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Nintendo 64 emulators

13,193 bytes added, 06:55, 29 January 2020
Project 64 does not have a libretro core
{{Infobox console|title = Nintendo 64|logo = Nintendo64Console.png|developer = [[File:Original-Nintendo-64.jpg]]|thumbtype = [[:Category:Consoles|The Nintendo 64 (N64) Home video game console]]The '''|generation = [[gametech:Category:Fifth-generation video game consoles|Fifth generation]]|release = 1996|discontinued = 2002|predecessor = [[Super Nintendo 64emulators|SNES]]|successor = [[GameCube emulators|GameCube]]|emulated = {{✓}}}}The '''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.
Emulation for the N64 is not very good. The system is very complex and confounded with almost no documentation available to emulator developers, leading to it being difficult to create an emulator with a high degree of compatibility with games. Many games require specific plugin set ups with specific emulators. It's a mess.
==Emulators==
{| class="wikitable"|+PC|style="text-align:center;"
! scope="col"|Name
! scope="col"|Operating SystemPlatform(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"|[[Recommended emulatorsEmulators|Recommended]]|-!colspan="11"|PC / x86|-|[[Mupen64Plus]]|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|[https://github.com/mupen64plus/mupen64plus-core/releases {{Mupen64PlusVer}}]|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{✗}}|{{✓}}|{{✓}}|-|[[Project64]]|align=left|{{Icon|Windows}}|[https://github.com/project64/project64/releases {{Project64Ver}}]<br >[https://www.pj64-emu.com/nightly-builds Dev]|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{✓}}|-|[[Project64 Netplay]]|align=left|{{Icon|Windows}}|[https://pj64netplay-emu.ml/download.html {{Project64NetplayVer}}]|{{✓}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✓}}|-|[[CEN64]]|align=left|{{Icon|Windows|Linux|macOS}}|[https://github.com/tj90241/cen64 Git]|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{~}}|-|[[1964]]|align=left|{{Icon|Windows}}|[http://www.emulation64.com/files/getfile/936/ 1.1] (Official)<br />[http://files.emulation64.fr/Emulateurs/EMU_1964_146.zip 1.2 r146] (Unofficial SVN)|{{✗}}|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{✗}}|{{✗}}|-|DaedalusX64|align=left|{{Icon|Linux}}|[https://github.com/DaedalusX64/daedalus/releases/latest Git]|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|-|[[Sixtyforce]]|align=left|{{Icon|macOS}}|[http://sixtyforce.com/download/ 1.0.4]|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}
|-
|style="text-align:center;"|[[Mupen64PlusUltraHLE]]|stylealign="text-align:center;"left|{{Icon|Multi-platformWindows}}|style="text-align:center;"|[https://bitbucketweb.archive.org/ecsvweb/20070312015944/http://www.emuunlim.com/mupen64plus-mxe-dailyUltraHLE/overview SVNultrahle.zip 1.0]|style="text-align:center;"{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|style="text-align:center;"{{✗}}|{{✗}}
|-
|style="text-align:center;"|[[RetroArch MAME]]<br />(Mupen64Plus)|stylealign="text-alignleft|{{Icon|Windows|Linux|macOS|FreeBSD}}|[http:center;"//www.mamedev.org/release.html {{MAMEVer}}]|Multi-platform{{✓}}|style="text-align:center;"{{✗}}|2.0-rc2{{✗}}|style="text-align:center;"{{✗}}|{{}}|style="text-align:center;"{{✓}}|{{✗}}
|-
|style="text-align:center;"|[[Project64Ryu64]]|stylealign="text-align:center;"left|{{Icon|Windows|Linux|macOS}}|style="text-align:center;"|[httphttps://www.pj64-emugithub.com/downloads/project64/binariesRyu64Emulator/ 2.1Ryu64 Git]|style="text-align:center;"{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|style="text-align:center;"{{✗}}|{{✗}}
|-
|style="text-align:center;"|[http://1964js.com 1964]R64Emu|stylealign="text-align:center;"left|{{Icon|Windows|Linux|macOS}}|style="text-align:center;"|[httphttps://1964jsgithub.com/blograsky/download.html 1.1r64emu Git] (official)<br />[http://code.google.com/p/emu-1964/ 1.2 r146] (SVN)|style="text-align:center;"{{✓}}|{{✗}}|{{✗}}|{{✗}}|{{}}|style="text-align:center;"{{✗}}|{{}}
|-
|style="text-align:center;"|[[CEN64]]Larper64|stylealign="text-align:center;"left|{{Icon|Windows, Linux}}|style="text-align:center;"|[https://githubthirdworld.comdev/tj90241files/cen64 GitLarper64-02.7z 0.2]|style="text-align:center;"{{✓}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|style="text-align:center;"{{✗}}|{{}}
|-
|style="text-align:center;"|[[MESS]]|style="text-align:center;"|Multiplatform|style="text-align:center;"|0.150|style="text-align:center;"|✓|style!colspan="text-align:center;11"|Mobile / ARM
|-
|style="text-align:center;"|[http://forums.daedalusx64.com Daedalus[Mupen64Plus]]FZ|stylealign="text-align:center;"left|{{Icon|WindowsAndroid}}|style="text-align:center;"|[httphttps://forumsplay.daedalusx64google.com/viewtopic.phpstore/apps/details?fid=38&t=4187 1org.mupen64plusae.v3.fzurita 3.0.1222 (beta)]|style="text-align:center;"{{✓}}|{{✓}}|{{✓}}|{{}}|style="text-align:center;"{{✗}}|{{}}|{{✓}}
|-
|style="text-align:center;"|[[SixtyforceMupen64Plus]]-pandora|stylealign="text-align:center;"left|{{Icon|OS XPandora}}|style="text[https://pyra-handheld.com/boards/threads/mupen64plus-2-align:center;"|12.72661/ Build 20] (v2.02)|style="text-align:center;"{{✓}}|{{}}|style="text-align:center;"?|?|{{✗}}|{{| class="wikitable"✗}}|+Mobile{{✓}}
|-
! scope|MegaN64<br/><small>(Mupen64+ based)</small>|align="col"left|{{Icon|NameAndroid}}! scope|[https://play.google.com/store/apps/details?id="col"com.aspieapps.free.emulator 7.0]|{{✓}}|{{✓}}|Operating Systems(s){{✓}}! scope="col"|Latest Version{{✓}}! style="text-align: center;"|Active{{✗}}! style="text-align: center;"|[[Recommended emulators{{✗}}|Recommended]]{{✗}}
|-
|style="text-align:center;"|[[Mupen64Plus|Mupen64+Project64]] AE|stylealign="text-align:center;"left|{{Icon|Android}}|style="text-align[https:center;"|2//www.4pj64-emu.4com/nightly-builds Dev]|{{✓}}|style="text-align:center;"{{✓}}|{{}}|style="text-align:center;"{{✓}}|{{}}|{{✗}}|{{na| classtext="wikitable"|+ConsolesTBD}}
|-
! scopecolspan="col11"|Name! scope="col"|Operating Systems(s)! scope="col"|Latest Version! style="text-align: center;"|Active! style="text-align: center;"|[[Recommended emulators|Recommended]]Consoles
|-
|style="text-align:center;"|[http://forums.daedalusx64.com Daedalus[Virtual Console]]|stylealign="text-align:center;"left|{{Icon|Wii|WiiU}}|[[PlayStation Portable]]N/A|style="text-align:center;"{{✓}}|[http://www.emucr.com/search/label/DaedalusX64 SVN]{{✗}}|style="text-align:center;"{{✗}}|{{✗}}|style="text-align:center;"{{✗}}|{{}}|{{✓}}
|-
|styleNot64|align="text-align:center;"left|{{Icon|GCN|Wii}}|[httphttps://www.gc-forevergithub.com/forumsExtrems/viewtopic.php?f=9&t=842 Not64/releases/latest 20190410]|style="text-align:center;"{{✗}}|[[Wii]], [[Gamecube]]{{✓}}|style="text-align:center;"{{✓}}|20130408{{✗}}|style="text-align:center;"{{✗}}|?{{✗}}|style="text-align:center;"|{{}}
|-
|style="text-align:center;"|[httphttps://code.google.com/p/mupen64gc / Wii64]|stylealign="text-align:center;"left|{{Icon|GCN|[[Wii]], [[Gamecube]]}}|style="text-align[https:center;"|//code.google.com/archive/p/mupen64gc/downloads 1.1 beta]|{{✗}}|{{✓}}|{{✓}}|style="text-align:center;"{{✗}}|{{}}|style="text-align:center;"{{✗}}|{{}}
|-
|styleDaedalusX64|align="text-align:center;"left|{{Icon|PSP}}|[[Virtual Console]https://github.com/DaedalusX64/daedalus/releases/latest Git]|style="text-align:center;"{{✓}}|[[Wii]]{{✓}}|style="text-align:center;"{{✗}}|-{{✗}}|style="text-align:center;"{{✗}}|?{{✗}}|style="text-align:center;"|{{}}
|-
|}
===Comparisons===Compatibility: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.
N64 emulation * [[Mupen64Plus]] is a complete mess. There are many good reasons for thisan open-source, but they'd take too long to state. Every emulator has its own unique compatibility issues. The compatibility varies significantlymulti-platform, even within one plugin-based 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. 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.htm this link[[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.
:*Mupen64Plus, Wii64 and Not64 are both based on Hacktarux's Mupen64, is currently the best overall N64 emulator, but you still need PJ64 for certain games. It lacks with Not64 being a native GUI, and instead is ran by dragging and dropping roms and editing the config with Notepad++fork of Wii64. There are third-party GUIs made for it, but many are problematic Not64 claims to be better optimized as well as having higher compatibility and glitchymore frequent updates. It N64 emulation on Wii is actively developednot very good, and has been ported it is recommended to a number of different platformsstick with the Virtual Console N64 releases whenever possible.
*[[Project64 ]] is still a decent choice an open-source emulator for emulating most of Windows. Its official release builds are more up-to-date than Mupen64Plus', and the popular gamescurrent version, though it has been supplanted by Mupen64Plus in terms of general compatibility2.3. 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 has not seen an update in some timedoesn'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 2.1 fixed some games, but introduced some regressions as well, so though work is underway to port it may be handy to keep version 1Android and Linux.6 alongside For the most part, itworks well in [[Wine]], but, if you're on a different platform, use Mupen64Plus instead.
*[[RetroArch has incorporated a heavily modified fork of Mupen64Plus as its N64 ]]'s Nintendo 64 libretro core, it is still a WIP based on Mupen64Plus and may have issues its plugins but should be fine for most games nowwith heavy modifications. It is constantly being worked on, introduces many features and has features optimizations not present in mainlinealongside RetroArch's general features, such as including Project64-style overclocking for faster framerates and , 3-point texture filtering, superior A/V sync and latency, and even an exclusive LLE Vulkan renderer based on Angrylion's pixel-perfect plugin, making it a better alternative to the standalone version in some cases. Its developers have expressed intentions to eventually rewrite the core and brand it as well as those features that RetroArch itself bringsits own emulator, called paraLLEl. That new paraLLEl core has a special "[https://www.youtube.com/watch?v=mzR93F9gPdc Super VI Mode]" option which, if used, can make the visuals of N64 games look less blurry with fairly mitigated jaggies even at their native resolutions. Although, it may need a [https://www.youtube.com/watch?v=z7_D_D419S0 powerful GPU].
*Bizhawk has a port of Mupen64Plus[[CEN64]] is an up-and-coming emulator that aims for cycle accuracy while, at the same time, which seems aiming to work well enougheventually be usable on modern PC hardware. Bizhawk It currently lacks portability howevermany features and has spotty compatibility, and is only for Windows and OSXbut it's gradually improving. It can already emulate some well-known edge cases such 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.
*Wii64 Daedalus is an Nintendo 64 emulator for the PSP, which has been ported to Windows, but results are even more hit-and-miss than on other emulators due to being made for PSP first and Not64 foremost. On PSP, most games are both based on Mupen64playable, with Not64 being a fork of Wii64some minor sound issues. Not64 claims to be better optimized* [[Sixtyforce]] is macOS-only, closed-source, as well as having higher compatibility and more frequent updatesasks you to pay for full access to its features. N64 emulation on Wii is not very goodIt was once one of the only choices for Mac users, particularly those with older Macs, and since it is recommended to stick 's the only emulator with a <abbr title="Power PC">PPC</abbr> [[Dynamic recompilation|dynarec]]), but, with the Virtual Console N64 releasesswitch to x86 and Mupen64Plus being ported to macOS, it has now become irrelevant.
*MESS's [[UltraHLE]] marked a milestone in Nintendo 64 emulation, in that it was the first to play some popular N64 core is titles at full speed on hardware made at the time of its release through [[AccuracyHigh/Low level emulation|cyclehigh-accuratelevel emulation]]. It; it isn's veryt without its drawbacks though - pressure from users, combined with legal threats from Nintendo, very slowforced them to discontinue development. Besides being for historical value, so itthere's hardly usable on most current hardware. The core is also very unstable and prone not much to expect from this emulator anyway due to crashingcompatibility issues.
*CEN64 [[Ryu64]] is an up-and-coming simulator that aims for cycle accuracy, while at 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 same time aiming to eventually be usable on modern PC hardwarelead author's sole (so far) [https://github. It currently lacks sound 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 whole host of other featuresx86 JIT compiler, and its compatibility is still very spotty but it is improving at a rapid pace; it already plays many of the most popular games (albeit slowly)being developed alongside this emulator too.
*1964, along with its various versions and forks, was once a decent, speedy alternative to Project64 and Mupen64, though it usually lagged behind the two in compatibility. Nowadays, it has completely fallen off the radar, and there is little reason to use it outside of some of its forks' overclocking function, which allows for smoother framerates. Even this feature, however, has been supplanted by both Project64 2.1 and RetroArch's VI Refresh Rate setting, which effectively does the same thing.==Emulation issues=={{Main|Recommended N64 plugins}}
*Sixtyforce Emulation for the N64 is Mac-only, closed-source, and asks you not at the point where many would expect it to pay for it be by now. The system is extremely complex compared to use all its featurescontemporary consoles. It was once one of the only choices for Mac users (particularly those with older MacsWith almost no documentation being available to emulator developers, since it's the only is difficult to create an emulator with a PPC dynarec), but high degree of compatibility with games. Many games require specific plugin setups with the switch specific emulators to x86, and Mupen64Plus improving beyond its peers, it has now become utterly irrelevantbe played decently.
==Emulation issues==
The N64 was an overly complex machine that was difficult to program for. The N64's RDP was pretty much the first real 3D accelerator GPU on consoles. In fact, at the time it came out, it was the most powerful consumer-grade GPU in the world (came out a few months before the Voodoo). It is very hard to emulate all of its functions accurately due to the lack of publicly available documentation for emulator developers. Many RDP functions have to be reproduced in software for accuracy, which takes a lot of power. Especially if you also reproduce the coverage filters, which are a nuisance because they make the image look blurry, and at the same time necessary for pixel-perfect graphics. For this reason, emulating it with a high degree of accuracy and compatibility has proven to be no simple task.
===High-level vs. low-level graphics===
One of the biggest hurdles in the road to proper N64 emulation has been accurately emulating the N64's graphics hardware, known as the Reality Display Processor, itself a part of the N64's Reality Co-Processor. The N64's RDP was the first real 3D accelerator GPU on consoles. In fact, it was the most powerful consumer-grade GPU in the world at the time it came out. It is very hard to emulate all of its functions accurately due to the RDP's complexity & flexibility. In addition, many RDP functions have to be reproduced in software for accuracy, which takes a lot of processing power.
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 N64BOSS ZSort ucode (WDC, Stunt Racer)|publisher=GitHub|accessdate=2018-06-17|date=2018-02-10}}</ref> For example, [https://youtu.be/HfCOnmRHI0o Factor 5]'s games do now work, specifically when using GLideN64 plugin's Reality Cohigh-Processorlevel graphics mode.<ref name="Indiegogo">{{cite web|url=https://www.indiegogo. The RDP is a very complex, fullycom/projects/indiana-j-infernal-machine-high-featured GPU, and emulating it at a low level has proved to be a daunting task that requires a lot -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 research, coding expertisemicrocodes 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 immense amounts of system resourcescombiner accuracy).
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.
===[[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 prerendered 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 often extremely oftentimes low-res natureresolutions.
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 BFD 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 Emulationemulation===The 64DD (an abbreviation for "64 Disk Drive") was a Japan-exclusive peripheral that which allowed a proprietary disk format to be used with the N64. This allowed for These disks had more space at a cheaper manufacturing cost. The peripheral was a commercial failureand was never released outside of Japan. There Internal evidence suggests that, much like the GBA e-Reader, it wasn't even intended for a European release. Expansion disks are currently no emulators 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;"|-! scope="col"|Name! scope="col"|Platform(s)! scope="col"|Latest Version! scope="col"|Active! scope="col"|64DD Emulation! scope="col"|N64 Mouse! scope="col"|[[Recommended Emulators|Recommended]]|-! colspan="7"|PC / x86|-|[[Project64]]|align=left|{{Icon|Windows}}|[https://github.com/project64/project64 2.3. 2]|{{✓}}|Mid|{{✓}}|{{✓}}|-|[[CEN64]]|align=left|{{Icon|Windows|Linux|macOS}}|[https://github.com/tj90241/cen64 Git]|{{✓}}|Mid|{{✓}}|{{✗}}|-|[[MAME]]|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|[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 peripheral 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 almost completely undocumentedimperfect. ===iQue Player emulation===Before the GBA, DS, and 3DS, Nintendo released a modified version of their Nintendo 64 system for the Chinese market, which would make emulation 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 hardactive 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. Numerous attempts However, recently, almost all pieces of iQue Player software were made decrypted to emulate regular .z64 ROM format. Several of the 64DDChinese game localizations already run on N64 emulators, but none 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 really went anywhere beyond proofto 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-ofSen* 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-concept stages64.com/database/aleck64.shtml here]. Don The remaining ones from the system't expect 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 64DD emulator anytime soonVirtual Console game through Dolphin. The system requirements are much higher, if everbut 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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