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Nintendo 64 emulators

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{{Infobox console|title = Nintendo 64|logo = Nintendo64Console.png|developer = [[:Nintendo]]|type = [[File:N64Category:Consoles|Home video game console]]|generation = [[:Category:Fifth-Console-Set.jpggeneration video game consoles|thumbFifth generation]]|250pxrelease = 1996|The discontinued = 2002|predecessor = [[Super Nintendo 64 (N64)emulators|SNES]]|successor = [[GameCube emulators|GameCube]]|emulated = {{✓}}}}The The '''Nintendo 64''' is is a 64-bit, fifth-generation console released by Nintendo in on September 29, 1996 for {{inflation|USD|199.99|1996}}. It has a NEC VR4300 CPU clocked at 93.75 MHz, 4MB of RAM (a separate add-on was later released called the "Expansion Pak" that added an additional 4MB of RAM, making a total of 8MB of RAM), and an SGI RCP GPU.
==Emulators==
{| class="wikitable" style="text-align:center;"
! scope="col"|Name
! scope="col"|Operating System(s)
! scope="col"|64DD
! scope="col"|[[libretro|Libretro Core]]
! scope="col"|[[Recommended emulatorsEmulators|Recommended]]
|-
!colspan="11"|PC
|-
|style="text-align:center;"|[[Mupen64Plus]]|style="text-align:center;"|Multi-platform|style="text-align:center;"|[https://github.com/mupen64plus/mupen64plus-core/releases Git{{Mupen64PlusVer}}]|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|✗{{✓}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}
|-
|style="text-align:center;"|[[Project64]]|style="text-align:center;"|Windows|style="text-align:center;"|[https://github.com/project64/project64 /releases {{Project64Ver}}]|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}
|-
|style="text-align:center;"|[[CEN64]]|style="text-align:center;"|Windows, Linux, macOS|style="text-align:center;"|[https://github.com/tj90241/cen64 Git]|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|?{{✓}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}
|-
|style="text-align:center;"|[http://1964js.com [1964]]|style="text-align:center;"|Windows|style="text-align:center;"|[http://1964jswww.emulation64.com/blogfiles/getfile/936/download.html 1.1] (officialOfficial)<br />[httpshttp://codefiles.googleemulation64.comfr/p/emu-1964Emulateurs/ EMU_1964_146.zip 1.2 r146] (Unofficial SVN)|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}
|-
|style="text-align[https:center;"|[//web.archive.org/web/20160828165435/http://forums.daedalusx64.com / Daedalus]|style="text-align:center;"|Windows|style="text-align:center;"|[httpshttp://webwww.dcemu.archiveco.orguk/webvbulletin/20131015175201threads/http599734-Daedalusx64-for-Windows-OSX-Linux-Updated-v1-1?p=2148637718 1.1] - [https://forums.daedalusx64github.com/viewtopic.php?f=38&t=4187 1.1DaedalusX64/daedalus Git]|style="text-align:center;"|✓{{✗}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}
|-
|style="text-align:center;"|[[Sixtyforce]]|style="text-align:center;"|OS XmacOS|style="text-align[http:center;"|//sixtyforce.com/download/ 1.0.14]|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}
|-
|style="text-align:center;"|[[UltraHLE]]|style="text-align:center;"|Windows|style="text-align[https://web.archive.org/web/20070312015944/http:center;"|//www.emuunlim.com/UltraHLE/ultrahle.zip 1.0.0]|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}
|-
|style="text-align:center;"|[[MAME]]|style="text-align:center;"|Multi-platform|style="text-align[http:center;"//www.mamedev.org/release.html {{MAMEVer}}]|{{✓}}|{{✗}}|{{✗}}|{{✗}}|{{MAMEVer✓}}|{{✓}}|{{✗}}|style="text-align|[[Ryu64]]|Windows, Linux, macOS|[https:center;"//github.com/Ryu64Emulator/Ryu64 Git]|{{}}|style="text-align:center;"{{✗}}|{{}}|style="text-align:center;"{{✗}}|{{}}|style="text-align:center;"{{✗}}|{{}}|style="text-align|R64Emu|Windows, Linux, macOS|[https:center;"//github.com/rasky/r64emu Git]|{{}}|{{✗}}|{{✗}}|style="text-align:center;"{{✗}}|{{}}|style="text-align:center;"{{✗}}|{{}}
|-
!colspan="11"|Mobile
|-
|style="text-align:center;"|[[Mupen64Plus|Mupen64+]] AEFZ|style="text-align:center;"[[Android emulators|Android]]|style[https://play.google.com/store/apps/details?id="text-align:center;"|2org.mupen64plusae.v3.fzurita 3.40.4208 (beta)]|{{✓}}|{{✓}}|style="text-align:center;"{{✓}}|{{}}|style="text-align:center;"{{✗}}|{{✗}}|{{}}|-|style="text[[Mupen64Plus]]-alignpandora|Pandora|[https:center;"//pyra-handheld.com/boards/threads/mupen64plus-2-2.72661/ Build 20] (v2.2)|{{}}|style="text-align:center;"{{✓}}|?|?|{{✗}}|{{}}|{{✓}}|style="text-align|MegaN64<br/><small>(Mupen64+ based)</small>|[[Android emulators|Android]]|[https:center;"//play.google.com/store/apps/details?id=com.aspieapps.free.emulator 7.0]|{{✓}}|{{✓}}|{{✓}}|style="text-align:center;"{{✓}}|{{}}|style="text-align:center;"{{✗}}|{{✗}}
|-
!colspan="11"|Consoles
|-
|style="text-align:center;"|[[Virtual Console]]|style="text-align:center;"|[[Wii emulators|Wii]], [[Wii U emulators|Wii U]]|style="text-align:center;"|-N/A|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}
|-
|style="text-align:center;"|[http://www.gc-forever.com/forums/viewtopic.php?f=9&t=842 Not64]|style="text-align:center;"|[[Wii emulators|Wii]], [[GameCube_emulators|GameCube]]|style="text-align[https:center;"|20130408//github.com/Extrems/Not64/releases/latest 20171009]|style="text-align:center;"|?{{✗}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}
|-
|style="text-align:center;"|[https://code.google.com/p/mupen64gc/ Wii64]|style="text-align:center;"|[[Wii emulators|Wii]], [[GameCube_emulators|GameCube]]|style="text-align[https:center;"|//code.google.com/archive/p/mupen64gc/downloads 1.1 beta]|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}
|-
|style="text-align:center;"|[httphttps://forums.daedalusx64github.com /DaedalusX64/daedalus/releases/ Daedalus]|style="text-align:center;"|[[PlayStation Portable emulators|PlayStation Portable]]|style="text-align:center;"|[httphttps://www.emucrgithub.com/searchDaedalusX64/labeldaedalus/DaedalusX64 SVNreleases 1.1.7]|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}
|-
|}
===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 run running with GLideN64. Mupen64Plus arguably has the edge in audio accuracy over Project64 + Azimer's audio plugin.
* [[Mupen64Plus]] is a crossan open-source, multi-platform, open source plugin-based emulator based on Hacktarux's Mupen64. As of [https://github.com/mupen64plus/mupen64plus-core/pull/336 July 2017], the codebase has reached compatibility parity with Project64, when both emulators are run with GLideN64, however its last official release build was in 2015 and is generally inferior to Project64's more recent releases. Mupen64Plus 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++. There are several third-party GUIs made for it, of which M64Py may be the most solid. The end-user experience has improved in 2017 with [https://m64p.github.io/ m64p], which combines new versions of Mupen64Plus with GLideN64 and a new Qt5 GUI. This is as compatible as N64 emulation gets as of August 2017, and the package can be played out-of-the-box without having to mess around with plugins. Mupen64Plus has also been ported to a number of different platforms. [[BizHawk]] and [[OpenEmu]] use shallow forks of Mupen64Plus and its plugins for their N64 emulation.
:* [[Project64]] is Wii64 and Not64 are both based on Mupen64, with Not64 being a mostly open-source emulator for Windowsfork of Wii64. Its official release builds are more up Not64 claims to date than Mupen64Plus's, and the current version, 2.3.2, is roughly be better optimized as accurate well as the development versions of Mupen64Plus when both are played with recommended plugins. It has a more user-friendly interface than the Mupen64Plus attempts, having higher compatibility and supports more featuresfrequent updates. N64 emulation on Wii is not very good, 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 recommended to port it to Android and Linux. It works well in WINE for stick with the most part, but if you're on a different platform, use Mupen64Plus insteadVirtual Console N64 releases whenever possible.
* [[RetroArchProject64]]'s N64 libretro core is based on an open-source emulator for Windows. Its official release builds are more up-to-date than Mupen64Plus ', and its pluginsthe current version, 2.3.2, but is roughly as accurate as the development versions of Mupen64Plus when both are played with heavy modificationsrecommended plugins. It introduces many has a more user-friendly interface than the Mupen64Plus attempts and supports more features such as overclocking and optimizations not present in mainline alongside RetroArchTransfer Pak emulation. However, it doesn's general features, including Project64t come with GLideN64 out-of-style overclocking for faster framerates, 3the-point texture filteringbox, superior A/V sync and latency, the default video and audio plugins aren't even an exclusive LLE Vulkan renderer based on Angrylion's pixel-perfect pluginthe best in the box. It presently remains confined to Windows, making though work is underway to port it a better alternative to Android and Linux. For the standalone version in most cases. Its developers have expressed intentions to eventually rewrite the core and brand part, it as its own emulator called ParaLLElworks well in [[Wine]], but, if you're on a different platform, use Mupen64Plus instead.
* [[CEN64RetroArch]] 's Nintendo 64 libretro core is an up-based on Mupen64Plus and-coming emulator that aims for cycle accuracy, while at the same time aiming to eventually be usable on modern PC hardwareits plugins but with heavy modifications. It currently lacks introduces many features and has spotty compatibilityoptimizations not present in mainline alongside RetroArch's general features, including Project64-style overclocking for faster framerates, 3-point texture filtering, superior A/V sync and latency, but itand even an exclusive LLE Vulkan renderer based on Angrylion's gradually improving. It can already emulate pixel-perfect plugin, making it a better alternative to the standalone version in some well-known edge cases. Its developers have expressed intentions to eventually rewrite the core and brand it as its own emulator, such as 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 picture recognition in Pokemon Snapvisuals 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].
* 1964, along with its various versions [[CEN64]] is an up-and forks-coming emulator that aims for cycle accuracy while, was once a decentat the same time, speedy open source alternative aiming to Project64 eventually be usable on modern PC hardware. It currently lacks many features and Mupen64has spotty compatibility, though but it usually lagged behind the two in compatibility's gradually improving. Nowadays, it has completely fallen off the radar, as development has stopped, is WindowsIt can already emulate some well-only, 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 known edge cases, or if your device is too slow to run Mupen64Plus or Project64such as the picture recognition in Pokemon Snap.
* Daedalus is an N64 emulator for the PSP[[1964]], along with its various versions and forks, which has been ported to Windowswas once a decent, but results are even more hit-andspeedy 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, but is Windows-only, 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)or if your device is too slow to run Mupen64Plus or Project64.
* [[Sixtyforce]] Daedalus is Mac-onlyan Nintendo 64 emulator for the PSP, which has been ported to Windows, closedbut results are even more hit-source, and asks you -miss than on other emulators due to pay being made for full access to its featuresPSP first and foremost. It was once one of the only choices for Mac usersOn PSP, most games are unplayable, particularly those with older Macs since itbut there's the only emulator with a <abbr title="Power PC">PPC<[http://abbr> [[Dynamic recompilation|dynarec]daedalusx64.wikia.com/wiki/DaedalusX64_Compatibility_List small amount of them that work really well]). But with the switch to x86 and Mupen64Plus being ported to OS Xright settings (Quest 64, it has now become irrelevantfor example).
* Wii64 [[Sixtyforce]] is macOS-only, closed-source, and Not64 are both based on Mupen64asks 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 Not64 being a fork of Wii64. Not64 claims <abbr title="Power PC">PPC</abbr> [[Dynamic recompilation|dynarec]]), but, with the switch to be better optimized, as well as having higher compatibility x86 and more frequent updates. N64 emulation on Wii is not very goodMupen64Plus being ported to macOS, and it is recommended to stick with the Virtual Console N64 releases whenever possiblehas now become irrelevant.
* [[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. * [[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", a x86 JIT compiler, is being developed alongside this emulator too.
==Emulation issues==
{{Main|Recommended N64 Pluginsplugins}}
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.
===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. Many In addition, many RDP functions in addition 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 that implemented custom graphics microcode which has 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 not now work no matter what , specifically when using GLideN64 plugin's high-level graphics pluginsmode.<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 primatives primitives on a low level).
It should also be noted that even though most games "work" through the HLE method, it is not an accurate representation of what the N64 hardware'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, given the N64's often blurry, low-res output.
<gallery widths="300">
Majora's mask accurate.png|Majora's Mask, with low-level graphics (using SoftGraphic)Project64 2013-07-26 14-20-17-55.png|Majora's Mask, with high-level graphics (using Jabo's Direct3D)
</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 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.<refname="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 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 N-Gage's input plugin, but a couple of things aren't emulated:
*The Game Boy Tower mode of the Pokémon Stadium games don't work and makes the emulator crash or hang.
*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 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 [https://twitter.com/LuigiBlood LuigiBlood].
{| class="wikitable" style="text-align:center;"
|+PC
|-
! scope="col"|64DD Emulation
! scope="col"|N64 Mouse
! scope="col"|[[Recommended emulatorsEmulators|Recommended]]|-|style="text-align:center;"|[[Project64]]|style="text-align:center;"|Windows|style="text-align:center;"|[http://www.pj64-emu.com/downloads/project64/binaries/ 2.2.0.3]|style="text-align:center;"|✓|style="text-align:center;"|Mid|style="text-align:center;"|✓|style="text-align:center;"|✓
|-
|style="text-align:center;"|[[CEN64Project64]]|style="text-align:center;"|Windows, Linux|style="text-align:center;"|[https://github.com/tj90241project64/cen64 Gitproject64 2.3.2]|style="text-align:center;"|{{}}|style="text-align:center;"|Mid|style="text-align:center;"|?{{✓}}|style="text-align:center;"|✗{{✓}}
|-
|style="text-align:center;"|[[MAMECEN64]]|style="text-align:center;"|Multi-platformWindows, Linux, macOS|style="text-align[https:center;"|?//github.com/tj90241/cen64 Git]|style="text-align:center;"|{{}}|style="text-align:center;"|Mid|style="text-align:center;"|?{{✓}}|style="text-align:center;"|{{}}
|-
|[[MAME]]
|Multi-platform
|[http://www.mamedev.org/release.html {{MAMEVer}}]
|{{✓}}
|Mid
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* 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, still need 8MB of memory is still needed because the real hardware needed the Expansion Pak upgrade. Also 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 [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 IPLchanges are lost.Current usage: <code>mame n64dd -quickload disk -cart cart -nodrc</code> (both disk and cart are optional)
* MAME includes early basic CEN64, like Project64, had 64DD emulation as well but is much slower. Disk images need ported to be in head/track format. See [https://github.com/Happy-yappH/ddconvert.git here] for more informationit from MAME. It does not currently support disk swapping or saving disk to files. Writes only update the copy in memoryHowever, it focuses on accuracy and once plays much slower than other emulators, aside for the MAME process ends the changes are lost64DD emulation itself is imperfect. Current usage: <code>mame n64dd -quickload disk -cart cart -nodrc</code> (both disk and cart are optional)
* CEN64===iQue Player emulation===Before the GBA, DS, and 3DS, Nintendo released a modified version of their Nintendo 64 system for the Chinese market, like Project64which was called the iQue Player, had 64DD emulation ported to it from MAMEthrough their not-quite-subsidiary iQue. However it focuses on accuracy Fourteen games were translated into Simplified Chinese, including Sin and plays much slower than other emulatorsPunishment, aside for Ocarina of Time (the 64DD emulation itself being imperfectMajora's Mask port was canceled), Super Mario 64, and others.
===Unlike the Chinese releases of their more recent systems and their games, iQue emulation===Before the GBAPlayer releases are regular N64 roms wrapped with several layers of encryption, DS as well as a ticket and signature system like that on Wii, DSi, 3DS, Nintendo released a modified version 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 Nintendo 64 system for language already, which explain some of the Chinese market called the iQueROMs floating for those. Fourteen games localized to ChineseHowever, including Sin and Punishmentrecently, a unique revision almost all pieces of Ocarina of Time (the Majora's Mask port was cancelled), Mario 64 and othersiQue Player software were decrypted to regular .z64 ROM format.
Unlike Several of the Chinese releases game localizations already run on N64 emulators, but as some hardware features of their more recent systems and their the iQue Player are not yet supported, some games, no dumps in the same format as regular N64 releases exist yet for well as the N64 iQue releases. Therefore, no emulation support exists for them at all. The Chinese ROM-hacking scene is very active though system menu and have translated the Japanese regular N64 releases for many of these to their language alreadyfeatures in games such as saving, which explain some of the Chinese ROMs floating for thosedo 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 PlaychoicePlayChoice-10 for the NES, Super System arcade hardware for SNES, and later Triforce for GC GCN and later 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 remaining ones from the system's library not yet covered are:
* Hi Pai Paradise* Magical Tetris Challenge* Mayjinsen 3 / Meijin-Sen2
* Rev Limit
* Super Real Mahjong VS
* Variant Schwanzer
==References==
<references/>
 
{{Nintendo}}
[[Category: Consoles]][[Category:Fifth-generation video game consoles]]
[[Category:Nintendo consoles]]
[[Category:Nintendo 64 emulators|*]]

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