Difference between pages "GameCube emulators" and "Nintendo 64 emulators"

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(Emulators)
(Tags: Mobile edit, Mobile web edit)
 
(Emulators)
(Tags: Mobile edit, Mobile web edit)
 
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{{Infobox console
 
{{Infobox console
|title = Nintendo GameCube
+
|title = Nintendo 64
|logo = GameCube-logo.png
+
|logo = Nintendo64Console.png
|image = GameCube-Console-Set.png
 
 
|developer = [[:Nintendo]]
 
|developer = [[:Nintendo]]
 
|type = [[:Category:Home consoles|Home video game console]]
 
|type = [[:Category:Home consoles|Home video game console]]
|generation = [[:Category:Sixth-generation video game consoles|Sixth generation]]
+
|generation = [[:Category:Fifth-generation video game consoles|Fifth generation]]
|release = 2001
+
|release = 1996
|discontinued = 2007
+
|discontinued = 2002
|predecessor = [[Nintendo 64 emulators|Nintendo 64]]
+
|predecessor = [[Super Nintendo emulators|SNES]]
|successor = [[Wii emulators|Wii]]
+
|successor = [[GameCube emulators|GameCube]]
 
|emulated = {{✓}}
 
|emulated = {{✓}}
 
}}
 
}}
The '''[[gametech:Nintendo GameCube|GameCube]]''' ('''GCN'''/'''NGC''') is a 32-bit sixth-generation console released by [[wikipedia:Nintendo|Nintendo]] on November 18, 2001 for {{inflation|USD|199|2001}}. It has a IBM PowerPC Gekko CPU at 486 MHz with a ATI Flipper GPU. Nintendo, Namco, and Sega later designed the '''[https://segaretro.org/Triforce Triforce]''' arcade board based on the GameCube, releasing titles for it the next year. The Triforce had a IBM PowerPC "Gekko" at 486 MHz with 24MB of RAM. The GPU was a Custom ATI/Nintendo "Flipper".
+
The '''Nintendo 64''' is a 64-bit fifth-generation console released by Nintendo on September 29, 1996 for {{inflation|USD|199.99|1996}}.
  
Nintendo released the successor, the [[Wii emulators|Wii]], in 2006 where it was revealed to have very similar (albeit more powerful) hardware and compatible interfaces. This meant that the Wii could handle GameCube games natively rather than use emulation. In contrast, when the [[Wii U emulators|Wii U]] was released in 2012 it contained a Wii mode that could use Wii remotes, but didn't have ports for GameCube controllers or supported GameCube games; the controller issue was later resolved with the Super Smash Bros. adapter, but this still didn't allow GameCube titles to be run.
+
Nintendo was the second company approached by Silicon Graphics Inc. (SGI), who wanted to roll out their previously enterprise-only technology in the consumer space. They originally pitched their idea to Sega, but it's assumed that Nintendo's offer was more appealing. With the NEC VR4300 CPU clocked at 93.75 MHz, 4MB of RAM,<ref group=N>Though a separate add-on was later released called the "Expansion Pak" that added an additional 4MB of RAM, totaling 8MB.</ref> and an SGI RCP GPU, Nintendo had finalized much of the hardware at least a year before launch, preventing video games from needing drastic rewrites as a result of architectural changes. The development workstations were often Unix-based, something that would later help reverse engineers in some projects.
  
 
==Emulators==
 
==Emulators==
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! scope="col"|Platform(s)
 
! scope="col"|Platform(s)
 
! scope="col"|Latest Version
 
! scope="col"|Latest Version
! scope="col"|Wii
+
! scope="col"|Plugins
! scope="col"|Triforce
+
! scope="col"|Requires ucode?
 +
! scope="col"|Controller Pak
 +
! scope="col"|Rumble Pak
 +
! scope="col"|Transfer Pak
 +
! scope="col"|64DD
 
! scope="col"|[[libretro|Libretro Core]]
 
! scope="col"|[[libretro|Libretro Core]]
 
! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>
 
! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>
Line 28: Line 31:
 
! scope="col"|[[Recommended Emulators|Recommended]]
 
! scope="col"|[[Recommended Emulators|Recommended]]
 
|-
 
|-
!colspan="10"|PC / x86
+
!colspan="13"|PC / x86
 
|-
 
|-
|[[Dolphin]]
+
|[[m64p]] (ParaLLEl)
 +
|align=left|{{Icon|Windows|Linux}}
 +
|[https://github.com/loganmc10/m64p/releases/latest git]
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|-
 +
|m64p (Final GLideN64)
 +
|align=left|{{Icon|Windows|Linux|macOS}}
 +
|[https://github.com/loganmc10/m64p/releases/tag/v2021.5.30 Final GLideN64]
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✓}}
 +
|-
 +
|ParaLLEl
 
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
 
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|[https://dolphin-emu.org/download/ Dev]
+
|[https://www.retroarch.com/ 2.0-rc2]
|{{✓}} ||{{~}}<ref group=N name=triforce>Requires the [https://dolphin-emu.org/download/list/Triforce/1/ Triforce branch] to work. It is very old and unsupported.</ref> ||{{✓}}<ref group=N>Currently at Alpha release and has bugs that are not present on standalone Dolphin.</ref> ||{{✓}} ||{{✓}} ||{{✓}}
+
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}*
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|-
 +
|[[RMG]]
 +
|align=left|{{Icon|Windows|Linux}}
 +
|[https://ci.appveyor.com/project/rosalie241/rmg/build/artifacts git]
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|-
 +
|[[Project64]]
 +
|align=left|{{Icon|Windows}}
 +
|[https://www.pj64-emu.com/public-releases {{Project64Ver}}]<br >[https://www.pj64-emu.com/nightly-builds Dev]
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|-
 +
|[[ares]]
 +
|align=left|{{Icon|Windows|Linux|macOS}}
 +
|[https://github.com/higan-emu/ares/releases/ {{aresVer}}]
 +
|{{✗}}
 +
|{{~}}
 +
|{{✓}}
 +
|{{~}}
 +
|{{~}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{~}}
 +
|-
 +
|[[CEN64]]
 +
|align=left|{{Icon|Windows|Linux|macOS}}
 +
|[https://github.com/tj90241/cen64 git]
 +
|{{✗}}
 +
|{{~}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{~}}
 
|-
 
|-
|Ishiiruka-Dolphin
+
|[[Mupen64Plus]]
 
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
 
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|[https://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version Dev]
+
|[https://github.com/mupen64plus/mupen64plus-core/releases git]
|{{✓}} ||{{✗}} ||{{~}} ||{{✓}} ||{{✓}} ||{{~}}
+
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{~}}
 +
|-
 +
|[[Project64 Netplay]]
 +
|align=left|{{Icon|Windows}}
 +
|[https://pj64netplay-emu.ml/download.html {{Project64NetplayVer}}]
 +
|?
 +
|?
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|-
 +
|[[BizHawk]]
 +
|align=left|{{Icon|Windows}}
 +
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|-
 +
|[[1964]]
 +
|align=left|{{Icon|Windows}}
 +
|[http://www.emulation64.com/files/getfile/936/ 1.1] (Official)<br />[http://files.emulation64.fr/Emulateurs/EMU_1964_146.zip 1.2 r146] (Unofficial SVN)
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|-
 +
|[[DaedalusX64]]
 +
|align=left|{{Icon|Linux}}
 +
|[https://github.com/DaedalusX64/daedalus/releases/latest git]
 +
|?
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|-
 +
|[[Sixtyforce]]
 +
|align=left|{{Icon|macOS}}
 +
|[http://sixtyforce.com/download/ {{SixtyforceVer}}]
 +
|?
 +
|?
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✗}}
 
|-
 
|-
|[https://github.com/ogamespec/dolwin/ Dolwin]
+
|Larper64
|align=left|{{Icon|Windows|Linux}}
+
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://github.com/ogamespec/dolwin/releases {{DolwinVer}}]
+
|[https://drive.google.com/file/d/1IWyw5UG9Uf24KG0zrcXSFoOmcQoHWmyc/view {{Larper64Ver}}]
|{{✗}} ||{{✗}} ||{{✗}} ||{{}} ||{{}} ||{{✗}}
+
|?
 +
|?
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{}}
 +
|{{}}
 +
|{{✗}}
 
|-
 
|-
|[[Dolphin (Nintendo)|Dolphin <small>(Nintendo)</small>]]
+
|[[UltraHLE]]
 
|align=left|{{Icon|Windows}}
 
|align=left|{{Icon|Windows}}
|[http://www.emuparadise.me/sdk/Installers/Nintendo/GameCube/NINTENDO%20GameCube%20PC%20Dolphin%20Emulator%20e2.8%20(Installer).7z e2.8]
+
|[https://web.archive.org/web/20070312015944/http://www.emuunlim.com/UltraHLE/ultrahle.zip 1.0]
|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}
+
|?
 +
|{{~}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|-
 +
|[[MAME]]
 +
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
 +
|[http://www.mamedev.org/release.html {{MAMEVer}}]
 +
|{{✗}}
 +
|{{~}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|-
 +
|[[Ryu64]]
 +
|align=left|{{Icon|Windows|Linux|macOS}}
 +
|[https://github.com/Ryu64Emulator/Ryu64 git]
 +
|?
 +
|{{~}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 
|-
 
|-
!colspan="10"|Mobile / ARM
+
|R64Emu
 +
|align=left|{{Icon|Windows|Linux|macOS}}
 +
|[https://github.com/rasky/r64emu git]
 +
|?
 +
|{{~}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 
|-
 
|-
|[[Dolphin]]
+
!colspan="13"|Mobile / ARM
|align=left|{{Icon|Android|Linux}}
 
|[https://dolphin-emu.org/download/list/master Dev]
 
|{{✓}} ||{{~}}<ref group=N name=triforce /> ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}}
 
 
|-
 
|-
|[[Dolphin MMJR (Unofficial)|Dolphin MMJR]]
+
|[[Mupen64Plus]] FZ
 
|align=left|{{Icon|Android}}
 
|align=left|{{Icon|Android}}
|[https://github.com/Bankaimaster999/Dolphin-MMJR/releases git]<br/>[https://github.com/Gamer64ytb/Dolphin-360-Definitive-/releases git]<small> (360)</small>
+
|[https://play.google.com/store/apps/details?id=org.mupen64plusae.v3.fzurita 3.0.291 (beta)]
|{{✓}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{~}}
+
|?
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|-
 +
|[[Mupen64Plus]]-pandora/Pyra
 +
|align=left|{{Icon|Pandora|Pyra}}
 +
|[https://pyra-handheld.com/boards/threads/mupen64plus-2-2.72661 Pandora Build]<br/>[https://pyra-handheld.com/repo/apps/39 Pyra Build]
 +
|?
 +
|?
 +
|{{✓}}
 +
|?
 +
|?
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{}}
 
|-
 
|-
!colspan="10"|Consoles
+
!colspan="13"|Consoles
 
|-
 
|-
|[[Nintendont]]
+
|[[Virtual Console]]
 
|align=left|{{Icon|Wii|WiiU}}
 
|align=left|{{Icon|Wii|WiiU}}
|[https://github.com/FIX94/Nintendont 2021-07-12]
+
|N/A
|{{✓}} ||{{~}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✓}}
+
|{{✗}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|-
 +
|Not64
 +
|align=left|{{Icon|GCN|Wii}}
 +
|[https://github.com/Extrems/Not64/releases/latest git]
 +
|?
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|-
 +
|DaedalusX64
 +
|align=left|{{Icon|PSP|3DS}}<br>{{Icon|Vita|PS2}}
 +
|[https://github.com/DaedalusX64/daedalus/releases/latest PSP]<br/>[https://github.com/masterfeizz/DaedalusX64-3DS/releases 3DS]<br/>[https://github.com/Rinnegatamante/DaedalusX64-vitaGL/releases VitaGL]<br/>[https://www.ps2-home.com/forum/viewtopic.php?f=99&p=39957#p39957 PS2]
 +
|?
 +
|?
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{~}}
 +
|-
 +
|Surreal64 CE
 +
|align=left|{{Icon|Xbox}}
 +
|[https://digiex.net/threads/surreal64-ce-b6-0-download-n64-emulator-for-xbox.13677 Beta 6.0]
 +
|?
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{~}}
 +
|-
 +
|mupen64-360
 +
|align=left|{{Icon|Xbox360}}
 +
|[https://digiex.net/threads/mupen64-360-xbox-360-nintendo-64-n64-emulator-download.9352 0.96 beta]
 +
|?
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{~}}
 
|-
 
|-
 +
|[https://code.google.com/p/mupen64gc/ Wii64]
 +
|align=left|{{Icon|GCN|Wii}}
 +
|[https://code.google.com/archive/p/mupen64gc/downloads 1.1 beta]
 +
|?
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 
|}
 
|}
  
<references group=N />
+
<nowiki>* Available exclusively as a libretro core</nowiki>
  
 
===Comparisons===
 
===Comparisons===
;[[Dolphin]]: is the emulator of choice for the GameCube and the first and only emulator for the Wii. It's updated on a near-daily basis and has very good emulation of almost every game, though some games have known bugs on their issue trackers. It is the first emulator to [https://dolphin-emu.org/blog/2016/09/06/booting-the-final-gc-game/ boot the full game catalog of a sixth-generation home console] (Before any emulator for the same generation rivals like the Dreamcast, PlayStation 2, and Xbox) and did so on September 2016. The developers maintain a wiki containing known bugs, tips, user-provided tests, and much more for every game. System requirements are high, more so for Wii games than GameCube. As of May 2021, Dolphin's compatibility is at 96% of the games being playable or perfect.
+
Although many Nintendo 64 emulators have been made and many games can be run between them, complete compatibility and/or accuracy still leaves a bit to be desired. For half a decade, Mupen64Plus and Project64 have vied for the most playable emulator, and which has been more compatible has depended on when and in what configuration each emulator has been tested. Both emulators default to lackluster plugins, but, as of August 2017, both emulators have roughly equal graphical accuracy when running with GLideN64.
 +
 
 +
;[[Mupen64Plus]]:A multi-platform emulator based on Hacktarux's Mupen64. It's about as accurate as Project64,<ref>loganmc10. [https://github.com/mupen64plus/mupen64plus-core/pull/336 ''Ignore TLB write if TLB entry is unmapping itself'']. "By the way, once this, along with the other PR's I have waiting are merged, we are at "compatibility parity" with Project64 as far as I can tell. I don't know of any game that doesn't boot with mupen64plus that works in PJ64."</ref> when both emulators are run with GLideN64. However, Mupen64Plus lacks a native GUI, instead being launched either from the command line or by dragging and dropping ROMs onto the executable and editing the config with a text editor. [[BizHawk]] and [[OpenEmu]] use forks of Mupen64Plus and its plugins for their N64 emulation, but they seem to be shallow.
 +
 
 +
:;ParaLLEl:A heavily-modified fork developed as a [[libretro]] core. It introduces many features and optimizations not present in mainline alongside [[RetroArch]]'s general features, including Project64-style overclocking for faster frame rates, 3-point texture filtering, superior A/V sync and latency, and even an exclusive LLE Vulkan renderer based on Angrylion's pixel-perfect RDP plugin, making it a better alternative to the standalone version in some cases, especially if accuracy is the goal. ParaLLEl has a special "[https://www.youtube.com/watch?v=mzR93F9gPdc Super VI Mode]" option which, if used, can make the visuals of N64 games look less blurry with fairly mitigated jaggies even at their native resolutions. Although, it may need a [https://www.youtube.com/watch?v=z7_D_D419S0 powerful GPU]. It also offers native high-resolution rendering, only available in integer scales of the original N64 resolution.
 +
 
 +
:;[[m64p]]:Probably the easiest "out of the box" solution for Nintendo 64 emulation. It comes with Parallel RDP, as well as its own custom GUI and input plugin.
 +
 
 +
:;[[RMG]]:Rosalie's Mupen GUI is a project aiming to close the gap between Project64 and Mupen64Plus in terms of user experience.
 +
 
 +
:;Wii64 and Not64:Both are based on Mupen64, with Not64 being a fork of Wii64. Not64 claims to be better optimized as well as having higher compatibility and more frequent updates. N64 emulation on Wii is not very good, and it is recommended to stick with the Virtual Console releases whenever possible.
 +
 
 +
;[[Project64]]:An open-source emulator for Windows. Its official release builds are more up-to-date than Mupen64Plus', and the current version, 3.0.1, is roughly as accurate as the development versions of Mupen64Plus when both are played with recommended plugins. It has a more user-friendly interface than the Mupen64Plus attempts and supports more features such as overclocking and Transfer Pak emulation. It does come with GLideN64 out-of-the-box, but the default audio plugin isn't even the best in the box. For the most part, it works well in [[Wine]], but, if you're on a different platform, use Mupen64Plus instead.
 +
 
 +
;[[CEN64]]:Aims for cycle accuracy while, at the same time, aiming to eventually be usable on modern PC hardware. It currently lacks many features and has spotty compatibility, but it's gradually improving. It can already emulate some well-known edge cases such as the picture recognition in Pokemon Snap.
 +
 
 +
;[[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 behind 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 of historical purposes, very specific edge cases, or if your device is too slow to run Mupen64Plus or Project64.
 +
 
 +
;Daedalus:is 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 are able to reach full speed and most of them work with few emulation issues.
  
;[http://forums.dolphin-emu.org/Thread-unofficial-ishiiruka-dolphin-custom-version Ishiiruka-Dolphin]: is a fork of Dolphin optimized towards performance at the cost of accuracy and stability in the process. Its most important features are:
+
;[[Sixtyforce]]:is macOS-only, closed-source, and asks you to pay for full access to its features. It was once one of the only choices for Mac users, particularly those with older Macs since it's the only emulator with a <abbr title="Power PC">PPC</abbr> [[Dynamic recompilation|dynarec]]), but, with the switch to x86 and Mupen64Plus being ported to macOS, it has now become less relevant. However, development is still ongoing and is currently in its [https://sixtyforce.com/rosetta/ third rewrite] to support the upcoming [https://en.wikipedia.org/wiki/Apple-designed_processors Apple Silicon].
:* Async shader compilation (Avoiding shader compilation time)
 
:*Galop's DX11 Texture Encoder/Decoder (Improve Texture decoding specially EFB TO RAM)
 
:*Pre-compiled Vertex loader & Optimized vertex decoding using SSSE3 and SSE4
 
:*Dolby Pro Logic II support for XAudio and OpenAL
 
:*Custom Texture improvements to allow directly compressed texture loading including mipmaps
 
:*DSP - Time Stretching Option (Improve sound output to avoid sound skipping on slow machines)
 
:*DX9 support for old machines
 
:*Modified Post Processing interface to support:
 
::*Multiple Stages allowing more complex effects.
 
::*Depth and native gamma as inputs.
 
::*Custom version of DolphinFX that work under dx11 and ogl
 
::*SSAO and DOF.
 
::*Texture Scaling Support
 
::*Bump Mapping with advanced material properties
 
::*Phong Specular reflection to improve lighting quality
 
::*Tessellation and Displacement Mapping
 
::*Rim Lighting
 
::*Bump auto-generation to improve lighting
 
  
;Dolwin: an open-source Nintendo GameCube emulator which initially started development in 2004. It went into hiatus but is now active. With that in mind, it's not the most advanced but has interesting features and can boot and run some commercial games and demos...
+
;[[UltraHLE]]:marked a milestone in Nintendo 64 emulation, in that it was the first to play some popular N64 titles at full speed on hardware made at the time of its release through [[High/Low-level emulation|high-level emulation]]; it isn't without its drawbacks though - pressure from users, combined with legal threats from Nintendo, forced them to discontinue development. Besides being for historical value, there's not much to expect from this emulator anyway due to compatibility issues.
  
;[[Dolphin (Nintendo)]]: Nintendo made an emulator for Windows that was also called Dolphin. This official program does not run commercial games and has no connection to the open-source project.
+
;[[Ryu64]]:is a Nintendo 64 emulator made in C#. The 'Ryu' word is named after the "RyuJIT" used in both Visual Basic & C#. But it might have been inspired by the lead author's sole (so far) [https://github.com/Ryujinx/Ryujinx/commits?author=Dudejoe870 commit] at Switch emulator, [[Ryujinx]]'s Git repository, and his depreciated [https://github.com/Dudejoe870/RyujinxAutoUpdate Ryujinx Auto Updater] tool. "86RYU", an x86 JIT compiler, is being developed alongside this emulator too.
  
;[[Nintendont]]: loads Gamecube ISOs for Wii and Wii U. It was a Wii homebrew app, but Wii U with Homebrew Channel on Wii Mode can run it too! For Wii U, there is Memory Card Emulation. Playable with Gamecube Controller, Classic Controller, USB HID controllers, and Wiimote + Nunchuk
 
<!--
 
 
==Emulation issues==
 
==Emulation issues==
-->
+
{{Main|Recommended N64 plugins}}
 +
 
 +
The Nintendo 64 emulation scene can be described as a hot mess. It got to that point because of the overall emulation scene's climate in the early days, which was to stub off certain components of the emulated hardware as plugins. (Other consoles weren't immune to this phenomenon; it also happened to [[PlayStation emulators|the first PlayStation]].) Developers underestimated the complexity of the system, and with little demand for improvements beyond getting the popular titles working from beginning to end, most emulator developers stuck with the codebases they knew for as long as possible and never integrated any of the plugins that were needed to make up a full project, or merge their codebases into one project. And because almost no documentation is available for clean-room reverse engineers, figuring out how the hardware actually functioned had to be done manually, which took longer. The unfortunate result of this is that many games require specific plugin arrangements and specific emulators in order to run well, and there is no viable alternative that isn't just an iteration on the existing plugin-based emulators.
 +
 
 +
===[[High/Low level emulation|High-level vs. low-level]] graphics===
 +
 
 +
One of the biggest hurdles to emulating the Nintendo 64 is the Reality Display Processor (RDP), one of two components in the Reality Coprocessor made by SGI. The Reality Display Processor was the most powerful consumer-grade GPU at the time of the console's release; this was a selling point that Nintendo wanted to emphasize as a result of working with SGI. However, reverse engineering efforts for popular Nintendo 64 games showed that Nintendo's software development kit included a common microcode for the RDP. It's possible Nintendo didn't want to give developers access at a lower level out of fears that doing so would damage consumer units, but that meant most of the effort spent emulating the RDP would go towards figuring out how to handle the microcode.
 +
 
 +
* Most developers in 1999 and the early 2000s opted to approximate functions through various APIs such as Direct3D, OpenGL, and even Glide. While this resulted in much more reasonable system requirements for emulation, along with prettier, higher resolution graphics, this method proved to be hit and miss, often requiring per-game tweaks and settings to prevent graphical glitches on many games. Some games flat out didn't work, because it wasn't clear what the microcode did or why, and required extensive hardware testing.
 +
* On the low-level side, developers would either completely emulate the RDP or autodetect the microcode and use an appropriate implementation for the game. The former would mean a software renderer accurate to the hardware but major performance bottlenecks unless optimizations like vectorization and multi-threading were implemented. The latter would mean faster performance but developers would still have to figure out how to account for edge cases.
 +
 
 +
gonetz and one or two assistants have spent a large portion of development improving GlideN64's handling of microcode throughout 2016-2018.<ref name="gliden64_blog-1">{{cite web|url=https://gliden64.blogspot.com/2017/|title=Public Release 3.0|publisher=Blogspot|accessdate=2018-06-17|date=2017-12-29}}</ref><ref name="ZSortBOSS">{{cite web|url=https://github.com/gonetz/GLideN64/issues/1685#issuecomment-364436534|title=Initial implementation of BOSS ZSort ucode (WDC, Stunt Racer)|publisher=GitHub|accessdate=2018-06-17|date=2018-02-10}}</ref> This means that [https://youtu.be/HfCOnmRHI0o Factor 5]'s games are now working in the high-level graphics mode.<ref name="Indiegogo">{{cite web|url=https://www.indiegogo.com/projects/indiana-j-infernal-machine-high-level-emulation#/updates/all|title="Indiana J. & Infernal Machine" HLE|publisher=Indiegogo|accessdate=2018-06-17|date=2018-05-17}}</ref><ref name="gliden64_blog-2">{{cite web|url=https://gliden64.blogspot.com/2018/05/hle-implementation-of-microcodes-for.html|title=HLE implementation of microcodes for "Indiana Jones" and "Battle for Naboo" completed.|publisher=Blogspot|accessdate=2018-06-17|date=2018-05-26}}</ref> Other games may still have issues with RDP quirks like frame buffer/depth buffer access (issues with how the frame buffer is used as well as performance issues), VI emulation, and how combine/blending modes are emulated (such as noise issues and combiner accuracy).
 +
 
 +
It should be noted that most games technically work through the HLE method, but it's not an accurate representation of what the video output actually looked like, but rather a rough approximation by your graphics card. Whether this is an improvement or not is subjective.
 +
<gallery widths="300" mode="packed">
 +
Majora's mask accurate.png| Low-level emulation of Majora's Mask using SoftGraphic
 +
Project64 2013-07-26 14-20-17-55.png| High-level emulation of Majora's Mask using Jabo's Direct3D
 +
</gallery>
 +
 
 +
===[[Texture filtering]]===
 +
The Nintendo 64 was the first consumer device to be able to filter textures when rendering 3D objects. However, unlike every console and PC graphics card made after the N64, its implementation of bilinear was primitive in that, in order to reduce strain on the system, it only used three samples as opposed to four, resulting in slightly jagged textures. Instead of faithfully applying this "imperfect" version of bilinear filtering, HLE plugins instead apply conventional filtering, interpolating straight from the source texture up to the output resolution the same way a PC game would. While that method is technically superior, it can result in textures that look even blurrier than on real hardware.
 +
 
 +
Another issue lies with the appliance of texture filtering per quad on static images, text, and sprites. Because each quad is filtered separately, this can cause some visual inconsistencies. Text and UI elements often look as though their edges cut off abruptly, and static images, such as pre-rendered backgrounds or menu screens, may look as though they are separated into squares. Some plugins allow the user to turn off texture filtering to remedy this, but, unfortunately, this also applies to textures in the game world, exposing their oftentimes low resolutions.
 +
 
 +
RetroArch's Mupen64Plus core has taken some steps which help remedy these problems. It is the only emulator that implements N64-style three-point texture filtering, which results in a more faithful look. It is also capable of rendering at 320x240, which sidesteps the issues with filtered text, UI elements, and menu screens, while still retaining texture filtering. Pixel-accurate plugins do not have these problems at all.
 +
<gallery widths="300" mode="packed">
 +
Project64_2013-06-26_17-44-58-31.png|Conker's Bad Fur Day copyright screen, displaying issues with filtered text.
 +
Mupen64plus_2013-08-18_20-35-50-08.png|Ocarina of Time's menu subscreen, displaying issues with filtering. Note how the Quest Status screen appears to be divided into a grid.
 +
</gallery>
  
==Running BIOS==
+
===Voice Recognition Unit emulation===
To boot the GameCube's original BIOS, you need a dump from real hardware. Dolphin does not require it to load games but can be set to use it if desired. Current development builds have introduced a feature allowing users to load the BIOS directly from the interface in the Tools list without needing to load a game, as well as hybrid XFB. If you're on the stable release, use XFB Virtual and disable "Skip BIOS" in the GameCube options; you will have to load a GameCube title so that the startup animation begins, and like on the original console, you hold the first controller's A button down and the system will send you into the main menu instead of booting the game. You can then switch to another game with Change Disc, or you can explore the BIOS.
+
The Voice Recognition Unit (VRU) is an accessory used primarily by ''Hey You, Pikachu''. No emulator or input plugin supports this, although there is an on-going effort to get it working.<ref name="emutalk">{{cite web|url=http://www.emutalk.net/threads/55279|title=Hey You! Pikachu - Possible HLE Implementation|publisher=emutalk|accessdate=2018-06-17|date=2014-10-27, Last edit: 2016-04-04}}</ref>
 +
===''Densha De Go!'' Controller===
 +
Also available for the [[PlayStation emulators|PlayStation]], ''Densha De Go! 64'' is a Japan-only train simulator released by [[Wikipedia:Taito|Taito]] that is compatible with an optional special controller that plugs into the player 3 port.<ref name="ArcadeUSA">{{cite web|url=https://www.youtube.com/watch?v=cCcPAGhcnck|title=Densha De Go! Nintendo 64 Controller!|publisher=YouTube|accessdate=2018-06-17|date=2017-01-20}}</ref> No emulator supports it.
  
==Peripherals==
+
===Pokémon Snap Station===
 +
There was a special kiosk designed to promote ''Pokémon Snap'' called the ''Pokémon Snap Station'', which is also compatible with the North American ''Pokémon Stadium'' with its gallery mode. It is just a Nintendo 64 with special hardware designed for the station.<ref name="Sixty Formula">{{cite web|url=https://www.youtube.com/watch?v=AMbjvGvPkV4|title=The Pokemon Snap Station|publisher=YouTube|accessdate=2018-06-17|date=2016-05-21}}</ref><ref name="MetalJesusRocks">{{cite web|url=https://www.youtube.com/watch?v=5_UGpRN6AnM&t=3m35s|title=VIDEO GAME KIOSKS - Extreme Game Collecting!|publisher=YouTube|accessdate=2018-06-17|date=2016-05-25}}</ref> Although the special cartridge boots in emulators compatible with the regular version, the printing functions are inaccessible due to no emulation of the printer for the player 4 slot, credit system, or the special board to switch between the regular and special cartridges.
  
===GC/GBA Cable===
+
===Transfer Pak emulation===
Nintendo produced a [[Wikipedia:Nintendo GameCube – Game Boy Advance link cable|special cable]] (<code>DOL-011</code>) that allowed connectivity with the [[Game Boy Advance emulators|Game Boy Advance]] in specific games. Up to four ports could be taken up for the game. While the third-generation Pokémon games are the prime example of it being used in conjunction with Colosseum, XD, or Pokémon Box, they aren't the only games to do so.
+
A few games use the Transfer Pak such as ''Mario Golf'', ''Mario Tennis'', ''Mario Artist: Paint Studio'', and the ''Pokémon Stadium'' games. Mostly, this can be done with NRage's input plugin, but a couple of things aren't emulated:
  
Dolphin includes a GBA core based on [[mGBA]] that is tied to GameCube emulation, which allows for a very stable connection that works with features such as save states and netplay. Dolphin can also connect to standalone versions of mGBA; this is necessary for some less commonly used features such as [[GBA e-Reader emulators|e-Reader]] support or cases where the GBA has to be disconnected from the GameCube. Both of these can be enabled by going into the controller settings and assigning the GBA to one or more ports. The general config menu also allows you to specify a GBA rom to be used if using the built-in GBA core.
+
*Taking pictures with the Japanese ''Game Boy Camera'' (called ''Pocket Camera'') while in Transfer Pak mode playing ''Mario Artist: Paint Studio'' displays static.
  
===Game Boy Player===
+
===64DD emulation===
This add-on plugged into the bottom of the GameCube and allowed it to play Game Boy / Game Boy Advance games on a standard television; it had provisions against [[Wikipedia:Game Boy Advance Video|Game Boy Advance Video]] cartridges by returning an error after booting them. The launcher even had support for the GBA-GCN link cable where the Game Boy Advance would serve as the controller. Some GBA games like ''Super Mario Advance 4'' and ''Mario & Luigi: Superstar Saga'' took advantage of the add-on by adding rumble support. The hardware is essentially a peripheral containing Game Boy Advance hardware.
+
The 64DD (an abbreviation for "64 Disk Drive") was a peripheral which allowed a proprietary disk format to be used with the N64. These disks had more space at a cheaper manufacturing cost. The peripheral was a commercial failure and was never released outside of Japan. Internal evidence suggests that, much like the GBA e-Reader, it wasn't even intended for a European release.
  
No emulator currently supports the Game Boy Player hardware and its features. With [[mGBA]] now integrated into Dolphin, support for it has been hinted as coming in the future.<ref>https://dolphin-emu.org/blog/2021/07/21/integrated-gba/#conclusion</ref>
+
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 full support for this feature, but dummied-out expansion data in Ocarina of Time and Mario Party 2 (JP/PAL) exist as well.
  
===Broadband Adapter===
+
The special AV-In cartridge (NUS-028) that ''Mario Artist: Talent Studio'' can use doesn't work because it requires an RCA cable signal.
This shouldn't be confused with [[netplay]], which synchronizes emulation over an internet connection.
 
  
This was an add-on that allowed the console to use LAN technology over [[Wikipedia:Ethernet|ethernet]]. ''Mario Kart: Double Dash!!'' used it to play on a local network with up to eight other GameCubes while ''Phantasy Star Online'' took it a step further to allow an internet connection for Sega's now-offline official game servers. ''Kirby Air Ride'' and ''1080° Avalanche'' also support this adapter. This feature was unavailable on the [[Wii emulators|Wii]] despite having 802.11 b/g connectivity built-in and an official USB LAN adaptor.
+
Recently, there has been an effort to emulate the 64DD, and now [[Project64]] and [[MAME]] can run several commercial 64DD games as part of its N64 emulator. This is being ported to [[CEN64]] with the help of [https://twitter.com/LuigiBlood LuigiBlood]. The latest newcomer is Mupen64Plus which is the base of other emulators such as [[m64p]] and [[RMG]].
  
It's possible to hook up zero or more of each of these configurations on one networked game:
+
{| class="wikitable" style="text-align:center;"
*A GameCube with the broadband adapter (of course)
+
|-
*A soft modded Wii with [https://gbatemp.net/threads/330554 Devolution]
+
! scope="col"|Name
*A recent version of Dolphin with OpenVPN
+
! scope="col"|Platform(s)
 +
! scope="col"|Latest Version
 +
! scope="col"|N64 Mouse
 +
! scope="col"|64DD Emulation
 +
! scope="col"|Active
 +
! scope="col"|[[Recommended Emulators|Recommended]]
 +
|-
 +
! colspan="7"|PC / x86
 +
|-
 +
|ParaLLEl
 +
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
 +
|[https://www.retroarch.com/ 2.0-rc2]
 +
|{{✓}}
 +
|Mid/High
 +
|{{✓}}
 +
|{{✓}}
 +
|-
 +
|[[Project64]]
 +
|align=left|{{Icon|Windows}}
 +
|[https://github.com/project64/project64 {{Project64Ver}}]<br >[https://64dd.org/downloads.html 64DD.org Builds]
 +
|{{✓}}
 +
|Mid
 +
|{{✓}}
 +
|{{✓}}
 +
|-
 +
|[[CEN64]]
 +
|align=left|{{Icon|Windows|Linux|macOS}}
 +
|[https://github.com/tj90241/cen64 git]
 +
|{{✓}}
 +
|Mid
 +
|{{✓}}
 +
|{{✗}}
 +
|-
 +
|[[m64p]]
 +
|align=left|{{Icon|Windows|Linux|macOS}}
 +
||[https://github.com/loganmc10/m64p/releases git]
 +
|{{✓}}
 +
|?
 +
|{{✓}}
 +
|{{✗}} (WIP)
 +
|-
 +
|[[MAME]]
 +
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
 +
|[http://www.mamedev.org/release.html {{MAMEVer}}]
 +
|{{✗}}
 +
|Mid
 +
|{{✓}}
 +
|{{✗}}
 +
|}
  
[[Dolphin]] has support for the Broadband Adapter on Windows and Linux. Go to <code>Config</code> > <code>GameCube</code>. A drop-down for <code>SP1</code> will have the <code>Broadband Adaptor</code> or <code>BBA</code>, depending on the version of Dolphin you're running. [https://wiki.dolphin-emu.org/index.php?title=Broadband_Adapter#How_to_use_the_BroadBand_Adapter Their wiki contains up to date instructions on setting up a VPN.]
+
* Project64's latest versions emulate the N64 mouse and can load Zoinkity's hacked 64DD cartridge conversions at playable speeds. You'll need to set every game to have 8MB of Memory by default manually. Games do not save, some need "32-bit engine" to be unchecked (like Talent Studio), and some (like Polygon Studio to fix models and Paint Studio to fix stamps) need the Angrylion GFX plugin rather than GlideN64, which does the job for the rest.
 +
**The 64DD hardware started to be emulated around 2.3's release with the help of [https://github.com/LuigiBlood LuigiBlood]. Saving works but in the form of NDR files. NDR files are copied versions of NDD images with save data included as to not write to the clean unaltered images. In order to play 64DD games in their original forms, 8MB of memory is still needed because the real hardware needed the Expansion Pak upgrade. The IPL is also needed.
  
[[Nintendont]] has the easiest method. There is an option named BBA Emulation to emulate the Broadband Adapter.
+
* MAME includes early basic 64DD emulation as well but is much slower. Disk images need to be in head/track format. See [https://github.com/Happy-yappH/ddconvert.git here] for more information. It does not currently support disk swapping or saving disk to files. Writes only update the copy in memory, and, once the MAME process ends, the changes are lost. Current usage: <code>mame n64dd -quickload disk -cart cart -nodrc</code> (both disk and cart are optional)
  
===Bongos===
+
* 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.
This is a special controller used with ''Donkey Konga'' and other ''Donkey Kong'' games released for the GameCube. Dolphin supports this controller.
 
  
===Microphone===
+
===iQue Player emulation===
This was an accessory bundled with ''Mario Party 6 & Mario Party 7'' that allowed the GameCube to receive audio from the memory card slot. There were also other games known to support it.
+
Before the GBA, DS, and 3DS, Nintendo released a modified version of their Nintendo 64 system for the Chinese market, which was called the iQue Player, through their not-quite-subsidiary iQue. Fourteen games were translated into Simplified Chinese, including Sin and Punishment, Ocarina of Time (the Majora's Mask port was canceled), Super Mario 64, and others.
  
In Dolphin, set slot B in the emulator settings to the microphone. In the operating system, you then make your default recording device available.
+
Unlike the Chinese releases of their more recent systems and their games, iQue Player releases are regular N64 roms wrapped with several layers of encryption, as well as a ticket and signature system like that on Wii, DSi, 3DS, Wii U, and Switch. The Chinese ROM-hacking scene is very active though and has translated the Japanese regular N64 releases for many of these to their language already, which explains some of the Chinese ROMs floating for those. However, recently, almost all pieces of iQue Player software were decrypted to regular .z64 ROM format.
  
==Triforce==
+
Several of the Chinese game localizations already run on N64 emulators, but as some hardware features of the iQue Player are not yet supported, some games, as well as the system menu and features in games such as saving, do not work yet.
The [[wikipedia:List_of_Sega_arcade_system_boards#Triforce|Triforce]] is an [[:Category:Arcade|arcade system board]] developed jointly by [[wikipedia:Namco|Namco]], [[wikipedia:Sega|Sega]], and Nintendo, with the first games appearing in 2002. The system hardware consists of a retail GameCube motherboard, with custom devices interfacing with the EXI, SI and DI, as well as a custom IPL.
 
  
Dolphin used to have Triforce support, however it was removed several years ago. Nevertheless, [https://dolphin-emu.org/download/list/Triforce/ a branch] remains, and it can still be used, albeit with some difficulty.
+
===Aleck 64 arcade emulation===
 +
Nintendo collaborated with SETA to release an arcade system based on their Nintendo 64 system (kind of like their PlayChoice-10 for the NES, Super System arcade hardware for SNES, and later Triforce for GCN and Wii U). The Nintendo 64-variant with more RAM, the Aleck 64, failed to catch on and bombed. It was never released outside Japan, even though one N64 port made it.
  
Compatibility is patchy, and while all games boot, many require memory patches via gecko codes to progress beyond error screens. This is further compounded by the abundance of patched or modified dumps floating around, with many having patched headers for use with Nintendont, or being renamed versions of their GameCube counterparts. This is most prevalent with Mario Kart Arcade GP 1 & 2, with there being no (public) good dumps at all. The site that previously hosted the gecko codes for Triforce games has since shut down, and the replacement site does not have codes for Triforce games, requiring codes to be manually downloaded from the Wayback Machine. Furthermore, games have multiple revisions, and codes only work on specific revisions.
+
The Aleck 64 ROMs were dumped, and Zoinkity is working on converting them to regular N64 ROMs (with controls remapped to N64 controller buttons). They generally require an 8MB Expansion Pak to run at all and 4K EEPROM to save settings and scores. The ones covered by these patches are:
  
To use the Triforce branch, certain settings must be modified:
+
* Donchan Puzzle Hanabi de Doon!
* Under Config/GameCube, SP1 and Port 1 need to be assigned to AM-Baseboard.
+
* Eleven Beat: World Tournament
* To actually play games, cheats need to be enabled. While the Mario Kart games have patches on their Dolphin Wiki pages, codes for other games should be downloaded from [https://web.archive.org/web/20181024045747/http://www.geckocodes.org/ here].
+
* Hi Pai Paradise
 +
* 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 already available [http://assemblergames.com/l/threads/aleck64-on-retail-consoles-poc.55041/ patches] to convert arcade ROM dumps to regular N64 ROM format can be found [http://micro-64.com/database/aleck64.shtml here].
  
Triforce games can also be ran through [https://github.com/FIX94/Nintendont Nintendont].
+
The remaining ones from the system's library not yet covered are:
 +
* Hi Pai Paradise 2
 +
* Rev Limit
 +
* Variant Schwanzer
  
==Panasonic Q==
+
==Virtual Console games in Dolphin==
[[File:Panasonic Q.png|210px|thumb|left|The Panasonic Q GameCube console.]]
+
Some N64 games are emulated well on a Virtual Console game through Dolphin. The system requirements are much higher, but it's doable for many games. The following games are on the N64 Virtual Console for Wii:
The Panasonic Q  (sometimes referred to as GameQ by Gamecube fans) is a hybrid version of the GameCube with a DVD player manufactured by Panasonic in cooperation with Nintendo. The system was officially released only in Japan. A feature of its main competitors Xbox and PlayStation 2, the GameCube lacked commercial DVD movie playback functionality due to the use of the Nintendo optical discs format for games and the correspondingly small disc tray.
 
Initially, the Panasonic Q was only able to play games and DVDs from Japan; however, a modified version, which could play American games and DVDs, began to be sold from Import shops, making it a popular console to import from Japan. The unit was priced at around ¥41,000 JPY and the modified version was priced at ¥46,000 JPY.
 
The Panasonic Q is capable of using almost all of the GameCube hardware upgrades. A special version of the Game Boy Player was designed for the Q because the Player was designed to fit onto the bottom of the GameCube, and the Q's different bottom form factor kept the Player from being installed. Other features of the Panasonic Q include a backlit information LCD, a front-loading slot disc tray, an optical sound output supporting Dolby Digital 5.1 and DTS, a separate subwoofer jack, and a stainless steel chassis. These high-end features, as well as the aforementioned multimedia playback capabilities, have made the Panasonic Q a popular console to collect.
 
  
The Q system was licensed by Nintendo, released on December 13, 2001, and was discontinued on December 18, 2003, due to low sales.
+
{|width="100%"
 +
|- valign="top"
 +
|
 +
* 1080 Snowboarding
 +
* Bomberman Hero
 +
* Cruis'n USA
 +
* Custom Robo V2 (Japan only)
 +
* F-Zero X
 +
* Kirby 64: The Crystal Stars
 +
* The Legend of Zelda: Majora's Mask
 +
* The Legend of Zelda: Ocarina of Time
 +
|
 +
* Mario Golf
 +
* Mario Kart 64
 +
* Mario Party 2
 +
* Mario Tennis
 +
* Ogre Battle 64: Person of Lordly Caliber
 +
* Paper Mario
 +
* Pokemon Puzzle League
 +
|
 +
* Pokemon Snap
 +
* Sin & Punishment (English)
 +
* Star Fox 64
 +
* Super Mario 64
 +
* Super Smash Bros.
 +
* Wave Race 64
 +
* Yoshi's Story
 +
|}
  
==Resources==
+
==Notes==
*[https://wiki.dolphin-emu.org/index.php?title=Main_Page Dolphin Wiki] - The most comprehensive wiki for the Dolphin emulator and games. Good for any fixes/tweaks/settings you should know beforehand.
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<references group=N />
  
 
==References==
 
==References==
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[[Category:Consoles]]
 
[[Category:Consoles]]
 
[[Category:Home consoles]]
 
[[Category:Home consoles]]
[[Category:Sixth-generation video game consoles]]
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[[Category:Fifth-generation video game consoles]]
 
[[Category:Nintendo consoles]]
 
[[Category:Nintendo consoles]]
[[Category:GameCube emulators|*]]
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[[Category:Nintendo 64 emulators|*]]

Revision as of 07:17, 7 September 2021

Nintendo 64
Nintendo64Console.png
Developer Nintendo
Type Home video game console
Generation Fifth generation
Release date 1996
Discontinued 2002
Predecessor SNES
Successor GameCube
Emulated

The Nintendo 64 is a 64-bit fifth-generation console released by Nintendo on September 29, 1996 for $199.99.

Nintendo was the second company approached by Silicon Graphics Inc. (SGI), who wanted to roll out their previously enterprise-only technology in the consumer space. They originally pitched their idea to Sega, but it's assumed that Nintendo's offer was more appealing. With the NEC VR4300 CPU clocked at 93.75 MHz, 4MB of RAM,[N 1] and an SGI RCP GPU, Nintendo had finalized much of the hardware at least a year before launch, preventing video games from needing drastic rewrites as a result of architectural changes. The development workstations were often Unix-based, something that would later help reverse engineers in some projects.

Emulators

Name Platform(s) Latest Version Plugins Requires ucode? Controller Pak Rumble Pak Transfer Pak 64DD Libretro Core FLOSS Active Recommended
PC / x86
m64p (ParaLLEl) Windows Linux git
m64p (Final GLideN64) Windows Linux macOS Final GLideN64
ParaLLEl Windows Linux macOS FreeBSD 2.0-rc2 ✓*
RMG Windows Linux git
Project64 Windows 3.0.1
Dev
ares Windows Linux macOS v138 ~ ~ ~ ~
CEN64 Windows Linux macOS git ~ ~
Mupen64Plus Windows Linux macOS FreeBSD git ~
Project64 Netplay Windows 10/15/21 ? ?
BizHawk Windows 2.9.1
1964 Windows 1.1 (Official)
1.2 r146 (Unofficial SVN)
DaedalusX64 Linux git ?
Sixtyforce macOS 2.0.2 ? ?
Larper64 Windows Linux macOS 0.4 ? ?
UltraHLE Windows 1.0 ? ~
MAME Windows Linux macOS FreeBSD 0.265 ~
Ryu64 Windows Linux macOS git ? ~
R64Emu Windows Linux macOS git ? ~
Mobile / ARM
Mupen64Plus FZ Android 3.0.291 (beta) ?
Mupen64Plus-pandora/Pyra Pandora Dragonbox Pyra Pandora Build
Pyra Build
? ? ? ?
Consoles
Virtual Console Wii Wii U N/A
Not64 GameCube Wii git ?
DaedalusX64 PSP Nintendo 3DS
Vita PlayStation 2
PSP
3DS
VitaGL
PS2
? ? ~
Surreal64 CE Xbox Beta 6.0 ? ~
mupen64-360 Xbox 360 0.96 beta ? ~
Wii64 GameCube Wii 1.1 beta ?

* Available exclusively as a libretro core

Comparisons

Although many Nintendo 64 emulators have been made and many games can be run between them, complete compatibility and/or accuracy still leaves a bit to be desired. For half a decade, Mupen64Plus and Project64 have vied for the most playable emulator, and which has been more compatible has depended on when and in what configuration each emulator has been tested. Both emulators default to lackluster plugins, but, as of August 2017, both emulators have roughly equal graphical accuracy when running with GLideN64.

Mupen64Plus
A multi-platform emulator based on Hacktarux's Mupen64. It's about as accurate as Project64,[1] when both emulators are run with GLideN64. However, Mupen64Plus lacks a native GUI, instead being launched either from the command line or by dragging and dropping ROMs onto the executable and editing the config with a text editor. BizHawk and OpenEmu use forks of Mupen64Plus and its plugins for their N64 emulation, but they seem to be shallow.
ParaLLEl
A heavily-modified fork developed as a libretro core. It introduces many features and optimizations not present in mainline alongside RetroArch's general features, including Project64-style overclocking for faster frame rates, 3-point texture filtering, superior A/V sync and latency, and even an exclusive LLE Vulkan renderer based on Angrylion's pixel-perfect RDP plugin, making it a better alternative to the standalone version in some cases, especially if accuracy is the goal. ParaLLEl 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. It also offers native high-resolution rendering, only available in integer scales of the original N64 resolution.
m64p
Probably the easiest "out of the box" solution for Nintendo 64 emulation. It comes with Parallel RDP, as well as its own custom GUI and input plugin.
RMG
Rosalie's Mupen GUI is a project aiming to close the gap between Project64 and Mupen64Plus in terms of user experience.
Wii64 and Not64
Both are based on Mupen64, with Not64 being a fork of Wii64. Not64 claims to be better optimized as well as having higher compatibility and more frequent updates. N64 emulation on Wii is not very good, and it is recommended to stick with the Virtual Console releases whenever possible.
Project64
An open-source emulator for Windows. Its official release builds are more up-to-date than Mupen64Plus', and the current version, 3.0.1, is roughly as accurate as the development versions of Mupen64Plus when both are played with recommended plugins. It has a more user-friendly interface than the Mupen64Plus attempts and supports more features such as overclocking and Transfer Pak emulation. It does come with GLideN64 out-of-the-box, but the default audio plugin isn't even the best in the box. For the most part, it works well in Wine, but, if you're on a different platform, use Mupen64Plus instead.
CEN64
Aims for cycle accuracy while, at the same time, aiming to eventually be usable on modern PC hardware. It currently lacks many features and has spotty compatibility, but it's gradually improving. It can already emulate some well-known edge cases such as the picture recognition in Pokemon Snap.
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 behind 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 of historical purposes, very specific edge cases, or if your device is too slow to run Mupen64Plus or Project64.
Daedalus
is 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 are able to reach full speed and most of them work with few emulation issues.
Sixtyforce
is macOS-only, closed-source, and asks you to pay for full access to its features. It was once one of the only choices for Mac users, particularly those with older Macs since it's the only emulator with a PPC dynarec), but, with the switch to x86 and Mupen64Plus being ported to macOS, it has now become less relevant. However, development is still ongoing and is currently in its third rewrite to support the upcoming Apple Silicon.
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, combined with legal threats from Nintendo, forced them to discontinue development. Besides being for historical value, there's not much to expect from this emulator anyway due to compatibility issues.
Ryu64
is a Nintendo 64 emulator made in C#. The 'Ryu' word is named after the "RyuJIT" used in both Visual Basic & C#. But it might have been inspired by the lead author's sole (so far) commit at 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.

Emulation issues

Main article: Recommended N64 plugins

The Nintendo 64 emulation scene can be described as a hot mess. It got to that point because of the overall emulation scene's climate in the early days, which was to stub off certain components of the emulated hardware as plugins. (Other consoles weren't immune to this phenomenon; it also happened to the first PlayStation.) Developers underestimated the complexity of the system, and with little demand for improvements beyond getting the popular titles working from beginning to end, most emulator developers stuck with the codebases they knew for as long as possible and never integrated any of the plugins that were needed to make up a full project, or merge their codebases into one project. And because almost no documentation is available for clean-room reverse engineers, figuring out how the hardware actually functioned had to be done manually, which took longer. The unfortunate result of this is that many games require specific plugin arrangements and specific emulators in order to run well, and there is no viable alternative that isn't just an iteration on the existing plugin-based emulators.

High-level vs. low-level graphics

One of the biggest hurdles to emulating the Nintendo 64 is the Reality Display Processor (RDP), one of two components in the Reality Coprocessor made by SGI. The Reality Display Processor was the most powerful consumer-grade GPU at the time of the console's release; this was a selling point that Nintendo wanted to emphasize as a result of working with SGI. However, reverse engineering efforts for popular Nintendo 64 games showed that Nintendo's software development kit included a common microcode for the RDP. It's possible Nintendo didn't want to give developers access at a lower level out of fears that doing so would damage consumer units, but that meant most of the effort spent emulating the RDP would go towards figuring out how to handle the microcode.

  • Most developers in 1999 and the early 2000s opted to approximate functions through various APIs such as Direct3D, OpenGL, and even Glide. While this resulted in much more reasonable system requirements for emulation, along with prettier, higher resolution graphics, this method proved to be hit and miss, often requiring per-game tweaks and settings to prevent graphical glitches on many games. Some games flat out didn't work, because it wasn't clear what the microcode did or why, and required extensive hardware testing.
  • On the low-level side, developers would either completely emulate the RDP or autodetect the microcode and use an appropriate implementation for the game. The former would mean a software renderer accurate to the hardware but major performance bottlenecks unless optimizations like vectorization and multi-threading were implemented. The latter would mean faster performance but developers would still have to figure out how to account for edge cases.

gonetz and one or two assistants have spent a large portion of development improving GlideN64's handling of microcode throughout 2016-2018.[2][3] This means that Factor 5's games are now working in the high-level graphics mode.[4][5] Other games may still have issues with RDP quirks like frame buffer/depth buffer access (issues with how the frame buffer is used as well as performance issues), VI emulation, and how combine/blending modes are emulated (such as noise issues and combiner accuracy).

It should be noted that most games technically work through the HLE method, but it's not an accurate representation of what the video output actually looked like, but rather a rough approximation by your graphics card. Whether this is an improvement or not is subjective.

Texture filtering

The Nintendo 64 was the first consumer device to be able to filter textures when rendering 3D objects. However, unlike every console and PC graphics card made after the N64, its implementation of bilinear was primitive in that, in order to reduce strain on the system, it only used three samples as opposed to four, resulting in slightly jagged textures. Instead of faithfully applying this "imperfect" version of bilinear filtering, HLE plugins instead apply conventional filtering, interpolating straight from the source texture up to the output resolution the same way a PC game would. While that method is technically superior, it can result in textures that look even blurrier than on real hardware.

Another issue lies with the appliance of texture filtering per quad on static images, text, and sprites. Because each quad is filtered separately, this can cause some visual inconsistencies. Text and UI elements often look as though their edges cut off abruptly, and static images, such as pre-rendered backgrounds or menu screens, may look as though they are separated into squares. Some plugins allow the user to turn off texture filtering to remedy this, but, unfortunately, this also applies to textures in the game world, exposing their oftentimes low resolutions.

RetroArch's Mupen64Plus core has taken some steps which help remedy these problems. It is the only emulator that implements N64-style three-point texture filtering, which results in a more faithful look. It is also capable of rendering at 320x240, which sidesteps the issues with filtered text, UI elements, and menu screens, while still retaining texture filtering. Pixel-accurate plugins do not have these problems at all.

Voice Recognition Unit emulation

The Voice Recognition Unit (VRU) is an accessory used primarily by Hey You, Pikachu. No emulator or input plugin supports this, although there is an on-going effort to get it working.[6]

Densha De Go! Controller

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.[7] No emulator supports it.

Pokémon Snap Station

There was a special kiosk designed to promote Pokémon Snap called the Pokémon Snap Station, which is also compatible with the North American Pokémon Stadium with its gallery mode. It is just a Nintendo 64 with special hardware designed for the station.[8][9] Although the special cartridge boots in emulators compatible with the regular version, the printing functions are inaccessible due to no emulation of the printer for the player 4 slot, credit system, or the special board to switch between the regular and special cartridges.

Transfer Pak emulation

A few games use the Transfer Pak such as Mario Golf, Mario Tennis, Mario Artist: Paint Studio, and the Pokémon Stadium games. Mostly, this can be done with NRage's input plugin, but a couple of things aren't emulated:

  • Taking pictures with the Japanese Game Boy Camera (called Pocket Camera) while in Transfer Pak mode playing Mario Artist: Paint Studio displays static.

64DD emulation

The 64DD (an abbreviation for "64 Disk Drive") was a peripheral which allowed a proprietary disk format to be used with the N64. These disks had more space at a cheaper manufacturing cost. The peripheral was a commercial failure and was never released outside of Japan. Internal evidence suggests that, much like the GBA e-Reader, it wasn't even intended for a European release.

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 full support for this feature, but dummied-out expansion data in Ocarina of Time and Mario Party 2 (JP/PAL) exist as well.

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. The latest newcomer is Mupen64Plus which is the base of other emulators such as m64p and RMG.

Name Platform(s) Latest Version N64 Mouse 64DD Emulation Active Recommended
PC / x86
ParaLLEl Windows Linux macOS FreeBSD 2.0-rc2 Mid/High
Project64 Windows 3.0.1
64DD.org Builds
Mid
CEN64 Windows Linux macOS git Mid
m64p Windows Linux macOS git ? ✗ (WIP)
MAME Windows Linux macOS FreeBSD 0.265 Mid
  • Project64's latest versions emulate the N64 mouse and can load Zoinkity's hacked 64DD cartridge conversions at playable speeds. You'll need to set every game to have 8MB of Memory by default manually. Games do not save, some need "32-bit engine" to be unchecked (like Talent Studio), and some (like Polygon Studio to fix models and Paint Studio to fix stamps) need the Angrylion GFX plugin rather than GlideN64, which does the job for the rest.
    • 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. In order to play 64DD games in their original forms, 8MB of memory is still needed because the real hardware needed the Expansion Pak upgrade. The IPL is also needed.
  • MAME includes early basic 64DD emulation as well but is much slower. Disk images need to be in head/track format. See here for more information. It does not currently support disk swapping or saving disk to files. Writes only update the copy in memory, and, once the MAME process ends, the changes are lost. Current usage: 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.

iQue Player emulation

Before the GBA, DS, and 3DS, Nintendo released a modified version of their Nintendo 64 system for the Chinese market, which was called the iQue Player, through their not-quite-subsidiary iQue. Fourteen games were translated into Simplified Chinese, including Sin and Punishment, Ocarina of Time (the Majora's Mask port was canceled), Super Mario 64, and others.

Unlike the Chinese releases of their more recent systems and their games, iQue Player releases are regular N64 roms wrapped with several layers of encryption, as well as a ticket and signature system like that on Wii, DSi, 3DS, Wii U, and Switch. The Chinese ROM-hacking scene is very active though and has translated the Japanese regular N64 releases for many of these to their language already, which explains some of the Chinese ROMs floating for those. However, recently, almost all pieces of iQue Player software were 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 are not yet supported, some games, as well as the system menu and features in games such as saving, do not work yet.

Aleck 64 arcade emulation

Nintendo collaborated with SETA to release an arcade system based on their Nintendo 64 system (kind of like their PlayChoice-10 for the NES, Super System arcade hardware for SNES, and later Triforce for GCN and Wii U). The Nintendo 64-variant with more RAM, the Aleck 64, failed to catch on and bombed. It was never released outside Japan, even though one N64 port made it.

The Aleck 64 ROMs were dumped, and Zoinkity is working on converting them to regular N64 ROMs (with controls remapped to N64 controller buttons). They generally require an 8MB Expansion Pak to run at all and 4K EEPROM to save settings and scores. The ones covered by these patches are:

  • Donchan Puzzle Hanabi de Doon!
  • Eleven Beat: World Tournament
  • Hi Pai Paradise
  • 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 already available patches to convert arcade ROM dumps to regular N64 ROM format can be found here.

The remaining ones from the system's library not yet covered are:

  • Hi Pai Paradise 2
  • Rev Limit
  • Variant Schwanzer

Virtual Console games in Dolphin

Some N64 games are emulated well on a Virtual Console game through Dolphin. The system requirements are much higher, but it's doable for many games. The following games are on the N64 Virtual Console for Wii:

  • 1080 Snowboarding
  • Bomberman Hero
  • Cruis'n USA
  • Custom Robo V2 (Japan only)
  • F-Zero X
  • Kirby 64: The Crystal Stars
  • The Legend of Zelda: Majora's Mask
  • The Legend of Zelda: Ocarina of Time
  • Mario Golf
  • Mario Kart 64
  • Mario Party 2
  • Mario Tennis
  • Ogre Battle 64: Person of Lordly Caliber
  • Paper Mario
  • Pokemon Puzzle League
  • Pokemon Snap
  • Sin & Punishment (English)
  • Star Fox 64
  • Super Mario 64
  • Super Smash Bros.
  • Wave Race 64
  • Yoshi's Story

Notes

  1. Though a separate add-on was later released called the "Expansion Pak" that added an additional 4MB of RAM, totaling 8MB.

References

  1. loganmc10. Ignore TLB write if TLB entry is unmapping itself. "By the way, once this, along with the other PR's I have waiting are merged, we are at "compatibility parity" with Project64 as far as I can tell. I don't know of any game that doesn't boot with mupen64plus that works in PJ64."
  2. Public Release 3.0. Blogspot (2017-12-29)
  3. Initial implementation of BOSS ZSort ucode (WDC, Stunt Racer). GitHub (2018-02-10)
  4. "Indiana J. & Infernal Machine" HLE. Indiegogo (2018-05-17)
  5. HLE implementation of microcodes for "Indiana Jones" and "Battle for Naboo" completed.. Blogspot (2018-05-26)
  6. Hey You! Pikachu - Possible HLE Implementation. emutalk (2014-10-27, Last edit: 2016-04-04)
  7. Densha De Go! Nintendo 64 Controller!. YouTube (2017-01-20)
  8. The Pokemon Snap Station. YouTube (2016-05-21)
  9. VIDEO GAME KIOSKS - Extreme Game Collecting!. YouTube (2016-05-25)