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Nintendo 64 emulators

260 bytes removed, 16:46, 2 June 2020
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|Larper64
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|[https://thirdworld.dev/ 0.3]
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|[https://github.com/rasky/r64emu Git]
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|Larper64
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|[https://thirdworld.dev/files/Larper64-02.7z 0.2]
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|[[Mupen64Plus]]-pandora
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|[https://pyra-handheld.com/boards/threads/mupen64plus-2-2.72661/ Build 2021] (v2.2)
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|MegaN64<br/><small>(Mupen64+ based)</small>
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|[https://play.google.com/store/apps/details?id=com.aspieapps.free.emulator 7.0]
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|[[Project64]]
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* [[1964]], along with its various versions and forks, was once a decent, speedy open-source alternative to Project64 and Mupen64, though it usually lagged behind the two compatibilities wise. Nowadays it has completely fallen off the radar, as development has stopped, is Windows-only, and there is no longer a central code repo to speak of. There is little reason to use it nowadays outside of historical purposes, very specific edge cases, or if your device is too slow to run Mupen64Plus or Project64.
* Daedalus is an Nintendo 64 emulator for PC which was ported to the PSP under the name of DaedalusX64. The PSP, which has been version later became the main version and got ported to Windowsplatforms such as the Dreamcast, the PS2, but results are even more hit-the PS Vita and-miss than on other emulators due to being made for PSP first and foremostthe 3DS. On PSP, most several games are playable, able to reach full speed and most of them work with some minor sound little emulation issues. 
* [[Sixtyforce]] is macOS-only, closed-source, and asks 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 a <abbr title="Power PC">PPC</abbr> [[Dynamic recompilation|dynarec]]), but, with the switch to x86 and Mupen64Plus being ported to macOS, it has now become irrelevant.
{{Main|Recommended N64 plugins}}
The Nintendo 64 emulation scene can be described as a hot mess. It got to that point because of the overall emulation scene's climate at in the timeearly days, which was to stub off certain components of the emulated hardware as plugins. (Other consoles weren't immune to this phenomenon; it also happened to [[PlayStation emulators|the first PlayStation]].) Developers underestimated the complexity of the system , and had to make as many sacrifices to accuracy as possible to get games working on the average computer. With with little demand for improvements beyond getting the popular titles working from beginning to end, most emulator developers stuck with the codebases they knew for as long as possible and never integrated any of the plugins that were needed to make up a full project, or merge their codebases into one project. And because almost no documentation is available for clean-room reverse engineers, figuring out how the hardware actually functioned had to be done manually, which took longer. The unfortunate side effect result of this is that many games require specific plugin arrangements and specific emulators in order to run well, and there is no viable alternative that isn't just an iteration on the existing plugin-based emulators.
===[[High/Low level emulation|High-level vs. low-level]] graphics===
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