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Nintendo 64 emulators

41,176 bytes added, 27 March
adjusted the n64oid paragraph
|logo = Nintendo64Console.png
|developer = [[:Nintendo]]
|type = [[:Category:ConsolesHome consoles|Home video game console]]
|generation = [[:Category:Fifth-generation video game consoles|Fifth generation]]
|release = 1996
|discontinued = 20022003|predecessor = [[Super Nintendo emulators|SNESSuper Family Computer / Super Nintendo Entertainment System]]
|successor = [[GameCube emulators|GameCube]]
|emulated = {{✓}}
}}
The '''Nintendo 64''' is a 64-bit fifth-generation console released by Nintendo on September 29, 1996 for {{inflation|USD|199.99|1996}}.
{{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), who which wanted to roll out their its 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 4 MBs of RAM, totaling 8MB.</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. 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, something that 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"|Platform(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 Emulatorsemulators|Recommended]]
|-
!colspan="11"|PC / x86
|-
|[[RetroArch|Mupen64Plus-Next]]
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|[https://githubbuildbot.libretro.com/mupen64plusnightly/mupen64plus-libretro core/releases ]|{{✗}}|{{Mupen64PlusVer~}}]
|{{✓}}
|?<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>
|{{✓}}
|{{✓}}
|{{✓}}
|-
|[[ares]]
|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/ares-emulator/ares/releases {{aresVer}}]
|{{✗}}
|{{~}}
|{{~}}
|[https://ares-emu.net/compatibility/nintendo-nintendo-64 97%<br/><small>872 out of 900 reported titles</small>]
| High
|{{✓}}
|{{✓}}
|{{✓}}
|-
|[[Project64simple64]]|align=left|{{Icon|Windows|Linux}}|[https://github.com/project64simple64/project64simple64/releases {{Project64VerSimple64Ver}}]</br ><abbr title="Final build that supports GLideN64 video plugin but its obsolete. Use RMG with GLideN64 instead.">[https://www.pj64-emugithub.com/nightly-builds Devthekovic/simple64/releases/tag/v2021.5.30 GLideN64]</abbr>|{{✗}}|{{~}}|{{~}}|?| High
|{{✓}}
|{{✓}}
|{{✓}}
|-
|[[BizHawk]]
|align=left|{{Icon|Windows|Linux}}
|[https://gitlab.com/TASVideos/BizHawk/-/pipelines Dev builds]<br/>[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]
|{{~}}
|{{~}}
|{{~}}
|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]<br/>[[BizHawk#Supported_systems|(Core dependent)]]</small>
| <small>[[Recommended N64 plugins|Plugin dependent]]<br/>[[BizHawk#Supported_systems|Core dependent]]</small>
|{{✓}}
|{{✓}}
|{{✗}}|{{✓~}}
|-
|[[Project64 Netplay]]
|align=left|{{Icon|Windows}}
|[https://pj64netplaygithub.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.mlcom/nightly-builds Nightly]<br/>[https://www.pj64-emu.com/public-releases {{Project64Ver}}]<br/>[https:/download/github.html com/Rosalie241/PJ64Launcher/releases/latest Keygen]|{{Project64NetplayVer~}}|{{~}}|{{~}}|?<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>
|-
|[[RetroArch|ParaLLEl-N64]]
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|[https://buildbot.libretro.com/nightly/ libretro core]
|{{✗}}
|{{~}}|{{✓}}|?<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 Git{{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>]
|?
|{{✓}}
|{{✓}}
|{{✗}}
|{{~}}
|-
|[[1964]]Kaizen|align=left|{{Icon|Windows|Linux}}|[httphttps://www.emulation64github.com/files/getfile/936SimoneN64/ 1.1Kaizen#pre-built-binaries git] (Official)<br />[http://files.emulation64.fr/Emulateurs/EMU_1964_146.zip 1.2 r146] (Unofficial SVN)|{{✗}}|{{✗}}
|{{✗}}
|?
|?
|{{✓}}
|{{✓}}
|{{}}(WIP)|-|Rokuyon|align=left|{{Icon|Windows|Linux|macOS}}|[https://github.com/Hydr8gon/rokuyon {{RokuyonVer}}]
|{{✗}}
|{{✗}}
|{{✗}}
|-?|DaedalusX64|align=left|{{Icon|Linux}}|[https://github.com/DaedalusX64/daedalus/releases/latest Git]|{{✓}}?
|{{✓}}
|{{✓}}
|{{✗}}(WIP)
|-
|R64Emu
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://github.com/rasky/r64emu git]
|{{✗}}
|{{✗}}
|{{✗}}
|?|?|{{✓}}|{{✓}}|{{✗}}(WIP)
|-
|[[Sixtyforce]]Gopher64|align=left|{{Icon|macOSWindows|Linux}}|[httphttps://sixtyforcegithub.com/downloadgopher64/ 1.0.4gopher64/releases {{Gopher64Ver}}]|{{?}}|{{?}}|{{?}}|?|?
|{{✓}}
|{{✓}}
|{{✗}}(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>
|-
|[[UltraHLEDaedalusX64]]|align=left|{{Icon|WindowsLinux|macOS}}|[https://webgithub.archive.org/web/20070312015944/http:com/DaedalusX64/www.emuunlim.comdaedalus/UltraHLEreleases/ultrahle.zip 1.0latest git]
|{{✗}}
|{{✗}}
|{{~}}
|?
|?
|{{✓}}
|{{~}}
|{{✗}}
|-
|[[Sixtyforce]]
|align=left|{{Icon|macOS}}
|[http://sixtyforce.com/download/ {{SixtyforceVer}}]
|{{✗}}
|{{✗}}
|{{✗}}
|{{✗}}?|-|[[MAME]]|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|[http://www.mamedev.org/release.html {{MAMEVer}}]|{{✓}}?
|{{✗}}
|{{✗}}
|{{✗}}
|{{✓}}
|{{✓}}
|{{✗}}
|-
|[[Ryu64]]Larper64
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://githubdrive.google.com/Ryu64Emulatorfile/Ryu64 Git]|d/1IWyw5UG9Uf24KG0zrcXSFoOmcQoHWmyc/view {{Larper64Ver}}]
|{{✗}}
|{{✗}}
|{{✗}}
|?
|?
|{{✗}}
|{{✗}}
|{{✗}}
|-
|R64Emu[[UltraHLE]]|align=left|{{Icon|Windows|Linux|macOS}}|[https://githubweb.archive.org/web/20070312015944/http://www.emuunlim.com/raskyUltraHLE/r64emu Gitultrahle.zip 1.0]|{{✓}}
|{{✗}}
|{{✗}}
|{{✗}}
|?
| Low
|{{✗}}
|{{✗}}
|{{✗}}
|-
|Larper64[[Ryu64]]|align=left|{{Icon|Windows|Linux|macOS}}|[https://thirdworldgithub.devcom/filesRyu64Emulator/Larper64-02.7z 0.2Ryu64 git]|{{✓}}|{{✗}}
|{{✗}}
|{{✗}}
|{{✗}}
|?
|?
|{{✓}}
|{{✗}}
|{{✗}}
|-
!colspan="11"|Mobile / ARM
|-
|[[RetroArch|Mupen64Plus-Next]]
|align=left|{{Icon|Android|iOS}}
|[https://buildbot.libretro.com/nightly/ libretro 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 3.0.222 322 (beta)]|{{✗}}|{{?}}|{{~}}|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{✓}}
|{{✓}}
|{{✓}}
|-
|[[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
|-
|[[RetroArch|Mupen64Plus-Next]]
|align=left|{{Icon|XB1|SXS}}
|[https://www.retroarch.com/?page=platforms RetroArch]
|{{✗}}
|{{~}}
|{{✓}}
|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{✓}}
|-
|[[Mupen64Plus]]-pandora
|align=left|{{Icon|Pandora}}
|[https://pyra-handheld.com/boards/threads/mupen64plus-2-2.72661/ Build 20] (v2.2)
|{{✓}}
|{{✓}}
|?-|[[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>
|-
|MegaN64<br/><small>(Mupen64+ based)</small>Not64|align=left|{{Icon|AndroidGCN|Wii|WiiU}}|[https://play.googlegithub.com/storeExtrems/appsNot64/details?id=com.aspieapps.free.emulator 7.0releases/latest 20231102]|{{✓}}|{{✓}}|{{✓}}|{{✓}}
|{{✗}}
|{{✗}}
|{{✗}}
|-|[[Project64]]|align=left|{{Icon|Android}}|[https://wwwwiki.pj64-emugbatemp.comnet/wiki/Wii64_Compatibility_List 71%<br/><small>303 out of 424 reported titles</small>]<br/nightly-builds Dev><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>|?
|{{✓}}
|{{✓}}
|{{✓}}
|{{✓}}
|{{✓}}
|{{✗}}
|{{na|text=TBD}}
|-
!colspan="11"|Consoles
|-
|[[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>
|{{✗}}
|{{✗}}
|{{✓}}
|-
|Not64[[Nintendo Switch Online]] <small>(Hovercraft)<small>|align=left|{{Icon|GCN|WiiNX}}|[https:/N/github.com/Extrems/Not64/releases/latest 20190410]|{{✗}}|{{✓}}|{{✓}}A
|{{✗}}
|{{✗}}
|{{~}}<ref group=N name=SM3DAS>Texture replacement only used in Super Mario 3D All-Stars.</ref>
|[https://nintendo.fandom.com/wiki/Nintendo_64_-_Nintendo_Switch_Online#Included_Games <small>Only for selected titles</small>]
| <small>Game dependent</small>
|{{✗}}
|{{✓}}
|{{~}}
|-
|[https://code.google.com/p/mupen64gc/ Wii64]Surreal64 CE|align=left|{{Icon|GCN|WiiXbox}}|[https://codedigiex.google.comnet/archivethreads/p/mupen64gc/downloads 1surreal64-ce-b6-0-download-n64-emulator-for-xbox.13677 Beta 6.1 beta0]
|{{✗}}
|{{}}|{{✗}}|[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://digiex.net/threads/mupen64-360-xbox-360-nintendo-64-n64-emulator-download.9352 0.96 beta]
|{{✗}}
|{{✗}}
|{{✗}}
|-?<br/><small>[[Recommended N64 plugins|DaedalusX64(Plugin dependent)]]</small>|align=left<small>[[Recommended N64 plugins|{{Icon|PSP}}|[https:/Plugin dependent]]</github.com/DaedalusX64/daedalus/releases/latest Git]|{{✓}}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 running with GLideN64the same [[recommended N64 plugins]] setup, though both default to Glide64, a now relatively lackluster plugin.
* ;[[Mupen64Plus]] is an open-source, :A multi-platform, plugin-based 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 of 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++. Mupen64Plus has It also been ported only comes bundled with outdated video plugins, so to ensure the best possible compatibility, sourcing better third-party plugins such as GLideN64 is 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'.
:* Wii64 ;Mupen64Plus-Next and Not64 ParaLLEl-N64::Both are both heavily modified forks developed as [[libretro]] cores. They introduce many features and optimizations that aren't present in the mainline build. Alongside [[RetroArch]]'s general features, it adds 3-point texture filtering for Glide64, superior A/V sync and latency, and even an initially exclusive LLE Vulkan renderer based on Mupen64Angrylion's pixel-perfect RDP plugin, now known as ParaLLEl-RDP, making it a better alternative to the standalone version in some cases. ParaLLEl-RDP 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 Not64 being fairly mitigated jaggies even at their native resolutions, although it may need a fork [https://www.youtube.com/watch?v=z7_D_D419S0 powerful GPU]. It also offers native high-resolution rendering, only available in integer scales of Wii64the original N64 resolution. Not64 claims to be better optimized as well ::As for the difference between the two cores, ParaLLEl-N64 is actually the older of the two, as it is based on the old Mupen64Plus libretro core, having higher compatibility been renamed to ParaLLEl-N64 upon its initial integration of the ParaLLEl-RDP and RSP plugins. In addition to the ParaLLEl plugins, it also retains the older HLE plugins (glN64, Rice and Glide64) and Angrylion Plus. Meanwhile, Mupen64Plus-Next is a new rebase off the bleeding-edge mainline, which is the more frequent updatescompatible of the two. It does 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), considerably cleans up the Core Options menu for easier configuration and adds Transfer Pack support. N64 emulation on Wii is not very goodAdd to this with the fact that going forward, all further improvements and it new features will be applied to the Mupen64Plus-Next core. As a result, Mupen64Plus-Next is now the more recommended to stick of the two. Thus ParaLLEl-N64 should now only be considered for performance reasons or perhaps for older ROM hacks that don't play well with the Virtual Console N64 releases whenever possiblenewer, more [[Emulation_accuracy|accurate]] plugins.
* :;[[Project64RMG]] is an open-source emulator for Windows::Rosalie's Mupen GUI aims to close the gap between Project64 and Mupen64Plus in terms of user experience. Its official release builds are more up-to-date than Mupen64Plusinterface is about on par with simple64', s in terms of cleanliness and the current versionease of use, 2.3.2but unlike simple64, is roughly as accurate as the development versions it remains a shallow fork of upstream Mupen64Plus when both are played with recommended and allows you to use other 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 The latest development versions come bundled with GLideN64 out, Angrylion RDP Plus and ParaLLEl-ofRDP for video plugins, and mupen64plus-thehle-boxrsp, CXD4 and ParaLLEl-RSP for RSP plugins It can still use the default video and audio older plugins arenthat come with regular Mupen64Plus in case if your PC can't even handle the best in the boxnewer plugins. It presently remains confined to WindowsIf you prefer GLideN64, though work this is underway a superior alternative to port it to Android and Linux. For simple64, as the most part, it works well in [[Wine]], but, if you're on a different platform, use Mupen64Plus insteadlast version of simple64 that uses GLideN64 is becoming increasingly outdated.
* :;[[RetroArchsimple64]]'s Nintendo 64 libretro core is based on ::A fork of Mupen64Plus and its plugins but with heavy modificationsa custom-made Qt GUI. It introduces many features and optimizations not present in mainline alongside RetroArch's general featuresThis is probably the easiest "just works out of the box" solution for Nintendo 64 emulation, including Project64as it comes bundled with ParaLLEl-style overclocking for faster framerates, 3RDP and ParaLLEl-point texture filteringRSP, superior A/V sync ensuring excellent compatibility and latencygood speed without needing to mess with plugins or settings, and even an exclusive LLE provided your hardware supports Vulkan renderer based on Angrylion's pixel-perfect plugin. However, unlike other emulators, making it a better alternative does not allow you to the standalone version in some casesuse other plugins. Its developers have expressed intentions to eventually rewrite the core and brand While it began as its own emulatora shallow fork, called paraLLEl. That new paraLLEl core it has increasingly become something closer to a special "hard fork, as its developer has opted to make various [[https://wwwEmulation_accuracy|accuracy-focused]] changes to the emulation core that will require additional work to port back to upstream or to other forks.youtube.com/watch?v=mzR93F9gPdc Super VI Mode]" option whichIt also currently features only a cached interpreter core, if as the dynarecs used, can make by Mupen64Plus are incompatible with the core timing changes made by the visuals of developer. While this makes simple64 more [[Emulation_accuracy|accurate]] (especially DMA transfers) than most other N64 games look less blurry with fairly mitigated jaggies even at their native resolutions. Althoughemulators, it may need a [https://wwwalso results in slower performance.youtubeIf faster speed and more enhancements are desired, there is an older build that is closer to upstream and uses GLideN64 as its graphics plugin.com/watch?v=z7_D_D419S0 powerful GPU]Unfortunately, it lacks the texture enhancement suite required for using packs and upscaling, though.
* [[CEN64]] is an up-:;Wii64 and-coming emulator that aims for cycle accuracy whileNot64::Both are based on Mupen64, at the same time, aiming with Not64 being a fork of Wii64. Not64 claims to eventually be usable better optimized, alongside having higher compatibility and more frequent updates. N64 emulation on modern PC hardware. It currently lacks many features Wii is not very good, and has spotty compatibility, but it's gradually improving. It can already emulate some well-known edge cases such as is recommended to stick with the picture recognition in Pokemon SnapVirtual Console releases whenever possible.
* ;[[Ares]]:An open-source multi-system emulator and successor to Near's [[1964higan]]project, along with its various versions and forks, was once a decentmostly original N64 core. Unlike most other N64 emulators, speedy open-source alternative to Project64 it aims for high [[Emulation_accuracy|accuracy]] and Mupen64does not employ HLE RSP or RDP emulation of any kind, though nor does it usually lagged behind use game-specific hacks. It uses Themaister's ParaLLEl-RDP Vulkan renderer (with the two compatibilities wiseMAME renderer as a software-based fallback) for pixel-perfect LLE graphics. It currently passes several stringent [https://github. Nowadays it has completely fallen off com/ares-emulator/ares/pull/613 accuracy tests] the radarother emulators do not, as development has stoppedalso [https://old.reddit.com/r/emulation/comments/181g1wk/ares_v134_has_been_released/kag3h4r/ CPU & RSP timings are really, really good] based on real hardware tests. But system requirements more demanding than other popular N64 emulators, is having said that; for Windows-onlyusers, it should be possible to maintain full speed on a Ryzen 7 3700X, system requirements for macOS and there is no longer a central code repo Linux users may be signficantly lower due to speak of: [https://old.reddit. 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 Project64com/r/emulation/comments/zwq9fu/ares_crossplatform_open_source_multisystem/j1ys10k/ ARM64 ABI Microsoft has chosen for Windows] makes context switches more expensive than on the SysV ABI used in *nix.
:* Daedalus v130 version brings 64DD emulation and macOS support, developer [https://twitter.com/LuigiBlood/ LuigiBlood] said [https://twitter.com/LuigiBlood/status/1568694009496756225 "This is an Nintendo 64 emulator for the PSPmost [[Emulation_accuracy|accurate]] 64DD emulation attempt I've ever done, which has been ported to Windows, but results honestly. A lot of the stuff I programmed are even sometimes genuinely useless. A lot also involves timings of the drive itself and more hit-and-miss than on other emulators due to being made for PSP first and foremost. On PSP, most games are playable, with some minor sound issues"].:* [[Sixtyforcehttps://old.reddit.com/r/emulation/comments/11ltlvu/ares_multisystem_emulator_v132_has_been_released/jbe12ym/ v132 version]] is macOS-only, closed-source, brings improved accuracy of Controller pak and asks you to pay for full access to its featuresRumble pak emulation.:* [https://old.reddit. It was once one com/r/emulation/comments/155ibi2/ares_multi_system_emulator_v133_has_been_released/ v133 version] brings lots of the only choices for Mac usersperformance tuning, particularly those with older Macs, since ittiming improvements (fixes Jet Force Gemini and Micky's the only emulator with a <abbr title="Power PC">PPC<Speedway USA) and emulation of RSP SU pipeline stalls (fixes Donkey Kong 64 and Banjo-Tooie).:*[https://old.reddit.com/r/emulation/comments/181g1wk/ares_v134_has_been_released/abbr> [[Dynamic recompilation|dynarecv134 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 macOS, it has now become irrelevantother accuracy fixes.
* ;[[UltraHLEProject64]] marked :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 the current stable version, 3.0.1, is roughly as [[Emulation_accuracy|accurate]] as the development versions of Mupen64Plus when both are played with recommended plugins. It has a milestone in Nintendo 64 more user-friendly interface than some of the Mupen64Plus attempts and supports features such as Transfer Pak emulation and 64DD emulation. It now comes with GLideN64 out-of-the-box, but the default audio plugin isn't even the best in that the box. Annoyingly, it was the first also nags you with a timed, unskippable message asking for donations to play some popular N64 titles at full speed on hardware made at the time of its release project upon launch, though this can be gotten around through a [https://github.com/Rosalie241/PJ64Launcher/releases/tag/1.3.0 script]. An alternative is to download it through [Highhttps:/Low level emulation|high/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-level emulation]]; party plugins (it isn't without its drawbacks also offers to install HD texture packs for OoT and MM, but you can opt out of those), though take heed - pressure from usersProject64 is currently in the middle of a major code rewrite in preparation for the upcoming 4.0 version, combined with legal threats from Nintendoand more than a few regressions and bugs have crept into the nightlies as a result, forced them so it might be better to discontinue developmentjust grab the latest plugins and stick to version 3.0.1. For the most part, it works well in [[Wine]], but if you're on a different platform, use Mupen64Plus instead. Besides being for historical valueNote if you do use Project64, there's not much is a exploit allowing people to expect remotely access your computer. This exploit only works if you have a rom from this emulator anyway due to compatibility issues.a random website, So watch where you get your roms if you using project64
* ;[[Ryu64BizHawk]] is a Nintendo 64 emulator made in C#. The 'Ryu' word is named after :Another out-of-the "RyuJIT" used in both Visual Basic & C#-box solution. But it might have been inspired by the lead author's sole Supports two cores for n64 (so far) [https://github.com/RyujinxTASEmulators/RyujinxBizHawk/commits?author=Dudejoe870 commitblob/master/Assets/dll/mupen64plus.dll mupen64plus] at Switch emulator, and [https://github.com/TASEmulators/BizHawk/tree/master/waterbox/ares64 Ares64]). Supports [Ryujinxhttps://github.com/TASEmulators/BizHawk/blob/master/Assets/dll/mupen64plus-video-GLideN64.dll GLideN64]]'s Git repository and his depreciated [https://github.com/Dudejoe870TASEmulators/BizHawk/blob/master/Assets/dll/RyujinxAutoUpdate Ryujinx Auto Updatermupen64plus-video-angrylion-rdp.dll Angrylion] tool. "86RYU", a x86 JIT compiler, is being developed alongside this emulator toovideo plugins for mupen64plus 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.
The ;Kaizen:Rewrite of another Nintendo 64 emulation scene can be described as a hot messemulator project "[https://github.com/SimoneN64/shibumi shibumi]" which is developed by the same developer. It got to that point because of the overall emulation scene's climate at the timehas already a QT frontend with recent builds, which was to stub off certain components but lacks of the emulated hardware as plugins. (Other consoles weren't immune to this phenomenon; it also happened to [[PlayStation emulators|the first PlayStation#Enhancements]] and [[#Peripherals]]support[https://github.com/SimoneN64/Kaizen#roadmap].) Developers underestimated the complexity of the system [https://github.com/SimoneN64/Kaizen#running RDP is implemented via ParaLLEl-RDP] and had to make as many sacrifices to accuracy as possible to get games working on the average computeralso [https://github. With little demand for improvements beyond getting the popular titles working from beginning to endcom/SimoneN64/Kaizen#roadmap R4300i, RCP, most emulator developers stuck with the codebases they knew for as long as possible and never integrated any of the plugins that were needed to make up a full projectTLB, or merge joybus are fully implemented]. See their codebases into one project[https://discord. And because almost no documentation is available gg/htzNd2rRF6 discord server] for clean-room reverse engineers, figuring out how the hardware actually functioned had to be done manually, which took longer. The unfortunate side effect of this is that many games require specific plugin arrangements and specific emulators in order to run well, and there is no viable alternative that isn't just an iteration on the existing plugin-based emulatorsmore information.
===;[[High/Low level emulation|High1964]]:Along with its various versions and forks, it was once a decent, speedy open-source alternative to Project64 and Mupen64, though it usually lagged behind the two compatibility-level vswise. Nowadays, it has completely fallen off the radar as development has halted, 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. low-level]] graphics===
One of the biggest hurdles ;Daedalus:A Nintendo 64 emulator for PC which was ported to emulating the Nintendo 64 is PSP under the Reality Display Processor (RDP), one name of two components in the Reality Coprocessor made by SGIDaedalusX64. The Reality Display Processor was PSP version later became the main version and got ported to platforms such as the Dreamcast, the most powerful consumer-grade GPU at PS2, the time of PS Vita, and the console's release; this was a selling point that Nintendo wanted to emphasize as a result of working with SGI3DS. HoweverOn PSP, reverse engineering efforts for popular Nintendo 64 several games showed that Nintendo's software development kit included a common microcode for the RDP. It's possible Nintendo didn't want to give developers access at a lower level out of fears that doing so would damage consumer unitscan reach full speed, but that meant and most of the effort spent emulating the RDP would go towards figuring out how to handle the microcodethem work with few emulation issues.
* Most developers in 1999 and the early 2000s opted ;[[Sixtyforce]]:macOS-only, closed-source emulator. It asks you to pay for full access to approximate functions through various APIs such as Direct3D, OpenGL, and even Glideits features. While this resulted in much more reasonable system requirements It was once one of the only choices for emulationMac users, along particularly those with prettierolder Macs, since it's the only emulator with a <abbr title="Power PC">PPC</abbr> [[Dynamic recompilation|dynarec]], higher resolution graphicsbut, this method proved with the switch to be hit x86 and miss, often requiring per-game tweaks and settings Mupen64Plus being ported to prevent graphical glitches on many games. Some games flat out didn't workmacOS, because it wasn't clear what the microcode did or whyhas now become rather obsolete. However, and required extensive hardware testing.* On the low level sidedevelopment is still ongoing, developers would either completely emulate the RDP or autodetect the microcode and use an appropriate implementation for the gameit's currently in its [https://sixtyforce. The former would mean a software renderer accurate com/rosetta/ third rewrite] to support the hardware but major performance bottlenecks unless optimizations like vectorization and multiupcoming [https://en.wikipedia.org/wiki/Apple-threading were implemented. The latter would mean faster performance but developers would still have to figure out how to account for edge casesdesigned_processors Apple Silicon].
gonetz and one or two assistants have spent a large portion of development improving GlideN64;[[Ryu64]]:A Nintendo 64 emulator made in C#. The 'Ryu's handling of microcode throughout 2016-2018.<ref name=word is named after the "gliden64_blog-1RyuJIT">{{cite web|url=https://gliden64used in both Visual Basic & C#.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=But it might have been inspired by the lead author's sole (so far) [https://github.com/gonetzRyujinx/GLideN64Ryujinx/issues/1685#issuecomment-364436534|titlecommits?author=Initial implementation of BOSS ZSort ucode (WDC, Stunt Racer)|publisher=GitHub|accessdate=2018-06-17|date=2018-02-10}}</ref> This means that Dudejoe870 commit] to Switch emulator [[https://youtu.be/HfCOnmRHI0o Factor 5Ryujinx]]'s games are now working in the high-level graphics mode.<ref name="Indiegogo">{{cite web|url=Git repository and his depreciated [https://www.indiegogogithub.com/projectsDudejoe870/indianaRyujinxAutoUpdate Ryujinx Auto-j-infernal-machine-high-level-emulation#/updates/all|title="Indiana JUpdater] tool. & Infernal Machine" HLE|publisher=Indiegogo|accessdate=2018-06-17|date=2018-05-17}}</ref><ref name=86RYU"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 emulationan x86 JIT compiler, and how combine/blending modes are emulated (such as noise issues and combiner accuracy)is being developed alongside this emulator too.
It should be noted ;[[UltraHLE]]:Marked a milestone in Nintendo 64 emulation, in that most games technically work through it was the first to play some popular N64 titles at full speed on hardware made at the HLE method, but it's not an accurate representation time of what the video output actually looked like, but rather a rough approximation by your graphics card. Whether this is an improvement or not is subjective.<gallery widths="300" mode="packed">Majora's mask accurate.png|its release through [[High/Low level emulation of Majora's Mask using SoftGraphicProject64 2013-07-26 14-20-17|high-55.png|High level emulation of Majora]]. It isn's Mask using Jabot without its drawbacks, though - pressure 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 :An Android-exclusive Nintendo 64 was the first consumer device emulator based on Mupen64Plus by freeman_zy. It is similar to be able to filter textures when rendering 3D objectsProject 64 1.6 in terms of compatibility. The APK for n64oid circulates on many legally-questionable APK sites. However, unlike every console and PC graphics card made after n64oid has the N64, its implementation infamous problem in Mario Kart 64 of bilinear was primitive 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 of faithfully applying this "imperfect" version which works well most of bilinear filteringtime, HLE plugins instead apply conventional 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 mobile edition of Snes9x EX+ and the same way a PC game would. While that method is technically superior, it can 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}}| {{?}}| {{?}}|-| [[Overclocking|Overclock]]| {{?}}| {{?}}| {{?}}| {{Y}}| {{?}}| {{?}}|-style three| [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.com/ishitatsuyuki/LatencyFleX LatencyFleX], [https://developer.nvidia. It is also capable of 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]<gallery widthsbr/><small>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" mode.</small>| {{Y}}| colspan="packed"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-06in [[Mods,_hacks_and_fan-26_17translations#Built-44in_graphics_mod_editor.2Fmanager_for_emulators|Graphics mod editor/manager]]| {{✗}}| {{✗}}| {{✗}}| {{✗}}| {{✗}}| {{✗}}|-58| Built-31in [[Cheats_and_patches|Cheat Manager]]| {{Y}}| {{?}}| {{N}}[https://old.reddit.pngcom/r/emulation/comments/1ay6fm1/ares_v136_released/krslaki/ *]|Conker's Bad Fur Day copyright screen{{?}}| {{Y}}| {{?}}|-| [[Save_disk_space_for_ISOs|Streamable compression format]]| {{✓}}| {{?}}| {{✓}}| {{?}}| {{?}}| {{?}}|-| [[Wikipedia:Variable_refresh_rate|Variable Refresh Rate compatible]]| {{Y}}| {{?}}| {{?}}| {{?}}| {{Y}}[https://docs.mamedev.org/usingmame/commonissues.html#gsync-freesync *]| {{?}}|-| [[Frontends#Graphical_User_Interfaces_.28GUIs.29|Big Picture Mode]]| {{Y}}|||| {{Y}}||-| 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.php?c=2 RetroAchievements]| {{Y}}| {{N}}| {{N}}| {{N}}| {{N}}| {{Y}}|-| [[Virtual_reality#VR_game_room_simulations|EmuVR support]]| colspan=6 | 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:
*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]. * Project64's latest versions emulate the N64 mouse and can load Zoinkity's hacked 64DD cartridge conversions at playable speeds. You'll need to set every game to have 8MB of Memory by default manually. Games do not save, some need "32-bit engine" to be unchecked (like Talent Studio), and some (like Polygon Studio to fix models and Paint Studio to fix stamps) need the Angrylion GFX plugin rather than GlideN64, which does the job for the rest. [https://64dd.org/tutorial_pj64.html 64DD.org has step-by-step tutorials for Project64]**The 64DD hardware started to be emulated around 2.3's release with the help of [https://github.com/LuigiBlood LuigiBlood]. Saving works but in the form of NDR files. NDR files are copied versions of NDD images with save data included as to not write to the clean unaltered images. In order to play 64DD games in their original forms, 8MB of memory is still needed because the real hardware needed the Expansion Pak upgrade. The IPL is also needed. * MAME includes early, basic 64DD emulation as well, but it's much slower. Disk images need to be in head/track format. See [https://github.com/Happy-yappH/ddconvert.git here] for more information. It does not currently support disk swapping or saving 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) * 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.
{| class="wikitable" style="text* RetroArch's Mupen64Plus-Next and ParaLLEl cores support the 64DD. For Mupen64Plus-alignNext: the bios must be placed in <code>[RetroArch directory]\system\Mupen64plus\IPL.n64</code>. To launch 64DD games:center;"|Load the Mupen64Plus-! scope=Next core, select the new menu item "colSubsystems"|Name! scope=in the Main Menu, then click "col"|Platform(s)! scope="col"|Latest Version! scope="col"|Active! scope="col"|64DD Emulation! scope="col"|Load N64 Mouse! scope=Disk Drive"col"|[[Recommended Emulators|Recommended]]|three times to load the disk, cartridge, and start emulation; Both expansion disks and stand-! colspan=alone disks can be launched this way. <br />For ParaLLEl: the bios must be placed in the "7system"|PC / x86|-|[[Project64]]|align=left|{{Icon|Windows}}|[https://githubdirectory and named <code>64DD_IPL.combin</project64/project64 2code>.3.2]|{{✓}}|Mid|{{✓}}|{{✓}}|-|[[CEN64]]|align=left|{{Icon|Windows|Linux|macOS}}|[httpsIn ParaLLEl's core options:64DD ''must'' be enabled and GFX plugin and RSP must both be set to <code>parallel<//github.com/tj90241/cen64 Git]|{{✓}}|Mid|{{✓}}|{{✗}}|code>; stand-|[[MAME]]|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|[http://wwwalone disks cannot be launched using the Subsystem, they must be launched through either "Load Content" or a playlist.mamedev.org/release.html {{MAMEVer}}]|{{✓}}|Mid|{{✗}}|{{✗}}|}
* Project64's latest versions emulate the N64 mouse and can load Zoinkity's hacked Ares supports 64DD cartridge conversions at playable speeds. You'll need to set every game to have 8MB of Memory by default manually. Games do not save, some need "32-bit engine" to be unchecked (like Talent Studio), and some (like Polygon Studio to fix models and Paint Studio to fix stamps) need the Angrylion GFX plugin rather than GlideN64as well, which does the job for the rest.**The 64DD hardware started to be emulated around 2.3's release with the help of [https://githubtwitter.com/LuigiBlood /status/1568694009496756225 developer LuigiBloodsaid]. Saving works but in : "This is the form of NDR filesmost accurate 64DD emulation attempt I've ever done, honestly. NDR files are copied versions A lot of NDD images with save data included as to not write to the clean unaltered imagesstuff I programmed are sometimes genuinely useless. In order to play 64DD games in their original forms, 8MB A lot also involves timings of memory is still needed because the real hardware needed the Expansion Pak upgrade. The IPL is drive itself and more", also neededsupports disc-swapping with v134 version.
* MAME includes early basic ===N64 Mouse===A peripheral that came bundled with Mario Artist: Paint Studio. [https://64dd.org/tutorial_pj64.html#mouse 64DD emulation as well but is much slower. Disk images need org has instructions on how to be in head/track formatemulate the N64 Mouse on Project64]. See [https://github.com/Happyares-yappHemulator/ddconvertares/issues/224#issuecomment-939579324 Ares also has N64 Mouse support; follow these instructions to enable it (replace SNES specific steps with 64DD)].git here] for more informationRetroArch's ParaLLEl core has N64 Mouse support under Quick Menu > Controls > Port 1 Controls > Device Type. It RetroArch's Mupen64Plus-Next core ''does not currently '' have mouse support disk swapping or saving disk to files. Writes only update the copy in memory, and, once the MAME process ends, the changes are lost. Current usage: <code>mame n64dd -quickload disk -cart cart -nodrc</code> (both disk and cart are optional)
* CEN64Because the N64 Mouse functions similarly to a controller, like Project64, had 64DD emulation ported it is possible to "emulate" it even in emulators that don't explicitly support it from MAMEby mapping mouse input to the N64 joystick. HoweverThis will likely require use of separate re-mapping software, it focuses on accuracy and plays much slower than other as most N64 emulators, aside for the 64DD emulation itself is imperfectdo not support binding mouse movement to joystick movement.
==Hardware variants==
===iQue Player emulation===
Before the GBA, the DS, and the 3DS, Nintendo released a modified version of their Nintendo 64 system for the Chinese market, which was called the iQue Player, through their not-quite-subsidiary iQue. Fourteen games were translated into Simplified Chinese, including Sin and Punishment, Ocarina of Time (the Majora's Mask port was canceled), Super Mario 64, and others.
Unlike the Chinese releases of their more recent systems and their games, iQue Player releases are regular N64 roms ROMs wrapped with several layers of encryption, as well as and a ticket and signature system like that on the Wii, the DSi, the 3DS, the Wii U , and the Switch. The Chinese ROM-hacking scene is very active , though , and has translated the Japanese regular N64 releases for many of these to their language already, which explain explains some of the Chinese ROMs floating for those. However, recently, almost all pieces of iQue Player software were recently decrypted to regular .z64 ROM format.
Several of the Chinese game localizations already run on N64 emulators, but as some hardware features of the iQue Player are not yet supported, some games, as well as the system menu and features in games such as saving, do not work yet.
===Aleck 64 arcade emulation===
Nintendo collaborated with SETA to release an arcade system based on their Nintendo 64 system (kind of like their PlayChoice-10 for the NES, Super System arcade hardware for SNES, and later Triforce for GCN and Wii U). The Nintendo 64-variant with more RAM, the Aleck 64, failed to catch on and bombed. It was never released outside Japan, even though one N64 port made it. [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:
* Eleven Beat: World Tournament
* Hi Pai Paradise
* Hi Pai Paradise 2
* Kuru Kuru Fever
* Magical Tetris Challenge
* 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 2
* Rev Limit
* 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
|}
==NotesEmulation 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 SoftGraphicProject64 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.<references groupgallery widths=N "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]]
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