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Nintendo 64 emulators

15,150 bytes added, 07:17, 7 September 2021
Emulators
{{Infobox console
|title = Nintendo GameCube64|logo = GameCube-logo.png|image = GameCube-Console-SetNintendo64Console.png
|developer = [[:Nintendo]]
|type = [[:Category:Home consoles|Home video game console]]
|generation = [[:Category:SixthFifth-generation video game consoles|Sixth Fifth generation]]|release = 20011996|discontinued = 20072002|predecessor = [[Super Nintendo 64 emulators|Nintendo 64SNES]]|successor = [[Wii GameCube emulators|WiiGameCube]]
|emulated = {{✓}}
}}
The '''[[gametech:Nintendo GameCube|GameCube]]''' (''64'GCN'''/'''NGC''') is a 3264-bit sixthfifth-generation console released by [[wikipedia:Nintendo|Nintendo]] on November 18September 29, 2001 1996 for {{inflation|USD|199.99|20011996}}. It has a IBM PowerPC Gekko CPU at 486 MHz with a ATI Flipper GPU. Nintendo, Namco, and Sega later designed the '''[https://segaretro.org/Triforce Triforce]''' arcade board based on the GameCube, releasing titles for it the next year. The Triforce had a IBM PowerPC "Gekko" at 486 MHz with 24MB of RAM. The GPU was a Custom ATI/Nintendo "Flipper".
Nintendo released was the successorsecond company approached by Silicon Graphics Inc. (SGI), who wanted to roll out their previously enterprise-only technology in the [[Wii emulators|Wii]]consumer space. They originally pitched their idea to Sega, in 2006 where but it 's assumed that Nintendo's offer was revealed to have very similar (albeit more powerful) hardware and compatible interfacesappealing. This meant that With the Wii could handle GameCube games natively rather than use emulationNEC VR4300 CPU clocked at 93. In contrast75 MHz, 4MB of RAM, when the [[Wii U emulators|Wii U]] <ref group=N>Though a separate add-on was later released in 2012 it contained called the "Expansion Pak" that added an additional 4MB of RAM, totaling 8MB.</ref> and an SGI RCP GPU, Nintendo had finalized much of the hardware at least a Wii mode that could use Wii remotesyear before launch, but didn't have ports for GameCube controllers or supported GameCube preventing video games; the controller issue was later resolved with the Super Smash Brosfrom needing drastic rewrites as a result of architectural changes. adapterThe development workstations were often Unix-based, but this still didn't allow GameCube titles to be runsomething that would later help reverse engineers in some projects.
==Emulators==
! scope="col"|Platform(s)
! scope="col"|Latest Version
! scope="col"|WiiPlugins! scope="col"|TriforceRequires ucode?! scope="col"|Controller Pak! scope="col"|Rumble Pak! scope="col"|Transfer Pak! scope="col"|64DD
! scope="col"|[[libretro|Libretro Core]]
! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>
! scope="col"|[[Recommended Emulators|Recommended]]
|-
!colspan="1013"|PC / x86
|-
|[[Dolphinm64p]](ParaLLEl)|align=left|{{Icon|Windows|Linux}}|[https://github.com/loganmc10/m64p/releases/latest git]|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|-|m64p (Final GLideN64)|align=left|{{Icon|Windows|Linux|macOS}}|[https://github.com/loganmc10/m64p/releases/tag/v2021.5.30 Final GLideN64]|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{✓}}|-|ParaLLEl
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|[https://dolphinwww.retroarch.com/ 2.0-emurc2]|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{✓}}|{{✓}}*|{{✓}}|{{✓}}|{{✓}}|-|[[RMG]]|align=left|{{Icon|Windows|Linux}}|[https://ci.appveyor.orgcom/downloadproject/ Devrosalie241/rmg/build/artifacts git]|{{✓}} |{{✓}}|{{✓}}|{{~✓}}|{{✓}}|{{✓}}|{{✗}}|{{✓}}|{{✓}}|{{✓}}|-|[[Project64]]|align=left|{{Icon|Windows}}|[https://www.pj64-emu.com/public-releases {{Project64Ver}}]<ref group=N name=triforcebr >Requires the [https://dolphinwww.pj64-emu.orgcom/nightly-builds Dev]|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{✓}}|{{✓}}|{{✓}}|-|[[ares]]|align=left|{{Icon|Windows|Linux|macOS}}|[https:/download/listgithub.com/higan-emu/Triforceares/1releases/ Triforce branch{{aresVer}}] to work. It is very old and unsupported.</ref> |{{✗}}|{{~}}|{{✓}}|{{~}}|{{~}}|{{✗}}|{{✗}}|{{✓}}|{{✓}}<ref group|{{~}}|-|[[CEN64]]|align=N>Currently at Alpha release and has bugs that are not present on standalone Dolphinleft|{{Icon|Windows|Linux|macOS}}|[https://github.<com/tj90241/ref> cen64 git]|{{✗}}|{{~}}|{{✓}}|{{✓}} |{{✓}}|{{✓}} |{{✗}}|{{✓}}|{{✓}}|{{~}}
|-
|Ishiiruka-Dolphin[[Mupen64Plus]]
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|[https://forumsgithub.dolphincom/mupen64plus/mupen64plus-core/releases git]|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{~}}|-|[[Project64 Netplay]]|align=left|{{Icon|Windows}}|[https://pj64netplay-emu.ml/download.html {{Project64NetplayVer}}]|?|?|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✓}}|{{✓}}|{{✗}}|-|[[BizHawk]]|align=left|{{Icon|Windows}}|[http://tasvideos.org/ThreadBizHawk/ReleaseHistory.html {{BizHawkVer}}]|{{✗}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{✗}}|{{✓}}|{{✓}}|{{✗}}|-unofficial|[[1964]]|align=left|{{Icon|Windows}}|[http://www.emulation64.com/files/getfile/936/ 1.1] (Official)<br />[http://files.emulation64.fr/Emulateurs/EMU_1964_146.zip 1.2 r146] (Unofficial SVN)|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{✗}}|{{✓}}|{{✗}}|{{✗}}|-ishiiruka-dolphin-custom-version Dev|[[DaedalusX64]]|align=left|{{Icon|Linux}}|[https://github.com/DaedalusX64/daedalus/releases/latest git]|?|{{✗}}|{{✓}} |{{✓}}|{{✗}} |{{✗}}|{{~}} |{{✓}}|{{✓}} |{{✗}}|-|[[Sixtyforce]]|align=left|{{Icon|macOS}}|[http://sixtyforce.com/download/ {{SixtyforceVer}}]|?|?|{{✓}} |{{✓}}|{{~✗}}|{{✗}}|{{✗}}|{{✗}}|{{✓}}|{{✗}}
|-
|[https://github.com/ogamespec/dolwin/ Dolwin]Larper64|align=left|{{Icon|Windows|Linux|macOS}}|[https://githubdrive.google.com/ogamespecfile/dolwind/releases 1IWyw5UG9Uf24KG0zrcXSFoOmcQoHWmyc/view {{DolwinVerLarper64Ver}}]|?|?|{{✗}} |{{✗}}|{{✗}} |{{✗}}|{{✗}} ||{{}} ||{{}} ||{{✗}}
|-
|[[Dolphin (Nintendo)|Dolphin <small>(Nintendo)</small>UltraHLE]]
|align=left|{{Icon|Windows}}
|[https://web.archive.org/web/20070312015944/http://www.emuparadiseemuunlim.mecom/sdkUltraHLE/Installersultrahle.zip 1.0]|?|{{~}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|-|[[MAME]]|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|[http:/Nintendo/GameCube/NINTENDO%20GameCube%20PC%20Dolphin%20Emulator%20e2www.8%20(Installer)mamedev.7z e2org/release.8html {{MAMEVer}}]|{{✗}} |{{~}}|{{✗}}|{{✗}}|{{✗}} |{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✗}} |-|[[Ryu64]]|align=left|{{Icon|Windows|Linux|macOS}}|[https://github.com/Ryu64Emulator/Ryu64 git]|?|{{~}}|{{✗}} |{{✗}}|{{✗}} |{{✗}}|{{✗}}|{{✓}}|{{✗}}|{{✗}}
|-
!colspan|R64Emu|align="10"left|{{Icon|Windows|Linux|macOS}}|Mobile [https:/ ARM/github.com/rasky/r64emu git]|?|{{~}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✓}}|{{✓}}|{{✗}}
|-
|[[Dolphin]]|align!colspan=left|{{Icon|Android"13"|Linux}}|[https://dolphin-emu.org/download/listMobile /master Dev]|{{✓}} ||{{~}}<ref group=N name=triforce /> ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}}ARM
|-
|[[Dolphin MMJR (Unofficial)|Dolphin MMJRMupen64Plus]]FZ
|align=left|{{Icon|Android}}
|[https://githubplay.google.com/Bankaimaster999store/Dolphinapps/details?id=org.mupen64plusae.v3.fzurita 3.0.291 (beta)]|?|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{✗}}|{{✓}}|{{✓}}|{{✓}}|-|[[Mupen64Plus]]-pandora/Pyra|align=left|{{Icon|Pandora|Pyra}}|[https://pyra-MMJRhandheld.com/releases gitboards/threads/mupen64plus-2-2.72661 Pandora Build]<br/>[https://githubpyra-handheld.com/Gamer64ytbrepo/Dolphin-360-Definitive-apps/releases git39 Pyra Build]<small> (360)</small>|?|?|{{✓}} |?|?|{{✗}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{~}}
|-
!colspan="1013"|Consoles
|-
|[[NintendontVirtual Console]]
|align=left|{{Icon|Wii|WiiU}}
|N/A|{{✗}}|{{✓}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✓}}|{{✓}}|-|Not64|align=left|{{Icon|GCN|Wii}}|[https://github.com/FIX94Extrems/Nintendont 2021Not64/releases/latest git]|?|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{✗}}|{{✗}}|{{✓}}|{{✓}}|{{✓}}|-07|DaedalusX64|align=left|{{Icon|PSP|3DS}}<br>{{Icon|Vita|PS2}}|[https://github.com/DaedalusX64/daedalus/releases/latest PSP]<br/>[https://github.com/masterfeizz/DaedalusX64-3DS/releases 3DS]<br/>[https://github.com/Rinnegatamante/DaedalusX64-vitaGL/releases VitaGL]<br/>[https://www.ps2-12home.com/forum/viewtopic.php?f=99&p=39957#p39957 PS2]|?|?|{{✓}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✓}} |{{✓}}|{{~}} |-|Surreal64 CE|align=left|{{Icon|Xbox}}|[https://digiex.net/threads/surreal64-ce-b6-0-download-n64-emulator-for-xbox.13677 Beta 6.0]|?|{{✓}}|{{✓}}|{{✓}}|{{✗}} |{{✗}}|{{✗}}|{{✓}} |{{✗}}|{{~}}|-|mupen64-360|align=left|{{Icon|Xbox360}}|[https://digiex.net/threads/mupen64-360-xbox-360-nintendo-64-n64-emulator-download.9352 0.96 beta]|?|{{✗}}|{{✗}}|{{✓}} |{{✗}}|{{✗}}|{{✗}}|{{✓}}|{{✗}}|{{~}}
|-
|[https://code.google.com/p/mupen64gc/ Wii64]
|align=left|{{Icon|GCN|Wii}}
|[https://code.google.com/archive/p/mupen64gc/downloads 1.1 beta]
|?
|{{✗}}
|{{✓}}
|{{✓}}
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<references group=N nowiki>* Available exclusively as a libretro core</nowiki>
===Comparisons===
Although many Nintendo 64 emulators have been made and many games can be run between them, complete compatibility and/or accuracy still leaves a bit to be desired. For half a decade, Mupen64Plus and Project64 have vied for the most playable emulator, and which has been more compatible has depended on when and in what configuration each emulator has been tested. Both emulators default to lackluster plugins, but, as of August 2017, both emulators have roughly equal graphical accuracy when running with GLideN64. ;[[DolphinMupen64Plus]]: A multi-platform emulator based on Hacktarux's Mupen64. It's about as accurate as Project64,<ref>loganmc10. [https://github.com/mupen64plus/mupen64plus-core/pull/336 ''Ignore TLB write if TLB entry is unmapping itself'']. "By the emulator way, once this, along with the other PR's I have waiting are merged, we are at "compatibility parity" with Project64 as far as I can tell. I don't know of choice for any game that doesn't boot with mupen64plus that works in PJ64."</ref> when both emulators are run with GLideN64. However, Mupen64Plus lacks a native GUI, instead being launched either from the GameCube command line or by dragging and dropping ROMs onto the first executable and only emulator editing the config with a text editor. [[BizHawk]] and [[OpenEmu]] use forks of Mupen64Plus and its plugins for the Wiitheir N64 emulation, but they seem to be shallow. :;ParaLLEl:A heavily-modified fork developed as a [[libretro]] core. Itintroduces many features and optimizations not present in mainline alongside [[RetroArch]]'s updated general features, including Project64-style overclocking for faster frame rates, 3-point texture filtering, superior A/V sync and latency, and even an exclusive LLE Vulkan renderer based on a nearAngrylion's pixel-daily basis and has very good emulation of almost every gameperfect RDP plugin, though making it a better alternative to the standalone version in some games have known bugs on their issue trackers. It cases, especially if accuracy is the first emulator to goal. ParaLLEl has a special "[https://dolphin-emuwww.youtube.orgcom/blogwatch?v=mzR93F9gPdc Super VI Mode]" option which, if used, can make the visuals of N64 games look less blurry with fairly mitigated jaggies even at their native resolutions. Although, it may need a [https:/2016/09www.youtube.com/06/bootingwatch?v=z7_D_D419S0 powerful GPU]. It also offers native high-resolution rendering, only available in integer scales of the original N64 resolution. :;[[m64p]]:Probably theeasiest "out of the box" solution for Nintendo 64 emulation. It comes with Parallel RDP, as well as its own custom GUI and input plugin. :;[[RMG]]:Rosalie's Mupen GUI is a project aiming to close the gap between Project64 and Mupen64Plus in terms of user experience. :;Wii64 and Not64:Both are based on Mupen64, with Not64 being a fork of Wii64. Not64 claims to be better optimized as well as having higher compatibility and more frequent updates. N64 emulation on Wii is not very good, and it is recommended to stick with the Virtual Console releases whenever possible. ;[[Project64]]:An open-finalsource emulator for Windows. Its official release builds are more up-gcto-game/ boot date than Mupen64Plus', and the current version, 3.0.1, is roughly as accurate as the full game catalog development versions of Mupen64Plus when both are played with recommended plugins. It has a sixthmore user-friendly interface than the Mupen64Plus attempts and supports more features such as overclocking and Transfer Pak emulation. It does come with GLideN64 out-of-generation home consolethe-box, but the default audio plugin isn't even the best in the box. For the most part, it works well in [[Wine]] (Before any emulator , but, if you're on a different platform, use Mupen64Plus instead. ;[[CEN64]]:Aims for cycle accuracy while, at the same generation rivals like the Dreamcasttime, PlayStation 2aiming to eventually be usable on modern PC hardware. It currently lacks many features and has spotty compatibility, and Xbox) and did so on September 2016but it's gradually improving. The developers maintain a wiki containing It can already emulate some well-known bugsedge cases such as the picture recognition in Pokemon Snap. ;[[1964]]:Along with its various versions and forks, tipsit was once a decent, userspeedy open-provided testssource alternative to Project64 and Mupen64, and much more for every gamethough it usually lagged behind the two compatibility-wise. System requirements are highNowadays it has completely fallen off the radar as development has halted, more so for Wii games than GameCubeand there is no longer a central code repo to speak of. As There is little reason to use it nowadays outside of May 2021historical purposes, very specific edge cases, Dolphin's compatibility or if your device is too slow to run Mupen64Plus or Project64. ;Daedalus:is at 96% a Nintendo 64 emulator for PC which was ported to the PSP under the name of DaedalusX64. The PSP version later became the main version and got ported to platforms such as the Dreamcast, the PS2, the PS Vita, and the 3DS. On PSP, several games being playable or perfectare able to reach full speed and most of them work with few emulation issues.
;[http[Sixtyforce]]://forums.dolphinis macOS-only, closed-emusource, and asks you to pay for full access to its features.org/Thread-unofficial-ishiiruka-dolphin-custom-version Ishiiruka-Dolphin]: is a fork It was once one of Dolphin optimized towards performance at the cost of accuracy and stability in the process. Its most important features are::* Async shader compilation (Avoiding shader compilation time):*Galoponly choices for Mac users, particularly those with older Macs since it's DX11 Texture Encoderthe only emulator with a <abbr title="Power PC">PPC</Decoder (Improve Texture decoding specially EFB TO RAMabbr> [[Dynamic recompilation|dynarec]]):*Pre-compiled Vertex loader & Optimized vertex decoding using SSSE3 , but, with the switch to x86 and SSE4:*Dolby Pro Logic II support for XAudio Mupen64Plus being ported to macOS, it has now become less relevant. However, development is still ongoing and OpenALis currently in its [https:*Custom Texture improvements to allow directly compressed texture loading including mipmaps:*DSP - Time Stretching Option (Improve sound output //sixtyforce.com/rosetta/ third rewrite] to avoid sound skipping on slow machines):*DX9 support for old machinesthe upcoming [https:*Modified Post Processing interface to support:::*Multiple Stages allowing more complex effects//en.::*Depth and native gamma as inputswikipedia.::*Custom version of DolphinFX that work under dx11 and ogl::*SSAO and DOForg/wiki/Apple-designed_processors Apple Silicon].::*Texture Scaling Support::*Bump Mapping with advanced material properties::*Phong Specular reflection to improve lighting quality::*Tessellation and Displacement Mapping::*Rim Lighting::*Bump auto-generation to improve lighting
;Dolwin[[UltraHLE]]: an openmarked a milestone in Nintendo 64 emulation, in that it was the first to play some popular N64 titles at full speed on hardware made at the time of its release through [[High/Low-level emulation|high-level emulation]]; it isn't without its drawbacks though -source pressure from users, combined with legal threats from Nintendo GameCube emulator which initially started , forced them to discontinue development in 2004. It went into hiatus but is now active. With that in mindBesides being for historical value, itthere's not the most advanced but has interesting features and can boot and run some commercial games and demos..much to expect from this emulator anyway due to compatibility issues.
;[[Dolphin Ryu64]]:is a Nintendo 64 emulator made in C#. The 'Ryu' word is named after the "RyuJIT" used in both Visual Basic & C#. But it might have been inspired by the lead author's sole (Nintendoso far)[https://github.com/Ryujinx/Ryujinx/commits?author=Dudejoe870 commit] at Switch emulator, [[Ryujinx]]'s Git repository, and his depreciated [https: Nintendo made //github.com/Dudejoe870/RyujinxAutoUpdate Ryujinx Auto Updater] tool. "86RYU", an x86 JIT compiler, is being developed alongside this emulator for Windows that was also called Dolphin. This official program does not run commercial games and has no connection to the open-source projecttoo.
;[[Nintendont]]: loads Gamecube ISOs for Wii and Wii U. It was a Wii homebrew app, but Wii U with Homebrew Channel on Wii Mode can run it too! For Wii U, there is Memory Card Emulation. Playable with Gamecube Controller, Classic Controller, USB HID controllers, and Wiimote + Nunchuk
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==Emulation issues==
{{Main|Recommended N64 plugins}} The Nintendo 64 emulation scene can be described as a hot mess. It got to that point because of the overall emulation scene's climate in the early days, 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 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 project. And because almost no documentation is available for clean-room reverse engineers, figuring out how the hardware actually functioned had to be done manually, which took longer. The unfortunate result of this is that many games require specific plugin arrangements and specific emulators in order to run well, and there is no viable alternative that isn't just an iteration on the existing plugin-based emulators. ===[[High/Low level emulation|High-level vs. low-level]] graphics=== One of the biggest hurdles to emulating the Nintendo 64 is the Reality Display Processor (RDP), one of two components in the Reality Coprocessor made by SGI. The Reality Display Processor was the most powerful consumer-grade GPU at the time of the console's release; this was a selling point that Nintendo wanted to emphasize as a result of working with SGI. However, reverse engineering efforts for popular Nintendo 64 games showed that Nintendo's software development kit included a common microcode for the RDP. It's possible Nintendo didn't want to give developers access at a lower level out of fears that doing so would damage consumer units, but that meant most of the effort spent emulating the RDP would go towards figuring out how to handle the microcode. * Most developers in 1999 and the early 2000s opted to approximate functions through various APIs such as Direct3D, OpenGL, and even Glide. While this resulted in much more reasonable system requirements for emulation, along with prettier, higher resolution graphics, this method proved to be hit and miss, often requiring per-game tweaks and settings to prevent graphical glitches on many games. Some games flat out didn't work, because it wasn't clear what the microcode did or why, and required extensive hardware testing.* On the low-level side, developers would either completely emulate the RDP or autodetect the microcode and use an appropriate implementation for the game. The former would mean a software renderer accurate to the hardware but major performance bottlenecks unless optimizations like vectorization and multi-threading were implemented. The latter would mean faster performance but developers would still have to figure out how to account for edge cases. gonetz and one or two assistants have spent a large portion of development improving GlideN64's handling of microcode throughout 2016-2018.<ref name="gliden64_blog-1">{{cite web|url=https://gliden64.blogspot.com/2017/|title=Public Release 3.0|publisher=Blogspot|accessdate=2018-06-17|date=2017-12-29}}</ref><ref name="ZSortBOSS">{{cite web|url=https://github.com/gonetz/GLideN64/issues/1685#issuecomment-364436534|title=Initial implementation of BOSS ZSort ucode (WDC, Stunt Racer)|publisher=GitHub|accessdate=2018-06-17|date=2018-02-10}}</ref> This means that [https://youtu.be/HfCOnmRHI0o Factor 5]'s games are now working in the high-level graphics mode.<ref name="Indiegogo">{{cite web|url=https://www.indiegogo.com/projects/indiana-j-infernal-machine-high-level-emulation#/updates/all|title="Indiana J. & Infernal Machine" HLE|publisher=Indiegogo|accessdate=2018-06-17|date=2018-05-17}}</ref><ref name="gliden64_blog-2">{{cite web|url=https://gliden64.blogspot.com/2018/05/hle-implementation-of-microcodes-for.html|title=HLE implementation of microcodes for "Indiana Jones" and "Battle for Naboo" completed.|publisher=Blogspot|accessdate=2018-06-17|date=2018-05-26}}</ref> Other games may still have issues with RDP quirks like frame buffer/depth buffer access (issues with how the frame buffer is used as well as performance issues), VI emulation, and how combine/blending modes are emulated (such as noise issues and combiner accuracy). It should be noted that most games technically work through the HLE method, but it's not an accurate representation of what the video output actually looked like, but rather a rough approximation by your graphics card. Whether this is an improvement or not is subjective.<gallery widths="300" mode="packed">Majora's mask accurate.png| Low-level emulation of Majora's Mask using SoftGraphicProject64 2013-07-26 14-20-17-55.png| High-level emulation of Majora's Mask using Jabo's Direct3D</gallery> ===[[Texture filtering]]===The Nintendo 64 was the first consumer device to be able to filter textures when rendering 3D objects. However, unlike every console and PC graphics card made after the N64, its implementation of bilinear was primitive in that, in order to reduce strain on the system, it only used three samples as opposed to four, resulting in slightly jagged textures. Instead of faithfully applying this "imperfect" version of bilinear filtering, HLE plugins instead apply conventional filtering, interpolating straight from the source texture up to the output resolution the same way a PC game would. While that method is technically superior, it can result in textures that look even blurrier than on real hardware. Another issue lies with the appliance of texture filtering per quad on static images, text, and sprites. Because each quad is filtered separately, this can cause some visual inconsistencies. Text and UI elements often look as though their edges cut off abruptly, and static images, such as pre-rendered backgrounds or menu screens, may look as though they are separated into squares. Some plugins allow the user to turn off texture filtering to remedy this, but, unfortunately, this also applies to textures in the game world, exposing their oftentimes low resolutions. RetroArch's Mupen64Plus core has taken some steps which help remedy these problems. It is the only emulator that implements N64-style three-point texture filtering, which results in a more faithful look. It is also capable of rendering at 320x240, which sidesteps the issues with filtered text, UI elements, and menu screens, while still retaining texture filtering. Pixel-accurate plugins do not have these problems at all.<gallery widths="300" mode="packed">Project64_2013-06-26_17-44-58-31.png|Conker's Bad Fur Day copyright screen, displaying issues with filtered text.Mupen64plus_2013-08-18_20-35-50-08.png|Ocarina of Time's menu subscreen, displaying issues with filtering. Note how the Quest Status screen appears to be divided into a grid.</gallery>
==Running BIOS=Voice Recognition Unit emulation===To boot the GameCubeThe Voice Recognition Unit (VRU) is an accessory used primarily by ''s original BIOSHey You, you need a dump from real hardwarePikachu''. Dolphin does not require it No emulator or input plugin supports this, although there is an on-going effort to load games but can be set to use get it if desiredworking.<ref name="emutalk">{{cite web|url=http://www. Current development builds have introduced a feature allowing users to load the BIOS directly from the interface in the Tools list without needing to load a gameemutalk.net/threads/55279|title=Hey You! Pikachu - Possible HLE Implementation|publisher=emutalk|accessdate=2018-06-17|date=2014-10-27, as well as hybrid XFB. If youLast edit: 2016-04-04}}</ref>===''Densha De Go!''re on Controller===Also available for the stable release[[PlayStation emulators|PlayStation]], use XFB Virtual and disable "Skip BIOS" in the GameCube options; you will have to load ''Densha De Go! 64'' is a GameCube title so Japan-only train simulator released by [[Wikipedia:Taito|Taito]] that the startup animation begins, and like on the original console, you hold the first is compatible with an optional special controller's A button down and the system will send you that plugs into the main menu instead of booting the gameplayer 3 port.<ref name="ArcadeUSA">{{cite web|url=https://www.youtube. You can then switch to another game with Change Disc, or you can explore the BIOScom/watch?v=cCcPAGhcnck|title=Densha De Go! Nintendo 64 Controller!|publisher=YouTube|accessdate=2018-06-17|date=2017-01-20}}</ref> No emulator supports it.
==Peripherals=Pokémon Snap Station===There was a special kiosk designed to promote ''Pokémon Snap'' called the ''Pokémon Snap Station'', which is also compatible with the North American ''Pokémon Stadium'' with its gallery mode. It is just a Nintendo 64 with special hardware designed for the station.<ref name="Sixty Formula">{{cite web|url=https://www.youtube.com/watch?v=AMbjvGvPkV4|title=The Pokemon Snap Station|publisher=YouTube|accessdate=2018-06-17|date=2016-05-21}}</ref><ref name="MetalJesusRocks">{{cite web|url=https://www.youtube.com/watch?v=5_UGpRN6AnM&t=3m35s|title=VIDEO GAME KIOSKS - Extreme Game Collecting!|publisher=YouTube|accessdate=2018-06-17|date=2016-05-25}}</ref> Although the special cartridge boots in emulators compatible with the regular version, the printing functions are inaccessible due to no emulation of the printer for the player 4 slot, credit system, or the special board to switch between the regular and special cartridges.
===GC/GBA CableTransfer Pak emulation===Nintendo produced a [[WikipediaA few games use the Transfer Pak such as ''Mario Golf'', ''Mario Tennis'', ''Mario Artist:Nintendo GameCube – Game Boy Advance link cable|special cable]] (<code>DOL-011</code>) that allowed connectivity with Paint Studio'', and the [[Game Boy Advance emulators|Game Boy Advance]] in specific ''Pokémon Stadium'' games. Up to four ports could Mostly, this can be taken up for the game. While the third-generation Pokémon games are the prime example of it being used in conjunction done with ColosseumNRage's input plugin, XD, or Pokémon Box, they but a couple of things aren't the only games to do so.emulated:
Dolphin includes a GBA core based on [[mGBA]] that is tied to GameCube emulation, which allows for a very stable connection that works *Taking pictures with features such as save states and netplay. Dolphin can also connect to standalone versions of mGBA; this is necessary for some less commonly used features such as [[GBA e-Reader emulators|e-Reader]] support or cases where the GBA has to be disconnected from the GameCube. Both of these can be enabled by going into the controller settings and assigning the GBA to one or more ports. The general config menu also allows you to specify a GBA rom to be used if using the built-Japanese ''Game Boy Camera'' (called ''Pocket Camera'') while in GBA coreTransfer Pak mode playing ''Mario Artist: Paint Studio'' displays static.
===Game Boy Player64DD emulation===This add-on plugged into the bottom of the GameCube and The 64DD (an abbreviation for "64 Disk Drive") was a peripheral which allowed it a proprietary disk format to play Game Boy / Game Boy Advance games on be used with the N64. These disks had more space at a standard television; it had provisions against [[Wikipedia:Game Boy Advance Video|Game Boy Advance Video]] cartridges by returning an error after booting themcheaper manufacturing cost. The launcher even had support for peripheral was a commercial failure and was never released outside of Japan. Internal evidence suggests that, much like the GBAe-GCN link cable where the Game Boy Advance would serve as the controller. Some GBA games like Reader, it wasn''Super Mario Advance 4'' and ''Mario & Luigi: Superstar Saga'' took advantage of the add-on by adding rumble support. The hardware is essentially t even intended for a peripheral containing Game Boy Advance hardwareEuropean release.
No emulator currently supports Expansion disks are region-coded to either Japan or the Game Boy Player hardware US (obviously unused) and its featureswon't work with N64 games from the wrong region. With [[mGBA]] now integrated into Dolphin, Only F-Zero X has full support for it has been hinted as coming this feature, but dummied-out expansion data in the future.<ref>https:Ocarina of Time and Mario Party 2 (JP//dolphin-emuPAL) exist as well.org/blog/2021/07/21/integrated-gba/#conclusion</ref>
===Broadband Adapter===This shouldnThe special AV-In cartridge (NUS-028) that ''Mario Artist: Talent Studio'' can use doesn't be confused with [[netplay]], which synchronizes emulation over work because it requires an internet connectionRCA cable signal.
This was Recently, there has been an add-on that allowed effort to emulate the console to use LAN technology over 64DD, and now [[Project64]] and [[Wikipedia:Ethernet|ethernetMAME]]can run several commercial 64DD games as part of its N64 emulator. ''Mario Kart: Double Dash!!'' used it This is being ported to play on a local network [[CEN64]] with up to eight other GameCubes while ''Phantasy Star Online'' took it a step further to allow an internet connection for Sega's now-offline official game serversthe help of [https://twitter. ''Kirby Air Ride'' and ''1080° Avalanche'' also support this adaptercom/LuigiBlood LuigiBlood]. This feature was unavailable on The latest newcomer is Mupen64Plus which is the base of other emulators such as [[Wii emulators|Wiim64p]] despite having 802.11 b/g connectivity built-in and an official USB LAN adaptor[[RMG]].
It's possible to hook up zero or more of each of these configurations on one networked game{| class="wikitable" style="text-align:center;"|-! scope="col"|Name*A GameCube with the broadband adapter ! scope="col"|Platform(of courses)*A soft modded Wii with ! scope="col"|Latest Version! scope="col"|N64 Mouse! scope="col"|64DD Emulation! scope="col"|Active! scope="col"|[[Recommended Emulators|Recommended]]|-! colspan="7"|PC / x86|-|ParaLLEl|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|[https://www.retroarch.com/ 2.0-rc2]|{{✓}}|Mid/High|{{✓}}|{{✓}}|-|[[Project64]]|align=left|{{Icon|Windows}}|[https://github.com/project64/project64 {{Project64Ver}}]<br >[https://64dd.org/downloads.html 64DD.org Builds]|{{✓}}|Mid|{{✓}}|{{✓}}|-|[[CEN64]]|align=left|{{Icon|Windows|Linux|macOS}}|[https://gbatempgithub.netcom/threadstj90241/330554 Devolutioncen64 git]*A recent version of Dolphin with OpenVPN|{{✓}}|Mid|{{✓}}|{{✗}}|-|[[m64p]]|align=left|{{Icon|Windows|Linux|macOS}}||[https://github.com/loganmc10/m64p/releases git]|{{✓}}|?|{{✓}}|{{✗}} (WIP)|-|[[MAME]]|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|[http://www.mamedev.org/release.html {{MAMEVer}}]|{{✗}}|Mid|{{✓}}|{{✗}}|}
[[Dolphin]] has support for * Project64's latest versions emulate the Broadband Adapter on Windows N64 mouse and Linuxcan load Zoinkity's hacked 64DD cartridge conversions at playable speeds. Go You'll need to <code>Config</code> > <code>GameCube</code>set every game to have 8MB of Memory by default manually. A dropGames do not save, some need "32-down bit engine" to be unchecked (like Talent Studio), and some (like Polygon Studio to fix models and Paint Studio to fix stamps) need the Angrylion GFX plugin rather than GlideN64, which does the job for <code>SP1</code> will have the <code>Broadband Adaptor</code> or <code>BBA</code>, depending on rest.**The 64DD hardware started to be emulated around 2.3's release with the version help of Dolphin you're running. [https://wikigithub.com/LuigiBlood LuigiBlood].dolphin-emuSaving works but in the form of NDR files.org/indexNDR files are copied versions of NDD images with save data included as to not write to the clean unaltered images.php?title=Broadband_Adapter#How_to_use_the_BroadBand_Adapter Their wiki contains up In order to date instructions on setting up a VPNplay 64DD games in their original forms, 8MB of memory is still needed because the real hardware needed the Expansion Pak upgrade. The IPL is also needed.]
* MAME includes early basic 64DD emulation as well but is much slower. Disk images need to be in head/track format. See [[Nintendonthttps://github.com/Happy-yappH/ddconvert.git here]] has the easiest methodfor more information. There is an option named BBA Emulation It does not currently support disk swapping or saving disk to emulate files. Writes only update the copy in memory, and, once the MAME process ends, the Broadband Adapterchanges are lost.Current usage: <code>mame n64dd -quickload disk -cart cart -nodrc</code> (both disk and cart are optional)
===Bongos===This is a special controller used with ''Donkey Konga'' * CEN64, like Project64, had 64DD emulation ported to it from MAME. However, it focuses on accuracy and plays much slower than other ''Donkey Kong'' games released for emulators, aside from the GameCube. Dolphin supports this controller64DD emulation itself is imperfect.
===MicrophoneiQue Player emulation===This Before the GBA, DS, and 3DS, Nintendo released a modified version of their Nintendo 64 system for the Chinese market, which was an accessory bundled with ''Mario Party 6 & Mario Party 7'' that allowed called the GameCube to receive audio from the memory card slotiQue Player, through their not-quite-subsidiary iQue. There Fourteen games were also other games known to support ittranslated into Simplified Chinese, including Sin and Punishment, Ocarina of Time (the Majora's Mask port was canceled), Super Mario 64, and others.
In DolphinUnlike the Chinese releases of their more recent systems and their games, iQue Player releases are regular N64 roms wrapped with several layers of encryption, as well as a ticket and signature system like that on Wii, DSi, 3DS, Wii U, set slot B in and Switch. The Chinese ROM-hacking scene is very active though and has translated the emulator settings Japanese regular N64 releases for many of these to their language already, which explains some of the microphoneChinese ROMs floating for those. In the operating systemHowever, recently, you then make your default recording device availablealmost all pieces of iQue Player software were decrypted to regular .z64 ROM format.
==Triforce==The [[wikipedia:List_of_Sega_arcade_system_boards#Triforce|Triforce]] is an [[:Category:Arcade|arcade system board]] developed jointly by [[wikipedia:Namco|Namco]]Several of the Chinese game localizations already run on N64 emulators, [[wikipedia:Sega|Sega]], and Nintendo, with the first games appearing in 2002. The system but as some hardware consists features of a retail GameCube motherboard, with custom devices interfacing with the EXIiQue Player are not yet supported, SI and DIsome games, as well as a custom IPLthe system menu and features in games such as saving, do not work yet.
Dolphin used ===Aleck 64 arcade emulation===Nintendo collaborated with SETA to have release an arcade system based on their Nintendo 64 system (kind of like their PlayChoice-10 for the NES, Super System arcade hardware for SNES, and later Triforce supportfor GCN and Wii U). The Nintendo 64-variant with more RAM, however it was removed several years ago. Neverthelessthe Aleck 64, [https://dolphin-emufailed to catch on and bombed.org/download/list/Triforce/ a branch] remainsIt was never released outside Japan, and even though one N64 port made it can still be used, albeit with some difficulty.
Compatibility is patchyThe Aleck 64 ROMs were dumped, and while all games boot, many require memory patches via gecko codes Zoinkity is working on converting them to progress beyond error screens. This is further compounded by the abundance of patched or modified dumps floating around, regular N64 ROMs (with many having patched headers for use with Nintendont, or being renamed versions of their GameCube counterpartscontrols remapped to N64 controller buttons). This is most prevalent with Mario Kart Arcade GP 1 & 2, with there being no (public) good dumps They generally require an 8MB Expansion Pak to run at all. The site that previously hosted the gecko codes for Triforce games has since shut down, and the replacement site does not have codes for Triforce games, requiring codes 4K EEPROM to be manually downloaded from the Wayback Machine. Furthermore, games have multiple revisions, save settings and codes only work on specific revisionsscores.The ones covered by these patches are:
To use the Triforce branch, certain settings must be modified* Donchan Puzzle Hanabi de Doon!* Eleven Beat:World Tournament* Hi Pai Paradise* Kuru Kuru Fever* Magical Tetris Challenge* Under ConfigMayjinsen 3 /GameCube, SP1 and Port 1 need to be assigned to AMMeijin-Baseboard.Sen* To actually play games, cheats need Star Soldier: Vanishing Earth (also ported to be enabled. While the Mario Kart games have patches N64)* Super Real Mahjong VS* Tower & Shaft* Vivid Dolls (official eroge game on their Dolphin Wiki pages, codes for other games should be downloaded from [https://web.archive.org/web/20181024045747/http://www.geckocodes.org/ here].a Nintendo console)
The already available [http://assemblergames.com/l/threads/aleck64-on-retail-consoles-poc.55041/ patches] to convert arcade ROM dumps to regular N64 ROM format can be found [http://micro-64.com/database/aleck64.shtml here].
Triforce games can also be ran through [httpsThe remaining ones from the system's library not yet covered are://github.com/FIX94/Nintendont Nintendont].* Hi Pai Paradise 2* Rev Limit* Variant Schwanzer
==Panasonic QVirtual Console games in Dolphin==[[File:Panasonic Q.png|210px|thumb|left|The Panasonic Q GameCube console.]]The Panasonic Q (sometimes referred to as GameQ by Gamecube fans) is Some N64 games are emulated well on a hybrid version of the GameCube with a DVD player manufactured by Panasonic in cooperation with NintendoVirtual Console game through Dolphin. The system was officially released only in Japan. A feature of its main competitors Xbox and PlayStation 2requirements are much higher, the GameCube lacked commercial DVD movie playback functionality due to the use of the Nintendo optical discs format but it's doable for many games and the correspondingly small disc tray.Initially, the Panasonic Q was only able to play games and DVDs from Japan; however, a modified version, which could play American The following games and DVDs, began to be sold from Import shops, making it a popular console to import from Japan. The unit was priced at around ¥41,000 JPY and are on the modified version was priced at ¥46,000 JPY.The Panasonic Q is capable of using almost all of the GameCube hardware upgrades. A special version of the Game Boy Player was designed N64 Virtual Console for the Q because the Player was designed to fit onto the bottom of the GameCube, and the Q's different bottom form factor kept the Player from being installed. Other features of the Panasonic Q include a backlit information LCD, a front-loading slot disc tray, an optical sound output supporting Dolby Digital 5.1 and DTS, a separate subwoofer jack, and a stainless steel chassis. These high-end features, as well as the aforementioned multimedia playback capabilities, have made the Panasonic Q a popular console to collect.Wii:
{|width="100%"|- valign="top"|* 1080 Snowboarding* Bomberman Hero* Cruis'n USA* Custom Robo V2 (Japan only)* F-Zero X* Kirby 64: The Q system was licensed by Nintendo, released on December 13, 2001, and was discontinued on December 18, 2003, due to low salesCrystal Stars* The Legend of Zelda: Majora's Mask* The Legend of Zelda: Ocarina of Time|* Mario Golf* Mario Kart 64* Mario Party 2* Mario Tennis* Ogre Battle 64: Person of Lordly Caliber* Paper Mario* Pokemon Puzzle League|* Pokemon Snap* Sin & Punishment (English)* Star Fox 64* Super Mario 64* Super Smash Bros.* Wave Race 64* Yoshi's Story|}
==ResourcesNotes==*[https://wiki.dolphin-emu.org/index.php?title<references group=Main_Page Dolphin Wiki] - The most comprehensive wiki for the Dolphin emulator and games. Good for any fixes/tweaksN /settings you should know beforehand.>
==References==
[[Category:Consoles]]
[[Category:Home consoles]]
[[Category:SixthFifth-generation video game consoles]]
[[Category:Nintendo consoles]]
[[Category:GameCube Nintendo 64 emulators|*]]
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