Nintendo 64 emulators: Difference between revisions
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{{for|emulators that run on the Nintendo 64|Emulators on Nintendo 64}} | {{for|emulators that run on the Nintendo 64|Emulators on Nintendo 64}} | ||
'''Nintendo 64''' is a 64-bit fifth-generation console released by Nintendo on September 29, 1996, for {{inflation|USD|199.99|1996}}. Nintendo was the second company approached by Silicon Graphics Inc. (SGI), which wanted to roll out its previously enterprise-only technology in the consumer space. They originally pitched their idea to Sega, but it is assumed that Nintendo's offer was more appealing. With the NEC VR4300 CPU clocked at 93.75 MHz, 4 MB of RAM, and an SGI RCP GPU at 62.5 MHz, Nintendo had finished much of the hardware at least a year before launch, preventing video games from needing drastic rewrites due to architectural changes. A separate add-on was later released called the "[[Nintendo 64 emulators#Hardware features and peripherals|Expansion Pak]]" that added another 4 MB of RAM, totaling to 8 MB. The development workstations were often Unix-based, which would later help reverse engineers in some projects. | The [[gametech:Nintendo 64|'''Nintendo 64''']] is a 64-bit fifth-generation console released by Nintendo on September 29, 1996, for {{inflation|USD|199.99|1996}}. Nintendo was the second company approached by Silicon Graphics Inc. (SGI), which wanted to roll out its previously enterprise-only technology in the consumer space. They originally pitched their idea to Sega, but it is assumed that Nintendo's offer was more appealing. With the NEC VR4300 CPU clocked at 93.75 MHz, 4 MB of RAM, and an SGI RCP GPU at 62.5 MHz, Nintendo had finished much of the hardware at least a year before launch, preventing video games from needing drastic rewrites due to architectural changes. A separate add-on was later released called the "[[Nintendo 64 emulators#Hardware features and peripherals|Expansion Pak]]" that added another 4 MB of RAM, totaling to 8 MB. The development workstations were often Unix-based, which would later help reverse engineers in some projects. | ||
Unlike competitors such as the PlayStation, the N64 used cartridges instead of CDs. While a big advantage was that data could be read faster than CDs, meaning load times were minimal or even non-existent, the main disadvantages of cartridges was the small data capacity, and CDs were cheaper to manufacture, which meant that many third-party developers switched to the PlayStation. | Unlike competitors such as the PlayStation, the N64 used cartridges instead of CDs. While a big advantage was that data could be read faster than CDs, meaning load times were minimal or even non-existent, the main disadvantages of cartridges was the small data capacity, and CDs were cheaper to manufacture, which meant that many third-party developers switched to the PlayStation. | ||
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== Comparison == | == Comparison == | ||
{{Emulator comparison introduction}} | {{Emulator comparison introduction|[[#Enhancements|enhancements]], [[#Hardware features and peripherals|hardware features & peripherals]], and [[#Hardware variants|hardware variants]]}} | ||
=== Standalone emulators === | === Standalone emulators === | ||
| Line 20: | Line 20: | ||
!Compatibility | !Compatibility | ||
![[Emulation Accuracy|Accuracy]] | ![[Emulation Accuracy|Accuracy]] | ||
![[Nintendo 64 emulators#iQue Player|iQue Player]] | |||
![[Nintendo 64 emulators#Aleck 64|Aleck 64]] | |||
![[Recommended emulators|Recommended? (overall)]] | ![[Recommended emulators|Recommended? (overall)]] | ||
|- | |- | ||
! colspan=" | ! colspan="10" |PC | ||
|- | |- | ||
|[[Gopher64]] | |[[Gopher64]] | ||
| Line 28: | Line 30: | ||
|[https://github.com/gopher64/gopher64/releases {{Gopher64Ver}}]||{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) | |[https://github.com/gopher64/gopher64/releases {{Gopher64Ver}}]||{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) | ||
|? | |? | ||
|High||{{Ya}} | |High||{{Na}}||{{Na}}||{{Ya}} | ||
|- | |- | ||
|[[RMG]] | |[[RMG]] | ||
| Line 35: | Line 37: | ||
[https://nightly.link/Rosalie241/RMG/workflows/build/master {{RMGVer}}-dev] | [https://nightly.link/Rosalie241/RMG/workflows/build/master {{RMGVer}}-dev] | ||
|{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) | |{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) | ||
| | |[[Recommended N64 plugins|Plugin-dependent]] | ||
|[[Recommended N64 plugins|Plugin-dependent]]||{{Na}}||{{Na}}||{{Ya}} | |||
| | |||
|- | |- | ||
|[[Mupen64Plus]] | |[[Mupen64Plus]] | ||
| Line 44: | Line 45: | ||
[https://github.com/mupen64plus/mupen64plus-core/releases/tag/nightly-build nightly] | [https://github.com/mupen64plus/mupen64plus-core/releases/tag/nightly-build nightly] | ||
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) | |{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) | ||
| | |[[Recommended N64 plugins|Plugin-dependent]] | ||
|[[Recommended N64 plugins|Plugin-dependent]]||{{Na}}||{{Na}}||{{~}} | |||
| | <small>RMG is recommended instead of using Mupen64Plus MXE builds because RMG comes bundled with GLideN64, angrylion's RDP Plus and ParaLLEl-RDP for video plugins, and mupen64plus-hle-rsp, CXD4 and ParaLLEl-RSP for RSP plugins. Mupen64Plus experience is also front-end-dependent.</small> | ||
|- | |- | ||
|[[1964]] | |[[1964]] | ||
| Line 72: | Line 57: | ||
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) | |{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) | ||
|? | |? | ||
|Low||{{Na}}< | |Low||{{Na}}||{{Na}}||{{Na}} | ||
<small>[https://github.com/Graslu/1964GEPD/releases/tag/latest 1964GEPD] is only recommended to use for ''GoldenEye 007'' or ''Perfect Dark''; because this emulator is primarily made for ''GoldenEye 007''/''Perfect Dark'' and modified for use with the Mouse Injector and their ROM hacks. '''It has poor ROM support outside of these games'''. Another and recommended option for ''GoldenEye 007'' is [https://github.com/garungorp/MouseInjectorDolphinDuck#supported-mupen64plusretroarch garungorp's MouseInjectorDolphinDuck] with mupen64plus_next_libretro.</small> | |||
|- | |- | ||
|[[CEN64]] | |[[CEN64]] | ||
| Line 78: | Line 64: | ||
|[https://github.com/tj90241/cen64 {{CEN64Ver}}]||{{Green}} {{License|BSD3}} ({{License|Permissive}}) | |[https://github.com/tj90241/cen64 {{CEN64Ver}}]||{{Green}} {{License|BSD3}} ({{License|Permissive}}) | ||
|? | |? | ||
|Partial Cycle||{{Na}} | |Partial Cycle||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
|[[DaedalusX64]] | |[[DaedalusX64]] | ||
| Line 84: | Line 70: | ||
|[https://github.com/DaedalusX64/daedalus/releases/latest git]||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) | |[https://github.com/DaedalusX64/daedalus/releases/latest git]||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) | ||
|? | |? | ||
|?||{{Na}} | |?||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
|Kaizen | |Kaizen | ||
| Line 90: | Line 76: | ||
|[https://github.com/SimoZ64/Kaizen#pre-built-binaries git]||{{Green}} {{License|BSD3}} ({{License|Permissive}}) | |[https://github.com/SimoZ64/Kaizen#pre-built-binaries git]||{{Green}} {{License|BSD3}} ({{License|Permissive}}) | ||
|? | |? | ||
|?||{{Na}} | |?||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
|Larper64 | |Larper64 | ||
| Line 96: | Line 82: | ||
|[https://drive.google.com/file/d/1IWyw5UG9Uf24KG0zrcXSFoOmcQoHWmyc/view {{Larper64Ver}}]||{{Red}} {{License|Proprietary}} | |[https://drive.google.com/file/d/1IWyw5UG9Uf24KG0zrcXSFoOmcQoHWmyc/view {{Larper64Ver}}]||{{Red}} {{License|Proprietary}} | ||
|? | |? | ||
|?||{{Na}} | |?||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
|n64 | |n64 | ||
| align="left" |{{Icon|Windows|Linux}}||{{ | | align="left" |{{Icon|Windows|Linux}}||{{Ya}} | ||
|[https://github.com/Dillonb/n64?tab=readme-ov-file#download git]||{{Dunno}} | |[https://github.com/Dillonb/n64?tab=readme-ov-file#download git]||{{Dunno}} | ||
|? | |? | ||
|?||{{Na}} | |?||{{Na}}||{{Na}}||{{Na}} | ||
|- | |||
|[[Project64]] | |||
| align="left" |{{Icon|Windows}}||{{Ya}} | |||
|[https://sites.google.com/view/shurislibrary/luna-project64 Luna's Project64 {{Luna's Project64Ver}}] | |||
[https://github.com/Luna-Project64/Luna-Project64 git] | |||
----[https://github.com/Rosalie241/BetterMajorasMaskInstaller/releases Rosalie241's MMHD]<ref name="Rosalie241's MMHD" group="note">This installer automatically installs and configures latest versions of Project64-nightly, GlideN64 video plugin, Azimer's Audio Plugin, Iconoclast's Static RSP Interpreter and also MM HD Texture Pack.</ref> | |||
[https://www.pj64-emu.com/nightly-builds Nightly] | |||
[https://www.pj64-emu.com/public-releases {{Project64Ver}}] | |||
[https://github.com/Rosalie241/PJ64Launcher/releases/latest Keygen] | |||
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) | |||
|[[Recommended N64 plugins|Plugin-dependent]] | |||
|[[Recommended N64 plugins|Plugin-dependent]]||{{Na}}||{{Na}}||{{Na}} | |||
<small>Project64 accuracy is plugin-dependent and below than Ares, simple64, and Mupen64Plus and related forks. Its official GUI is also not only obsolete but tedious having pay-to-remove long pop-ups asking for support. Project64 should now only be considered for debugging purposes. For a better Project64 experience based on v3.0.1 with no nagware and [[RetroAchievements]] support, use Luna's Project64 fork instead. Luna's Project64 also has Linux compatibility and is actively being developed.</small> | |||
|- | |- | ||
|R64Emu | |R64Emu | ||
| Line 108: | Line 110: | ||
|[https://github.com/rasky/r64emu git]||{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) | |[https://github.com/rasky/r64emu git]||{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) | ||
|? | |? | ||
|?||{{Na}} | |?||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
|Rokuyon | |Rokuyon | ||
| Line 114: | Line 116: | ||
|[https://github.com/Hydr8gon/rokuyon/releases git]||{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) | |[https://github.com/Hydr8gon/rokuyon/releases git]||{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) | ||
|? | |? | ||
|?||{{Na}} | |?||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
|[[Ryu64]] | |[[Ryu64]] | ||
| Line 120: | Line 122: | ||
|[https://github.com/Ryu64Emulator/Ryu64 git]||{{Green}} {{License|Unlicense}} ({{License|PDEQ}}) | |[https://github.com/Ryu64Emulator/Ryu64 git]||{{Green}} {{License|Unlicense}} ({{License|PDEQ}}) | ||
|? | |? | ||
|?||{{Na}} | |?||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
|[[simple64]] | |[[simple64]] | ||
| Line 128: | Line 130: | ||
|{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) | |{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) | ||
|? | |? | ||
|High||{{Na}} | |High||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
|[[Sixtyforce]] | |[[Sixtyforce]] | ||
| Line 134: | Line 136: | ||
|[http://sixtyforce.com/download/ {{SixtyforceVer}}]||{{Red}} {{License|Proprietary}} | |[http://sixtyforce.com/download/ {{SixtyforceVer}}]||{{Red}} {{License|Proprietary}} | ||
|? | |? | ||
|?||{{Na}} | |?||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
|[[UltraHLE]] | |[[UltraHLE]] | ||
| Line 140: | Line 142: | ||
|[https://web.archive.org/web/20070312015944/http://www.emuunlim.com/UltraHLE/ultrahle.zip 1.0]||{{Red}} {{License|Proprietary}} | |[https://web.archive.org/web/20070312015944/http://www.emuunlim.com/UltraHLE/ultrahle.zip 1.0]||{{Red}} {{License|Proprietary}} | ||
|? | |? | ||
|Low||{{Na}} | |Low||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
|Project64-EM | |Project64-EM | ||
| Line 146: | Line 148: | ||
|1.0.3||{{Dunno}} | |1.0.3||{{Dunno}} | ||
|? | |? | ||
|?||{{Dunno}} | |?||{{Na}}||{{Na}}||{{Dunno}} | ||
|- | |- | ||
! colspan=" | ! colspan="10" |Mobile | ||
|- | |- | ||
|[[Mupen64Plus]] FZ | |[[Mupen64Plus]] FZ | ||
| align="left" |{{Icon|Android}}||{{Ya}} | | align="left" |{{Icon|Android}}||{{Ya}} | ||
|[https://play.google.com/store/apps/details?id=org.mupen64plusae.v3.fzurita 3.0.322 (beta) | |[https://play.google.com/store/apps/details?id=org.mupen64plusae.v3.fzurita 3.0.322] (beta) | ||
[https://github.com/mupen64plus-ae/mupen64plus-ae git] | [https://github.com/mupen64plus-ae/mupen64plus-ae git] | ||
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) | |{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) | ||
| | |[[Recommended N64 plugins|Plugin-dependent]] | ||
|[[Recommended N64 plugins|Plugin-dependent]]||{{Na}}||{{Na}}||{{Ya}} | |||
| | |||
|} | |} | ||
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!Compatibility | !Compatibility | ||
![[Emulation Accuracy|Accuracy]] | ![[Emulation Accuracy|Accuracy]] | ||
![[Nintendo 64 emulators#iQue Player|iQue Player]] | |||
![[Nintendo 64 emulators#Aleck 64|Aleck 64]] | |||
![[Recommended emulators|Recommended? (overall)]] | ![[Recommended emulators|Recommended? (overall)]] | ||
|- | |- | ||
! colspan=" | ! colspan="10" |PC | ||
|- | |- | ||
|[[ares]] | |[[ares]] | ||
| Line 178: | Line 181: | ||
[https://github.com/ares-emulator/ares/releases {{aresVer}}] | [https://github.com/ares-emulator/ares/releases {{aresVer}}] | ||
|{{Green}} {{License|ISC}} ({{License|Permissive}}) | |{{Green}} {{License|ISC}} ({{License|Permissive}}) | ||
|{{Emulator compatibility|828|903|link=https://ares-emu.net/compatibility/nintendo-nintendo-64}} | |{{Emulator compatibility (unofficial)|828|993}} | ||
{{ | {{Emulator compatibility|828|903|link=https://ares-emu.net/compatibility/nintendo-nintendo-64}} | ||
|High||{{Na}}||{{Ya}}||{{Ya}} | |||
|- | |- | ||
|[[BizHawk]] | |[[BizHawk]] | ||
(Mupen64Plus, ares, MAME)<ref group="note">MAME core for [[Nintendo 64 emulators#Aleck 64|Aleck 64]] only.</ref> | |||
| align="left" |{{Icon|Windows|Linux}}||{{Ya}} | | align="left" |{{Icon|Windows|Linux}}||{{Ya}} | ||
|[https://gitlab.com/TASVideos/BizHawk/-/pipelines Dev builds] | |[https://gitlab.com/TASVideos/BizHawk/-/pipelines Dev builds] | ||
[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}] | [http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}] | ||
|{{Green}} {{License|MIT}}<br>{{License|GPL}} | |{{Green}} {{License|MIT}}<br>{{License|GPL}} | ||
| | |[[Recommended N64 plugins|Plugin-dependent]] | ||
[[BizHawk#Supported systems|Core-dependent]] | |||
|[[Recommended N64 plugins|Plugin-dependent]] | |||
[[BizHawk#Supported systems|Core-dependent]] | |||
| | |{{Na}}||{{~}}<br><small>MAME only.</small>||{{~}} | ||
|{{~}} | |||
|- | |- | ||
|[[MAME]] | |[[MAME]] | ||
| align="left" |{{Icon|Windows|macOS|Linux|FreeBSD}}||{{Ya}} | | align="left" |{{Icon|Windows|macOS|Linux|FreeBSD}}||{{Ya}} | ||
| | |[http://www.mamedev.org/release.html {{MAMEVer}}]||{{Green}} {{License|GPLv2}}<br>{{License|BSD3}} | ||
[http://www.mamedev.org/release.html {{MAMEVer}}] | |||
|{{Green}} {{License|GPLv2}}<br>{{License|BSD3}} | |||
|{{Emulator compatibility|13|993|link=http://adb.arcadeitalia.net/lista_mess.php?software_list_name=n64&compatibility=}} | |{{Emulator compatibility|13|993|link=http://adb.arcadeitalia.net/lista_mess.php?software_list_name=n64&compatibility=}} | ||
|?||{{Na}} | |?||{{Na}}||{{Ya}}||{{Na}} | ||
|- | |- | ||
! colspan=" | ! colspan="10" |Mobile | ||
|- | |- | ||
|[[Delta]] | |[[Delta]] | ||
| Line 217: | Line 211: | ||
|{{Dunno}} | |{{Dunno}} | ||
|? | |? | ||
|?||{{Dunno}} | |?||{{Na}}||{{Na}}||{{Dunno}} | ||
|- | |- | ||
|[[Folium]] | |[[Folium]] | ||
| Line 227: | Line 221: | ||
|{{Dunno}} | |{{Dunno}} | ||
|? | |? | ||
|?||{{Dunno}} | |?||{{Na}}||{{Na}}||{{Dunno}} | ||
|- | |- | ||
|[[Manic EMU]] | |[[Manic EMU]] | ||
| Line 235: | Line 229: | ||
|{{Green}} {{License|AGPLv3}} ({{License|Copyleft}}) | |{{Green}} {{License|AGPLv3}} ({{License|Copyleft}}) | ||
|? | |? | ||
|?||{{Dunno}} | |?||{{Na}}||{{Na}}||{{Dunno}} | ||
|- | |||
|[[NiN10]] | |||
| align="left" |{{Icon|iOS|iPadOS|watchOS}}||{{Ya}} | |||
|[https://apps.apple.com/us/app/nin10-nintendo-emulator/id6503959130 {{NiN10Ver}}]||{{Red}} {{License|Proprietary}} | |||
|? | |||
|?||{{Na}}||{{Na}}||{{?}} | |||
|- | |- | ||
|[[Provenance]] | |[[Provenance]] | ||
| align="left" |{{Icon|iOS|iPadOS}}||{{Ya}} | | align="left" |{{Icon|iOS|iPadOS|tvOS}}||{{Ya}} | ||
|[https://apps.apple.com/us/app/provenance-app/id1596862805 {{ProvenanceVer}}] | |[https://apps.apple.com/us/app/provenance-app/id1596862805 {{ProvenanceVer}}] | ||
[https://github.com/Provenance-Emu/Provenance/releases git] | [https://github.com/Provenance-Emu/Provenance/releases git] | ||
|{{Dunno}} | |{{Dunno}} | ||
|? | |? | ||
|?||{{Dunno}} | |?||{{Na}}||{{Na}}||{{Dunno}} | ||
|} | |} | ||
| Line 252: | Line 252: | ||
!Core(s) | !Core(s) | ||
!Active? | !Active? | ||
!Latest version | |||
![[Licensing|License]] | ![[Licensing|License]] | ||
!Compatibility | !Compatibility | ||
![[Emulation accuracy|Accuracy]] | ![[Emulation accuracy|Accuracy]] | ||
![[Nintendo 64 emulators#iQue Player|iQue Player]] | |||
![[Nintendo 64 emulators#Aleck 64|Aleck 64]] | |||
![[Recommended emulators|Recommended? (overall)]] | ![[Recommended emulators|Recommended? (overall)]] | ||
|- | |- | ||
| rowspan="3" |[[File:Libretro.png|link= | | rowspan="3" |[[File:Libretro.png|link=Libretro|100x100px]] | ||
|[https://docs.libretro.com/library/mupen64plus/ Mupen64Plus-Next]<ref name="ParallelLauncher" group="note">You can use [https://parallel-launcher.ca/ Parallel Launcher Fork] if you find RetroArch's UI confusing.</ref>||{{Ya}}||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) | |[https://docs.libretro.com/library/mupen64plus/ Mupen64Plus-Next]<ref name="ParallelLauncher" group="note">You can use [https://parallel-launcher.ca/ Parallel Launcher Fork] if you find RetroArch's UI confusing.</ref>||{{Ya}} | ||
| | |2.8-Vulkan f275caf||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) | ||
|[[Recommended N64 plugins|Plugin-dependent]] | |||
| | |[[Recommended N64 plugins|Plugin-dependent]]||{{Na}}||{{Na}}||{{Ya}} | ||
|- | |- | ||
|[[MAME]] | |[[MAME]] 0.251, 0.139 (2010), 0.78 (2003), 0.37b5 (2000)||{{Ya}} | ||
|||{{Green}} {{License|GPLv2}}<br>{{License|BSD3}} | |||
|{{Ya}}||{{Green}} {{License|GPLv2}}<br>{{License|BSD3}} | |||
|{{Emulator compatibility|13|993|link=http://adb.arcadeitalia.net/lista_mess.php?software_list_name=n64&compatibility=}} | |{{Emulator compatibility|13|993|link=http://adb.arcadeitalia.net/lista_mess.php?software_list_name=n64&compatibility=}} | ||
|?||{{Na}} | |?||{{Na}}||{{Ya}}||{{Na}} | ||
|- | |- | ||
|[[RetroArch|ParaLLEl-N64]]<ref name="ParallelLauncher" group="note" />||{{Ya}}||{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) | |[[RetroArch|ParaLLEl-N64]]<ref name="ParallelLauncher" group="note" />||{{Ya}} | ||
| | |||{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) | ||
|[[Recommended N64 plugins|Plugin-dependent]] | |||
| | |[[Recommended N64 plugins|Plugin-dependent]]||{{Na}}||{{Na}}||{{Na}} | ||
<small>Obsolete and replaced by Mupen64Plus-Next. ParaLLEl-N64 should now only be considered for older ROM hacks that don't play well with the newer, more [[Emulation accuracy|accurate]] plugins.</small> | |||
|} | |} | ||
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!Compatibility | !Compatibility | ||
![[Emulation Accuracy|Accuracy]] | ![[Emulation Accuracy|Accuracy]] | ||
![[Nintendo 64 emulators#iQue Player|iQue Player]] | |||
![[Nintendo 64 emulators#Aleck 64|Aleck 64]] | |||
![[Recommended emulators|Recommended? (overall)]] | ![[Recommended emulators|Recommended? (overall)]] | ||
|- | |- | ||
| Line 289: | Line 294: | ||
| align="left" |{{Icon|GCN|Wii|WiiU}}||{{Ya}} | | align="left" |{{Icon|GCN|Wii|WiiU}}||{{Ya}} | ||
|[https://github.com/Extrems/Not64/releases/latest {{Not64Ver}}]||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) | |[https://github.com/Extrems/Not64/releases/latest {{Not64Ver}}]||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) | ||
|{{Emulator compatibility|303|424|link=https://wiki.gbatemp.net/wiki/Wii64_Compatibility_List | |{{Emulator compatibility (unofficial)|303|993}} | ||
{{Emulator compatibility|303|424|link=https://wiki.gbatemp.net/wiki/Wii64_Compatibility_List}} | |||
[[Recommended N64 plugins|(Plugin-dependent)]] | |||
|?||{{Ya}} | |?||{{Na}}||{{Na}}||{{Ya}} | ||
|- | |- | ||
|[[DaedalusX64]] | |[[DaedalusX64]] | ||
| Line 304: | Line 309: | ||
[https://www.ps2-home.com/forum/viewtopic.php?f=99&p=39957#p39957 PS2] | [https://www.ps2-home.com/forum/viewtopic.php?f=99&p=39957#p39957 PS2] | ||
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) | |{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) | ||
|'''Vita''' | |'''PS Vita''' | ||
{{Emulator compatibility (unofficial)|234|993}} | |||
{{Emulator compatibility|234|474|link=https://daedalusx64.rinnegatamante.it/}} | |||
'''PSP | '''PSP (from 1.1.6-1.1.8)''' | ||
{{Emulator compatibility (unofficial)|97|993}} | |||
{{Emulator compatibility|97|157|link=https://docs.google.com/spreadsheets/d/13izCg9TYUWpF3Ot3P3wVUzAk_qpsNtsNqmydakELIUQ/edit#gid=1172263683}} | |||
'''3DS''' | '''3DS''' | ||
{{Emulator compatibility (unofficial)|71|993}} | |||
{{Emulator compatibility|71|260|link=https://wiki.gbatemp.net/wiki/DaedalusX64_3DS}} | |||
|?||{{Ya}}<br><small>( | |?||{{Na}}||{{Na}}||{{Ya}}<br><small>(PS Vita)</small> | ||
|- | |- | ||
|[[Virtual Console]] | |[[Virtual Console]] | ||
| align="left" |{{Icon|Wii}}||{{Na}} | | align="left" |{{Icon|Wii}}||{{Na}} | ||
|N/A||{{Red}} {{License|Proprietary}} | |N/A||{{Red}} {{License|Proprietary}} | ||
| | |Only for selected titles (Wii) | ||
| | |Game-dependent||{{Na}}||{{Na}}||{{Ya}} | ||
|- | |- | ||
|[[Wii64]] | |[[Wii64]] | ||
| Line 342: | Line 338: | ||
[https://github.com/emukidid/wii64-ps3/releases git] | [https://github.com/emukidid/wii64-ps3/releases git] | ||
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) | |{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) | ||
|{{Emulator compatibility|303|424|link=https://wiki.gbatemp.net/wiki/Wii64_Compatibility_List}} | |{{Emulator compatibility (unofficial)|303|993}} | ||
{{Emulator compatibility (unofficial)| | {{Emulator compatibility|303|424|link=https://wiki.gbatemp.net/wiki/Wii64_Compatibility_List}} | ||
[[Recommended N64 plugins|(Plugin-dependent)]] | |||
|[[Recommended N64 plugins|Plugin-dependent]]||{{Na}}||{{Na}}||{{~}} | |||
|- | |||
|Surreal64 CE | |||
| align="left" |{{Icon|Xbox}}||{{Na}} | |||
|[https://digiex.net/threads/surreal64-ce-b6-0-download-n64-emulator-for-xbox.13677 Beta 6.0]||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) | |||
|{{Emulator compatibility (unofficial)|236|993}} | |||
{{Emulator compatibility|236|311|link=http://retroxbox.labrat.fr/file/pdf/comp_list/Surreal%2064%20B5.1%20CE%20Compatibility%20and%20Settings%20List%20-%20Surreal%20Compatibility_Settings.pdf}} | |||
[[Recommended N64 plugins|(Plugin-dependent)]] | |||
| | |[[Recommended N64 plugins|Plugin-dependent]]||{{Na}}||{{Na}}||{{~}} | ||
|- | |- | ||
|[[Nintendo Switch Online|Nintendo Classics]] | |[[Nintendo Switch Online|Nintendo Classics]] ([[Hovercraft]]) | ||
| align="left" |{{Icon|NX | | align="left" |{{Icon|NX|Switch2}}||{{Ya}} | ||
|N/A||{{Red}} {{License|Proprietary}} | |N/A||{{Red}} {{License|Proprietary}} | ||
|[https://nintendo.fandom.com/wiki/Nintendo_64_-_Nintendo_Switch_Online#Included_Games | |[https://nintendo.fandom.com/wiki/Nintendo_64_-_Nintendo_Switch_Online#Included_Games Only for selected titles] | ||
| | |Game-dependent||{{Na}}||{{Na}}||{{~}} | ||
|- | |- | ||
|[[Virtual Console]] | |[[Virtual Console]] | ||
| align="left" |{{Icon|WiiU}}||{{Na}} | | align="left" |{{Icon|WiiU}}||{{Na}} | ||
|N/A||{{Red}} {{License|Proprietary}} | |N/A||{{Red}} {{License|Proprietary}} | ||
| | |Only for selected titles (Wii U) | ||
| | |Game-dependent||{{Na}}||{{Na}}||{{~}} | ||
|- | |- | ||
|mupen64-360 | |mupen64-360 | ||
| align="left" |{{Icon|Xbox360}}||{{Na}} | | align="left" |{{Icon|Xbox360}}||{{Na}} | ||
|[https://digiex.net/threads/mupen64-360-xbox-360-nintendo-64-n64-emulator-download.9352 0.96 beta]||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) | |[https://digiex.net/threads/mupen64-360-xbox-360-nintendo-64-n64-emulator-download.9352 0.96 beta]||{{Green}} {{License|GPLv2}} ({{License|Copyleft}}) | ||
| | |[[Recommended N64 plugins|Plugin-dependent]] | ||
|[[Recommended N64 plugins|Plugin-dependent]]||{{Na}}||{{Na}}||{{~}} | |||
| | |||
|} | |} | ||
| Line 383: | Line 387: | ||
|[https://github.com/MiSTer-devel/N64_MiSTer git]||{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) | |[https://github.com/MiSTer-devel/N64_MiSTer git]||{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) | ||
|100% officialy released catridge games | |100% officialy released catridge games | ||
some games with built-in per-game hacks | |||
| | |Game-dependent||{{Dunno}} | ||
|} | |} | ||
| Line 427: | Line 431: | ||
: An open-source emulator for Windows, as well as one of the oldest. Once more up-to-date and compatible than Mupen64Plus and its derivatives, the gap was closed around 2017,<ref>loganmc10. [https://github.com/mupen64plus/mupen64plus-core/pull/336 ''Ignore TLB write if TLB entry is unmapping itself'']. "By the way, once this, along with the other PR's I've waiting are merged, we're at "compatibility parity" with Project64 as far as I can tell. I don't know of any game that doesn't boot with mupen64plus that works in PJ64."</ref> when comparing both emulators with the same plugins. And the Mupen64Plus derivatives took further leaps forwards as they were integrated with the highly accurate ParaLLEl plugins. Project64 was known for being more user-friendly than Mupen64Plus, with a built-in user interface that supports Transfer Pak emulation and 64DD emulation. Now, RMG and simple64 have their own user interfaces, and the advantages of Project64 have faded. Annoyingly, it also nags you with a timed, unskippable message asking for donations to the project upon launch, though this can be gotten around through a [https://github.com/Rosalie241/PJ64Launcher/releases/tag/1.3.0 script]. An alternative is to download it through [https://github.com/Rosalie241/BetterMajorasMaskInstaller/releases/tag/4.0.2 Rosalie's BetterMajorasMaskInstaller], which downloads the latest nightly version of Project64 with the nagging message removed and installs several useful third-party plugins (it also offers to install HD texture packs for OoT and MM, but you can opt out of those). Though take heed - Project64 is currently in the middle of a major code rewrite in preparation for the upcoming 4.0 version, and more than a few regressions and bugs have crept into the nightly builds as a result, so it might be better to just grab the latest plugins and stick to version 3.0.1. For the most part, it works well in [[Wine]], but if you're on a different platform, there is little reason to use it over the multi-platform Mupen64Plus these days. In versions of Project64 older than 3.0, there is an exploit allowing people to remotely access your computer (arbitrary code execution). This exploit only works if you have a ROM from a random website, so watch where you get your ROMs from if you're still using these versions of Project64. | : An open-source emulator for Windows, as well as one of the oldest. Once more up-to-date and compatible than Mupen64Plus and its derivatives, the gap was closed around 2017,<ref>loganmc10. [https://github.com/mupen64plus/mupen64plus-core/pull/336 ''Ignore TLB write if TLB entry is unmapping itself'']. "By the way, once this, along with the other PR's I've waiting are merged, we're at "compatibility parity" with Project64 as far as I can tell. I don't know of any game that doesn't boot with mupen64plus that works in PJ64."</ref> when comparing both emulators with the same plugins. And the Mupen64Plus derivatives took further leaps forwards as they were integrated with the highly accurate ParaLLEl plugins. Project64 was known for being more user-friendly than Mupen64Plus, with a built-in user interface that supports Transfer Pak emulation and 64DD emulation. Now, RMG and simple64 have their own user interfaces, and the advantages of Project64 have faded. Annoyingly, it also nags you with a timed, unskippable message asking for donations to the project upon launch, though this can be gotten around through a [https://github.com/Rosalie241/PJ64Launcher/releases/tag/1.3.0 script]. An alternative is to download it through [https://github.com/Rosalie241/BetterMajorasMaskInstaller/releases/tag/4.0.2 Rosalie's BetterMajorasMaskInstaller], which downloads the latest nightly version of Project64 with the nagging message removed and installs several useful third-party plugins (it also offers to install HD texture packs for OoT and MM, but you can opt out of those). Though take heed - Project64 is currently in the middle of a major code rewrite in preparation for the upcoming 4.0 version, and more than a few regressions and bugs have crept into the nightly builds as a result, so it might be better to just grab the latest plugins and stick to version 3.0.1. For the most part, it works well in [[Wine]], but if you're on a different platform, there is little reason to use it over the multi-platform Mupen64Plus these days. In versions of Project64 older than 3.0, there is an exploit allowing people to remotely access your computer (arbitrary code execution). This exploit only works if you have a ROM from a random website, so watch where you get your ROMs from if you're still using these versions of Project64. | ||
:; Luna's Project64 | :; Luna's Project64 | ||
:: A fork of Project64 v3.0.1 that removes the nagware from Project64 v3.0.1. It also has plugins that fix issues with some games. Other additions and changes include Linux compatibility, an auto-updater, 100 save state slots that loads faster, keyboard shortcuts to change the game speed, fixes to the EEPROM, RetroAchievements support as of v3.5.4 which was officially supported by RetroAchievement developers by v3.5.6 on April 2, 2025, | :: A fork of Project64 v3.0.1 that removes the nagware from Project64 v3.0.1. It also has plugins that fix issues with some games. Other additions and changes include Linux compatibility, an auto-updater, 100 save state slots that loads faster, keyboard shortcuts to change the game speed, fixes to the EEPROM, [https://retroachievements.org/viewtopic.php?t=30384 RetroAchievements support as of v3.5.4 which was officially supported by RetroAchievement developers by v3.5.6 on April 2, 2025], and more. New releases also keep the GLideN64 plugin up-to-date. | ||
; [[CEN64]] | ; [[CEN64]] | ||
: Aims for [[Emulation accuracy|cycle accuracy]] while at the same time aiming to be usable on modern PC hardware eventually. It lacks many features and has spotty compatibility, but it can already emulate some well-known edge cases, such as picture recognition in Pokémon Snap. Unfortunately, its creator appears to have abandoned the project [https://github.com/n64dev/cen64/releases/tag/v0.3 citing a lack of satisfaction with the program's performance in its current interpreter-based incarnation]. While the baton has been collectively passed to the n64dev community for further development, progress has been slow. | : Aims for [[Emulation accuracy|cycle accuracy]] while at the same time aiming to be usable on modern PC hardware eventually. It lacks many features and has spotty compatibility, but it can already emulate some well-known edge cases, such as picture recognition in ''Pokémon Snap''. Unfortunately, its creator appears to have abandoned the project [https://github.com/n64dev/cen64/releases/tag/v0.3 citing a lack of satisfaction with the program's performance in its current interpreter-based incarnation]. While the baton has been collectively passed to the n64dev community for further development, progress has been slow. | ||
; Kaizen | ; Kaizen | ||
| Line 451: | Line 455: | ||
; n64oid | ; n64oid | ||
: An Android-exclusive Nintendo 64 emulator based on Mupen64Plus by freeman_zy. It is similar to Project 64 1.6 in terms of compatibility. The APK for n64oid circulates on many legally questionable APK sites. n64oid has the infamous problem in Mario Kart 64 of the screen in Wario Stadium not displaying properly, as it displays nothing but black. It upscales all games to widescreen, which works well most of the time, but it will have performance issues on some older phones. The emulator is relatively poor, but it is much easier to set up than other options. The emulator features a menu with many similarities to the mobile edition of Snes9x EX+ and the My Boy! family of Android emulators for Game Boy systems. | : An Android-exclusive Nintendo 64 emulator based on Mupen64Plus by freeman_zy. It is similar to Project 64 1.6 in terms of compatibility. The APK for n64oid circulates on many legally questionable APK sites. n64oid has the infamous problem in ''Mario Kart 64'' of the screen in Wario Stadium not displaying properly, as it displays nothing but black. It upscales all games to widescreen, which works well most of the time, but it will have performance issues on some older phones. The emulator is relatively poor, but it is much easier to set up than other options. The emulator features a menu with many similarities to the mobile edition of Snes9x EX+ and the My Boy! family of Android emulators for Game Boy systems. | ||
; [[Nintendo Switch Online|Nintendo Classics]] ([[Hovercraft]]) | ; [[Nintendo Switch Online|Nintendo Classics]] ([[Hovercraft]]) | ||
| Line 462: | Line 466: | ||
* Different games between regions (Japan and International). | * Different games between regions (Japan and International). | ||
* A separate mature-rated version of the app is available for titles that received a mature/adult-like age rating within their region. Japan has the "+18" branding for titles that received a CERO Z rating (e.g.: ''GoldenEye 007'' and ''Perfect Dark''). The United States has the "Mature 17+" branding for titles that received a Mature 17+ rating from the ESRB (e.g.: ''Shadow Man'' and ''Turok: Dinosaur Hunter''). Europe and Australia has the "Mature" branding for titles that received a PEGI 16 or PEGI 18 rating. Brazil has "ClassInd: 18 Anos" branding and Korea has "19+" branding. | * A separate mature-rated version of the app is available for titles that received a mature/adult-like age rating within their region. Japan has the "+18" branding for titles that received a CERO Z rating (e.g.: ''GoldenEye 007'' and ''Perfect Dark''). The United States has the "Mature 17+" branding for titles that received a Mature 17+ rating from the ESRB (e.g.: ''Shadow Man'' and ''Turok: Dinosaur Hunter''). Europe and Australia has the "Mature" branding for titles that received a PEGI 16 or PEGI 18 rating. Brazil has "ClassInd: 18 Anos" branding and Korea has "19+" branding. | ||
* Features such as rewind, CRT filter and in-app button remapping was confirmed when the emulator is running only on Nintendo Switch 2 | * Features such as rewind, CRT filter and in-app button remapping was confirmed when the emulator is running only on Nintendo Switch 2 [https://www.nintendo.com/en-gb/News/2025/April/What-s-new-with-Nintendo-Switch-Online-on-Nintendo-Switch-2-2785954.html (the latter is available for standard Nintendo Switch users)]. | ||
== Enhancements == | == Enhancements == | ||
| Line 486: | Line 490: | ||
|- | |- | ||
|{{Enhancements/Graphics/Ray tracing}} | |{{Enhancements/Graphics/Ray tracing}} | ||
| colspan="4" | | | colspan="4" |Implementing ray tracing in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future. | ||
However you can try "[[Shaders and filters#Notable ReShade shaders|Screen-Space Ray Traced Global Illumination]]" shader using [https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access#34637 ReShade.] | |||
There is a new video plugin called [[Recommended N64 plugins#Video|RT64]], which will support Ray Tracing in the future. | |||
|- | |- | ||
|{{Enhancements/Graphics/Resizable internal resolution}}||{{Ya}}||{{Dunno}}||{{Ya}}||{{Dunno}} | |{{Enhancements/Graphics/Resizable internal resolution}}||{{Ya}}||{{Dunno}}||{{Ya}}||{{Dunno}} | ||
|- | |- | ||
|{{Enhancements/Graphics/RTX Remix}} | |{{Enhancements/Graphics/RTX Remix}} | ||
| colspan="4" | | | colspan="4" |Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future. | ||
Besides, some of these emulators already supports most of RTX Remix features such as texture replacement and post-processing effects etc. | |||
On top of that you can use ReShade for post-processing. | |||
|- | |- | ||
|{{Enhancements/Graphics/Tessellation}}||{{Na}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | |{{Enhancements/Graphics/Tessellation}}||{{Na}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | ||
| Line 503: | Line 511: | ||
| rowspan="4" |Performance | | rowspan="4" |Performance | ||
|{{Enhancements/Performance/Frame generation}} | |{{Enhancements/Performance/Frame generation}} | ||
| colspan="4" | | | colspan="4" |Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future, however post-processing techniques such as motion interpolation is quite possible. [[Input lag|Input latency]] will be a crucial factor, but its impact likely varies depending on the specific technique employed, it's recommended to use after applying the "Internal frame rate hack". | ||
While AFMF or LSFG could be used with Mupen64Plus-Next, please be aware that some visual glitches and artifacts may occur at this time. | |||
|- | |- | ||
|{{Enhancements/Performance/Internal frame rate hack|Nintendo 64}}||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | |{{Enhancements/Performance/Internal frame rate hack|Nintendo 64}}||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | ||
| Line 511: | Line 519: | ||
|- | |- | ||
|{{Enhancements/Performance/Rendering latency reduction technologies}} | |{{Enhancements/Performance/Rendering latency reduction technologies}} | ||
| colspan="4" | | | colspan="4" |While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn't currently feasible. This is likely doesn't offer enough benefit to justify the development effort. | ||
|- | |- | ||
| rowspan="7" |Post-processing | | rowspan="7" |Post-processing | ||
|{{Enhancements/Post-processing/AI-powered filter | |{{Enhancements/Post-processing/AI-powered filter}}||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | ||
|- | |||
|[[Deinterlacing]]||{{Ya}}<br><small>Supports [[Deinterlacing#Algorithms|weave algorithm]], and also [[Shaders,_presets,_and_filters#Emulator_support|lots of deinterlacing shaders]].</small>||{{Dunno}}||{{Dunno}}||{{Dunno}} | |||
|- | |- | ||
|{{Enhancements/Post-processing/Filters}}||{{Ya}}||{{Dunno}}||{{Ya}}||{{Dunno}} | |{{Enhancements/Post-processing/Filters}}||{{Ya}}||{{Dunno}}||{{Ya}}||{{Dunno}} | ||
|- | |- | ||
| | |{{Enhancements/Post-processing/Inverse tone mapping}}||{{Dunno}}||{{Dunno}}||{{Ya|link=https://www.libretro.com/index.php/category/hdr/}}||{{Dunno}} | ||
|- | |- | ||
| | |{{Enhancements/Post-processing/Post-rendering anti-aliasing}}||{{Dunno}}||{{Dunno}}||{{Ya|link=https://docs.libretro.com/shader/antialiasing/}}||{{Dunno}} | ||
|- | |- | ||
|{{Enhancements/Post-processing/Post-rendering scaling}}||{{Dunno}}||{{Dunno}}||{{Ya}}||{{Dunno}} | |||
|{{Dunno}}||{{Dunno}}||{{Ya}}||{{Dunno}} | |||
|- | |- | ||
|{{Enhancements/Post-processing/Shader chain}}||{{Ya|link=https://github.com/ares-emulator/ares/pull/1397}}||{{Dunno}}||{{Ya}}||{{Dunno}} | |{{Enhancements/Post-processing/Shader chain}}||{{Ya|link=https://github.com/ares-emulator/ares/pull/1397}}||{{Dunno}}||{{Ya}}||{{Dunno}} | ||
|- | |- | ||
| rowspan="14" |Quality of life | | rowspan="14" |Quality of life | ||
|Automatic emulated controller connect/disconnect | |{{Enhancements/Quality of life/Automatic emulated controller connect/disconnect}}||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
|{{Na}}||{{Na}}||{{Na}}||{{Na}} | |||
|- | |- | ||
|Automatic updater||{{Dunno}}||{{Dunno}}||{{Ya}}||{{Dunno}} | |Automatic updater||{{Dunno}}||{{Dunno}}||{{Ya}}||{{Dunno}} | ||
| Line 544: | Line 546: | ||
|- | |- | ||
|{{Enhancements/Quality of life/Built-in custom resolution}} | |{{Enhancements/Quality of life/Built-in custom resolution}} | ||
| colspan="4" | | | colspan="4" |Exclusive to [https://docs.libretro.com/guides/crtswitchres/ libretro cores] and [[GroovyMAME]] at the moment. | ||
Also there is a [https://github.com/psakhis/Groovy_MiSTer project] for achieving software emulators like libretro cores and GroovyMAME send the raw RGB data over a network to a core running on MiSTer, it basically turns the MiSTer into a GPU for the emulator allowing for easy setup and use with CRT TVs/Arcade monitors. | |||
|- | |- | ||
|Built-in [[Mods, hacks, and fan-translations#Built-in mod editor and manager for emulators|mod editor and manager]]||{{Na}}||{{Dunno}}||{{Na}}||{{Dunno}} | |Built-in [[Mods, hacks, and fan-translations#Built-in mod editor and manager for emulators|mod editor and manager]]||{{Na}}||{{Dunno}}||{{Na}}||{{Dunno}} | ||
| Line 551: | Line 553: | ||
|Built-in [[Cheats and patches|patch manager]]||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | |Built-in [[Cheats and patches|patch manager]]||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | ||
|- | |- | ||
| | |{{Enhancements/Quality of life/Built-in save manager|Saving game data was typically on cartridges with lithium batteries, [[Nintendo 64 emulators#Hardware features and peripherals|Controller Paks]], or [[Nintendo 64 emulators#Hardware features and peripherals|64DD disks]]. The console itself couldn't save data. So, you can use [[Nintendo 64 emulators#Hardware features and peripherals|64DD emulation]] supported ones for this job as well.}}||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | ||
|{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | |||
|- | |- | ||
|Command-line options||{{Dunno}}||{{Dunno}}||{{Ya}}||{{Dunno}} | |Command-line options||{{Dunno}}||{{Dunno}}||{{Ya}}||{{Dunno}} | ||
| Line 561: | Line 561: | ||
|Per-game profiles||{{Dunno}}||{{Dunno}}||{{Ya}}||{{Dunno}} | |Per-game profiles||{{Dunno}}||{{Dunno}}||{{Ya}}||{{Dunno}} | ||
|- | |- | ||
| | |{{Enhancements/Quality of life/Portable and stealth}}||{{Ya}}||{{Dunno}}||{{Ya}}||{{Dunno}} | ||
|{{Ya}}||{{Dunno}}||{{Ya}}||{{Dunno}} | |||
|- | |- | ||
|[[Save disk space for ISOs|Streamable compression format]]||{{Ya}}||{{Dunno}}||{{Ya}}||{{Dunno}} | |[[Save disk space for ISOs|Streamable compression format]]||{{Ya}}||{{Dunno}}||{{Ya}}||{{Dunno}} | ||
|- | |- | ||
| | |{{Enhancements/Quality of life/Variable refresh rate}}||{{Dunno|link=https://old.reddit.com/r/emulation/comments/1ciiav8/ares_v138_has_now_been_released/l2jio4b/}}||{{Dunno}}||{{Ya}}||{{Dunno}} | ||
|- | |- | ||
| rowspan="6" |[https://tasvideos.org/Emulatorresources/Features TAS features] | | rowspan="6" |[https://tasvideos.org/Emulatorresources/Features TAS features] | ||
|Fast forward/Turbo speed||{{Ya}}||{{Dunno}}||{{Ya}}||{{Dunno}} | |Fast forward/Turbo speed||{{Ya}}||{{Dunno}}||{{Ya}}||{{Dunno}} | ||
|- | |- | ||
|Frame step | |{{Enhancements/TAS features/Frame step}}||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | ||
|{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | |||
|- | |- | ||
|Macros/Scripts/[https://tasvideos.org/LuaScripting Lua]||{{Dunno}}||{{Dunno}}||{{Na|link=https://github.com/libretro/RetroArch/issues/8209}}||{{Dunno}} | |||
|- | |- | ||
|[https://tasvideos.org/Movies Movie recording/playback]||{{Dunno}}||{{Dunno}}||{{Ya}}||{{Dunno}} | |[https://tasvideos.org/Movies Movie recording/playback]||{{Dunno}}||{{Dunno}}||{{Ya}}||{{Dunno}} | ||
| Line 585: | Line 581: | ||
|- | |- | ||
| rowspan="10" |Misc. | | rowspan="10" |Misc. | ||
| | |{{Enhancements/Misc./Ambient sounds simulation}}||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
|{{Na}}||{{Na}}||{{Na}}||{{Na}} | |||
|- | |- | ||
| | |{{Enhancements/Misc./Audio filters and presets}} | ||
| colspan="4" |Exclusive to [https://github.com/RetroCrisis/Retro-Crisis-Audio-Filters libretro cores] at the moment. | | colspan="4" |Exclusive to [https://github.com/RetroCrisis/Retro-Crisis-Audio-Filters libretro cores] at the moment. | ||
|- | |- | ||
|Debug features and [https://github.com/DragonMinded/libdragon libdragon]||{{Ya|link=https://github.com/DragonMinded/libdragon?tab=readme-ov-file#using-emulators}}||{{Dunno}}||{{Na|link=https://forums.libretro.com/t/debugging-features/137}}||{{Dunno}} | |||
|- | |- | ||
|[[Virtual reality#VR game room simulations|EmuVR support]] | |[[Virtual reality#VR game room simulations|EmuVR support]] | ||
| Line 600: | Line 593: | ||
|{{Enhancements/Misc./File browser}}||{{Na}}||{{Na}}||{{Na}}||{{Na}} | |{{Enhancements/Misc./File browser}}||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
|Free Look | |{{Enhancements/Misc./Free Look}} | ||
| colspan="4" |While freecam would be technically possible, it will require per-game patches. | |||
| colspan="4" | | Said patches would require a significant amount of time to reverse the game's engine, which means that only someone talented with enough dedication to a single game could do it. | ||
[https://www.zophar.net/n64/Nemu64.html Nemu64] has a free cam mode sort of. It changes the perspective the camera is facing. | |||
[https://old.reddit.com/r/BoundaryBreak/comments/dj9zmc/nintendo_64_camera/ Reddit Thread: Nintendo 64 camera?] | |||
|- | |- | ||
|[[Netplay#Nintendo 64|Netplay]]||{{Na}}||{{Ya}}||{{Na}}||{{Dunno}} | |[[Netplay#Nintendo 64|Netplay]]||{{Na}}||{{Ya}}||{{Na}}||{{Dunno}} | ||
| Line 612: | Line 606: | ||
|[https://old.reddit.com/r/emulation/comments/1djp8ro/ares_v139_release/l9ckjp2/ roadmap]||{{~}}<br><small>Gopher64 has implemented RetroAchievements in [https://github.com/gopher64/gopher64/releases/tag/v1.1.16 v1.1.16] on April 16, 2026. However, it is only softcore-supported and was rejected from receiving hardcore support on May 14, 2026, due to a lack of an in-game achievement browser, which the developer has difficulty implementing in its GUI. For more information, see the [https://retroachievements.org/forums/topic/35449 forum topic on RetroAchievements] and [https://github.com/gopher64/gopher64/wiki/RetroAchievements Gopher64's GitHub wiki page].</small>||{{Ya}}||{{Dunno}} | |[https://old.reddit.com/r/emulation/comments/1djp8ro/ares_v139_release/l9ckjp2/ roadmap]||{{~}}<br><small>Gopher64 has implemented RetroAchievements in [https://github.com/gopher64/gopher64/releases/tag/v1.1.16 v1.1.16] on April 16, 2026. However, it is only softcore-supported and was rejected from receiving hardcore support on May 14, 2026, due to a lack of an in-game achievement browser, which the developer has difficulty implementing in its GUI. For more information, see the [https://retroachievements.org/forums/topic/35449 forum topic on RetroAchievements] and [https://github.com/gopher64/gopher64/wiki/RetroAchievements Gopher64's GitHub wiki page].</small>||{{Ya}}||{{Dunno}} | ||
|- | |- | ||
|Rich Presence | |{{Enhancements/Misc./Rich Presence}}||{{Dunno}}||{{Ya}}||{{Dunno}}||{{Dunno}} | ||
|{{Dunno}}||{{Ya}}||{{Dunno}}||{{Dunno}} | |||
|- | |- | ||
|Screen translator | |{{Enhancements/Misc./Screen translator}} | ||
| colspan="4" |You can use [https://docs.libretro.com/guides/ai-service/ RetroArch's AI Service] or the standalone offline [https://github.com/bquenin/interpreter bquenin's Interpreter]. | | colspan="4" |You can use [https://docs.libretro.com/guides/ai-service/ RetroArch's AI Service] or the standalone offline [https://github.com/bquenin/interpreter bquenin's Interpreter]. | ||
|} | |} | ||
| Line 630: | Line 621: | ||
!Mupen64Plus-Next | !Mupen64Plus-Next | ||
!RMG | !RMG | ||
|- | |||
| rowspan="1" |Hardware features | |||
| colspan="2" |On-cartridge storage<br><small>All first-party games and some third-party games support [http://micro-64.com/database/gamesave.shtml saving progress on their on-cartridge SRAM, EEPROM or FlashRAM] instead of the Controller Pak. Or even in addition to it (e.g. ''Diddy Kong Racing'' and ''Excitebike 64'' use EEPROM for main save data, the Controller Pak for secondary (time trial/ghost) save data).</small>||{{Ya}}||{{Ya}}||{{Ya}}||{{Ya}} | |||
|- | |- | ||
| rowspan="28" |Peripherals | | rowspan="28" |Peripherals | ||
| Line 635: | Line 629: | ||
|- | |- | ||
| rowspan="4" |Controller attachments | | rowspan="4" |Controller attachments | ||
|[https://www.raphnet.net/divers/n64_bio_sensor/index_en.php Bio Sensor] | |[https://www.raphnet.net/divers/n64_bio_sensor/index_en.php Bio Sensor]<ref group="note">''Tetris 64'' is the only game to support it.</ref>||{{Ya|link=https://github.com/ares-emulator/ares/pull/2166}}||{{Na}}||{{Na}}||{{Na}} | ||
< | |||
|{{Ya|link=https://github.com/ares-emulator/ares/pull/2166}}||{{Na}}||{{Na}}||{{Na}} | |||
|- | |- | ||
|Controller Pak||{{Ya|link=https://github.com/ares-emulator/ares/blob/master/mia/medium/nintendo-64.cpp#L152}}||{{Ya}}||{{Ya}}||{{Ya}}<br><small>Under the name "Memory Pak".</small> | |Controller Pak||{{Ya|link=https://github.com/ares-emulator/ares/blob/master/mia/medium/nintendo-64.cpp#L152}}||{{Ya}}||{{Ya}}||{{Ya}}<br><small>Under the name "Memory Pak".</small> | ||
| Line 652: | Line 644: | ||
|''Dance Dance Revolution'' dance mat||{{Na}}||{{Na}}||{{Na}}||{{Na}} | |''Dance Dance Revolution'' dance mat||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
|[[Nintendo 64 emulators#Densha | |[[Nintendo 64 emulators#Densha de Go! Controller|''Densha de Go!'' controller]]||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
|[https://bomberman.fandom.com/wiki/Joycard_64 Joycard 64]||{{Na}}||{{Na}}||{{Na}}||{{Na}} | |[https://bomberman.fandom.com/wiki/Joycard_64 Joycard 64]||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
| Line 658: | Line 650: | ||
|[[List of console games that support keyboard and mouse#Nintendo 64|Mouse]]||{{Ya}}||{{Na}}||{{Na}}||{{Na}} | |[[List of console games that support keyboard and mouse#Nintendo 64|Mouse]]||{{Ya}}||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
|[https://nintendo.fandom.com/wiki/Turicon_64 Tsurikon 64] | |[https://nintendo.fandom.com/wiki/Turicon_64 Tsurikon 64]<ref group="note">''Shigesato Itoi's No. 1 Bass Fishing: Definitive Edition'' is the only game to support it.</ref>||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
< | |||
|{{Na}}||{{Na}}||{{Na}}||{{Na}} | |||
|- | |- | ||
|[[List of games that support microphone|Voice Recognition Unit]]||{{Na}}||{{Ya}}||{{Ya}}||{{Ya}} | |[[List of games that support microphone|Voice Recognition Unit]]||{{Na}}||{{Ya}}||{{Ya}}||{{Ya}} | ||
|- | |- | ||
| colspan="2" | | colspan="2" |Expansion Pak<ref group="note">{{YouTubeVideo|YI4lBxTpzB4|<nowiki>What was the N64 Expansion Pak actually used for?|MVG</nowiki>}}</ref>||{{Ya}}||{{Ya}}||{{Ya|link=https://forums.libretro.com/t/removing-the-expansion-pak-in-mupen64plus/15340}}||{{Ya}} | ||
< | |||
|{{Ya}}||{{Ya}}||{{Ya|link=https://forums.libretro.com/t/removing-the-expansion-pak-in-mupen64plus/15340}}||{{Ya}} | |||
|- | |- | ||
| rowspan="4" |Special cartridges | | rowspan="4" |Special cartridges | ||
|[[Early online services#Randnet | |[[Early online services#Randnet (N64)|Modem cartridge]] (NUS-029)||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
|Morita Shogi 64 RJ-11 modem connection port||{{Na}}||{{Na}}||{{Na}}||{{Na}} | |Morita Shogi 64 RJ-11 modem connection port||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
| | |SmartMedia<ref group="note">''Mario no Photopi'' is the only game to utilize this feature.</ref>||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
< | |||
|{{Na}}||{{Na}}||{{Na}}||{{Na}} | |||
|- | |- | ||
|[http://n64.icequake.net/mirror/slaanesh79/Hardware/Hardware.htm Video Capture Cassette cartridge]||{{Na}}||{{Na}}||{{Na}}||{{Na}} | |[http://n64.icequake.net/mirror/slaanesh79/Hardware/Hardware.htm Video Capture Cassette cartridge]||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
| rowspan="10" |Unofficial | | rowspan="10" |Unofficial | ||
|[http://wiki.mobile-gb.com/index.php?title=64GB%E3%82%B1%E3%83%BC%E3%83%96%E3%83%AB 64GB Cable] | |[http://wiki.mobile-gb.com/index.php?title=64GB%E3%82%B1%E3%83%BC%E3%83%96%E3%83%AB 64GB Cable]<ref group="note">The 64DD version of Transfer Pak to connect a GBC to the 64DD. A cancelled 64DD game ''DT Bloodmasters'' [https://www.ign.com/articles/1999/08/28/whats-dt-you-ask-2 supported] it; GBC counterpart ''DT: Lords of Genomes'' was released. The cable was ready but cancelled due to 64DD production delays. ''Mario Artist: Paint Studio'' still has code remnants for it.</ref>||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
< | |||
|{{Na}}||{{Na}}||{{Na}}||{{Na}} | |||
|- | |- | ||
| | |CD64||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
| | |DexDrive||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
| | |Doctor V64||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
|GameCube controller (libdragon)||{{Na}}||{{Na}}||{{Na}}||{{Na}} | |GameCube controller (libdragon)||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
| Line 694: | Line 678: | ||
|[https://gameshark.fandom.com/wiki/Nintendo_64 GameShark]||{{Na|link=https://github.com/ares-emulator/ares/pull/1916}}||{{Na}}||{{Na}}||{{Na}} | |[https://gameshark.fandom.com/wiki/Nintendo_64 GameShark]||{{Na|link=https://github.com/ares-emulator/ares/pull/1916}}||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
| | |SharkWire Online<ref group="note">A specialized dongle cartridge (which required to plug in another game to bypass the lockout chip) for a 14.4Kbps modem and serial port.</ref>||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | ||
< | |||
|{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | |||
|- | |- | ||
| | |Tristar 64||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
|[http://iceboy.a-singer.de/doc/wide_boy.html WideBoy64 AGB] | |[http://iceboy.a-singer.de/doc/wide_boy.html WideBoy64 AGB]<ref group="note">[http://www.nesworld.com/n64-wideboyagb-1.php Early version without the cart port]</ref>||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
< | |||
|{{Na}}||{{Na}}||{{Na}}||{{Na}} | |||
|- | |- | ||
|[https://www.chrismcovell.com/wideboy64.html WideBoy64 CGB]||{{Na}}||{{Na}}||{{Na}}||{{Na}} | |[https://www.chrismcovell.com/wideboy64.html WideBoy64 CGB]||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
| rowspan=" | | rowspan="10" |Misc. | ||
| colspan="2" |{{YouTubeVideo|DotEVFFv-tk|Access to coverage bit via CPU}}||{{Na}}||{{Dunno}}||{{Na}}||{{Na}} | | colspan="2" |{{YouTubeVideo|DotEVFFv-tk|Access to coverage bit via CPU}}||{{Na}}||{{Dunno}}||{{Na}}||{{Na}} | ||
|- | |- | ||
| colspan="2" | | colspan="2" |Cartridge hot swapping<ref group="note">It was sometimes possible to apply cheats (such as a player having infinite lives) and other temporary software alterations to games by hot swapping cartridges, even though the cartridges were not designed to be hot swappable.</ref>||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | ||
< | |||
|{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | |||
|- | |- | ||
| colspan="2" |[http://www.thealmightyguru.com/Wiki/index.php?title=Cartridge_tilting Cartridge tilting] | | colspan="2" |[http://www.thealmightyguru.com/Wiki/index.php?title=Cartridge_tilting Cartridge tilting]<ref group="note">{{YouTubePlaylist|PLkAqx5EV7l_DkwOv4WmVEBLv39WPEUm3d|Cartridge tilting is an action performed on cartridge-based systems to create otherwise impossible glitches. Cartridge tilting is not a glitch, but rather the process which creates glitches.}}</ref> | ||
< | | colspan="4" |You can use [https://shygoo.net/#:~:text=in%20N64%20ROMs-,Project64%2Dtilt,-A%20dumb%20edit Project64-tilt build] for this, other than that there is no emulator currently includes built-in cartridge tilting simulation. As a workaround, you can try the external [https://github.com/redscientistlabs/RTCV Real-Time Corruptor] (RTCV) tool. It is a real-time memory/data corruption tool for inducing glitches during emulation, which might mimic some effects of cartridge tilting (e.g., visual/audio artifacts or crashes). However, it is not a true "cartridge tilting" simulator, as it works on live memory rather than simulating cartridge read errors. | ||
| colspan="4" | | |||
|- | |- | ||
| colspan="2" |Dolby Surround||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | | colspan="2" |Dolby Surround||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | ||
|- | |- | ||
| colspan="2" |Game Boy Camera via [[Nintendo 64 emulators#Transfer Pak emulation|Transfer Pak]] | | colspan="2" |Game Boy Camera via [[Nintendo 64 emulators#Transfer Pak emulation|Transfer Pak]]<ref group="note">''Mario Artist: Paint Studio'' and ''Mario Artist: Talent Studio'' utilize this feature.</ref>||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
< | |||
|{{Na}}||{{Na}}||{{Na}}||{{Na}} | |||
|- | |- | ||
| colspan="2" |[[Nintendo 64 emulators#Pokémon Snap Station|Pokémon Snap Station]]||{{Na}}||{{Na}}||{{Na}}||{{Na}} | | colspan="2" |[[Nintendo 64 emulators#Pokémon Snap Station|''Pokémon Snap'' Station]]||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
| colspan="2" |Power light||{{Na}}||{{Na}}||{{Na}}||{{Na}} | | colspan="2" |Power light||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
|- | |- | ||
| colspan="2" |[[Nintendo 64 emulators#Real-time clock|Real-time clock]] | | colspan="2" |[[Nintendo 64 emulators#Real-time clock|Real-time clock]]<ref group="note">''Doubutsu no Mori'' is the only game to have that feature.</ref>||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | ||
< | |||
|{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | |||
|- | |- | ||
| colspan="2" |[https://summercart64.dev/features.html SD cards] | | colspan="2" |[https://summercart64.dev/features.html SD cards] | ||
| colspan="4" |Exclusive to [https://parallel-launcher.ca/ Parallel Launcher] and [https://github.com/gopher64/gopher64/pull/214 Gopher64] at the moment. | | colspan="4" |Exclusive to [https://parallel-launcher.ca/ Parallel Launcher] and [https://github.com/gopher64/gopher64/pull/214 Gopher64] at the moment. | ||
|- | |||
| colspan="2" |Soft reset||{{Dunno}}||{{Dunno}}||{{Ya}}||{{Dunno}} | |||
|} | |} | ||
=== ''Densha | === ''Densha de Go!'' Controller === | ||
Also available for the [[PlayStation emulators|PlayStation]], ''Densha | Also available for the [[PlayStation emulators|PlayStation]], ''Densha de Go! 64'' is a Japan-only train simulator released by Taito that is compatible with an optional special controller that plugs into the player 3 port.<ref name="ArcadeUSA">{{YouTubeVideo|cCcPAGhcnck|''Densha de Go!'' Nintendo 64 Controller!}}</ref> No emulator supports it. | ||
=== Pokémon Snap Station === | === ''Pokémon Snap'' Station === | ||
There was a special kiosk designed to promote ''Pokémon Snap'' called the ''Pokémon Snap | 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">{{YouTubeVideo|AMbjvGvPkV4|The ''Pokémon Snap'' Station}}</ref><ref name="MetalJesusRocks">{{YouTubeVideoTime|5_UGpRN6AnM|215|VIDEO GAME KIOSKS - Extreme Game Collecting!}}</ref> Although the special cartridge does boot 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. [https://jamchamb.net/2021/08/17/snap-station.html On August 17, 2021, jamchamb reverse-engineered the Snap Station] and created a [https://github.com/jamchamb/project64/tree/snapstation Project64 fork] (source code only) and an [https://github.com/jamchamb/cojiro iCEBreaker FPGA board hardware implementation]. | ||
=== Transfer Pak emulation === | === Transfer Pak emulation === | ||
A few games, such as ''Mario Golf'', ''Mario Tennis'', ''Mario Artist: Paint Studio'', and the ''Pokémon Stadium'' games, can use the Transfer Pak, an attachment that allows interfacing with specific [[Game Boy/Game Boy Color emulators|Game Boy/Color]] games for certain features on the N64 side. Most N64 emulators can emulate the Transfer Pak's functionality to one degree or another, with the most robust being Project64 with N-Rage's input plugin. But there are still a few things that are difficult to emulate or are just not emulated at all: | A few games, such as ''Mario Golf'', ''Mario Tennis'', ''Mario Artist: Paint Studio'', and the ''Pokémon Stadium'' games, can use the Transfer Pak, an attachment that allows interfacing with specific [[Game Boy/Game Boy Color emulators|Game Boy/Color]] games for certain features on the N64 side. Most N64 emulators can emulate the Transfer Pak's functionality to one degree or another, with the most robust being Project64 with N-Rage's input plugin. But there are still a few things that are difficult to emulate or are just not emulated at all: | ||
* Taking pictures with the Japanese | * Taking pictures with the Japanese Game Boy Camera (called ''Pocket Camera'') while in Transfer Pak mode playing ''Mario Artist: Paint Studio'' displays static. | ||
* Playing the Gen 1 and 2 Pokémon games through the Game Boy Tower in Pokémon Stadium 1 and 2 is notoriously finicky. At the moment, only Project64, using the N-Rage input plugin, can properly load either game's Game Boy Tower at all, with other emulators either crashing or failing to establish the connection. Even here, extra steps must be taken: for Pokémon Stadium 2, set the CPU core to Interpreter and Counter factor to 1 in the emulator's game settings. For the first Stadium game, in addition to the aforementioned settings, Delay SI Interrupt must also be turned on, and an LLE RSP plugin other than the default Projec64 RSP must be used, such as ParaLLEl-RSP. | * Playing the Gen 1 and 2 Pokémon games through the Game Boy Tower in ''Pokémon Stadium'' 1 and 2 is notoriously finicky. At the moment, only Project64, using the N-Rage input plugin, can properly load either game's Game Boy Tower at all, with other emulators either crashing or failing to establish the connection. Even here, extra steps must be taken: for ''Pokémon Stadium 2'', set the CPU core to Interpreter and Counter factor to 1 in the emulator's game settings. For the first Stadium game, in addition to the aforementioned settings, Delay SI Interrupt must also be turned on, and an LLE RSP plugin other than the default Projec64 RSP must be used, such as ParaLLEl-RSP. | ||
GB(C) games can unlock bonus content on their side as well because their cartridges save data on their own on-board memory (so once N64 "marks" the cartridge, you can put it back into your GB(C) and enjoy the unlocked content). | GB(C) games can unlock bonus content on their side as well because their cartridges save data on their own on-board memory (so once N64 "marks" the cartridge, you can put it back into your GB(C) and enjoy the unlocked content). | ||
| Line 752: | Line 727: | ||
The 64DD (abbreviation for "64 Dynamic Drive") was a peripheral which allowed a proprietary disk format to be used with the N64. These disks had more space at a cheaper manufacturing cost. The peripheral was a commercial failure and was never released outside Japan. Internal evidence suggests that, much like the GBA e-Reader, it wasn't even intended for a European release. | The 64DD (abbreviation for "64 Dynamic Drive") was a peripheral which allowed a proprietary disk format to be used with the N64. These disks had more space at a cheaper manufacturing cost. The peripheral was a commercial failure and was never released outside Japan. Internal evidence suggests that, much like the GBA e-Reader, it wasn't even intended for a European release. | ||
Expansion disks are region-coded to either Japan or the US (obviously unused) and won't work with N64 games from the wrong region. Only F-Zero X has an official disk, but Ocarina of Time, Mario Party, and Pokémon Stadium (JP) have fully implemented but unused disk support. | Expansion disks are region-coded to either Japan or the US (obviously unused) and won't work with N64 games from the wrong region. Only ''F-Zero X'' has an official disk, but Ocarina of Time, ''Mario Party'', and ''Pokémon Stadium'' (JP) have fully implemented but unused disk support. | ||
The special AV-In cartridge (NUS-028) that ''Mario Artist: Talent Studio'' can use doesn't work because it requires an RCA cable signal. | The special AV-In cartridge (NUS-028) that ''Mario Artist: Talent Studio'' can use doesn't work because it requires an RCA cable signal. | ||
| Line 766: | Line 741: | ||
* CEN64, like Project64, had 64DD emulation ported to it from MAME. However, it focuses on accuracy and plays much slower than other emulators; aside from the 64DD emulation itself is imperfect. | * CEN64, like Project64, had 64DD emulation ported to it from MAME. However, it focuses on accuracy and plays much slower than other emulators; aside from the 64DD emulation itself is imperfect. | ||
* RetroArch's Mupen64Plus-Next and ParaLLEl cores support the 64DD. For Mupen64Plus-Next: the bios must be placed in <code>[RetroArch directory]\system\Mupen64plus\IPL.n64</code>. To launch 64DD games: Load the Mupen64Plus-Next core, select the new menu item "Subsystems" in the Main Menu, then click "Load N64 Disk Drive" three times to load the disk, cartridge, and start emulation; Both expansion disks and stand-alone disks can be launched this way. For ParaLLEl: the bios must be placed in the "system" directory and named <code>64DD_IPL.bin</code>. In ParaLLEl's core options: 64DD | * RetroArch's Mupen64Plus-Next and ParaLLEl cores support the 64DD. For Mupen64Plus-Next: the bios must be placed in <code>[RetroArch directory]\system\Mupen64plus\IPL.n64</code>. To launch 64DD games: Load the Mupen64Plus-Next core, select the new menu item "Subsystems" in the Main Menu, then click "Load N64 Disk Drive" three times to load the disk, cartridge, and start emulation; Both expansion disks and stand-alone disks can be launched this way. For ParaLLEl: the bios must be placed in the "system" directory and named <code>64DD_IPL.bin</code>. In ParaLLEl's core options: 64DD must be enabled and GFX plugin and RSP must both be set to <code>parallel</code>; stand-alone disks can't be launched using the Subsystem, they must be launched through either "Load Content" or a playlist. | ||
* Ares supports 64DD as well, [https://twitter.com/LuigiBlood/status/1568694009496756225 developer LuigiBlood said]: "This is the most accurate 64DD emulation attempt I've ever done, honestly. A lot of the stuff I programmed is sometimes genuinely useless. A lot also involves timings of the drive itself and more," also supports disc-swapping with v134 version. | * Ares supports 64DD as well, [https://twitter.com/LuigiBlood/status/1568694009496756225 developer LuigiBlood said]: "This is the most accurate 64DD emulation attempt I've ever done, honestly. A lot of the stuff I programmed is sometimes genuinely useless. A lot also involves timings of the drive itself and more," also supports disc-swapping with v134 version. | ||
| Line 773: | Line 748: | ||
=== iQue Player === | === iQue Player === | ||
Before the GBA, the DS, and the 3DS, Nintendo released a modified version of their Nintendo 64 system for the Chinese market, called the iQue Player, through their not-quite-subsidiary iQue. Fourteen games were translated into Simplified Chinese, including Sin and Punishment, Ocarina of Time (the Majora's Mask port was canceled), Super Mario 64, and others. | Before the GBA, the DS, and the 3DS, Nintendo released a modified version of their Nintendo 64 system for the Chinese market, called the iQue Player, through their not-quite-subsidiary iQue. Fourteen games were translated into Simplified Chinese, including Sin and Punishment, Ocarina of Time (the Majora's Mask port was canceled), ''Super Mario 64'', and others. | ||
Unlike the Chinese releases of their more recent systems and games, iQue Player releases are regular N64 ROMs wrapped with several layers of encryption and a ticket and signature system like that on the Wii, the DSi, the 3DS, the Wii U, and the Switch. The Chinese ROM-hacking scene is very active, though, and has translated the Japanese regular N64 releases for many of these to their language already, which explains some Chinese ROMs floating for those. However, almost all pieces of iQue Player software were recently decrypted to regular .z64 ROM format. | Unlike the Chinese releases of their more recent systems and games, iQue Player releases are regular N64 ROMs wrapped with several layers of encryption and a ticket and signature system like that on the Wii, the DSi, the 3DS, the Wii U, and the Switch. The Chinese ROM-hacking scene is very active, though, and has translated the Japanese regular N64 releases for many of these to their language already, which explains some Chinese ROMs floating for those. However, almost all pieces of iQue Player software were recently decrypted to regular .z64 ROM format. | ||
| Line 789: | Line 764: | ||
!RMG | !RMG | ||
|- | |- | ||
| colspan="2" |iQue Player Memory Card||{{Dunno}} | | colspan="2" |iQue Player Memory Card||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | ||
| | |||
| | |||
| | |||
|- | |- | ||
| colspan="2" |Multiplayer Box/Multitap||{{Dunno}} | | colspan="2" |Multiplayer Box/Multitap||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | ||
| | |||
| | |||
| | |||
|- | |- | ||
| colspan="2" |Multiplayer Controller||{{Dunno}} | | colspan="2" |Multiplayer Controller||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | ||
| | |||
| | |||
| | |||
|- | |- | ||
| rowspan="2" |Online | | rowspan="2" |Online | ||
|iQue Depot||{{Dunno}} | |iQue Depot||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | ||
| | |||
| | |||
| | |||
|- | |- | ||
|iQue@Home||{{Dunno}} | |iQue@Home||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}} | ||
| | |||
| | |||
| | |||
|} | |} | ||
| Line 849: | Line 809: | ||
!RMG | !RMG | ||
|- | |- | ||
| colspan="2" |Custom I/O devices | | colspan="2" |Custom I/O devices<ref group="note">E.g. ''Star Soldier: Vanishing Earth'' uses a control panel setup with an analog joystick mounted on it instead of a standard 8-way digital joystick interface.</ref>||{{Dunno}}||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
< | |||
|||{{Na}}||{{Na}}||{{Na}}||{{Na}} | |||
|- | |- | ||
| colspan="2" |Expansion Pak | | colspan="2" |Expansion Pak||{{Dunno}}||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
|||{{Na}}||{{Na}}||{{Na}}||{{Na}} | |||
|- | |- | ||
| colspan="2" |Game media formats | | colspan="2" |Game media formats<ref group="note">Games normally come in ROM cartridges, but board is also possible, e.g. ''Magical Tetris feat. Mickey''.</ref>||{{Dunno}}||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
< | |||
|||{{Na}}||{{Na}}||{{Na}}||{{Na}} | |||
|- | |- | ||
| colspan="2" |Modem | | colspan="2" |Modem||{{Dunno}}||{{Na}}||{{Na}}||{{Na}}||{{Na}} | ||
|||{{Na}}||{{Na}}||{{Na}}||{{Na}} | |||
|} | |} | ||
== Virtual Console games in Dolphin == | == Virtual Console games in Dolphin == | ||
A number of N64 games were released for the Wii's Virtual Console service throughout its lifespan. While the emulators at the heart of each Virtual Console title were of average accuracy (rather than using one generic emulator used for every game, each title had an emulator specifically tailored to that game), they were good enough to render the games in full, playable capacity with few to no glaring errors. Many of these titles are emulated well through Dolphin. For a good while, due to persistent long-standing inaccuracies in N64 emulators and plugins, this was the best way to emulate certain N64 games, particularly Pokémon Snap and Mario Tennis. The system requirements are much higher than running them on regular N64 emulators, but it is doable for many games. Today regular N64 emulators and plugins have advanced to the degree this has become unnecessary, relegating this method of N64 game emulation to little more than a curiosity, at least on PC. | A number of N64 games were released for the Wii's Virtual Console service throughout its lifespan. While the emulators at the heart of each Virtual Console title were of average accuracy (rather than using one generic emulator used for every game, each title had an emulator specifically tailored to that game), they were good enough to render the games in full, playable capacity with few to no glaring errors. Many of these titles are emulated well through Dolphin. For a good while, due to persistent long-standing inaccuracies in N64 emulators and plugins, this was the best way to emulate certain N64 games, particularly ''Pokémon Snap'' and ''Mario Tennis''. The system requirements are much higher than running them on regular N64 emulators, but it is doable for many games. Today regular N64 emulators and plugins have advanced to the degree this has become unnecessary, relegating this method of N64 game emulation to little more than a curiosity, at least on PC. | ||
The following games are on the N64 Virtual Console for Wii: | The following games are on the N64 Virtual Console for Wii: | ||
| Line 871: | Line 825: | ||
|- valign="top" | |- valign="top" | ||
| | | | ||
* 1080° Snowboarding | * ''1080° Snowboarding'' | ||
* Bomberman Hero | * ''Bomberman Hero'' | ||
* Cruis'n USA | * ''Cruis'n USA'' | ||
* Custom Robo V2 (Japan only) | * ''Custom Robo V2'' (Japan only) | ||
* F-Zero X | * ''F-Zero X'' | ||
* Kirby 64: The Crystal Shards | * ''Kirby 64: The Crystal Shards'' | ||
* The Legend of Zelda: Majora's Mask | * ''The Legend of Zelda: Majora's Mask'' | ||
* The Legend of Zelda: Ocarina of Time | * ''The Legend of Zelda: Ocarina of Time'' | ||
| | | | ||
* Mario Golf | * ''Mario Golf'' | ||
* Mario Kart 64 | * ''Mario Kart 64'' | ||
* Mario Party 2 | * ''Mario Party 2'' | ||
* Mario Tennis | * ''Mario Tennis'' | ||
* Ogre Battle 64: Person of Lordly Caliber | * ''Ogre Battle 64: Person of Lordly Caliber'' | ||
* Paper Mario | * ''Paper Mario'' | ||
* Pokémon Puzzle League | * ''Pokémon Puzzle League'' | ||
| | | | ||
* Pokémon Snap | * ''Pokémon Snap'' | ||
* Sin & Punishment (English) | * ''Sin & Punishment'' (English) | ||
* Star Fox 64 | * ''Star Fox 64'' | ||
* Super Mario 64 | * ''Super Mario 64'' | ||
* Super Smash Bros. | * ''Super Smash Bros.'' | ||
* Wave Race 64 | * ''Wave Race 64'' | ||
* Yoshi's Story | * ''Yoshi's Story'' | ||
|} | |} | ||
Latest revision as of 21:37, 9 September 2026
| Charcoal-gray Nintendo 64 Control Deck with solid gray controller | |
| Developer | Nintendo R&D3 |
|---|---|
| Manufacturer | Nintendo |
| Type | Home video game console |
| Generation | Fifth |
| Release date | June 23, 1996 |
| Discontinued | 2002 |
| Predecessor | Super Nintendo Entertainment System |
| Successor | GameCube |
| Emulated | ✓ |
- For emulators that run on the Nintendo 64, see Emulators on Nintendo 64.
The Nintendo 64 is a 64-bit fifth-generation console released by Nintendo on September 29, 1996, for $199.99 ($411 in 2026). Nintendo was the second company approached by Silicon Graphics Inc. (SGI), which wanted to roll out its previously enterprise-only technology in the consumer space. They originally pitched their idea to Sega, but it is assumed that Nintendo's offer was more appealing. With the NEC VR4300 CPU clocked at 93.75 MHz, 4 MB of RAM, and an SGI RCP GPU at 62.5 MHz, Nintendo had finished much of the hardware at least a year before launch, preventing video games from needing drastic rewrites due to architectural changes. A separate add-on was later released called the "Expansion Pak" that added another 4 MB of RAM, totaling to 8 MB. The development workstations were often Unix-based, which would later help reverse engineers in some projects.
Unlike competitors such as the PlayStation, the N64 used cartridges instead of CDs. While a big advantage was that data could be read faster than CDs, meaning load times were minimal or even non-existent, the main disadvantages of cartridges was the small data capacity, and CDs were cheaper to manufacture, which meant that many third-party developers switched to the PlayStation.
Nintendo 64 emulator development began during the console's lifespan, with UltraHLE being a landmark release in emulation. Despite the impressive feat of playing retail games on a standard computer of the period, emulation of the console had serious issues for nearly the next two decades. This was largely due to the "plugin hell" exacerbated by closed-source development practices, an over-reliance on the leaked "Oman archive" documentation that hindered true reverse engineering of console behavior, and the use of endless hacks and shortcuts due to the weak hardware of the time. However, newer open-source emulators and plugins now offer greatly improved accuracy alongside visual enhancements.
Comparison
[edit | edit source]Before editing, review the getting involved and recommended pages. See system requirements page for performance demand of the emulators.
See tables for enhancements, hardware features & peripherals, and hardware variants.
For more details such as licensing, programming language, emulation method, visit each emulator’s dedicated page.
Standalone emulators
[edit | edit source]| Name | Platform(s) | Active? | Latest version | License | Compatibility | Accuracy | iQue Player | Aleck 64 | Recommended? (overall) |
|---|---|---|---|---|---|---|---|---|---|
| PC | |||||||||
| Gopher64 | ✓ | 1.1.34 | GPLv3 (Copyleft) | ? | High | ✗ | ✗ | ✓ | |
| RMG | ✓ | 0.9.0 stable | GPLv3 (Copyleft) | Plugin-dependent | Plugin-dependent | ✗ | ✗ | ✓ | |
| Mupen64Plus | ✓ | MXE Builds | GPLv2 (Copyleft) | Plugin-dependent | Plugin-dependent | ✗ | ✗ | ~
RMG is recommended instead of using Mupen64Plus MXE builds because RMG comes bundled with GLideN64, angrylion's RDP Plus and ParaLLEl-RDP for video plugins, and mupen64plus-hle-rsp, CXD4 and ParaLLEl-RSP for RSP plugins. Mupen64Plus experience is also front-end-dependent. | |
| 1964 | ✗ | 1964GEPD
1.1 (Official) 1.2 r146 (Unofficial SVN) |
GPLv2 (Copyleft) | ? | Low | ✗ | ✗ | ✗
1964GEPD is only recommended to use for GoldenEye 007 or Perfect Dark; because this emulator is primarily made for GoldenEye 007/Perfect Dark and modified for use with the Mouse Injector and their ROM hacks. It has poor ROM support outside of these games. Another and recommended option for GoldenEye 007 is garungorp's MouseInjectorDolphinDuck with mupen64plus_next_libretro. | |
| CEN64 | ✗ | 0.3 | BSD-3-Clause (Permissive) | ? | Partial Cycle | ✗ | ✗ | ✗ | |
| DaedalusX64 | ~ | git | GPLv2 (Copyleft) | ? | ? | ✗ | ✗ | ✗ | |
| Kaizen | ✗ | git | BSD-3-Clause (Permissive) | ? | ? | ✗ | ✗ | ✗ | |
| Larper64 | ✗ | 0.4 | Proprietary | ? | ? | ✗ | ✗ | ✗ | |
| n64 | ✓ | git | ? | ? | ? | ✗ | ✗ | ✗ | |
| Project64 | ✓ | Luna's Project64 3.7.3
Rosalie241's MMHD[note 1] 3.0.1 |
GPLv2 (Copyleft) | Plugin-dependent | Plugin-dependent | ✗ | ✗ | ✗
Project64 accuracy is plugin-dependent and below than Ares, simple64, and Mupen64Plus and related forks. Its official GUI is also not only obsolete but tedious having pay-to-remove long pop-ups asking for support. Project64 should now only be considered for debugging purposes. For a better Project64 experience based on v3.0.1 with no nagware and RetroAchievements support, use Luna's Project64 fork instead. Luna's Project64 also has Linux compatibility and is actively being developed. | |
| R64Emu | ✗ | git | GPLv3 (Copyleft) | ? | ? | ✗ | ✗ | ✗ | |
| Rokuyon | ✗ | git | GPLv3 (Copyleft) | ? | ? | ✗ | ✗ | ✗ | |
| Ryu64 | ✗ | git | Unlicense (Public domain equivalent) | ? | ? | ✗ | ✗ | ✗ | |
| simple64 | ✗ | 2024.12.1 | GPLv3 (Copyleft) | ? | High | ✗ | ✗ | ✗ | |
| Sixtyforce | ✗ | 2.0.2 | Proprietary | ? | ? | ✗ | ✗ | ✗ | |
| UltraHLE | ✗ | 1.0 | Proprietary | ? | Low | ✗ | ✗ | ✗ | |
| Project64-EM | ? | 1.0.3 | ? | ? | ? | ✗ | ✗ | ? | |
| Mobile | |||||||||
| Mupen64Plus FZ | ✓ | 3.0.322 (beta) | GPLv2 (Copyleft) | Plugin-dependent | Plugin-dependent | ✗ | ✗ | ✓ | |
| Name | Platform(s) | Active? | Latest version | License | Compatibility | Accuracy | iQue Player | Aleck 64 | Recommended? (overall) |
|---|---|---|---|---|---|---|---|---|---|
| PC | |||||||||
| ares | ✓ | git Artifacts | ISC (Permissive) | 83.38% 828 out of 993 titles |
High | ✗ | ✓ | ✓ | |
| BizHawk
(Mupen64Plus, ares, MAME)[note 3] |
✓ | Dev builds | MIT GPL |
Plugin-dependent | Plugin-dependent | ✗ | ~ MAME only. |
~ | |
| MAME | ✓ | 0.289 | GPLv2 BSD-3-Clause |
1.31% 13 out of 993 reported titles |
? | ✗ | ✓ | ✗ | |
| Mobile | |||||||||
| Delta | ✓ | 1.7.3s | ? | ? | ? | ✗ | ✗ | ? | |
| Folium | ✓ | App Store ($) | ? | ? | ? | ✗ | ✗ | ? | |
| Manic EMU | ✓ | 2.0.0 | AGPLv3 (Copyleft) | ? | ? | ✗ | ✗ | ? | |
| NiN10 | ✓ | 3.6 | Proprietary | ? | ? | ✗ | ✗ | ? | |
| Provenance | ✓ | 3.3.0 | ? | ? | ? | ✗ | ✗ | ? | |
| API | Core(s) | Active? | Latest version | License | Compatibility | Accuracy | iQue Player | Aleck 64 | Recommended? (overall) |
|---|---|---|---|---|---|---|---|---|---|
| Mupen64Plus-Next[note 4] | ✓ | 2.8-Vulkan f275caf | GPLv2 (Copyleft) | Plugin-dependent | Plugin-dependent | ✗ | ✗ | ✓ | |
| MAME 0.251, 0.139 (2010), 0.78 (2003), 0.37b5 (2000) | ✓ | GPLv2 BSD-3-Clause |
1.31% 13 out of 993 reported titles |
? | ✗ | ✓ | ✗ | ||
| ParaLLEl-N64[note 4] | ✓ | GPLv3 (Copyleft) | Plugin-dependent | Plugin-dependent | ✗ | ✗ | ✗
Obsolete and replaced by Mupen64Plus-Next. ParaLLEl-N64 should now only be considered for older ROM hacks that don't play well with the newer, more accurate plugins. |
| Name | Platform(s) | Active? | Latest version | License | Compatibility | Accuracy | iQue Player | Aleck 64 | Recommended? (overall) |
|---|---|---|---|---|---|---|---|---|---|
| Not64 | ✓ | 20260410 | GPLv2 (Copyleft) | 30.51% 303 out of 993 titles |
? | ✗ | ✗ | ✓ | |
| DaedalusX64 | ~ | PSP | GPLv2 (Copyleft) | PS Vita
23.56% 49.37% PSP (from 1.1.6-1.1.8) 9.77% 61.78% 3DS 7.15% |
? | ✗ | ✗ | ✓ (PS Vita) | |
| Virtual Console | ✗ | N/A | Proprietary | Only for selected titles (Wii) | Game-dependent | ✗ | ✗ | ✓ | |
| Wii64 | ✗ | 1.1 beta | GPLv2 (Copyleft) | 30.51% 303 out of 993 titles |
Plugin-dependent | ✗ | ✗ | ~ | |
| Surreal64 CE | ✗ | Beta 6.0 | GPLv2 (Copyleft) | 23.77% 236 out of 993 titles |
Plugin-dependent | ✗ | ✗ | ~ | |
| Nintendo Classics (Hovercraft) | ✓ | N/A | Proprietary | Only for selected titles | Game-dependent | ✗ | ✗ | ~ | |
| Virtual Console | ✗ | N/A | Proprietary | Only for selected titles (Wii U) | Game-dependent | ✗ | ✗ | ~ | |
| mupen64-360 | ✗ | 0.96 beta | GPLv2 (Copyleft) | Plugin-dependent | Plugin-dependent | ✗ | ✗ | ~ |
FPGA
[edit | edit source]| Name | Platform(s) | Active? | Latest version | License | Compatibility | Accuracy | Recommended? (overall) |
|---|---|---|---|---|---|---|---|
| N64_MiSTer | MiSTer | ✓ | git | GPLv3 (Copyleft) | 100% officialy released catridge games
some games with built-in per-game hacks |
Game-dependent | ? |
Description
[edit | edit source]- Ares
- An open-source multi-system emulator and successor to Near's higan project, with a mostly original N64 core. Unlike most other N64 emulators, it aims for high accuracy and doesn't employ HLE RSP or RDP emulation of any kind, nor does it use game-specific hacks. It uses Themaister's ParaLLEl-RDP Vulkan renderer (with the MAME renderer as a software-based fallback) for pixel-perfect LLE graphics. It currently passes several stringent accuracy tests the other emulators do not, also CPU & RSP timings are fantastic based on real hardware tests.
System requirements are more demanding than other popular N64 emulators; for Windows users, you'd need at least a Ryzen 7 3700X to maintain full speed, system requirements for macOS and Linux users may be significantly lower due to: ARM64 ABI Microsoft has chosen for Windows makes context switches more expensive than on the SysV ABI used in *nix.
- v130 version brings 64DD emulation and macOS support, developer LuigiBlood said "This is the most accurate 64DD emulation attempt I've ever done, honestly. A lot of the stuff I programmed is sometimes genuinely useless. A lot also involves timings of the drive itself and more."
- v132 version brings improved accuracy of Controller Pak and Rumble Pak emulation.
- v133 version brings lots of performance tuning, timing improvements (fixes Jet Force Gemini and Mickey's Speedway USA) and emulation of RSP SU pipeline stalls (fixes Donkey Kong 64 and Banjo-Tooie).
- v134 version brings support for .D64 disk images, 64DD disk swapping, support the N64 Transfer Pak, homebrew mode, fixed RTC 64DD emulation and other accuracy fixes.
- *v146 version improve VI timings and interrupts.
- RMG
- Rosalie's Mupen GUI aims to close the gap between Project64 and Mupen64Plus in terms of user experience. Its interface is about on par with simple64's in terms of cleanliness and ease of use, but unlike simple64, it remains a shallow fork of upstream Mupen64Plus and allows you to use other plugins. The latest development versions come bundled with GLideN64, Angrylion RDP Plus and ParaLLEl-RDP for video plugins, and mupen64plus-hle-rsp, CXD4 and ParaLLEl-RSP for RSP plugins It can still use the older plugins that come with regular Mupen64Plus in case if your PC can't handle the newer plugins. If you prefer GLideN64, this is a superior alternative to simple64, as the last version of simple64 that uses GLideN64 is becoming increasingly outdated.
- Mupen64Plus-Next
- A libretro core for use in RetroArch. It succeeds ParaLLEl-N64, below. Mupen64Plus-Next is a new rebase off the bleeding-edge Mupen64Plus mainline, and more compatible than ParaLLEl-N64. It ditches the legacy plugins and replaces them with GLideN64 as a better HLE solution (though, of course, the ParaLLEl plugins and Angrylion Plus stay), considerably cleans up the Core Options menu for easier configuration, and adds Transfer Pak support. Furthermore, all future improvements and new features will be applied to the Mupen64Plus-Next core. As a result, Mupen64Plus-Next is now recommended over ParaLLEl-N64.
- ParaLLEl-N64
- The original libretro core to contain the ParaLLEl-RDP. The RDP plugin was a breakthrough in N64 emulation that enabled low-level emulation on mid-range hardware, unlike the accurate but extremely CPU-hungry Angrylion off which it was based. It uses Vulkan to move much of the workload from the CPU to the GPU. It even added native high-resolution rendering, only available in integer scales of the original N64 resolution. It has a special "
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
powerful GPU. The ParaLLEl-N64 core is a heavily modified fork of the old Mupen64Plus libretro core, having been renamed to ParaLLEl-N64 upon its initial integration of the ParaLLEl-RDP and RSP plugins. It has many features and optimizations that aren't present in the mainline build. Alongside RetroArch's general features, it adds 3-point texture filtering for Glide64, superior A/V sync and latency. In addition to the ParaLLEl plugins, it also retains the older HLE plugins (glN64, Rice and Glide64) and Angrylion Plus. Older than Mupen64Plus-Next, ParaLLEl-N64 should now only be considered for performance reasons or perhaps for older ROM hacks that don't play well with the newer, more accurate plugins.
- Gopher64
- A successor to simple64 below, the author, loganmc10, archived that project in February 2025 and now works on this emulator. The author describes it as more accurate than simple64, with similar system requirements. It supports netplay, like simple64 before it, and has active public netplay servers.
- simple64
- A fork of Mupen64Plus with a custom-made Qt GUI. As per its name, this emulator is simple and "just works out of the box", without messing with plugins or settings. It comes bundled with ParaLLEl-RDP and ParaLLEl-RSP, ensuring excellent compatibility and good speed provided your hardware supports Vulkan. However, unlike other emulators, it doesn't allow you to use other plugins. While it began as a shallow fork, it has increasingly become closer to a hard fork, as its developer opted to make various accuracy-focused changes to the emulation core that require additional work to port back to upstream or to other forks. It also currently features only a cached interpreter core, as the dynarecs used by Mupen64Plus are incompatible with the core timing changes made by the developer. While this makes simple64 more accurate (especially DMA transfers), than most other N64 emulators, it also results in slower performance. If faster speed and more enhancements are desired, there is an older build that is closer to upstream and uses GLideN64 as its graphics plugin. Unfortunately, it lacks the texture enhancement suite required for using packs and upscaling, though.
- Mupen64Plus
- A multi-platform emulator based on Hacktarux's Mupen64. For a while it lagged behind Project64 in compatibility and simplicity of use, but recent forks have changed this. The stable release on the main repository was becoming increasingly out of date, though a new 2.6.0 version was released in 2024. Mupen64Plus lacks a native GUI, instead being launched either from the command line or by dragging and dropping ROMs into the executable and editing the config with a text editor. It also only comes bundled with outdated video plugins, so to ensure the best possible compatibility, sourcing better third-party plugins such as ParaLLEl or GLideN64 is a must. BizHawk and OpenEmu use forks of Mupen64Plus and its plugins for their N64 emulation, but they seem shallow. As of 2022, Project64-style overclocking for faster frame rates has been added under the option 'CountPerOpDenomPot.'
- Wii64 and Not64
- Both are based on Mupen64, with Not64 being a fork of Wii64. Not64 claims to be better optimized, alongside 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.
- BizHawk
- Another out-of-the-box solution. Supports two cores for n64 (mupen64plus and Ares64). Supports GLideN64 and Angrylion video plugins for mupen64plus core.
- Project64
- An open-source emulator for Windows, as well as one of the oldest. Once more up-to-date and compatible than Mupen64Plus and its derivatives, the gap was closed around 2017,[1] when comparing both emulators with the same plugins. And the Mupen64Plus derivatives took further leaps forwards as they were integrated with the highly accurate ParaLLEl plugins. Project64 was known for being more user-friendly than Mupen64Plus, with a built-in user interface that supports Transfer Pak emulation and 64DD emulation. Now, RMG and simple64 have their own user interfaces, and the advantages of Project64 have faded. Annoyingly, it also nags you with a timed, unskippable message asking for donations to the project upon launch, though this can be gotten around through a script. An alternative is to download it through Rosalie's BetterMajorasMaskInstaller, which downloads the latest nightly version of Project64 with the nagging message removed and installs several useful third-party plugins (it also offers to install HD texture packs for OoT and MM, but you can opt out of those). Though take heed - Project64 is currently in the middle of a major code rewrite in preparation for the upcoming 4.0 version, and more than a few regressions and bugs have crept into the nightly builds as a result, so it might be better to just grab the latest plugins and stick to version 3.0.1. For the most part, it works well in Wine, but if you're on a different platform, there is little reason to use it over the multi-platform Mupen64Plus these days. In versions of Project64 older than 3.0, there is an exploit allowing people to remotely access your computer (arbitrary code execution). This exploit only works if you have a ROM from a random website, so watch where you get your ROMs from if you're still using these versions of Project64.
- Luna's Project64
- A fork of Project64 v3.0.1 that removes the nagware from Project64 v3.0.1. It also has plugins that fix issues with some games. Other additions and changes include Linux compatibility, an auto-updater, 100 save state slots that loads faster, keyboard shortcuts to change the game speed, fixes to the EEPROM, RetroAchievements support as of v3.5.4 which was officially supported by RetroAchievement developers by v3.5.6 on April 2, 2025, and more. New releases also keep the GLideN64 plugin up-to-date.
- CEN64
- Aims for cycle accuracy while at the same time aiming to be usable on modern PC hardware eventually. It lacks many features and has spotty compatibility, but it can already emulate some well-known edge cases, such as picture recognition in Pokémon Snap. Unfortunately, its creator appears to have abandoned the project citing a lack of satisfaction with the program's performance in its current interpreter-based incarnation. While the baton has been collectively passed to the n64dev community for further development, progress has been slow.
- Kaizen
- Rewrite of another Nintendo 64 emulator project "shibumi" which is developed by the same developer. It already has a QT frontend with recent builds, but lacks #Enhancements and support for Hardware features and peripherals (roadmap). RDP is implemented via ParaLLEl-RDP and R4300i, RCP, TLB, joybus are fully implemented. See their discord server for more information.
- 1964
- Along with its various versions and forks, it was once a decent, speedy open-source alternative to Project64 and Mupen64, though it usually lagged the two compatibility-wise. Nowadays, it has completely fallen off the radar as development has halted, and there is no longer a central code repo to speak of. There is little reason to use it nowadays outside historical purposes, very specific edge cases, or if your device is too slow to run Mupen64Plus or Project64.
- Daedalus
- 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 can reach full speed, and most of them work with few emulation issues.
- Sixtyforce
- macOS-only, closed-source emulator. It asks you to pay for full access to its features. It was once one of the few choices for Mac users, particularly those with older Macs, since it's the only emulator with a PowerPC dynarec, but, with the switch to x86 and Mupen64Plus being ported to macOS, it has now become rather obsolete. However, development is still ongoing, and it is currently in its third rewrite to support the upcoming Apple Silicon.
- Ryu64
- 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 (so far) commit to Switch emulator Ryujinx's Git repository and his depreciated Ryujinx Auto-Updater tool. "86RYU," an x86 JIT compiler, is being developed alongside this emulator too.
- UltraHLE
- Marked a milestone in Nintendo 64 emulation, in that it was the first to play some popular N64 titles at full speed on hardware made at the time of its release through high-level emulation. It isn't without its drawbacks, though - pressure from users, plus legal threats from Nintendo, forced them to discontinue development. Besides being for historical value, there is little to expect from this emulator anyway due to compatibility issues.
- n64oid
- An Android-exclusive Nintendo 64 emulator based on Mupen64Plus by freeman_zy. It is similar to Project 64 1.6 in terms of compatibility. The APK for n64oid circulates on many legally questionable APK sites. n64oid has the infamous problem in Mario Kart 64 of the screen in Wario Stadium not displaying properly, as it displays nothing but black. It upscales all games to widescreen, which works well most of the time, but it will have performance issues on some older phones. The emulator is relatively poor, but it is much easier to set up than other options. The emulator features a menu with many similarities to the mobile edition of Snes9x EX+ and the My Boy! family of Android emulators for Game Boy systems.
- Nintendo 64 support was added to Nintendo Switch Online Expansion Pack in September 2021, alongside Sega Genesis games.
- Users are limited to the selection of games Nintendo chooses to make available on the service.
- Supports online and Local Play (up to 4 players).
- Emulation accuracy varies between games; sometimes, being equal or worse than their Wii and/or Wii U Virtual Console versions.
- Updates on the app can be slow compared to the NES, SNES, Game Boy and Sega Genesis apps due to how Nintendo 64 ROMs require more debugging time (for third-party games, licensing might be an issue as well).
- Different games between regions (Japan and International).
- A separate mature-rated version of the app is available for titles that received a mature/adult-like age rating within their region. Japan has the "+18" branding for titles that received a CERO Z rating (e.g.: GoldenEye 007 and Perfect Dark). The United States has the "Mature 17+" branding for titles that received a Mature 17+ rating from the ESRB (e.g.: Shadow Man and Turok: Dinosaur Hunter). Europe and Australia has the "Mature" branding for titles that received a PEGI 16 or PEGI 18 rating. Brazil has "ClassInd: 18 Anos" branding and Korea has "19+" branding.
- Features such as rewind, CRT filter and in-app button remapping was confirmed when the emulator is running only on Nintendo Switch 2 (the latter is available for standard Nintendo Switch users).
Enhancements
[edit | edit source]| Name | ares | Gopher64 | Mupen64Plus-Next | RMG | |
|---|---|---|---|---|---|
| Controls | Input lag mitigating | ? | ? | ✗ | ? |
| Mouse injector | ✗ | ? | ✓ | ? | |
| Turbo button | ? | ? | ? | ? | |
| Graphics | Better texture filtering Enhancement option for providing better texture filtering methods comparing the original hardware had. |
? | ? | ? | ? |
| Pre-rendering anti-aliasing (SSAA, MSAA) |
? | ? | ✗ | ? | |
| Ray tracing (DXR, VRT and MRT) |
Implementing ray tracing in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.
However you can try "Screen-Space Ray Traced Global Illumination" shader using ReShade. There is a new video plugin called RT64, which will support Ray Tracing in the future. | ||||
| Resizable internal resolution | ✓ | ? | ✓ | ? | |
| RTX Remix | Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.
Besides, some of these emulators already supports most of RTX Remix features such as texture replacement and post-processing effects etc. On top of that you can use ReShade for post-processing. | ||||
| Tessellation | ✗ | ? | ? | ? | |
| Texture packs | ✗ | ? | ✓ Only with GLideN64 video plugin. |
? | |
| Widescreen hack |
? | ? | ✓ | ? | |
| Performance | Frame generation (LSFG, DLSS-FG and SM, XeSS-FG, AFMF and FSR FG) |
Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future, however post-processing techniques such as motion interpolation is quite possible. Input latency will be a crucial factor, but its impact likely varies depending on the specific technique employed, it's recommended to use after applying the "Internal frame rate hack".
While AFMF or LSFG could be used with Mupen64Plus-Next, please be aware that some visual glitches and artifacts may occur at this time. | |||
| Internal frame rate hack | ? | ? | ? | ? | |
| Overclocking | ? | ? | ? | ? | |
| Rendering latency reduction technologies (LatencyFleX, Reflex, |
While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn't currently feasible. This is likely doesn't offer enough benefit to justify the development effort. | ||||
| Post-processing | AI-powered filter (Freestyle) |
? | ? | ? | ? |
| Deinterlacing | ✓ Supports weave algorithm, and also lots of deinterlacing shaders. |
? | ? | ? | |
| Filters | ✓ | ? | ✓ | ? | |
| Inverse tone mapping | ? | ? | ✓ | ? | |
| Post-rendering anti-aliasing (FXAA, TXAA, and MLAA/SMAA) |
? | ? | ✓ | ? | |
| Post-rendering scaling (Sharp bilinear, Lanczos, and FSR 1) |
? | ? | ✓ | ? | |
| Shader chain | ✓ | ? | ✓ | ? | |
| Quality of life | Automatic emulated controller connect/disconnect Automatically connects or disconnects emulated controllers when a new or current controller is connected or disconnected. |
✗ | ✗ | ✗ | ✗ |
| Automatic updater | ? | ? | ✓ | ? | |
| Big Picture Mode | ? | ? | ✓ | ? | |
| Built-in cheat manager | ✗ | ? | ✓ | ? | |
| Built-in custom resolution/CRTSwitchRes For using this on Windows, you need CRT Emudriver. Another option is using EDID editor tool such as "Custom Resolution Utility". |
Exclusive to libretro cores and GroovyMAME at the moment.
Also there is a project for achieving software emulators like libretro cores and GroovyMAME send the raw RGB data over a network to a core running on MiSTer, it basically turns the MiSTer into a GPU for the emulator allowing for easy setup and use with CRT TVs/Arcade monitors. | ||||
| Built-in mod editor and manager | ✗ | ? | ✗ | ? | |
| Built-in patch manager | ? | ? | ? | ? | |
| Built-in save manager Saving game data was typically on cartridges with lithium batteries, Controller Paks, or 64DD disks. The console itself couldn't save data. So, you can use 64DD emulation supported ones for this job as well. |
? | ? | ? | ? | |
| Command-line options | ? | ? | ✓ | ? | |
| Pause/Resume emulation | ✓ | ? | ✓ | ? | |
| Per-game profiles | ? | ? | ✓ | ? | |
| Portable and stealth Useful enhancement feature for non-personal computer use or plug-and-play scenarios. However, the software may still require the necessary prerequisites and dependencies for your operating system if it is not statically linked. |
✓ | ? | ✓ | ? | |
| Streamable compression format | ✓ | ? | ✓ | ? | |
| Variable refresh rate | ? | ? | ✓ | ? | |
| TAS features | Fast forward/Turbo speed | ✓ | ? | ✓ | ? |
| Frame step (forwards and backwards) |
? | ? | ? | ? | |
| Macros/Scripts/Lua | ? | ? | ✗ | ? | |
| Movie recording/playback | ? | ? | ✓ | ? | |
| Rewind | ✓ | ? | ✓ | ? | |
| Save states | ✓ | ✓ | ✓ | ? | |
| Misc. | Ambient sounds simulation Simulation of audio from original hardware and environments, such as mechanical hard drive, floppy diskette, and optical drive noises (e.g., head seeks, spin-up/down, tray loading, disc spinning, and clicking), variable CRT flyback transformer whine (the classic high-pitched "coil whine" that dynamically changes pitch based on screen brightness and content), arcade cabinet effects (e.g., fan hum or button rattles), and other background ambient noises. |
✗ | ✗ | ✗ | ✗ |
| Audio filters and presets Simulation of characteristic playback limitations and coloration of vintage consumer audio hardware, such as CRT television speakers, arcade cabinets, handheld consoles, early PC sound outputs, and low-fidelity integrated speakers. These filters are not intended to be perfectly accurate recreations, but rather to evoke the tonal qualities, distortion, bandwidth limits, resonance, and compression associated with 8-bit and 16-bit era devices. Examples include mono or narrow stereo output, reduced frequency response, speaker cone distortion, mild saturation, aliasing, and preset lo-fi profiles inspired by classic TVs, portable game systems, radios, and retro multimedia hardware. |
Exclusive to libretro cores at the moment. | ||||
| Debug features and libdragon | ✓ | ? | ✗ | ? | |
| EmuVR support | Exclusive to libretro cores at the moment. | ||||
| File browser Lets the user look at the ROM's internal files. |
✗ | ✗ | ✗ | ✗ | |
| Free Look Free Look is an enhancement feature that allows manipulation of the in-game camera. |
While freecam would be technically possible, it will require per-game patches.
Said patches would require a significant amount of time to reverse the game's engine, which means that only someone talented with enough dedication to a single game could do it. Nemu64 has a free cam mode sort of. It changes the perspective the camera is facing. | ||||
| Netplay | ✗ | ✓ | ✗ | ? | |
| RetroAchievements | roadmap | ~ Gopher64 has implemented RetroAchievements in v1.1.16 on April 16, 2026. However, it is only softcore-supported and was rejected from receiving hardcore support on May 14, 2026, due to a lack of an in-game achievement browser, which the developer has difficulty implementing in its GUI. For more information, see the forum topic on RetroAchievements and Gopher64's GitHub wiki page. |
✓ | ? | |
| Rich Presence (RPC) Allows the emulator to share real-time game session details (e.g., current game title, level, boss, playtime, or custom status) with external applications. This enables features such as displaying what you're playing on your profile, inviting friends to spectate, or triggering join-in-progress functionality where supported. |
? | ✓ | ? | ? | |
| Screen translator Using optical character recognition (OCR) and other techniques, this feature can provide live translation of in-game text, text-to-speech for visually impaired users, and more — either on demand or automatically. |
You can use RetroArch's AI Service or the standalone offline bquenin's Interpreter. | ||||
Hardware features and peripherals
[edit | edit source]Reddit Thread: Unemulated console features and accessories
| Name | ares | Gopher64 | Mupen64Plus-Next | RMG | ||
|---|---|---|---|---|---|---|
| Hardware features | On-cartridge storage All first-party games and some third-party games support saving progress on their on-cartridge SRAM, EEPROM or FlashRAM instead of the Controller Pak. Or even in addition to it (e.g. Diddy Kong Racing and Excitebike 64 use EEPROM for main save data, the Controller Pak for secondary (time trial/ghost) save data). |
✓ | ✓ | ✓ | ✓ | |
| Peripherals | 64DD | ✓ | ~ Supports 64DD games converted to the regular N64 cart format, but you can't save on emulators. |
~ While not fully compatible, you need to use subsystems menu, for more information see 64DD emulation section. |
~ While not fully compatible, you can now use RMG builds with a brand new Project64 style interface to play 64DD games, and includes every relevant plugins including parallel-rdp and rsp and a brand new easy to setup Input plugin. | |
| Controller attachments | Bio Sensor[note 5] | ✓ | ✗ | ✗ | ✗ | |
| Controller Pak | ✓ | ✓ | ✓ | ✓ Under the name "Memory Pak". | ||
| Rumble Pak | ✓ | ✓ | ✓ | ✓ | ||
| Transfer Pak | ✓ | ✓ | ✓ | ✓ | ||
| Controller port | 64DD keyboard | ✗ | ✗ | ✗ | ✗ | |
| ASCIIWHEEL 64 | ✗ | ✗ | ✗ | ✗ | ||
| Dance Dance Revolution dance mat | ✗ | ✗ | ✗ | ✗ | ||
| Densha de Go! controller | ✗ | ✗ | ✗ | ✗ | ||
| Joycard 64 | ✗ | ✗ | ✗ | ✗ | ||
| Mouse | ✓ | ✗ | ✗ | ✗ | ||
| Tsurikon 64[note 6] | ✗ | ✗ | ✗ | ✗ | ||
| Voice Recognition Unit | ✗ | ✓ | ✓ | ✓ | ||
| Expansion Pak[note 7] | ✓ | ✓ | ✓ | ✓ | ||
| Special cartridges | Modem cartridge (NUS-029) | ✗ | ✗ | ✗ | ✗ | |
| Morita Shogi 64 RJ-11 modem connection port | ✗ | ✗ | ✗ | ✗ | ||
| SmartMedia[note 8] | ✗ | ✗ | ✗ | ✗ | ||
| Video Capture Cassette cartridge | ✗ | ✗ | ✗ | ✗ | ||
| Unofficial | 64GB Cable[note 9] | ✗ | ✗ | ✗ | ✗ | |
| CD64 | ✗ | ✗ | ✗ | ✗ | ||
| DexDrive | ✗ | ✗ | ✗ | ✗ | ||
| Doctor V64 | ✗ | ✗ | ✗ | ✗ | ||
| GameCube controller (libdragon) | ✗ | ✗ | ✗ | ✗ | ||
| GameShark | ✗ | ✗ | ✗ | ✗ | ||
| SharkWire Online[note 10] | ? | ? | ? | ? | ||
| Tristar 64 | ✗ | ✗ | ✗ | ✗ | ||
| WideBoy64 AGB[note 11] | ✗ | ✗ | ✗ | ✗ | ||
| WideBoy64 CGB | ✗ | ✗ | ✗ | ✗ | ||
| Misc. | ✗ | ? | ✗ | ✗ | ||
| Cartridge hot swapping[note 12] | ? | ? | ? | ? | ||
| Cartridge tilting[note 13] | You can use Project64-tilt build for this, other than that there is no emulator currently includes built-in cartridge tilting simulation. As a workaround, you can try the external Real-Time Corruptor (RTCV) tool. It is a real-time memory/data corruption tool for inducing glitches during emulation, which might mimic some effects of cartridge tilting (e.g., visual/audio artifacts or crashes). However, it is not a true "cartridge tilting" simulator, as it works on live memory rather than simulating cartridge read errors. | |||||
| Dolby Surround | ? | ? | ? | ? | ||
| Game Boy Camera via Transfer Pak[note 14] | ✗ | ✗ | ✗ | ✗ | ||
| Pokémon Snap Station | ✗ | ✗ | ✗ | ✗ | ||
| Power light | ✗ | ✗ | ✗ | ✗ | ||
| Real-time clock[note 15] | ? | ? | ? | ? | ||
| SD cards | Exclusive to Parallel Launcher and Gopher64 at the moment. | |||||
| Soft reset | ? | ? | ✓ | ? | ||
Densha de Go! Controller
[edit | edit source]Also available for the PlayStation, Densha de Go! 64 is a Japan-only train simulator released by Taito that is compatible with an optional special controller that plugs into the player 3 port.[2] No emulator supports it.
Pokémon Snap Station
[edit | edit source]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.[3][4] Although the special cartridge does boot 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. On August 17, 2021, jamchamb reverse-engineered the Snap Station and created a Project64 fork (source code only) and an iCEBreaker FPGA board hardware implementation.
Transfer Pak emulation
[edit | edit source]A few games, such as Mario Golf, Mario Tennis, Mario Artist: Paint Studio, and the Pokémon Stadium games, can use the Transfer Pak, an attachment that allows interfacing with specific Game Boy/Color games for certain features on the N64 side. Most N64 emulators can emulate the Transfer Pak's functionality to one degree or another, with the most robust being Project64 with N-Rage's input plugin. But there are still a few things that are difficult to emulate or are just not emulated at all:
- Taking pictures with the Japanese Game Boy Camera (called Pocket Camera) while in Transfer Pak mode playing Mario Artist: Paint Studio displays static.
- Playing the Gen 1 and 2 Pokémon games through the Game Boy Tower in Pokémon Stadium 1 and 2 is notoriously finicky. At the moment, only Project64, using the N-Rage input plugin, can properly load either game's Game Boy Tower at all, with other emulators either crashing or failing to establish the connection. Even here, extra steps must be taken: for Pokémon Stadium 2, set the CPU core to Interpreter and Counter factor to 1 in the emulator's game settings. For the first Stadium game, in addition to the aforementioned settings, Delay SI Interrupt must also be turned on, and an LLE RSP plugin other than the default Projec64 RSP must be used, such as ParaLLEl-RSP.
GB(C) games can unlock bonus content on their side as well because their cartridges save data on their own on-board memory (so once N64 "marks" the cartridge, you can put it back into your GB(C) and enjoy the unlocked content).
64DD emulation
[edit | edit source]The 64DD (abbreviation for "64 Dynamic Drive") was a peripheral which allowed a proprietary disk format to be used with the N64. These disks had more space at a cheaper manufacturing cost. The peripheral was a commercial failure and was never released outside Japan. Internal evidence suggests that, much like the GBA e-Reader, it wasn't even intended for a European release.
Expansion disks are region-coded to either Japan or the US (obviously unused) and won't work with N64 games from the wrong region. Only F-Zero X has an official disk, but Ocarina of Time, Mario Party, and Pokémon Stadium (JP) have fully implemented but unused disk support.
The special AV-In cartridge (NUS-028) that Mario Artist: Talent Studio can use doesn't work because it requires an RCA cable signal.
Recently, there has been an effort to emulate the 64DD, and now, Project64 and MAME can run several commercial 64DD games as part of its N64 emulator. This is being ported to CEN64 with the help of LuigiBlood. Mupen64Plus supports 64DD as well, which is the base of other emulators such as simple64 and RMG. The latest newcomer is Ares with the (again) help of LuigiBlood.
- Project64's latest versions emulate the N64 mouse and can load Zoinkity's hacked 64DD cartridge conversions at playable speeds. You will need to set every game to have 8MB of Memory by default manually. Games don't save, some need "32-bit engine" to be unchecked (like Talent Studio), and some (like Polygon Studio to fix models and Paint Studio to fix stamps) need the Angrylion GFX plugin rather than GlideN64, which does the job for the rest. 64DD.org has step-by-step tutorials for Project64
**The 64DD hardware started to be emulated around 2.3's release with the help of LuigiBlood. Saving works but in the form of NDR files. NDR files are copied versions of NDD images with save data included as to not write to the clean unaltered images. To play 64DD games in their original forms, 8MB of memory is still needed because the real hardware needed the Expansion Pak upgrade. The IPL is also needed.
- MAME includes early, basic 64DD emulation as well, but it is much slower. Disk images need to be in head/track format. See here for more information. It doesn't currently support disk swapping or saving disks to files. The writes only update the copy in memory, and once the MAME process ends, the changes are lost. Current usage:
mame n64dd -quickload disk -cart cart -nodrc(both disk and cart are optional)
- CEN64, like Project64, had 64DD emulation ported to it from MAME. However, it focuses on accuracy and plays much slower than other emulators; aside from the 64DD emulation itself is imperfect.
- RetroArch's Mupen64Plus-Next and ParaLLEl cores support the 64DD. For Mupen64Plus-Next: the bios must be placed in
[RetroArch directory]\system\Mupen64plus\IPL.n64. To launch 64DD games: Load the Mupen64Plus-Next core, select the new menu item "Subsystems" in the Main Menu, then click "Load N64 Disk Drive" three times to load the disk, cartridge, and start emulation; Both expansion disks and stand-alone disks can be launched this way. For ParaLLEl: the bios must be placed in the "system" directory and named64DD_IPL.bin. In ParaLLEl's core options: 64DD must be enabled and GFX plugin and RSP must both be set toparallel; stand-alone disks can't be launched using the Subsystem, they must be launched through either "Load Content" or a playlist.
- Ares supports 64DD as well, developer LuigiBlood said: "This is the most accurate 64DD emulation attempt I've ever done, honestly. A lot of the stuff I programmed is sometimes genuinely useless. A lot also involves timings of the drive itself and more," also supports disc-swapping with v134 version.
Hardware variants
[edit | edit source]iQue Player
[edit | edit source]Before the GBA, the DS, and the 3DS, Nintendo released a modified version of their Nintendo 64 system for the Chinese market, called the iQue Player, through their not-quite-subsidiary iQue. Fourteen games were translated into Simplified Chinese, including Sin and Punishment, Ocarina of Time (the Majora's Mask port was canceled), Super Mario 64, and others.
Unlike the Chinese releases of their more recent systems and games, iQue Player releases are regular N64 ROMs wrapped with several layers of encryption and a ticket and signature system like that on the Wii, the DSi, the 3DS, the Wii U, and the Switch. The Chinese ROM-hacking scene is very active, though, and has translated the Japanese regular N64 releases for many of these to their language already, which explains some Chinese ROMs floating for those. However, almost all pieces of iQue Player software were recently decrypted to regular .z64 ROM format.
Several of the Chinese game localizations already run on N64 emulators, but as some hardware features of the iQue Player aren't yet supported, some games, as well as the system menu and features in games such as saving, don't work yet.
There is a pull request for adding iQue Player support to Ares.
iQue Player-specific features
[edit | edit source]| Name | ares | Gopher64 | Mupen64Plus-Next | RMG | |
|---|---|---|---|---|---|
| iQue Player Memory Card | ? | ? | ? | ? | |
| Multiplayer Box/Multitap | ? | ? | ? | ? | |
| Multiplayer Controller | ? | ? | ? | ? | |
| Online | iQue Depot | ? | ? | ? | ? |
| iQue@Home | ? | ? | ? | ? | |
Aleck 64
[edit | edit source]Nintendo collaborated with SETA to release an arcade system based on their Nintendo 64 system (kind of like their PlayChoice-10 for the NES, Super System arcade hardware for SNES, and later Triforce for GCN). The Nintendo 64-variant with more RAM, the Aleck 64, failed to catch on and bombed. It was never released outside Japan, even though one N64 port made it.
The Aleck 64 ROMs were dumped, and Zoinkity is working on converting them to regular N64 ROMs (with controls remapped to N64 controller buttons). They generally require an 8 MB Expansion Pak to run at all and 4K EEPROM to save settings and scores. The ones covered by these patches are:
- Donchan Puzzle Hanabi de Doon!
- Eleven Beat: World Tournament
- Hi Pai Paradise
- Hi Pai Paradise 2
- Kuru Kuru Fever
- Magical Tetris Challenge
- Mayjinsen 3 / Meijin-Sen
- Star Soldier: Vanishing Earth (also ported to N64)
- Super Real Mahjong VS
- Tower & Shaft
- Vivid Dolls (official eroge game on a Nintendo console)
The remaining ones from the system's library not yet covered are:
- Rev Limit
- Variant Schwanzer (never released, but there is a PCB board and was
tested and played on Game Center Mikado in 2015. No known ROM dumps on the internet)
Ares emulator and MAME including BizHawk's MAME core supports this arcade variation. Also, the already available patches to convert arcade ROM dumps to regular N64 ROM format can be found here. While Mupen64Plus-based emulators can't run these conversions out of the box, Project64 does just fine. Your best bet to play Aleck 64 games (other than using emulator) is through the SummerCart64 flashcart, which includes support for the Aleck 64's own CIC chip.
Game-specific features
[edit | edit source]| Name | MAME | ares | Gopher64 | Mupen64Plus-Next | RMG | |
|---|---|---|---|---|---|---|
| Custom I/O devices[note 16] | ? | ✗ | ✗ | ✗ | ✗ | |
| Expansion Pak | ? | ✗ | ✗ | ✗ | ✗ | |
| Game media formats[note 17] | ? | ✗ | ✗ | ✗ | ✗ | |
| Modem | ? | ✗ | ✗ | ✗ | ✗ | |
Virtual Console games in Dolphin
[edit | edit source]A number of N64 games were released for the Wii's Virtual Console service throughout its lifespan. While the emulators at the heart of each Virtual Console title were of average accuracy (rather than using one generic emulator used for every game, each title had an emulator specifically tailored to that game), they were good enough to render the games in full, playable capacity with few to no glaring errors. Many of these titles are emulated well through Dolphin. For a good while, due to persistent long-standing inaccuracies in N64 emulators and plugins, this was the best way to emulate certain N64 games, particularly Pokémon Snap and Mario Tennis. The system requirements are much higher than running them on regular N64 emulators, but it is doable for many games. Today regular N64 emulators and plugins have advanced to the degree this has become unnecessary, relegating this method of N64 game emulation to little more than a curiosity, at least on PC.
The following games are on the N64 Virtual Console for Wii:
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Notes
[edit | edit source]- ↑ This installer automatically installs and configures latest versions of Project64-nightly, GlideN64 video plugin, Azimer's Audio Plugin, Iconoclast's Static RSP Interpreter and also MM HD Texture Pack.
- ↑ Final build that supports GLideN64 video plugin but its obsolete. Use RMG with GLideN64 instead.
- ↑ MAME core for Aleck 64 only.
- ↑ 4.0 4.1 You can use Parallel Launcher Fork if you find RetroArch's UI confusing.
- ↑ Tetris 64 is the only game to support it.
- ↑ Shigesato Itoi's No. 1 Bass Fishing: Definitive Edition is the only game to support it.
- ↑
What was the N64 Expansion Pak actually used for?|MVG
- ↑ Mario no Photopi is the only game to utilize this feature.
- ↑ The 64DD version of Transfer Pak to connect a GBC to the 64DD. A cancelled 64DD game DT Bloodmasters supported it; GBC counterpart DT: Lords of Genomes was released. The cable was ready but cancelled due to 64DD production delays. Mario Artist: Paint Studio still has code remnants for it.
- ↑ A specialized dongle cartridge (which required to plug in another game to bypass the lockout chip) for a 14.4Kbps modem and serial port.
- ↑ Early version without the cart port
- ↑ It was sometimes possible to apply cheats (such as a player having infinite lives) and other temporary software alterations to games by hot swapping cartridges, even though the cartridges were not designed to be hot swappable.
- ↑
Cartridge tilting is an action performed on cartridge-based systems to create otherwise impossible glitches. Cartridge tilting is not a glitch, but rather the process which creates glitches.
- ↑ Mario Artist: Paint Studio and Mario Artist: Talent Studio utilize this feature.
- ↑ Doubutsu no Mori is the only game to have that feature.
- ↑ E.g. Star Soldier: Vanishing Earth uses a control panel setup with an analog joystick mounted on it instead of a standard 8-way digital joystick interface.
- ↑ Games normally come in ROM cartridges, but board is also possible, e.g. Magical Tetris feat. Mickey.
References
[edit | edit source]- ↑ loganmc10. Ignore TLB write if TLB entry is unmapping itself. "By the way, once this, along with the other PR's I've waiting are merged, we're at "compatibility parity" with Project64 as far as I can tell. I don't know of any game that doesn't boot with mupen64plus that works in PJ64."
- ↑
Densha de Go! Nintendo 64 Controller!
- ↑
The Pokémon Snap Station
- ↑
VIDEO GAME KIOSKS - Extreme Game Collecting!
