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Nintendo 64 emulators

1,049 bytes added, 19:59, 21 June 2022
Added examples of games with timing issues
===[[Timing issues]]===One of the biggest remaining problems in N64 emulation is lack of accurate core timings, which in practice means games do not always run at the speed they would on real hardware. While this technically affects all games, the majority are only affected to a negligible degree, and in some instances (particularly in Rare games) this can actually result in less framerate drops and lag, which can be seen as beneficial. However, some game engines actually depend on accurate timings for proper game behavior, and not properly emulating them can result in considerable to major issues. Some notable examples include the following:* Intros and cutscenes playing too fast and not properly syncing up with musical cues. Seen in Goldeneye's intro and Body Harvest's beginning cutscene.* Gameplay demos running at hyper speed. Earthworm Jim 3D is most notorious for this, though the main game itself is largely unaffected.* Game physics not working properly due to being tied to framerate. A good example is Donkey Kong 64, which is programmed to boost the character's speed and momentum proportional to in-game lag (most likely to make up for the game's frequent framerate drops), which can be exploited for certain glitches and sequence breaks on real hardware. Emulators currently run the game too well and with too little lag, making most of these tricks impossible to pull off.* Possibly the most affected game is Knife's Edge, which runs like it's on permanent fast-forward, making it all but unplayable. Messing with timing-related settings such as CounterFactor can mitigate this somewhat, but nowhere near enough to fix the issue.
==Peripherals==
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