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Nintendo 64 emulators

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The '''Nintendo 64''' is a 64-bit fifth-generation console released by Nintendo on September 29, 1996 for {{inflation|USD|199.99|1996}}. It has a  Nintendo was the second company approached by Silicon Graphics Inc. (SGI), who wanted to roll out their previously enterprise-only technology in the consumer space. They originally pitched their idea to Sega, but it's assumed that Nintendo's offer was more appealing. With the NEC VR4300 CPU clocked at 93.75 MHz, 4MB of RAM (,<ref group=N>Though a separate add-on was later released called the "Expansion Pak" that added an additional 4MB of RAM, making a total of totaling 8MB of RAM), .</ref> and an SGI RCP GPU, Nintendo had finalized much of the hardware at least a year before launch, preventing video games from needing drastic rewrites as a result of architectural changes. The development workstations were often Unix-based, something that would later help reverse engineers in some projects.
==Emulators==
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!colspan="11"|PC / x86
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|ParaLLEl
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|[https://www.retroarch.com/ 2.0-rc2]
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|[[Mupen64Plus]]
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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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!colspan="11"|Consoles
|Not64
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|[https://github.com/Extrems/Not64/releases/latest 2019041020200609]|{{}}
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|[https://code.google.com/p/mupen64gc/ Wii64]DaedalusX64|align=left|{{Icon|GCNPSP}}<br>{{Icon|Wii3DS|Vita}}|[https://codegithub.googlecom/DaedalusX64/daedalus/releases/latest Git]<br>[https://github.com/archivemasterfeizz/pDaedalusX64-3DS/releases 3DS Git], [https:/mupen64gc/downloads 1github.1 betacom/Rinnegatamante/DaedalusX64-vitaGL/releases vitaGL Git]|{{✗}}
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|DaedalusX64[https://code.google.com/p/mupen64gc/ Wii64]|align=left|{{Icon|PSPGCN|Wii}}|[https://githubcode.google.com/DaedalusX64archive/daedalusp/releasesmupen64gc/latest Gitdownloads 1.1 beta]|{{✗}}
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<nowiki>* Available exclusively as a libretro core</nowiki>
===Comparisons===
:* Wii64 and Not64 are both based on Mupen64, with Not64 being a fork of Wii64. Not64 claims to be better optimized as well as having higher compatibility and more frequent updates. N64 emulation on Wii is not very good, and it is recommended to stick with the Virtual Console N64 releases whenever possible.
 
* [[RetroArch]]'s Nintendo 64 libretro core called ParaLLEl is based on Mupen64Plus and its plugins but with heavy modifications. It introduces many features and optimizations not present in mainline alongside RetroArch's general features, including Project64-style overclocking for faster frame rates, 3-point texture filtering, superior A/V sync and latency, and even an exclusive LLE Vulkan renderer based on Angrylion's pixel-perfect RDP plugin, making it a better alternative to the standalone version in some cases, especially if accuracy is the goal. ParaLLEl 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]. It also offers native high resolution rendering, only available in integer scales of the original N64 resolution.
* [[Project64]] is an open-source emulator for Windows. Its official release builds are more up-to-date than Mupen64Plus', and the current version, 2.3.2, is roughly as accurate as the development versions of Mupen64Plus when both are played with recommended plugins. It has a more user-friendly interface than the Mupen64Plus attempts and supports more features such as overclocking and Transfer Pak emulation. However, it doesn't come with 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, though work is underway to port it to Android and Linux. For the most part, it works well in [[Wine]], but, if you're on a different platform, use Mupen64Plus instead.
 
* [[RetroArch]]'s Nintendo 64 libretro core is based on Mupen64Plus and its plugins but with heavy modifications. It introduces many features and optimizations not present in mainline alongside RetroArch's general features, including Project64-style overclocking for faster framerates, 3-point texture filtering, superior A/V sync and latency, and even an exclusive LLE Vulkan renderer based on Angrylion's pixel-perfect plugin, making it a better alternative to the standalone version in some cases. Its developers have expressed intentions to eventually rewrite the core and brand it as its own emulator, called paraLLEl. That new paraLLEl core has a 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].
* [[CEN64]] is an up-and-coming emulator that aims for cycle accuracy while, at the same time, aiming to eventually be usable on modern PC hardware. It currently lacks many features and has spotty compatibility, but it's gradually improving. It can already emulate some well-known edge cases such as the picture recognition in Pokemon Snap.
* [[1964]], along with its various versions and forks, was once a decent, speedy open-source alternative to Project64 and Mupen64, though it usually lagged behind the two compatibilities wise. Nowadays it has completely fallen off the radar, as development has stopped, is Windows-only, and there is no longer a central code repo to speak of. There is little reason to use it nowadays outside of historical purposes, very specific edge cases, or if your device is too slow to run Mupen64Plus or Project64.
* Daedalus is an Nintendo 64 emulator for 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}}
Emulation for 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 in the N64 is not at early days, which was to stub off certain components of the point where many would expect emulated hardware as plugins. (Other consoles weren't immune to this phenomenon; it also happened to be by now[[PlayStation emulators|the first PlayStation]]. The ) Developers underestimated the complexity of the system is extremely complex compared , and 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 its contemporary consolesmake up a full project, or merge their codebases into one project. With And because almost no documentation being is available for clean-room reverse engineers, figuring out how the hardware actually functioned had to emulator developersbe done manually, it which took longer. The unfortunate result of this is difficult to create an emulator with a high degree of compatibility with games. Many that many games require specific plugin setups with arrangements and specific emulators in order to be played decentlyrun 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===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.
For this reason, most developers have instead opted One of the biggest hurdles to approximate emulating the Nintendo 64 is the Reality Display Processor (RDP's functions using high-level emulation (HLE) through various APIs such as Direct3D, OpenGL, and even Glide. While this results one of two components in much more reasonable system requirements for emulation, along with prettier, higher resolution graphics, this method can be hit and missthe Reality Coprocessor made by SGI. It often requiring perThe Reality Display Processor was the most powerful consumer-game tweaks and settings grade GPU at the time of the console's release; this was a selling point that Nintendo wanted to prevent graphical glitches on many gamesemphasize as a result of working with SGI. Some However, reverse engineering efforts for popular Nintendo 64 games implemented custom graphics microcode which had yet to be reverse-engineered. Although many or even all of them have already been implemented in HLE mode in 2016-2018 with dedicated work from GLideN64showed that Nintendo's lead programmer, gonetz, and one or two assistantssoftware development kit included a common microcode for the RDP.<ref name="gliden64_blog-1">{{cite web|url=https://gliden64.blogspot.com/2017/|title=Public Release 3.0|publisher=Blogspot|accessdate=2018-06-17|date=2017-12-29}}</ref><ref name="ZSortBOSS">{{cite web|url=https://github.com/gonetz/GLideN64/issues/1685#issuecomment-364436534|title=Initial implementation of BOSS ZSort ucode (WDC, Stunt Racer)|publisher=GitHub|accessdate=2018-06-17|date=2018-02-10}}</ref> For example, [https://youtu.be/HfCOnmRHI0o Factor 5]It's games do now work, specifically when using GLideN64 pluginpossible Nintendo didn's high-level graphics mode.<ref name="Indiegogo">{{cite web|url=https://www.indiegogo.com/projects/indiana-j-infernal-machine-high-t want to give developers access at a lower 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-out of-microcodes-for.html|title=HLE implementation fears that doing so would damage consumer units, but that meant most of microcodes for "Indiana Jones" and "Battle for Naboo" completed.|publisher=Blogspot|accessdate=2018-06-17|date=2018-05-26}}</ref> Other games may have issues with such the effort spent emulating the RDP quirks as frame buffer/depth buffer access (issues with would go towards figuring out how to handle 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)microcode.
Low-level * Most developers in 1999 and the early 2000s opted to approximate functions through various APIs such as Direct3D, OpenGL, and even Glide. While this resulted in much more reasonable system requirements for emulation can , along with prettier, higher resolution graphics, this method proved to be handled in two wayshit and miss, complete lowoften requiring per-level software emulation game tweaks and settings to prevent graphical glitches on many games. Some games flat out didn't work, because it wasn't clear what the microcode did or a hybrid approach of LLE RDP emulationwhy, which involves using graphics APIs to simulate and required extensive hardware testing.* On the RDP while using low-level RSP emulation to side, developers would either completely emulate the graphics RDP or autodetect the microcodeand use an appropriate implementation for the game. Low level The former would mean a software emulation of renderer accurate to the RDP involves replicating all RDP functionality in software, which allows for very high accuracy hardware but can suffer from major performance issues bottlenecks unless optimizations such as like vectorization and multi-threading are performedwere implemented. Hybrid LLE emulation can allow for The latter would mean faster performance enhancement over low level software RDP emulation but can suffer from various problems due developers would still have to things such as replicating the N64's numerous blending/combine modes, emulating frame buffer access and replicating figure out how polygons are rasterized to the screen (due to how the RDP renders primitives on a low level)account for edge cases.
gonetz and one or two assistants have spent a large portion of development improving GlideN64's handling of microcode throughout 2016-2018.<ref name="gliden64_blog-1">{{cite web|url=https://gliden64.blogspot.com/2017/|title=Public Release 3.0|publisher=Blogspot|accessdate=2018-06-17|date=2017-12-29}}</ref><ref name="ZSortBOSS">{{cite web|url=https://github.com/gonetz/GLideN64/issues/1685#issuecomment-364436534|title=Initial implementation of BOSS ZSort ucode (WDC, Stunt Racer)|publisher=GitHub|accessdate=2018-06-17|date=2018-02-10}}</ref> This means that [https://youtu.be/HfCOnmRHI0o Factor 5]'s games are now working in the high-level graphics mode.<ref name="Indiegogo">{{cite web|url=https://www.indiegogo.com/projects/indiana-j-infernal-machine-high-level-emulation#/updates/all|title="Indiana J. & Infernal Machine" HLE|publisher=Indiegogo|accessdate=2018-06-17|date=2018-05-17}}</ref><ref name="gliden64_blog-2">{{cite web|url=https://gliden64.blogspot.com/2018/05/hle-implementation-of-microcodes-for.html|title=HLE implementation of microcodes for "Indiana Jones" and "Battle for Naboo" completed.|publisher=Blogspot|accessdate=2018-06-17|date=2018-05-26}}</ref> Other games may still have issues with RDP quirks like frame buffer/depth buffer access (issues with how the frame buffer is used as well as performance issues), VI emulation, and how combine/blending modes are emulated (such as noise issues and combiner accuracy). It should also be noted that even though most games "technically work" through the HLE method, but it is 's not an accurate representation of what the N64 hardware's video output actually looked like , but rather a rough approximation by PC your graphics hardwarecard. Your mileage may vary on whether Whether this is a good thing an improvement or not, given the N64's often blurry low-res outputis subjective.<gallery widths="300" mode="packed">Majora's mask accurate.png|Low level emulation of Majora's Mask with low-level graphics (using SoftGraphic)Project64 2013-07-26 14-20-17-55.png|High level emulation of Majora's Mask with high-level graphics (using Jabo's Direct3D)
</gallery>
===[[Texture filtering]]===
The N64 Nintendo 64 was the first console consumer device to be able to feature texture filtering of any kindfilter textures when rendering 3D objects. However, unlike every console and PC graphics hardware and every console card made after the N64, its implementation of bilinear texture filtering was unique, primitive 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 bilinearfiltering, HLE plugins instead apply conventional bilinear filtering, interpolating straight from the source texture up to the output resolution, much like on the same way a PC gamesgame would. While technically this that method of bilinear filtering is technically superior to the N64's, it can also result in textures that look even blurrier than on real hardware.
Another issue lies with the appliance of texture filtering per quad on static images, text, and sprites. Because each quad is filtered separately, this can cause some visual inconsistencies. Text and UI elements often look as though their edges cut off abruptly, and static images, such as pre-rendered backgrounds or menu screens, may look as though they are separated into squares. Some plugins allow the user to turn off texture filtering to remedy this, but, unfortunately, this also applies to textures in the game world, exposing their oftentimes low resolutions.
RetroArch's Mupen64Plus core has taken some steps which help remedy these problems. It is the only emulator that implements N64-style three-point texture filtering, which results in a more faithful look. It is also capable of rendering at 320x240, which sidesteps the issues with filtered text, UI elements, and menu screens, while still retaining texture filtering. Pixel-accurate plugins do not have these problems at all.
<gallery widths="300" mode="packed">
Project64_2013-06-26_17-44-58-31.png|Conker's Bad Fur Day copyright screen, displaying issues with filtered text.
Mupen64plus_2013-08-18_20-35-50-08.png|Ocarina of Time's menu subscreen, displaying issues with filtering. Note how the Quest Status screen appears to be divided into a grid.
* Yoshi's Story
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==Notes==
<references group=N />
==References==
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