Boy/Game Boy Color emulators|Game Boy Color]]<br />
|✗<br />
|<br />
|✓<br />
|In addition to the above, no IR or GBA mode emulation.<br />
|-<br />
|[[Game Boy Advance emulators|Game Boy Advance]]<br />
|✗<br />
|✓<br />
|✓**<br />
|Hardware emulation on 3DS. No link features. Some e-Reader or rumble features restored as game-specific hacks.<br />
|-<br />
|[[Nintendo DS emulators|Nintendo DS]]<br />
|✗<br />
|✓<br />
|<br />
|No link, online, or DSi support. <br />
|-<br />
|[[Master System emulators|Game Gear]]<br />
|✓<br />
|<br />
|✓<br />
|<br />
|-<br />
|[[Arcade emulators|Arcade]]<br />
|✓<br />
|<br />
|<br />
|Various Namco, Capcom, Sega and Tecmo boards.<br />
|}<br />
<br />
<nowiki>*</nowiki>A *New* 3DS is necessary if you want to play SNES games through the 3DS Virtual Console. Technically, some have managed to get it to boot in normal 3DS mode, but its emulation suffers from huge slowdowns.<br />
<br />
<nowiki>**</nowiki>Ten GBA games were released exclusively to 3DS "ambassadors", who bought the system before its price was dropped. They are unavailable to those who did not purchase the system before its price drop.<br />
<br />
==Game Injection==<br />
VC releases consist of the emulator and the included ROM image, but it's possible to replace that ROM image with another one and load it using various homebrew tools out there. Of course, compatibility isn't that high, especially for games with custom hardware, but it's a start.<br />
<br />
===Wii===<br />
* ShowMiiWads<br />
<br />
===Wii U===<br />
* DS VC: The roms are stored in regular DS ROM format, in a 7z folder. There's a config file with a brightness setting, and an option to change internal 3D resolution that Nintendo didn't use for some reason. Just change the line '''"RenderScale": 1''' to have the value 2 instead.<br />
<br />
==Compatibility List==<br />
{{Main|Virtual Console/Compatibility List|Compatibility List (Virtual Console)}}<br />
<br />
==Input Key==<br />
Virtual Console games come from many different systems and have to be mapped to those on the supported console, sometimes having to be mapped to different controllers. Even then, at times (notably emulated Nintendo 64 games), mappings may not be consistent.<br />
<br />
Wii games in the Virtual Console support the Classic Controllers (which were made with the purpose of the Virtual Console) and GameCube controllers. Some games also support the lone Wii Remote. PC Engine/TurboGrafx-16 games that support 5-player mode require that the users connect a combination of GameCube controllers and Wii Remotes (with or without Classic Controllers attached to the Wii Remotes).<br />
<br />
<br />
[[Category:Emulators]]<br />
[[Category:Multi-emulators]]<br />
[[Category:Official Emulators]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=BizHawk&diff=22563BizHawk2018-12-02T14:37:39Z<p>212.252.96.193: /* Original and ported */</p>
<hr />
<div>{{Infobox emulator<br />
|logo = BizHawk.jpg<br />
|logowidth = 55<br />
|version = {{BizHawkVer}}<br />
|active = Yes<br />
|platform = Windows<br />
|target = [[#Supported systems|Multiple]]<br />
|developer = BizHawk Team<br />
|website = [http://tasvideos.org/Bizhawk.html TASVideos.org]<br />
|source = [https://github.com/TASVideos/BizHawk GitHub]<br />
}}<br />
'''BizHawk''' is an open-source [[libretro]] frontend, as well as a [[Multi-system emulators|multi-system emulator]] designed predominantly around the production of Tool Assisted Speedruns (TAS). It is written in C# and requires .NET Framework 4.0 (in 1.X releases) or .NET Framework 4.6.1 (in 2.X releases) to run. BizHawk focuses on core accuracy and power user tools while still being an easy-to-use emulator for casual gaming.<br />
<br />
==Download==<br />
* [https://github.com/TASVideos/BizHawk/releases Official releases]<br />
* [http://www.emucr.com/search/label/BizHawk Dev Builds]<br />
<br />
==Supported systems==<br />
===Original and ported===<br />
{| class="wikitable"<br />
! scope="col"|System<br />
! scope="col"|Based on code from:<br />
|-<br />
|[[Nintendo Entertainment System emulators|Nintendo Entertainment System]]<br />
|Original. PPU based on [[FCEUX]], [[QuickNES]]<br />
|-<br />
|[[Super Nintendo emulators|Super Nintendo Entertainment System]]<br />
|[[Higan|bsnes v0.87]], [[Snes9x]]<br />
|-<br />
|[[Nintendo 64 emulators|Nintendo 64]]<br />
|[[Mupen64Plus]]<br />
|-<br />
|[[Game Boy/Game Boy Color emulators|(Super) Game Boy]]<br />
|Original, [[Gambatte]], [[Higan|bsnes v0.87]], [[SameBoy]]<br />
|-<br />
|[[Game Boy/Game Boy Color emulators|Game Boy Color]]<br />
|Original, [[Gambatte]]<br />
|-<br />
|[[Game Boy Advance emulators|Game Boy Advance]]<br />
|[[VisualBoy Advance#VBA-Next|VBA-Next]], [[mGBA]]<br />
|-<br />
|[[Master System emulators|Master System]]<br />
|Original<br />
|-<br />
|[[Master System emulators|Game Gear]]<br />
|Original<br />
|-<br />
|[[SG-1000 emulators|SG-1000]]<br />
|Original<br />
|-<br />
|[[Sega Genesis emulators|Genesis]]<br />
|[[Genesis Plus GX]], [[PicoDrive]] (32X only)<br />
|-<br />
|[[Sega Saturn emulators|Saturn]]<br />
|[[Yabause]] (1.X), [[Mednafen]] (2.X)<br />
|-<br />
|[[PlayStation emulators|PlayStation]]<br />
|[[Mednafen]]<br />
|-<br />
|[[PlayStation Portable emulators|PlayStation Portable]] (NOT STABLE)<br />
|[[PPSSPP]]<br />
|-<br />
|[[PC Engine (TurboGrafx-16) emulators|PC Engine]]<br />
|Original<br />
|-<br />
|[[PC-FX emulators|PC-FX]]<br />
|[[Mednafen]]<br />
|-<br />
|[[Atari 2600 emulators|Atari 2600]]<br />
|Original<br />
|-<br />
|[[Atari 7800 emulators|Atari 7800]]<br />
|Original<br />
|-<br />
|[[Atari Lynx emulators|Atari Lynx]]<br />
|[[Mednafen]]'s [[Handy]] core<br />
|-<br />
|[[ColecoVision emulators|ColecoVision]]<br />
|Original<br />
|-<br />
|[[Intellivision emulators|Intellivision]]<br />
|Original<br />
|-<br />
|TI-83<br />
|Original<br />
|-<br />
|Apple II<br />
|[https://github.com/DigitalJellyfish/Virtu Virtu]<br />
|-<br />
|[[Commodore 64 emulators|Commodore 64]]<br />
|Original<br />
|-<br />
|[[WonderSwan emulators|WonderSwan/Color]]<br />
|[[Mednafen]]'s [[Cygne]] core<br />
|-<br />
|[[Virtual Boy emulators|Nintendo Virtual Boy]]<br />
|[[Mednafen]]<br />
|-<br />
|[[Neo Geo Pocket emulators|Neo-Geo Pocket/Color]]<br />
|[[Mednafen]]'s [[NeoPop]] core<br />
|-<br />
|[http://belogic.com/uzebox/index.asp Uzebox]<br />
|[http://uzebox.org/wiki/index.php?title=Emulator Uzem]<br />
|-<br />
|[[ZX Spectrum emulators|ZX Spectrum]]<br />
|Original<br />
|}<br />
<br />
===Libretro===<br />
{| class="wikitable"<br />
! scope="col"|Core<br />
! scope="col"|Compatibility<br />
|-<br />
|2048<br />
|Okay<br />
|-<br />
|[[CATSFC]]<br />
|Okay<br />
|-<br />
|FCEUmm<br />
|Okay<br />
|-<br />
|[[mGBA]]<br />
|Okay<br />
|-<br />
|Emux<br />
|Okay ([[Game Boy/Game Boy Color emulators|Game Boy/Game Boy Color]] only)<br />
|-<br />
|[[Final Burn Alpha]] ([[Arcade emulators|Arcade]])<br />
|Okay<br />
|-<br />
|ImageViewer<br />
|Okay<br />
|-<br />
|[[Mednafen]]<br />
|Okay ([[Neo Geo Pocket emulators|Neo Geo Pocket]] only)<br />
|-<br />
|[[Gambatte]]<br />
|Okay<br />
|-<br />
|FFmpeg<br />
|Okay<br />
|-<br />
|[[DeSmuME]]<br />
|Okay<br />
|-<br />
|[[4DO]]<br />
|Okay<br />
|-<br />
|[[MAME]]<br />
|Okay<br />
|-<br />
|[[higan|bsnes]]<br />
|Not Okay<br />
|-<br />
|[[higan|bnes]]<br />
|Not Okay<br />
|-<br />
|[[Mupen64Plus]]<br />
|Not Okay<br />
|-<br />
|[[blueMSX]]<br />
|Not Okay<br />
|-<br />
|[[fMSX]]<br />
|Not Okay<br />
|-<br />
|[[FUSE]]<br />
|Not Okay<br />
|-<br />
|[[Final Burn Alpha]] ([[Neo Geo emulators|Neo Geo]])<br />
|Not Okay<br />
|-<br />
|[[Handy]]<br />
|Not Okay<br />
|-<br />
|[[DOSBox]]<br />
|Not Okay<br />
|-<br />
|[[vecx]]<br />
|Not Okay<br />
|}<br />
<br />
==Features==<br />
* Full screen support<br />
* Controller and hotkey mapping<br />
* Joypad support (for both controller and hotkeys)<br />
* Auto/rapid fire controls<br />
* Basic re-recording and rerecording<br />
* "Bullet-proof" rerecording<br />
* Frame/lag/re-recording counters<br />
* Input display<br />
* Auto-hold<br />
* Alpha version of "TAStudio"<br />
* RAM watching/poking tools<br />
* RAM searching<br />
* Lua scripting<br />
* Rewind<br />
* [[Libretro]] support (1.11.4 onwards)<br />
<br />
==Review==<br />
For tool-assisted speedruns, BizHawk is king. Since 1.11.4, it has support for [[libretro]] cores, making it a good alternative for RetroArch, and adds TAS support for all compatible cores.<br />
<br />
[[Category:Emulators]]<br />
[[Category:Multi-emulators]]<br />
[[Category:Nintendo Entertainment System emulators]]<br />
[[Category:Windows emulation software]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Overscan&diff=22561Overscan2018-12-02T14:35:00Z<p>212.252.96.193: /* In computers */</p>
<hr />
<div>'''Overscan''' is the term used to describe the situation when not all of a televised image is present on a viewing screen. It exists because television sets from the 1930s through the 1990s were highly variable in how the video image was positioned within the borders of the cathode ray tube (CRT) screen. The solution was to have the monitor show less than the full image i.e. with the edges "outside" the viewing area of the tube. In this way the image seen never showed black borders caused by either improper centering or non-linearity in the scanning circuits or variations in power supply voltage all of which could cause the image to "shrink" in size and reveal the edge of the picture. With the ending of CRT displays, this issue has largely (but not completely) disappeared.<br />
<br />
==Origins==<br />
Early analogue televisions varied in the displayed image because of manufacturing tolerance problems. There were also effects from the early design limitations of power supplies, whose DC voltage was not regulated as well as in later power supplies. This could cause the image size to change with normal variations in the AC line voltage, as well as a process called blooming, where the image size increased slightly when a brighter overall picture was displayed due to the increased electron beam current causing the CRT anode voltage to drop. Because of this, TV producers could not be certain where the visible edges of the image would be. In order to compensate, they defined three areas:<ref>{{cite web|last=Biggs |first=Billy |title=Overscan and broadcast television |url=http://scanline.ca/overscan/ |accessdate=2012-02-09 }}</ref><br />
<br />
* Title safe: An area visible by all reasonably maintained sets, where text was certain not to be cut off.<br />
* Action safe: A larger area that represented where a "perfect" set (with high precision to allow less overscanning) would cut the image off.<br />
* Underscan: The full image area to the electronic edge of the signal.<br />
<br />
A significant number of people would still see some of the overscan area, so while nothing important in a scene would be placed there, it also had to be kept free of microphones, stage hands, and other distractions. Studio monitors and camera viewfinders were set to show this area, so that producers and directors could make certain it was clear. When used, this mode is called ''underscan''.<ref>{{cite web|title=Underscan/Overscan and The Safe Area Indicator |url=http://www.seriousmagic.com/products/dvrack/DVRack2OnlineHelp/F_US__Underscan-Safe.htm |publisher=www.seriousmagic.com |archiveurl=http://web.archive.org/web/20080614005731/http://www.seriousmagic.com/products/dvrack/DVRack2OnlineHelp/F_US__Underscan-Safe.htm |archivedate=2008-06-14 |accessdate=2012-05-01 }}</ref><br />
<br />
==Modern sets==<br />
Today's TV sets are based on newer fixed-pixel technology like liquid crystal displays (LCDs). As overscan reduces picture quality, it is undesirable for 1080i and 1080p sets;<ref>{{cite web|title='HD ready 1080p' License Agreement |url= http://www.digitaleurope.org/fileadmin/user_upload/document/HD_ready_1080p_1188470475.pdf |publisher=www.digitaleurope.org |archiveurl=http://web.archive.org/web/20110725235152/http://www.digitaleurope.org/fileadmin/user_upload/document/HD_ready_1080p_1188470475.pdf |archivedate=2011-07-25 |accessdate=2012-05-01 }}</ref> therefore, 1:1 pixel mapping is preferred.<ref>{{cite web|url=https://web.archive.org/web/20121105194531/http://hd.engadget.com/2010/05/27/hd-101-overscan-and-why-all-tvs-do-it/ |title=HD 101: Overscan and why all TVs do it |first=Ben |last=Drawbaugh |date=2010-05-27 |publisher=engadget.com |accessdate=2012-05-01}}</ref><br />
<br />
==In computers==<br />
On LCDs driven from a digital signal, no adjustment is necessary because all pixels are in fixed positions. Thus all modern computers can safely assume that every last pixel is visible to the viewer. Analog video signals such as VGA, however, are subject to timing variations and even when using an LCD panel do not have this exactness. When video or animation content is designed to be viewed on computers (for example, Flash movies), it is not necessary to keep critical content away from the edge.<br />
<br />
CRTs made for computer display are set to underscan with an adjustable border, usually colored black.<ref>Some 1980s home computers could change the border color: for example, see Apple IIGS.</ref> The border will change size and shape if required to allow for the tolerance of low precision (although later models allow for precise calibration to minimise or eliminate the border). As such, computer CRTs use less physical screen area than TVs, to allow all information to be shown at all times.<br />
<br />
Computer CRT monitors usually have a black border (unless they are fine-tuned by a user to minimize it)—these can be seen in the video card timings, which have more lines than are used by the desktop. When a computer CRT is advertised as 17-inch (16-inch viewable), it will have a diagonal inch of the tube covered by the plastic cabinet; this black border will occupy this missing inch (or more) when its geometry calibrations are set to default (LCDs with analog input need to deliberately identify and ignore this part of the signal, from all four sides).<br />
<br />
Video game systems have been designed to keep important game action in the title safe area. Older systems did this with borders for example, the [[Super Nintendo emulators|Super Nintendo Entertainment System]] windowboxed the image with a black border, visible on some NTSC television sets and all PAL television sets. Newer systems frame content much as live action does, with the overscan area filled with extraneous details.<ref name="caminos">{{cite web|url= https://web.archive.org/web/20111219084409/http://www.gamasutra.com/gdc2004/features/20040326/caminos_01.shtml |title=GDC 2004: Cross-Platform User Interface Development |publisher=Gamasutra |year=2004 |accessdate=2012-02-09 }}</ref><br />
<br />
Within the wide diversity of home computers that arose during the 1980s and early 1990s, many machines such as the Sinclair [[ZX Spectrum emulators|ZX Spectrum]] or [[Commodore 64 emulators|Commodore 64]] (C64) had borders around their screen, which worked as a frame for the display area. Some other computers such as the Commodore [[Amiga emulators|Amiga]] allowed the video signal timing to be changed to produce overscan. In the cases of the C64 and [[Atari ST emulators|Atari ST]] it has proved possible to remove apparently fixed borders with special coding tricks. This effect was called overscan or fullscreen within the 16-bit Atari demoscene and allowed the development of a CPU-saving scrolling technique called sync-scrolling a bit later.<br />
<br />
==Datacasting==<br />
Analog TV overscan can also be used for datacasting. The simplest form of this is closed captioning and teletext, both sent in the vertical blanking interval (VBI). Electronic program guides, such as TV Guide On Screen, are also sent in this manner. Microsoft's HOS uses the horizontal overscan instead of the vertical to transmit low-speed program-associated data at 6.4 kbit/s, which is slow enough to be recorded on a VCR without data corruption.<ref>{{cite web|url=http://www.microsoft.com/about/legal/intellectualproperty/search/details.mspx?ip_id=IDAEQMXD&techType=&ipCat=Any&feeStructure=Any&keywords=&ipVenture=true |title=Microsoft Intellectual Property and Licensing |publisher=Microsoft.com |date=2011-10-27 |accessdate=2012-01-04}}</ref> In the United States, National Datacast used Public Broadcasting Service network stations for overscan and other datacasting, but they migrated to digital TV due to the digital television transition in 2009.<br />
<br />
==Overscan amounts==<br />
There is no hard technical specification for overscan amounts for the low definition formats. Some say 5%, some say 10%, and the figure can be doubled for title safe, which needs more margin compared to action safe. The overscan amounts are specified for the high definition formats as specified above.<br />
<br />
Different video and broadcast television systems require differing amounts of overscan. Most figures serve as recommendations or typical summaries, as the nature of overscan is to overcome a variable limitation in older technologies such as cathode ray tubes.<br />
<br />
However the European Broadcasting Union has safe area recommendations regarding Television Production for 16:9 Widescreen.<ref>{{cite web|url=http://tech.ebu.ch/docs/r/r095.pdf |title=Safe areas for 16:9 television production |publisher=EBU – Recommendation R95 |date=September 2008 |accessdate=2012-05-01}}</ref><br />
<br />
The official BBC suggestions<ref>{{cite web|url=http://www.bbc.co.uk/guidelines/dq/pdf/tv/tv_standards_london.pdf |title=BBC Technical Standards for Network Television Delivery |publisher=BBC |date=November 2009 |archiveurl=http://web.archive.org/web/20100331085936/http://www.bbc.co.uk/guidelines/dq/pdf/tv/tv_standards_london.pdf |archivedate=2010-03-11 |accessdate=2012-05-01 }}</ref> actually say 3.5% / 5% per side (see p21, p19). The following is a summary:<br />
<br />
{| class="wikitable" style="margin: 1em auto 1em auto"<br />
|<br />
! colspan="2" | Action safe<br />
! colspan="2" | Title safe<br />
|-<br />
|<br />
! Vertical<br />
! Horizontal<br />
! Vertical<br />
! Horizontal<br />
|-<br />
! 4:3<br />
| 3.5%<br />
| 3.3%<br />
| 5.0%<br />
| 6.7%<br />
|-<br />
! 16:9<br />
| 3.5%<br />
| 3.5%<br />
| 5.0%<br />
| 10.0%<br />
|-<br />
! 14:9 (displayed on 16:9)<br />
| 3.5%<br />
| 10.0%<br />
| 5.0%<br />
| 15.0%<br />
|-<br />
! 4:3 (displayed on 16:9)<br />
| 3.5%<br />
| 15.0%<br />
| 5.0%<br />
| 17.5%<br />
|}<br />
<br />
Microsoft's Xbox game developer guidelines recommend using 85 percent of the screen width and height,<ref name="caminos"/> or a title safe area of 7.5% per side.<br />
<br />
===Terminology===<br />
<br />
'''Title safe''' or '''safe title''' is an area which is far enough in from the edges to neatly show text without distortion. If you place text beyond the safe area it may not display on some older CRT TV sets (in worst case).<br />
<br />
'''Action safe''' or '''safe action''' is the area in which you can expect the customer to see action. However, the transmitted image may extend to the edges of the MPEG frame 720x576. This presents a requirement unique to television, where an image with reasonable quality is expected to exist where some customers won't see it. This is the same concept as used in widescreen cropping.<br />
<br />
'''TV safe''' is a generic term for the above two, and could mean either one.<br />
<br />
===Analog to digital resolution issues===<br />
<br />
====720 vs. 702 or 704====<br />
<br />
The sampling (digitising) of standard definition video was defined in Rec. 601 in 1982. In this standard, the existing analogue video signals are sampled at 13.5&nbsp;MHz. Thus the number of ''active'' video pixels per line is equal to the sample rate multiplied by the active line duration (the part of each analogue video line which contains active video, i.e. does not contain sync pulses, blanking etc.).<br />
<br />
* For 625-line 50&nbsp;Hz video (usually, though incorrectly, called "PAL"), the active line duration is 52 µs,<ref>{{cite web|author=brweb |url=http://www.itu.int/rec/R-REC-BT.470/e |title=ITU-R BT.470-6 |publisher=Itu.int |date=2000-05-01 |accessdate=2012-01-04}}</ref> giving 702 pixels per line.<br />
<br />
* For 525-line 60&nbsp;Hz video (usually, though incorrectly, called "NTSC"), the active line duration is 52.856 µs,<ref name="SMPTE 170M">SMPTE 170M</ref> giving ~713.5 pixels per line.<br />
<br />
In order to accommodate both formats within the same line length, and to avoid cutting off parts of the active picture if the timing of the analogue video was at or beyond the tolerances set in the relevant standards, a total digital line length of 720 pixels was chosen. Hence the picture will have thin black bars down each side.<br />
<br />
704 is the nearest mod(16) value to the actual analogue line lengths, and avoids having black bars down each side.<br />
<br />
The use of 704 can be further justified as follows:<br />
<br />
* 625-line analogue video contains 575 active video lines<ref>ITU-R BT.470-6</ref> (this includes two half lines). When the half lines are rounded up to whole lines for ease of digital representation, this gives 576 lines, which is also the nearest mod(16) value to 575. To maintain the same picture aspect ratio, the number of active pixels could be increased to 703.2, which can be rounded up to 704.<br />
<br />
* 525-line analogue video contains 485 active video lines<ref name="SMPTE 170M"/> (this include two half lines, though typically only 483 picture lines are present due to Closed Captions data taking up the first "active picture" line on each field). The nearest mod(16) value is 480. To maintain the same picture aspect ratio, the number of active pixels could be decreased to 706.2, which can be rounded down to 704 for mod(16).<br />
<br />
The "standard" pixel aspect ratio data found in video editors, certain ITU standards, MPEG etc. is usually based on an approximation of the above, fudged to allow either 704 or 720 pixels to equate to the full 4x3 or 16x9 picture at the whim of the author.<ref>{{cite web|url=http://forum.doom9.org/showthread.php?p=1110419#post1110419 |author=facialz |title=Table of PAL PARs - DVD conversion |page=2 |publisher=Doom9's Forum |date=2008-03-09 |accessdate=2012-05-01}}</ref><br />
<br />
Although standards-compliant video processing software should never fill all 720 pixels with active picture (only the center 704 pixels must contain the actual image, and the remaining 8 pixels on the sides of the image should constitute vertical black bars), recent digitally generated content (e.g. DVDs of recent movies) often disregards this rule. This makes it difficult to tell whether these pixels represent wider than 4x3 or 16x9 (as they would do if following Rec.601), or represent exactly 4x3 or 16x9 (as they would do if created using one of the fudged 720-referenced pixel aspect ratios).<br />
<br />
====625 / 525 or 576 / 480====<br />
In broadcasting, analogue system descriptions include the lines ''not used'' for the visible picture, whereas the digital systems only 'number' and encode signals that contain something to see.<br />
<br />
The 625 (''PAL'') and 525 (''NTSC'') frame areas therefore contain even more overscan, which can be seen when vertical hold is lost and the picture rolls.<br />
<br />
A portion of this interval available in analogue, known as the vertical blanking interval, can be used for older forms of analogue datacasting such as Teletext services (like Ceefax and subtitling in the UK). The equivalent service on Digital television does not use this method and instead often uses MHEG.<br />
<br />
Horizontally, the difference between 702/704 and 720 pixels/line is referred to as nominal analogue blanking.<br />
<br />
====480 vs 486====<br />
The 525-line system originally contained 486 lines of picture, not 480.<br />
<br />
Digital foundations to most storage and transmission systems since the early 1990s have meant that analogue NTSC has only been expected to have 480 lines of picture – see SDTV, EDTV, and DVD-Video.<br />
<br />
How this affects the interpretation of "the 4:3 ratio" as equal to 704x480 or 704x486 is unclear, but the VGA standard of 640x480 has had a large impact.<br />
<br />
==Notes==<br />
{{reflist|2}}<br />
<br />
[[Category:Wikipedia copies]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Overscan&diff=22560Overscan2018-12-02T14:34:17Z<p>212.252.96.193: </p>
<hr />
<div>'''Overscan''' is the term used to describe the situation when not all of a televised image is present on a viewing screen. It exists because television sets from the 1930s through the 1990s were highly variable in how the video image was positioned within the borders of the cathode ray tube (CRT) screen. The solution was to have the monitor show less than the full image i.e. with the edges "outside" the viewing area of the tube. In this way the image seen never showed black borders caused by either improper centering or non-linearity in the scanning circuits or variations in power supply voltage all of which could cause the image to "shrink" in size and reveal the edge of the picture. With the ending of CRT displays, this issue has largely (but not completely) disappeared.<br />
<br />
==Origins==<br />
Early analogue televisions varied in the displayed image because of manufacturing tolerance problems. There were also effects from the early design limitations of power supplies, whose DC voltage was not regulated as well as in later power supplies. This could cause the image size to change with normal variations in the AC line voltage, as well as a process called blooming, where the image size increased slightly when a brighter overall picture was displayed due to the increased electron beam current causing the CRT anode voltage to drop. Because of this, TV producers could not be certain where the visible edges of the image would be. In order to compensate, they defined three areas:<ref>{{cite web|last=Biggs |first=Billy |title=Overscan and broadcast television |url=http://scanline.ca/overscan/ |accessdate=2012-02-09 }}</ref><br />
<br />
* Title safe: An area visible by all reasonably maintained sets, where text was certain not to be cut off.<br />
* Action safe: A larger area that represented where a "perfect" set (with high precision to allow less overscanning) would cut the image off.<br />
* Underscan: The full image area to the electronic edge of the signal.<br />
<br />
A significant number of people would still see some of the overscan area, so while nothing important in a scene would be placed there, it also had to be kept free of microphones, stage hands, and other distractions. Studio monitors and camera viewfinders were set to show this area, so that producers and directors could make certain it was clear. When used, this mode is called ''underscan''.<ref>{{cite web|title=Underscan/Overscan and The Safe Area Indicator |url=http://www.seriousmagic.com/products/dvrack/DVRack2OnlineHelp/F_US__Underscan-Safe.htm |publisher=www.seriousmagic.com |archiveurl=http://web.archive.org/web/20080614005731/http://www.seriousmagic.com/products/dvrack/DVRack2OnlineHelp/F_US__Underscan-Safe.htm |archivedate=2008-06-14 |accessdate=2012-05-01 }}</ref><br />
<br />
==Modern sets==<br />
Today's TV sets are based on newer fixed-pixel technology like liquid crystal displays (LCDs). As overscan reduces picture quality, it is undesirable for 1080i and 1080p sets;<ref>{{cite web|title='HD ready 1080p' License Agreement |url= http://www.digitaleurope.org/fileadmin/user_upload/document/HD_ready_1080p_1188470475.pdf |publisher=www.digitaleurope.org |archiveurl=http://web.archive.org/web/20110725235152/http://www.digitaleurope.org/fileadmin/user_upload/document/HD_ready_1080p_1188470475.pdf |archivedate=2011-07-25 |accessdate=2012-05-01 }}</ref> therefore, 1:1 pixel mapping is preferred.<ref>{{cite web|url=https://web.archive.org/web/20121105194531/http://hd.engadget.com/2010/05/27/hd-101-overscan-and-why-all-tvs-do-it/ |title=HD 101: Overscan and why all TVs do it |first=Ben |last=Drawbaugh |date=2010-05-27 |publisher=engadget.com |accessdate=2012-05-01}}</ref><br />
<br />
==In computers==<br />
On LCDs driven from a digital signal, no adjustment is necessary because all pixels are in fixed positions. Thus all modern computers can safely assume that every last pixel is visible to the viewer. Analog video signals such as VGA, however, are subject to timing variations and even when using an LCD panel do not have this exactness. When video or animation content is designed to be viewed on computers (for example, Flash movies), it is not necessary to keep critical content away from the edge.<br />
<br />
CRTs made for computer display are set to underscan with an adjustable border, usually colored black.<ref>Some 1980s home computers could change the border color: for example, see Apple IIGS.</ref> The border will change size and shape if required to allow for the tolerance of low precision (although later models allow for precise calibration to minimise or eliminate the border). As such, computer CRTs use less physical screen area than TVs, to allow all information to be shown at all times.<br />
<br />
Computer CRT monitors usually have a black border (unless they are fine-tuned by a user to minimize it)—these can be seen in the video card timings, which have more lines than are used by the desktop. When a computer CRT is advertised as 17-inch (16-inch viewable), it will have a diagonal inch of the tube covered by the plastic cabinet; this black border will occupy this missing inch (or more) when its geometry calibrations are set to default (LCDs with analog input need to deliberately identify and ignore this part of the signal, from all four sides).<br />
{{Citation needed|date=February 2007}}<br />
<br />
Video game systems have been designed to keep important game action in the title safe area. Older systems did this with borders for example, the [[Super Nintendo emulators|Super Nintendo Entertainment System]] windowboxed the image with a black border, visible on some NTSC television sets and all PAL television sets. Newer systems frame content much as live action does, with the overscan area filled with extraneous details.<ref name="caminos">{{cite web|url= https://web.archive.org/web/20111219084409/http://www.gamasutra.com/gdc2004/features/20040326/caminos_01.shtml |title=GDC 2004: Cross-Platform User Interface Development |publisher=Gamasutra |year=2004 |accessdate=2012-02-09 }}</ref><br />
<br />
Within the wide diversity of home computers that arose during the 1980s and early 1990s, many machines such as the Sinclair [[ZX Spectrum emulators|ZX Spectrum]] or [[Commodore 64 emulators|Commodore 64]] (C64) had borders around their screen, which worked as a frame for the display area. Some other computers such as the Commodore [[Amiga emulators|Amiga]] allowed the video signal timing to be changed to produce overscan. In the cases of the C64 and [[Atari ST emulators|Atari ST]] it has proved possible to remove apparently fixed borders with special coding tricks. This effect was called overscan or fullscreen within the 16-bit Atari demoscene and allowed the development of a CPU-saving scrolling technique called sync-scrolling a bit later.<br />
<br />
==Datacasting==<br />
Analog TV overscan can also be used for datacasting. The simplest form of this is closed captioning and teletext, both sent in the vertical blanking interval (VBI). Electronic program guides, such as TV Guide On Screen, are also sent in this manner. Microsoft's HOS uses the horizontal overscan instead of the vertical to transmit low-speed program-associated data at 6.4 kbit/s, which is slow enough to be recorded on a VCR without data corruption.<ref>{{cite web|url=http://www.microsoft.com/about/legal/intellectualproperty/search/details.mspx?ip_id=IDAEQMXD&techType=&ipCat=Any&feeStructure=Any&keywords=&ipVenture=true |title=Microsoft Intellectual Property and Licensing |publisher=Microsoft.com |date=2011-10-27 |accessdate=2012-01-04}}</ref> In the United States, National Datacast used Public Broadcasting Service network stations for overscan and other datacasting, but they migrated to digital TV due to the digital television transition in 2009.<br />
<br />
==Overscan amounts==<br />
There is no hard technical specification for overscan amounts for the low definition formats. Some say 5%, some say 10%, and the figure can be doubled for title safe, which needs more margin compared to action safe. The overscan amounts are specified for the high definition formats as specified above.<br />
<br />
Different video and broadcast television systems require differing amounts of overscan. Most figures serve as recommendations or typical summaries, as the nature of overscan is to overcome a variable limitation in older technologies such as cathode ray tubes.<br />
<br />
However the European Broadcasting Union has safe area recommendations regarding Television Production for 16:9 Widescreen.<ref>{{cite web|url=http://tech.ebu.ch/docs/r/r095.pdf |title=Safe areas for 16:9 television production |publisher=EBU – Recommendation R95 |date=September 2008 |accessdate=2012-05-01}}</ref><br />
<br />
The official BBC suggestions<ref>{{cite web|url=http://www.bbc.co.uk/guidelines/dq/pdf/tv/tv_standards_london.pdf |title=BBC Technical Standards for Network Television Delivery |publisher=BBC |date=November 2009 |archiveurl=http://web.archive.org/web/20100331085936/http://www.bbc.co.uk/guidelines/dq/pdf/tv/tv_standards_london.pdf |archivedate=2010-03-11 |accessdate=2012-05-01 }}</ref> actually say 3.5% / 5% per side (see p21, p19). The following is a summary:<br />
<br />
{| class="wikitable" style="margin: 1em auto 1em auto"<br />
|<br />
! colspan="2" | Action safe<br />
! colspan="2" | Title safe<br />
|-<br />
|<br />
! Vertical<br />
! Horizontal<br />
! Vertical<br />
! Horizontal<br />
|-<br />
! 4:3<br />
| 3.5%<br />
| 3.3%<br />
| 5.0%<br />
| 6.7%<br />
|-<br />
! 16:9<br />
| 3.5%<br />
| 3.5%<br />
| 5.0%<br />
| 10.0%<br />
|-<br />
! 14:9 (displayed on 16:9)<br />
| 3.5%<br />
| 10.0%<br />
| 5.0%<br />
| 15.0%<br />
|-<br />
! 4:3 (displayed on 16:9)<br />
| 3.5%<br />
| 15.0%<br />
| 5.0%<br />
| 17.5%<br />
|}<br />
<br />
Microsoft's Xbox game developer guidelines recommend using 85 percent of the screen width and height,<ref name="caminos"/> or a title safe area of 7.5% per side.<br />
<br />
===Terminology===<br />
<br />
'''Title safe''' or '''safe title''' is an area which is far enough in from the edges to neatly show text without distortion. If you place text beyond the safe area it may not display on some older CRT TV sets (in worst case).<br />
<br />
'''Action safe''' or '''safe action''' is the area in which you can expect the customer to see action. However, the transmitted image may extend to the edges of the MPEG frame 720x576. This presents a requirement unique to television, where an image with reasonable quality is expected to exist where some customers won't see it. This is the same concept as used in widescreen cropping.<br />
<br />
'''TV safe''' is a generic term for the above two, and could mean either one.<br />
<br />
===Analog to digital resolution issues===<br />
<br />
====720 vs. 702 or 704====<br />
<br />
The sampling (digitising) of standard definition video was defined in Rec. 601 in 1982. In this standard, the existing analogue video signals are sampled at 13.5&nbsp;MHz. Thus the number of ''active'' video pixels per line is equal to the sample rate multiplied by the active line duration (the part of each analogue video line which contains active video, i.e. does not contain sync pulses, blanking etc.).<br />
<br />
* For 625-line 50&nbsp;Hz video (usually, though incorrectly, called "PAL"), the active line duration is 52 µs,<ref>{{cite web|author=brweb |url=http://www.itu.int/rec/R-REC-BT.470/e |title=ITU-R BT.470-6 |publisher=Itu.int |date=2000-05-01 |accessdate=2012-01-04}}</ref> giving 702 pixels per line.<br />
<br />
* For 525-line 60&nbsp;Hz video (usually, though incorrectly, called "NTSC"), the active line duration is 52.856 µs,<ref name="SMPTE 170M">SMPTE 170M</ref> giving ~713.5 pixels per line.<br />
<br />
In order to accommodate both formats within the same line length, and to avoid cutting off parts of the active picture if the timing of the analogue video was at or beyond the tolerances set in the relevant standards, a total digital line length of 720 pixels was chosen. Hence the picture will have thin black bars down each side.<br />
<br />
704 is the nearest mod(16) value to the actual analogue line lengths, and avoids having black bars down each side.<br />
<br />
The use of 704 can be further justified as follows:<br />
<br />
* 625-line analogue video contains 575 active video lines<ref>ITU-R BT.470-6</ref> (this includes two half lines). When the half lines are rounded up to whole lines for ease of digital representation, this gives 576 lines, which is also the nearest mod(16) value to 575. To maintain the same picture aspect ratio, the number of active pixels could be increased to 703.2, which can be rounded up to 704.<br />
<br />
* 525-line analogue video contains 485 active video lines<ref name="SMPTE 170M"/> (this include two half lines, though typically only 483 picture lines are present due to Closed Captions data taking up the first "active picture" line on each field). The nearest mod(16) value is 480. To maintain the same picture aspect ratio, the number of active pixels could be decreased to 706.2, which can be rounded down to 704 for mod(16).<br />
<br />
The "standard" pixel aspect ratio data found in video editors, certain ITU standards, MPEG etc. is usually based on an approximation of the above, fudged to allow either 704 or 720 pixels to equate to the full 4x3 or 16x9 picture at the whim of the author.<ref>{{cite web|url=http://forum.doom9.org/showthread.php?p=1110419#post1110419 |author=facialz |title=Table of PAL PARs - DVD conversion |page=2 |publisher=Doom9's Forum |date=2008-03-09 |accessdate=2012-05-01}}</ref><br />
<br />
Although standards-compliant video processing software should never fill all 720 pixels with active picture (only the center 704 pixels must contain the actual image, and the remaining 8 pixels on the sides of the image should constitute vertical black bars), recent digitally generated content (e.g. DVDs of recent movies) often disregards this rule. This makes it difficult to tell whether these pixels represent wider than 4x3 or 16x9 (as they would do if following Rec.601), or represent exactly 4x3 or 16x9 (as they would do if created using one of the fudged 720-referenced pixel aspect ratios).<br />
<br />
====625 / 525 or 576 / 480====<br />
In broadcasting, analogue system descriptions include the lines ''not used'' for the visible picture, whereas the digital systems only 'number' and encode signals that contain something to see.<br />
<br />
The 625 (''PAL'') and 525 (''NTSC'') frame areas therefore contain even more overscan, which can be seen when vertical hold is lost and the picture rolls.<br />
<br />
A portion of this interval available in analogue, known as the vertical blanking interval, can be used for older forms of analogue datacasting such as Teletext services (like Ceefax and subtitling in the UK). The equivalent service on Digital television does not use this method and instead often uses MHEG.<br />
<br />
Horizontally, the difference between 702/704 and 720 pixels/line is referred to as nominal analogue blanking.<br />
<br />
====480 vs 486====<br />
The 525-line system originally contained 486 lines of picture, not 480.<br />
<br />
Digital foundations to most storage and transmission systems since the early 1990s have meant that analogue NTSC has only been expected to have 480 lines of picture – see SDTV, EDTV, and DVD-Video.<br />
<br />
How this affects the interpretation of "the 4:3 ratio" as equal to 704x480 or 704x486 is unclear, but the VGA standard of 640x480 has had a large impact.<br />
<br />
==Notes==<br />
{{reflist|2}}<br />
<br />
[[Category:Wikipedia copies]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Overscan&diff=22559Overscan2018-12-02T14:32:14Z<p>212.252.96.193: </p>
<hr />
<div>'''Overscan''' is the term used to describe the situation when not all of a televised image is present on a viewing screen. It exists because television sets from the 1930s through the 1990s were highly variable in how the video image was positioned within the borders of the cathode ray tube (CRT) screen. The solution was to have the monitor show less than the full image i.e. with the edges "outside" the viewing area of the tube. In this way the image seen never showed black borders caused by either improper centering or non-linearity in the scanning circuits or variations in power supply voltage all of which could cause the image to "shrink" in size and reveal the edge of the picture. With the ending of CRT displays, this issue has largely (but not completely) disappeared.<br />
<br />
==Origins==<br />
Early analogue televisions varied in the displayed image because of manufacturing tolerance problems. There were also effects from the early design limitations of power supplies, whose DC voltage was not regulated as well as in later power supplies. This could cause the image size to change with normal variations in the AC line voltage, as well as a process called blooming, where the image size increased slightly when a brighter overall picture was displayed due to the increased electron beam current causing the CRT anode voltage to drop. Because of this, TV producers could not be certain where the visible edges of the image would be. In order to compensate, they defined three areas:<ref>{{cite web|last=Biggs |first=Billy |title=Overscan and broadcast television |url=http://scanline.ca/overscan/ |accessdate=2012-02-09 }}</ref><br />
<br />
* Title safe: An area visible by all reasonably maintained sets, where text was certain not to be cut off.<br />
* Action safe: A larger area that represented where a "perfect" set (with high precision to allow less overscanning) would cut the image off.<br />
* Underscan: The full image area to the electronic edge of the signal.<br />
<br />
A significant number of people would still see some of the overscan area, so while nothing important in a scene would be placed there, it also had to be kept free of microphones, stage hands, and other distractions. Studio monitors and camera viewfinders were set to show this area, so that producers and directors could make certain it was clear. When used, this mode is called ''underscan''.<ref>{{cite web|title=Underscan/Overscan and The Safe Area Indicator |url=http://www.seriousmagic.com/products/dvrack/DVRack2OnlineHelp/F_US__Underscan-Safe.htm |publisher=www.seriousmagic.com |archiveurl=http://web.archive.org/web/20080614005731/http://www.seriousmagic.com/products/dvrack/DVRack2OnlineHelp/F_US__Underscan-Safe.htm |archivedate=2008-06-14 |accessdate=2012-05-01 }}</ref><br />
<br />
==Modern sets==<br />
Today's TV sets are based on newer fixed-pixel technology like liquid crystal displays (LCDs). As overscan reduces picture quality, it is undesirable for 1080i and 1080p sets;<ref>{{cite web|title='HD ready 1080p' License Agreement |url= http://www.digitaleurope.org/fileadmin/user_upload/document/HD_ready_1080p_1188470475.pdf |publisher=www.digitaleurope.org |archiveurl=http://web.archive.org/web/20110725235152/http://www.digitaleurope.org/fileadmin/user_upload/document/HD_ready_1080p_1188470475.pdf |archivedate=2011-07-25 |accessdate=2012-05-01 }}</ref> therefore, 1:1 pixel mapping is preferred.<ref>{{cite web|url=https://web.archive.org/web/20121105194531/http://hd.engadget.com/2010/05/27/hd-101-overscan-and-why-all-tvs-do-it/ |title=HD 101: Overscan and why all TVs do it |first=Ben |last=Drawbaugh |date=2010-05-27 |publisher=engadget.com |accessdate=2012-05-01}}</ref><br />
<br />
==In computers==<br />
On LCDs driven from a digital signal, no adjustment is necessary because all pixels are in fixed positions. Thus all modern computers can safely assume that every last pixel is visible to the viewer. Analog video signals such as VGA, however, are subject to timing variations and even when using an LCD panel do not have this exactness. When video or animation content is designed to be viewed on computers (for example, Flash movies), it is not necessary to keep critical content away from the edge.<br />
<br />
CRTs made for computer display are set to underscan with an adjustable border, usually colored black.<ref>Some 1980s home computers could change the border color: for example, see Apple IIGS.</ref> The border will change size and shape if required to allow for the tolerance of low precision (although later models allow for precise calibration to minimise or eliminate the border). As such, computer CRTs use less physical screen area than TVs, to allow all information to be shown at all times.<br />
<br />
Computer CRT monitors usually have a black border (unless they are fine-tuned by a user to minimize it)—these can be seen in the video card timings, which have more lines than are used by the desktop. When a computer CRT is advertised as 17-inch (16-inch viewable), it will have a diagonal inch of the tube covered by the plastic cabinet; this black border will occupy this missing inch (or more) when its geometry calibrations are set to default (LCDs with analog input need to deliberately identify and ignore this part of the signal, from all four sides).<br />
{{Citation needed|date=February 2007}}<br />
<br />
Video game systems have been designed to keep important game action in the title safe area. Older systems did this with borders for example, the [[Super Nintendo emulators|Super Nintendo Entertainment System]] windowboxed the image with a black border, visible on some NTSC television sets and all PAL television sets. Newer systems frame content much as live action does, with the overscan area filled with extraneous details.<ref name="caminos">{{cite web|url= https://web.archive.org/web/20111219084409/http://www.gamasutra.com/gdc2004/features/20040326/caminos_01.shtml |title=GDC 2004: Cross-Platform User Interface Development |publisher=Gamasutra |year=2004 |accessdate=2012-02-09 }}</ref><br />
<br />
Within the wide diversity of home computers that arose during the 1980s and early 1990s, many machines such as the Sinclair [[ZX Spectrum emulators|ZX Spectrum]] or [[Commodore 64 emulators|Commodore 64]] (C64) had borders around their screen, which worked as a frame for the display area. Some other computers such as the Commodore [[Amiga emulators|Amiga]] allowed the video signal timing to be changed to produce overscan. In the cases of the C64 and [[Atari ST emulators|Atari ST]] it has proved possible to remove apparently fixed borders with special coding tricks. This effect was called overscan or fullscreen within the 16-bit Atari demoscene and allowed the development of a CPU-saving scrolling technique called sync-scrolling a bit later.<br />
<br />
==Datacasting==<br />
Analog TV overscan can also be used for datacasting. The simplest form of this is closed captioning and teletext, both sent in the vertical blanking interval (VBI). Electronic program guides, such as TV Guide On Screen, are also sent in this manner. Microsoft's HOS uses the horizontal overscan instead of the vertical to transmit low-speed program-associated data at 6.4 kbit/s, which is slow enough to be recorded on a VCR without data corruption.<ref>{{cite web|url=http://www.microsoft.com/about/legal/intellectualproperty/search/details.mspx?ip_id=IDAEQMXD&techType=&ipCat=Any&feeStructure=Any&keywords=&ipVenture=true |title=Microsoft Intellectual Property and Licensing |publisher=Microsoft.com |date=2011-10-27 |accessdate=2012-01-04}}</ref> In the United States, National Datacast used Public Broadcasting Service network stations for overscan and other datacasting, but they Digital television transition|migrated to digital TV due to the digital television transition in 2009.<br />
<br />
==Overscan amounts==<br />
[[File:overscan examples.svg|thumb|500px|Illustration of Action Safe and Title Safe areas for 4:3 and 16:9 aspect ratios according to the BBC.]]<br />
There is no hard technical specification for overscan amounts for the low definition formats. Some say 5%, some say 10%, and the figure can be doubled for title safe, which needs more margin compared to action safe. The overscan amounts are specified for the high definition formats as specified above.<br />
<br />
Different video and broadcast television systems require differing amounts of overscan. Most figures serve as recommendations or typical summaries, as the nature of overscan is to overcome a variable limitation in older technologies such as cathode ray tubes.<br />
<br />
However the European Broadcasting Union has safe area recommendations regarding Television Production for 16:9 Widescreen.<ref>{{cite web|url=http://tech.ebu.ch/docs/r/r095.pdf |title=Safe areas for 16:9 television production |publisher=EBU – Recommendation R95 |date=September 2008 |accessdate=2012-05-01}}</ref><br />
<br />
The official BBC suggestions<ref>{{cite web|url=http://www.bbc.co.uk/guidelines/dq/pdf/tv/tv_standards_london.pdf |title=BBC Technical Standards for Network Television Delivery |publisher=BBC |date=November 2009 |archiveurl=http://web.archive.org/web/20100331085936/http://www.bbc.co.uk/guidelines/dq/pdf/tv/tv_standards_london.pdf |archivedate=2010-03-11 |accessdate=2012-05-01 }}</ref> actually say 3.5% / 5% per side (see p21, p19). The following is a summary:<br />
<br />
{| class="wikitable" style="margin: 1em auto 1em auto"<br />
|<br />
! colspan="2" | Action safe<br />
! colspan="2" | Title safe<br />
|-<br />
|<br />
! Vertical<br />
! Horizontal<br />
! Vertical<br />
! Horizontal<br />
|-<br />
! 4:3<br />
| 3.5%<br />
| 3.3%<br />
| 5.0%<br />
| 6.7%<br />
|-<br />
! 16:9<br />
| 3.5%<br />
| 3.5%<br />
| 5.0%<br />
| 10.0%<br />
|-<br />
! 14:9 (displayed on 16:9)<br />
| 3.5%<br />
| 10.0%<br />
| 5.0%<br />
| 15.0%<br />
|-<br />
! 4:3 (displayed on 16:9)<br />
| 3.5%<br />
| 15.0%<br />
| 5.0%<br />
| 17.5%<br />
|}<br />
<br />
Microsoft's Xbox game developer guidelines recommend using 85 percent of the screen width and height,<ref name="caminos"/> or a title safe area of 7.5% per side.<br />
<br />
===Terminology===<br />
<br />
'''Title safe''' or '''safe title''' is an area which is far enough in from the edges to neatly show text without distortion. If you place text beyond the safe area it may not display on some older CRT TV sets (in worst case).<br />
<br />
'''Action safe''' or '''safe action''' is the area in which you can expect the customer to see action. However, the transmitted image may extend to the edges of the MPEG frame 720x576. This presents a requirement unique to television, where an image with reasonable quality is expected to exist where some customers won't see it. This is the same concept as used in widescreen cropping.<br />
<br />
'''TV safe''' is a generic term for the above two, and could mean either one.<br />
<br />
===Analog to digital resolution issues===<br />
<br />
====720 vs. 702 or 704====<br />
<br />
The sampling (digitising) of standard definition video was defined in Rec. 601 in 1982. In this standard, the existing analogue video signals are sampled at 13.5&nbsp;MHz. Thus the number of ''active'' video pixels per line is equal to the sample rate multiplied by the active line duration (the part of each analogue video line which contains active video, i.e. does not contain sync pulses, blanking etc.).<br />
<br />
* For 625-line 50&nbsp;Hz video (usually, though incorrectly, called "PAL"), the active line duration is 52 µs,<ref>{{cite web|author=brweb |url=http://www.itu.int/rec/R-REC-BT.470/e |title=ITU-R BT.470-6 |publisher=Itu.int |date=2000-05-01 |accessdate=2012-01-04}}</ref> giving 702 pixels per line.<br />
<br />
* For 525-line 60&nbsp;Hz video (usually, though incorrectly, called "NTSC"), the active line duration is 52.856 µs,<ref name="SMPTE 170M">SMPTE 170M</ref> giving ~713.5 pixels per line.<br />
<br />
In order to accommodate both formats within the same line length, and to avoid cutting off parts of the active picture if the timing of the analogue video was at or beyond the tolerances set in the relevant standards, a total digital line length of 720 pixels was chosen. Hence the picture will have thin black bars down each side.<br />
<br />
704 is the nearest mod(16) value to the actual analogue line lengths, and avoids having black bars down each side.<br />
<br />
The use of 704 can be further justified as follows:<br />
<br />
* 625-line analogue video contains 575 active video lines<ref>ITU-R BT.470-6</ref> (this includes two half lines). When the half lines are rounded up to whole lines for ease of digital representation, this gives 576 lines, which is also the nearest mod(16) value to 575. To maintain the same picture aspect ratio, the number of active pixels could be increased to 703.2, which can be rounded up to 704.<br />
<br />
* 525-line analogue video contains 485 active video lines<ref name="SMPTE 170M"/> (this include two half lines, though typically only 483 picture lines are present due to [[Closed Captions]] data taking up the first "active picture" line on each field). The nearest mod(16) value is 480. To maintain the same picture aspect ratio, the number of active pixels could be decreased to 706.2, which can be rounded down to 704 for mod(16).<br />
<br />
The "standard" pixel aspect ratio data found in video editors, certain ITU standards, MPEG etc. is usually based on an approximation of the above, fudged to allow either 704 or 720 pixels to equate to the full 4x3 or 16x9 picture at the whim of the author.<ref>{{cite web|url=http://forum.doom9.org/showthread.php?p=1110419#post1110419 |author=facialz |title=Table of PAL PARs - DVD conversion |page=2 |publisher=Doom9's Forum |date=2008-03-09 |accessdate=2012-05-01}}</ref><br />
<br />
Although standards-compliant video processing software should never fill all 720 pixels with active picture (only the center 704 pixels must contain the actual image, and the remaining 8 pixels on the sides of the image should constitute vertical black bars), recent digitally generated content (e.g. DVDs of recent movies) often disregards this rule. This makes it difficult to tell whether these pixels represent wider than 4x3 or 16x9 (as they would do if following Rec.601), or represent exactly 4x3 or 16x9 (as they would do if created using one of the fudged 720-referenced pixel aspect ratios).<br />
<br />
====625 / 525 or 576 / 480====<br />
In [[broadcasting]], analogue system descriptions include the lines ''not used'' for the visible picture, whereas the digital systems only 'number' and encode signals that contain something to see.<br />
<br />
The 625 (''PAL'') and 525 (''NTSC'') frame areas therefore contain even more overscan, which can be seen when vertical hold is lost and the picture rolls.{{Citation needed|date=August 2009}}<br />
<br />
A portion of this interval available in analogue, known as the [vertical blanking interval, can be used for older forms of analogue datacasting such as Teletext services (like Ceefax and subtitling in the UK). The equivalent service on Digital television does not use this method and instead often uses MHEG.<br />
<br />
Horizontally, the difference between 702/704 and 720 pixels/line is referred to as [[nominal analogue blanking]].<br />
<br />
====480 vs 486====<br />
The 525-line system originally contained 486 lines of picture, not 480.<br />
<br />
Digital foundations to most storage and transmission systems since the early 1990s have meant that analogue NTSC has only been expected to have 480 lines of picture – see SDTV, EDTV, and DVD-Video.<br />
<br />
How this affects the interpretation of "the 4:3 ratio" as equal to 704x480 or 704x486 is unclear, but the VGA standard of 640x480 has had a large impact.<br />
<br />
==Notes==<br />
{{reflist|2}}<br />
<br />
[[Category:Wikipedia copies]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=OpenMSX&diff=22553OpenMSX2018-12-02T14:13:17Z<p>212.252.96.193: /* Support */</p>
<hr />
<div>{{Lowercase title}}<br />
{{Infobox emulator<br />
|title = openMSX<br />
|version = 0.14.0<br />
|active = Yes<br />
|platform = Multi-platform<br />
|target = [[MSX emulators|MSX]]<br />
|developer = openMSX Team<br />
|website = [http://openmsx.org/ openMSX]<br />
|source = [https://github.com/openMSX/openMSX GitHub]<br />
}}<br />
'''openMSX''' is an open source, [[Multi-system emulators|multi-system]] [[MSX emulators|MSX emulator]].<br />
<br />
For copyright reasons, the emulator cannot be distributed with original BIOS ROM images. openMSX includes C-BIOS, a minimal implementation of the MSX BIOS, allowing some games to be played without an original MSX BIOS ROM image, though you can also use your own BIOS ROM image if need be.<br />
<br />
==Downloads==<br />
*[https://github.com/openMSX/openMSX/releases openMSX stable builds]<br />
*[http://openmsx.fixato.net/ openMSX development builds]<br />
*[http://www5f.biglobe.ne.jp/~nekocan/group_soft/ht_soft.html/ NekoLauncher openMSX for macOS]<br />
*[http://www.macupdate.com/info.php/id/26767/openmsx-peashooter openMSX Peashooter for macOS]<br />
*[http://msx.jannone.org/openMSXcontrol/ openMSX Control Plugin for Gedit]<br />
<br />
==Support==<br />
*[[MSX emulators#MSX turboR|MSXturboR]]<br />
*Moonsound<br />
*IDE Controller by Sunrise<br />
*GFX9000<br />
*Pioneer Palcom LaserDisc<br />
<br />
==Notable Features==<br />
*Hard- and software Scalers<br />
*Debugging<br />
*Tcl Script Support<br />
*Cheat Finder (through Tcl)<br />
*Game Trainers (through Tcl)<br />
*Audio/Video recording (through console; can record at 720p, allowing recordings to be played at 60fps on sites like YouTube; much better than blueMSX's offering)<br />
*Reverse support (go back in emulated time to correct mistakes or debug what happened)<br />
<br />
Other features and supported hardware not listed can be seen [http://openmsx.org/features.html here].<br />
<br />
==Applications==<br />
[https://github.com/openMSX/wxcatapult openMSX Catapult] is a GUI for openMSX. It is currently being redeveloped utilizing Python and the Qt toolkit. It also includes a [https://github.com/openMSX/debugger debugger] of some sorts.<br />
<br />
==External links==<br />
*[https://github.com/openMSX/openMSX/releases Project Homepage]<br />
*[https://www.msx.org/forum/semi-msx-talk/openmsx Forum]<br />
*[https://openmsx.org/manual/setup.html openMSX Setup Guide]<br />
*[https://openmsx.org/manual/user.html openMSX User's Manual]<br />
*[https://openmsx.org/catapult-manual/user.html Captapult User's Manual]<br />
*[https://web.archive.org/web/20081204030315/http://www.vampier.net:80/cbios/ C-BIOS Compatibility Page (Archived from 2008 as the link is down)]<br />
*[https://web.archive.org/web/20060221060951/http://www.msx.org:80/openMSX-0.5.1.MSX-Emulator-Comparison.articlepage16.html openMSX 0.5.1 review (2005)]<br />
<br />
[[Category:MSX emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]<br />
[[Category:macOS emulation software]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Nintendo_Entertainment_System_emulators&diff=22551Nintendo Entertainment System emulators2018-12-02T14:11:47Z<p>212.252.96.193: /* Zapper */</p>
<hr />
<div>{{Infobox console<br />
|title = Nintendo Entertainment System<br />
|logo = nes-t.png<br />
|developer = [[:Nintendo]]<br />
|type = [[:Category:Consoles|Home video game console]]<br />
|generation = [[:Category:Third-generation video game consoles|Third generation]]<br />
|release = 1983<br />
|discontinued = 2003<br />
|predecessor = [[First_and_Second_Generations_of_video_game_consoles|Color TV-Game]]<br />
|successor = [[Super Nintendo emulators|SNES]]<br />
|emulated = {{✓}}<br />
}}<br />
The '''[https://en.wikipedia.org/wiki/Nintendo_Entertainment_System Nintendo Entertainment System]''' (NES) is an 8-bit, third-generation console released in 1983 in Japan, where it was known as the '''Family Computer''' or '''Famicom'''.<br />
<br />
The earliest games released on the Famicom suffered from significant hardware constraints caused by the way the Famicom was designed: limitations for memory addressing (which meant games had a low maximal ROM size), how the graphics are loaded onscreen, just the native sound processing is available, no saving... To solve this problem, Nintendo came up with two solutions:<br />
<br />
* The '''Family Computer Disk System''' (FDS), a Japan-only add-on which played games from a special Nintendo-only magnetic disk format strongly reminiscent of floppy disks of the time. It offered a slightly higher data storage and slightly enhanced sound processing. It also had a microphone never found anywhere else. There were plans to release it in the US, however since the NES itself had its launch delayed to late 1985, and the mapper solution obsoleted it, the add-on was never exported and some of its exclusives were ported as regular cartridge releases.<br />
* '''Memory Management Controllers''' (MMC), also known colloquially as '''mappers'''. They solved every single problem above with bank switching for much more data, onboard FM audio chips, and much more. Most games released after 1986 that really pushed the system to its limits used mappers. A similar solution was used for the Game Boy.<br />
<br />
Emulation for the NES is robust, with several high-quality emulators for various systems.<br />
<br />
==Emulators==<br />
Like for [[Game Boy/Game Boy Color emulators|Game Boy/Color]], tons of NES emulators exist. For a list of open-source projects, see this [https://github.com/search?utf8=%E2%9C%93&q=nes+emulator&type=Repositories GitHub query].<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"|[[Wikipedia:Family Computer Disk System|FDS]]<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Emulation Accuracy|Accuracy]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
!colspan="8"|PC<br />
|-<br />
|[[Mesen]]<br />
|Windows, Linux<br />
|[http://www.mesen.ca {{MesenVer}}]<br />
|{{✓}}<br />
|{{✓}}<br />
|Cycle<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[Nestopia|Nestopia UE]]<br />
|Windows, Linux<br />
|[http://0ldsk00l.ca/nestopia/ {{NestopiaVer}}]<br />
|{{✓}}<br />
|{{✓}}<br />
|Cycle<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[puNES]]<br />
|Windows, Linux<br />
|[https://github.com/punesemu/puNES 0.102]<br />
|{{✓}}<br />
|{{✗}}<br />
|Cycle<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[Nintendulator]]<br />
|Windows<br />
|[http://www.qmtpro.com/~nes/nintendulator/#downloads 0.975 Beta]<br />
|{{✗}}<br />
|{{✗}}<br />
|Cycle<br />
|{{✓}}<br />
|{{~}}<br />
|-<br />
|My Nes<br />
|Windows, Linux<br />
|[https://sourceforge.net/projects/mynes/ 7.4.6753]<br />
|{{✗}}<br />
|{{✗}}<br />
|Mid<br />
|{{✓}}<br />
|{{~}}<br />
|-<br />
|[[BizHawk]]<br />
|Windows<br />
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br />
|{{✓}}<br />
|{{✗}}<br />
|Cycle<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|[[higan]]<br />
|Windows, Linux, macOS<br />
|[http://byuu.org/emulation/higan/ {{higanVer}}]<br />
|{{✓}}<br />
|{{✓}} (as bnes v0.83)<br />
|Cycle<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|[http://www.nesemu2.com/ nesemu2]<br />
|Linux<br />
|[https://github.com/holodnak/nesemu2 Git]<br />
|{{✗}}<br />
|{{✗}}<br />
|Cycle<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[[nemulator]]<br />
|Windows<br />
|[http://nemulator.com/downloads.html 4.2]<br />
|{{✗}}<br />
|{{✗}}<br />
|High<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|[[RockNES]]<br />
|Windows<br />
|[http://rocknes.web.fc2.com/ 5.54]<br />
|{{✓}}<br />
|{{✗}}<br />
|High<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|cxNES<br />
|Windows, Linux<br />
|[https://github.com/perilsensitive/cxnes/releases 0.3.3]<br />
|{{✓}}<br />
|{{✗}}<br />
|Mid<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|FakeNES GT<br />
|Windows, Linux, macOS, [[86/286/386/486/Pentium|DOS]]<br />
|[[sourceforge:projects/fakenes/|0.59 b3]]<br />
|{{✓}}<br />
|{{✗}}<br />
|Mid<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[[FCEUX]]<br />
|Windows, Linux, macOS, Solaris, BSD<br />
|[http://www.fceux.com/web/download.html 2.2.3]<br />
|{{✓}}<br />
|{{✗}}<br />
|Mid<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|FCEUmm<br />
|Multi-platform<br />
|[https://sourceforge.net/projects/fceumm/ 98.13mm] (Windows)<br />[https://github.com/libretro/libretro-fceumm Git] (libretro)<br />
|{{✗}}<br />
|{{✓}}<br />
|Mid<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✓}}<br />
|{{✓}}<br />
|Mid<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|[[HDNes]]<br />
|Windows<br />
|[http://forums.nesdev.com/viewtopic.php?f=3&t=9935#p109627 Git]<br />
|{{✗}}<br />
|{{✗}}<br />
|Low<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[[Jnes]]<br />
|Windows<br />
|[http://www.jabosoft.com/categories/3 1.2.1]<br />
|{{✓}}<br />
|{{✗}}<br />
|Low<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|[[NESticle]]<br />
|Windows 9x, [[86/286/386/486/Pentium|DOS]]<br />
|[http://web.archive.org/web/20070227191851/http://www.zophar.net/NESticle/nestcxxx.zip x.xx] (DOS) <br /> [https://web.archive.org/web/20070116124329/http://www.zophar.net:80/NESticle/nestc042.zip 0.42] (Windows 9x)<br />
|{{✗}}<br />
|{{✗}}<br />
|Low<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[[QuickNES]]<br />
|Multi-platform****<br />
|[https://kode54.net/fb2k/QuickNES.zip 0.7.0b1] (Windows)<br />[https://github.com/libretro/QuickNES_Core Git] (libretro)<br />
|{{✗}}<br />
|{{✓}}<br />
|Low<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[[VirtuaNES]]<br />
|Windows<br />
|[http://virtuanes.s1.xrea.com/ 0.97]<br />
|{{~}}<br />
|{{✗}}<br />
|Low<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|Nescala<br />
|macOS, Linux<br />
|[https://github.com/hywelandrews/nescala Git]<br />
|{{✗}}<br />
|{{✗}}<br />
|?<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
!colspan="8"|Consoles<br />
|-<br />
|[[L-CLASSICS|Switch Online]]<br />
|[[Nintendo Switch emulators|Nintendo Switch]]<br />
|1.1.0<br />
|{{✓}}<br />
|{{✗}}<br />
|High<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|NesterJ*<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|[http://filetrip.net/psp-downloads/homebrew/download-nesterj-113-beta-2-f27533.html 1.13 beta 2]<br />[http://filetrip.net/psp-downloads/homebrew/download-nesterj-112aoex-r3-f29028.html AoEX]<br />
|{{✓}}<br />
|{{✗}}<br />
|Mid<br />
|?<br />
|{{✓}}<br />
|-<br />
|[[Virtual Console]]<br />
|[[Wii emulators|Wii]], [[Nintendo 3DS emulators|Nintendo 3DS]], [[Wii U emulators|Wii U]]<br />
|N/A<br />
|{{✓}}<br />
|{{✗}}<br />
|Mid<br />
|?<br />
|{{✓}}<br />
|-<br />
|Nestopia**<br />
|[[PlayStation 3 emulators|PlayStation 3]], [[Xbox 360 emulators|Xbox 360]], [[Wii emulators|Wii]]<br />
|1.44<br />
|{{✓}}<br />
|{{✓}}<br />
|Mid<br />
|?<br />
|{{✓}}<br />
|-<br />
|[[FCEUX|FCE Ultra GX]]<br />
|[[Wii emulators|Wii]], [[GameCube emulators|GameCube]]<br />
|[https://github.com/dborth/fceugx/releases 3.3.9]<br />
|{{✓}}<br />
|{{✗}}<br />
|Mid<br />
|?<br />
|{{✓}}<br />
|-<br />
|[http://web.archive.org/web/20090227044416/http://imbnes.gamebase.ca imbNES]<br />
|[[PlayStation emulators|PlayStation]]<br />
|[http://web.archive.org/web/20090221132233/http://imbnes.gamebase.ca:80/downloads.html 1.3.2]<br />
|{{✗}}<br />
|{{✗}}<br />
|?<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|NESBox<br />
|[[Xbox One emulators|Xbox One]]<br />
|[https://nesbox.com/ v4]<br />
|{{✗}}<br />
|{{✗}}<br />
|?<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|VirtuaNES for 3DS<br />
|[[Nintendo 3DS emulators|Nintendo 3DS]]<br />
|[https://github.com/bubble2k16/emus3ds/releases 1.02]<br />
|{{✓}}<br />
|{{✗}}<br />
|?<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
!colspan="8"|Mobile<br />
|-<br />
|Nestopia***<br />
|[[Android emulators|Android]], [[IOS emulators|iOS]]<br />
|1.44<br />
|{{✓}}<br />
|{{✓}}<br />
|High<br />
|?<br />
|{{✓}}<br />
|-<br />
|GPFCE<br />
|ARM Devices <small>(GP2X, Pandora)</small><br />
|[http://repo.openpandora.org/?page=detail&app=package.gpfce.notaz 0.81.0.r2]<br />
|{{✓}}<br />
|{{✗}}<br />
|High<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
|Nostalgia.NES<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.nostalgiaemulators.neslite 1.17.1]<br />
|{{✓}}<br />
|{{✗}}<br />
|High<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|[[Jnes]]<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.jabosoft.silverarrow 1.0.5.6]<br />
|{{✓}}<br />
|{{✗}}<br />
|Low<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|}<br />
<nowiki>*</nowiki> AoEX is based on NesterJ 1.12 Plus 0.61 RM, so it includes features like rewind, cheat code support, rotated/mirrored screen, sepia palette, support for rare mappers (the pirate bootleg FF7 works on it), etc. Its compatibility is inferior to 1.13 beta 2.<br><br />
<nowiki>**</nowiki> Only available on consoles as a libretro core (e.g. [[RetroArch]]).<br><br />
<nowiki>***</nowiki> Only available on mobile as a libretro core (e.g. [[RetroArch]]).<br />
<nowiki>****</nowiki> Only available outside of Windows as a libretro core (e.g. [[RetroArch]])<br />
<br />
===Comparisons===<br />
*[[Mesen]] is the most compatible NES/FDS emulator according to currently established NES test ROM suites.<ref name="mesentest">http://www.mesen.ca/TestResults.php</ref> It should be the emulator of choice for those who desire the utmost accuracy. Mesen is also very user-friendly and supports a lot of features that other emulators are missing such as; [[Texture_Packs|HD packs]], [[netplay]], auto-updating, [[Shaders and Filters|good built-in filters]], both .zip and [[GoodTools|goodmerged]] file loading, etc.<br />
*[[puNES]] is the second most accurate NES/FDS emulator according to a separate test battery run by the TASVideos community.<ref name="nestas">http://tasvideos.org/EmulatorResources/NESAccuracyTests.html</ref> It should be noted that puNES used to have one mapper that Mesen didn't: 116, which allows games like Kart Fighter and Somari to be supported. This has since been added to Mesen.<br />
*[[Nestopia]] also has a high ranking in those same tests.<ref name="nestas"/> Even so, Nestopia has issues with The Young Indiana Jones Chronicles and doesn't display the status bar in Mickey's Safari in Letterland correctly (among other problems). Nestopia Undead Edition is a fork of Nestopia meant to keep it alive and fix the aforementioned bugs. This version is generally recommended over vanilla. Even the libretro core for Nestopia is in the Undead Edition.<br />
*[[Nintendulator]] and My Nes also have a fairly high ranking in those tests.<ref name="nestas"/><br />
*[[FCEUX]] scores rather low in these tests, despite being a recommended emulator on TAS Videos. The New PPU is more accurate than the Old PPU, thankfully. The emulator is still useful, though, thanks to its robust Lua scripting and incorporating FCEUmm into its feature set.<br />
*[[VirtuaNES]] also scores quite low in the tests, but in turn supports several obscure [[#Peripherals|peripherals]] that are not available on other emulators.<br />
*For official emulation, there is [[Virtual Console]] or [[L-CLASSICS|Nintendo Switch Online]]. The Wii has a significantly larger library of NES games to choose from than the 3DS or Wii U, especially from third-party publishers.<br />
<br />
There are many other NES emulators not listed here, as the NES has more emulators than any other system (new ones are started all the time). Only those that are well known or stand out in some way are covered here.<br />
<br />
==Emulation issues==<br />
===Mappers===<br />
A key difference between many emulators nowadays is how many mappers they support.<br />
* '''No Mapper:''' Supported on every emulator even official Nintendo emulators.<br />
* '''Official Mappers''' (UNROM, AOROM, MMC1-6): Most emulators, as well as Nintendo's Virtual Console (but not their GBA emulators), will cover these.<br />
* '''Third Party Mappers''' (Various: e.g. Konami's VRC6/VRC7) While officially licensed by Nintendo, they were not allowed outside Japan. As a result, for their Western releases, many games that took advantage of their features (advanced ROM mapping, extra sound channels) were reprogrammed significantly and shipped on the official mappers, often with simplified soundtracks. A lot of fan emulators worth their salt will cover these. With those, you cover the entire officially licensed library.<br />
* '''Unlicensed Mappers:''' Mostly used by pirate cartridges, often long past the console's official commercial lifespan. Only the more accurate emulators (Mesen, FCEUX) will even bother covering them in a whack-a-mole quest for every new one discovered to this very day. If you're not interested in '''unlicensed''' Chinese or Russian bootlegs or newer unofficial NES demakes, it isn't a problem.<br />
<br />
The NES ROM information isn't sufficient to describe the cartridge and emulate it, so emulators have to include the layout and behavior of these mappers in their code, while the ROM header tells the emulator which mapper to choose. So unlike with other consoles, no matter how accurate a given NES emulator will get, it will still never be able to run newly discovered ROM dumps from cartridges that used a so-far unknown mapper. Thus, Unlicensed NES support will be inevitably incomplete and a constant work-in-progress, hence claims some emulators are "inaccurate".<br />
<br />
Related to this issue: This is why most emulators won't run unheadered NES ROMs. Newer versions of Nestopia can open those, but they're handled in a slightly different way: the information that would have been included in the iNES header is instead provided in emulator configuration files that get summoned as long as the ROM's hash matches exactly the No-Intro dump of that given game (which is inconvenient for romhacks).<br />
<br />
===QD FDS Support===<br />
Games dumped off the Famicom Disc System come into two major types:<br />
<br />
* '''.fds format''': Most common format. Ubiquitous in ROM sets (GoodSets, No-Intro). Omits some checksum data.<br />
* '''.qd format''' (stands for QuickDisk): Only ever used in official Nintendo re-releases. Almost identical to fds, but a full dump with checksum data. May omit padding.<br />
<br />
The checksum data in question would be checked at BIOS startup to verify the integrity of the image and whether it was tampered with, in which case it will throw an anti-piracy error. As of now, no NES emulators support the alternate more complete dumps, as well as fudging that check's result to always return a negative. To emulate a .qd image, stripping the checksum data with a custom script is needed. <br />
<br />
===Overscan===<br />
{{Main|Overscan}}<br />
<br />
[[File:Retroarch_2013-08-16_06-32-24-62.png|thumb|250px|Example of faulty visuals that are exposed when no overscan is cropped. Note the blank blue area to the left and the green garbage on the right. On NTSC CRT TVs, these areas may or may not be visible]]Several NES games need their overscan to be cropped to look proper. Unfortunately, there is seemingly no standard level of overcropping. Many games appear to require different levels for best results. For example, SMB3 requires quite a lot of cropping, however, the same level of cropping will certainly obscure the letters of the status bar in Castlevania games.<br />
<br />
===Color Palette===<br />
{{Main|Famicom Color Palette}}<br />
<br />
Unlike consoles such as the SNES, which natively generate their image in pure RGB, the Famicom normally generates and outputs an encoded NTSC video signal. This must then be decoded by the TV's built-in NTSC decoder, which means the resulting color palette often varies depending on the display's decoder. For this reason, NES games will appear to have different colors on different TV sets. To properly emulate this part of the NES experience, many Famicom emulators have a variety of different palettes to choose from.<br />
<br />
The 3DS and Wii U versions of [[Virtual Console]] use extremely dark color palettes. This is apparently not an accuracy issue, but rather an anti-epilepsy measure. For the Nintendo Switch Online service, the games were directly edited to remove seizure-inducing patterns, allowing it to use a normal palette.<br />
<br />
==Peripherals==<br />
There were many accessories released for the NES but Emulation General only covers accessories that are truly differentiated data streams from the basic controller. For example, the Power Glove is in actuality just a really complicated NES controller, designed to convert motion into D-PAD, SELECT, START, A, and B button commands. The same goes for R.O.B. and his ''Stack-up'' and ''Gyromite'' games because he was really just the second player. Strangely, the Famicom has a lot more peripheral hardware to emulate than the NES.<ref>[[Wikipedia:List of Nintendo Entertainment System accessories|List of Nintendo Entertainment System accessories]]</ref><br />
<br />
===Zapper===<br />
This accessory was very common. It's a light gun, used for many games such as ''Duck Hunt'', ''Wild Gunman'', and ''Hogan's Alley'', to name three examples. When the trigger is pulled, the screen flashes black for a period of 1-2 frames while displaying a white rectangle (indicating the target to shoot at). If the gun detects it is pointing at the white rectangle, it tells the game to register a hit. On real hardware, this could be quite unreliable unless the lenses were thoroughly clean. The Zapper plugged into the P2 port and mainly worked with old CRT TVs; newer LCD TVs will not register with the Zapper. Many emulators support this accessory with 100% accurate hit detection in the form of a mouse click (PC), tap (for mobile), remote ([[Wii emulators|Wii]] ports of NES emulators), or faked pointers using a controller.<br />
<br />
===Arkanoid/Vaus Controller===<br />
This controller was released by Taito with one button to "fire" and a dial to control back and forth movement. ''Arkanoid'' and ''Chase H.Q.'' are the only NES games to utilize it, but it is still optional even so. [[Mesen]] and [[puNES]] support this.<br />
<br />
===Miracle Piano Teaching System===<br />
By the Software Toolworks, the ''[[Wikipedia:Miracle Piano Teaching System|Miracle Piano Teaching System]]'' used an electronic piano keyboard as input. It is unknown if any emulator supports this feature.<br />
<br />
===Family Trainer/Family Fun Fitness/Power Pad===<br />
This was designed to be used with your feet, typically by running in place on numbered circles to represent the button presses. It plugs into the P2 port and has 12 different buttons. Notable games such as ''Stadium Events'', ''World Class Track Meet'', and ''Athletic World'', utilize this, and trying to use a standard controller is not an option. Despite being less accurate than puNES or Mesen, [[FCEUX]] actually supports this.<br />
<br />
===NES Four Score/NES Satellite/4-Player Adaptor===<br />
This turned the standard two controller ports into four by plugging into both P1 and P2. A few games utilized this capability, such as LJN's ''A Nightmare on Elm Street''. Many emulators support this feature by having an option to switch between 2-player and 4-player mode or just enabling/disabling Player 3 and Player 4's controller.<br />
<br />
===Microphone===<br />
Technically not a peripheral because it was physically part of each Model 1 Famicom, on the second player's controller is a microphone and volume slider instead of having the START and SELECT buttons. One noteworthy game that makes use of this is the Japanese ''Legend of Zelda''. Pols Voice, an enemy, is destroyed if the player makes a loud sound into the microphone (the US version changed this to merely firing an arrow to 1-shot them). Another game to make use of the microphone is ''Takeshi no Chōsenjō'' (''Takeshi's Challenge''). [[VirtuaNES]] supports this, activated by tapping the 'M' key on default settings. [[Mesen]] also supports this. The 3DS and Wii U versions of [[Virtual Console]] are currently the only emulators that support input through an actual microphone, though [[puNES]] has this feature planned.<br />
<br />
====Karaoke Studio====<br />
Separate from the built-in microphone, Bandai made ''[[Wikipedia:Karaoke Studio|Karaoke Studio]]'', which is a special game cartridge that has a microphone attached to it. It is unknown if any emulator supports this.<br />
<br />
===Family Computer Disk System===<br />
A Japan-only peripheral using a magnetic disk format instead of cartridges, with its own unique game library. Some of these were later ported to the regular NES/Famicom cartridge format with significant downgrades (particularly the loss of enhanced FDS hardware audio). This accessory made it possible to save game data without needing battery-backed ROM, but only for the game contained on each of the disks.<br />
<br />
You'll need the BIOS file to emulate games made for this add-on. It's interesting to note there are actually two versions of the BIOS; [[Wikipedia:Family Computer Disk System|Nintendo's peripheral]] and [[Wikipedia:Twin Famicom|Sharp's Twin Famicom]]. The only difference is Nintendo's displays ''Nintendo'' while [[Wikipedia:Sharp Corporation|Sharp]]'s displays ''Famicom'' when the hardware is first booted. Other than that, they function identically.<br />
<br />
===Famicom Keyboard===<br />
Only one game used a keyboard to program in BASIC on the Famicom and that was ''[[Wikipedia:Family BASIC|Family BASIC]]''. [[VirtuaNES]] supports it.<br />
<br />
====Data Recorder====<br />
The [[Wikipedia:Famicom Data Recorder|Data Recorder]] is an accessory related to the Famicom Keyboard. Three games and one accessory supported the Data Recorder: ''Excitebike'', ''Mach Rider'', ''Wrecking Crew'', and ''Family BASIC''. These sent an analog audio stream through the keyboard to a cassette tape deck, but really any device capable of analog audio recording/playback can work with it. The "sounds" are really just 0s and 1s to represent the data the games are trying to write. VirtuaNES supports this accessory, controlled from the "Tape" menu.<br />
<br />
===ASCII Turbo File===<br />
Different from either battery-backed ROM cartridge or the FDS, ASCII Corporation (based in Japan) created their own method to save game data with the [[Wikipedia:Turbo File (ASCII)|ASCII Turbo File]]. VirtuaNES supports this too.<br />
<br />
===Oeka Kids tablet===<br />
This accessory was a tablet for the Famicom games ''Oeka Kids: Anpanman no Hiragana Daisuki'' and ''Oeka Kids: Anpanman to Oekaki Shiyou!!''.<ref>http://www.ne.jp/asahi/oroti/famicom/ish15.html</ref> [[VirtuaNES]] supports it.<br />
<br />
===CompuTrainer Pro===<br />
This is very rare and was only used in the unlicensed game RacerMate Challenge II. No known emulator supports it. <ref>http://www.nesmuseum.com/racermate.html</ref><br />
<br />
===Game Genie===<br />
Although most emulators, in general, have a GUI to manage cheats and don't rely on real hardware cheating devices, [[FCEUX]] can cheat authentically using a Game Genie ROM.<br />
<br />
==Hardware Variants==<br />
===VS System===<br />
An arcade system based on the NES released for the US. Most emulators have an option to let you "Insert Coin(s)".<br />
<br />
ROMs made with VS System in mind which are accidentally played in the emulator's NES mode (or vice-versa) will cause the colors to be totally garbled. This can occur when there is an issue with the emulator's configuration or the ROM's iNES header.<br />
<br />
===Famicom Box===<br />
Also re-released later as Sharp's FamicomStation. The hybrid NES/Famicom arcade box [http://famicomworld.com/system/other/famicombox/ Nintendo Famicom Box] is a bulky metal cube, with a slot to insert money and secured with tons of locks. The hotel would set the amount of time you could play on one token, and choose the games available. You can see it in action in season 18 of [http://www.gamingcx.com/ Game Center CX]. It was distributed in select hotels and stores and can hold up to 15 select Famicom releases at once, and had many more hardware lockout chips and pins with different behavior than usual (it also only supported cartridges using memory mapper 0). Sports a unique boot screen for both models released. <br />
<br />
Neither the cartridges nor the BIOS has been dumped or tested with an emulator, unlike the Super Famicom Box (which has had both its BIOS' and most of its ROMs dumped).<br />
<br />
===Dendy===<br />
A pirate NES Famicom clone which was sold in Russia and Eastern Europe, with the blueprint later reused for other Famiclones. Here's [http://www.youtube.com/watch?v=kne6AKyYUuM a link] to a CC-subtitled Kinaman video for more details. It's a very quirky NTSC NES optimized for 50Hz, with many other changes from the official PAL NES as well- through these differences often break the compatibility of Dendy-specific releases on most emulators.<br />
<br />
MESS supports this console, and some other emulators (such as Mesen, puNES, and FCEUX) introduced support for it in r3134, along with the already included support for iNES 2.0 ROM headers (including the option to mark a ROM region as PAL Dendy). The cartridges themselves can still be played as long as the emulator supports broken carts.<br />
<br />
==Resources==<br />
*[http://wiki.nesdev.com/w/index.php/Nesdev_Wiki Nesdev Wiki] - A place for all your NES programming/NES emulator programming needs.<br />
*[http://forums.nesdev.com/viewtopic.php?t=2818 Nesdev Forum] - Discussion of NES Wii Virtual Console accuracy.<br />
<br />
==References==<br />
{{Reflist}}<br />
<br />
<br />
{{Nintendo}}<br />
<br />
[[Category:Consoles]]<br />
[[Category:Nintendo consoles]]<br />
[[Category:Nintendo Entertainment System emulators|*]]<br />
[[Category:Third-generation video game consoles]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Cellphone_emulators&diff=22549Cellphone emulators2018-12-02T13:47:02Z<p>212.252.96.193: /* Emulation */</p>
<hr />
<div>Before the smartphones we know today were staples of mainstream culture, mobile phones, and their technology were pretty rudimentary and often relied on apps made in Java seeing as the language was designed to be portable (though Windows Mobile and Symbian were also somewhat popular as proto-smartphone platforms of choice). This didn't keep games from being developed for these platforms. Casual simplistic games and rip-offs of retro franchises thrived, but it attracted some genuinely fun games that forever remained obscure, such as those from Gameloft.<br />
<br />
The situation is quite different in Japan where mobile hardware was much more developed, only loosely Java-based, and major video game developers were much more invested in creating unique and high-quality content that's most obscure and unpreserved, let alone emulated, today. Those are the very different [[wikipedia:Galapagos syndrome|Galapagos mobile phones]] (like DoCoMo i-mode, DeNa, RoID...). Some of these games got ported to the inferior Western hardware but these are in the tiny minority.<br />
<br />
<code>JAR</code> files of Java-based non-Japanese cell phones can be still found online with some effort, namely on WAP sites offering (pirated) mobile content e.g. Peperonity.<br />
<br />
==Dark Age of Monochrome Mobile Phones==<br />
Earlier black-and-white cell phone games (both in Japan and worldwide) didn't get as much love either when it comes to emulation and preservation of game binaries. There were, however, recreations of Snake and Space Impact for Nokia phones on their website at one time, along with remakes of the aforementioned games for Android and iOS.<br />
<br />
==J2ME <small>(Java 2 Micro Edition)</small>==<br />
A free cross-platform language capable of working in devices with highly reduced capabilities. It was basically Java stripped down to the bare essentials.<br />
<br />
While originally not intended for games (until its more advanced game-oriented API came), it became the de-facto market standard for cell phone gaming - due in no small part to the SDK being free and without licensing costs.<br />
<br />
===Emulators===<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|System<br />
! scope="col"|Version<br />
! scope="col"|[[Emulation Accuracy|Accuracy]]<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
!colspan="5"|PC<br />
|-<br />
|KEmulator<br />
|Windows<br />
|0.9.8<br />
|Mid<br />
|{{✓}}<br />
|-<br />
|[https://sourceforge.net/projects/freej2me FreeJ2ME]<br />
|Multi-platform<br />
|2018-09-07<br />
|Mid<br />
|{{✓}}<br />
|-<br />
|Nokia SDKs<br />
|Windows<br />
|Official<br />
|Mid (Nokia-only)<br />
|{{✓}}<br />
|-<br />
|[http://multiphasicapps.net/doc/ckout/readme.mkd SquirrelJME]<br />
|Windows<br />
|?<br />
|Mid<br />
|?<br />
|-<br />
|Sj-Boy-JavaEmulator<br />
|Windows<br />
|?<br />
|Low<br />
|{{✗}}<br />
|-<br />
|MidpX<br />
|Windows<br />
|?<br />
|Low<br />
|{{✗}}<br />
|-<br />
!colspan="5"|Mobile<br />
|-<br />
|[https://github.com/nikita36078/J2ME-Loader J2ME-Loader]<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=ru.playsoftware.j2meloader 1.3.6]<br />
|High<br />
|{{✓}}<br />
|-<br />
|Java J2ME Runner<br />
|[[Android emulators|Android]]<br />
|[http://www.netmite.com/android/ 2.0.3.7]<br />
|Low<br />
|?<br />
|-<br />
|phoneME<br />
|[[Android emulators|Android]]<br />
|?<br />
|?<br />
|?<br />
|-<br />
|JBED<br />
|[[Android emulators|Android]]<br />
|?<br />
|?<br />
|?<br />
|-<br />
!colspan="5"|Consoles<br />
|-<br />
|PSPKVM<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|[http://sourceforge.net/projects/pspkvm/files/latest/download 0.5.4 (2009)]<br />
|Mid<br />
|{{✓}}<br />
|}<br />
<br />
;KEmulator<br />
:Has more features and compatibility than other ones, as well as 3D emulation. Has support for custom resolutions and full screen (View/Options). You can even set a proxy server for mobile Java apps that connect to the internet under options. Requires Java Runtime Environment installed. It is the recommended emulator if you're on a Windows PC, although some games (such as Wolfenstein RPG and Doom 2 RPG) freeze indefinitely on the loading screen. Last update was in 2012, closed-source.<br />
;FreeJ2ME<br />
:Has fewer features than KEmulator, but better compatibility. It is recommended for games that don't work with KEmulator. It has an optional [[libretro]] core and development is active. Games that freeze on KEmulator, such as Wolfenstein RPG and Doom 2 RPG, run on FreeJ2ME with no issues, although compatibility and accuracy are not as good as J2ME-Loader on Android. Some games run too fast and require tinkering with the frame rate options.<br />
;Sj-Boy-JavaEmulator<br />
:More compatible than MidpX. Can take snapshots. More resolutions (but still buggy).<br />
;MidpX<br />
:One of the older emulators. Fixed low resolution (176x220) and compatibility, no handler app support.<br />
;J2ME-Loader<br />
:This is currently the highest-compatibility J2ME emulator available. Converts .jar files offline using its own resources. Easily launches both 2D & 3D apps. Samsung & Nokia Api implemented. Supports different keyboard layouts and customization. It is highly accurate, with the right frame rate for each game, as well as vibration. Has slightly improved performance through hardware acceleration, but games won't run too fast. Runs almost every Nokia game, even ones that don't work with KEmulator or FreeJ2ME, but fails with Sony Ericsson 3D engine (mascot capsule), due to the fact that the mascot capsule is almost impossible to port. This is common with most of other emulators as well.<br />
;Java J2ME Runner<br />
:Old tool, launches Java Applications on Android using native library. Apps have to be converted first, using [http://www.netmite.com/android/srv/2.0/getapk.php Netmite Website]. Overall 2D stability is acceptable, but 3D support almost does not work. Different types of keyboard & screen stics are included. Unfortunately, often experiences troubles with *jar conversion.<br />
;PSPKVM<br />
:Available for cell-phones. Might be the first one that's open-source. Last update was in 2009.<br />
<br />
SDKs for certain Nokia platforms (e.g. Series 40 and S60) may still be available, and while the emulators that come with them are made with development in mind, they can also be useful for playing most Java games and Symbian applications.<br />
<br />
==ExEn <small>(Execution Engine)</small>==<br />
A freeware solution developed by French mobile game developer In-Fusio around 2000. It was a Java-based solution presenting itself as an alternative to the limitations of J2ME's game development (offering missing feautures like sprite zooming, parallax scrolling, rotations...).<br />
<br />
It achieved relative success and widespread hardware support in Europe, and was also used in China.<br />
<br />
===Emulation===<br />
{| class="wikitable" style="text-align:center;"<br />
|+PC<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|System<br />
! scope="col"|Version<br />
! scope="col"|[[Emulation Accuracy|Accuracy]]<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
|EXEN-V2 Generic Simulator<br />
|Windows<br />
|?<br />
|Low<br />
|{{✗}}<br />
|}<br />
<br />
;EXEN-V2 Generic Simulator:A very old dead emulator for ExEn software. While many games will go in-game, they'll crash at various points.<br />
<br />
==Mediatek Runtime Environment (MRE)/MAUI==<br />
Being the turnkey solutions firm that they are known for, as their chips are used on millions and millions of el-cheapo "Shanzhai" devices all over the world (especially counterfeit Nokias and Goophones among other things), Mediatek has also come up with their own mobile platform and API known as the [http://news.softpedia.com/news/Opera-Mini-Arrives-on-MediaTek-s-Runtime-Environment-MRE-238105.shtml Mediatek Runtime Environment], aka MAUI. It is targeted for so-called "smart" feature phones, i.e. those that offer similar functionality to standard mobile operating systems like Android, but are watered down for entry-level users. An SDK is available on their [http://mre.mediatek.com/en/sdk/2.0 developer site] for members, and <code>VXP</code> files for games and other applications appear to be available on the usual WAP sites.<br />
<br />
===Emulation===<br />
{| class="wikitable" style="text-align:center;"<br />
|+PC<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|System<br />
! scope="col"|Version<br />
! scope="col"|[[Emulation Accuracy|Accuracy]]<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
|Mediatek MRE SDK<br />
|Windows<br />
|[http://mre.mediatek.com/en/sdk/2.0 3.0]<br />
|?<br />
|{{✓}}<br />
|}<br />
<br />
==Mophun==<br />
An even more hardware-efficient free European-centric mobile gaming solution developed by Synergetix, it wasn't supported widely (Ericsson T300, T310 and T610).<br />
<br />
===Emulators===<br />
{{No current emulators}}<br />
<br />
==WGE <small>(Wireless Graphics Engine)</small>==<br />
By TTPCom. Has even fewer support by videogame developers and phone hardware manufacturers.<br />
<br />
===Emulators===<br />
{{No current emulators}}<br />
<br />
==N-Gage <small>(Nokia)</small>==<br />
Originally a joint Nintendo-Nokia cellphone handheld hybrid project slated for 2005, Nintendo backed away from the project (and its plans for NES/Game Boy ports for mobile were repurposed for their Virtual Engine project). Nokia continued the project on their own anyways and released it as the most powerful handheld of its time, that is up until the DS and PSP came along and ended Nokia's hopes at dominating the handheld gaming market.<br />
<br />
However, while gaining support through GBA/PS1 ports (including the only English version of the JP-only Xanadu series until 2016) and a few original exclusives, the thing suffered from huge design flaws, from the button layout to the display and cell phone functionality.<br />
<br />
Has a revision called the QD. ROM dumps of N-Gage games are available.<br />
<br />
===Emulation===<br />
{| class="wikitable" style="text-align:center;"<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Version<br />
! scope="col"|[[Emulation Accuracy|Accuracy]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
|[[EKA2L1]]<br />
|Windows<br />
|[https://github.com/bentokun/EKA2L1 Git]<br />
|None<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|Engemu<br />
|Windows<br />
|[https://github.com/mrRosset/Engemu Git]<br />
|None<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|NGEmu<br />
|Windows<br />
|[https://github.com/NGEmu/NGEmu Git]<br />
|None<br />
|{{✗}} <small>(see below)</small><br />
|{{✗}}<br />
|-<br />
|N-GageCool<br />
|Windows<br />
|[https://ngage-cool.soft32.com/ 1.2.1] ($)<br />
|Terrible<br />
|{{✗}}<br />
|{{✗}}<br />
|}<br />
<br />
;[[EKA2L1]]:A Symbian OS emulator with [https://www.reddit.com/r/emulation/comments/8aotzq/eka2l1_a_symbian_os_emulator/ high-level emulation] and goals that include the Nokia N-Gage, it's currently not recommended as development is still very early.<br />
;Engemu:A Nokia N-Gage focused emulator with [https://www.reddit.com/r/emulation/comments/8aotzq/eka2l1_a_symbian_os_emulator/ low-level emulation].<br />
;NGEmu:The [https://github.com/NGEmu/NGEmu/commit/7500b41959c686e65eaed871490c97b2de5da0d6 first] known Nokia N-Gage emulator (With high-level emulation), although it is currently on hiatus due to a lack of information required to further development. Linux support is planned for the future.<br />
;N-GageCool:A dead payware emulator for Windows. It only partially emulated the J2ME-based Nokia N-Gage exclusives and nothing else from the rest of the bunch.<br />
<br />
At the current moment, there are no proper solutions for Nokia N-Gage emulation.<br />
<br />
==Japanese i-mode <small>(DoCoMo)</small>==<br />
Japanese mobile manufacturer NTT DoCoMo released its own profile for J2ME developers to use when programming for the phones. This profile is known as i-mode Java - also called by its nickname DoJa (DoCoMo's Java). It's quite different from regular J2ME applications.<br />
<br />
While i-mode phones were made available in a limited fashion in Europe, the game apps weren't exported, the i-mode specific features were mainly used for enhancing web pages for mobile browsers and even the Java API is the different more limited "Overseas Edition". The main reason behind this was the fierce push back by Nokia and other western mobile hardware manufacturers refusing to support the DoJa software standard until very late. <br />
<br />
DeNa (Mobage), Namco (Tales of Mobile) and Level-5 (RoiD) set up Steam-like game distribution portals specific to some cell-phone models yet i-mode based. The different names are to confuse dirty gaijin, probably.<br />
<br />
===Emulators===<br />
{{No current emulators}}<br />
<!-- ==Japanese mobile (Other)== --><br />
<br />
==Binary Runtime Environment for Wireless <small>(BREW)</small>==<br />
A mobile development platform by Qualcomm, originally intended for CDMA handsets such as those sold by Verizon. Unlike Java ME, applications and games for BREW use native code as opposed to in a virtual machine in the case of Java ME. Also, BREW development has a higher barrier to entry due to stringent certification requirements, which led it to be significantly less popular than Java ME even in markets where CDMA has a significant market share, such as in North America. To top it all off, downloaded BREW apps are tied to an individual handset via a digital signature, making piracy or sideloading a pain.<br />
<br />
===Emulators===<br />
{{No current emulators}}<br />
<br />
==Read More==<br />
* [https://books.google.com/books?id=tCxvX60J8OAC&lpg=PP1&pg=PA145#v=onepage&q&f=false Micro Java Game Development], mentions Japanese i-mode emulators that are currently dead, like i-tool.<br />
* [https://www.gamedev.net/articles/programming/general-and-gameplay-programming/the-clash-of-mobile-platforms-j2me-exen-moph-r1944 A 2003 article from GameDev.net] about the major Western mobile phone systems<br />
* [http://www2.sys-con.com/itsg/virtualcd/Java/archives/0609/blut/index.html Article] about DoCoMo Java programming<br />
<br />
[[Category:Consoles]]<br />
<!-- [[Category:Not yet emulated]]<br />
[[Category:Very early emulation]] --></div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Emulators_on_Patreon&diff=22548Emulators on Patreon2018-12-02T13:46:14Z<p>212.252.96.193: /* Emulators */</p>
<hr />
<div>[[File:Shutup.jpeg|thumb]]<br />
'''Patreon''' is a service that allows fans to contribute to creators' projects on a recurring basis (where they're known as patrons). A ton of emulator developers are already using it so if you wish to support any project with money, we've listed the accounts below.<br />
<br />
==Emulators==<br />
{| class="wikitable sortable" style="text-align:center;" width="100%"<br />
! scope="col"|Name<br />
! scope="col"|System<br />
! scope="col"|Patreon link<br />
! scope="col"|Early access<br />
! scope="col"|Other rewards<br />
|-<br />
|[[Cemu]]<br />
|[[Wii U emulators|Wii U]]<br />
|[https://www.patreon.com/cemu cemu]<br />
|{{✓}}<br />
|Exclusive news<br />
|-<br />
|[[Citra]]<br />
|[[Nintendo 3DS emulators|Nintendo 3DS]]<br />
|[https://www.patreon.com/citraemu/overview citraemu]<br />
|{{✗}}<br />
|Discord, exclusive news, technical support, development polls<br />
|-<br />
|[[Cxbx-Reloaded]]<br />
|[[Xbox emulators|Xbox]], Sega Chihiro<br />
|[https://www.patreon.com/LukeUsher LukeUsher]<br />
|{{✗}}<br />
|Exclusive news<br />
|-<br />
|[[EKA2L1]]<br />
|[[Cellphone emulators#N-Gage (Nokia)|Symbian]]<br />
|[https://www.patreon.com/fewdspuck fewdspuck]<br />
|{{✗}}<br />
|Priority support via Discord<br />
|-<br />
|[[higan]]<br />
|[[Multi-system emulators|Multi-system]]<br />
|[https://www.patreon.com/byuu byuu]<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[[libretro]]<br />
|[[Multi-system emulators|Multi-system]]<br />
|[https://www.patreon.com/libretro libretro]<br />
|{{✗}}<br />
|Discord<br />
|-<br />
|[[melonDS]]<br />
|[[Nintendo DS emulators|Nintendo DS]]<br />
|[https://www.patreon.com/staplebutter staplebutter]<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[[mGBA]]<br />
|[[Game Boy Advance emulators|Game Boy Advance]], [[Game Boy/Game Boy Color emulators|Game Boy/Color]]<br />
|[https://www.patreon.com/mgba mgba]<br />
|{{✗}}<br />
|Special icon, name in emulator<br />
|-<br />
|[[Nova]]<br />
|[[Sega Saturn emulators|Sega Saturn]], STV<br />
|[https://www.patreon.com/nova_emu nova_emu]<br />
|{{✓}}<br />
|Exclusive news, name in emulator<br />
|-<br />
|Planet Virtual Boy Emulator<br />
|[[Virtual Boy emulators|Virtual Boy]]<br />
|[https://www.patreon.com/GuyPerfect GuyPerfect]<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[[Play!]]<br />
|[[PlayStation 2 emulators|PlayStation 2]]<br />
|[https://www.patreon.com/jpd002 jpd002]<br />
|{{✗}}<br />
|Discord<br />
|-<br />
|[[OpenEmu]]<br />
|[[Multi-system emulators|Multi-system]]<br />
|[https://www.patreon.com/openemu openemu]<br />
|{{✓}}<br />
|Name in emulator<br />
|-<br />
|[[Orbital]]<br />
|[[PlayStation 4 emulators|PlayStation 4]]<br />
|[https://www.patreon.com/AlexAltea AlexAltea]<br />
|{{✗}}<br />
|Discord, exclusive news<br />
|-<br />
|[[Project64]]<br />
|[[Nintendo 64 emulators|Nintendo 64]]<br />
|[https://www.patreon.com/Project64 Project64]<br />
|{{✓}}<br />
|Remove prompts for support<br />
|-<br />
|[[RPCS3]]<br />
|[[PlayStation 3 emulators|PlayStation 3]]<br />
|[https://www.patreon.com/Nekotekina Nekotekina]<br />
|{{✗}}<br />
|Discord, exclusive news, technical support, development polls, name in emulator<br />
|-<br />
|[[Ryujinx]]<br />
|[[Nintendo Switch emulators|Nintendo Switch]]<br />
|[https://www.patreon.com/ryujinx ryujinx]<br />
|{{✗}}<br />
|Discord<br />
|-<br />
|[[TeknoParrot]]<br />
|[[Arcade emulators|Arcade]]<br />
|[https://www.patreon.com/Teknogods Teknogods]<br />
|{{✓}}<br />
|Discord, exclusive news<br />
|-<br />
|[[Vita3K]]<br />
|[[PlayStation Vita emulators|PlayStation Vita]]<br />
|[https://www.patreon.com/Vita3K Vita3K]<br />
|{{✗}}<br />
|Discord, name in readme, higher priority on reported issues<br />
|-<br />
|[[Xenia]]<br />
|[[Xbox 360 emulators|Xbox 360]]<br />
|[https://www.patreon.com/xenia_project xenia_project]<br />
|{{✗}}<br />
|Discord<br />
|-<br />
|[[Yabause]]<br />
|[[Sega Saturn emulators|Sega Saturn]]<br />
|[https://www.patreon.com/yabause yabause]<br />
|{{✗}}<br />
|Name in emulator, documentation, support<br />
|-<br />
|[[yuzu]]<br />
|[[Nintendo Switch emulators|Nintendo Switch]]<br />
|[https://www.patreon.com/yuzuteam yuzuteam]<br />
|{{✗}}<br />
|Discord, exclusive news, prioritized technical support, development polls<br />
|-<br />
|}<br />
<br />
==Misc==<br />
{| class="wikitable" style="text-align:center;" width="100%"<br />
! scope="col"|Name<br />
! scope="col"|Description<br />
! scope="col"|Patreon link<br />
! scope="col"|Rewards<br />
|-<br />
|[https://keybase.io/anodium anodium]<br />
|[[Citra]] progress report and blog writer<br />
|[https://www.patreon.com/anodium anodium]<br />
|{{✗}}<br />
|-<br />
|[https://caps0ff.blogspot.com/ CAPS0ff]<br />
|[[Decapping|Chip decapping]], currently used for improving [[MAME]]'s emulation.<br />
|[https://www.patreon.com/user?u=4805718 4805718]<br />
|Chance to influence what they work on, early blog posts<br />
|-<br />
|[https://gliden64.blogspot.com/ GLideN64]<br />
|One of the more popular [[Recommended N64 plugins|N64 Plugins]].<br />
|[https://www.patreon.com/Gliden64 GLideN64]<br />
|Early access, exclusive news<br />
|-<br />
|[https://github.com/JayFoxRox JayFoxRox]<br />
|[[XQEMU]], [[Citra]], Sega Lindbergh, [[pinball]] emulation, open-source PC game ports.<br />
|[https://www.patreon.com/jayfoxrox jayfoxrox]<br />
|{{✗}}<br />
|-<br />
|[https://github.com/Lioncash Lioncache]<br />
|Core developer on [[Dolphin]], [[Citra]] and [[yuzu]].<br />
|[https://www.patreon.com/user?u=9377665 9377665]<br />
|Monthly cat photos<br />
|-<br />
|[https://romhacking.net/ ROMhacking.net]<br />
|[[Mods, Hacks and Fan-Translations|Rom hacking]] website. The biggest(?) database of rom hacks and translations.<br />
|[https://www.patreon.com/Romhackingnet Romhackingnet]<br />
|Site themes, site development forum, ad-free, sticky article, new site feature or improvement of your choosing<br />
|-<br />
|[https://www.zophar.net/ Zophar's Domain]<br />
|Emulation/game data archival website.<br />
|[https://www.patreon.com/zophar zophar]<br />
|Ad-free, your own post, link to your emulation project<br />
|-<br />
|[http://problemkaputt.de Martin Korth]<br />
|Developer of the [[No$]] emulators.<br />
|[https://www.patreon.com/martin_korth martin_korth]<br />
|{{✗}}<br />
|}<br />
<br />
[[Category:FAQs]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=EKA2L1&diff=22547EKA2L12018-12-02T13:45:40Z<p>212.252.96.193: Created page with "'''EKA2L1''' is a high-level Symbian OS emulator. Category:Emulators Category:Windows emulation softw..."</p>
<hr />
<div>'''EKA2L1''' is a [[High/Low level emulation|high-level]] [[Cellphone emulators#N-Gage (Nokia)|Symbian OS emulator]].<br />
[[Category:Emulators]]<br />
[[Category:Windows emulation software]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=PCem&diff=22544PCem2018-12-02T13:17:52Z<p>212.252.96.193: /* External links */</p>
<hr />
<div>{{Infobox emulator<br />
|logo = Pcem-logo.png<br />
|logowidth = 250<br />
|version = v14<br />
|active = Yes<br />
|platform = Windows, Linux<br />
|target = [[86/286/386/486/Pentium]]<br />
|developer = [http://www.tommowalker.co.uk/ Sarah Walker]<br />
|website = [http://pcem-emulator.co.uk/ pcem-emulator.co.uk]<br />
|source = [https://bitbucket.org/pcem_emulator/pcem Mercurial]<br />
}}<br />
'''PCem''' is a [[High/Low level emulation|low-level]] [[86/286/386/486/Pentium|PC emulator]]. It focuses on PC hardware from the 1980's and 1990's. A variety of operating systems can be installed in the emulator, which can then be used to launch programs.<br />
<br />
==Downloads==<br />
* [http://pcem-emulator.co.uk/downloads.html PCem stable builds]<br />
<br />
==Overview==<br />
To run any program, an operating system needs to be installed in PCem first. It has a [[Dynamic_recompilation|dynamic recompiler]] in the works that give accurate Pentium support. It can also emulate numerous 2D and 3D cards, even the S3 ViRGE, which no other emulator supports.<br />
<br />
Voodoo support used to be extremely slow, relying on frame skipping to stay full speed. However, in recent builds, this has changed with the introduction of a dynamic recompiler for the Voodoo. It is supposedly at least twice as fast as before, though some apps see up to a 4x increase in speed.<br />
<br />
==Hardware support==<br />
===Video cards===<br />
* 3dfx Voodoo Graphics<br />
* 3dfx Voodoo2 (SLI is also supported)<br />
* ATI Graphics Pro Turbo (Mach64)<br />
* ATI VGA Edge-16<br />
* ATI VGA Charger<br />
* ATI Video Xpression (Mach64VT2)<br />
* CGA<br />
* Cirrus GD5429<br />
* Diamond Stealth3d 2000 (ViRGE/325)<br />
* EGA<br />
* MDA<br />
* Hercules<br />
* Hercules InColor<br />
* Number Nine 9FX (Trio64)<br />
* Paradise Bahamas 64 (Vision864)<br />
* OAK OTI-067<br />
* Obsidian SB50 (Voodoo Graphics w/ 2 TMUs)<br />
* Olivetti GO481 (Paradise PVGA1A)<br />
* Phoenix S3 Trio32<br />
* Phoenix S3 Trio64<br />
* S3 ViRGE/DX<br />
* Tseng ET4000AX<br />
* Tseng ET4000/W32p<br />
* Trident 8900D<br />
* Trident TGUI9440<br />
* VGA<br />
<br />
Fixed graphics adapters for the Olivetti M24, PCjr, Amstrad PC1512/1640/PC2086/PC3086, IBM PS1/2, and Tandy are also emulated.<br />
<br />
===Sound cards===<br />
* Adlib<br />
* Adlib Gold (with Surround module support)<br />
* Game Blaster / Creative Music System<br />
* Gravis Ultrasound<br />
* Innovation SSI-2001 (essentially a PC version of the SID)<br />
* Sound Blaster 1.0 / 1.5 / 2.0<br />
* Sound Blaster Pro v1 / v2<br />
* Sound Blaster 16 / AWE32 <br />
* Sound Blaster PCI 128 / Ensoniq AudioPCI (ES1371)<br />
* Windows Sound System<br />
<br />
Fixed sound hardware in the PCjr and Tandy machines are also emulated.<br />
<br />
===Network cards===<br />
* Novell NE2000<br />
<br />
===SCSI cards===<br />
* Adaptec AHA-1542C<br />
* Buslogic BT-545S<br />
* Longshine LCS-6821N<br />
* Rancho RT1000B<br />
<br />
==External links==<br />
*[https://www.youtube.com/channel/UCx76i2jQww0a98iKHi6CYMg/videos Official YouTube channel]<br />
*[https://pcem-emulator.co.uk/index.html PCem website]<br />
<br />
[[Category:Emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=PCem-X&diff=22543PCem-X2018-12-02T13:17:23Z<p>212.252.96.193: /* Sound cards */</p>
<hr />
<div>{{Infobox emulator<br />
|active = No<br />
|platform = Windows, Linux<br />
|target = [[86/286/386/486/Pentium]]<br />
|developer = [https://github.com/OBattler OBattler]<br />
|source = [https://github.com/OBattler/PCem-X Git]<br />
}}<br />
'''PCem-X''' is a [[High/Low level emulation|low-level]] [[86/286/386/486/Pentium|PC emulator]]. It focuses on PC hardware from the 1980's and 1990's. A variety of operating systems can be installed in the emulator, which can then be used to launch programs. Some parts use HLE, however, such as the Game Blaster, Sound Blaster, and the keyboard.<br />
<br />
PCem-X is now out of date, as OBattler is now focusing on contributing to his new emulator based on PCem, 86Box. He does still maintain an experimental build, however, which has some additional features and bug fixes over mainline, albeit being a bit less tested.<br />
<br />
==Overview==<br />
PCem-X is a fork of [[PCem]] that emulates hardware from the 1980's and mid-1990's. It does not emulate the operating systems as well, however. To run any program, an operating system needs to be installed in PCem-X first.<br />
<br />
==OS support==<br />
An incomplete list of operating systems that can be installed on it:<br />
<br />
* DOS<br />
* Windows 3/3.11<br />
* Windows 95<br />
* Windows 98<br />
* Windows ME<br />
* Windows NT 3.1/3.51/4<br />
* Windows 2000<br />
* Windows XP (BSODs on emulated Pentium 2.)<br />
* Windows Server 2003<br />
* Some older flavors of Linux. (There's a bug that was introduced between 2.6.18 and 2.6.26 that crashes PCem-X.)<br />
* BeOS<br />
<br />
==Hardware support==<br />
===Video cards===<br />
* MDA<br />
* Hercules<br />
* CGA<br />
* EGA<br />
* VGA<br />
* A couple of Trident cards<br />
* A metric ton of Cirrus cards<br />
* Tseng ET4000AX<br />
* Tseng ET4000/W32p<br />
* ATI Mach 64<br />
* S3 Trio64<br />
* S3 ViRGE (The only working 2D and 3D card on this list.)<br />
* 3dfx Voodoo (need another card that does VGA for this, just like the real deal.)<br />
* Nvidia RIVA 128 (only does VESA, not ready for general use.)<br />
<br />
There's also a branch that has preliminary Nvidia RIVA TNT emulation as well if you feel like emulating a video card with 16 MB of VRAM.<br />
<br />
===Sound cards===<br />
* Game Blaster or Creative Music System<br />
* AdLib<br />
* AdLib Gold<br />
* Sound Blaster 1.0 through AWE32<br />
* Gravis Ultrasound<br />
* Windows Sound System<br />
* Innovation SSI-2001 (essentially a PC version of the SID)<br />
<br />
[[Category:Emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Category:Intellivision_emulators&diff=22541Category:Intellivision emulators2018-12-02T13:08:45Z<p>212.252.96.193: Created page with "{{Main|Intellivision emulators}} This category lists Intellivision emulators. Category:Emulators"</p>
<hr />
<div>{{Main|Intellivision emulators}}<br />
This category lists Intellivision emulators.<br />
[[Category:Emulators]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Intellivision_emulators&diff=22540Intellivision emulators2018-12-02T13:07:46Z<p>212.252.96.193: </p>
<hr />
<div>{{Infobox console<br />
|title = Intellivision<br />
|logo = Intelly.jpg|<br />
|developer = Mattel Electronics<br />
|type = [[:Category:Consoles|Home video game console]]<br />
|generation = [[:Category:Second-generation consoles| Second generation]]<br />
|release = 1979<br />
|discontinued = 1990<br />
|predecessor = <br />
|emulated = {{✓}}<br />
}}The '''[[gametech:Intellivision|Intellivision]]''' was a games console produced by [[wikipedia:Mattel|Mattel]] in 1979. It was notably more powerful than the [[Atari 2600]], which was released at a similar time, and could be used with a voice synthesizer unit known as the [[wikipedia:Intellivoice|Intellivoice]], which allowed speech in its games.<br />
<br />
==Emulators==<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"|Intellivoice<br />
! scope="col"|ECS<br />
! scope="col"|[[Emulation Accuracy|Accuracy]]<br />
! scope="col"|[[Libretro|Libretro Core]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
|jzIntv<br />
|Windows, Linux, macOS<br />
|[http://www.spatula-city.org/~im14u2c/intv/ 20180509]<br />
|{{✓}}<br />
|{{✓}}<br />
|High<br />
|{{✗}}<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|Nostalgia<br />
|Windows<br />
|[http://www.intellivision.us/intvgames/nostalgia/nostalgia.php 5.0]<br />
|{{✓}}<br />
|{{✓}}<br />
|Mid<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✓}}<br />
|{{✓}}<br />
|[http://www.progettoemma.net/mess/system.php?machine=intv Mid]<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[FreeIntv]]<br />
|Multi-platform <br/><small>([https://retropie.org.uk/forum/topic/15665/libretro-intellivision-emulator Binary]) </small>Windows, Raspberry Pi<br />
|Libretro core <br/>[https://sourceforge.net/projects/freeintv/ 2018-02-13]<br />
|{{✗}}<br />
|{{✗}}<br />
|?<br />
|{{✓}}<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[Pantheon]]<br />
|Windows<br />
|[http://bostjan-grandovec.si/Content/News.htm {{PantheonVer}}]<br />
|{{✓}}<br />
|{{✗}}<br />
|Mid<br />
|{{✗}}<br />
|{{✓}}<br />
|{{~}}<br />
|-<br />
|[http://web.archive.org/web/20101123010108/http://bliss.kylesblog.com/? Bliss]<br />
|Windows<br />
|[http://emulation.gametechwiki.com/images/4/4d/Bliss2.0.5-beta.zip 2.0.5]<br />
|{{✓}}<br />
|{{✓}}<br />
|Low-Mid<br />
|{{✗}}<br />
|{{✗}}<br />
|{{✗}}<br />
|}<br />
<br />
===Comparisons===<br />
* '''Bliss:''' First developed in early 2000's then abandoned. Afterwards, the author, Kyle Davis, tried to code it in C# and add portability but then decided to return to C++ and a simpler codebase. It has good support of Intellivoice and ECS's games but was unfortunately abandoned without much notice in 2006.<br />
* '''jzIntv:''' Portable, no-frills Intellivision emulator. Probably the most complete and accurate Intellivision emulation available. Made by Joseph Zbiciak.<br />
* '''Nostalgia:''' Pretty much the very best Intellivision emulator currently available (At the time by 2009). Made by Joe Fisher.<br />
* '''[[Pantheon]]:''' Popular multi-system emulator for Windows OS covering many old computers and 1970's-1980's consoles. Shown to support Intellivoice games but no ECS games work in this software yet. Made by Boštjan Grandovec.<br />
* '''[[MAME]]''' (Formerly part of [[MESS]]): This multi-system emulator is presumed to have good support for the Intellivision and add-ons - ECS and Intellivoice (eg. Keyboard Component).<br />
<br />
'''[http://web.archive.org/web/20090421174628/http://intelliwiki.kylesblog.com:80/index.php/Emulators List of old known Intellivision emulators]'''. [https://www.arcadeathome.com/ivision.phtml?H Downloads of old emulators]. Emulators not included above:<br />
* '''IntelliWare:''' Emulator and development kit for Intellivision. Made by Valter Prette.<br />
* '''Intellivision Lives:''' Commercial emulator from the current copyrights owners (Blue Sky Rangers) for many of the original Intellivision games.<br />
* '''IntvWin/IntvDOS''': Little is known about this one. Made by John Dullea, author of PCAE ([[Atari_2600_emulators|Atari 2600 emulator]]). [https://www.zophar.net/news-archive/intvwin-1.1-4234.html IntvWin 1.1] released in 2002. The author added [http://atariage.com/forums/topic/112788-intvwin-13-posted/ WinXP compatibility] in IntvWin 1.3 in 2007 (File can be found at GameTronik.).<br />
* '''jzIntv Launcher''': Complete GUI (Graphical User Interface) frontend and menu utility for the Windows version of Joe Zbiciak's jzIntv Intellivision emulator. Made by Rich Nagel.<br />
<br />
===Frontends for jzIntv===<br />
* [https://sourceforge.net/projects/gtk-jzintv/ gtk-jzintv] (Linux)<br />
* [http://www.intellivision.us/intvgames/jzintv/jzintv.php jzIntvGUI]<br />
<br />
==Resources==<br />
* [http://www.intellivisionrevolution.com/ Intellivision Revolution]<br />
* [http://www.intvfunhouse.com/ INTV Funhouse]<br />
<br />
[[Category:Consoles]]<br />
[[Category:Second-generation consoles]]<br />
[[Category:Intellivision emulators]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Intellivision&diff=22539Intellivision2018-12-02T13:05:45Z<p>212.252.96.193: Redirected page to Intellivision emulators</p>
<hr />
<div>#REDIRECT [[Intellivision emulators]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=FreeIntv&diff=22538FreeIntv2018-12-02T13:04:49Z<p>212.252.96.193: Created page with "Intellivision emulator. Category:Emulators"</p>
<hr />
<div>[[Intellivision]] emulator.<br />
[[Category:Emulators]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Emulators_on_Vita&diff=22536Emulators on Vita2018-12-02T12:58:03Z<p>212.252.96.193: </p>
<hr />
<div>If you have a PS Vita or PSTV on firmware version 3.60, you can turn it into a decent emulation device by installing the [https://henkaku.xyz/ HENkaku homebrew enabler]. Those on firmware versions prior to 3.60 can update manually by following the instructions [http://wololo.net/2016/08/09/manually-update-ps-vita-firmware-3-60/ here]. For 3.65-3.68, use [https://github.com/TheOfficialFloW/h-encore h-encore.]<br />
<br />
=Multi-system=<br />
===[[RetroArch]]===<br />
* Download: [http://buildbot.libretro.com/nightly/playstation/vita/ Nightly builds]<br />
{| class="wikitable sortable"<br />
|+ Available cores<br />
! Core<br />
! Game/System<br />
! Working?<br />
! class="unsortable"|Notes<br />
|-<br />
| style="text-align: center;" | 2048<br />
| style="text-align: center;" | 2048<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | [[DeSmuME]]<br />
| style="text-align: center;" | [[Nintendo DS emulators|Nintendo DS]]<br />
| style="text-align: center;" | ✗<br />
| <br />
|-<br />
| style="text-align: center;" | [[DOSBox]]<br />
| style="text-align: center;" | [[86/286/386/486/Pentium|286 and 386]]<br />
| style="text-align: center;" | ✓<br />
| Virtual keyboard does not work<br />
|-<br />
| style="text-align: center;" | [[Final Burn Alpha]]<br />
| rowspan="2" style="text-align: center;" | [[Arcade emulators|Arcade]]<br />
| style="text-align: center;" | ✓<br />
|<br />
|-<br />
| style="text-align: center;" | [[Final Burn Alpha]] (2012)<br />
| style="text-align: center;" | ✓<br />
| <ul><li>Uses FBA v0.2.97.30 ROM sets</li><li>Main core (fbalpha2012_libretro) does not work, but platform-specific cores run at full speed</li><ul><br />
|-<br />
| style="text-align: center;" | FCEUmm<br />
| style="text-align: center;" | [[Nintendo Entertainment System emulators|NES]]<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | [[FUSE]]<br />
| style="text-align: center;" | [[ZX Spectrum emulators|ZX Spectrum]]<br />
| style="text-align: center;" | ✓<br />
| Loading more than one ROM in a single session will crash RetroArch<br />
|-<br />
| style="text-align: center;" | [[Gambatte]]<br />
| style="text-align: center;" | [[Game Boy/Game Boy Color emulators|Game Boy/Color]]<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | [[Genesis Plus GX]]<br />
| style="text-align: center;" | Sega systems (SMS/GG/GEN/SCD/SG-1000)<br />
| style="text-align: center;" | ✓<br />
| Redbook audio hangs when suspending or pausing RetroArch<br />
|-<br />
| style="text-align: center;" | [[gpSP]]<br />
| style="text-align: center;" | [[Game Boy Advance emulators|Game Boy Advance]]<br />
| style="text-align: center;" | ✓<br />
| ~45-50 FPS<br />
|-<br />
| style="text-align: center;" | [[Handy]]<br />
| style="text-align: center;" | [[Atari Lynx emulators|Atari Lynx]]<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | [[MAME]] (2000)<br />
| rowspan="2" style="text-align: center;" | [[Arcade emulators|Arcade]]<br />
| style="text-align: center;" | ✓<br />
| <ul><li>Uses MAME 0.37b5 ROM sets</li><li>Up to 60 FPS depending on game</li></ul><br />
|-<br />
| style="text-align: center;" | [[MAME]] (2003)<br />
| style="text-align: center;" | ✓<br />
| <ul><li>Uses MAME 0.78 ROM sets</li><li>30 FPS or less, FBA is recommended instead</li><br />
|-<br />
| rowspan="4" style="text-align: center;" | [[Mednafen]]<br />
| style="text-align: center;" | [[Neo Geo Pocket emulators|Neo Geo Pocket/Color]]<br />
| style="text-align: center;" | ✓<br />
| Loading more than one ROM in a single session will crash RetroArch<br />
|-<br />
| style="text-align: center;" | [[PC Engine (TurboGrafx-16) emulators|PC Engine]]<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | [[Virtual Boy emulators|Virtual Boy]]<br />
| style="text-align: center;" | ✓<br />
| ~25-30 FPS<br />
|-<br />
| style="text-align: center;" | [[WonderSwan emulators|WonderSwan/Color]]<br />
| style="text-align: center;" | ✓<br />
| Full speed on WS games, ~45-60 FPS on WSC games<br />
|-<br />
| style="text-align: center;" | [[Nestopia]]<br />
| style="text-align: center;" | [[Nintendo Entertainment System emulators|NES]]<br />
| style="text-align: center;" | ✓<br />
| ~55-60 FPS, use FCEUmm instead<br />
|-<br />
| style="text-align: center;" | NXEngine<br />
| style="text-align: center;" | Cave Story<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | PCSX-ReARMed<br />
| style="text-align: center;" | [[PlayStation emulators|PlayStation]]<br />
| style="text-align: center;" | ✓<br />
| ~50-60 FPS at standard resolution<br />
|-<br />
| style="text-align: center;" | [[PicoDrive]]<br />
| style="text-align: center;" | Sega systems (SMS/GG/GEN/SCD/32X/Pico)<br />
| style="text-align: center;" | ✓<br />
| 2D games run full speed, 3D games run about 30 FPS or less<br />
|-<br />
| style="text-align: center;" | PrBoom<br />
| style="text-align: center;" | Doom<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | [[ProSystem]]<br />
| style="text-align: center;" | [[Atari 7800 emulators|Atari 7800]]<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | [[QuickNES]]<br />
| style="text-align: center;" | [[Nintendo Entertainment System emulators|NES]]<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | [[Snes9x]] 2002 (PocketSNES)<br />
| rowspan="4" style="text-align: center;" | [[Super Nintendo emulators|Super Nintendo]]<br />
| style="text-align: center;" | ✓<br />
| Least accurate but fastest SNES core<br />
|-<br />
| style="text-align: center;" | [[Snes9x]] 2005 ([[CATSFC]])<br />
| style="text-align: center;" | ✓<br />
| ~55-60 FPS on standard games, ~50 FPS on Super FX games<br />
|-<br />
| style="text-align: center;" | [[Snes9x]] 2005+ ([[CATSFC]] Plus)<br />
| style="text-align: center;" | ✓<br />
| Same as Snes9x 2005 but with better sound, at the cost of a few FPS<br />
|-<br />
| style="text-align: center;" | [[Snes9x]] 2010 ([[Snes9x]] Next)<br />
| style="text-align: center;" | ✓<br />
| Most accurate but slowest SNES core (~40 FPS)<br />
|-<br />
| style="text-align: center;" | [[Stella]]<br />
| style="text-align: center;" | [[Atari 2600 emulators|Atari 2600]]<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | [[TGB Dual]]<br />
| style="text-align: center;" | [[Game Boy/Game Boy Color emulators|Game Boy/Color]]<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | TyrQuake<br />
| style="text-align: center;" | Quake<br />
| style="text-align: center;" | ✓<br />
| ~40-50 FPS, use [https://gbatemp.net/threads/release-vitaquake-quake-porting-for-psvita.436146/ vitaQuake] instead<br />
|-<br />
| style="text-align: center;" | [[VisualBoy Advance#VBA-Next|VBA-Next]]<br />
| style="text-align: center;" | [[Game Boy Advance emulators|Game Boy Advance]]<br />
| style="text-align: center;" | ✓<br />
| ~50-60 FPS<br />
|-<br />
| style="text-align: center;" | [[vecx]]<br />
| style="text-align: center;" | [[Vectrex emulators|Vectrex]]<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | [[Yabause]]<br />
| style="text-align: center;" | [[Sega Saturn emulators|Sega Saturn]]<br />
| style="text-align: center;" | ✗<br />
| Technically works but is unplayably slow<br />
|}<br />
<br />
=Nintendo=<br />
===Super Nintendo===<br />
{| class="wikitable sortable"<br />
! Name<br />
! class="unsortable"|Version<br />
|-<br />
| style="text-align: center;" | CATSFC-libretro-vita<br />
| style="text-align: center;" | [https://github.com/exsinner/CATSFC-libretro/releases Git]<br />
|-<br />
| style="text-align: center;" | Snes9xVITA<br />
| style="text-align: center;" | [https://github.com/frangarcj/Snes9xVITA/releases Git]<br />
|}<br />
<br />
===Game Boy/Color/Advance===<br />
{| class="wikitable sortable"<br />
! Name<br />
! class="unsortable"|Version<br />
! class="unsortable"|GB<br />
! class="unsortable"|GBC<br />
! class="unsortable"|GBA<br />
! [[Recommended Emulators|Recommended]]<br />
|-<br />
| style="text-align: center;" | [[mGBA]]<br />
| style="text-align: center;" | [https://mgba.io/downloads.html {{mGBAVer}}]<br />
| style="text-align: center;" | ✓<br />
| style="text-align: center;" | ✓<br />
| style="text-align: center;" | ✓<br />
| style="text-align: center;" | ✗*<br />
|-<br />
| style="text-align: center;" | RealBoy-Vita<br />
| style="text-align: center;" | [https://github.com/xerpi/realboy-vita/releases/ Git]<br />
| style="text-align: center;" | ✓<br />
| style="text-align: center;" | ✓<br />
| style="text-align: center;" | ✗<br />
| style="text-align: center;" | ✓<br />
|}<br />
<nowiki>*</nowiki> ''mGBA runs slow on the Vita currently, but optimizations and a [[Dynamic recompilation|dynamic recompiler]] are in progress.''<ref>https://www.reddit.com/r/vitahacks/comments/4vmkft/lets_talk_about_mgba/d5ztglv</ref><ref>https://github.com/mgba-emu/mgba/pull/378</ref><br />
<br />
===Nintendo DS===<br />
{| class="wikitable sortable"<br />
! Name<br />
! class="unsortable"|Version<br />
! [[Recommended Emulators|Recommended]]<br />
|-<br />
| style="text-align: center;" | DeSmuME-Vita (MasterFeizz)<br />
| style="text-align: center;" | [https://github.com/masterfeizz/DeSmuME-Vita/releases/ Git]<br />
| style="text-align: center;" | ✗*<br />
|-<br />
| style="text-align: center;" | DeSmuME-Vita (xerpi)<br />
| style="text-align: center;" | [https://github.com/xerpi/desmume-vita Source]**<br />
| style="text-align: center;" | ?<br />
|}<br />
<nowiki>*</nowiki> ''No dynamic recompiler, runs very slow''<br /><br />
<nowiki>**</nowiki> ''No official binary available, but an unofficial one can be found [https://mega.nz/#!1Ys1wSCS!rtGBlsIKmjJ_C_sywzCea5GeX23VmCo6Y6mvtSjbLIE here].''<br />
<br />
=Sega=<br />
{| class="wikitable sortable"<br />
! Name<br />
! class="unsortable" | Version<br />
! class="unsortable" | GEN<br />
! class="unsortable" | SCD<br />
! class="unsortable" | SMS<br />
! class="unsortable" | GG<br />
! [[Recommended Emulators|Recommended]]<br />
|-<br />
| style="text-align: center;" | [[Genesis Plus GX]]<br />
| style="text-align: center;" | [https://github.com/frangarcj/Genesis-Plus-GX/releases Git]<br />
| style="text-align: center;" | ✓<br />
| style="text-align: center;" | ✓<br />
| style="text-align: center;" | ✓<br />
| style="text-align: center;" | ✓<br />
| style="text-align: center;" | ✓<br />
|-<br />
| style="text-align: center;" | SMSplusVITA<br />
| style="text-align: center;" | [https://github.com/frangarcj/SMSplusVITA/releases Git]<br />
| style="text-align: center;" | ✗<br />
| style="text-align: center;" | ✗<br />
| style="text-align: center;" | ✓<br />
| style="text-align: center;" | ✓<br />
| style="text-align: center;" | ✗<br />
|}<br />
<br />
=Other systems=<br />
===Atari Lynx===<br />
* HandyVITA (Download: [https://github.com/frangarcj/HandyVITA/releases Git])<br />
<br />
===Neo Geo Pocket/Color===<br />
* NeopopVITA (Download: [https://github.com/frangarcj/NeopopVITA/releases Git])<br />
<br />
=See also=<br />
* [[Emulators on PSP]]<br />
<br />
=References=<br />
{{reflist}}<br />
<br />
=External links=<br />
* [https://gbatemp.net/threads/henkaku-homebrew-the-listing-of-all-vpks.436535/ List of emulators and homebrew for the Vita (GBAtemp)]<br />
* [http://wololo.net/emulators-for-the-ps-vita/ List of emulators for the Vita (Wololo)]<br />
* [http://libretro.com/forums/showthread.php?t=3989/ Official RetroArch Vita thread (Libretro)]<br />
* [https://gbatemp.net/threads/retroarch-libretro-thread-ps-vita-edition-nightlies-included.437034/ RetroArch/Libretro thread (GBAtemp)]<br />
<br />
[[Category:Emulators on consoles]]<br />
[[Category:Recommendations]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Emulators_on_3DS&diff=22535Emulators on 3DS2018-12-02T12:56:28Z<p>212.252.96.193: /* Multi-System */</p>
<hr />
<div>Since the 3DS homebrew exploits, provided you can do this exploit, you can install a variety of emulators taking advantage of the hardware. Currently, the New 3DS is capable of running much faster than the older models, making it a much more ideal platform for emulation.<br />
<br />
==Multi-System==<br />
===[[RetroArch]]===<br />
There are [https://gbatemp.net/threads/retroarch-emulation-thread-nightly-builds-included.400913/ preliminary 3DS ports] of the following cores:<br />
<br />
* 2048<br />
* [[CATSFC]]<br />
* CATSFC Plus (has more accurate audio, slower)<br />
* [[Final Burn Alpha]] CPS1<br />
* Final Burn Alpha CPS2<br />
* Final Burn Alpha CPS3 (most games are too slow to run even on New 3DS, though JoJo runs almost full speed)<br />
* Final Burn Alpha [[Neo Geo emulators|Neo Geo]] (A few games are unable to be loaded due to memory constraints)<br />
* FCEUmm<br />
* [[Gambatte]]<br />
* [[Genesis Plus GX]]<br />
* [[gpSP]] (dynarec only works by installing the CIA)<br />
* [[Mednafen]] NGP<br />
* Mednafen PCE Fast<br />
* Mednafen VB<br />
* Mednafen WonderSwan<br />
* [[mGBA]] (acceptable with Pokemon Ruby/Sapphire, but otherwise too slow to use even on New 3DS at present)<br />
* [[Nestopia]]<br />
* NXEngine<br />
* PCSX-ReARMed (dynarec only works by installing the CIA, many games are too slow even on New 3DS)<br />
* [[PicoDrive]] (32X emulation does not work in the .3dsx format, at least.)<br />
* PocketSNES (less compatible than CATSFC, but can actually run many special chip games at full speed)<br />
* [[QuickNES]]<br />
* [[Snes9x]]-Next (too slow to use even on New 3DS at present)<br />
<br />
<br />
Using current exploits, the New 3DS is capable of running most of these cores at or nearly at full speed on most games. The only cores the older 3DS can reliably run at full speed are 2048, Gambatte, QuickNES, NXEngine, and some older Sega games using PicoDrive.<br />
Opposed to normal use of RetroArch, these are all self-contained emulators, albeit sharing the same automatic configuration.<br />
Screenshot-taking is broken. Upon exiting RetroArch 3DS, press the Start button.<br />
<br />
==Consoles==<br />
===NES===<br />
* [http://filetrip.net/3ds-downloads/homebrew/dl-3dnes-1-2-f32931.html 3DNES]<br />
* [https://gbatemp.net/threads/release-virtuanes-for-3ds.465461 VirtuaNES for 3ds]<br />
<br />
===SNES===<br />
* [http://blargsnes.kuribo64.net/ blargSNES]<br />
* [https://gbatemp.net/threads/snes9x-for-old-3ds.435568/ Snes9x for 3DS]<br />
<br />
==Handhelds==<br />
===Game Boy===<br />
* [https://dl.dropboxusercontent.com/u/100702766/gameyob/gameyob_3ds.zip GameYob]: GB/GBC emulation.<br />
===Game Boy Advance===<br />
The 3DS does include natively a firmware for a GBA mode, used for the ambassador releases. Compatibility is perfect barring cartridges with special hardware. This is not emulation, as the 3DS contains the hardware from the original DS, which in turn supported GBA.<br />
<br />
Some homebrew apps do real GBA emulation on the 3DS:<br />
* [https://www.dropbox.com/s/fraixj1fn9ql3w4/3DSGBA.zip?dl=0 3DSGBA]<br />
* [https://www.dropbox.com/s/sxb7x34u58g4zo2/3ds.3dsx?dl=0 CitrAGB]<br />
<br />
==Others==<br />
===CHIP-8===<br />
* [http://www.mediafire.com/?y94yjhzf70fsfsi CHIP-3DS]<br />
===VC Injection===<br />
Some have tried injecting alternate ROMs in the available Virtual Console releases (MD, GG, NES, GBA Ambassador, GBC, Japanese emulated SFC compilations) with varying degrees of success. VC emulators for Sega systems, in particular, have high compatibility.<br />
<br />
[[Category:Emulators on consoles]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Netplay&diff=22534Netplay2018-12-02T12:54:55Z<p>212.252.96.193: </p>
<hr />
<div>This is a hub for various information about netplay. Most info was gathered from the guys over at /vr/, so if you have any questions or need someone to play retro games with, visit their [https://en.wikipedia.org/wiki/Irc IRC] channel at #/vr/_Netplay on [https://www.rizon.net/chat rizon.net] & and their official website [http://www.finalstarmen.net here]<br />
<br />
==Getting Started==<br />
Before you begin, here are some things to consider:<br />
* Emulator netplay is NOT perfect. Desyncs WILL occur very often. Choppy/stuttery gameplay is also very common, and sometimes there is controller input lag. It comes with the experience.<br />
* It sometimes takes several consecutive tries for the game to stay synced well enough to enjoy some multiplayer action. Do not be discouraged and try again until it works.<br />
* When using netplay, make sure not to have anything downloading (torrents, YouTube videos, etc.)<br />
* Try not to move the emulator window around, or switch focus to windows other than the chat/Kaillera window and emulator, or you risk desyncing the game.<br />
* It's highly recommended to use a controller. Some emulators still register input from keyboards while you're chatting on separate chat windows.<br />
<br />
===Port forwarding===<br />
You should note that some emulators and clients will require you to forward your ports. To do that, follow the [[Port Forwarding Guide For Netplay]].<br />
<br />
==Local Multiplayer Netplay==<br />
This section will cover consoles that originally had '''local multiplayer''', also known as couch multiplayer, where multiple controllers were hooked to the same console. Out of convenience, handheld consoles that required link cable or wireless within a small distance in the same room between two units will be considered local multiplayer as well.<br />
<br />
Netplay emulates local multiplayer allowing for players across the globe to play the same game as if they were in the same room.<br />
<br />
===Nintendo Consoles===<br />
=====NES=====<br />
* <span title="Check link for more information on netplay">[[RetroArch#Netplay|'''RetroArch''']] <sup>*</sup></span>: [http://wiki.libretro.com/index.php?title=FCEUmm FCEUmm], [[QuickNES]], or [[Nestopia]][http://wiki.libretro.com/index.php?title=Nestopia] cores support netplay. Save states cannot be used during netplay, and bringing up the menu screen will cause disconnection.<br />
* '''[[Mesen]]''': Mesen has a netplay feature, available by going to Tools -> Netplay. Hamachi (and other methods) or a port forward is required.<br />
* <span title="Check link for more information on netplay">[[VirtuaNES#Netplay|'''VirtuaNES''']] <sup>*</sup></span><br />
* <span title="Check link for more information on netplay">[[Mednafen#Netplay|'''Mednafen''']] <sup>*</sup></span>: FCEU core<br />
* <span title="Check link for more information on netplay">[[Nestopia#Netplay|'''Nestopia''']] <sup>*</sup></span><br />
* '''[[RockNES|RockNESX 2.0]]:''' A very old NES emulator. Has a very nice interface but the documentation doesn't indicate what ports it uses, so you're limited to using a VPN like Hamachi. The author did away with netplay in more recent versions.<br />
* '''[[Jnes]]''': Still shows signs of being updated, but it absolutely HATES anything other than stock Kaillera. I'm not sure if it's possible to get it to work.<br />
<br />
=====SNES=====<br />
* <span title="Check link for more information on netplay">[[RetroArch#NetPlay|RetroArch]] <sup>*</sup></span>: [[Snes9x]] or [[Higan|bsnes]] cores.<br />
* [[Snes9x#Netplay|Snes9k]]<br />
* <span title="Check link for more information on netplay">[[Mednafen#Netplay|Mednafen]] <sup>*</sup></span>: [[Higan|bsnes]] core<br />
* <span title="Check link for more information on netplay">[[ZSNES#Netplay|ZSNES]] <sup>*</sup></span><br />
<br />
=====Nintendo 64=====<br />
* <span title="Check link for more information on netplay">[[Project64#Netplay|'''Project64k''']] <sup>*</sup></span><br />
* <span title="Check link for more information on netplay">[[Project64#Netplay|'''Project64 v1.7''']] <sup>*</sup></span><br />
<br />
=====GameCube / Wii=====<br />
* '''[[Dolphin Online|Dolphin]]''': [http://wiki.dolphin-emu.org/index.php?title=Netplay_Guide This guide should help], although it should be noted that netplay is not perfect. This is for playing with other Dolphin emulators.<br />
<br />
=====Game Boy=====<br />
* <span title="Check link for more information on netplay">[[TGB Dual#Netplay|TGB Dual Vol. 8.3.1]] <sup>*</sup></span><br />
* [[RetroArch]]: [[SameBoy]] and [[TGB Dual|TGB-Dual]] cores.<br />
<br />
=====Game Boy Advance=====<br />
* [[VisualBoy Advance#VBA Link e-Reader|VBA-Link]] and some forks of [[VisualBoy Advance#VBA-M|VBA-M]] have netplay support for link cable emulation between two GBA units. Has significant issues.<br />
<br />
=====3DS=====<br />
* [[Citra]] has local multiplayer support (through Wi-Fi).<br />
<br />
=====Other=====<br />
None of the existing emulators for the following Nintendo devices currently offer solutions for ''local multiplayer'' emulation through netplay. However, some of them have support for online gameplay modes that existed on the original console. Refer to the next section for more details.<br />
<br />
* [[Nintendo DS emulators|Nintendo DS]]<br />
* [[Wii U emulators|Wii U]]<br />
* [[Nintendo Switch emulators|Nintendo Switch]]<br />
<br />
====Sega Consoles====<br />
* <span title="Check link for more information on netplay">[[Kega Fusion#NetPlay|Kega Fusion]] <sup>*</sup></span>: Besides RetroArch, this is really the only one worthwhile option to netplay with. It emulates practically every single console and peripheral prior to the Saturn, all while allowing for some decent netplay capabilities on the side.<br />
* <span title="Check link for more information on netplay">[[Gens#Netplay|Gens]] <sup>*</sup></span>: An acceptable alternative. While it only emulates [[Sega Genesis emulators|Genesis/Mega Drive]], Sega CD and 32X, it uses Kaillera for online multiplayer, which is helpful in case you get consistent desyncs while using Kega Fusion.<br />
* <span title="Check link for more information on netplay">[[Mednafen#NetPlay|Mednafen]] <sup>*</sup></span>: Genesis core is experimental but mostly functional; 2 players only. Also has a Master System core.<br />
<br />
===Sony Consoles===<br />
=====PlayStation 1=====<br />
* <span title="Check link for more information on netplay">[[Mednafen#Netplay|Mednafen]] <sup>*</sup></span><br />
* <span title="Check link for more information on netplay">[[ePSXe#Netplay|ePSXe 1.60]] <sup>*</sup></span><br />
<br />
=====PlayStation 2=====<br />
* '''[[PCSX2]]''' ([http://www.mediafire.com/?r3c1ejv5m85ekrv unofficial netplay build]): Netplay has never officially been added to PCSX2, but someone tried making their own branch a few years ago to implement it. Only about seven fighting games work, and the project has since been abandoned.<br />
<br />
=====PSP=====<br />
[[PPSSPP]] can use ColdBird's proOnline Adhoc. See [http://forums.ppsspp.org/showthread.php?tid=3595&pid=59241 this thread (might be outdated)] and [http://forums.ppsspp.org/forumdisplay.php?fid=34 this forum] for setup and game compatibility.<br />
<br />
=====Other=====<br />
None of the existing emulators for the following Sony devices currently offer solutions for ''local multiplayer'' emulation through netplay.<br />
<br />
* [[PocketStation emulators|PocketStation]]<br />
* [[PlayStation 3 emulators|PlayStation 3]]<br />
* [[PlayStation 4 emulators|PlayStation 4]]<!-- (NOT emulated) --><br />
* [[PlayStation Vita emulators|PlayStation Vita]]<br />
<br />
===Arcade===<br />
The many platforms that conform to the term "arcade" have got to be considered the most extensively researched and emulated platforms in existence. Choosing the right emulator is quite a daunting task since there are so many different versions that accomplish the same thing in almost imperceptibly different ways. Branching off from a standard official emulator that, by itself, is commonly regarded to leave much to be desired.<br />
<br />
* <span title="Check link for more information on netplay">[[MAME#Netplay|MAME32 Plus Plus]] <sup>*</sup></span><br />
* <span title="Check link for more information on netplay">[[Kawaks#Netplay|Kawaks 1.65]] <sup>*</sup></span><br />
* [http://www.kaillera.com/download.php Kaillera]<br />
* [https://www.fightcade.com/#download Fightcade]<br />
* '''GGPO:''' [[Arcade emulators|Arcade emulator]] built around netplay. Widely considered to have the best netcode for only multiplayer available. It's so great that its used in some more recent commercial games. The only disadvantage is that you need to open ports to use it, and it's severely limited to games that were made or modified specifically to use this technology. Built on the same emulator is '''FightCade''', which can be found [https://www.fightcade.com/ here].<br />
* '''MameHUB''': Said to have a comparable netcode to GGPO, it's also capable of emulating console games through MESS. However, using MameHUB requires registration, and the frontend, is coded in Java, is an absolute resource-hog which heavily impairs your gaming experience if you're using a low-end computer. You can join a game that's already in session. Newer versions of MAMEHub use much fewer resources.<br />
<br />
===Other Consoles===<br />
=====Amiga=====<br />
* [http://fs-uae.net/download FS-UAE]: [http://fs-uae.net/online-play Netplay info] and [http://fs-uae.net/net-play guides] for FS-UAE<br />
=====NEC=====<br />
For both the [[PC Engine (TurboGrafx-16) emulators|PC-Engine (US: TurboGrafx-16)]] and the [[PC-FX emulators|PC-FX]], check:<br />
<br />
* <span title="Check link for more information on netplay">[[Mednafen#Netplay|Mednafen]] <sup>*</sup></span>: Option for both accuracy and fast cores.<br />
* [[RetroArch]]<br />
<br />
==Online Multiplayer Emulation==<br />
This refers to different game modes than regular local multiplayer. Some consoles offered during their lifetime options to connect to the internet (or similar services) to play against other people online. <br />
<br />
While most of these servers went defunct, some of them are (or were) still up and the emulators were developed far enough to be able to interface with the actual official servers. The others had replacement servers, that could host both real hardware players and PC emulator users. However in many cases emulator users were banned over cheating or concerns that emulation lag gave them unfair advantage (which is the case with Wiimfi's project, and some of its associated game mods that took it a step further to prevent the game from running on emulators).<br />
<br />
Requirements may include: <br />
<br />
* images of network certification files ripped from real hardware, which might be further complicated by the fact that the ones distributed online are much more likely to be banned. This is the case for Wii and Wii U online.<br />
* if using custom servers, patching out the original URL addresses in the game to point at the newer servers instead. This is achieved either through Action Replay codes, or modifying the game's image with dedicated tools.<br />
<br />
===Sony Consoles===<br />
=====PlayStation 2=====<br />
* '''[[PCSX2]]:''' Has an option to connect to Sony's own servers (or replacement servers) provided the game is still up. Relevant links: [[How To Play PCSX2 Online]] (See [[Online PS2 games]] for what games still have servers up)<br />
<br />
===Nintendo Consoles===<br />
=====Wii=====<br />
Because Nintendo shut down its servers for Wi-Fi, it can't be connected to. Wiimmfi is the only option, but Dolphin will not be able to connect normally, as you require a normal Wii's files. [[How To Play Dolphin Online|This guide]] has instructions on how to get the certificates needed to connect to their servers, but do note that you cannot connect if you cannot run the game full speed. This also includes lag spikes that may occur. Your emulator will be banned from the servers if the game is unable to run full speed.<br />
<br />
It's more recommended to connect via your Wii since you require files from it to play it on Dolphin, and it's risky to try with Dolphin regardless. CFG and USB Loader GX both support Wiimmfi without patching the game and do it on the fly. Looking into different custom servers than Wiimmfi is another option.<br />
<br />
=====Wii U=====<br />
* [[Cemu]] supports online play pretty well, however custom servers are still not up so you'll have to risk your own Wii U's network certification files to use this feature.<br />
<br />
=====Nintendo DS=====<br />
Main version 0.9.7 used to include an option to connect to Nintendo's own servers, and later, the custom servers. It works pretty well. However, since the project maintainers had ''creative differences'' and decided further development on it is to stop, it was never developed any further and as such existed for a long while as unofficial forks requiring an Ethernet connection (though further workarounds were found to enable any kind of connection). Very recently, it was added back in that state to the main builds.<br />
<br />
[[melonDS]], a newer DS emulator by the developer who used to work on that feature, is planning online support.<br />
<br />
===Other===<br />
Status of various other consoles and their emulation of online features:<br />
<br />
* Satellaview (SNES): Custom broadcasts already can be emulated on bsnes-plus, still WIP.<br />
* XBAND (Genesis/SNES/Saturn): SNES XBAND emulation revival WIP.<br />
* GB Online Adapter (GBC/GBA): WIP.<br />
* Phantasy Star Online (DC/GC/PC): Custom servers already up, emulation WIP.<br />
* [[Android emulators|Android]]: Emulators can already connect online.<br />
<br />
Inactive online feature development:<br />
<br />
* 3DS Nintendo Network (3DS): no interest from Citra developers.<br />
* Sony online services (PSP/PSV/PS3/PS4): custom servers up for some games, zero emulation interest.<br />
* Horse betting service modem (NES, SNES), WonderSwan online (WSC), PS1 online (PS1/i-mode): zero interest. <br />
<br />
[[Category:Netplay]]<br />
[[Category:FAQs]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=BizHawk&diff=22533BizHawk2018-12-02T12:47:17Z<p>212.252.96.193: /* Original and ported */</p>
<hr />
<div>{{Infobox emulator<br />
|logo = BizHawk.jpg<br />
|logowidth = 55<br />
|version = {{BizHawkVer}}<br />
|active = Yes<br />
|platform = Windows<br />
|target = [[#Supported systems|Multiple]]<br />
|developer = BizHawk Team<br />
|website = [http://tasvideos.org/Bizhawk.html TASVideos.org]<br />
|source = [https://github.com/TASVideos/BizHawk GitHub]<br />
}}<br />
'''BizHawk''' is an open-source [[libretro]] frontend, as well as a [[Multi-system emulators|multi-system emulator]] designed predominantly around the production of Tool Assisted Speedruns (TAS). It is written in C# and requires .NET Framework 4.0 (in 1.X releases) or .NET Framework 4.6.1 (in 2.X releases) to run. BizHawk focuses on core accuracy and power user tools while still being an easy-to-use emulator for casual gaming.<br />
<br />
==Download==<br />
* [https://github.com/TASVideos/BizHawk/releases Official releases]<br />
* [http://www.emucr.com/search/label/BizHawk Dev Builds]<br />
<br />
==Supported systems==<br />
===Original and ported===<br />
{| class="wikitable"<br />
! scope="col"|System<br />
! scope="col"|Based on code from:<br />
|-<br />
|[[Nintendo Entertainment System emulators|Nintendo Entertainment System]]<br />
|Original. PPU based on [[FCEUX]], [[QuickNES]]<br />
|-<br />
|[[Super Nintendo emulators|Super Nintendo Entertainment System]]<br />
|[[Higan|bsnes v0.87]], [[Snes9x]]<br />
|-<br />
|[[Nintendo 64 emulators|Nintendo 64]]<br />
|[[Mupen64Plus]]<br />
|-<br />
|[[Game Boy/Game Boy Color emulators|(Super) Game Boy]]<br />
|Original, [[Gambatte]], [[Higan|bsnes v0.87]], [[SameBoy]]<br />
|-<br />
|[[Game Boy/Game Boy Color emulators|Game Boy Color]]<br />
|Original, [[Gambatte]]<br />
|-<br />
|[[Game Boy Advance emulators|Game Boy Advance]]<br />
|[[VisualBoy Advance#VBA-Next|VBA-Next]], [[mGBA]]<br />
|-<br />
|[[Master System emulators|Master System]]<br />
|Original<br />
|-<br />
|[[Master System emulators|Game Gear]]<br />
|Original<br />
|-<br />
|[[SG-1000 emulators|SG-1000]]<br />
|Original<br />
|-<br />
|[[Sega Genesis emulators|Genesis]]<br />
|[[Genesis Plus GX]], [[PicoDrive]] (32X only)<br />
|-<br />
|[[Sega Saturn emulators|Saturn]]<br />
|[[Yabause]] (1.X), [[Mednafen]] (2.X)<br />
|-<br />
|[[PlayStation emulators|PlayStation]]<br />
|[[Mednafen]]<br />
|-<br />
|[[PlayStation Portable emulators|PlayStation Portable]] (NOT STABLE)<br />
|[[PPSSPP]]<br />
|-<br />
|[[PC Engine emulators|PC Engine]]<br />
|Original<br />
|-<br />
|[[PC-FX emulators|PC-FX]]<br />
|[[Mednafen]]<br />
|-<br />
|[[Atari 2600 emulators|Atari 2600]]<br />
|Original<br />
|-<br />
|[[Atari 7800 emulators|Atari 7800]]<br />
|Original<br />
|-<br />
|[[Atari Lynx emulators|Atari Lynx]]<br />
|[[Mednafen]]'s [[Handy]] core<br />
|-<br />
|[[ColecoVision emulators|ColecoVision]]<br />
|Original<br />
|-<br />
|[[Intellivision emulators|Intellivision]]<br />
|Original<br />
|-<br />
|TI-83<br />
|Original<br />
|-<br />
|Apple II<br />
|[https://github.com/DigitalJellyfish/Virtu Virtu]<br />
|-<br />
|[[Commodore 64 emulators|Commodore 64]]<br />
|Original<br />
|-<br />
|[[WonderSwan emulators|WonderSwan/Color]]<br />
|[[Mednafen]]'s [[Cygne]] core<br />
|-<br />
|[[Virtual Boy emulators|Nintendo Virtual Boy]]<br />
|[[Mednafen]]<br />
|-<br />
|[[Neo Geo Pocket emulators|Neo-Geo Pocket/Color]]<br />
|[[Mednafen]]'s [[NeoPop]] core<br />
|-<br />
|[http://belogic.com/uzebox/index.asp Uzebox]<br />
|[http://uzebox.org/wiki/index.php?title=Emulator Uzem]<br />
|-<br />
|[[ZX Spectrum emulators|ZX Spectrum]]<br />
|Original<br />
|}<br />
<br />
===Libretro===<br />
{| class="wikitable"<br />
! scope="col"|Core<br />
! scope="col"|Compatibility<br />
|-<br />
|2048<br />
|Okay<br />
|-<br />
|[[CATSFC]]<br />
|Okay<br />
|-<br />
|FCEUmm<br />
|Okay<br />
|-<br />
|[[mGBA]]<br />
|Okay<br />
|-<br />
|Emux<br />
|Okay ([[Game Boy/Game Boy Color emulators|Game Boy/Game Boy Color]] only)<br />
|-<br />
|[[Final Burn Alpha]] ([[Arcade emulators|Arcade]])<br />
|Okay<br />
|-<br />
|ImageViewer<br />
|Okay<br />
|-<br />
|[[Mednafen]]<br />
|Okay ([[Neo Geo Pocket emulators|Neo Geo Pocket]] only)<br />
|-<br />
|[[Gambatte]]<br />
|Okay<br />
|-<br />
|FFmpeg<br />
|Okay<br />
|-<br />
|[[DeSmuME]]<br />
|Okay<br />
|-<br />
|[[4DO]]<br />
|Okay<br />
|-<br />
|[[MAME]]<br />
|Okay<br />
|-<br />
|[[higan|bsnes]]<br />
|Not Okay<br />
|-<br />
|[[higan|bnes]]<br />
|Not Okay<br />
|-<br />
|[[Mupen64Plus]]<br />
|Not Okay<br />
|-<br />
|[[blueMSX]]<br />
|Not Okay<br />
|-<br />
|[[fMSX]]<br />
|Not Okay<br />
|-<br />
|[[FUSE]]<br />
|Not Okay<br />
|-<br />
|[[Final Burn Alpha]] ([[Neo Geo emulators|Neo Geo]])<br />
|Not Okay<br />
|-<br />
|[[Handy]]<br />
|Not Okay<br />
|-<br />
|[[DOSBox]]<br />
|Not Okay<br />
|-<br />
|[[vecx]]<br />
|Not Okay<br />
|}<br />
<br />
==Features==<br />
* Full screen support<br />
* Controller and hotkey mapping<br />
* Joypad support (for both controller and hotkeys)<br />
* Auto/rapid fire controls<br />
* Basic re-recording and rerecording<br />
* "Bullet-proof" rerecording<br />
* Frame/lag/re-recording counters<br />
* Input display<br />
* Auto-hold<br />
* Alpha version of "TAStudio"<br />
* RAM watching/poking tools<br />
* RAM searching<br />
* Lua scripting<br />
* Rewind<br />
* [[Libretro]] support (1.11.4 onwards)<br />
<br />
==Review==<br />
For tool-assisted speedruns, BizHawk is king. Since 1.11.4, it has support for [[libretro]] cores, making it a good alternative for RetroArch, and adds TAS support for all compatible cores.<br />
<br />
[[Category:Emulators]]<br />
[[Category:Multi-emulators]]<br />
[[Category:Nintendo Entertainment System emulators]]<br />
[[Category:Windows emulation software]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Nintendo_Entertainment_System_emulators&diff=22532Nintendo Entertainment System emulators2018-12-02T12:44:44Z<p>212.252.96.193: /* Emulators */</p>
<hr />
<div>{{Infobox console<br />
|title = Nintendo Entertainment System<br />
|logo = nes-t.png<br />
|developer = [[:Nintendo]]<br />
|type = [[:Category:Consoles|Home video game console]]<br />
|generation = [[:Category:Third-generation video game consoles|Third generation]]<br />
|release = 1983<br />
|discontinued = 2003<br />
|predecessor = [[First_and_Second_Generations_of_video_game_consoles|Color TV-Game]]<br />
|successor = [[Super Nintendo emulators|SNES]]<br />
|emulated = {{✓}}<br />
}}<br />
The '''[https://en.wikipedia.org/wiki/Nintendo_Entertainment_System Nintendo Entertainment System]''' (NES) is an 8-bit, third-generation console released in 1983 in Japan, where it was known as the '''Family Computer''' or '''Famicom'''.<br />
<br />
The earliest games released on the Famicom suffered from significant hardware constraints caused by the way the Famicom was designed: limitations for memory addressing (which meant games had a low maximal ROM size), how the graphics are loaded onscreen, just the native sound processing is available, no saving... To solve this problem, Nintendo came up with two solutions:<br />
<br />
* The '''Family Computer Disk System''' (FDS), a Japan-only add-on which played games from a special Nintendo-only magnetic disk format strongly reminiscent of floppy disks of the time. It offered a slightly higher data storage and slightly enhanced sound processing. It also had a microphone never found anywhere else. There were plans to release it in the US, however since the NES itself had its launch delayed to late 1985, and the mapper solution obsoleted it, the add-on was never exported and some of its exclusives were ported as regular cartridge releases.<br />
* '''Memory Management Controllers''' (MMC), also known colloquially as '''mappers'''. They solved every single problem above with bank switching for much more data, onboard FM audio chips, and much more. Most games released after 1986 that really pushed the system to its limits used mappers. A similar solution was used for the Game Boy.<br />
<br />
Emulation for the NES is robust, with several high-quality emulators for various systems.<br />
<br />
==Emulators==<br />
Like for [[Game Boy/Game Boy Color emulators|Game Boy/Color]], tons of NES emulators exist. For a list of open-source projects, see this [https://github.com/search?utf8=%E2%9C%93&q=nes+emulator&type=Repositories GitHub query].<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"|[[Wikipedia:Family Computer Disk System|FDS]]<br />
! scope="col"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Emulation Accuracy|Accuracy]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
!colspan="8"|PC<br />
|-<br />
|[[Mesen]]<br />
|Windows, Linux<br />
|[http://www.mesen.ca {{MesenVer}}]<br />
|{{✓}}<br />
|{{✓}}<br />
|Cycle<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[Nestopia|Nestopia UE]]<br />
|Windows, Linux<br />
|[http://0ldsk00l.ca/nestopia/ {{NestopiaVer}}]<br />
|{{✓}}<br />
|{{✓}}<br />
|Cycle<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[puNES]]<br />
|Windows, Linux<br />
|[https://github.com/punesemu/puNES 0.102]<br />
|{{✓}}<br />
|{{✗}}<br />
|Cycle<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[Nintendulator]]<br />
|Windows<br />
|[http://www.qmtpro.com/~nes/nintendulator/#downloads 0.975 Beta]<br />
|{{✗}}<br />
|{{✗}}<br />
|Cycle<br />
|{{✓}}<br />
|{{~}}<br />
|-<br />
|My Nes<br />
|Windows, Linux<br />
|[https://sourceforge.net/projects/mynes/ 7.4.6753]<br />
|{{✗}}<br />
|{{✗}}<br />
|Mid<br />
|{{✓}}<br />
|{{~}}<br />
|-<br />
|[[BizHawk]]<br />
|Windows<br />
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br />
|{{✓}}<br />
|{{✗}}<br />
|Cycle<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|[[higan]]<br />
|Windows, Linux, macOS<br />
|[http://byuu.org/emulation/higan/ {{higanVer}}]<br />
|{{✓}}<br />
|{{✓}} (as bnes v0.83)<br />
|Cycle<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|[http://www.nesemu2.com/ nesemu2]<br />
|Linux<br />
|[https://github.com/holodnak/nesemu2 Git]<br />
|{{✗}}<br />
|{{✗}}<br />
|Cycle<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[[nemulator]]<br />
|Windows<br />
|[http://nemulator.com/downloads.html 4.2]<br />
|{{✗}}<br />
|{{✗}}<br />
|High<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|[[RockNES]]<br />
|Windows<br />
|[http://rocknes.web.fc2.com/ 5.54]<br />
|{{✓}}<br />
|{{✗}}<br />
|High<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|cxNES<br />
|Windows, Linux<br />
|[https://github.com/perilsensitive/cxnes/releases 0.3.3]<br />
|{{✓}}<br />
|{{✗}}<br />
|Mid<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|FakeNES GT<br />
|Windows, Linux, macOS, [[86/286/386/486/Pentium|DOS]]<br />
|[[sourceforge:projects/fakenes/|0.59 b3]]<br />
|{{✓}}<br />
|{{✗}}<br />
|Mid<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[[FCEUX]]<br />
|Windows, Linux, macOS, Solaris, BSD<br />
|[http://www.fceux.com/web/download.html 2.2.3]<br />
|{{✓}}<br />
|{{✗}}<br />
|Mid<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|FCEUmm<br />
|Multi-platform<br />
|[https://sourceforge.net/projects/fceumm/ 98.13mm] (Windows)<br />[https://github.com/libretro/libretro-fceumm Git] (libretro)<br />
|{{✗}}<br />
|{{✓}}<br />
|Mid<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✓}}<br />
|{{✓}}<br />
|Mid<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|[[HDNes]]<br />
|Windows<br />
|[http://forums.nesdev.com/viewtopic.php?f=3&t=9935#p109627 Git]<br />
|{{✗}}<br />
|{{✗}}<br />
|Low<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[[Jnes]]<br />
|Windows<br />
|[http://www.jabosoft.com/categories/3 1.2.1]<br />
|{{✓}}<br />
|{{✗}}<br />
|Low<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|[[NESticle]]<br />
|Windows 9x, [[86/286/386/486/Pentium|DOS]]<br />
|[http://web.archive.org/web/20070227191851/http://www.zophar.net/NESticle/nestcxxx.zip x.xx] (DOS) <br /> [https://web.archive.org/web/20070116124329/http://www.zophar.net:80/NESticle/nestc042.zip 0.42] (Windows 9x)<br />
|{{✗}}<br />
|{{✗}}<br />
|Low<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[[QuickNES]]<br />
|Multi-platform****<br />
|[https://kode54.net/fb2k/QuickNES.zip 0.7.0b1] (Windows)<br />[https://github.com/libretro/QuickNES_Core Git] (libretro)<br />
|{{✗}}<br />
|{{✓}}<br />
|Low<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[[VirtuaNES]]<br />
|Windows<br />
|[http://virtuanes.s1.xrea.com/ 0.97]<br />
|{{~}}<br />
|{{✗}}<br />
|Low<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|Nescala<br />
|macOS, Linux<br />
|[https://github.com/hywelandrews/nescala Git]<br />
|{{✗}}<br />
|{{✗}}<br />
|?<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
!colspan="8"|Consoles<br />
|-<br />
|[[L-CLASSICS|Switch Online]]<br />
|[[Nintendo Switch emulators|Nintendo Switch]]<br />
|1.1.0<br />
|{{✓}}<br />
|{{✗}}<br />
|High<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|NesterJ*<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|[http://filetrip.net/psp-downloads/homebrew/download-nesterj-113-beta-2-f27533.html 1.13 beta 2]<br />[http://filetrip.net/psp-downloads/homebrew/download-nesterj-112aoex-r3-f29028.html AoEX]<br />
|{{✓}}<br />
|{{✗}}<br />
|Mid<br />
|?<br />
|{{✓}}<br />
|-<br />
|[[Virtual Console]]<br />
|[[Wii emulators|Wii]], [[Nintendo 3DS emulators|Nintendo 3DS]], [[Wii U emulators|Wii U]]<br />
|N/A<br />
|{{✓}}<br />
|{{✗}}<br />
|Mid<br />
|?<br />
|{{✓}}<br />
|-<br />
|Nestopia**<br />
|[[PlayStation 3 emulators|PlayStation 3]], [[Xbox 360 emulators|Xbox 360]], [[Wii emulators|Wii]]<br />
|1.44<br />
|{{✓}}<br />
|{{✓}}<br />
|Mid<br />
|?<br />
|{{✓}}<br />
|-<br />
|[[FCEUX|FCE Ultra GX]]<br />
|[[Wii emulators|Wii]], [[GameCube emulators|GameCube]]<br />
|[https://github.com/dborth/fceugx/releases 3.3.9]<br />
|{{✓}}<br />
|{{✗}}<br />
|Mid<br />
|?<br />
|{{✓}}<br />
|-<br />
|[http://web.archive.org/web/20090227044416/http://imbnes.gamebase.ca imbNES]<br />
|[[PlayStation emulators|PlayStation]]<br />
|[http://web.archive.org/web/20090221132233/http://imbnes.gamebase.ca:80/downloads.html 1.3.2]<br />
|{{✗}}<br />
|{{✗}}<br />
|?<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|NESBox<br />
|[[Xbox One emulators|Xbox One]]<br />
|[https://nesbox.com/ v4]<br />
|{{✗}}<br />
|{{✗}}<br />
|?<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|VirtuaNES for 3DS<br />
|[[Nintendo 3DS emulators|Nintendo 3DS]]<br />
|[https://github.com/bubble2k16/emus3ds/releases 1.02]<br />
|{{✓}}<br />
|{{✗}}<br />
|?<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
!colspan="8"|Mobile<br />
|-<br />
|Nestopia***<br />
|[[Android emulators|Android]], [[IOS emulators|iOS]]<br />
|1.44<br />
|{{✓}}<br />
|{{✓}}<br />
|High<br />
|?<br />
|{{✓}}<br />
|-<br />
|GPFCE<br />
|ARM Devices <small>(GP2X, Pandora)</small><br />
|[http://repo.openpandora.org/?page=detail&app=package.gpfce.notaz 0.81.0.r2]<br />
|{{✓}}<br />
|{{✗}}<br />
|High<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
|Nostalgia.NES<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.nostalgiaemulators.neslite 1.17.1]<br />
|{{✓}}<br />
|{{✗}}<br />
|High<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|[[Jnes]]<br />
|[[Android emulators|Android]]<br />
|[https://play.google.com/store/apps/details?id=com.jabosoft.silverarrow 1.0.5.6]<br />
|{{✓}}<br />
|{{✗}}<br />
|Low<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
|}<br />
<nowiki>*</nowiki> AoEX is based on NesterJ 1.12 Plus 0.61 RM, so it includes features like rewind, cheat code support, rotated/mirrored screen, sepia palette, support for rare mappers (the pirate bootleg FF7 works on it), etc. Its compatibility is inferior to 1.13 beta 2.<br><br />
<nowiki>**</nowiki> Only available on consoles as a libretro core (e.g. [[RetroArch]]).<br><br />
<nowiki>***</nowiki> Only available on mobile as a libretro core (e.g. [[RetroArch]]).<br />
<nowiki>****</nowiki> Only available outside of Windows as a libretro core (e.g. [[RetroArch]])<br />
<br />
===Comparisons===<br />
*[[Mesen]] is the most compatible NES/FDS emulator according to currently established NES test ROM suites.<ref name="mesentest">http://www.mesen.ca/TestResults.php</ref> It should be the emulator of choice for those who desire the utmost accuracy. Mesen is also very user-friendly and supports a lot of features that other emulators are missing such as; [[Texture_Packs|HD packs]], [[netplay]], auto-updating, [[Shaders and Filters|good built-in filters]], both .zip and [[GoodTools|goodmerged]] file loading, etc.<br />
*[[puNES]] is the second most accurate NES/FDS emulator according to a separate test battery run by the TASVideos community.<ref name="nestas">http://tasvideos.org/EmulatorResources/NESAccuracyTests.html</ref> It should be noted that puNES used to have one mapper that Mesen didn't: 116, which allows games like Kart Fighter and Somari to be supported. This has since been added to Mesen.<br />
*[[Nestopia]] also has a high ranking in those same tests.<ref name="nestas"/> Even so, Nestopia has issues with The Young Indiana Jones Chronicles and doesn't display the status bar in Mickey's Safari in Letterland correctly (among other problems). Nestopia Undead Edition is a fork of Nestopia meant to keep it alive and fix the aforementioned bugs. This version is generally recommended over vanilla. Even the libretro core for Nestopia is in the Undead Edition.<br />
*[[Nintendulator]] and My Nes also have a fairly high ranking in those tests.<ref name="nestas"/><br />
*[[FCEUX]] scores rather low in these tests, despite being a recommended emulator on TAS Videos. The New PPU is more accurate than the Old PPU, thankfully. The emulator is still useful, though, thanks to its robust Lua scripting and incorporating FCEUmm into its feature set.<br />
*[[VirtuaNES]] also scores quite low in the tests, but in turn supports several obscure [[#Peripherals|peripherals]] that are not available on other emulators.<br />
*For official emulation, there is [[Virtual Console]] or [[L-CLASSICS|Nintendo Switch Online]]. The Wii has a significantly larger library of NES games to choose from than the 3DS or Wii U, especially from third-party publishers.<br />
<br />
There are many other NES emulators not listed here, as the NES has more emulators than any other system (new ones are started all the time). Only those that are well known or stand out in some way are covered here.<br />
<br />
==Emulation issues==<br />
===Mappers===<br />
A key difference between many emulators nowadays is how many mappers they support.<br />
* '''No Mapper:''' Supported on every emulator even official Nintendo emulators.<br />
* '''Official Mappers''' (UNROM, AOROM, MMC1-6): Most emulators, as well as Nintendo's Virtual Console (but not their GBA emulators), will cover these.<br />
* '''Third Party Mappers''' (Various: e.g. Konami's VRC6/VRC7) While officially licensed by Nintendo, they were not allowed outside Japan. As a result, for their Western releases, many games that took advantage of their features (advanced ROM mapping, extra sound channels) were reprogrammed significantly and shipped on the official mappers, often with simplified soundtracks. A lot of fan emulators worth their salt will cover these. With those, you cover the entire officially licensed library.<br />
* '''Unlicensed Mappers:''' Mostly used by pirate cartridges, often long past the console's official commercial lifespan. Only the more accurate emulators (Mesen, FCEUX) will even bother covering them in a whack-a-mole quest for every new one discovered to this very day. If you're not interested in '''unlicensed''' Chinese or Russian bootlegs or newer unofficial NES demakes, it isn't a problem.<br />
<br />
The NES ROM information isn't sufficient to describe the cartridge and emulate it, so emulators have to include the layout and behavior of these mappers in their code, while the ROM header tells the emulator which mapper to choose. So unlike with other consoles, no matter how accurate a given NES emulator will get, it will still never be able to run newly discovered ROM dumps from cartridges that used a so-far unknown mapper. Thus, Unlicensed NES support will be inevitably incomplete and a constant work-in-progress, hence claims some emulators are "inaccurate".<br />
<br />
Related to this issue: This is why most emulators won't run unheadered NES ROMs. Newer versions of Nestopia can open those, but they're handled in a slightly different way: the information that would have been included in the iNES header is instead provided in emulator configuration files that get summoned as long as the ROM's hash matches exactly the No-Intro dump of that given game (which is inconvenient for romhacks).<br />
<br />
===QD FDS Support===<br />
Games dumped off the Famicom Disc System come into two major types:<br />
<br />
* '''.fds format''': Most common format. Ubiquitous in ROM sets (GoodSets, No-Intro). Omits some checksum data.<br />
* '''.qd format''' (stands for QuickDisk): Only ever used in official Nintendo re-releases. Almost identical to fds, but a full dump with checksum data. May omit padding.<br />
<br />
The checksum data in question would be checked at BIOS startup to verify the integrity of the image and whether it was tampered with, in which case it will throw an anti-piracy error. As of now, no NES emulators support the alternate more complete dumps, as well as fudging that check's result to always return a negative. To emulate a .qd image, stripping the checksum data with a custom script is needed. <br />
<br />
===Overscan===<br />
{{Main|Overscan}}<br />
<br />
[[File:Retroarch_2013-08-16_06-32-24-62.png|thumb|250px|Example of faulty visuals that are exposed when no overscan is cropped. Note the blank blue area to the left and the green garbage on the right. On NTSC CRT TVs, these areas may or may not be visible]]Several NES games need their overscan to be cropped to look proper. Unfortunately, there is seemingly no standard level of overcropping. Many games appear to require different levels for best results. For example, SMB3 requires quite a lot of cropping, however, the same level of cropping will certainly obscure the letters of the status bar in Castlevania games.<br />
<br />
===Color Palette===<br />
{{Main|Famicom Color Palette}}<br />
<br />
Unlike consoles such as the SNES, which natively generate their image in pure RGB, the Famicom normally generates and outputs an encoded NTSC video signal. This must then be decoded by the TV's built-in NTSC decoder, which means the resulting color palette often varies depending on the display's decoder. For this reason, NES games will appear to have different colors on different TV sets. To properly emulate this part of the NES experience, many Famicom emulators have a variety of different palettes to choose from.<br />
<br />
The 3DS and Wii U versions of [[Virtual Console]] use extremely dark color palettes. This is apparently not an accuracy issue, but rather an anti-epilepsy measure. For the Nintendo Switch Online service, the games were directly edited to remove seizure-inducing patterns, allowing it to use a normal palette.<br />
<br />
==Peripherals==<br />
There were many accessories released for the NES but Emulation General only covers accessories that are truly differentiated data streams from the basic controller. For example, the Power Glove is in actuality just a really complicated NES controller, designed to convert motion into D-PAD, SELECT, START, A, and B button commands. The same goes for R.O.B. and his ''Stack-up'' and ''Gyromite'' games because he was really just the second player. Strangely, the Famicom has a lot more peripheral hardware to emulate than the NES.<ref>[[Wikipedia:List of Nintendo Entertainment System accessories|List of Nintendo Entertainment System accessories]]</ref><br />
<br />
===Zapper===<br />
This accessory was very common. It's a light gun, used for many games such as ''Duck Hunt'', ''Wild Gunman'', and ''Hogan's Alley'', to name three examples. When the trigger is pulled, the screen flashes black for a period of 1-2 frames while displaying a white rectangle (indicating the target to shoot at). If the gun detects it is pointing at the white rectangle, it tells the game to register a hit. On real hardware, this could be quite unreliable unless the lenses were thoroughly clean. The Zapper plugged into the P2 port and mainly worked with old CRT TVs; newer LCD TVs will not register with the Zapper. Many emulators support this accessory with 100% accurate hit detection in the form of a mouse click (PC), tap (for mobile), remote ([[Wii]] ports of NES emulators), or faked pointers using a controller.<br />
<br />
===Arkanoid/Vaus Controller===<br />
This controller was released by Taito with one button to "fire" and a dial to control back and forth movement. ''Arkanoid'' and ''Chase H.Q.'' are the only NES games to utilize it, but it is still optional even so. [[Mesen]] and [[puNES]] support this.<br />
<br />
===Miracle Piano Teaching System===<br />
By the Software Toolworks, the ''[[Wikipedia:Miracle Piano Teaching System|Miracle Piano Teaching System]]'' used an electronic piano keyboard as input. It is unknown if any emulator supports this feature.<br />
<br />
===Family Trainer/Family Fun Fitness/Power Pad===<br />
This was designed to be used with your feet, typically by running in place on numbered circles to represent the button presses. It plugs into the P2 port and has 12 different buttons. Notable games such as ''Stadium Events'', ''World Class Track Meet'', and ''Athletic World'', utilize this, and trying to use a standard controller is not an option. Despite being less accurate than puNES or Mesen, [[FCEUX]] actually supports this.<br />
<br />
===NES Four Score/NES Satellite/4-Player Adaptor===<br />
This turned the standard two controller ports into four by plugging into both P1 and P2. A few games utilized this capability, such as LJN's ''A Nightmare on Elm Street''. Many emulators support this feature by having an option to switch between 2-player and 4-player mode or just enabling/disabling Player 3 and Player 4's controller.<br />
<br />
===Microphone===<br />
Technically not a peripheral because it was physically part of each Model 1 Famicom, on the second player's controller is a microphone and volume slider instead of having the START and SELECT buttons. One noteworthy game that makes use of this is the Japanese ''Legend of Zelda''. Pols Voice, an enemy, is destroyed if the player makes a loud sound into the microphone (the US version changed this to merely firing an arrow to 1-shot them). Another game to make use of the microphone is ''Takeshi no Chōsenjō'' (''Takeshi's Challenge''). [[VirtuaNES]] supports this, activated by tapping the 'M' key on default settings. [[Mesen]] also supports this. The 3DS and Wii U versions of [[Virtual Console]] are currently the only emulators that support input through an actual microphone, though [[puNES]] has this feature planned.<br />
<br />
====Karaoke Studio====<br />
Separate from the built-in microphone, Bandai made ''[[Wikipedia:Karaoke Studio|Karaoke Studio]]'', which is a special game cartridge that has a microphone attached to it. It is unknown if any emulator supports this.<br />
<br />
===Family Computer Disk System===<br />
A Japan-only peripheral using a magnetic disk format instead of cartridges, with its own unique game library. Some of these were later ported to the regular NES/Famicom cartridge format with significant downgrades (particularly the loss of enhanced FDS hardware audio). This accessory made it possible to save game data without needing battery-backed ROM, but only for the game contained on each of the disks.<br />
<br />
You'll need the BIOS file to emulate games made for this add-on. It's interesting to note there are actually two versions of the BIOS; [[Wikipedia:Family Computer Disk System|Nintendo's peripheral]] and [[Wikipedia:Twin Famicom|Sharp's Twin Famicom]]. The only difference is Nintendo's displays ''Nintendo'' while [[Wikipedia:Sharp Corporation|Sharp]]'s displays ''Famicom'' when the hardware is first booted. Other than that, they function identically.<br />
<br />
===Famicom Keyboard===<br />
Only one game used a keyboard to program in BASIC on the Famicom and that was ''[[Wikipedia:Family BASIC|Family BASIC]]''. [[VirtuaNES]] supports it.<br />
<br />
====Data Recorder====<br />
The [[Wikipedia:Famicom Data Recorder|Data Recorder]] is an accessory related to the Famicom Keyboard. Three games and one accessory supported the Data Recorder: ''Excitebike'', ''Mach Rider'', ''Wrecking Crew'', and ''Family BASIC''. These sent an analog audio stream through the keyboard to a cassette tape deck, but really any device capable of analog audio recording/playback can work with it. The "sounds" are really just 0s and 1s to represent the data the games are trying to write. VirtuaNES supports this accessory, controlled from the "Tape" menu.<br />
<br />
===ASCII Turbo File===<br />
Different from either battery-backed ROM cartridge or the FDS, ASCII Corporation (based in Japan) created their own method to save game data with the [[Wikipedia:Turbo File (ASCII)|ASCII Turbo File]]. VirtuaNES supports this too.<br />
<br />
===Oeka Kids tablet===<br />
This accessory was a tablet for the Famicom games ''Oeka Kids: Anpanman no Hiragana Daisuki'' and ''Oeka Kids: Anpanman to Oekaki Shiyou!!''.<ref>http://www.ne.jp/asahi/oroti/famicom/ish15.html</ref> [[VirtuaNES]] supports it.<br />
<br />
===CompuTrainer Pro===<br />
This is very rare and was only used in the unlicensed game RacerMate Challenge II. No known emulator supports it. <ref>http://www.nesmuseum.com/racermate.html</ref><br />
<br />
===Game Genie===<br />
Although most emulators, in general, have a GUI to manage cheats and don't rely on real hardware cheating devices, [[FCEUX]] can cheat authentically using a Game Genie ROM.<br />
<br />
==Hardware Variants==<br />
===VS System===<br />
An arcade system based on the NES released for the US. Most emulators have an option to let you "Insert Coin(s)".<br />
<br />
ROMs made with VS System in mind which are accidentally played in the emulator's NES mode (or vice-versa) will cause the colors to be totally garbled. This can occur when there is an issue with the emulator's configuration or the ROM's iNES header.<br />
<br />
===Famicom Box===<br />
Also re-released later as Sharp's FamicomStation. The hybrid NES/Famicom arcade box [http://famicomworld.com/system/other/famicombox/ Nintendo Famicom Box] is a bulky metal cube, with a slot to insert money and secured with tons of locks. The hotel would set the amount of time you could play on one token, and choose the games available. You can see it in action in season 18 of [http://www.gamingcx.com/ Game Center CX]. It was distributed in select hotels and stores and can hold up to 15 select Famicom releases at once, and had many more hardware lockout chips and pins with different behavior than usual (it also only supported cartridges using memory mapper 0). Sports a unique boot screen for both models released. <br />
<br />
Neither the cartridges nor the BIOS has been dumped or tested with an emulator, unlike the Super Famicom Box (which has had both its BIOS' and most of its ROMs dumped).<br />
<br />
===Dendy===<br />
A pirate NES Famicom clone which was sold in Russia and Eastern Europe, with the blueprint later reused for other Famiclones. Here's [http://www.youtube.com/watch?v=kne6AKyYUuM a link] to a CC-subtitled Kinaman video for more details. It's a very quirky NTSC NES optimized for 50Hz, with many other changes from the official PAL NES as well- through these differences often break the compatibility of Dendy-specific releases on most emulators.<br />
<br />
MESS supports this console, and some other emulators (such as Mesen, puNES, and FCEUX) introduced support for it in r3134, along with the already included support for iNES 2.0 ROM headers (including the option to mark a ROM region as PAL Dendy). The cartridges themselves can still be played as long as the emulator supports broken carts.<br />
<br />
==Resources==<br />
*[http://wiki.nesdev.com/w/index.php/Nesdev_Wiki Nesdev Wiki] - A place for all your NES programming/NES emulator programming needs.<br />
*[http://forums.nesdev.com/viewtopic.php?t=2818 Nesdev Forum] - Discussion of NES Wii Virtual Console accuracy.<br />
<br />
==References==<br />
{{Reflist}}<br />
<br />
<br />
{{Nintendo}}<br />
<br />
[[Category:Consoles]]<br />
[[Category:Nintendo consoles]]<br />
[[Category:Nintendo Entertainment System emulators|*]]<br />
[[Category:Third-generation video game consoles]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=NES&diff=22531NES2018-12-02T12:40:10Z<p>212.252.96.193: Redirected page to Nintendo Entertainment System emulators</p>
<hr />
<div>#REDIRECT [[Nintendo Entertainment System emulators]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=QuickNES&diff=22530QuickNES2018-12-02T12:39:28Z<p>212.252.96.193: Created page with "NES emulator. Category:Emulators Category:Nintendo Entertainment System emulators"</p>
<hr />
<div>[[NES]] emulator.<br />
[[Category:Emulators]]<br />
[[Category:Nintendo Entertainment System emulators]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Emulators_on_Vita&diff=22529Emulators on Vita2018-12-02T12:37:41Z<p>212.252.96.193: /* RetroArch */</p>
<hr />
<div>If you have a PS Vita or PSTV on firmware version 3.60, you can turn it into a decent emulation device by installing the [https://henkaku.xyz/ HENkaku homebrew enabler]. Those on firmware versions prior to 3.60 can update manually by following the instructions [http://wololo.net/2016/08/09/manually-update-ps-vita-firmware-3-60/ here]. For 3.65-3.68, use [https://github.com/TheOfficialFloW/h-encore h-encore.]<br />
<br />
=Multi-system=<br />
===[[RetroArch]]===<br />
* Download: [http://buildbot.libretro.com/nightly/playstation/vita/ Nightly builds]<br />
{| class="wikitable sortable"<br />
|+ Available cores<br />
! Core<br />
! Game/System<br />
! Working?<br />
! class="unsortable"|Notes<br />
|-<br />
| style="text-align: center;" | 2048<br />
| style="text-align: center;" | 2048<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | [[DeSmuME]]<br />
| style="text-align: center;" | [[Nintendo DS emulators|Nintendo DS]]<br />
| style="text-align: center;" | ✗<br />
| <br />
|-<br />
| style="text-align: center;" | [[DOSBox]]<br />
| style="text-align: center;" | [[86/286/386/486/Pentium|286 and 386]]<br />
| style="text-align: center;" | ✓<br />
| Virtual keyboard does not work<br />
|-<br />
| style="text-align: center;" | [[Final Burn Alpha]]<br />
| rowspan="2" style="text-align: center;" | [[Arcade emulators|Arcade]]<br />
| style="text-align: center;" | ✓<br />
|<br />
|-<br />
| style="text-align: center;" | [[Final Burn Alpha]] (2012)<br />
| style="text-align: center;" | ✓<br />
| <ul><li>Uses FBA v0.2.97.30 ROM sets</li><li>Main core (fbalpha2012_libretro) does not work, but platform-specific cores run at full speed</li><ul><br />
|-<br />
| style="text-align: center;" | FCEUmm<br />
| style="text-align: center;" | [[Nintendo Entertainment System emulators|NES]]<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | [[FUSE]]<br />
| style="text-align: center;" | [[ZX Spectrum emulators|ZX Spectrum]]<br />
| style="text-align: center;" | ✓<br />
| Loading more than one ROM in a single session will crash RetroArch<br />
|-<br />
| style="text-align: center;" | [[Gambatte]]<br />
| style="text-align: center;" | [[Game Boy/Game Boy Color emulators|Game Boy/Color]]<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | [[Genesis Plus GX]]<br />
| style="text-align: center;" | Sega systems (SMS/GG/GEN/SCD/SG-1000)<br />
| style="text-align: center;" | ✓<br />
| Redbook audio hangs when suspending or pausing RetroArch<br />
|-<br />
| style="text-align: center;" | [[gpSP]]<br />
| style="text-align: center;" | [[Game Boy Advance emulators|Game Boy Advance]]<br />
| style="text-align: center;" | ✓<br />
| ~45-50 FPS<br />
|-<br />
| style="text-align: center;" | [[Handy]]<br />
| style="text-align: center;" | [[Atari Lynx emulators|Atari Lynx]]<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | [[MAME]] (2000)<br />
| rowspan="2" style="text-align: center;" | [[Arcade emulators|Arcade]]<br />
| style="text-align: center;" | ✓<br />
| <ul><li>Uses MAME 0.37b5 ROM sets</li><li>Up to 60 FPS depending on game</li></ul><br />
|-<br />
| style="text-align: center;" | [[MAME]] (2003)<br />
| style="text-align: center;" | ✓<br />
| <ul><li>Uses MAME 0.78 ROM sets</li><li>30 FPS or less, FBA is recommended instead</li><br />
|-<br />
| rowspan="4" style="text-align: center;" | [[Mednafen]]<br />
| style="text-align: center;" | [[Neo Geo Pocket emulators|Neo Geo Pocket/Color]]<br />
| style="text-align: center;" | ✓<br />
| Loading more than one ROM in a single session will crash RetroArch<br />
|-<br />
| style="text-align: center;" | [[PC Engine (TurboGrafx-16) emulators|PC Engine]]<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | [[Virtual Boy emulators|Virtual Boy]]<br />
| style="text-align: center;" | ✓<br />
| ~25-30 FPS<br />
|-<br />
| style="text-align: center;" | [[WonderSwan emulators|WonderSwan/Color]]<br />
| style="text-align: center;" | ✓<br />
| Full speed on WS games, ~45-60 FPS on WSC games<br />
|-<br />
| style="text-align: center;" | [[Nestopia]]<br />
| style="text-align: center;" | [[Nintendo Entertainment System emulators|NES]]<br />
| style="text-align: center;" | ✓<br />
| ~55-60 FPS, use FCEUmm instead<br />
|-<br />
| style="text-align: center;" | NXEngine<br />
| style="text-align: center;" | Cave Story<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | PCSX-ReARMed<br />
| style="text-align: center;" | [[PlayStation emulators|PlayStation]]<br />
| style="text-align: center;" | ✓<br />
| ~50-60 FPS at standard resolution<br />
|-<br />
| style="text-align: center;" | [[PicoDrive]]<br />
| style="text-align: center;" | Sega systems (SMS/GG/GEN/SCD/32X/Pico)<br />
| style="text-align: center;" | ✓<br />
| 2D games run full speed, 3D games run about 30 FPS or less<br />
|-<br />
| style="text-align: center;" | PrBoom<br />
| style="text-align: center;" | Doom<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | [[ProSystem]]<br />
| style="text-align: center;" | [[Atari 7800 emulators|Atari 7800]]<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | QuickNES<br />
| style="text-align: center;" | [[Nintendo Entertainment System emulators|NES]]<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | [[Snes9x]] 2002 (PocketSNES)<br />
| rowspan="4" style="text-align: center;" | [[Super Nintendo emulators|Super Nintendo]]<br />
| style="text-align: center;" | ✓<br />
| Least accurate but fastest SNES core<br />
|-<br />
| style="text-align: center;" | [[Snes9x]] 2005 ([[CATSFC]])<br />
| style="text-align: center;" | ✓<br />
| ~55-60 FPS on standard games, ~50 FPS on Super FX games<br />
|-<br />
| style="text-align: center;" | [[Snes9x]] 2005+ ([[CATSFC]] Plus)<br />
| style="text-align: center;" | ✓<br />
| Same as Snes9x 2005 but with better sound, at the cost of a few FPS<br />
|-<br />
| style="text-align: center;" | [[Snes9x]] 2010 ([[Snes9x]] Next)<br />
| style="text-align: center;" | ✓<br />
| Most accurate but slowest SNES core (~40 FPS)<br />
|-<br />
| style="text-align: center;" | [[Stella]]<br />
| style="text-align: center;" | [[Atari 2600 emulators|Atari 2600]]<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | [[TGB Dual]]<br />
| style="text-align: center;" | [[Game Boy/Game Boy Color emulators|Game Boy/Color]]<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | TyrQuake<br />
| style="text-align: center;" | Quake<br />
| style="text-align: center;" | ✓<br />
| ~40-50 FPS, use [https://gbatemp.net/threads/release-vitaquake-quake-porting-for-psvita.436146/ vitaQuake] instead<br />
|-<br />
| style="text-align: center;" | [[VisualBoy Advance#VBA-Next|VBA-Next]]<br />
| style="text-align: center;" | [[Game Boy Advance emulators|Game Boy Advance]]<br />
| style="text-align: center;" | ✓<br />
| ~50-60 FPS<br />
|-<br />
| style="text-align: center;" | [[vecx]]<br />
| style="text-align: center;" | [[Vectrex emulators|Vectrex]]<br />
| style="text-align: center;" | ✓<br />
| <br />
|-<br />
| style="text-align: center;" | [[Yabause]]<br />
| style="text-align: center;" | [[Sega Saturn emulators|Sega Saturn]]<br />
| style="text-align: center;" | ✗<br />
| Technically works but is unplayably slow<br />
|}<br />
<br />
=Nintendo=<br />
===Super Nintendo===<br />
{| class="wikitable sortable"<br />
! Name<br />
! class="unsortable"|Version<br />
|-<br />
| style="text-align: center;" | CATSFC-libretro-vita<br />
| style="text-align: center;" | [https://github.com/exsinner/CATSFC-libretro/releases Git]<br />
|-<br />
| style="text-align: center;" | Snes9xVITA<br />
| style="text-align: center;" | [https://github.com/frangarcj/Snes9xVITA/releases Git]<br />
|}<br />
<br />
===Game Boy/Color/Advance===<br />
{| class="wikitable sortable"<br />
! Name<br />
! class="unsortable"|Version<br />
! class="unsortable"|GB<br />
! class="unsortable"|GBC<br />
! class="unsortable"|GBA<br />
! [[Recommended Emulators|Recommended]]<br />
|-<br />
| style="text-align: center;" | [[mGBA]]<br />
| style="text-align: center;" | [https://mgba.io/downloads.html {{mGBAVer}}]<br />
| style="text-align: center;" | ✓<br />
| style="text-align: center;" | ✓<br />
| style="text-align: center;" | ✓<br />
| style="text-align: center;" | ✗*<br />
|-<br />
| style="text-align: center;" | RealBoy-Vita<br />
| style="text-align: center;" | [https://github.com/xerpi/realboy-vita/releases/ Git]<br />
| style="text-align: center;" | ✓<br />
| style="text-align: center;" | ✓<br />
| style="text-align: center;" | ✗<br />
| style="text-align: center;" | ✓<br />
|}<br />
<nowiki>*</nowiki> ''mGBA runs slow on the Vita currently, but optimizations and a [[Dynamic recompilation|dynamic recompiler]] are in progress.''<ref>https://www.reddit.com/r/vitahacks/comments/4vmkft/lets_talk_about_mgba/d5ztglv</ref><ref>https://github.com/mgba-emu/mgba/pull/378</ref><br />
<br />
===Nintendo DS===<br />
{| class="wikitable sortable"<br />
! Name<br />
! class="unsortable"|Version<br />
! [[Recommended Emulators|Recommended]]<br />
|-<br />
| style="text-align: center;" | DeSmuME-Vita (MasterFeizz)<br />
| style="text-align: center;" | [https://github.com/masterfeizz/DeSmuME-Vita/releases/ Git]<br />
| style="text-align: center;" | ✗*<br />
|-<br />
| style="text-align: center;" | DeSmuME-Vita (xerpi)<br />
| style="text-align: center;" | [https://github.com/xerpi/desmume-vita Source]**<br />
| style="text-align: center;" | ?<br />
|}<br />
<nowiki>*</nowiki> ''No dynamic recompiler, runs very slow''<br /><br />
<nowiki>**</nowiki> ''No official binary available, but an unofficial one can be found [https://mega.nz/#!1Ys1wSCS!rtGBlsIKmjJ_C_sywzCea5GeX23VmCo6Y6mvtSjbLIE here].''<br />
<br />
=Sega=<br />
{| class="wikitable sortable"<br />
! Name<br />
! class="unsortable" | Version<br />
! class="unsortable" | GEN<br />
! class="unsortable" | SCD<br />
! class="unsortable" | SMS<br />
! class="unsortable" | GG<br />
! [[Recommended Emulators|Recommended]]<br />
|-<br />
| style="text-align: center;" | Genesis Plus GX<br />
| style="text-align: center;" | [https://github.com/frangarcj/Genesis-Plus-GX/releases Git]<br />
| style="text-align: center;" | ✓<br />
| style="text-align: center;" | ✓<br />
| style="text-align: center;" | ✓<br />
| style="text-align: center;" | ✓<br />
| style="text-align: center;" | ✓<br />
|-<br />
| style="text-align: center;" | SMSplusVITA<br />
| style="text-align: center;" | [https://github.com/frangarcj/SMSplusVITA/releases Git]<br />
| style="text-align: center;" | ✗<br />
| style="text-align: center;" | ✗<br />
| style="text-align: center;" | ✓<br />
| style="text-align: center;" | ✓<br />
| style="text-align: center;" | ✗<br />
|}<br />
<br />
=Other systems=<br />
===Atari Lynx===<br />
* HandyVITA (Download: [https://github.com/frangarcj/HandyVITA/releases Git])<br />
<br />
===Neo Geo Pocket/Color===<br />
* NeopopVITA (Download: [https://github.com/frangarcj/NeopopVITA/releases Git])<br />
<br />
=See also=<br />
* [[Emulators on PSP]]<br />
<br />
=References=<br />
{{reflist}}<br />
<br />
=External links=<br />
* [https://gbatemp.net/threads/henkaku-homebrew-the-listing-of-all-vpks.436535/ List of emulators and homebrew for the Vita (GBAtemp)]<br />
* [http://wololo.net/emulators-for-the-ps-vita/ List of emulators for the Vita (Wololo)]<br />
* [http://libretro.com/forums/showthread.php?t=3989/ Official RetroArch Vita thread (Libretro)]<br />
* [https://gbatemp.net/threads/retroarch-libretro-thread-ps-vita-edition-nightlies-included.437034/ RetroArch/Libretro thread (GBAtemp)]<br />
<br />
[[Category:Emulators on consoles]]<br />
[[Category:Recommendations]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Atari_7800_emulators&diff=22528Atari 7800 emulators2018-12-02T12:30:41Z<p>212.252.96.193: /* Emulators */</p>
<hr />
<div>{{Infobox console<br />
|title = Atari 7800<br />
|logo = Atari-7800-Console-Set.png<br />
|developer = [[:Atari]]<br />
|type = [[:Category:Consoles|Home video game console]]<br />
|generation = [[:Category:Third-generation video game consoles|Third generation]]<br />
|release = 1986<br />
|discontinued = 1992<br />
|predecessor = [[Atari 5200 emulators|Atari 5200]]<br />
|successor = [[Atari 8-bit#Atari XEGS|Atari XEGS]]<br />
|emulated = {{✓}}<br />
}}The '''[[gametech:Atari 7800|Atari 7800]]''' was a console produced by [https://en.wikipedia.org/wiki/Atari Atari] in 1986. It attempted to directly compete with the [[Nintendo Entertainment System emulators|Nintendo Entertainment System]], but ultimately failed to do so. This was the first game console to be natively backwards compatible; in particular, with the [[Atari 2600 emulators|Atari 2600]].<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"|[[libretro|Libretro Core]]<br />
! scope="col"|[[Emulation Accuracy|Accuracy]]<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
! colspan="7"|PC<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✓}}<br />
|High<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[http://7800.8bitdev.org/index.php/A7800_Emulator A7800]<br />
|Multi-platform<br />
|0.188-03<br />
|{{✗}}<br />
|High<br />
|{{✓}}<br />
|{{✓}}<br />
|-<br />
|[[ProSystem]]<br />
|Multi-platform*<br />
|[https://github.com/gstanton/ProSystem1_3 1.3] (Windows) <br /> [https://github.com/libretro/prosystem-libretro Git] (libretro)<br />
|{{✓}}<br />
|?<br />
|{{✓}} <small>(libretro)</small><br />
|{{✓}}<br />
|-<br />
|[http://emu7800.sourceforge.net/ EMU7800]<br />
|Windows<br />
|[http://sourceforge.net/projects/emu7800/files/emu7800/ 1.8]<br />
|{{✗}}<br />
|Mid<br />
|{{✗}}<br />
|{{✗}}<br />
|-<br />
|[[BizHawk]]<br />
|Windows<br />
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br />
|{{✗}}<br />
|?<br />
|{{✓}}<br />
|{{✗}}<br />
|-<br />
! colspan="7"|Consoles<br />
|-<br />
|PSP7800<br />
|[[PlayStation Portable emulators|PlayStation Portable]]<br />
|[http://www.mediafire.com/?2k562ghmv8r4tqh 1.2.0]<br />
|{{✗}}<br />
|?<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
|Wii7800<br />
|[[Wii emulators|Wii]]<br />
|[https://github.com/raz0red/wii7800 0.3]<br />
|{{✗}}<br />
|?<br />
|{{✗}}<br />
|{{✓}}<br />
|-<br />
! colspan="7"|Mobile<br />
|-<br />
|7800.emu<br />
|[[Android emulators|Android]]<br />
|Unreleased<br />
|?<br />
|?<br />
|?<br />
|?<br />
|-<br />
|}<br />
<nowiki>*</nowiki>Only available outside of Windows as a libretro core (e.g. [[RetroArch]])<br />
<br />
{{Atari}}<br />
<br />
[[Category:Consoles]]<br />
[[Category:Atari consoles]]<br />
[[Category:Third-generation video game consoles]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=ProSystem&diff=22527ProSystem2018-12-02T12:26:16Z<p>212.252.96.193: Created page with "Atari 7800 emulator. Category:Emulators"</p>
<hr />
<div>[[Atari 7800]] emulator.<br />
[[Category:Emulators]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Hoxs64&diff=22524Hoxs642018-12-02T12:08:08Z<p>212.252.96.193: </p>
<hr />
<div>'''Hoxs64''' is a [[Commodore 64 emulators|Commodore 64 emulator]].<br />
[[Category:Emulators]]<br />
[[Category:Commodore 64 emulators]]<br />
[[Category:Windows emulation software]]</div>212.252.96.193https://emulation.gametechwiki.com/index.php?title=Hoxs64&diff=22523Hoxs642018-12-02T12:07:12Z<p>212.252.96.193: </p>
<hr />
<div>'''Hoxs64''' is a [[Commodore 64|Commodore 64 emulator]].<br />
[[Category:Emulators]]<br />
[[Category:Commodore 64 emulators]]<br />
[[Category:Windows emulation software]]</div>212.252.96.193