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Nintendo 64 emulators

6,565 bytes added, 06:55, 29 January 2020
Project 64 does not have a libretro core
{{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 SystemPlatform(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 / 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]|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|-|[[UltraHLE]]|align=left|{{Icon|Windows}}|[https://web.archive.org/web/20070312015944/http://www.emuunlim.com/UltraHLE/ultrahle.zip 1.0]|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}
|-
|style="text-align:center;"|[[Mupen64PlusMAME]]|stylealign="text-align:center;"left|{{Icon|Windows|Linux|macOS|Multi-platformFreeBSD}}|style="text-align:center;"|[httpshttp://bitbucketwww.mamedev.org/ecsv/mupen64plus-mxe-daily/overview SVNrelease.html {{MAMEVer}}]|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;"|[[Project64Ryu64]]|stylealign="text-align:center;"left|{{Icon|Windows|Linux|macOS}}|style="text-align:center;"|[httphttps://www.pj64-emugithub.com/downloads/project64Ryu64Emulator/binaries/ 2.2Ryu64 Git]|style="text-align:center;"{{✗}}|{{✗}}|style="text-align:center;"|✓{{✗}}|style="text-align:center;"|✓{{✗}}|style="text-align:center;"|✓{{✗}}|style="text-align:center;"|{{}}|style="text-align:center;"|✓{{✗}}
|-
|style="text-align:center;"|[[CEN64]]R64Emu|stylealign="text-align:center;"left|{{Icon|Windows, |Linux|macOS}}|style="text-align:center;"|[httphttps://git.cen64github.com/?p=cen64.git;a=summary rasky/r64emu Git]|style="text-align:center;"|{{}}|style="text-align:center;"{{✗}}|?{{✗}}|style="text-align:center;"|?{{✗}}|style="text-align:center;"|?{{✗}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}
|-
|style="text-align:center;"|[http://1964js.com 1964]Larper64|stylealign="text-align:center;"left|{{Icon|Windows}}|style="text-align:center;"|[httphttps://1964jsthirdworld.comdev/blogfiles/downloadLarper64-02.html 1.1] (official)<br />[http://code.google.com/p/emu-1964/ 17z 0.2 r146] (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]|style="text-align:center;"|Windows|style!colspan="text-align:center;11"|[http://forums.daedalusx64.comMobile /viewtopic.php?f=38&t=4187 1.1]|style="text-align:center;"|✓|style="text-align:center;"|?|style="text-align:center;"|?|style="text-align:center;"|?|style="text-align:center;"|✗|style="text-align:center;"|✗ARM
|-
|style="text-align:center;"|[[SixtyforceMupen64Plus]]FZ|stylealign="text-align:center;"left|{{Icon|OS XAndroid}}|style[https://play.google.com/store/apps/details?id="text-align:center;"|1org.mupen64plusae.v3.fzurita 3.0.222 (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;"|[[UltraHLEMupen64Plus]]-pandora|stylealign="text-align:center;"left|{{Icon|WindowsPandora}}|style="text[https://pyra-handheld.com/boards/threads/mupen64plus-2-align:center;"|12.072661/ Build 20] (v2.02)|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"|+Mobile
|-
! scope="col"|Name! scope="col"|Operating SystemMegaN64<br/><small>(sMupen64+ based)</small>! scope|align="col"left|{{Icon|Latest VersionAndroid}}! scope|[https://play.google.com/store/apps/details?id="col"com.aspieapps.free.emulator 7.0]|Active{{✓}}! scope="col"|Memory Pak?{{✓}}! scope="col"|Rumble Pak?{{✓}}! scope="col"|Transfer Pak?{{✓}}! scope="col"|[[libretro{{✗}}|Libretro Core]]{{✗}}! scope="col"|[[Recommended emulators|Recommended]]{{✗}}
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|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;"|?{{✓}}|style="text-align:center;"|?{{✓}}|style="text-align:center;"|?{{✓}}|style="text-align:center;"|✗|style="text-align:center;"|{{}}|{{✗}|{{na| classtext="wikitable"|+ConsolesTBD}}
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! 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
|-
|style="text-align:center;"|[[Virtual Console]]|stylealign="text-align:center;"left|{{Icon|[[Wii]], [[Wii U emulators|Wii U]]WiiU}}|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;"|{{}}
|-
|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;"|?|style="text-align:center;"|?{{✗}}|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;"{{✓}}|?{{✓}}|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]DaedalusX64|stylealign="text-align:center;"left|{{Icon|[[PlayStation Portable]]PSP}}|style="text-align:center;"|[httphttps://www.emucrgithub.com/searchDaedalusX64/labeldaedalus/DaedalusX64 SVNreleases/latest 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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===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], is currently the most reliable N64 emulatorcodebase has reached compatibility parity with Project64, when both emulators are run with GLideN64. It Mupen64Plus lacks a native GUI, instead of being run either from the command line or by dragging and dropping ROMs onto the executable and editing the config with a text editor such as Notepad++. There are third-party GUIs made for it, but these often suffer from their own issues. Mupen64Plus is actively developed and has also been ported to a number of different platforms. The [[RetroArchBizHawk]] core of this emulator is heavily modified and may experience discrepancies or issues that wouldn't occur using the standalone version of it. The core is constantly being worked on and has features not present in mainline alongside RetroArch's general features, including Project64-style overclocking for faster framerates and 3-point texture filtering. [[BizHawkOpenEmu]] also uses a port use shallow forks of Mupen64Plusand its plugins for their N64 emulation.
:* [[Project64]] is still a decent choice for emulating many of the popular gamesWii64 and Not64 are both based on Mupen64, seeing various work done on it in recent years. It is capable of using with Not64 being a wide variety fork of plugins, and has a relatively user-friendly interfaceWii64. However, it remains confined Not64 claims to Windows. Version 2.2 has various fixes over version 1.6.1 be better optimized as well as having higher compatibility and is overall more accurate, even outclassing Mupen64Plus in some instancesfrequent updates. HoweverN64 emulation on Wii is not very good, audio playback is worse due to lag and crackling. It may be handy to keep a copy of version 1.6.1 alongside it for this reason. Whatever you do, '''DO NOT USE THE OFFICIAL INSTALLER FOR THE LATEST VERSION OF PROJECT64.''' Doing so will prompt you is recommended to install various programs, some of which are malwarestick with the Virtual Console N64 releases whenever possible.
* [[CEN64Project64]] is an open-source emulator for Windows. Its official release builds are more up-to-date than Mupen64Plus', and-coming emulator that aims for cycle accuracythe current version, 2.3.2, while at is roughly as accurate as the same time aiming to eventually be usable on modern PC hardwaredevelopment versions of Mupen64Plus when both are played with recommended plugins. It currently lacks many has a more user-friendly interface than the Mupen64Plus attempts and supports more features such as overclocking and has spotty compatibilityTransfer Pak emulation. However, but itdoesn's gradually improvingt come with GLideN64 out-of-the-box, and the default video and audio plugins aren't even the best in the box. It can already emulate some well-known edge casespresently remains confined to Windows, such as though work is underway to port it to Android and Linux. For the picture recognition most part, it works well in Pokemon Snap[[Wine]], but, if you're on a different platform, use Mupen64Plus instead.
* 1964, along [[RetroArch]]'s Nintendo 64 libretro core is based on Mupen64Plus and its plugins but with its various versions heavy modifications. It introduces many features and forksoptimizations not present in mainline alongside RetroArch's general features, including Project64-style overclocking for faster framerates, 3-point texture filtering, was a decentsuperior A/V sync and latency, speedy alternative to Project64 and Mupen64even an exclusive LLE Vulkan renderer based on Angrylion's pixel-perfect plugin, though making it usually lagged behind a better alternative to the two standalone version in compatibilitysome cases. NowadaysIts developers have expressed intentions to eventually rewrite the core and brand it as its own emulator, it called paraLLEl. That new paraLLEl core has completely fallen off a special "[https://www.youtube.com/watch?v=mzR93F9gPdc Super VI Mode]" option which, if used, can make the radarvisuals of N64 games look less blurry with fairly mitigated jaggies even at their native resolutions. There is little reason to use Although, it nowadays outside of historical purposesmay need a [https://www.youtube.com/watch?v=z7_D_D419S0 powerful GPU].
* Daedalus [[CEN64]] is an N64 up-and-coming emulator that aims for cycle accuracy while, at the PSPsame time, which has been ported aiming to Windows, but results are even more hit-and-miss than eventually be usable on other emulators due to being made for PSP first modern PC hardware. It currently lacks many features and foremost. On PSP, most games are unplayablehas spotty compatibility, but thereit's a [http://forums.daedalusx64.com/compatgradually improving.php small amount of them that work really It can already emulate some well] with -known edge cases such as the right settings (Quest 64, for example)picture recognition in Pokemon Snap.
* [[Sixtyforce1964]] , 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 MacWindows-only, closed-source, and asks you there is no longer a central code repo to pay for full access speak of. There is little reason to its features. It was once one use it nowadays outside of the only choices for Mac users (particularly those with older Macshistorical purposes, since it's the only emulator with a PPC dynarec)very specific edge cases, but with the switch or if your device is too slow to x86 and run Mupen64Plus improving beyond its peers, it has now become irrelevantor 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 releases whenever possibleswitch to x86 and Mupen64Plus being ported to macOS, it has 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.<ref name="Sixty Formula">{{cite web|url=https://www. These disks had more space at a cheaper manufacturing costyoutube. com/watch?v=AMbjvGvPkV4|title=The peripheral was a commercial failure 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 was never released outside of Japan (internal evidence suggests that much like the GBA e''Pokémon Stadium'' games. Mostly, this can be done with N-ReaderGage's input plugin, it wasnbut a couple of things aren't even intended for an European release most likelyemulated: *Taking pictures with the Japanese ''Game Boy Camera'' (called ''Pocket Camera'')while in Transfer Pak mode playing ''Mario Artist: Paint Studio'' displays static.
Expansion disks ===64DD emulation===The 64DD (an abbreviation for existing games (only "64 Disk Drive") was a peripheral which allowed a proprietary disk format to be used in one with the N64. These disks had more space at a cheaper manufacturing cost. The peripheral was a commercial failure and was never released gameoutside of Japan. Internal evidence suggests that, Fmuch like the GBA e-Zero XReader, and existing but dummied in Zelda OoT and Mario Party 2 JP/PAL) are region coded to either Japan or US (obviously unused), and wonit wasn't work with N64 games from the wrong regioneven intended for a European release.
Recently there has been effort Expansion disks are region-coded to emulate the 64DD, either Japan or US (obviously unused) and now [[MESS|MESS]] can run several commercial 64DD won't work with N64 games as part of its N64 emulatorfrom the wrong region. This is being ported to [[CEN64|CEN64]] with the help Only F-Zero X has full support for this feature, but dummied-out expansion data in Ocarina of [https:Time and Mario Party 2 (JP//twitter.com/LuigiBlood LuigiBloodPAL) 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"|+PCstyle="text-align:center;"
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! scope="col"|Name
! scope="col"|Operating SystemPlatform(s)
! scope="col"|Latest Version
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! scope="col"|64DD Emulation
! scope="col"|N64 Mouse
! scope="col"|[[Recommended emulatorsEmulators|Recommended]]
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|style="text-align:center;"|[[Project64]]|style="text-align:center;"|Windows|style! colspan="text-align:center;7"|[http:PC //www.pj64-emu.com/downloads/project64/binaries/ 2.2.0.3]|style="text-align:center;"|✓|style="text-align:center;"|Mid|style="text-align:center;"|✓|style="text-align:center;"|✓x86
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|style="text-align:center;"|[[CEN64Project64]]|stylealign="text-align:center;"left|{{Icon|Windows, Linux}}|style="text-align:center;"|[httphttps://git.cen64github.com/?p=cen64project64/project64 2.3.git;a=summary Git2]|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;"|[[MESSCEN64]]|stylealign="text-align:center;"left|{{Icon|Multi-SystemWindows|style="text-align:center;"Linux|?macOS}}|style="text-align[https:center;"//github.com/tj90241/cen64 Git]|{{}}|style="text-align:center;"|Mid|style="text-align:center;"|?{{✓}}|style="text-align:center;"|{{}}
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|[[MAME]]
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|[http://www.mamedev.org/release.html {{MAMEVer}}]
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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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