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Nintendo 64 emulators

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{{Infobox console|title = Nintendo 64|logo = Nintendo64Console.png|developer = [[File:Original-Nintendo]]|type = [[:Category:Consoles|Home video game console]]|generation = [[:Category:Fifth-64.jpggeneration video game consoles|Fifth generation]]|release = 1996|thumbdiscontinued = 2002|The predecessor = [[Super Nintendo 64 (N64) consoleemulators|SNES]]|successor = [[GameCube emulators|GameCube]]The |emulated = {{✓}}}}The '''Nintendo 64''' is is a 64-bit, 5th fifth-generation console released by Nintendo in on September 29, 1996and had a NEC VR4300 CPU at 93.75 MHz with 4MB of RAM and with the Expansion Pack 8MB of RAM. It has a SGI RCP GPU.
Emulation for the N64 is not very good. The system is very complex, leading to it being difficult to create an emulator with a high degree of compatibility with games. Many games require specific plugin set ups with specific emulators. It's a mess.
==Emulators==
{| border="0" cellpaddingclass="1wikitable" cellspacingstyle="1" class="articletext-table article-table-selectedalign:center;"|+PC|-
! scope="col"|Name
! scope="col"|Operating System(s)
! scope="col"|Latest Version
! scope="col"|Active
! scope="col"|Controller Pak! scope="col"|Rumble Pak! scope="col"|Transfer Pak! scope="col"|64DD! scope="col"|[[libretro|Libretro Core]]! scope="col"|[[RecommendedEmulators|Recommended]]|-!colspan="11"|PC
|-
|[[Mupen64Plus]]
|Multi-platform
|[https://bitbucketgithub.orgcom/ecsvmupen64plus/mupen64plus-mxe-dailycore/overview SVNreleases {{Mupen64PlusVer}}]| style="text{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{✓}}|{{✓}}|-align|[[Project64]]|Windows|[https: center;"//github.com/project64/project64/releases {{Project64Ver}}]|{{✓}}|{{✓}}|{{}}| style="text-align: center;"{{✓}}|{{✓}}|{{✗}}|{{}}
|-
|[[RetroArch CEN64]]|Windows, Linux, macOS(Mupen64Plus)|[https://github.com/tj90241/cen64 Git]|Multi-platform{{✓}}|2.0-rc2{{✓}}|{{✓}}| style="text-align: center;"{{✓}}|{{}}| style="text-align: center;"{{✗}}|{{}}
|-
|[[Project641964]]
|Windows
|[http://www.pj64-emuemulation64.com/downloadsfiles/project64getfile/binaries936/ 21.1] (Official)<br />[http://files.emulation64.fr/Emulateurs/EMU_1964_146.zip 1.2 r146](Unofficial SVN)| style="text-align: center;"{{✗}}|{{}}| style="text-align: center;"{{✓}}|{{}}|{{✗}}|{{✗}}|{{✗}}
|-
|[https://web.archive.org/web/20160828165435/http://1964jsforums.daedalusx64.com 1964/ Daedalus]
|Windows
|[http://1964jswww.comdcemu.co.uk/vbulletin/blogthreads/download599734-Daedalusx64-for-Windows-OSX-Linux-Updated-v1-1?p=2148637718 1.html 1] - [https://github.1com/DaedalusX64/daedalus Git]|{{✗}}|{{✓}}|{{✓}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|-|[[Sixtyforce]] (official)|macOS|[http://code.googlesixtyforce.com/p/emu-1964download/ 1.2 r1460.4] (SVN)| style="text-align: center;"{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{}}| style="text-align: center;"{{✗}}|{{}}
|-
|[http://forums.daedalusx64.com Daedalus[UltraHLE]]
|Windows
|[https://web.archive.org/web/20070312015944/http://forumswww.daedalusx64emuunlim.com/viewtopicUltraHLE/ultrahle.php?f=38&t=4187 zip 1.10]|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|-|[[MAME]]|Multi-platform|[http://www.mamedev.org/release.html {{MAMEVer}}]|{{✓}}|{{✗}}|{{✗}}|{{✗}}|{{✓}}|{{✓}}|{{✗}}|-|[[Ryu64]]|Windows, Linux, macOS|[https://github.com/Ryu64Emulator/Ryu64 Git]| style="text{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|-align|R64Emu|Windows, Linux, macOS|[https: center;"//github.com/rasky/r64emu Git]|{{}}| style{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|-!colspan="text11"|Mobile|-align|[[Mupen64Plus]] FZ|[[Android emulators|Android]]|[https: center;"//play.google.com/store/apps/details?id=org.mupen64plusae.v3.fzurita 3.0.208 (beta)]|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{}}|{{✓}}
|-
|[[MESSMupen64Plus]]-pandora|MultiplatformPandora|0[https://pyra-handheld.com/boards/threads/mupen64plus-2-2.72661/ Build 20] (v2.1492)| style="text-align: center;"{{✓}}|{{}}| style="text-align: center;"?|?|{{✗}}|{{}}|{{✓}}
|-
|MegaN64<br/><small>(Mupen64+ based)</small>|[[SixtyforceAndroid emulators|Android]]|OS X|0[https://play.google.com/store/apps/details?id=com.aspieapps.9free.emulator 7.0]|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✗}}| style="text-align: center;"{{✗}}|{{}}| style-!colspan="text-align: center;11"|Consoles
|-
|[[CEN64Virtual Console]]|Windows[[Wii emulators|Wii]], Linux[[Wii U emulators|Wii U]]| [https:N//github.com/tj90241/cen64 Git]A| style="text-align: center;"|{{}}| style="text-align: center;"{{✗}}|{{}}|{{✗}}|{{✗}}| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected"{{✗}}|+Consoles{{✓}}
|-
! scope="col"|NameNot64! scope="col"|Operating Systems(s)[[Wii emulators|Wii]], [[GameCube_emulators|GameCube]]|[https://github.com/Extrems/Not64/releases/latest 20171009]|{{✗}}! scope="col"|Latest Version{{✓}}|{{✓}}|{{✗}}|{{✗}}! style="text-align: center;"|Active{{✗}}! style="text-align: center;"|Recommended{{✓}}
|-
|[httphttps://forumscode.daedalusx64google.com Daedalus/p/mupen64gc/ Wii64]|[[PlayStation PortableWii emulators|Wii]], [[GameCube_emulators|GameCube]]|[httphttps://wwwcode.emucrgoogle.com/searcharchive/p/labelmupen64gc/DaedalusX64 SVNdownloads 1.1 beta]| style="text-align: center;"{{✗}}|{{✓}}|{{}}| style="text-align: center;"{{✗}}|{{✗}}|{{✗}}|{{}}
|-
|[httphttps://www.gc-forevergithub.com/forumsDaedalusX64/daedalus/releases/viewtopic.php?f=9&t=842 Not64Daedalus]|[[WiiPlayStation Portable emulators|PlayStation Portable]], |[[Gamecube]https://github.com/DaedalusX64/daedalus/releases 1.1.7]|20130408{{✗}}|{{✓}}|{{✗}}| style="text-align: center;"{{✗}}|?{{✗}}| style="text-align: center;"{{✗}}|{{✗}}
|-
|[http://code.google.com/p/mupen64gc Wii64]
|[[Wii]], [[Gamecube]]
|1.1 beta
| style="text-align: center;"|✗
| style="text-align: center;"|✗
|}
===Comparisons===In terms of Although many Nintendo 64 emulators have been made and many games can be run between them, complete compatibility with and/or accuracy still leaves a bit to be desired. For half a decade, Mupen64Plus and Project64 have vied for the N64's game librarymost playable emulator, vanilla Mupen64 was basically and which has been more compatible has depended on par with if not superior when and in what configuration each emulator has been tested. Both emulators default to Project64 1.6lackluster plugins, but, as of August 2017, both emulators have roughly equal graphical accuracy when running with 1964 lagging quite a bit behind the twoGLideN64.  * [[Mupen64Plus improves upon ]] is an open-source, multi-platform, plugin-based emulator based on Hacktarux's Mupen64 even further, while Project64 2.1 As of [httphttps://forumgithub.pj64com/mupen64plus/mupen64plus-emucore/pull/336 July 2017], the codebase has reached compatibility parity with Project64, when both emulators are run with GLideN64.com/showthreadMupen64Plus lacks a native GUI, instead of being run either from the command line or by dragging and dropping ROMs onto the executable and editing the config with a text editor such as Notepad++.php?t=3601 only fixed Mupen64Plus has also been ported to a few things number of different platforms. [[BizHawk]] and broke others[[OpenEmu]] use shallow forks of Mupen64Plus and its plugins for their N64 emulation. :* Wii64 and Not64 are both based on Mupen64, with Not64 being a fork of Wii64. Mupen64Plus is receiving far 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 will likely be it is recommended to stick with the goVirtual Console N64 releases whenever possible. * [[Project64]] is an open-to source emulator for Windows. Its official release builds are more up-to-date than Mupen64Plus', and the current version, 2.3.2, 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. However, it doesn't come with GLideN64 out-of-the-box, and the default video and audio plugins aren't even the best in the box. It presently remains confined to Windows, though work is underway to port it to Android and Linux. For the most part, it works well in [[Wine]], but, if you're on a different platform, use Mupen64Plus instead. * [[RetroArch]]'s Nintendo 64 libretro core is based on Mupen64Plus and its plugins but with heavy modifications. It introduces many features and optimizations not present in mainline alongside RetroArch's general use features, including Project64-style overclocking for faster framerates, 3-point texture filtering, superior A/V sync and latency, and even an exclusive LLE Vulkan renderer based on Angrylion's pixel-perfect plugin, making it a better alternative to the standalone version in some cases. Its developers have expressed intentions to eventually rewrite the futurecore and brand it as its own emulator, called paraLLEl. That new paraLLEl core 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].
That said* [[CEN64]] is an up-and-coming emulator that aims for cycle accuracy while, as things standat the same time, N64 emulation is a complete messaiming to eventually be usable on modern PC hardware. Every emulator It currently lacks many features and has its own unique spotty compatibility issues, and but it varies significantly even within one emulator if using different plugins's gradually improving. Refer to [http://bmgcl.atspace.cc/n64mgcl/N64ConfigList.htm this link] for optimal emulator settings based on It can already emulate some well-known edge cases such as the game you want to playpicture recognition in Pokemon Snap.
For Daedalus* [[1964]], results are even more hit-along with its various versions andforks, was once a decent, speedy open-miss than on other emulators due source alternative to being made for PSP first Project64 and foremostMupen64, though it usually lagged behind the two compatibilities wise. On PSPNowadays it has completely fallen off the radar, most games are unplayableas development has stopped, is Windows-only, but and there's is no longer a [http://forumscentral code repo to speak of.daedalusx64.com/compat.php small amount There is little reason to use it nowadays outside of them that work really well] with the right settings (Quest 64historical purposes, very specific edge cases, for example). It's the only option for N64 emulation on PSPor if your device is too slow to run Mupen64Plus or Project64.
Wii64 * Daedalus is an Nintendo 64 emulator for the PSP, which has been ported to Windows, but results are even more hit-and-miss than on other emulators due to being made for PSP first and Not64 foremost. On PSP, most games are both based on Mupen64unplayable, with Not64 being but there's a fork [http://daedalusx64.wikia.com/wiki/DaedalusX64_Compatibility_List small amount of Wii64. Not64 claims to be better optimisedthem that work really well] with the right settings (Quest 64, as well as having higher compatibility and more frequent updatesfor example).
MESS uses a very * [[Accuracy|accurateSixtyforce]] method is macOS-only, closed-source, and asks you to pay for full access to its features. It was once one of emulationthe only choices for Mac users, but as a result is veryparticularly those with older Macs, very slow, so since it's hardly usable on most current hardware. Its core is also very unstable the only emulator with a <abbr title="Power PC">PPC</abbr> [[Dynamic recompilation|dynarec]]), but, with the switch to x86 and prone Mupen64Plus being ported to crashingmacOS, it has now become irrelevant.
Sixtyforce is Mac* [[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 -onlypressure from users, closed-sourcecombined with legal threats from Nintendo, which asks you forced them to pay 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 to use all its featuresmight have been inspired by the lead author's sole (so far) [https://github. Itcom/Ryujinx/Ryujinx/commits?author=Dudejoe870 commit] at Switch emulator, [[Ryujinx]]'s utterly irrelevant nowGit repository and his depreciated [https://github.com/Dudejoe870/RyujinxAutoUpdate Ryujinx Auto Updater] tool. "86RYU", a x86 JIT compiler, is being developed alongside this emulator too.
==Emulation issues==
{{Main|Recommended N64 plugins}}
 
Emulation for the N64 is not at the point where many would expect it to be by now. The system is extremely complex compared to its contemporary consoles. With almost no documentation being available to emulator developers, it is difficult to create an emulator with a high degree of compatibility with games. Many games require specific plugin setups with specific emulators to be played decently.
The N64 was an overly complex machine that was difficult to program for. For this reason, emulating it with a high degree of accuracy and compatibility has proven to be no simple task.
===High-level vs. low-level graphics===
One of the biggest hurdles in the road to proper N64 emulation has been accurately emulating the N64's graphics hardware, known as the Reality Display Processor, itself a part of the N64's Reality Co-Processor. The N64's RDP was the first real 3D accelerator GPU on consoles. In fact, it was the most powerful consumer-grade GPU in the world at the time it came out. It is very hard to emulate all of its functions accurately due to the RDP's complexity & flexibility. In addition, many RDP functions have to be reproduced in software for accuracy, which takes a lot of processing power.
 
For this reason, most developers have instead opted to approximate the RDP's functions using high-level emulation (HLE) through various APIs such as Direct3D, OpenGL, and even Glide. While this results in much more reasonable system requirements for emulation, along with prettier, higher resolution graphics, this method can be hit and miss. It often requiring per-game tweaks and settings to prevent graphical glitches on many games. Some games implemented custom graphics microcode which had yet to be reverse-engineered. Although many or even all of them have already been implemented in HLE mode in 2016-2018 with dedicated work from GLideN64's lead programmer, gonetz, and one or two assistants.<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> For example, [https://youtu.be/HfCOnmRHI0o Factor 5]'s games do now work, specifically when using GLideN64 plugin's 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 have issues with such RDP quirks as frame buffer/depth buffer access (issues with how the frame buffer is used as well as performance issues), VI emulation as well as issues with how combiner/blender modes are emulated (such as noise issues and combiner accuracy).
 
Low-level emulation can be handled in two ways, complete low-level software emulation or a hybrid approach of LLE RDP emulation, which involves using graphics APIs to simulate the RDP while using low-level RSP emulation to emulate the graphics microcode. Low level software emulation of the RDP involves replicating all RDP functionality in software, which allows for very high accuracy but can suffer from major performance issues unless optimizations such as vectorization and multi-threading are performed. Hybrid LLE emulation can allow for performance enhancement over low level software RDP emulation but can suffer from various problems due to things such as replicating the N64's numerous blending/combine modes, emulating frame buffer access and replicating how polygons are rasterized to the screen (due to how the RDP renders primitives on a low level).
One It should also be noted that even though most games "work" through the HLE method, it is not an accurate representation of the biggest hurdles in the road to proper N64 emulation has been accurately emulating what the N64hardware's video output actually looked like but rather a rough approximation by PC graphics hardware. Your mileage may vary on whether this is a good thing or not, known as the Reality Display Processor, itself a part of given the N64's Reality Cooften blurry low-Processorres output. The RDP is a very complex, fully<gallery widths="300">Majora's mask accurate.png|Majora's Mask with low-featured GPU, and emulating it at a low level has proved to be a daunting task that requires a lot of research, coding expertise, and immense amounts of system resourcesgraphics (using SoftGraphic)Project64 2013-07-26 14-20-17-55.png|Majora's Mask with high-level graphics (using Jabo's Direct3D)</gallery>
For this reason===[[Texture filtering]]===The N64 was the first console to feature texture filtering of any kind. However, most developers have instead opted to approximate unlike PC graphics hardware and every console after the RDP's functions using high-level emulation (HLE) through various APIs such as Direct3DN64, its implementation of bilinear texture filtering was unique, OpenGLin that, and even Glide. While this results in much more reasonable order to reduce strain on the system requirements for emulation along with prettier, higher resolution graphicsit only used three samples as opposed to four, resulting in slightly jagged textures. Instead of faithfully applying this method can be hit and miss"imperfect" version of bilinear, HLE plugins instead apply conventional bilinear filtering, often requiring per-game tweaks and settings interpolating straight from the source texture up to prevent graphical glitches the output resolution, much like on many PC games. Some games that implemented custom microcode (which has yet While technically this method of bilinear filtering is superior to be reverse-engineered) such as Factor 5the N64's games do not work no matter what using high-level graphics plugins, it can also result in textures that look even blurrier than on real hardware.
It should 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 be noted that even though most games "work" through applies to textures in the HLE methodgame world, it exposing their oftentimes low resolutions. RetroArch's Mupen64Plus core has taken some steps which help remedy these problems. It is not an accurate representation of what the only emulator that implements N64 hardware's video output actually looked like-style three-point texture filtering, but rather which results in a rough approximation by PC graphics hardwaremore faithful look. Your mileage may vary on whether this It is a good thing or notalso capable of rendering at 320x240, given which sidesteps the N64's often blurryissues with filtered text, UI elements, and menu screens, lowwhile still retaining texture filtering. Pixel-res outputaccurate plugins do not have these problems at all.
<gallery widths="300">
Majora's mask accurateProject64_2013-06-26_17-44-58-31.png|MajoraConker's MaskBad Fur Day copyright screen, displaying issues with low-level graphics (using SoftGraphic)|link=http://imagesfiltered text.wikia.com/emulation-general/images/f/f3/Majora%27s_mask_accurate.pngProject64 2013Mupen64plus_2013-0708-26 1418_20-2035-1750-5508.png|MajoraOcarina of Time's Maskmenu subscreen, displaying issues with high-level graphics (using Jabo's Direct3D)|link=http://imagesfiltering.wikiaNote how the Quest Status screen appears to be divided into a grid.com/emulation-general/images/9/95/Project64_2013-07-26_14-20-17-55.png
</gallery>
===Texture filtering===
The N64 was the first console to feature texture filtering of any kind. However, unlike PC graphics hardware and every console after the N64, its implementation of bilinear texture filtering was unique 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, HLE plugins instead apply conventional bilinear filtering, interpolating straight from the source texture up to the output resolution, much like on PC games. While technically this method of bilinear filtering is superior to the N64's, it can also result in textures that look even blurrier than on real hardware.
Another issue lies ===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.<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. ===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 appliance regular version, the printing functions are inaccessible due to no emulation of texture filtering per quad on 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 N-Gage'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 images. ===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 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, textthere has been an effort to emulate the 64DD, and spritesnow [[Project64]] and [[MAME]] can run several commercial 64DD games as part of its N64 emulator. Because each quad This is filtered separatelybeing ported to [[CEN64]] with the help of [https://twitter.com/LuigiBlood LuigiBlood]. {| class="wikitable" style="text-align:center;"|+PC|-! scope="col"|Name! scope="col"|Operating System(s)! scope="col"|Latest Version! scope="col"|Active! scope="col"|64DD Emulation! scope="col"|N64 Mouse! scope="col"|[[Recommended Emulators|Recommended]]|-|[[Project64]]|Windows|[https://github.com/project64/project64 2.3.2]|{{✓}}|Mid|{{✓}}|{{✓}}|-|[[CEN64]]|Windows, Linux, this macOS|[https://github.com/tj90241/cen64 Git]|{{✓}}|Mid|{{✓}}|{{✗}}|-|[[MAME]]|Multi-platform|[http://www.mamedev.org/release.html {{MAMEVer}}]|{{✓}}|Mid|{{✗}}|{{✗}}|} * Project64's latest versions emulate the N64 mouse and can cause 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 visual inconsistenciesneed "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. Text and UI elements often look NDR files are copied versions of NDD images with save data included as though to not write to the clean unaltered images. In order to play 64DD games in their edges cut off abruptlyoriginal forms, and static 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 such as prerendered backgrounds 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 menu screens may look as though they 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 separated 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 for 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 squaresSimplified Chinese, including Sin and Punishment, Ocarina of Time (the Majora's Mask port was canceled), Super Mario 64, and others. Some plugins allow  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 user Japanese regular N64 releases for many of these to turn off texture filtering their language already, which explain some of the Chinese ROMs floating for those. However, recently, almost all pieces of iQue Player software were decrypted to remedy thisregular .z64 ROM format. Several of the Chinese game localizations already run on N64 emulators, but unfortunately this 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 applies 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 textures regular N64 ROM format can be found [http://micro-64.com/database/aleck64.shtml 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 the Dolphin==Some N64 games are emulated well on a Virtual Console game worldthrough Dolphin. The system requirements are much higher, exposing their often extremely lowbut it's doable for many games. The following games are on the N64 Virtual Console for Wii: {|width="100%"|- valign="top"|* 1080 Snowboarding* Bomberman Hero* Cruis'n USA* Custom Robo V2 (Japan only)* F-res natureZero 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|} ==References==<references/>  {{Nintendo}}
[[FileCategory:Project64_2013-06-26_17Consoles]][[Category:Fifth-44-58-31.png|thumb|left|300px|Conker's BFD copyright screen, displaying issues with filtered text.generation video game consoles]][[FileCategory:Mupen64plus_2013-08-18_20-35-50-08.png|thumb|300px|Ocarina of Time's menu subscreen, displaying issues with filtering. Note how the Quest Status screen appears to be divided into a grid.Nintendo consoles]][[Category: ConsolesNintendo 64 emulators|*]]
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