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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, 1996for {{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==
{| border="0" cellpadding="1" cellspacingclass="1wikitable" classstyle="article-table article-tabletext-selectedalign:center;"
! 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: center;"{{✓}}|{{✓}}|{{✓}}|{{}}|{{✗}}| style="text-align: center;"{{✓}}|{{}}
|-
|[[Project64]]
|Windows
|[httphttps://www.pj64-emugithub.com/downloadsproject64/project64/binaries/ 2.1releases {{Project64Ver}}]| style="text-align: center;"{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{}}| style="text-align: center;"{{✗}}|{{}}
|-
|[http[CEN64]]|Windows, Linux, macOS|[https://1964jsgithub.com /tj90241/cen64 Git]|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{✗}}|-|[[1964]]
|Windows
|[http://1964jswww.emulation64.com/blogfiles/getfile/936/download1.html 1] (Official)<br />[http://files.emulation64.fr/Emulateurs/EMU_1964_146.zip 1.2 r146] (officialUnofficial SVN), |{{✗}}|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{✗}}|{{✗}}|-|[https://web.archive.org/web/20160828165435/http://codeforums.googledaedalusx64.com/Daedalus]|Windows|[http://www.dcemu.co.uk/vbulletin/threads/599734-Daedalusx64-for-Windows-OSX-Linux-Updated-v1-1?p=2148637718 1.1] - [https://github.com/DaedalusX64/emudaedalus Git]|{{✗}}|{{✓}}|{{✓}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|-1964|[[Sixtyforce]]|macOS|[http://sixtyforce.com/download/ 1.0.4]|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|-|[[UltraHLE]]|Windows|[https://web.archive.org/web/20070312015944/http://www.emuunlim.com/UltraHLE/ultrahle.zip 1.0]|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|-|[[MAME]]|Multi-platform|[http://www.mamedev.org/release.html {{MAMEVer}}]|{{✓}}|{{✗}}|{{✗}}|{{✗}}|{{✓}}|{{✓}}|{{✗}}|-|[[Ryu64]]|Windows, Linux, macOS|[https://github.com/Ryu64Emulator/Ryu64 Git]|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|-|R64Emu|Windows, Linux, macOS|[https://github.com/rasky/r64emu Git]|{{✓}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|-!colspan="11"|Mobile|-|[[Mupen64Plus]] FZ|[[Android emulators|Android]]|[https://play.google.com/store/apps/details?id=org.mupen64plusae.v3.fzurita 3.0.208 (beta)]|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{✗}}|{{✓}}|-|[[Mupen64Plus]]-pandora|Pandora|[https://pyra-handheld.com/boards/threads/mupen64plus-2 r146-2.72661/ Build 20] (SVNv2.2)| 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-!colspan="text-align: center;11"|Consoles
|-
|[http://forums.daedalusx64.com Daedalus[Virtual Console]]|Windows[[Wii emulators|Wii]], [[PlayStation PortableWii U emulators|Wii U]]|[http:N//forums.daedalusx64.com/viewtopic.php?f=38&t=4187 1.1] (Windows), [http://www.emucr.com/search/label/DaedalusX64 SVN] (PSP)A|{{✓}}|{{✗}}| style="text-align: center;"{{✗}}|{{✗}}| style="text-align: center;"{{✗}}|{{}}|{{✓}}
|-
|[http://www.gc-forever.com/forums/viewtopic.php?f=9&t=842 Not64]|[[Wii emulators|Wii]], [[GamecubeGameCube_emulators|GameCube]]|20130408[https://github.com/Extrems/Not64/releases/latest 20171009]|{{✗}}| style="text-align: center;"{{✓}}|{{✓}}|{{✗}}|?{{✗}}| style="text-align: center;"{{✗}}|{{}}
|-
|[https://code.google.com/p/mupen64gc/ Wii64]|[[MESSWii emulators|Wii]], [[GameCube_emulators|GameCube]]|Multiplatform[https://code.google.com/archive/p/mupen64gc/downloads 1.1 beta]|0.149{{✗}}| style="text-align: center;"{{✓}}|{{}}|{{✗}}|{{✗}}| style="text-align: center;"{{✗}}|{{}}
|-
|[httphttps://code.googlegithub.com/pDaedalusX64/mupen64gc Wii64daedalus/releases/ Daedalus]|[[Wii]], [[GamecubePlayStation Portable emulators|PlayStation Portable]]|[https://github.com/DaedalusX64/daedalus/releases 1.1 beta.7]|{{✗}}|{{✓}}|{{✗}}| style="text-align: center;"{{✗}}|{{}}| style="text-align: center;"{{✗}}|{{}}
|-
|[[Sixtyforce]]
|OS X
|0.9.7
| 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 the N64's game library, vanilla Mupen64 was basically on par with if not superior and/or accuracy still leaves a bit to Project64 1be desired.6For half a decade, with 1964 lagging quite a bit behind Mupen64Plus and Project64 have vied for the two. Mupen64Plus improves upon Mupen64 even furthermost playable emulator, while Project64 2.1 [http://forum.pj64-emu.com/showthread.php?t=3601 only fixed a few things and broke others]. Mupen64Plus is receiving far which has been more updates, compatible has depended on when and will likely be the N64 in what configuration each emulator has been tested. Both emulators default to lackluster plugins, but, as of the futureAugust 2017, both emulators have roughly equal graphical accuracy when running with GLideN64.
That said* [[Mupen64Plus]] is an open-source, as things standmulti-platform, N64 emulation is a complete mess. Every plugin-based emulator has its own unique compatibility issues, and it varies significantly even within one emulator if using different pluginsbased on Hacktarux's Mupen64. Refer to As of [httphttps://bmgclgithub.atspace.cccom/mupen64plus/mupen64plus-core/n64mgclpull/N64ConfigList336 July 2017], the codebase has reached compatibility parity with Project64, when both emulators are run with GLideN64.htm this linkMupen64Plus 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++. Mupen64Plus has also been ported to a number of different platforms. [[BizHawk]] and [[OpenEmu]] use shallow forks of Mupen64Plus and its plugins for optimal emulator settings based on the game you want to playtheir N64 emulation.
For Daedalus, results :* Wii64 and Not64 are even more hit-and-miss than both based on other emulators due to Mupen64, with Not64 being made for PSP first and foremost. On PSP, most games are unplayable, but there's a [http://forumsfork of Wii64.daedalusx64.com/compat.php small amount of them that work really Not64 claims to be better optimized as well] with the right settings (Quest 64, for example)as having higher compatibility and more frequent updates. It's the only option for N64 emulation on PSPWii is not very good, and it is recommended to stick with the Virtual Console N64 releases whenever possible.
Wii64 * [[Project64]] is an open-source emulator for Windows. Its official release builds are more up-to-date than Mupen64Plus', and Not64 the current version, 2.3.2, is roughly as accurate as the development versions of Mupen64Plus when both are both based on Mupen64played 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 Not64 being a fork GLideN64 out-of Wii64-the-box, and the default video and audio plugins aren't even the best in the box. Not64 claims It presently remains confined to be better optimisedWindows, as though work is underway to port it to Android and Linux. For the most part, it works well as having higher compatibility and more frequent updatesin [[Wine]], but, if you're on a different platform, use Mupen64Plus instead.
MESS uses a very * [[Accuracy|accurateRetroArch]] method of emulation'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 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, but making it a better alternative to the standalone version in some cases. Its developers have expressed intentions to eventually rewrite the core and brand it as its own emulator, called paraLLEl. That new paraLLEl core has a result is veryspecial "[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, very slowit may need a [https://www. Not usable on current hardwareyoutube.com/watch?v=z7_D_D419S0 powerful GPU].
* [[CEN64]] is an up-and-coming emulator that 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, was once a decent, speedy open-source alternative to Project64 and Mupen64, though it usually lagged behind the two compatibilities wise. Nowadays it has completely fallen off the radar, as development has stopped, is Windows-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 edge cases, or if your device is too slow to run Mupen64Plus or Project64. * 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 foremost. On PSP, most games are unplayable, but there's a [http://daedalusx64.wikia.com/wiki/DaedalusX64_Compatibility_List small amount of them that work really well] with the right settings (Quest 64, for example). * [[Sixtyforce ]] is MacmacOS-only, closed-source, which and asks you to pay for it full access to use all its features. Itwas once one of the only choices for Mac users, particularly those with older Macs, since it's utterly 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 irrelevant now. * [[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 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.
===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 an overly complex machine that the first real 3D accelerator GPU on consoles. In fact, it was difficult the most powerful consumer-grade GPU in the world at the time it came out. It is very hard to program 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. For this reasonaccuracy, creating an emulator is quite difficultwhich takes a lot of processing power.
One of the biggest hurdles is accurately emulating the N64's graphics hardware, known as the Reality Display Processor, itself a part of the N64's Reality Co-Processor. The RDP is a fully featured and very complex 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 resources. For this reason, most developers have instead opted to approximate its 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 high prettier, higher resolution graphics, this method can be hit and miss, . It often requiring per-game tweaks and settings to prevent graphical glitches, and even then some 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 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).
It should also Low-level emulation can be noted that even though most games "work" through this methodhandled in two ways, complete low-level software emulation or a hybrid approach of LLE RDP emulation, it is not an accurate representation 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 what the N64 hardware's output actually looked likeRDP involves replicating all RDP functionality in software, which allows for very high accuracy but rather a rough approximation by PC graphics hardwarecan suffer from major performance issues unless optimizations such as vectorization and multi-threading are performed. Your mileage may vary on whether this is a good thing or not, given 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 often blurrynumerous 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-res outputlevel).
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 accurate low-level graphics (using SoftGraphic)|link=http://images.wikia.com/emulation-general/images/f/f3/Majora%27s_mask_accurate.pngProject64 2013-07-26 14-20-17-55.png|Majora's Mask, with high-level graphics (using Jabo's Direct3D)|link=http://images.wikia.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 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">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> ===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 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: *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"|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, 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 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. * 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) * 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 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 explain 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 [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]. 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: {|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|} ==References==<references/>  {{Nintendo}} [[Category: Consoles]][[Category:Fifth-generation video game consoles]][[Category:Nintendo consoles]][[Category:Nintendo 64 emulators|*]]

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