Changes

Jump to navigation Jump to search

Nintendo 64 emulators

46,009 bytes added, 27 March
adjusted the n64oid paragraph
{{Infobox console|title = Nintendo 64|logo = Nintendo64Console.png|developer = [[:Nintendo]]|type = [[File:N64Category:Home consoles|Home video game console]]|generation = [[:Category:Fifth-Console-Set.jpggeneration video game consoles|Fifth generation]]|thumbrelease = 1996|250pxdiscontinued = 2003|The predecessor = [[Super Nintendo 64 (N64)emulators|Super Family Computer / Super Nintendo Entertainment System]]|successor = [[GameCube emulators|GameCube]]|emulated = {{✓}}}}
{{for|other emulators that run on N64 hardware|Emulators on N64}}  The '''Nintendo 64''' is a 64-bit fifth-generation console released by Nintendo on September 29, 1996, for {{inflation|USD|199.99|1996}}. Nintendo was the second company approached by Silicon Graphics Inc. (SGI), which wanted to roll out its previously enterprise-only technology in 1996the 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, 4 MBs of RAM, 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. A separate add-on was later released called the "[[#Peripherals|Expansion Pak]]" that added an additional 4 MBs of RAM, totaling to 8 MBs. The development workstations were often Unix-based, which would later help reverse-engineers in some projects.­­ Unlike competitors such as the PlayStation, the N64 used cartridges instead of CDs. While a big advantage was that data could be read faster than CDs, meaning that load times were minimal or even non-existent, the main disadvantage of cartridges was the small data capacity, which meant that many third party developers switched to the PlayStation. Nintendo 64 emulator development began during the console's lifespan, with [[UltraHLE]] being a landmark release in emulation. Despite the impressive feat of playing retail games on a standard computer of the time period, emulation of the console had serious issues for nearly the next two decades. This was largely due to the "plugin hell" exacerbated by closed-source development practices, an over-reliance on the leaked "Oman archive" documentation that hindered true reverse engineering of console behavior, and the use of endless hacks and shortcuts due to the weak hardware of the time. However, newer open-source emulators and plugins now offer greatly improved accuracy alongside visual enhancements.
==Emulators==
<div style="overflow-x:auto;width:100%">{| class="wikitablesortable" style="text-align:center;width:100%"
! scope="col"|Name
! scope="col"|Operating SystemPlatform(s)! scope="col"|Latest Versionversion! scope="col"|[[#Hardware_variants|Hardware<br/>variants]]! scope="col"|[[#Peripherals|Peripherals]]! scope="col"|[[#Enhancements|Enhancements]]! scope="col"|Compatibility! scope="col"|[[Emulation Accuracy|Accuracy]]! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>
! 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 emulators|Recommended]]
|-
!colspan="11"|PC/ x86
|-
|[[RetroArch|Mupen64Plus-Next]]|Multi-platformalign=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|[https://githubbuildbot.libretro.com/mupen64plusnightly/mupen64plus-libretro core/ 2.5]|{{✗}}|{{~}}
|{{✓}}
|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{✓}}
|{{✓}}
|{{✓}}
|-
|[[RMG]]
|align=left|{{Icon|Windows|Linux}}
|[https://github.com/Rosalie241/RMG/releases {{RMGVer}} stable]</br>[https://nightly.link/Rosalie241/RMG/workflows/build/master {{RMGVer}}-dev]
|{{✗}}
|{{~}}
|{{~}}
|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{✓}}
|{{✓}}
|{{✓}}
|-
|[[Project64ares]]|align=left|{{Icon|Windows|Linux|macOS}}|[https://nightly.link/ares-emulator/ares/workflows/build/master <abbr title="Latest development build version">git Artifacts</abbr>]<br/>[https://github.com/project64ares-emulator/ares/project64 releases {{aresVer}}]|{{✗}}|{{~}}|{{Project64Ver~}}|[https://ares-emu.net/compatibility/nintendo-nintendo-64 97%<br/><small>872 out of 900 reported titles</small>]| High
|{{✓}}
|{{✓}}
|{{✓}}
|-
|[[simple64]]
|align=left|{{Icon|Windows|Linux}}
|[https://github.com/simple64/simple64/releases {{Simple64Ver}}]</br><abbr title="Final build that supports GLideN64 video plugin but its obsolete. Use RMG with GLideN64 instead.">[https://github.com/thekovic/simple64/releases/tag/v2021.5.30 GLideN64]</abbr>
|{{✗}}
|{{~}}
|{{~}}
|?
| High
|{{✓}}
|{{✓}}
|{{✗}}
|{{✓}}
|-
|[[CEN64BizHawk]]|align=left|{{Icon|Windows, |Linux}}|[https://githubgitlab.com/tj90241TASVideos/BizHawk/-/pipelines Dev builds]<br/>[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]|{{~}}|{{~}}|{{~}}|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]<br/cen64 Git>[[BizHawk#Supported_systems|(Core dependent)]]</small>| <small>[[Recommended N64 plugins|Plugin dependent]]<br/>[[BizHawk#Supported_systems|Core dependent]]</small>
|{{✓}}
|{{✓}}
|{{~}}
|-
|[[Project64]]
|align=left|{{Icon|Windows}}
|[https://github.com/Rosalie241/BetterMajorasMaskInstaller/releases <abbr title="This installer automatically installs and configures latest versions of Project64-nightly, GlideN64 video plugin, Azimer's Audio Plugin, Iconoclast's Static RSP Interpreter and also MM HD Texture Pack.">Rosalie241's MMHD</abbr>]<br/>[https://www.pj64-emu.com/nightly-builds Nightly]<br/>[https://www.pj64-emu.com/public-releases {{Project64Ver}}]<br/>[https://github.com/Rosalie241/PJ64Launcher/releases/latest Keygen]
|{{~}}
|{{~}}
|{{~}}
|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{✓}}
|?
|{{✓}}
|{{✗}}
|-
|[[Mupen64Plus]]
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://bitbucket.org/ecsv/mupen64plus-mxe-daily/downloads/?tab=tags MXE Builds]<br/>[https://github.com/mupen64plus/mupen64plus-core/releases/tag/nightly-build nightly]
|{{✗}}
|{{~}}
|{{~}}
|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{✓}}
|{{✓}}
|{{✗}}<ref group=N>RMG is recommended instead of using Mupen64Plus MXE builds because RMG comes bundled with GLideN64, angrylion's RDP Plus and ParaLLEl-RDP for video plugins, and mupen64plus-hle-rsp, CXD4 and ParaLLEl-RSP for RSP plugins.</ref>
|-
|[http://1964js.com 1964[RetroArch|ParaLLEl-N64]]|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|[http://www.emulation64.com/files/getdownload/936/ 1.1] (official)<br />[https://codebuildbot.googlelibretro.com/pnightly/emu-1964/ 1.2 r146libretro core] (SVN)
|{{✗}}
|{{~}}
|{{✓}}
|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{✓}}
|{{✓}}
|{{✗}}<ref group=N name=obsolete>Obsolete and replaced by Mupen64Plus-Next. ParaLLEl-N64 should now only be considered for older ROM hacks that don't play well with the newer, more [[Emulation_accuracy|accurate]] plugins.</ref>
|-
|[[CEN64]]
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://github.com/tj90241/cen64 {{CEN64Ver}}]
|{{✗}}
|{{~}}
|{{✗}}
|?
| Partial Cycle
|{{✓}}
|{{✓}}
|{{✗}}
|-
|[[MAME]]
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|<abbr title="Latest development version">git artifacts</abbr><ref group=N>[https://nightly.link/mamedev/mame/workflows/ci-windows/master CI-Windows] [https://nightly.link/mamedev/mame/workflows/ci-linux/master CI-Linux] [https://nightly.link/mamedev/mame/workflows/ci-macos/master CI-Macos]</ref></br>[http://www.mamedev.org/release.html {{MAMEVer}}]<br/>[https://buildbot.libretro.com/nightly/ libretro core]<ref group=N>As 0.251, 0.139 (2010), 0.78 (2003), 0.37b5 (2000)</ref>
|{{~}}
|{{~}}
|{{~}}
|[http://adb.arcadeitalia.net/lista_mess.php?software_list_name=n64&compatibility= 1%<br/><small>13 out of 993 reported titles</small>]
|?
|{{✓}}
|{{✓}}
|{{✗}}
|-
|[https://web.archive.org/web/20160828165435/http://forums.daedalusx64.com/ Daedalus]Kaizen|align=left|{{Icon|Windows|Linux}}|[httphttps://wwwgithub.dcemu.co.ukcom/vbulletinSimoneN64/threads/599734Kaizen#pre-Daedalusx64built-for-Windows-OSX-Linux-Updated-v1-1?p=2148637718 1.1binaries git]|{{✗}}|{{✗}}
|{{✗}}
|?
|?
|{{✓}}
|{{✓}}
|{{✗}}(WIP)
|-
|Rokuyon
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://github.com/Hydr8gon/rokuyon {{RokuyonVer}}]
|{{✗}}
|{{✗}}
|{{✗}}
|?
|?
|{{✓}}
|{{✓}}
|{{✗}}(WIP)
|-
|R64Emu
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://github.com/rasky/r64emu git]
|{{✗}}
|{{✗}}
|{{✗}}
|?
|?
|{{✓}}
|{{✓}}
|{{✗}}(WIP)
|-
|Gopher64|align=left|{{Icon|Windows|Linux}}|[[Sixtyforce]https://github.com/gopher64/gopher64/releases {{Gopher64Ver}}]|OS X{{?}}|{{?}}|{{?}}|?|1.0.1?
|{{✓}}
|{{✓}}
|{{✗}}(WIP)
|-
|[[1964]]
|align=left|{{Icon|Windows}}
|[https://github.com/Graslu/1964GEPD/releases/tag/latest 1964GEPD]<br /><abbr title="Official">[http://www.emulation64.com/files/getfile/936/ 1.1]</abbr><br /><abbr title="Unofficial SVN">[http://files.emulation64.fr/Emulateurs/EMU_1964_146.zip 1.2 r146]</abbr>
|{{✗}}
|{{✗}}
|{{~}}
|?
| Low
|{{✓}}
|{{✗}}
|{{✗}}<ref group=N name=1964GEPD>[https://github.com/Graslu/1964GEPD/releases/tag/latest 1964GEPD] is only recommended to use for Goldeneye 007 or Perfect Dark; because this emulator is primarily made for GoldenEye/Perfect Dark and modified for use with the Mouse Injector and their ROM hacks. '''It has poor ROM support outside of these games'''. Another and recommended option for Goldeneye: 007 is [https://github.com/garungorp/MouseInjectorDolphinDuck#supported-mupen64plusretroarch garungorp's MouseInjectorDolphinDuck] with mupen64plus_next_libretro.</ref>
|-
|[[DaedalusX64]]
|align=left|{{Icon|Linux|macOS}}
|[https://github.com/DaedalusX64/daedalus/releases/latest git]
|{{✗}}
|{{✗}}
|{{~}}
|?
|?
|{{✓}}
|{{~}}
|{{✗}}
|-
|[[Sixtyforce]]
|align=left|{{Icon|macOS}}
|[http://sixtyforce.com/download/ {{SixtyforceVer}}]
|{{✗}}
|{{✗}}
|{{✗}}
|?
|?
|{{✗}}
|{{✗}}
|{{✗}}
|-
|Larper64
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://drive.google.com/file/d/1IWyw5UG9Uf24KG0zrcXSFoOmcQoHWmyc/view {{Larper64Ver}}]
|{{✗}}
|{{✗}}
|{{✗}}
|?
|?
|{{✗}}
|{{✗}}
|-
|[[UltraHLE]]
|align=left|{{Icon|Windows}}|[https://web.archive.org/web/20070312015944/http://www.emuunlim.com/UltraHLE/ultrahle.zip 1.0.0|{{✗}}]
|{{✗}}
|{{✗}}
|{{✗}}
|?
| Low
|{{✗}}
|{{✗}}
|{{✗}}
|-
|[[MAMERyu64]]|Multi-platformalign=left|{{Icon|Windows|Linux|macOS}}|[httphttps://wwwgithub.mamedev.orgcom/Ryu64Emulator/release.html {{MAMEVer}}Ryu64 git]|{{✓}}
|{{✗}}
|{{✗}}
|{{✗}}
|?
|?
|{{✓}}
|{{}}
|{{✗}}
|-
!colspan="11"|Mobile/ ARM
|-
|[[RetroArch|Mupen64Plus|Mupen64+-Next]] FZ|align=left|{{Icon|Android|iOS}}|[https://playbuildbot.googlelibretro.com/store/appsnightly/details?id=org.mupen64plusae.v3.fzurita 3.0.181libretro core]|{{✗}}|{{~}}
|{{✓}}
|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{✓}}
|{{✓}}
|{{✓}}
|-
|[[Mupen64Plus]] FZ
|align=left|{{Icon|Android}}
|[https://play.google.com/store/apps/details?id=org.mupen64plusae.v3.fzurita 3.0.322 (beta)]
|{{✗}}
|{{?}}|{{~}}|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{✓}}
|-
|[[Mupen64Plus|Mupen64plus-pandora]]
|Pandora
|[https://pyra-handheld.com/boards/threads/mupen64plus-2-2.72661/ Build 20] (v2.2)
|{{✓}}
|{{✓}}
|?-|[[Mupen64Plus]]|align=left|{{Icon|Pandora|Pyra}}|[http://repo.openpandora.org/?page=detail&app=mupen64plus Pandora]<br/>[https://pyra-handheld.com/repo/apps/39 Pyra]
|{{✗}}
|{{?}}
|{{?}}
|[https://docs.google.com/spreadsheets/u/0/d/10AhvborAoFjTdVvnJ8lMl6PH_RT_3LXUhCknNqycg7A/htmlview?hl=en_GB&pli=1#gid=0 23%<br/><small>45 out of 194 reported titles</small>]<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{✓}}
|{{✗}}
|{{~}}
|-
!colspan="11"|Consoles
|-
|[[Virtual ConsoleRetroArch|Mupen64Plus-Next]]|align=left|{{Icon|XB1|SXS}}|[https://www.retroarch.com/?page=platforms RetroArch]|{{✗}}|{{~}}|{{✓}}|?<br/><small>[[WiiRecommended N64 plugins|(Plugin dependent)]], </small>| <small>[[Wii U emulatorsRecommended N64 plugins|Wii UPlugin dependent]]</small>|N/A{{✓}}|{{✓}}
|{{✓}}
|-
|[[DaedalusX64]]
|align=left|{{Icon|PSP}}<br>{{Icon|3DS}}<br>{{Icon|Vita}}<br>{{Icon|PS2}}
|[https://github.com/DaedalusX64/daedalus/releases/latest PSP]<br/>[https://github.com/masterfeizz/DaedalusX64-3DS/releases 3DS]<br/>[https://github.com/Rinnegatamante/DaedalusX64-vitaGL/releases VitaGL]<br/>[https://www.ps2-home.com/forum/viewtopic.php?f=99&p=39957#p39957 PS2]
|{{✗}}
|{{✗}}
|{{~}}
|[https://daedalusx64.rinnegatamante.it/ 49%<br/><small>234 out of 473 reported titles (Vita)</small>]
[https://docs.google.com/spreadsheets/d/13izCg9TYUWpF3Ot3P3wVUzAk_qpsNtsNqmydakELIUQ/edit#gid=1172263683 61%<br/><small>97 out of 157 reported titles from 1.1.6-1.1.8 (PSP)</small>]
 
[https://wiki.gbatemp.net/wiki/DaedalusX64_3DS 27%<br/><small>71 out of 260 reported titles (3DS)</small>]
|?
|{{✓}}
|{{~}}
|{{✓}}<br/><small>(PSP)</small>
|-
|Not64
|align=left|{{Icon|GCN|Wii|WiiU}}
|[https://github.com/Extrems/Not64/releases/latest 20231102]
|{{✗}}
|{{✗}}
|{{✗}}
|[https://wiki.gbatemp.net/wiki/Wii64_Compatibility_List 71%<br/><small>303 out of 424 reported titles</small>]<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
|?
|{{✓}}
|-
|Not64
|[[Wii]], [[GameCube_emulators|GameCube]]
|[https://github.com/Extrems/Not64/releases/latest 20171009]
|{{✗}}
|{{✓}}
|{{✓}}
|-
|[[Virtual Console]]
|align=left|{{Icon|Wii|WiiU}}
|N/A
|{{✗}}
|{{?}}
|{{?}}
|[[Wikipedia:List_of_Virtual_Console_games_for_Wii_(North_America)#Nintendo_64|<small>Only for selected titles (Wii)</small>]]<br/>[[Wikipedia:List_of_Virtual_Console_games_for_Wii_U_(North_America)#Nintendo_64|<small>Only for selected titles (Wii U)</small>]]
| <small>Game dependent</small>
|{{✗}}
|{{✗}}
|{{✓}}
|-
|[https:[Nintendo Switch Online]] <small>(Hovercraft)<small>|align=left|{{Icon|NX}}|N//code.google.com/p/mupen64gc/ Wii64]A|{{✗}}|[[Wii]], [[GameCube_emulators{{✗}}|GameCube]]{{~}}<ref group=N name=SM3DAS>Texture replacement only used in Super Mario 3D All-Stars.</ref>|[https://codenintendo.googlefandom.com/archivewiki/pNintendo_64_-_Nintendo_Switch_Online#Included_Games <small>Only for selected titles</mupen64gcsmall>]| <small>Game dependent</downloads 1.1 beta]small>
|{{✗}}
|{{✓}}
|{{~}}|-|Surreal64 CE|align=left|{{Icon|Xbox}}|[https://digiex.net/threads/surreal64-ce-b6-0-download-n64-emulator-for-xbox.13677 Beta 6.0]
|{{✗}}
|{{✗}}
|{{✗}}
|[http://retroxbox.labrat.fr/file/pdf/comp_list/Surreal%2064%20B5.1%20CE%20Compatibility%20and%20Settings%20List%20-%20Surreal%20Compatibility_Settings.pdf 76% <br/><small>236 out of 311 reported titles]<br/>[[Recommended N64 plugins|(Plugin dependent)]]</small>
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{✓}}
|{{✗}}
|{{~}}
|-
|mupen64-360|align=left|{{Icon|Xbox360}}|[https://webdigiex.archive.orgnet/webthreads/20160828165435/http://forumsmupen64-360-xbox-360-nintendo-64-n64-emulator-download.daedalusx649352 0.com/ Daedalus96 beta]|[[PlayStation Portable]]{{✗}}|[http://www.emucr.com/search/label/DaedalusX64 SVN]{{✗}}
|{{✗}}
|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{✓}}
|{{✗}}
|{{~}}
|-
|[[Wii64]]
|align=left|{{Icon|GCN|Wii|WiiU|PS3}}
|[https://code.google.com/archive/p/mupen64gc/downloads 1.1 beta] [https://github.com/emukidid/wii64-ps3/releases git]
|{{✗}}
|{{✗}}
|{{✗}}
|[https://wiki.gbatemp.net/wiki/Wii64_Compatibility_List 71%<br/><small>303 out of 424 reported titles</small>]<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{✓}}
|{{✗}}
|-{{~}}
|}
</div>
<references group=N />
===Comparisons===Although many Nintendo 64 emulators have been made and many games can be run between them, until recently, complete compatibility and/or [[Emulation_accuracy|accuracy still leaves ]] left a bit to be desired. For half a decade, Mupen64Plus and Project64 have vied for the most playable emulator, and which has been . Which was more compatible has often depended on when and in what configuration each emulator has had been tested. Both emulators default to lackluster plugins, but, as As of August 2017, both emulators have roughly equal graphical compatibility and [[Emulation_accuracy|accuracy ]] when run running with GLideN64. Mupen64Plus arguably has the edge in audio accuracy over Project64 + Azimer's audio same [[recommended N64 plugins]] setup, though both default to Glide64, a now relatively lackluster plugin.
* ;[[Mupen64Plus]] is a cross:A multi-platform open-source emulator based on Hacktarux's Mupen64. As of It's about as [[Emulation_accuracy|accurate]] as Project64<ref>loganmc10. [https://github.com/mupen64plus/mupen64plus-core/pull/336 July 2017''Ignore TLB write if TLB entry is unmapping itself'']. "By the way, once this, along with the codebase has reached other PR's I have waiting are merged, we are at "compatibility parity " with Project64, as far as I can tell. I don't know of any game that doesn't boot with mupen64plus that works in PJ64."</ref> when both emulators are run with GLideN64. However, Mupen64Plus lacks a native GUI, instead being run launched either from the command line or by dragging and dropping ROMs onto into the executable and editing the config with a text editor such as Notepad++. There are several It also only comes bundled with outdated video plugins, so to ensure the best possible compatibility, sourcing better third-party GUIs made for it, of which M64Py may be the most solid. The end-user experience has improved in 2017 with [https://m64p.github.io/ m64p], which combines new versions of Mupen64Plus with plugins such as GLideN64 and a new Qt5 GUI. This is as compatible as N64 emulation gets as of August 2017, and the package can be played out-of-the-box without having to mess around with plugins. Mupen64Plus has also been ported to a number of different platformsmust. [[BizHawk]] and [[OpenEmu]] use shallow forks of Mupen64Plus and its plugins for their N64 emulation, but they seem to be shallow. As of 2022, Project64-style overclocking for faster frame rates has been added under the option 'CountPerOpDenomPot'.
* :;Mupen64Plus-Next and ParaLLEl-N64::Both are heavily modified forks developed as [[libretro]] cores. They introduce many features and optimizations that aren't present in the mainline build. Alongside [[Project64RetroArch]] is a mostly open's general features, it adds 3-source emulator point texture filtering for Windows. Its official release builds are more upGlide64, superior A/V sync and latency, and even an initially exclusive LLE Vulkan renderer based on Angrylion's pixel-toperfect RDP plugin, now known as ParaLLEl-date than Mupen64Plus'RDP, and making it a better alternative to the current standalone version, 2in some cases. ParaLLEl-RDP has a special "[https://www.3youtube.2com/watch?v=mzR93F9gPdc Super VI Mode]" option, is roughly as accurate as which, if used, can make the development versions visuals of Mupen64Plus when both are played N64 games look less blurry with recommended pluginsfairly mitigated jaggies even at their native resolutions, although it may need a [https://www.youtube.com/watch?v=z7_D_D419S0 powerful GPU]. It has a more useralso offers native high-friendly interface than resolution rendering, only available in integer scales of the Mupen64Plus attempts and supports more features such as overclocking and Transfer Pak emulationoriginal N64 resolution. However::As for the difference between the two cores, ParaLLEl-N64 is actually the older of the two, as it doesn't come with GLideN64 outis based on the old Mupen64Plus libretro core, having been renamed to ParaLLEl-N64 upon its initial integration ofthe ParaLLEl-RDP and RSP plugins. In addition to the ParaLLEl plugins, it also retains the-boxolder HLE plugins (glN64, Rice and Glide64) and Angrylion Plus. Meanwhile, Mupen64Plus-Next is a new rebase off the default video and audio plugins aren't even bleeding-edge mainline, which is the best in more compatible of the boxtwo. It presently remains confined to Windowsdoes away with the legacy plugins and replaces them with GLideN64 as a better HLE solution (though, of course, the ParaLLEl plugins and Angrylion Plus stay), though work is underway to port it to Android considerably cleans up the Core Options menu for easier configuration and Linuxadds Transfer Pack support. For Add to this with the most partfact that going forward, it works well in WINEall further improvements and new features will be applied to the Mupen64Plus-Next core. As a result, but, if youMupen64Plus-Next is now the more recommended of the two. Thus ParaLLEl-N64 should now only be considered for performance reasons or perhaps for older ROM hacks that don're on a different platformt play well with the newer, use Mupen64Plus insteadmore [[Emulation_accuracy|accurate]] plugins.
* :;[[RetroArchRMG]]::Rosalie's N64 libretro core Mupen GUI aims to close the gap between Project64 and Mupen64Plus in terms of user experience. Its interface is based about on par with simple64's in terms of cleanliness and ease of use, but unlike simple64, it remains a shallow fork of upstream Mupen64Plus and its allows you to use other plugins but . The latest development versions come bundled with heavy modifications. It introduces many features GLideN64, Angrylion RDP Plus and optimizations not present in mainline alongside RetroArch's general features, including Project64ParaLLEl-style overclocking RDP for faster frameratesvideo plugins, 3and mupen64plus-hle-point texture filtering, superior A/V sync and latencyrsp, CXD4 and even an exclusive LLE Vulkan renderer based on AngrylionParaLLEl-RSP for RSP plugins It can still use the older plugins that come with regular Mupen64Plus in case if your PC can's pixel-perfect plugint handle the newer plugins. If you prefer GLideN64, making it this is a better superior alternative to simple64, as the standalone last version in most cases. Its developers have expressed intentions to eventually rewrite the core and brand it as its own emulator, called ParaLLElof simple64 that uses GLideN64 is becoming increasingly outdated.
* :;[[CEN64simple64]] ::A fork of Mupen64Plus with a custom-made Qt GUI. This is an upprobably the easiest "just works out of the box" solution for Nintendo 64 emulation, as it comes bundled with ParaLLEl-RDP andParaLLEl-coming emulator that aims for cycle RSP, ensuring excellent compatibility and good speed without needing to mess with plugins or settings, provided your hardware supports Vulkan. However, unlike other emulators, it does not allow you to use other plugins. While it began as a shallow fork, it has increasingly become something closer to a hard fork, as its developer has opted to make various [[Emulation_accuracy|accuracy while, at -focused]] changes to the same time, aiming emulation core that will require additional work to port back to upstream or to eventually be usable on modern PC hardwareother forks. It also currently lacks many features and has spotty compatibilityonly a cached interpreter core, as the dynarecs used by Mupen64Plus are incompatible with the core timing changes made by the developer. While this makes simple64 more [[Emulation_accuracy|accurate]] (especially DMA transfers) than most other N64 emulators, but it's gradually improvingalso results in slower performance. It can already emulate some well-known edge cases such If faster speed and more enhancements are desired, there is an older build that is closer to upstream and uses GLideN64 as its graphics plugin. Unfortunately, it lacks the picture recognition in Pokemon Snaptexture enhancement suite required for using packs and upscaling, though.
* 1964:;Wii64 and Not64::Both are based on Mupen64, along with its various versions and forks, was once Not64 being a decent, speedy open-source alternative fork of Wii64. Not64 claims to Project64 and Mupen64be better optimized, though it usually lagged behind the two in alongside having higher compatibilityand more frequent updates. Nowadays it has completely fallen off the radar, as development has stopped, N64 emulation on Wii is Windows-onlynot very good, 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 recommended to run Mupen64Plus or Project64stick with the Virtual Console releases whenever possible.
* Daedalus is an N64 ;[[Ares]]:An open-source multi-system emulator for the PSP, which has been ported and successor to WindowsNear's [[higan]] project, but results are even more hit-and-miss than on with a mostly original N64 core. Unlike most other N64 emulators due to being made , it aims for PSP first high [[Emulation_accuracy|accuracy]] and foremostdoes not employ HLE RSP or RDP emulation of any kind, nor does it use game-specific hacks. On PSP, most games are unplayable, but thereIt uses Themaister's ParaLLEl-RDP Vulkan renderer (with the MAME renderer as a software-based fallback) for pixel-perfect LLE graphics. It currently passes several stringent [https://github.com/ares-emulator/ares/pull/613 accuracy tests] the other emulators do not, also [httphttps://daedalusx64old.wikiareddit.com/wikir/DaedalusX64_Compatibility_List small amount of them that work emulation/comments/181g1wk/ares_v134_has_been_released/kag3h4r/ CPU & RSP timings are really, really wellgood] with the right settings (Quest 64based on real hardware tests. But system requirements more demanding than other popular N64 emulators, having said that; for Windows users, it should be possible to maintain full speed on a Ryzen 7 3700X, system requirements for macOS and Linux users may be signficantly lower due to: [https://old.reddit.com/r/emulation/comments/zwq9fu/ares_crossplatform_open_source_multisystem/j1ys10k/ ARM64 ABI Microsoft has chosen for example)Windows] makes context switches more expensive than on the SysV ABI used in *nix.
:* v130 version brings 64DD emulation and macOS support, developer [https://twitter.com/LuigiBlood/ LuigiBlood] said [Sixtyforcehttps://twitter.com/LuigiBlood/status/1568694009496756225 "This is the most [[Emulation_accuracy|accurate]] is Mac-only64DD emulation attempt I've ever done, closed-source, and asks you to pay for full access to its featureshonestly. It was once one A lot of the only choices for Mac users, particularly those with older Macs, since it's stuff I programmed are sometimes genuinely useless. A lot also involves timings of the only emulator with a <abbr title=drive itself and more"Power PC">PPC<]. :* [https://old.reddit.com/r/emulation/comments/11ltlvu/ares_multisystem_emulator_v132_has_been_released/jbe12ym/abbr> v132 version] brings improved accuracy of Controller pak and Rumble pak emulation.:* [https://old.reddit.com/r/emulation/comments/155ibi2/ares_multi_system_emulator_v133_has_been_released/ v133 version] brings lots of performance tuning, timing improvements (fixes Jet Force Gemini and Micky's Speedway USA) and emulation of RSP SU pipeline stalls (fixes Donkey Kong 64 and Banjo-Tooie).:*[Dynamic recompilation|dynarechttps://old.reddit.com/r/emulation/comments/181g1wk/ares_v134_has_been_released/ v134 version]])brings support for .D64 disk images, but64DD disk swapping, with support the switch to x86 N64 Transfer Pak, homebrew mode, fixed RTC 64DD emulation and Mupen64Plus being ported to OS X, it has now become irrelevantother accuracy fixes.
* Wii64 ;[[Project64]]:An open-source emulator for Windows, as well as one of the oldest. Its official release builds are more up to date than Mupen64Plus', and Not64 the current stable version, 3.0.1, is roughly as [[Emulation_accuracy|accurate]] as the development versions of Mupen64Plus when both are both based on Mupen64, played with Not64 being recommended plugins. It has a fork more user-friendly interface than some of Wii64the Mupen64Plus attempts and supports features such as Transfer Pak emulation and 64DD emulation. Not64 claims It now comes with GLideN64 out-of-the-box, but the default audio plugin isn't even the best in the box. Annoyingly, it also nags you with a timed, unskippable message asking for donations to the project upon launch, though this can be better optimized as well as having higher compatibility and more frequent updatesgotten around through a [https://github.com/Rosalie241/PJ64Launcher/releases/tag/1.3.0 script]. N64 emulation on Wii An alternative is not very goodto download it through [https://github.com/Rosalie241/BetterMajorasMaskInstaller/releases/tag/4.0.2 Rosalie's BetterMajorasMaskInstaller], which downloads the latest nightly version of Project64 with the nagging message removed and installs several useful third-party plugins (it also offers to install HD texture packs for OoT and MM, but you can opt out of those), though take heed - Project64 is recommended currently in the middle of a major code rewrite in preparation for the upcoming 4.0 version, and more than a few regressions and bugs have crept into the nightlies as a result, so it might be better to just grab the latest plugins and stick with to version 3.0.1. For the Virtual Console N64 releases whenever possiblemost part, it works well in [[Wine]], but if you're on a different platform, use Mupen64Plus instead. Note if you do use Project64, there is a exploit allowing people to remotely access your computer.This exploit only works if you have a rom from a random website, So watch where you get your roms if you using project64
* ;[[UltraHLEBizHawk]] marked a milestone in Nintendo 64 emulation, in that it was :Another out-of-the first to play some popular N64 titles at full speed on hardware made at the time of its release through -box solution. Supports two cores for n64 ([https://github.com/TASEmulators/BizHawk/blob/master/Assets/dll/mupen64plus.dll mupen64plus] and [https://github.com/TASEmulators/BizHawk/tree/master/waterbox/ares64 Ares64]). Supports [Highhttps://github.com/TASEmulators/Low level emulation|highBizHawk/blob/master/Assets/dll/mupen64plus-level emulationvideo-GLideN64.dll GLideN64]]; it isn't without its drawbacks though and [https://github.com/TASEmulators/BizHawk/blob/master/Assets/dll/mupen64plus-video-angrylion- pressure from users, combined with legal threats from Nintendo, forced them to discontinue developmentrdp. Besides being dll Angrylion] video plugins for historical value, there's not much to expect from this emulator anyway due to compatibility issuesmupen64plus core.
==Emulation issues==;[[CEN64]]{{Main:Aims for [[Emulation_accuracy|Recommended N64 Plugins}}cycle accuracy]] while at the same time aiming to be usable on modern PC hardware eventually. It lacks many features and has spotty compatibility, but it can already emulate some well-known edge cases, such as picture recognition in Pokemon Snap. Unfortunately, its creator appears to have abandoned the project [https://github.com/n64dev/cen64/releases/tag/v0.3 citing a lack of satisfaction with the program's performance in its current interpreter-based incarnation]. While the baton has been collectively passed to the n64dev community for further development, progress has been slow. ;Kaizen:Rewrite of another Nintendo 64 emulator project "[https://github.com/SimoneN64/shibumi shibumi]" which is developed by the same developer. It has already a QT frontend with recent builds, but lacks of [[#Enhancements]] and [[#Peripherals]] support[https://github.com/SimoneN64/Kaizen#roadmap]. [https://github.com/SimoneN64/Kaizen#running RDP is implemented via ParaLLEl-RDP] and also [https://github.com/SimoneN64/Kaizen#roadmap R4300i, RCP, TLB, joybus are fully implemented]. See their [https://discord.gg/htzNd2rRF6 discord server] for more information.
Emulation for the N64 is not at the point where many would expect ;[[1964]]:Along with its various versions and forks, it was once a decent, speedy open-source alternative to be by nowProject64 and Mupen64, though it usually lagged behind the two compatibility-wise. The system Nowadays, it has completely fallen off the radar as development has halted, and there is extremely complex compared no longer a central code repo to its contemporary consolesspeak of. With almost no documentation being available There is little reason to emulator developers, use it is difficult to create an emulator with a high degree nowadays outside of compatibility with games. Many games require historical purposes, very specific plugin setups with specific emulators edge cases, or if your device is too slow to be played decentlyrun Mupen64Plus or Project64.
===High-level vs. low-level graphics===;DaedalusOne of the biggest hurdles in the road :A Nintendo 64 emulator for PC which was ported to proper N64 emulation has been accurately emulating the N64's graphics hardware, known as PSP under the Reality Display Processor, itself a part name of the N64's Reality Co-ProcessorDaedalusX64. The N64's RDP was PSP version later became the main version and got ported to platforms such as the first real 3D accelerator GPU on consoles. In factDreamcast, it was the most powerful consumer-grade GPU in PS2, the world at PS Vita, and the time it came out3DS. It is very hard to emulate all of its functions accurately due to the RDP's complexity & flexibility. In additionOn PSP, many RDP functions have to be reproduced in software for accuracyseveral games can reach full speed, which takes a lot and most of processing powerthem work with few emulation issues.
For this reason;[[Sixtyforce]]:macOS-only, most developers have instead opted closed-source emulator. It asks you to pay for full access to approximate its features. It was once one of the RDPonly choices for Mac users, particularly those with older Macs, since it's functions using high-level emulation (HLE) through various APIs such as Direct3D, OpenGLthe only emulator with a <abbr title="Power PC">PPC</abbr> [[Dynamic recompilation|dynarec]], and even Glide. While this results in much more reasonable system requirements for emulationbut, along with prettier, higher resolution graphics, this method can be hit and miss. It often requiring per-game tweaks the switch to x86 and settings Mupen64Plus being ported to prevent graphical glitches on many games. Some games that implemented custom graphics microcode which macOS, it has yet to be reverse-engineerednow become rather obsolete. For exampleHowever, development is still ongoing, Factor 5and it's games do not work, no matter what, using high-level graphics pluginscurrently in its [https://sixtyforce. Other games may have issues with such RDP quirks as frame buffercom/rosetta/depth buffer access (issues with how third rewrite] to support the frame buffer is used as well as performance issues), VI emulation as well as issues with how combinerupcoming [https://en.wikipedia.org/wiki/blender modes are emulated (such as noise issues and combiner accuracy)Apple-designed_processors Apple Silicon].
Low-level emulation can be handled ;[[Ryu64]]:A Nintendo 64 emulator made in two ways, complete low level software emulation or a hybrid approach of LLE RDP emulation, which involves using graphics APIs to simulate C#. The 'Ryu' word is named after the RDP while using low level RSP emulation to emulate the graphics microcode"RyuJIT" used in both Visual Basic & C#. Low level software emulation of But it might have been inspired by 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 vectorization and multi-threading are performedlead author's sole (so far) [https://github. Hybrid LLE emulation can allow for performance enhancement over low level software RDP emulation but can suffer from various problems due com/Ryujinx/Ryujinx/commits?author=Dudejoe870 commit] to things such as replicating the N64Switch emulator [[Ryujinx]]'s numerous blendingGit repository and his depreciated [https://combine modesgithub.com/Dudejoe870/RyujinxAutoUpdate Ryujinx Auto-Updater] tool. "86RYU", emulating frame buffer access and replicating how polygons are rasterized to the screen (due to how the RDP renders primatives on a low level)an x86 JIT compiler, is being developed alongside this emulator too.
It should also be noted ;[[UltraHLE]]:Marked a milestone in Nintendo 64 emulation, in that, even though most games "work" through the HLE method, it is not an accurate representation of what was the first to play some popular N64 titles at full speed on 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 made at the N64's often blurry low-res output.<gallery widths="300">Majora's mask accurate.pngtime of its release through [[High/Low level emulation|Majora's Mask with lowhigh-level graphics (using SoftGraphic)Project64 2013-07-26 14-20-17-55emulation]].png|MajoraIt isn's Mask with hight without its drawbacks, though -level graphics (using Jabopressure from users, plus legal threats from Nintendo, forced them to discontinue development. Besides being for historical value, there's Direct3D)</gallery>not much to expect from this emulator anyway due to compatibility issues.
===Texture filtering===;n64oidThe N64 was the first console :An Android-exclusive Nintendo 64 emulator based on Mupen64Plus by freeman_zy. It is similar to feature texture filtering Project 64 1.6 in terms of any kindcompatibility. The APK for n64oid circulates on many legally-questionable APK sites. However, unlike PC graphics hardware and every console after n64oid has the N64, its implementation infamous problem in Mario Kart 64 of bilinear texture filtering was unique, the screen in that, in order to reduce strain on the systemWario Stadium not displaying properly, as it only used three samples as opposed displays nothing but black. It upscales all games to fourwidescreen, resulting in slightly jagged textures. Instead which works well most of faithfully applying this "imperfect" version of bilineartime, HLE plugins instead apply conventional bilinear filteringbut it will have performance issues on some older phones. The emulator is relatively poor, interpolating straight from the source texture but it is much easier to set up than other options. The emulator features a menu with many similarities to the output resolution, much like on PC games. While technically this method mobile edition of bilinear filtering is superior to Snes9x EX+ and the N64's, it can also result in textures that look even blurrier than on real hardwareMy Boy! family of Android emulators for Game Boy systems.
Another issue lies with ; [[Nintendo Switch Online]] (Hovercraft)* N64 support was added to Nintendo Switch Online Expansion Pack in September 2021, alongside Sega Genesis games.* Users are limited to the appliance selection of texture filtering per quad games Nintendo chooses to make available on static images, text, the service.* Supports online and spritesLocal Play (up to 4 players). Because each quad is filtered separately* Emulation [[Emulation_accuracy|accuracy]] varies between games; sometimes, this can cause some visual inconsistencies. Text and UI elements often look as though being worse than their edges cut off abruptly, Wii and static images, such as pre-rendered backgrounds /or menu screens, may look as though they are separated into squaresWii U Virtual Console versions. Some plugins allow * Updates on the user app can be slow due to turn off texture filtering to remedy this, but, unfortunately, this also applies to textures how the N64 ROMs require more debugging time.* Different games between regions (Japan and International).* An "+18" version of the app is available in the game world, exposing their oftentimes low resolutionsJapan for titles that received a CERO Z rating (e.g.: ''GoldenEye 007'' and ''Jet Force Gemini'').
RetroArch's ==Enhancements==<div style="overflow-x:auto;width:100%">{|class="wikitable" style="text-align:center; vertical-align:middle;width:100%"|- style="font-weight:bold;"! colspan=2 | Name! Mupen64Plus -Next! simple64! ares! Project64! MAME! Bizhawk|-| rowspan=6 | Graphics| [[Resolution|Resizable Internal Resolution]]| {{Y}}| {{Y}}| {{Y}}| {{Y}}| {{?}}| {{?}}|-| [[Widescreen_hacks#Nintendo_64|Widescreen hack]]| {{Y}}[https://forums.launchbox-app.com/files/file/3649-nintendo-64-n64-widescreen-project-list-of-working-widescreen-games-and-config-files-for-mupen64plus-next-retroarch-core has taken some steps which help remedy these problems/ *]| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| [[Texture packs#Nintendo_64|Texture Packs]]| {{✓}}<ref group=N3 name=Glide>Only with [https://emulation.gametechwiki.com/index.php/Recommended_N64_plugins#GLideN64 GLideN64] video plugin.</ref>| {{N}}| {{N}}| {{✓}}<ref group=N3 name=Glide>Only with [https://emulation.gametechwiki.com/index.php/Recommended_N64_plugins#GLideN64 GLideN64] video plugin.</ref>| {{?}}| {{?}}|-| Pre-rendering AA<br/><small>(MSAA, SSAA)</small>| {{N}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| Ray-tracing<br/><small>([https://devblogs.microsoft.com/directx/announcing-microsoft-directx-raytracing/ DXR], [https://www.khronos.org/blog/ray-tracing-in-vulkan VRT] and [https://developer.apple. It com/documentation/metal/metal_sample_code_library/accelerating_ray_tracing_using_metal MRT])</small>| colspan=9 | <small>Implementing ray-tracing in an emulator is unfortunately quite challenging and unlikely to be feasible in the only near future.<br/>However you can try "[[Shaders_and_filters#Notable_ReShade_shaders|Screen-Space Ray Traced Global Illumination]]" shader using ReShade.[https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access#34637]</small>|-| [https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix]| colspan=9 | <small>Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.<br/>Besides, some of these emulators already supports most of RTX Remix features such as texture replacement and post-processing effects etc.<br/>On top of that implements N64you can use ReShade for post-processing.</small>|-| rowspan=4 | Performance| [[30/60_FPS_cheat_codes#Nintendo_64|Internal Framerate Hack]]| {{?}}| {{?}}| {{?}}| {{Y}}| {{?}}| {{?}}|-style three| [[Overclocking|Overclock]]| {{?}}| {{?}}| {{?}}| {{Y}}| {{?}}| {{?}}|-| [https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/ Frame generation technologies]<br/><small>([https://store.steampowered.com/app/993090/Lossless_Scaling/ LSFG], [https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-point texture filteringG], which results [https://www.techpowerup.com/316835/extrass-framework-paper-details-intels-take-on-frame-generation ExtraSS] and [https://community.amd.com/t5/gaming/amd-fluid-motion-frames-is-out-now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF])</small>| colspan=6 | <small>Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future, however post-processing techniques such as [[Wikipedia:Motion_interpolation|motion interpolation]] is quite possible. [[Input_lag|Input latency]] will be a more faithful lookcrucial factor, but its impact likely varies depending on the specific technique employed, it's recommended to use '''after applying the "Internal Framerate Hack"'''.<br/>While '''AFMF''' or '''LSFG''' could be used with Mupen64Plus-Next?, please be aware that some visual glitches and artifacts may occur at this time.|-| Rendering latency reduction technologies<br/><small>([https://github. It is also capable of com/ishitatsuyuki/LatencyFleX LatencyFleX], [https://developer.nvidia.com/performance-rendering at 320x240-tools/reflex Reflex] and [https://www.amd.com/en/products/software/adrenalin/radeon-software-anti-lag.html Anti-Lag'''+'''])| colspan=9 | <small>While most emulators offer frame pacing or framebuffer latency control options, which sidesteps implementing rendering latency reduction technologies isn't currently feasible. This is '''likely''' doesn't offer enough benefit to justify the issues with filtered textdevelopment effort.</small>|-| rowspan=6 | Post-Processing| [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering AA]]<br/><small>(FXAA, UI elementsTXAA and MLAA/SMAA)</small>| {{Y}}[https://docs.libretro.com/shader/antialiasing/ *]| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]<br/><small>(Sharp bilinear, Lanczos and menu screens, while still retaining texture filtering[[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 1]])</small>| {{Y}}| {{?}}| {{?}}| {{?}}| {{Y}}| {{?}}|-| [[Shaders_and_filters|Filters]]| {{Y}}| {{N}}| {{Y}}| {{N}}| {{Y}}| {{Y}}|-|[[Shaders_and_filters#AI-powered filters|AI-powered filter compatible]]<br/><small>([https://www.nvidia.com/en-us/geforce/news/gfecnt/nvidia-freestyle-ansel-enhancements-geforce-experience-article/ Freestyle])</small>| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| [[Shader_Presets|Shader Chain]]| {{Y}}| {{N}}| {{Y}}[https://github.com/ares-emulator/ares/pull/1397 *]| {{N}}| {{Y}}| {{N}}|-|[[High_dynamic_range#Inverse_tone_mapping|Inverse tone mapping compatible]]| {{Y}}[https://www.libretro.com/index. Pixelphp/category/hdr/ *]| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-accurate | rowspan=5 | [https://tasvideos.org/Emulatorresources/Features TAS features]| [[Wikipedia:Macro_(computer_science)|Macros/Scripts]]/[https://tasvideos.org/LuaScripting Lua]| {{N}}[https://github.com/libretro/RetroArch/issues/8209 *]| {{?}}| {{?}}| {{?}}| {{Y}}[https://docs.mamedev.org/plugins do not have these problems at all/inputmacro.html *]| {{Y}}|-| Rewind| {{Y}}| {{?}}| {{?}}| {{?}}| {{?}}| {{Y}}|-| Fast-Forward/Turbo Speed| {{Y}}| {{?}}| {{?}}| {{?}}| {{?}}| {{Y}}|-| Savestates| {{Y}}| {{?}}| {{?}}| {{?}}| {{?}}| {{Y}}|-| [https://tasvideos.org/Movies Movie recording/playback]| {{Y}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| rowspan=8 | Quality of life| Per-Game Profiles| {{Y}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| Command Line Options| {{Y}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| Built-in [http://forum.arcadecontrols.com/index.php/topic,106405 Custom resolution/CRTSwitchRes]<br/><gallery widthssmall>For using this on Windows OS you need [http://geedorah.com/eiusdemmodi/forum/viewtopic.php?pid=1009#p1009 CRT Emudriver].<br/>Another option is using EDID editor tool such as "300Custom Resolution Utility".</small>| {{Y}}| colspan=5 | <small>Exclusive to [https://docs.libretro.com/guides/crtswitchres/ libretro cores] and [[GroovyMAME]] at the moment.<br/>Also there is a [https://github.com/psakhis/Groovy_MiSTer project] for achieving software emulators like libretro cores and GroovyMAME send the raw RGB data over a network to a core running on MiSTer, it basically turns the MiSTer into a GPU for the emulator allowing for easy setup and use with CRT TVs/Arcade monitors.</small>Project64_2013|-| Built-in [[Mods,_hacks_and_fan-translations#Built-in_graphics_mod_editor.2Fmanager_for_emulators|Graphics mod editor/manager]]| {{✗}}| {{✗}}| {{✗}}| {{✗}}| {{✗}}| {{✗}}|-| Built-in [[Cheats_and_patches|Cheat Manager]]| {{Y}}| {{?}}| {{N}}[https://old.reddit.com/r/emulation/comments/1ay6fm1/ares_v136_released/krslaki/ *]| {{?}}| {{Y}}| {{?}}|-06| [[Save_disk_space_for_ISOs|Streamable compression format]]| {{✓}}| {{?}}| {{✓}}| {{?}}| {{?}}| {{?}}|-26_17| [[Wikipedia:Variable_refresh_rate|Variable Refresh Rate compatible]]| {{Y}}| {{?}}| {{?}}| {{?}}| {{Y}}[https://docs.mamedev.org/usingmame/commonissues.html#gsync-44freesync *]| {{?}}|-58| [[Frontends#Graphical_User_Interfaces_.28GUIs.29|Big Picture Mode]]| {{Y}}|||| {{Y}}||-31| rowspan=2 | Controls| [[Input_lag|Input lag-mitigating technique]]| {{N}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| [[Controllers#Mouse_Injectors_for_Emulators|Mouse Injector Compatible]]| {{Y}}[https://github.com/garungorp/MouseInjectorDolphinDuck *]| {{N}}| {{N}}| {{Y}}[https://github.com/garungorp/MouseInjectorDolphinDuck *]| {{N}}| {{N}}|-| rowspan=5 | Misc| [https://retroachievements.org/gameList.pngphp?c=2 RetroAchievements]| {{Y}}| {{N}}| {{N}}| {{N}}| {{N}}| {{Y}}|-| [[Virtual_reality#VR_game_room_simulations|EmuVR support]]| colspan=6 |Conker's Bad Fur Day copyright screen Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores] at the moment.|-| [[Netplay#Nintendo_64|Netplay]]| {{N}}| {{Y}}| {{N}}|{{~}}<ref group=N3 name=input>Project64, displaying issues RMG and Mupen64Plus MXE builds requires replacing the input plugin with one [https://www.play64.com/netplay-plugin/ with filtered textnetplay support]. Another alternative for netplay is using [[Project64 Netplay]] fork.</ref>Mupen64plus_2013| {{?}}| {{N}}[https://github.com/TASEmulators/BizHawk/issues/2450#issuecomment-08707492502 *]|-18_20| Free Look<br/><small>Free Look is a enhancement feature that allows manipulation of the in-35-50game camera.</small>| colspan=6 | <small>While freecam would be technically possible, it will require per-08game patches.png|Ocarina <br/>Said patches would require a significant amount of Timetime to reverse the game's menu subscreenengine, displaying issues which means that only someone talented with filteringenough dedication to a single game could do it.<br/>[https://www.zophar.net/n64/Nemu64. Note how html Nemu64] has a free cam mode sort of. It changes the Quest Status screen appears to be divided into a gridperspective the camera is facing.</small><ref>[https://old.reddit.com/r/BoundaryBreak/comments/dj9zmc/nintendo_64_camera/ Reddit Thread: Nintendo 64 camera?]</ref>|-| [[Wikipedia:Category:Debugging|Debug Features]]| {{N}}[https://forums.libretro.com/t/debugging-features/137 *]| {{?}}| {{~}}| {{~}}<ref group=N3>Use [https://github.com/shygoo/project64 this fork] for debug features.</ref>| {{?}}| {{?}}|}</gallerydiv><references group=N3/>
==Peripherals==
''Reddit Thread: [https://old.reddit.com/r/emulation/comments/vwmho1/unemulated_console_features_and_accessories/ Unemulated console features and accessories]''
<div style="overflow-x:auto;width:100%">
{| class="wikitable" style="text-align:center;vertical-align:middle;width:100%"
|- style="font-weight:bold;"
! Name
! Project64
! ares
! simple64
! Mupen64Plus-Next
! CEN64
! MAME
! BizHawk
! RMG
|-
| Controller Pak
| {{✓}}
|{{✓}}[https://github.com/ares-emulator/ares/blob/master/mia/medium/nintendo-64.cpp#L152 *]
| {{✓}}
| {{✓}}
| {{✓}}
| {{✗}}
| {{✓}}
| {{✓}}<ref group=N>Under the name "Memory Pak".</ref>
|-
| Rumble Pak
| {{✓}}
|{{✓}}[https://github.com/ares-emulator/ares/blob/master/mia/medium/nintendo-64.cpp#L152 *]
| {{✓}}
| {{✓}}
| {{✓}}
| {{✗}}
| {{~}}[https://tasvideos.org/Bizhawk/N64 *]
| {{✓}}
|-
| [[Wikipedia:Nintendo_64_accessories#Expansion_Pak|Expansion Pak]][https://youtu.be/YI4lBxTpzB4]
| {{✓}}[https://github.com/project64/project64/issues/457 *]
| {{✓}}
| {{✓}}
| {{✓}}[https://forums.libretro.com/t/removing-the-expansion-pak-in-mupen64plus/15340 *]
| {{✓}}[https://github.com/n64dev/cen64/issues/58 *]
| {{?}}[https://github.com/mamedev/mame/blob/master/src/mame/nintendo/n64.cpp *]
| {{✓}}[https://github.com/TASEmulators/BizHawk/issues/1690 *]
| {{✓}}
|-
| [[#64DD emulation|64 Disk Drive & 64DD]]
| {{✓}}<ref group=N name=64DD>[https://64dd.org/downloads.html Use these builds for 64DD emulation]</ref>
| {{✓}}
| {{✓}}
| {{~}}<ref group=N>While not fully compatible, you need to use [https://forums.libretro.com/t/is-there-a-mupen64plus-next-64dd-guide-anywhere/35014/7 subsystems] menu, for more information see [[#64DD_emulation|64DD emulation]] section.</ref>
| {{✓}}
| {{✓}}
| {{✓}}[https://github.com/TASEmulators/BizHawk/issues/2454#issuecomment-1345233341 *]
| {{~}}<ref group=N>While not fully compatible, you can now use RMG builds with a brand new Project64 style interface to play 64DD games, and includes every relevant plugins including parallel-rdp and rsp and a brand new easy to setup Input plugin. For more information see [[#64DD_emulation|64DD emulation]] section.</ref>
|-
| [[#Transfer Pak emulation|Transfer Pak]]
| {{✓}}
| {{✓}}
| {{✓}}
| {{✓}}
| {{✓}}[https://github.com/n64dev/cen64/blob/master/si/pak_transfer.c *]
| {{✗}}
| {{~}}[https://tasvideos.org/Bizhawk/N64 *]
| {{✓}}
|-
| [[#N64 Mouse|N64 Mouse]]
| {{✓}}
| {{✓}}
| {{✗}}
| {{✗}}
| {{✓}}
| {{✗}}
| {{✓}}[https://github.com/TASEmulators/BizHawk/blob/master/waterbox/ares64/BizInterface.cpp#L15 *]
| {{✗}}
|-
| [[#Voice Recognition Unit emulation|Voice Recognition Unit]]
| {{✗}}
| {{✗}}
| {{✓}}
| {{✗}}
| {{✗}}
| {{✗}}
| ?
| {{✓}}
|-
| [[#Pokémon Snap Station|Pokémon Snap Station]]
| {{~}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
|-
| [[#Densha De Go! Controller|Densha De Go! Controller]]
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
|-
| [[Wikipedia:Nintendo_64_accessories#SmartMedia|SmartMedia]]
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
|-
| [[Early_Online_Services#Modem_cartridge_.28N64.29|Modem cartridge (NUS-029)]]
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
|}
</div>
<references group=N/>
===Voice Recognition Unit emulation===
[https://nintendo.fandom.com/wiki/VRU The Voice Recognition Unit (VRU) ] is an accessory used primarily by ''Hey You, Pikachu''. No emulator or input plugin supports thisIn June 2021, although there is an on-going effort HLE implementation of the VRU was added to get it working.Mupen64Plus<ref name="emutalkMupen64VRU">{{cite web|url=httphttps://wwwgithub.emutalk.netcom/mupen64plus/mupen64plus-core/threadspull/55279873|title=VRU support and Hey You! Pikachu - Possible HLE Implementationaudio fix|publisher=emutalkGitHub|accessdate=20182022-12-18|date=2021-06-17}}</ref>; this support was carried over to simple64<ref name="simple64VRU">{{cite web|url=https://github.com/simple64/simple64/commit/1aa46a228369cb3673e6580ed8a2e1426bc79126|title=VRU support|publisher=GitHub|dateaccessdate=20142022-1012-27, Last edit: 201618|date=2021-0406-0421}}</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 Pokémon 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 does boot 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. [https://jamchamb.net/2021/08/17/snap-station.html On August 17, 2021, jamchamb reverse engineered the Snap Station] and created a [https://github.com/jamchamb/project64/tree/snapstation Project64 fork (source code only)] and an [https://github.com/jamchamb/cojiro iCEBreaker FPGA board hardware implementation].
===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, can use the Transfer Pak, an attachment that allows interfacing with specific [[Game Boy/Game Boy Color emulators|Game Boy/Color]] games for certain features. MostlyMost N64 emulators can emulate the Transfer Pak's functionality to one degree or another, this can be done with the most robust being Project64 with N-GageRage's input plugin, but . But there are still a couple of few things aren't that are difficult to emulate or are just not emulatedat all:
*The Game Boy Tower mode of the Pokémon Stadium games don't work and makes the emulator crash or hang.
*Taking pictures with the Japanese ''Game Boy Camera'' (called ''Pocket Camera'') while in Transfer Pak mode playing ''Mario Artist: Paint Studio'' displays static.
*Playing the Gen 1 and 2 Pokémon games through the Game Boy Tower in Pokémon Stadium 1 and 2 is notoriously finicky. At the moment, only Project64, using the N-Rage input plugin, can properly load either game's Game Boy Tower at all, with other emulators either crashing or failing to establish the connection. Even here, extra steps must be taken: for Pokémon Stadium 2, set the CPU core to Interpreter and Counter factor to 1 in the emulator's game settings. For the first Stadium game, in addition to the aforementioned settings, Delay SI Interrupt must also be turned on, and an LLE RSP plugin other than the default Projec64 RSP must be used, such as ParaLLEl-RSP.
===64DD emulation===
The 64DD (an abbreviation for "64 Disk Drive") was a peripheral which allowed a proprietary disk format to be used with the N64. These disks had more space at a cheaper manufacturing cost. The peripheral was a commercial failure and was never released outside of Japan. Internal evidence suggests that, much like the GBA e-Reader, it wasn't even intended for a European release.
Expansion disks are region-coded to either Japan or the US (obviously unused) and won't work with N64 games from the wrong region. Only F-Zero X has full support for this featurean official disk, but dummied-out expansion data in Ocarina of Time and , Mario Party 2 , and Pokémon Stadium (JP/PAL) exist as wellhave fully implemented but unused disk support.
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]. Mupen64Plus supports 64DD as well, which is the base of other emulators such as [[simple64]] and [[RMG]]. The latest newcomer is [[Ares]] with the (again) help of [https://twitter.com/LuigiBlood LuigiBlood].
{| class="wikitable" style=* 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 "text32-align:center;bit engine"|+PC|-! scope="col"|Name! scope="col"|Operating Systemto be unchecked (like Talent Studio), and some (slike Polygon Studio to fix models and Paint Studio to fix stamps)! scope="col"|Latest Version! scope="col"|Active! scope="col"|need the Angrylion GFX plugin rather than GlideN64, which does the job for the rest. [https://64dd.org/tutorial_pj64.html 64DD Emulation! scope="col"|N64 Mouse! scope="col"|[[Recommended emulators|Recommended]]|.org has step-by-|[[step tutorials for Project64]]|Windows|**The 64DD hardware started to be emulated around 2.3's release with the help of [https://github.com/project64/project64 2LuigiBlood 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.3The IPL is also needed.2]|{{✓}}|Mid|{{✓}}|{{✓}}|-|[[CEN64]]|Windows* MAME includes early, basic 64DD emulation as well, Linux|but it's much slower. Disk images need to be in head/track format. See [https://github.com/tj90241Happy-yappH/cen64 Gitddconvert.git here]for more information. It does not currently support disk swapping or saving disks 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)|{{✓}}|Mid* CEN64, like Project64, had 64DD emulation ported to it from MAME. However, it focuses on accuracy and plays much slower than other emulators; aside from the 64DD emulation itself is imperfect.|?|{{✗}}|* RetroArch's Mupen64Plus-Next and ParaLLEl cores support the 64DD. For Mupen64Plus-|[Next: the bios must be placed in <code>[MAMERetroArch directory]]|Multi\system\Mupen64plus\IPL.n64</code>. To launch 64DD games: Load the Mupen64Plus-Next core, select the new menu item "Subsystems" in the Main Menu, then click "Load N64 Disk Drive" three times to load the disk, cartridge, and start emulation; Both expansion disks and stand-alone disks can be launched this way. <br />For ParaLLEl: the bios must be placed in the "system" directory and named <code>64DD_IPL.bin</code>. In ParaLLEl's core options: 64DD ''must'' be enabled and GFX plugin and RSP must both be set to <code>parallel</code>; stand-platformalone disks cannot be launched using the Subsystem, they must be launched through either "Load Content" or a playlist.|{{MAMEVer}}|{{✓}}|Mid|?|{{✗}}|}* Ares supports 64DD as well, [https://twitter.com/LuigiBlood/status/1568694009496756225 developer LuigiBlood said]: "This is the most accurate 64DD emulation attempt I've ever done, honestly. A lot of the stuff I programmed are sometimes genuinely useless. A lot also involves timings of the drive itself and more", also supports disc-swapping with v134 version.
* Project64's latest versions emulate the ===N64 Mouse===A peripheral that came bundled with Mario Artist: Paint Studio. [https://64dd.org/tutorial_pj64.html#mouse and can load Zoinkity's hacked 64DD cartridge conversions at playable speeds. You'll need org has instructions on how 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 emulate the Angrylion GFX plugin rather than GlideN64, which does the job for the rest.**The 64DD hardware started to be emulated around 2N64 Mouse on Project64].3's release with the help of [https://github.com/LuigiBlood LuigiBloodares-emulator/ares/issues/224#issuecomment-939579324 Ares also has N64 Mouse support; follow these instructions to enable it (replace SNES specific steps with 64DD)]. Saving works but in the form of NDR filesRetroArch's ParaLLEl core has N64 Mouse support under Quick Menu > Controls > Port 1 Controls > Device Type. NDR files are copied versions of NDD images with save data included as to RetroArch's Mupen64Plus-Next core ''does 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'' have mouse support.
* MAME includes early basic 64DD emulation as well but Because the N64 Mouse functions similarly to a controller, it is much slower. Disk images need possible to be "emulate" it even in head/track format. See [https://githubemulators that don't explicitly support it by mapping mouse input to the N64 joystick.com/HappyThis will likely require use of separate re-yappH/ddconvert.git here] for more information. It does mapping software, as most N64 emulators do not currently support disk swapping or saving disk binding mouse movement to files. Writes only update the copy in memory, and, once the MAME process ends, the changes are lostjoystick movement. Current usage: <code>mame n64dd -quickload disk -cart cart -nodrc</code> (both disk and cart are optional)
* CEN64==Hardware variants=====iQue Player emulation===Before the GBA, like Project64the DS, had 64DD emulation ported to it from MAMEand the 3DS, Nintendo released a modified version of their Nintendo 64 system for the Chinese market, called the iQue Player, through their not-quite-subsidiary iQue. HoweverFourteen games were translated into Simplified Chinese, it focuses on accuracy including Sin and plays much slower than other emulatorsPunishment, aside for Ocarina of Time (the 64DD emulation itself being imperfectMajora's Mask port was canceled), Super Mario 64, and others.
===Unlike the Chinese releases of their more recent systems and games, iQue emulation===Before Player releases are regular N64 ROMs wrapped with several layers of encryption and a ticket and signature system like that on the GBAWii, DSthe DSi, and the 3DS, Nintendo released a modified version of their Nintendo 64 system for the Chinese marketWii U, which was called and the iQueSwitch. Fourteen games localized to The ChineseROM-hacking scene is very active, though, including Sin and Punishmenthas translated the Japanese regular N64 releases for many of these to their language already, a unique revision which explains some of Ocarina of Time (the Majora's Mask port was cancelled)Chinese ROMs floating for those. However, Mario 64, and othersalmost all pieces of iQue Player software were recently decrypted to regular .z64 ROM format.
Unlike Several of the Chinese releases game localizations already run on N64 emulators, but as some hardware features of their more recent systems and their the iQue Player are not yet supported, some games, no dumps in the same format as regular N64 releases exist yet for well as the N64 iQue releases. Therefore, no emulation support exists for them at all. The Chinese ROM-hacking scene is very active though system menu and have translated the Japanese regular N64 releases for many of these to their language alreadyfeatures in games such as saving, which explain some of the Chinese ROMs floating for thosedo 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 PlaychoicePlayChoice-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. [http://adb.arcadeitalia.net/lista_mame.php?game_sourcefile=aleck64.cpp&arcade_only=0&current_version=0 MAME and BizHawk's MAME core support this arcade variation].
The Aleck 64 ROMs were dumped, and Zoinkity is working on converting them to 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
* Hi Pai Paradise 2
* 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 [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-64.com/database/aleck64.shtml here]. While Mupen64Plus-based emulators can't run these conversions out of the box, Project64 does just fine.
The remaining ones from the system's library not yet covered are:
* Hi Pai Paradise
* Magical Tetris Challenge
* Mayjinsen 3 / Meijin-Sen
* Rev Limit
* Super Real Mahjong VS* Variant Schwanzer(never released, but there is a PCB board and was [https://www.youtube.com/watch?v=apiS6EPJ2m8 tested and played] on Game Center Mikado in 2015. No known ROM dumps on internet)
==Virtual Console games in Dolphin==
Some A number of N64 games were released for the Wii's Virtual Console service throughout its lifespan. While the emulators at the heart of each Virtual Console title were of average accuracy (rather than using one generic emulator used for every game, each title had an emulator specifically tailored to that game), they were good enough to render the games in full, playable capacity with few to no glaring errors. Many of these titles are emulated well on a Virtual Console game through Dolphin. For a good while, due to persistent long-standing inaccuracies in N64 emulators and plugins, this was the best way to emulate certain N64 games, particularly Pokémon Snap and Mario Tennis. The system requirements are much higherthan running them on regular N64 emulators, but it's doable for many games. Today, regular N64 emulators and plugins have advanced to the degree that this has become unnecessary, relegating this method of N64 game emulation to little more than a curiosity, at least on PC. The following games are on the N64 Virtual Console for Wii:
{|width="100%"
|- valign="top"
|
* 1080 1080° Snowboarding
* Bomberman Hero
* Cruis'n USA
* Custom Robo V2 (Japan only)
* F-Zero X
* Kirby 64: The Crystal StarsShards
* The Legend of Zelda: Majora's Mask
* The Legend of Zelda: Ocarina of Time
* Ogre Battle 64: Person of Lordly Caliber
* Paper Mario
* Pokemon Pokémon Puzzle League
|
* Pokemon Pokémon Snap
* Sin & Punishment (English)
* Star Fox 64
* Yoshi's Story
|}
 
==Emulation issues==
{{Main|Recommended N64 plugins}}
 
Nintendo 64 emulation is now decent. A lot of the major problems that N64 emulation had in the past have been fixed for quite some time now. The only catch is that the accurate emulators have higher system requirements. The main remaining problem is the lack of accurate cycle counting.
 
===[[High/Low level emulation|High-level vs. low-level]] graphics===
 
One of the biggest hurdles to emulating the Nintendo 64 was the Reality Display Processor (RDP), which used a custom design that had to be fine-tuned to get more performance out of the system using microcode. To emulate the RDP accurately, one would have to execute said microcode the way the RDP did, which differed from the PC graphics cards of the day. To complicate matters further, API standards available on PCs two decades ago were nowhere near as flexible as they are today. If you wanted to make an accurate GPU-accelerated RDP plugin in 2003, you simply couldn't with the APIs of the time (OpenGL 1.x and Direct3D 9). For the average user, hardware-accurate GPU acceleration would be out of reach for a long time.
 
[[UltraHLE]] offered a compromise. In contrast to earlier consoles (whose video chips, in hindsight, had been easy to render to the host CPU's framebuffer), performant RDP emulation had to take shortcuts, including programming around specific games' microcode to cleanly translate their graphics commands into API calls using Direct3D, OpenGL, and even Glide. With this, the theoretical system requirements plummeted, and the host graphics card could reproduce a functional equivalent rather than the exact method. This also gave way to prettier, higher-resolution graphics, though whether this is an improvement is subjective and a common point of discussion. Unfortunately, it proved to be hit or miss, owing to the nature of per-game microcode detection and having to tweak settings to prevent some games from running into graphical glitches.
 
Low-level RDP emulation was continually improved in that time, most notably by [[MESS]] up until its merger with [[MAME]], where its RDP code was turned into a plugin by Angrylion. Compatibility-wise, Angrylion's RDP was considered flawless by the community. Though the reception wasn't as warm overall, since it ran only on the CPU and was thus painfully slow on mid-grade machines. A dozen forks attempted to bring the system requirements down, and the current incarnation that does so is Angrylion RDP Plus, using multithreading. Accurate low-level emulation would only come to the GPU in 2020 when a new version of the Mupen64Plus-based ParaLLEl [[libretro]] core was released containing a rewritten RDP plugin using compute shaders in Vulkan. Though it isn't a direct fork of Angrylion, Themaister says the Angrylion code was the central point of reference for developing the plugin,<ref>[https://github.com/Themaister/parallel-rdp#disclaimer README] for parallel-rdp repository on GitHub. § Disclaimer. "While paraLLEl-RDP uses Angrylion-Plus as an implementation reference, it is not a port, and not a derived codebase of said project. It is written from scratch by studying Angrylion-Plus and trying to understand what is going on. The test suite uses Angrylion-Plus as a reference to validate implementation and cross-checking behavior."</ref> meaning ParaLLEl uses the same strategies that Angrylion does to emulate the RDP while running on the host GPU (as long as said GPU supports Vulkan).
 
On the high-level side, gonetz and one or two assistants spent a large portion of development improving GlideN64's microcode handling 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 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 (including issues with how the framebuffer is used as well as performance issues), VI emulation, and how combine/blending modes are emulated (such as noise issues and combiner accuracy).
 
<gallery widths="300" mode="packed">
Majora's mask accurate.png| Low-level emulation of Majora's Mask using SoftGraphic
Project64 2013-07-26 14-20-17-55.png| High-level emulation of Majora's Mask using Jabo's Direct3D
</gallery>
 
===[[Texture filtering]]===
The Nintendo 64 was the first consumer device to be able to filter textures when rendering 3D objects. However, unlike every console and PC graphics card made after the N64, its implementation of bilinear was primitive in that, in order to reduce strain on the system, it only used three samples as opposed to four, resulting in slightly jagged, asymmetrically-filtered textures. Instead of faithfully applying this "imperfect" version of bilinear filtering, HLE plugins instead applied conventional bilinear filtering, interpolating straight from the source texture up to the output resolution the same way a PC game would. While that method is technically superior, it can result in textures that look even blurrier than they would 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 (see images below; note how OoT's Quest Status screen appears to be divided into a grid). 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 low resolutions.
 
Modern emulators and plugins have taken some steps which help remedy these problems. For instance, GLideN64 now supports N64-style three-point texture filtering, which results in a more faithful look. It can also render at 320x240, which sidesteps the issues with filtered text, UI elements, and menu screens while still retaining texture filtering. Pixel-accurate plugins such as Angrylion and ParaLLEl-RDP 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.</gallery>
 
===Timing issues===
One of the biggest remaining problems in N64 emulation is the lack of accurate core timings, which, in practice, means games don't always run at the speed they would on real hardware. While this technically affects all games, the majority are only affected to a negligible degree. In some instances (particularly in Rare games) this can actually result in fewer framerate drops and lag, which can be seen as beneficial. However, some game engines actually depend on accurate timings for proper game behavior, and not emulating them properly can result in considerable to major issues. Some notable examples include the following:
* Intros and cutscenes playing too fast and not correctly syncing up with musical cues. Seen in Goldeneye's intro and Body Harvest's beginning cutscene.
* Gameplay demos running at hyper speeds. Earthworm Jim 3D is most notorious for this, though the main game itself is largely unaffected.
* Game physics not working properly due to being tied to framerate. A good example is Donkey Kong 64, which is programmed to boost the character's speed and momentum proportional to in-game lag (most likely to make up for the game's frequent framerate drops), which can be exploited for certain glitches and sequence breaks on real hardware. Emulators currently run the game too well and with too little lag, making most of these tricks impossible to pull off.
* Possibly the most affected game is Knife's Edge, which runs like it's on permanent fast-forward, making it all but unplayable. Messing with timing-related settings such as CounterFactor can mitigate this somewhat, but nowhere near enough to fix the issue.
Fortunately, tackling these problems has recently become a core focus of development in some N64 emulators, and attempts are underway to improve the situation. [[ares]] currently has the most accurate timings overall and already runs Earthworm Jim 3D's demos much better than other emulators. Meanwhile, [[simple64]] has recently pushed various timing-related commits aimed at improving accuracy, and as a result, it may now be the only emulator that runs Donkey Kong 64 properly. As these efforts progress, it should be noted that a side effect of improved timings may be greater in-game lag. This shouldn't be seen as the emulator becoming slower, but rather as the emulator behaving exactly like the real hardware does, as many N64 games were notorious for framerate drops.
 
For more information about Nintendo 64 hardware and reverse engineering;
* [https://www.youtube.com/@ModernVintageGamer/search?query=n64 MVG videos about Nintendo 64]
* [https://youtu.be/xwls5SpNn1s Kaze Emanuar: How we BEAT the Limitations that defined the N64s Artstyle]
* James Lambert: [https://youtu.be/r4KGm7ixcqI How I optimized Portal to run on the Nintendo 64], [https://youtu.be/Sf036fO-ZUk How I implemented MegaTextures on real Nintendo 64 hardware]
* [https://www.copetti.org/writings/consoles/nintendo-64/ Rodrigo Copetti: Nintendo 64 Architecture Analysis]
* [https://n64brew.dev/wiki/Main_Page N64brew Wiki]
==References==
<references/>
 
{{Nintendo}}
[[Category: Consoles|!Nintendo 64]][[Category:Home consoles|!Nintendo 64]][[Category:Fifth-generation video game consoles|!Nintendo 64]][[Category:Nintendo consoles|!Nintendo 64]]
[[Category:Nintendo 64 emulators|*]]
[[Category:MAME Driver Status: Preliminary|!Nintendo 64]]
Anonymous user

Navigation menu