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Nintendo 64 emulators

849 bytes removed, 01:55, 26 January 2022
Emulation issues
{{Main|Recommended N64 plugins}}
The Nintendo 64 emulation scene can be described as a hot messis now decent. It got to that point because A lot of the overall major problems that N64 emulation scene's climate had in the early dayspast, which was to stub off certain components of the emulated hardware as plugins. (Other consoles weren't immune to this phenomenon; it also happened to [[PlayStation emulators|the first PlayStation]].) Developers underestimated the complexity of the system, and with little demand have been fixed for improvements beyond getting the popular titles working from beginning to end, most emulator developers stuck with the codebases they knew for as long as possible and never integrated any of the plugins that were needed to make up a full project, or merge their codebases into one projectquite some time now. And because almost no documentation The only catch is available for clean-room reverse engineers, figuring out how that the hardware actually functioned had to be done manually, which took longeraccurate emulators have higher system requirements. The unfortunate result of this is that many games require specific plugin arrangements and specific emulators in order to run well, and there main remaining problem is no viable alternative that isn't just an iteration on the existing plugin-based emulatorslack of accurate cycle counting.
===[[High/Low level emulation|High-level vs. low-level]] graphics===
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