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Nintendo 64 emulators

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{{Infobox console|title = Nintendo 64|logo = Nintendo64Console.png|developer = [[:Nintendo]]|type = [[:Category:Consoles|Home video game console]]|generation = [[File:N64Category:Fifth-Console-Set.jpggeneration video game consoles|Fifth generation]]|thumbrelease = 1996|250pxdiscontinued = 2002|The predecessor = [[Super Nintendo 64 (N64)emulators|SNES]]|successor = [[GameCube emulators|GameCube]]The |emulated = {{✓}}}}The '''[[gametech:Nintendo 64|Nintendo 64]]''' is is a 64-bit, 5th 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"|+PC|style="text-align:center;"
! scope="col"|Name
! scope="col"|Operating System(s)
! scope="col"|Latest Version
! scope="col"|Active
! scope="col"|Memory Controller Pak?! scope="col"|Rumble Pak?! scope="col"|Transfer Pak?! scope="col"|64DD
! scope="col"|[[libretro|Libretro Core]]
! scope="col"|[[Recommended emulatorsEmulators|Recommended]]|-!colspan="11"|PC|-|[[Mupen64Plus]]|Multi-platform|[https://github.com/mupen64plus/mupen64plus-core/releases {{Mupen64PlusVer}}]|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{✓}}|{{✓}}
|-
|style="text-align:center;"|[[Mupen64PlusProject64]]|style="text-align:center;"|Multi-platformWindows|style="text-align:center;"|[https://bitbucketgithub.orgcom/ecsvproject64/mupen64plus-mxe-dailyproject64/overview SVNreleases {{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;"{{✗}}|{{}}
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|style="text-align:center;"|[[Project64CEN64]]|style="text-align:center;"|Windows, Linux, macOS|style="text-align:center;"|[httphttps://www.pj64-emugithub.com/downloadstj90241/project64/binaries/ 2.2cen64 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;"|✓{{✗}}
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|style="text-align:center;"|[[CEN641964]]|style="text-align:center;"|Windows, Linux|style="text-align[http:center;"|//www.emulation64.com/files/getfile/936/ 1.1] (Official)<br />[http://gitfiles.cen64emulation64.comfr/Emulateurs/?p=cen64EMU_1964_146.git;a=summary Gitzip 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;"|{{}}
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|style="text-align[https:center;"|[//web.archive.org/web/20160828165435/http://1964jsforums.daedalusx64.com 1964/ Daedalus]|style="text-align:center;"|Windows|style="text-align:center;"|[http://1964jswww.comdcemu.co.uk/vbulletin/blogthreads/download.html 599734-Daedalusx64-for-Windows-OSX-Linux-Updated-v1-1?p=2148637718 1.1] (official)<br />- [httphttps://code.googlegithub.com/pDaedalusX64/emu-1964/ 1.2 r146daedalus Git] (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;"|[http://forums.daedalusx64.com Daedalus[Sixtyforce]]|style="text-align:center;"|WindowsmacOS|style="text-align:center;"|[http://forums.daedalusx64sixtyforce.com/viewtopicdownload/ 1.php?f=38&t=4187 10.14]|style="text-align:center;"{{✓}}|{{}}|style="text-align:center;"|?{{✓}}|style="text-align:center;"|?{{✗}}|style="text-align:center;"|?{{✗}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}
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|style="text-align:center;"|[[SixtyforceUltraHLE]]|style="text-align:center;"|OS XWindows|style="text-align[https://web.archive.org/web/20070312015944/http:center;"|//www.emuunlim.com/UltraHLE/ultrahle.zip 1.0]|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[[MAME]]|Multi-alignplatform|[http:center;"//www.mamedev.org/release.html {{MAMEVer}}]|{{✓}}|{{✗}}|{{✗}}|{{✗}}|{{✓}}|{{✓}}|{{✗}}|-|[[UltraHLERyu64]]|Windows, Linux, macOS|[https://github.com/Ryu64Emulator/Ryu64 Git]|style="text{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|-align:center;"|R64Emu|Windows, Linux, macOS|style="text-align[https:center;"//github.com/rasky/r64emu Git]|{{✓}}|{{✗}}|{{✗}}|{{✗}}|1.0.0{{✗}}|style="text-align:center;"{{✗}}|{{}}|style-!colspan="text-align:center;11"|?Mobile|style="text-align:center;"|?[[Mupen64Plus]] FZ|style="text-align:center;"[[Android emulators|?Android]]|style[https://play.google.com/store/apps/details?id="text-align:center;"org.mupen64plusae.v3.fzurita 3.0.208 (beta)]|{{✓}}|style="text-align:center;"{{✓}}|{{✓}}|{{✓}}|{{✗}}| class="wikitable"{{✗}}|+Mobile{{✓}}
|-
! scope="col"|Name[[Mupen64Plus]]-pandora|Pandora! scope="col"|Operating System[https://pyra-handheld.com/boards/threads/mupen64plus-2-2.72661/ Build 20] (sv2.2)! scope="col"|Latest Version{{✓}}! scope="col"|Active{{✓}}! scope="col"|Memory Pak?! scope="col"|Rumble Pak?! scope="col"|Transfer Pak?{{✗}}! scope="col"|[[libretro|Libretro Core]]{{✗}}! scope="col"|[[Recommended emulators|Recommended]]{{✓}}
|-
|style="text-align:center;"MegaN64<br/><small>(Mupen64+ based)</small>|[[Mupen64PlusAndroid emulators|Mupen64+Android]] AE|style="text-align[https:center;"|Android|style//play.google.com/store/apps/details?id="text-align:center;"|2com.aspieapps.free.4emulator 7.40]|style="text-align:center;"|{{}}|style="text-align:center;"|?{{✓}}|style="text-align:center;"|?{{✓}}|style="text-align:center;"|?{{✓}}|style="text-align:center;"|{{}}|style="text-align:center;"|✓{{✗}}|{{✗}{| class="wikitable"|+Consoles
|-
! scopecolspan="col11"|Name! scope="col"|Operating System(s)! scope="col"|Latest Version! scope="col"|Active! scope="col"|Memory Pak?! scope="col"|Rumble Pak?! scope="col"|Transfer Pak?! scope="col"|[[libretro|Libretro Core]]! scope="col"|[[Recommended emulators|Recommended]]Consoles
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|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;"|[http://www.gc-forever.com/forums/viewtopic.php?f=9&t=842 Not64]|style="text-align:center;"|[[Wii emulators|Wii]], [[GamecubeGameCube_emulators|GameCube]]|style="text-align[https:center;"//github.com/Extrems/Not64/releases/latest 20171009]|20130408{{✗}}|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://code.google.com/p/mupen64gc / Wii64]|style="text-align:center;"|[[Wii emulators|Wii]], [[GamecubeGameCube_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;"|{{}}
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|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;"|{{}}
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|}
===Comparisons===Although many Nintendo 64 emulators have been made and many games can be run between them, complete compatibility and/or accuracy still leaves a bit to be desired. For half a decade, Mupen64Plus and Project64 have vied for the most playable emulator, and which has been more compatible has depended on when and in what configuration each emulator has been tested. Both emulators default to lackluster plugins, but, as of August 2017, both emulators have roughly equal graphical accuracy when running with GLideN64. * [[Mupen64Plus]] is an open-source, multi-platform, 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. 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++. 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.
:* [[Mupen64Plus]], Wii64 and Not64 are both based on Hacktarux's Mupen64, is currently the most reliable N64 emulator. It lacks a native GUI, instead with Not64 being run by dragging and dropping ROMs and editing the config with Notepad++. There are third-party GUIs made for it, but these often suffer from their own issues. Mupen64Plus is actively developed and has been ported to a number fork of different platformsWii64. The [[RetroArch]] core of this emulator is heavily modified Not64 claims to be better optimized as well as having higher compatibility and may experience discrepancies or issues that wouldn't occur using the standalone version of itmore frequent updates. The core N64 emulation on Wii is constantly being worked on and has features not present in mainline alongside RetroArch's general featuresvery good, including Project64-style overclocking for faster framerates and 3-point texture filtering. [[BizHawk]] also uses a port of Mupen64Plusit is recommended to stick with the Virtual Console N64 releases whenever possible.
* [[Project64]] is still a decent choice an open-source emulator for emulating many of Windows. Its official release builds are more up-to-date than Mupen64Plus', and the popular gamescurrent version, seeing various work done on it in recent years2.3. It 2, is capable of using a wide variety roughly as accurate as the development versions of Mupen64Plus when both are played with recommended plugins, and . It has a relatively more user-friendly interfacethan 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. Version 2.2 has various fixes over version 1.6.1 and is overall more accurate, even outclassing Mupen64Plus in some instances. However, audio playback though work is worse due underway to port it to lag Android and cracklingLinux. It may be handy to keep a copy of version 1.6.1 alongside For the most part, it for this reason. Whatever works well in [[Wine]], but, if you do, '''DO NOT USE THE OFFICIAL INSTALLER FOR THE LATEST VERSION OF PROJECT64.''' Doing so will prompt you to install various programsre on a different platform, some of which are malwareuse 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 a decentat the same time, speedy 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 's gradually improving. It can already emulate some well-known edge cases such as the two picture recognition in compatibility. Nowadays, it has completely fallen off the radar. There is little reason to use it nowadays outside of historical purposesPokemon 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 users (particularly those with older MacsOn PSP, most games are unplayable, since itbut there's the only emulator with a PPC dynarec), but [http://daedalusx64.wikia.com/wiki/DaedalusX64_Compatibility_List small amount of them that work really well] with the switch to x86 and Mupen64Plus improving beyond its peersright 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 and for users with toasters, 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 may have expected would expect it to be by now. The system is extremely complex compared to its contemporary consoles and compounded by . With almost no documentation being available to emulator developers, leading to it being is difficult to create an emulator with a high degree of compatibility with games. Many games require specific plugin set ups 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. In addition, many RDP functions have to be reproduced in software for accuracy, which takes a lot of processing power.
One of For this reason, most developers have instead opted to approximate the biggest hurdles RDP's functions using high-level emulation (HLE) through various APIs such as Direct3D, OpenGL, and even Glide. While this results in the road 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 proper N64 emulation has be reverse-engineered. Although many or even all of them have already been accurately emulating the N64implemented in HLE mode in 2016-2018 with dedicated work from GLideN64's graphics hardwarelead programmer, known as the Reality Display Processorgonetz, itself a part 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 the N64's Reality CoBOSS ZSort ucode (WDC, Stunt Racer)|publisher=GitHub|accessdate=2018-06-17|date=2018-02-Processor10}}</ref> For example, [https://youtu. The N64be/HfCOnmRHI0o Factor 5]'s RDP was the first real 3D accelerator GPU on consoles. In factgames do now work, it was the most powerful consumerspecifically when using GLideN64 plugin's high-grade GPU in the world at the time it came outlevel graphics mode.<ref name="Indiegogo">{{cite web|url=https://www.indiegogo. It is very hard to emulate 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 its functions accurately due to the aforementioned lack -microcodes-for.html|title=HLE implementation of publicly available documentation microcodes for "Indiana Jones" and "Battle for emulator developersNaboo" completed. Many |publisher=Blogspot|accessdate=2018-06-17|date=2018-05-26}}</ref> Other games may have issues with such RDP functions have to be reproduced in software for 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, which takes a lot of power).
For this reasonLow-level emulation can be handled in two ways, complete low-level software emulation or a hybrid approach of LLE RDP emulation, most developers have instead opted which involves using graphics APIs to approximate simulate the RDP's functions while using highlow-level RSP emulation to emulate the graphics microcode. Low level software emulation (HLE) through various APIs 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 Direct3D, OpenGL, vectorization and even Glidemulti-threading are performed. While this results in much more reasonable system requirements Hybrid LLE emulation can allow for performance enhancement over low level software RDP emulation along with prettier, higher resolution graphics, this method but can be hit and misssuffer from various problems due to things such as replicating the N64's numerous blending/combine modes, often requiring per-game tweaks emulating frame buffer access and settings replicating how polygons are rasterized to prevent graphical glitches on many games. Some games that implemented custom microcode the screen (which has yet due to be reverse-engineeredhow the RDP renders primitives on a low level) such as Factor 5's games do not work no matter what using high-level graphics plugins.
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.
</gallery>
===64DD EmulationVoice Recognition Unit emulation===The 64DD Voice Recognition Unit (VRU) is an abbreviation 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 Disk Drive") Controller!|publisher=YouTube|accessdate=2018-06-17|date=2017-01-20}}</ref> No emulator supports it. ===Pokémon Snap Station===There was a peripheral special kiosk designed to promote ''Pokémon Snap'' called the ''Pokémon Snap Station'', which allowed is also compatible with the North American ''Pokémon Stadium'' with its gallery mode. It is just a proprietary disk format to be used Nintendo 64 with special hardware designed for the N64station. These disks had more space at a cheaper manufacturing cost<ref name="Sixty Formula">{{cite web|url=https://www.youtube. com/watch?v=AMbjvGvPkV4|title=The peripheral was a commercial failure and was never released outside 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 Japan (internal evidence suggests that much like the GBA e-Readerprinter for the player 4 slot, credit system, it wasn't even intended for an European release most likely)or the special board to switch between the regular and special cartridges.
Expansion disks for existing ===Transfer Pak emulation===A few games (only used in one released gameuse the Transfer Pak such as ''Mario Golf'', F-Zero X''Mario Tennis'', and existing but dummied in Zelda OoT and ''Mario Party 2 JP/PAL) are region coded to either Japan or US (obviously unused)Artist: Paint Studio'', and wonthe ''Pokémon Stadium''t work with N64 games from the wrong region.Mostly, this can be done with N-Gage's input plugin, but a couple of things aren't emulated:
Recently there has been effort to emulate the 64DD, and now [[MESS|MESS]] can run several commercial 64DD games as part of its N64 emulator. This is being ported to [[CEN64|CEN64]] *Taking pictures with the help of [httpsJapanese ''Game Boy Camera'' (called ''Pocket Camera'') while in Transfer Pak mode playing ''Mario Artist://twitter.com/LuigiBlood LuigiBloodPaint 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;"
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|style="text-align:center;"|[[Project64]]|style="text-align:center;"|Windows|style="text-align:center;"|[httphttps://www.pj64-emugithub.com/downloadsproject64/project64/binaries/ 2.3.2.0.3]|style="text-align:center;"|{{}}|style="text-align:center;"|Mid|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}
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|style="text-align:center;"|[[CEN64]]|style="text-align:center;"|Windows, Linux, macOS|style="text-align:center;"|[httphttps://git.cen64github.com/?p=tj90241/cen64.git;a=summary Git]|style="text-align:center;"|{{}}|style="text-align:center;"|Mid|style="text-align:center;"|?|style="text-align:center;"|✗|-|style="text-align:center;"|[[MESS]]|style="text-align:center;"|Multi-System|style="text-align:center;"|?|style="text-align:center;"|{{}}|style="text-align:center;"|Mid|style="text-align:center;"|?|style="text-align:center;"|{{}}
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* Project64's latest versions emulate the N64 mouse and can load Zoinkity's hacked 64DD cartridge conversions at playable speeds (actually, the 64DD hardware isn't even emulated). You need'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.
* MESS MAME includes early basic 64DD emulation as well, but is much slower. Current use: mess n64dd -quickload disk -cart cart (also adding -nodrc flag as MIPS drc seems to be broken) (both disk and cart are optional) Disk images need to be in head/track format. See [https://github.com/Happy-yappH/ddconvert.git here] for formatmore information. Does It does not currently support disk swapping or saving disk to files. Writes only update the copy in memory, and, once the mess 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 MESSMAME. However , it focuses on accuracy and plays much slower than other emulators, aside for the 64DD emulation itself being is imperfect.
===iQue EmulationPlayer emulation===Before the GBA, DS , and 3DS, Nintendo released a modified version of their Nintendo 64 system for the Chinese market with 14 , which was called the iQue Player, through their not-quite-subsidiary iQue. Fourteen games localized to were translated into Simplified Chinese, including Sin and Punishment, a unique revison of Ocarina of Time (a the Majora 's Mask port was cancelled thoughcanceled) and , Super Mario 64 among , and others.
Unlike the Chinese releases of their more recent systems and their games, no dumps in the same format as iQue Player releases are regular N64 releases exist yet for the N64 iQue releasesroms wrapped with several layers of encryption, as well as a ticket and signature system like that on Wii, DSi, 3DS, Wii U and no emulation support exist for them at allSwitch. The Chinese romROM-hacking scene is very active though, and have has translated the Japanese regular N64 releases for many of these to their language already, which explain some of the Chinese roms ROMs floating for those. However, recently, almost all pieces of iQue Player software were decrypted to regular .z64 ROM format.
===Aleck 64 Arcade Emulation===Nintendo collaborated with SETA to release an arcade system based on their Nintendo 64 system (kind Several of like their Playchoice-10 for the NESChinese game localizations already run on N64 emulators, Super System arcade but as some hardware for SNESfeatures of the iQue Player are not yet supported, and later Triforce for GC and later WiiU). The Nintendo 64-variant with more RAMsome games, as well as the Aleck 64, failed to catch on system menu and bombed. It was never released outside Japanfeatures in games such as saving, even though one N64 port made itdo 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 ROMs were dumped, and Zoinkity is working on converting them to regular N64 roms 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 [httpshttp://www.assemblergames.com/forumsl/threads/showthread.php?55041-Aleck64aleck64-on-Retailretail-Consolesconsoles-PoC poc.55041/ patches] to convert arcade rom ROM dumps to regular N64 rom 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* Magical Tetris Challenge* Mayjinsen 3 / Meijin-Sen2
* Rev Limit
* Super Real Mahjong VS
* Variant Schwanzer
==Virtual Console games in Dolphin==
Some N64 games are emulated better as well on a Virtual Console game through Dolphin than on an actual N64 emulator. Mario Tennis, Kirby 64, and Paper Mario are all examples of this. The system requirements are much higher, but it's doable for many games. The following games are on the N64 Virtual Console for Wii: 
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==References==<references/>  {{Nintendo}} [[Category: Consoles]][[Category:Fifth-generation video game consoles]][[Category:Nintendo consoles]][[Category:Nintendo 64 emulators|*]]

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