Changes

Jump to navigation Jump to search

Nintendo 64 emulators

48,255 bytes added, 28 April
m
Emulators
{{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 = {{✓}}}}
The {{for|other emulators that run on N64 hardware|Emulators on N64}}  The '''[[gametech:Nintendo 64|Nintendo 64]]''' is is a 64-bit, 5th 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 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, 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 1996emulation. 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="|+PC|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"|[[libretro|Libretro Core]]
! scope="col"|[[Recommended emulators|Recommended]]
|-
|style!colspan="text11"|PC / x86|-|[[RetroArch|Mupen64Plus-Next]]|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|[https:center;"//buildbot.libretro.com/nightly/ libretro core]|{{✗}}|{{~}}|{{✓}}|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>| <small>[[Recommended N64 plugins|Plugin dependent]]</small>|{{✓}}|{{✓}}|{{✓}}|-|[[Project64ares]]|stylealign=left|{{Icon|Windows|Linux|macOS}}|[https://nightly.link/ares-emulator/ares/workflows/build/master <abbr title="textLatest development build version">git Artifacts</abbr>]<br/>[https://github.com/ares-emulator/ares/releases {{aresVer}}]|{{✗}}|{{~}}|{{~}}|[https://ares-emu.net/compatibility/nintendo-nintendo-64 96%<br/><small>867 out of 900 reported titles</small>]| High|{{✓}}|{{✓}}|{{✓}}|-|[[simple64]]|align=left|{{Icon|Windows|Linux}}|[https:center;//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|{{✓}}|{{✓}}|{{✓}}|-|[[RMG]]|align=left|{{Icon|Windows|Linux}}|style[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>|{{✓}}|{{✓}}|{{✓}}|-|[[BizHawk]]<br/><small>(Mupen64Plus)(ares)(MAME)</small>|align="textleft|{{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]]|align=left|{{Icon|Windows}}|[https:center;//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/project64mupen64plus/project64 Gitmupen64plus-core/releases/tag/nightly-build nightly]|style{{✗}}|{{~}}|{{~}}|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>| <small>[[Recommended N64 plugins|Plugin dependent]]</small>|{{✓}}|{{✓}}|{{✗}}<ref group="textN>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:center;"//buildbot.libretro.com/nightly/ libretro core]|{{✗}}|{{~}}|{{✓}}|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>| <small>[[Recommended N64 plugins|Plugin dependent]]</small>|{{✓}}|{{}}|style{{✗}}<ref group="textN 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:center;"//github.com/tj90241/cen64 {{CEN64Ver}}]|{{✗}}|{{~}}|{{✗}}|?| Partial Cycle|{{}}|{{✗}}|style{{✗}}|-|[[MAME]]|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|<abbr title="textLatest 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>]|?|{{✓}}|{{✓}}|{{✗}}|-|Kaizen|align=left|{{Icon|Windows|Linux}}|[https:center;"//github.com/SimoneN64/Kaizen#pre-built-binaries git]|{{✗}}|{{✗}}|{{✗}}|?|?|{{✓}}|{{}}|style{{✗}}(WIP)|-|Rokuyon|align="textleft|{{Icon|Windows|Linux|macOS}}|[https://github.com/Hydr8gon/rokuyon {{RokuyonVer}}]|{{✗}}|{{✗}}|{{✗}}|?|?|{{✓}}|{{✓}}|{{✗}}(WIP)|-|R64Emu|align=left|{{Icon|Windows|Linux|macOS}}|[https:center;"//github.com/rasky/r64emu git]|{{✗}}|{{✗}}|{{✗}}|?|?|{{✓}}|{{}}|{{✗}}(WIP)|style-|Gopher64|align="textleft|{{Icon|Windows|Linux}}|[https://github.com/gopher64/gopher64/releases {{Gopher64Ver}}]|{{?}}|{{?}}|{{?}}|?|?|{{✓}}|{{✓}}|{{✗}}(WIP)|-|[[1964]]|align=left|{{Icon|Windows}}|[https:center;//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|style{{✓}}|{{✗}}|{{✗}}<ref group="textN 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:center;"//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]|{{✗}}|{{✗}}|{{✗}}|?| Low|{{✗}}|{{✗}}|{{✗}}
|-
|style="text-align:center;"|[[Mupen64PlusRyu64]]|stylealign="text-align:center;"left|{{Icon|Windows|Linux|Multi-platformmacOS}}|style="text-align:center;"|[https://github.com/mupen64plusRyu64Emulator/mupen64plus-core/releases GitRyu64 git]|style="text-align:center;"{{✗}}|{{✗}}|style="text-align:center;"{{✗}}|?|style="text-align:center;"?|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|✓|style="text-align:center;"|✓{{✗}}
|-
|style="text-align:center;"|[[CEN64]]|style="text-align:center;"|Windows, Linux|style!colspan="text-align:center;11"|[https://github.com/tj90241Mobile /cen64 Git]|style="text-align:center;"|✓|style="text-align:center;"|?|style="text-align:center;"|?|style="text-align:center;"|?|style="text-align:center;"|✗|style="text-align:center;"|✗ARM
|-
|style="text[[RetroArch|Mupen64Plus-align:center;"|[http://1964js.com 1964Next]]|stylealign="text-align:center;"left|{{Icon|Android|WindowsiOS}}|style="text-align:center;"|[http://1964js.com/blog/download.html 1.1] (official)<br />[https://codebuildbot.googlelibretro.com/p/emu-1964nightly/ 1.2 r146libretro core] (SVN)|style="text-align:center;"|{{}}|style="text-align:center;"{{~}}|{{}}|style="text-align:center;"?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>|style="text-align:center;"<small>[[Recommended N64 plugins|Plugin dependent]]</small>|{{}}|style="text-align:center;"|✗{{✓}}|style="text-align:center;"|✗{{✓}}
|-
|style="text-align:center;"|[http://forums.daedalusx64.com Daedalus[Mupen64Plus]]FZ|stylealign="text-align:center;"left|{{Icon|WindowsAndroid}}|style="text-align:center;"|[https://webplay.archivegoogle.orgcom/webstore/20131015175201apps/http://forumsdetails?id=org.mupen64plusae.daedalusx64v3.com/viewtopicfzurita 3.php?f=38&t=4187 10.1322 (beta)]|style="text-align:center;"{{✗}}|{{?}}|style="text-align:center;"|✓{{~}}|style="text-align:center;"?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>|style="text-align:center;"<small>[[Recommended N64 plugins|Plugin dependent]]</small>|style="text-align:center;"{{✓}}|{{✓}}|style="text-align:center;"|✗{{✓}}
|-
|style="text-align:center;"|[[SixtyforceMupen64Plus]]|stylealign="text-align:center;"left|{{Icon|Pandora|OS XPyra}}|style[http://repo.openpandora.org/?page=detail&app="textmupen64plus Pandora]<br/>[https://pyra-align:center;"|1handheld.0com/repo/apps/39 Pyra]|style="text-align:center;"{{✗}}|{{?}}|style="text-align:center;"|✓{{?}}|style[https://docs.google.com/spreadsheets/u/0/d/10AhvborAoFjTdVvnJ8lMl6PH_RT_3LXUhCknNqycg7A/htmlview?hl=en_GB&pli=1#gid="text-align:center;"0 23%<br/><small>45 out of 194 reported titles</small>]<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>|style="text-align:center;"<small>[[Recommended N64 plugins|Plugin dependent]]</small>|style="text-align:center;"{{✓}}|{{}}|style="text-align:center;"|✗{{~}}
|-
|style="text-align:center;"|[[UltraHLE]]|style="text-align:center;"|Windows|style="text-align:center;"|1.0.0|style="text-align:center;"|✗|style="text-align:center;"|✗|style="text-align:center;"|✗|style="text-align:center;"|✗|style="text-align:center;"|✗|style="text-align:center;"|✗|}<nowiki>*</nowiki> Official installer bundled with malware.{| class!colspan="wikitable11"|+MobileConsoles
|-
! scope="col"|Name[[RetroArch|Mupen64Plus-Next]]! scope|align="col"left|{{Icon|XB1|Operating System(s)SXS}}! scope|[https://www.retroarch.com/?page="col"|Latest Versionplatforms RetroArch]! scope="col"|Active{{✗}}! scope="col"|Controller Pak?{{~}}! scope="col"|Rumble Pak?{{✓}}! scope="col"|Transfer Pak?! scope="col"|<br/><small>[[libretroRecommended N64 plugins|Libretro Core(Plugin dependent)]]</small>! scope="col"|<small>[[Recommended emulatorsN64 plugins|RecommendedPlugin dependent]]</small>|{{✓}}|{{✓}}|{{✓}}
|-
|style="text-align:center;"|[[Mupen64Plus|Mupen64+DaedalusX64]] AE|stylealign="text-align:center;"left|{{Icon|PSP}}<br>{{Icon|3DS}}<br>{{Icon|Vita}}<br>{{Icon|AndroidPS2}}|style="text-align[https:center;"|2//github.4com/DaedalusX64/daedalus/releases/latest PSP]<br/>[https://github.4|style="textcom/masterfeizz/DaedalusX64-align3DS/releases 3DS]<br/>[https:center;"|✓|style="text//github.com/Rinnegatamante/DaedalusX64-alignvitaGL/releases VitaGL]<br/>[https:center;"//www.ps2-home.com/forum/viewtopic.php?f=99&p=39957#p39957 PS2]|{{✗}}|style="text-align:center;"{{✗}}|{{~}}|style="text-align[https:center;"|✗//daedalusx64.rinnegatamante.it/ 49%<br/><small>234 out of 473 reported titles (Vita)</small>]|style="text-align[https:center;"|✗|style//docs.google.com/spreadsheets/d/13izCg9TYUWpF3Ot3P3wVUzAk_qpsNtsNqmydakELIUQ/edit#gid="text1172263683 61%<br/><small>97 out of 157 reported titles from 1.1.6-align:center;"|✓|}1.1.8 (PSP)</small>]
[https://wiki.gbatemp.net/wiki/DaedalusX64_3DS 27%<br/><small>71 out of 260 reported titles (3DS)</small>]|?|{{✓}}| class="wikitable"{{~}}|+Consoles{{✓}}<br/><small>(PSP)</small>
|-
! scope="col"|NameNot64! scope|align="col"left|Operating System(s)! scope="col"{{Icon|GCN|Wii|Latest VersionWiiU}}! scope="col"|Active[https://github.com/Extrems/Not64/releases/latest 20231102]! scope="col"|Controller Pak?{{✗}}! scope="col"|Rumble Pak?{{✗}}! scope="col"|Transfer Pak?{{✗}}! scope="col"|[https://wiki.gbatemp.net/wiki/Wii64_Compatibility_List 71%<br/><small>303 out of 424 reported titles</small>]<br/><small>[[libretroRecommended N64 plugins|Libretro Core(Plugin dependent)]]</small>|?|{{✓}}! scope="col"|[[Recommended emulators{{✓}}|Recommended]]{{✓}}
|-
|style="text-align:center;"|[[Virtual Console]]|stylealign="text-align:center;"left|{{Icon|[[Wii]], [[Wii U emulators|Wii U]]WiiU}}|style="text-align:center;"N/A|-{{✗}}|style="text-align:center;"{{?}}|{{?}}|style="text-align[[Wikipedia:center;"List_of_Virtual_Console_games_for_Wii_(North_America)#Nintendo_64||style="text-align<small>Only for selected titles (Wii)</small>]]<br/>[[Wikipedia:center;"List_of_Virtual_Console_games_for_Wii_U_(North_America)#Nintendo_64|<small>Only for selected titles (Wii U)</small>]]|style="text-align:center;"<small>Game dependent</small>|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}
|-
|style="text-align:center;"|[http://www.gc-forever.com/forums/viewtopic.php?f=9&t=842 Not64[Nintendo Switch Online]]<small>(Hovercraft)<small>|stylealign="text-align:center;"left|[[Wii]], [[GameCube_emulators{{Icon|GameCube]]NX}}|style="text-align:center;"N/A|20130408{{✗}}|style="text-align:center;"|?{{✗}}|style{{~}}<ref group="textN name=SM3DAS>Texture replacement only used in Super Mario 3D All-align:center;"|✓Stars.</ref>|style="text[https://nintendo.fandom.com/wiki/Nintendo_64_-align:center;"_Nintendo_Switch_Online#Included_Games <small>Only for selected titles</small>]|<small>Game dependent</small>|style="text-align:center;"|{{}}|style="text-align:center;"|✗{{✓}}|style="text-align:center;"|✓{{~}}
|-
|styleSurreal64 CE|align="text-align:center;"left|{{Icon|Xbox}}|[https://code.googledigiex.comnet/pthreads/mupen64gc/ Wii64surreal64-ce-b6-0-download-n64-emulator-for-xbox.13677 Beta 6.0]|style="text-align:center;"{{✗}}|[[Wii]], [[GameCube_emulators{{✗}}|GameCube]]{{✗}}|style="text-align[http:center;"|1//retroxbox.labrat.fr/file/pdf/comp_list/Surreal%2064%20B5.1 beta|style="text%20CE%20Compatibility%20and%20Settings%20List%20-align:center;"%20Surreal%20Compatibility_Settings.pdf 76% <br/><small>236 out of 311 reported titles]<br/>[[Recommended N64 plugins|(Plugin dependent)]]</small>|style="text-align:center;"<small>[[Recommended N64 plugins|Plugin dependent]]</small>|style="text-align:center;"|{{}}|style="text-align:center;"|{{}}|style="text-align:center;"|✗|style="text-align:center;"|✗{{~}}
|-
|style="textmupen64-align:center;"|[http://forums.daedalusx64.com Daedalus]360|stylealign="text-align:center;"left|{{Icon|[[PlayStation Portable]]Xbox360}}|style="text-align:center;"|[httphttps://wwwdigiex.emucr.comnet/searchthreads/label/DaedalusX64 SVNmupen64-360-xbox-360-nintendo-64-n64-emulator-download.9352 0.96 beta]|style="text-align:center;"{{✗}}|{{}}|style="text-align:center;"|✓{{✗}}|style="text-align:center;"?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>|style="text-align:center;"<small>[[Recommended N64 plugins|Plugin dependent]]</small>|style="text-align:center;"{{✓}}|{{}}|style="text-align:center;"|✗{{~}}
|-
|[[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. Which was more compatible often depended on when and in what configuration each emulator had been tested. As of August 2017, both emulators have roughly equal compatibility and [[Emulation_accuracy|accuracy]] when running with the same [[recommended N64 plugins]] setup, though both default to Glide64, a now relatively lackluster plugin.
* ;[[Project64Mupen64Plus]]:A multi-platform emulator based on Hacktarux's Mupen64. It's about as [[Emulation_accuracy|accurate]] as Project64<ref>loganmc10. [https://github.com/mupen64plus/mupen64plus-core/pull/336 ''Ignore TLB write if TLB entry is currently unmapping itself'']. "By the most compatible N64 emulatorway, once this, and is a decent choice for emulating many gamesalong with the 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 popular and lesser knownemulators are run with GLideN64. It is currently very actively developedHowever, is capable of using Mupen64Plus lacks a wide variety of pluginsnative GUI, instead being launched either from the command line or by dragging and dropping ROMs into the executable and has editing the config with a relatively user-friendly interfacetext editor. HoweverIt also only comes bundled with outdated video plugins, it remains confined so to Windows. It works well in WINE for ensure the most partbest possible compatibility, but if you're on sourcing better third-party plugins such as GLideN64 is a different platform, must. [[BizHawk]] and [[OpenEmu]] use forks of Mupen64Plus instead. Version 2.2 has various fixes over version 1.6.1 and is overall more accurateits plugins for their N64 emulation, even outclassing Mupen64Plus in some instances. However, audio playback is worse due but they seem to lag and cracklingbe shallow. It may be handy to keep a copy As of version 1.6.1 alongside it 2022, Project64-style overclocking for this reason. Whatever you do, 'faster frame rates has been added under the option 'CountPerOpDenomPot'DO NOT USE THE OFFICIAL INSTALLER FOR THE LATEST VERSION OF PROJECT64.''' Doing so will prompt you to install various programs, some of which are malware.
* [[:;Mupen64Plus]] is a cross-platform, open source emulator based on Hacktarux's Mupen64. It lacks a native GUI, instead being run either from the command line, or by dragging Next and dropping ROMs onto the executable and editing the config with a text editor such ParaLLEl-N64::Both are heavily modified forks developed as Notepad++. There are third-party GUIs made for it, but these often suffer from their own issues, though M64Py appears to be the most solid. Mupen64Plus has been ported to a number of different platforms, but upstream development has currently crawled to a near standstill. The [[RetroArchlibretro]] core of this emulator is heavily modified and has cores. They introduce many features and optimizations not that aren't present in the mainline alongside build. Alongside [[RetroArch]]'s general features, including Project64-style overclocking for faster framerates, it adds 3-point texture filteringfor Glide64, and superior A/V sync and latency, and even an initially exclusive LLE Vulkan renderer based on Angrylion's pixel-perfect RDP plugin, now known as ParaLLEl-RDP, making it a better alternative to the standalone version in most some cases. ParaLLEl-RDP has a special "[[BizHawkhttps://www.youtube.com/watch?v=mzR93F9gPdc Super VI Mode]] and " option, which, if used, can make the experimental build visuals of N64 games look less blurry with fairly mitigated jaggies even at their native resolutions, although it may need a [[OpenEmu]https://www.youtube.com/watch?v=z7_D_D419S0 powerful GPU] . It also offers native high-resolution rendering, only available in integer scales of the original N64 resolution.::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 been renamed to ParaLLEl-N64 upon its initial integration of the ParaLLEl-RDP and RSP plugins. In addition to the ParaLLEl plugins, it also use 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 compatible of the two. It does away with the legacy plugins and replaces them with GLideN64 as their N64 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. Add to this with the fact that going forward, all further improvements and new features will be applied to the Mupen64Plus-Next core . As a result, Mupen64Plus-Next is now the more recommended of choicethe 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 newer, more [[Emulation_accuracy|accurate]] plugins.
* :;[[CEN64RMG]] is an up-and-coming emulator that ::Rosalie's Mupen GUI aims for cycle accuracy, while at to close the same time aiming to eventually be usable gap between Project64 and Mupen64Plus in terms of user experience. Its interface is about on modern PC hardware. It currently lacks many features par with simple64's in terms of cleanliness and has spotty compatibilityease of use, but unlike simple64, it's gradually improvingremains a shallow fork of upstream Mupen64Plus and allows you to use other plugins. The latest development versions come bundled with GLideN64, Angrylion RDP Plus and ParaLLEl-RDP for video plugins, and mupen64plus-hle-rsp, CXD4 and ParaLLEl-RSP for RSP plugins It can already emulate some well-known edge casesstill use the older plugins that come with regular Mupen64Plus in case if your PC can't handle the newer plugins. If you prefer GLideN64, this is a superior alternative to simple64, such as the picture recognition in Pokemon Snaplast version of simple64 that uses GLideN64 is becoming increasingly outdated.
* 1964:;[[simple64]]::A fork of Mupen64Plus with a custom-made Qt GUI. This is probably the easiest "just works out of the box" solution for Nintendo 64 emulation, along as it comes bundled with its various versions ParaLLEl-RDP and ParaLLEl-RSP, ensuring excellent compatibility and forksgood 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, was it has increasingly become something closer to a decenthard fork, speedy alternative as its developer has opted to make various [[Emulation_accuracy|accuracy-focused]] changes to the emulation core that will require additional work to Project64 and Mupen64port back to upstream or to other forks. It also currently features only a cached interpreter core, though it usually lagged behind as the dynarecs used by Mupen64Plus are incompatible with the core timing changes made by the two in compatibilitydeveloper. NowadaysWhile this makes simple64 more [[Emulation_accuracy|accurate]] (especially DMA transfers) than most other N64 emulators, it has completely fallen off the radaralso results in slower performance. There If faster speed and more enhancements are desired, there is little reason an older build that is closer to use upstream and uses GLideN64 as its graphics plugin. Unfortunately, it nowadays outside of historical purposeslacks the texture enhancement suite required for using packs and upscaling, very specific edge cases, or if your device is too slow to run Mupen64Plus or Project64though.
* Daedalus is an N64 emulator for the PSP:;Wii64 and Not64::Both are based on Mupen64, which has been ported with Not64 being a fork of Wii64. Not64 claims to Windowsbe better optimized, but results are even alongside having higher compatibility and more hit-frequent updates. N64 emulation on Wii is not very good, and-miss than on other emulators due it is recommended to being made for PSP first and foremost. On PSP, most games are unplayable, but there's a [http://forums.daedalusx64.com/compat.php small amount of them that work really well] stick with the right settings (Quest 64, for example)Virtual Console releases whenever possible.
* ;[[SixtyforceAres]] is Mac:An open-only, closedsource multi-source, system emulator and asks you successor to pay Near's [[higan]] project, with a mostly original N64 core. Unlike most other N64 emulators, it aims for full access to its features. It was once one high [[Emulation_accuracy|accuracy]] and does not employ HLE RSP or RDP emulation of the only choices for Mac users (particularly those with older Macsany kind, since nor does ituse game-specific hacks. It uses Themaister's ParaLLEl-RDP Vulkan renderer (with the only emulator with MAME renderer as a PPC 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 [Dynamic recompilation|dynarechttps://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, having said that; for Windows users, but with the switch it should be possible to x86 maintain full speed on a Ryzen 7 3700X, system requirements for macOS and Mupen64Plus being ported Linux users may be signficantly lower due to OSX, it : [https://old.reddit.com/r/emulation/comments/zwq9fu/ares_crossplatform_open_source_multisystem/j1ys10k/ ARM64 ABI Microsoft has now become irrelevantchosen for Windows] makes context switches more expensive than on the SysV ABI used in *nix.
:* Wii64 v130 version brings 64DD emulation and Not64 are both based on Mupen64macOS support, developer [https://twitter.com/LuigiBlood/ LuigiBlood] said [https://twitter.com/LuigiBlood/status/1568694009496756225 "This is the most [[Emulation_accuracy|accurate]] 64DD emulation attempt I've ever done, with Not64 being a fork honestly. A lot of Wii64the stuff I programmed are sometimes genuinely useless. Not64 claims to be better optimized, as well as having higher compatibility A lot also involves timings of the drive itself and more frequent updates"]. :* [https://old. N64 reddit.com/r/emulation/comments/11ltlvu/ares_multisystem_emulator_v132_has_been_released/jbe12ym/ v132 version] brings improved accuracy of Controller pak and Rumble pak emulation.:* [https://old.reddit.com/r/emulation on Wii is not very good/comments/155ibi2/ares_multi_system_emulator_v133_has_been_released/ v133 version] brings lots of performance tuning, timing improvements (fixes Jet Force Gemini and it is recommended to stick with Micky's 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/ v134 version] brings support for .D64 disk images, 64DD disk swapping, support the Virtual Console N64 releases whenever possibleTransfer Pak, homebrew mode, fixed RTC 64DD emulation and other accuracy fixes.
* ;[[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 the current stable version, 3.0.1, is roughly as [[UltraHLEEmulation_accuracy|accurate]] marked 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://github.com/Rosalie241/BetterMajorasMaskInstaller/releases/tag/Low level emulation|high4.0.2 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 users combined with legal threats from Nintendo forced them Project64 is 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 nightly builds as a result, so it might be better to just grab the latest plugins and stick to discontinue developmentversion 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 that if you do use Project64, there's not much is an exploit allowing people to expect remotely access your computer (aka. arbitrary code execution). This exploit only works if you have a ROM from this emulator anyway due to compatibility issuesa random website, so watch where you get your ROMs from if you're using Project64.
==Emulation issues==:see also '';[[Recommended N64 PluginsBizHawk]]''Emulation :Another out-of-the-box solution. Supports two cores for the N64 is not at the point where many may have expected it to be by nown64 ([https://github.com/TASEmulators/BizHawk/blob/master/Assets/dll/mupen64plus.dll mupen64plus] and [https://github.com/TASEmulators/BizHawk/tree/master/waterbox/ares64 Ares64]). Supports [https://github.com/TASEmulators/BizHawk/blob/master/Assets/dll/mupen64plus-video-GLideN64. The system is extremely complex compared to its contemporary consoles dll GLideN64] and compounded by almost no documentation being available to emulator developers, leading to it being difficult to create an emulator with a high degree of compatibility with games[https://github.com/TASEmulators/BizHawk/blob/master/Assets/dll/mupen64plus-video-angrylion-rdp. Many games require specific plugin set ups with specific emulators to be played decentlydll Angrylion] video plugins for mupen64plus core.
===High-level vs. low-level graphics===;[[CEN64]]One of :Aims for [[Emulation_accuracy|cycle accuracy]] while at the biggest hurdles in the road same time aiming to proper N64 emulation be usable on modern PC hardware eventually. It lacks many features and has been accurately emulating the N64's graphics hardwarespotty 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 Reality Display Processor, itself project [https://github.com/n64dev/cen64/releases/tag/v0.3 citing a part lack of satisfaction with the N64program's Reality Coperformance in its current interpreter-Processorbased incarnation]. The N64's RDP was While the first real 3D accelerator GPU on consoles. In fact, it was the most powerful consumer-grade GPU in the world at the time it came out. It is very hard to emulate all of its functions accurately due baton has been collectively passed to the aforementioned lack of publicly available documentation n64dev community for emulator developers. Many RDP functions have to be reproduced in software for accuracyfurther development, which takes a lot of powerprogress has been slow.
For this reason;Kaizen:Rewrite of another Nintendo 64 emulator project "[https://github.com/SimoneN64/shibumi shibumi]" which is developed by the same developer. It already has a QT frontend with recent builds, most developers have instead opted to approximate the but lack [[#Enhancements]] and support for [[#Peripherals]] [https://github.com/SimoneN64/Kaizen#roadmap]. [https://github.com/SimoneN64/Kaizen#running RDP's functions using highis implemented via ParaLLEl-level emulation (HLE) through various APIs such as Direct3D, OpenGL, RDP] and even Glidealso [https://github. While this results in much more reasonable system requirements for emulation along with prettiercom/SimoneN64/Kaizen#roadmap R4300i, higher resolution graphicsRCP, this method can be hit and missTLB, often requiring per-game tweaks and settings to prevent graphical glitches on many gamesjoybus are fully implemented]. See their [https://discord. Some games that implemented custom microcode (which has yet to be reverse-engineered) such as Factor 5's games do not work no matter what using high-level graphics pluginsgg/htzNd2rRF6 discord server] for more information.
It should also be noted that even ;[[1964]]:Along with its various versions and forks, it was once a decent, speedy open-source alternative to Project64 and Mupen64, though most games "work" through it usually lagged behind the HLE methodtwo compatibility-wise. Nowadays, it is not an accurate representation of what has completely fallen off the N64 hardware's video output actually looked likeradar as development has halted, but rather and there is no longer a rough approximation by PC graphics hardwarecentral code repo to speak of. Your mileage may vary on whether this There is a good thing or not, given the N64's often blurrylittle reason to use it nowadays outside of historical purposes, low-res output.<gallery widths="300">Majora's mask accurate.png|Majora's Maskvery specific edge cases, with low-level graphics (using SoftGraphic)or if your device is too slow to run Mupen64Plus or Project64 2013-07-26 14-20-17-55.png|Majora's Mask, with high-level graphics (using Jabo's Direct3D)</gallery>
===Texture filtering===;DaedalusThe N64 :A Nintendo 64 emulator for PC which was ported to the first console to feature texture filtering PSP under the name of any kindDaedalusX64. However, unlike PC graphics hardware The PSP version later became the main version and every console after got ported to platforms such as the N64Dreamcast, its implementation of bilinear texture filtering was unique in that in order to reduce strain on the systemPS2, it only used three samples as opposed to fourthe PS Vita, resulting in slightly jagged texturesand the 3DS. Instead of faithfully applying this "imperfect" version of bilinearOn PSP, HLE plugins instead apply conventional bilinear filteringseveral games can reach full speed, interpolating straight from the source texture up to the output resolution, much like on PC games. While technically this method and most of bilinear filtering is superior to the N64's, it can also result in textures that look even blurrier than on real hardwarethem work with few emulation issues.
Another issue lies ;[[Sixtyforce]]:macOS-only, closed-source emulator. It asks you to pay for full access to its features. It was once one of the only choices for Mac users, particularly those with older Macs, since it's the appliance of texture filtering per quad on static imagesonly emulator with a <abbr title="Power PC">PPC</abbr> [[Dynamic recompilation|dynarec]], textbut, with the switch to x86 and spritesMupen64Plus being ported to macOS, it has now become rather obsolete. Because each quad However, development is filtered separatelystill ongoing, 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 squaresit's currently in its [https://sixtyforce. Some plugins allow the user com/rosetta/ third rewrite] to turn off texture filtering to remedy this, but unfortunately this also applies to textures in support the game world, exposing their oftentimesupcoming [https://en.wikipedia.org/wiki/Apple-low resolutionsdesigned_processors Apple Silicon].
RetroArch's Mupen64Plus core has taken some steps which help remedy these problems. It is the only ;[[Ryu64]]:A Nintendo 64 emulator that implements N64-style three-point texture filtering, which results made in a more faithful lookC#. It The 'Ryu' word is also capable of rendering at 320x240, which sidesteps named after the issues with filtered text, UI elements, and menu screens, while still retaining texture filtering"RyuJIT" used in both Visual Basic & C#. Pixel-accurate plugins do not But it might have these problems at allbeen inspired by the lead author's sole (so far) [https://github.<gallery widthscom/Ryujinx/Ryujinx/commits?author="300">Project64_2013-06-26_17-44-58-31.png|ConkerDudejoe870 commit] to Switch emulator [[Ryujinx]]'s Bad Fur Day copyright screen, displaying issues with filtered textGit repository and his depreciated [https://github.Mupen64plus_2013com/Dudejoe870/RyujinxAutoUpdate Ryujinx Auto-08-18_20-35-50-08Updater] tool.png|Ocarina of Time's menu subscreen"86RYU", an x86 JIT compiler, displaying issues with filteringis being developed alongside this emulator too. Note how the Quest Status screen appears to be divided into a grid.</gallery>
===64DD Emulation===;[[UltraHLE]]The 64DD (an abbreviation for ":Marked a milestone in Nintendo 64 Disk Drive") emulation, in that it was a peripheral which allowed a proprietary disk format the first to be used with the play some popular N64. These disks had more space titles at full speed on hardware made at a cheaper manufacturing cost. The peripheral was a commercial failure and was never released outside the time of Japan (internal evidence suggests that much like the GBA eits release through [[High/Low level emulation|high-Reader, it wasnlevel emulation]]. It isn't even intended without its drawbacks, though - pressure from users, plus legal threats from Nintendo, forced them to discontinue development. Besides being for an European release most likely)historical value, there's not much to expect from this emulator anyway due to compatibility issues.
Expansion disks ;n64oid:An Android-exclusive Nintendo 64 emulator based on Mupen64Plus by freeman_zy. It is similar to Project 64 1.6 in terms of compatibility. The APK for existing n64oid circulates on many legally questionable APK sites. n64oid has the infamous problem in Mario Kart 64 of the screen in Wario Stadium not displaying properly, as it displays nothing but black. It upscales all games (only used in one released gameto widescreen, which works well most of time, F-Zero Xbut it will have performance issues on some older phones. The emulator is relatively poor, and existing but dummied in Zelda OoT and Mario Party 2 JP/PAL) are region coded it is much easier to set up than other options. The emulator features a menu with many similarities to either Japan or US (obviously unused), the mobile edition of Snes9x EX+ and won't work with N64 games from the wrong regionMy Boy! family of Android emulators for Game Boy systems.
Recently there has been effort to emulate the 64DD, and now ; [[MAMENintendo Switch Online]] can run several commercial 64DD (Hovercraft)* N64 support was added to Nintendo Switch Online Expansion Pack in September 2021, alongside Sega Genesis games as part .* Users are limited to the selection of its N64 emulatorgames Nintendo chooses to make available on the service. This is being ported * Supports online and Local Play (up to 4 players).* Emulation [[CEN64Emulation_accuracy|accuracy]] with varies between games; sometimes, being worse than their Wii and/or Wii U Virtual Console versions.* Updates on the help app can be slow due to how the N64 ROMs require more debugging time.* Different games between regions (Japan and International).* An "+18" version of [httpsthe app is available in Japan for titles that received a CERO Z rating (e.g.://twitter''GoldenEye 007'' and ''Jet Force Gemini'').com/LuigiBlood LuigiBlood.]
==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/ *]| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| [[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.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 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 you can use ReShade for post-processing.</small>|-| rowspan=4 | Performance| [[30/60_FPS_cheat_codes#Nintendo_64|Internal Framerate Hack]]| {{?}}| {{?}}| {{?}}| {{Y}}| {{?}}| {{?}}|-| [[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-G], [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 crucial 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.com/performance-rendering-tools/reflex Reflex] and [https://www.amd.com/en/products/software/adrenalin/radeon-software-anti-lag.html Anti-Lag'''+PC'''])| colspan=9 | <small>While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn't currently feasible. This is '''likely''' doesn't offer enough benefit to justify the development effort.</small>|-| rowspan=6 | Post-Processing| [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering AA]]<br/><small>(FXAA, TXAA 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 [[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.php/category/hdr/ *]| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| 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/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/><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 "Custom 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>|-| 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}}| {{?}}|-| [[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 *]| {{?}}
|-
! scope| [[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="col"input>Project64, RMG and Mupen64Plus MXE builds requires replacing the input plugin with one [https://www.play64.com/netplay-plugin/ with netplay support]. Another alternative for netplay is using [[Project64 Netplay]] fork.</ref>| {{?}}| {{N}}[https://github.com/TASEmulators/BizHawk/issues/2450#issuecomment-707492502 *]|-|NameFree Look<br/><small>Free Look is a enhancement feature that allows manipulation of the in-game camera.</small>! scope| colspan="col"6 |Operating System(<small>While freecam would be technically possible, it will require per-game patches.<br/>Said patches would require a significant amount of time to reverse the game's)engine, which means that only someone talented with enough dedication to a single game could do it.<br/>[https://www.zophar.net/n64/Nemu64.html Nemu64] has a free cam mode sort of. It changes the perspective the camera is facing.</small><ref>[https://old.reddit.com/r/BoundaryBreak/comments/dj9zmc/nintendo_64_camera/ Reddit Thread: Nintendo 64 camera?]</ref>|-! scope| [[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>| {{?}}| {{?}}|}</div><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="coloverflow-x:auto;width:100%">{|Latest Versionclass="wikitable" style="text-align:center;vertical-align:middle;width:100%"! scope|- style="colfont-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 *]| {{✓}}| {{✓}}| {{✓}}| {{✗}}|Active{{✓}}! scope| {{✓}}<ref group=N>Under the name "colMemory 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 Emulation]]! scope| {{✓}}<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="col"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 *]| {{✗}}|-! scope="col"|[[Recommended emulators#Voice Recognition Unit emulation|RecommendedVoice Recognition Unit]]| {{✗}}| {{✗}}| {{✓}}| {{✓}}| {{✗}}| {{✗}}| ?| {{✓}}
|-
|style="text-align:center;"|[[Project64#Pokémon Snap Station|Pokémon Snap Station]]|style="text-align:center;"{{~}}|Windows{{✗}}|style="text-align:center;"{{✗}}|[http://www.pj64-emu.com/downloads/project64/binaries/ 2.2.0.3]{{✗}}|style="text-align:center;"|✓{{✗}}|style="text-align:center;"|Mid{{✗}}|style="text-align:center;"|✓{{✗}}|style="text-align:center;"|✓{{✗}}
|-
|style="text-align:center;"|[[CEN64#Densha De Go! Controller|Densha De Go! Controller]]|style="text-align:center;"{{✗}}|Windows, Linux{{✗}}|style="text-align:center;"{{✗}}|[https://github.com/tj90241/cen64 Git]{{✗}}|style="text-align:center;"|✓{{✗}}|style="text-align:center;"|Mid{{✗}}|style="text-align:center;"|?{{✗}}|style="text-align:center;"|{{}}
|-
|style="text-align[[Wikipedia:center;"Nintendo_64_accessories#SmartMedia|[[MAMESmartMedia]]|style="text-align:center;"{{✗}}|Multi-platform{{✗}}|style="text-align:center;"{{✗}}|?{{✗}}|style="text-align:center;"|✓{{✗}}|style="text-align:center;"|Mid{{✗}}|style="text-align:center;"|?{{✗}}|style="text-align:center;"|{{}}
|-
| [[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''. In June 2021, an HLE implementation of the VRU was added to Mupen64Plus<ref name="Mupen64VRU">{{cite web|url=https://github.com/mupen64plus/mupen64plus-core/pull/873|title=VRU support and Hey You Pikachu audio fix|publisher=GitHub|accessdate=2022-12-18|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|accessdate=2022-12-18|date=2021-06-21}}</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 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 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, 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. Most N64 emulators can emulate the Transfer Pak's functionality to one degree or another, with the most robust being Project64 with N-Rage's input plugin. But there are still a few things that are difficult to emulate or are just not emulated at 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 an official disk, but Ocarina of Time, Mario Party, and Pokémon Stadium (JP) have 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.
* Project64's latest versions emulate the N64 mouse and can load Zoinkity's MAME includes early, basic 64DD cartridge conversions at playable speeds (actuallyemulation as well, the 64DD hardware isnbut it't even emulated)s much slower. You Disk images need'll to set every game to have 8MB of Memory by default manuallybe in head/track format. See [https://github.com/Happy-yappH/ddconvert.git here] for more information. Games do It does not save, some need "32-bit engine" currently support disk swapping or saving disks to be unchecked (like Talent Studio)files. Writes only update the copy in memory, and some once the MAME process ends, the changes are lost. Current usage: <code>mame n64dd -quickload disk -cart cart -nodrc</code> (like Polygon Studio to fix models, both disk and Paint Studio to fix stampscart are optional) need the Angrylion GFX plugin rather than GlideN64 which does the job for the rest.
* MAME includes early basic CEN64, like Project64, had 64DD emulation as wellported to it from MAME. However, but is it focuses on accuracy and plays much slower. Current use: mame n64dd -quickload disk -cart cart (also adding -nodrc flag as MIPS drc seems to be broken) (both disk and cart are optional) Disk images need to be in head/track format. See [https://github.com/Happy-yappH/ddconvert.git here] for format. Does not currently support disk swapping or saving disk to files. Writes only update than other emulators; aside from the copy in memory, once the mame process ends the changes are lost64DD emulation itself is imperfect.
* CEN64RetroArch's Mupen64Plus-Next and ParaLLEl cores support the 64DD. For Mupen64Plus-Next: the bios must be placed in <code>[RetroArch directory]\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, like Project64cartridge, had 64DD and start emulation ported to it from MAME; Both expansion disks and stand-alone disks can be launched this way. However it focuses on accuracy <br />For ParaLLEl: the bios must be placed in the "system" directory and plays much slower than other emulatorsnamed <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-alone disks cannot be launched using the Subsystem, aside for the 64DD emulation itself being imperfectthey must be launched through either "Load Content" or a playlist.
===iQue Emulation===Before * Ares supports 64DD as well, [https://twitter.com/LuigiBlood/status/1568694009496756225 developer LuigiBlood said]: "This is the GBA, DS and 3DSmost accurate 64DD emulation attempt I've ever done, Nintendo released a modified version honestly. A lot of their Nintendo 64 system for the Chinese market with 14 games localized to Chinese, including Sin and Punishment, a unique revision of Ocarina stuff I programmed are sometimes genuinely useless. A lot also involves timings of Time (the Majora's Mask port was cancelled though) drive itself and Mario 64 among othersmore", also supports disc-swapping with v134 version.
Unlike the Chinese releases of their more recent systems and their games, no dumps in the same format as regular ===N64 releases exist yet for Mouse===A peripheral that came bundled with Mario Artist: Paint Studio. [https://64dd.org/tutorial_pj64.html#mouse 64DD.org has instructions on how to emulate the N64 iQue releases, and no emulation support exist for them at allMouse on Project64]. [https://github. The Chinese ROMcom/ares-hacking scene is very active though, and have translated the Japanese regular emulator/ares/issues/224#issuecomment-939579324 Ares also has N64 releases for many of Mouse support; follow these instructions to their language already, which explain some of the Chinese ROMs floating for thoseenable it (replace SNES specific steps with 64DD)]. RetroArch's ParaLLEl core has N64 Mouse support under Quick Menu > Controls > Port 1 Controls > Device Type. RetroArch's Mupen64Plus-Next core ''does not'' have mouse support.
===Aleck 64 Arcade Emulation===Nintendo collaborated with SETA Because the N64 Mouse functions similarly to a controller, it is possible to "emulate" it even in emulators that don't explicitly support it by mapping mouse input 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 GC and later WiiU)N64 joystick. The Nintendo 64This will likely require use of separate re-variant with more RAMmapping software, the Aleck 64, failed as most N64 emulators do not support binding mouse movement to catch on and bombed. It was never released outside Japan, even though one N64 port made itjoystick 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, 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 games, iQue Player releases are regular N64 ROMs wrapped with several layers of encryption 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 explains some of the Chinese ROMs floating for those. However, 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). 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 are emulated better as a 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 through Dolphin than on an actual . For a good while, due to persistent long-standing inaccuracies in N64 emulator. Mario Tennisemulators and plugins, Kirby 64this was the best way to emulate certain N64 games, particularly Pokémon Snap and Paper Mario are all examples of thisTennis. 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
|}
==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 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.<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]]
[[Category:MIPS-based|Nintendo 64]]
75
edits

Navigation menu