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Nintendo 64 emulators

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Emulators
|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 {{inflationfor|USDother emulators that run on N64 hardware|199.99|1996Emulators 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"|Plugins! scope="col"[[#Hardware_variants|Controller PakHardware<br/>variants]]! scope="col"|Rumble Pak! scope="col"[[#Peripherals|Transfer PakPeripherals]]! scope="col"|64DD! scope="col"|Depth Output! scope="col"[[#Enhancements|Texture EnhancementEnhancements]]! scope="col"|NetplayCompatibility! scope="col"|[[libretroEmulation Accuracy|Libretro CoreAccuracy]]
! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>
! scope="col"|Active
! scope="col"|[[Recommended Emulatorsemulators|Recommended]]
|-
!colspan="1511"|PC / x86
|-
|[[m64pRetroArch|Mupen64Plus-Next]] (ParaLLEl)|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|[https://githubbuildbot.libretro.com/loganmc10nightly/m64p/releases/latest gitlibretro core]|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✗}}
|{{✗}}
|{{~}}
|{{✓}}
|{{✓}}?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{✓}}
|{{✓}}
|{{✓}}
|-
|m64p (Final GLideN64)[[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/loganmc10ares-emulator/m64pares/releases/tag/v2021.5.30 Final GLideN64]|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓aresVer}}]
|{{✗}}
|{{~}}
|{{~}}
|[https://ares-emu.net/compatibility/nintendo-nintendo-64 96%<br/><small>867 out of 900 reported titles</small>]
| High
|{{✓}}
|{{✓}}
|{{✓}}
|{{✗}}
|{{✓}}⁶
|-
|Mupen64Plus-Next[[simple64]]|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|[https://www.retroarchgithub.com/ git]|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>
|{{✗}}
|{{~}}¹|{{~}}|?| High
|{{✓}}
|{{✓}}*
|{{✓}}
|{{~}}⁴
|{{✓}}
|-
|[[RMG]]
|align=left|{{Icon|Windows|Linux}}
|[https://github.com/Rosalie241/RMG/releases {{RMGVer}}stable]</br >[https://githubnightly.comlink/Rosalie241/RMG/actions Devworkflows/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=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>
|{{✓}}
|{{✓}}
|{{✓}}|{{✓}}|{{~}}²|{{✗}}|{{✓}}|{{✓}}|{{✓}}
|-
|[[Project64]]
|align=left|{{Icon|Windows}}
|[https://github.com/Rosalie241/BetterMajorasMaskInstaller/releases <abbr title="This installer automatically installs and configures latest versions of Project64-nightly, GlideN64 video plugin, Azimer's Audio Plugin, Iconoclast's Static RSP Interpreter and also MM HD Texture Pack.">Rosalie241's MMHD</abbr>]<br/>[https://www.pj64-emu.com/nightly-builds Nightly]<br/>[https://www.pj64-emu.com/public-releases {{Project64Ver}}]<br />[https://www.pj64-emugithub.com/nightly-builds DevRosalie241/PJ64Launcher/releases/latest Keygen]|{{~}}|{{~}}|{{~}}|{{✓}}?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>|{{✓}}<small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{✓}}
|{{✓}}
|{{~}}²
|{{✗}}
|{{✓}}
|{{✓}}
|{{✓}}
|-
|[[aresMupen64Plus]]
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://bitbucket.org/ecsv/mupen64plus-mxe-daily/downloads/?tab=tags MXE Builds]<br/>[https://github.com/aresmupen64plus/mupen64plus-emulatorcore/aresreleases/releases {{aresVer}}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
|{{✓}}
|{{✓}}
|{{✓}}
|{{✓}}
|{{?}}
|{{?}}
|{{?}}
|{{✗}}
|{{✓}}|{{✓}}|{{~}}
|-
|[[Mupen64PlusMAME]]
|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://githubbuildbot.libretro.com/mupen64plusnightly/mupen64plus-libretro core]<ref group=N>As 0.251, 0.139 (2010), 0.78 (2003), 0.37b5 (2000)</ref>|{{~}}|{{~}}|{{~}}|[http:/releases git/adb.arcadeitalia.net/lista_mess.php?software_list_name=n64&compatibility= 1%<br/><small>13 out of 993 reported titles</small>]|?
|{{✓}}
|{{✓}}
|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{~}}²|{{✓}}|{{✓}}|{{✓}}|{{~}}
|-
|ParaLLEl-N64Kaizen|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|[https://www.retroarchgithub.com/ 2.0SimoneN64/Kaizen#pre-built-rc2binaries git]|{{✓}}|{{✓}}|{{✓}}
|{{✗}}
|{{✓}}
|{{✗}}
|{{✗}}
|{{?}}|{{✓}}*?
|{{✓}}
|{{✓}}
|{{~}}(WIP)
|-
|[[Project64 Netplay]]Rokuyon|align=left|{{Icon|Windows|Linux|macOS}}|[https://github.com/Project64NetplayHydr8gon/Project64-Netplay-2x git]|?|rokuyon {{RokuyonVer}}]
|{{✗}}
|{{✗}}
|{{✗}}
|?
|?
|{{✓}}
|{{✓}}
|{{}}(WIP)|-|R64Emu|align=left|{{Icon|Windows|Linux|macOS}}|[https://github.com/rasky/r64emu git]
|{{✗}}
|{{✓}}
|{{✓}}
|{{✗}}
|-
|[[BizHawk]]
|align=left|{{Icon|Windows}}
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]
|{{✗}}
|?
|?
|{{✓}}
|{{✓}}
|{{}}(WIP)|-|Gopher64|align=left|{{Icon|Windows|Linux}}|[https://github.com/gopher64/gopher64/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] (Official)</abbr><br /><abbr title="Unofficial SVN">[http://files.emulation64.fr/Emulateurs/EMU_1964_146.zip 1.2 r146] (Unofficial SVN)|{{✓}}|{{✓}}|{{✓}}|{{✓}}</abbr>
|{{✗}}
|{{✓}}
|{{✓}}
|{{~}}²
|{{✗}}
|{{~}}
|?
| Low
|{{✓}}
|{{✗}}
|{{✗}}<ref group=N name=1964GEPD>[https://github.com/Graslu/1964GEPD/releases/tag/latest 1964GEPD] is only recommended to use for Goldeneye 007 or Perfect Dark; because this emulator is primarily made for GoldenEye/Perfect Dark and modified for use with the Mouse Injector and their ROM hacks. '''It has poor ROM support outside of these games'''. Another and recommended option for Goldeneye: 007 is [https://github.com/garungorp/MouseInjectorDolphinDuck#supported-mupen64plusretroarch garungorp's MouseInjectorDolphinDuck] with mupen64plus_next_libretro.</ref>
|-
|[[DaedalusX64]]
|align=left|{{Icon|Linux|macOS}}
|[https://github.com/DaedalusX64/daedalus/releases/latest git]
|?
|{{✓}}
|{{✓}}
|{{✗}}
|{{✗}}
|{{?~}}|{{?}}|{{?}}|{{✗}}|{{✓}}
|{{✓}}
|{{~}}
|{{✗}}
|-
|align=left|{{Icon|macOS}}
|[http://sixtyforce.com/download/ {{SixtyforceVer}}]
|?
|{{✓}}
|{{✓}}
|{{✗}}
|{{✗}}
|{{?}}|{{?}}|{{?}}
|{{✗}}
|{{✗}}
|{{✓}}
|{{✗}}
|-
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://drive.google.com/file/d/1IWyw5UG9Uf24KG0zrcXSFoOmcQoHWmyc/view {{Larper64Ver}}]
|?
|{{✗}}
|{{✗}}
|{{✗}}
|{{✗}}|{{?}}|{{?}}|{{?}}|{{✗}}
|{{✗}}
|{{✗}}
|align=left|{{Icon|Windows}}
|[https://web.archive.org/web/20070312015944/http://www.emuunlim.com/UltraHLE/ultrahle.zip 1.0]
|?
|{{✗}}
|{{✗}}
|{{✗}}
|?
| Low
|{{✗}}
|{{?}}
|{{?}}
|{{?}}
|{{✗}}
|{{✗}}
|-
|[[Ryu64]]
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://github.com/Ryu64Emulator/Ryu64 git]
|{{✗}}
|{{✗}}
|-
|[[MAME]]
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|[http://www.mamedev.org/release.html {{MAMEVer}}]
|{{✗}}
|?
|?
|{{✓}}
|{{✗}}
|{{✗}}
|-
!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>
|{{✓}}
|{{✓}}
|{{✓}}
|{{✗}}
|-
|[[Ryu64Mupen64Plus]]FZ|align=left|{{Icon|Windows|Linux|macOSAndroid}}|[https://githubplay.google.com/Ryu64Emulatorstore/apps/Ryu64 gitdetails?id=org.mupen64plusae.v3.fzurita 3.0.322 (beta)]|?|{{✗}}|{{✗}}|{{✗}}
|{{✗}}
|{{?}}
|{{?~}}|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>| <small>[[Recommended N64 plugins|Plugin dependent]]</small>|{{?}}|{{}}
|{{✓}}
|{{✗}}
|{{✗}}
|-
|R64Emu[[Mupen64Plus]]|align=left|{{Icon|Windows|LinuxPandora|macOSPyra}}|[http://repo.openpandora.org/?page=detail&app=mupen64plus Pandora]<br/>[https://githubpyra-handheld.com/raskyrepo/r64emu gitapps/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="1511"|Mobile / ARMConsoles
|-
|[[RetroArch|Mupen64Plus-Next]] FZ|align=left|{{Icon|AndroidXB1|SXS}}|[https://playwww.googleretroarch.com/store/apps/details?idpage=org.mupen64plusae.v3.fzurita 3.0.308 (beta)platforms RetroArch]|?|{{✓}}|{{✓}}|{{✓}}
|{{✗}}
|{{✗}}|{{~}}¹
|{{✓}}
|{{✗}}?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{✓}}
|{{✓}}
|{{✓}}
|-
|[[Mupen64PlusDaedalusX64]]-pandora/Pyra|align=left|{{Icon|PandoraPSP}}<br>{{Icon|3DS}}<br>{{Icon|Vita}}<br>{{Icon|PyraPS2}}|[https://pyragithub.com/DaedalusX64/daedalus/releases/latest PSP]<br/>[https://github.com/masterfeizz/DaedalusX64-handheld3DS/releases 3DS]<br/>[https://github.com/boardsRinnegatamante/threadsDaedalusX64-vitaGL/releases VitaGL]<br/mupen64plus>[https://www.ps2-2-2home.com/forum/viewtopic.72661 Pandora Buildphp?f=99&p=39957#p39957 PS2]|{{✗}}|{{✗}}|{{~}}|[https://daedalusx64.rinnegatamante.it/ 49%<br/><small>234 out of 473 reported titles (Vita)</small>][https://pyradocs.google.com/spreadsheets/d/13izCg9TYUWpF3Ot3P3wVUzAk_qpsNtsNqmydakELIUQ/edit#gid=1172263683 61%<br/><small>97 out of 157 reported titles from 1.1.6-handheld1.1.8 (PSP)</small>] [https://wiki.comgbatemp.net/repowiki/appsDaedalusX64_3DS 27%<br/39 Pyra Build><small>71 out of 260 reported titles (3DS)</small>]
|?
|{{✓}}
|?{{~}}|?{{✓}}<br/><small>(PSP)</small>|-|Not64|align=left|{{Icon|GCN|Wii|WiiU}}|[https://github.com/Extrems/Not64/releases/latest 20231102]|{{✗}}
|{{✗}}
|{{?}}
|{{?}}
|{{?}}
|{{✗}}
|[https://wiki.gbatemp.net/wiki/Wii64_Compatibility_List 71%<br/><small>303 out of 424 reported titles</small>]<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
|?
|{{✓}}
|{{✓}}
|{{✓}}
|-
!colspan="15"|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|align=left|{{Icon|GCN|Wii}}|[https://github.com/Extrems/Not64/releases/latest git]|?|{{✓}}|{{✓}}|{{✗}}|{{✗}}|{{?}}|{{?}}|{{?}}|{{✗}}|{{✓}}|{{✓}}|{{✓}}|-|[[DaedalusX64Nintendo Switch Online]]<small>(Hovercraft)<small>|align=left|{{Icon|PSP|3DS}}<br>{{Icon|Vita|PS2NX}}|[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:/N/www.ps2-home.com/forum/viewtopic.php?f=99&p=39957#p39957 PS2]|?|{{✓}}|{{✗}}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>
|{{✗}}
|{{✓}}
|{{✓}}
|{{~}}
|align=left|{{Icon|Xbox}}
|[https://digiex.net/threads/surreal64-ce-b6-0-download-n64-emulator-for-xbox.13677 Beta 6.0]
|?
|{{✓}}
|{{✓}}
|{{✗}}
|{{✗}}
|{{?}}
|{{?}}
|{{?}}
|{{✗}}
|[http://retroxbox.labrat.fr/file/pdf/comp_list/Surreal%2064%20B5.1%20CE%20Compatibility%20and%20Settings%20List%20-%20Surreal%20Compatibility_Settings.pdf 76% <br/><small>236 out of 311 reported titles]<br/>[[Recommended N64 plugins|(Plugin dependent)]]</small>
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{✓}}
|{{✗}}
|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|{{?}}(Plugin dependent)]]</small>|{{?}}<small>[[Recommended N64 plugins|{{✗}}Plugin dependent]]</small>
|{{✓}}
|{{✗}}
|{{~}}
|-
|[https://code.google.com/p/mupen64gc/ [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>
|{{✓}}
|{{✗}}
|{{~}}
|}
 *<nowiki>* Available exclusively as a libretro core</nowiki>*<nowiki>¹ Only supports texture packs, and not filtering or upscaling</nowikidiv>*<nowiki>² Requires replacing the input plugin to one with netplay support</nowiki>*<nowiki>³ Only recommended for Goldeneye 007 and Perfect Dark or their ROM hacks</nowiki>*<nowiki>⁴ Video plugin is outdated</nowiki>*<nowiki>⁵ Up to date for now, other than the video plugin which can be updated manually</nowiki>*<nowiki>⁶ If not using Netplay, use RMG<references group=N /nowiki>
===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 ]] left a bit to be desired. For half a decade, Mupen64Plus and Project64 have vied for the most playable emulator, and which . Which was more compatible often depended on when and in what configuration each emulator has 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.
;[[Mupen64Plus]]: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 unmapping itself'']. "By the way, once this, along 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 emulators are run with GLideN64. However, Mupen64Plus lacks a native GUI, instead being launched either from the command line or by dragging and dropping ROMs onto into the executable and editing the config with a text editor. It also only comes bundled with outdated video plugins, so to ensure the best possible compatibility, sourcing better third-party plugins such as GLideN64 is a must. [[BizHawk]] and [[OpenEmu]] use forks of Mupen64Plus and its plugins for their N64 emulation, but they seem to be shallow. As of 2022 , Project64-style overclocking for faster frame rates has been added under the option 'CountPerOpDenomPot'.
:;Mupen64Plus-Next and ParaLLEl-N64::Both are heavily-modified forks developed as [[libretro]] cores. They introduce many features and optimizations not that aren't present in the mainline alongside build. Alongside [[RetroArch]]'s general features, including it adds 3-point texture filtering for Glide64, 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 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 fairly mitigated jaggies even at their native resolutions. Although, although it may need a [https://www.youtube.com/watch?v=z7_D_D419S0 powerful GPU]. It also offers native high-resolution rendering, only available in integer scales of the original N64 resolution.::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 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 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 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 newer, more [[Emulation_accuracy|accurate]] plugins.
:;[[RMG]]:As for :Rosalie's Mupen GUI aims to close the difference gap between the two cores, ParaLLEl-N64 Project64 and Mupen64Plus in terms of user experience. Its interface is actually the older about on par with simple64's in terms of cleanliness and ease of the twouse, but unlike simple64, as it is based off remains a shallow fork of the old upstream Mupen64Plus-libretro core, having been renamed to ParaLLEl-N64 upon its initial integration of the ParaLLEl-RDP and RSP plugins. In addition allows you to the ParaLLEl use other plugins, it also retains the older HLE plugins (glN64, Rice, and Glide64), as well as Angrylion Plus. Meanwhile, Mupen64Plus-Next is a new rebase off of bleeding-edge mainline, and as such is the more compatible of the two. It does away with the legacy plugins and replaces them The latest development versions come bundled with GLideN64 as a better HLE solution (though of course, the ParaLLEl plugins and Angrylion RDP Plus stay), it considerably cleans up the Core Options menu and ParaLLEl-RDP for easier configurationvideo plugins, and it adds Transfer Pack support. Add to this the fact that going forward, all further improvements and new features will be to the Mupen64Plusmupen64plus-hle-Next corersp, CXD4 and Mupen64Plus-Next is now the more recommended of the two, thus ParaLLEl-N64 should now only be considered for performance reasons or perhaps RSP for RSP plugins It can still use the older ROM hacks plugins that doncome with regular Mupen64Plus in case if your PC can't play well with handle the newerplugins. If you prefer GLideN64, this is a superior alternative to simple64, more accurate pluginsas the last version of simple64 that uses GLideN64 is becoming increasingly outdated.
:;[[m64psimple64]]:Probably :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. In keeping with its theme of simplicity for the end user, as it uses comes bundled with ParaLLEl-RDP and ParaLLEl-RSP for its video , ensuring excellent compatibility and RSP good speed without needing to mess with pluginsor settings, as well as its own custom GUI and input pluginprovided your hardware supports Vulkan. However, and unlike other emulators, it does not allow you to use anything elseother plugins. While it began as a shallow fork, it has increasingly become something closer to a hard fork, as its developer has opted to make various [[Emulation_accuracy|accuracy-focused]] changes to the emulation core that will require additional work to port back to upstream or to other forks. It also currently features only a cached interpreter core, as the dynarecs used by Mupen64Plus are incompatible with the core timing changes made by the developer. While this makes simple64 more [[Emulation_accuracy|accurate]] (especially DMA transfers) than most other N64 emulators, it also results in slower performance. If GLideN64 is faster speed and more enhancements are desired instead, there is an older build that retains is closer to upstream and uses GLideN64 as its graphics plugin. Unfortunately, it - unfortunately lacking lacks the texture enhancement suite required for use of texture using packs and upscaling, though.
:;[[RMG]]Wii64 and Not64:Rosalie's Mupen GUI is :Both are based on Mupen64, with Not64 being a project aiming to close the gap between Project64 and Mupen64Plus in terms fork of user experienceWii64. Its interface is about on par with m64p's in terms of cleanliness and ease of use, but unlike m64p, it allows you Not64 claims to use other plugins. The latest version comes bundled with GLideN64 and ParaLLEl-RDP for video pluginsbe better optimized, alongside having higher compatibility and mupen64plus-hle-rsp and ParaLLEl-RSP for RSP pluginsmore frequent updates. HoweverN64 emulation on Wii is not very good, for some reason and it currently does not allow you access to ParaLLEl-RDP's options within its GUI, so if you wish to make use of features such as upscaling or downsampling, you must do so by editing the mupen64plus.cfg file, whereas m64p does expose these options in its GUI. However, if you prefer GLideN64, this is a superior alternative, as it does have access recommended to its settings GUI, and stick with the last version of m64p that uses GLideN64 is becoming increasingly outdatedVirtual Console releases whenever possible.
;[[Ares]]:;Wii64 An open-source multi-system emulator and Not64:Both are based on Mupen64successor to Near's [[higan]] project, with Not64 being a fork mostly original N64 core. Unlike most other N64 emulators, it aims for high [[Emulation_accuracy|accuracy]] and does not employ HLE RSP or RDP emulation of Wii64any kind, nor does it use game-specific hacks. Not64 claims to be better optimized It uses Themaister's ParaLLEl-RDP Vulkan renderer (with the MAME renderer as well as having higher compatibility and a software-based fallback) for pixel-perfect LLE graphics. It currently passes several stringent [https://github.com/ares-emulator/ares/pull/613 accuracy tests] the other emulators do not, also [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 frequent updates. demanding than other popular N64 emulation emulators, having said that; for Windows users, it should be possible to maintain full speed on Wii is not very gooda Ryzen 7 3700X, system requirements for macOS and it is recommended Linux users may be signficantly lower due to stick with : [https://old.reddit.com/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 Virtual Console releases whenever possibleSysV ABI used in *nix.
;:* v130 version brings 64DD emulation and macOS support, developer [https://twitter.com/LuigiBlood/ LuigiBlood] said [https://twitter.com/LuigiBlood/status/1568694009496756225 "This is the most [[Project64Emulation_accuracy|accurate]]:An open-source emulator for Windows64DD emulation attempt I've ever done, as well as one honestly. A lot of the oldeststuff I programmed are sometimes genuinely useless. Its official release builds are A lot also involves timings of the drive itself and more up-to-date than Mupen64Plus', and the current version, 3"]. :* [https://old.0reddit.1, is roughly as accurate as the development versions com/r/emulation/comments/11ltlvu/ares_multisystem_emulator_v132_has_been_released/jbe12ym/ v132 version] brings improved accuracy of Mupen64Plus when both are played with recommended plugins. It has a more user-friendly interface than the Mupen64Plus attempts Controller pak and supports more features such as Transfer Pak Rumble pak emulation. It does come with GLideN64 out-:* [https://old.reddit.com/r/emulation/comments/155ibi2/ares_multi_system_emulator_v133_has_been_released/ v133 version] brings lots of-the-boxperformance tuning, but the default audio plugin isntiming improvements (fixes Jet Force Gemini and Micky't even the best in the boxs Speedway USA) and emulation of RSP SU pipeline stalls (fixes Donkey Kong 64 and Banjo-Tooie). For the most part, it works well in :*[[Wine]https://old.reddit.com/r/emulation/comments/181g1wk/ares_v134_has_been_released/ v134 version]brings support for .D64 disk images, 64DD disk swapping, butsupport the N64 Transfer Pak, if you're on a different platformhomebrew mode, use Mupen64Plus insteadfixed RTC 64DD emulation and other accuracy fixes.
;[[CEN64Project64]]:Aims An open-source emulator for cycle accuracy whileWindows, at as well as one of the same timeoldest. Its official release builds are more up to date than Mupen64Plus', aiming to eventually be usable on modern PC hardwareand 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 currently lacks many has a more user-friendly interface than some of the Mupen64Plus attempts and supports features such as Transfer Pak emulation and has spotty compatibility64DD emulation. It now comes with GLideN64 out-of-the-box, but the default audio plugin isn't even the best in the box. Annoyingly, it also nags you with a timed, unskippable message asking for donations to the project upon launch, though this can be gotten around through a [https://github.com/Rosalie241/PJ64Launcher/releases/tag/1.3.0 script]. An alternative is to download itthrough [https://github.com/Rosalie241/BetterMajorasMaskInstaller/releases/tag/4.0.2 Rosalie's gradually improving. It BetterMajorasMaskInstaller], which downloads the latest nightly version of Project64 with the nagging message removed and installs several useful third-party plugins (it also offers to install HD texture packs for OoT and MM, but you can already emulate some wellopt out of those), though take heed -known edge cases such 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 picture recognition a result, so it might be better to just grab the latest plugins and stick to version 3.0.1. For the most part, it works well in Pokemon Snap[[Wine]], but if you're on a different platform, use Mupen64Plus instead. Note that if you do use Project64, there is an exploit allowing people to remotely access your computer (aka. arbitrary code execution). This exploit only works if you have a ROM from a random website, so watch where you get your ROMs from if you're using Project64.
;[[1964BizHawk]]:Along with its various versions and forks, it was once a decent, speedy openAnother out-of-source alternative to Project64 and Mupen64, though it usually lagged behind the -box solution. Supports two compatibilitycores for n64 ([https://github.com/TASEmulators/BizHawk/blob/master/Assets/dll/mupen64plus.dll mupen64plus] and [https://github.com/TASEmulators/BizHawk/tree/master/waterbox/ares64 Ares64]). Supports [https://github.com/TASEmulators/BizHawk/blob/master/Assets/dll/mupen64plus-wisevideo-GLideN64. Nowadays it has completely fallen off the radar as development has halted, dll GLideN64] and there is no longer a central code repo to speak of[https://github.com/TASEmulators/BizHawk/blob/master/Assets/dll/mupen64plus-video-angrylion-rdp. 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 Project64dll Angrylion] video plugins for mupen64plus core.
;Daedalus[[CEN64]]:is a Nintendo 64 emulator Aims for [[Emulation_accuracy|cycle accuracy]] while at the same time aiming to be usable on modern PC which was ported to the PSP under the name of DaedalusX64hardware eventually. The PSP version later became the main version It lacks many features and got ported to platforms 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 Dreamcast, project [https://github.com/n64dev/cen64/releases/tag/v0.3 citing a lack of satisfaction with the PS2, program's performance in its current interpreter-based incarnation]. While the PS Vita, and baton has been collectively passed to the 3DS. On PSPn64dev community for further development, several games are able to reach full speed and most of them work with few emulation issuesprogress has been slow.
;Kaizen:Rewrite of another Nintendo 64 emulator project "[[Sixtyforcehttps://github.com/SimoneN64/shibumi shibumi]]:" which is macOS-only, closed-source, and asks you to pay for full access to its featuresdeveloped by the same developer. It was once one of the only choices for Mac usersalready has a QT frontend with recent builds, particularly those with older Macs since it's the only emulator with a <abbr title="Power PC">PPC</abbr> but lack [[Dynamic recompilation|dynarec#Enhancements]]), but, with the switch to x86 and Mupen64Plus being ported to macOS, it has now become less relevantsupport for [[#Peripherals]] [https://github.com/SimoneN64/Kaizen#roadmap]. [https://github. However, development com/SimoneN64/Kaizen#running RDP is still ongoing implemented via ParaLLEl-RDP] and is currently in its also [https://sixtyforcegithub.com/rosettaSimoneN64/ third rewriteKaizen#roadmap R4300i, RCP, TLB, joybus are fully implemented] to support the upcoming . See their [https://endiscord.wikipedia.orggg/wiki/Apple-designed_processors Apple SiliconhtzNd2rRF6 discord server]for more information.
;[[UltraHLE1964]]:marked a milestone in Nintendo 64 emulationAlong with its various versions and forks, in that it was the first once a decent, speedy open-source alternative to play some popular N64 titles at full speed on hardware made at Project64 and Mupen64, though it usually lagged behind the time of its release through [[High/Low level emulation|hightwo compatibility-level emulation]]; wise. Nowadays, it isn't without its drawbacks though - pressure from usershas completely fallen off the radar as development has halted, combined with legal threats from Nintendo, forced them and there is no longer a central code repo to discontinue developmentspeak of. Besides being for There is little reason to use it nowadays outside of historical valuepurposes, very specific edge cases, there's not much to expect from this emulator anyway due or if your device is too slow to compatibility issuesrun Mupen64Plus or Project64.
;[[Ryu64]]Daedalus:is a A Nintendo 64 emulator made in C#for PC which was ported to the PSP under the name of DaedalusX64. The 'Ryu' word is named after PSP version later became the main version and got ported to platforms such as the "RyuJIT" used in both Visual Basic & C#. But it might have been inspired by Dreamcast, the lead author's sole (so far) [https://github.com/Ryujinx/Ryujinx/commits?author=Dudejoe870 commit] at Switch emulatorPS2, [[Ryujinx]]'s Git repositorythe PS Vita, and his depreciated [https://githubthe 3DS.com/Dudejoe870/RyujinxAutoUpdate Ryujinx Auto Updater] tool. "86RYU"On PSP, an x86 JIT compilerseveral games can reach full speed, is being developed alongside this emulator tooand most of them work with few emulation issues.
;[[n64oidSixtyforce]]:An Android exclusive Nintendo 64 macOS-only, closed-source emulator. It is similar asks you to pay for full access to Project 64 1its features.6 in terms It was once one of compatibilitythe only choices for Mac users, particularly those with older Macs, although it is unknown who authored since it, as 's the APK for 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 properlyonly emulator with a <abbr title="Power PC">PPC</abbr> [[Dynamic recompilation|dynarec]], as it displays nothing but black. It upscales all games , with the switch to x86 and Mupen64Plus being ported to widescreen, which works well most of timemacOS, but on many phones it will have performance issueshas now become rather obsolete. The emulator However, development is relatively poorstill ongoing, but and it is much easier to set up than other options's currently in its [https://sixtyforce. The emulator features a menu with many similarities com/rosetta/ third rewrite] to support the mobile edition of Snes9x EX+, and the My Boy! family of Android emulators for Game Boy systemsupcoming [https://en.wikipedia.org/wiki/Apple-designed_processors Apple Silicon].
;[[Ryu64]]:A Nintendo 64 emulator made in C#. The 'Ryu' word is named after the "RyuJIT" used in both Visual Basic & C#. But it might have been inspired by the lead author's sole (so far) [https://github.com/Ryujinx/Ryujinx/commits?author==Emulation issues=={{Main|Recommended N64 plugins}}Dudejoe870 commit] to Switch emulator [[Ryujinx]]'s Git repository and his depreciated [https://github.com/Dudejoe870/RyujinxAutoUpdate Ryujinx Auto-Updater] tool. "86RYU", an x86 JIT compiler, is being developed alongside this emulator too.
;[[UltraHLE]]:Marked a milestone in Nintendo 64 emulation is now decent. A lot of , in that it was the major problems that first to play some popular N64 emulation had in titles at full speed on hardware made at the past, have been fixed for quite some time nowof its release through [[High/Low level emulation|high-level emulation]]. The only catch is that the accurate emulators have higher system requirementsIt isn't without its drawbacks, though - pressure from users, plus legal threats from Nintendo, forced them to discontinue development. The main remaining problem is the lack of accurate cycle countingBesides being for historical value, there's not much to expect from this emulator anyway due to compatibility issues.
===[[High/Low level emulation|High;n64oid:An Android-level vsexclusive Nintendo 64 emulator based on Mupen64Plus by freeman_zy. It is similar to Project 64 1.6 in terms of compatibility. The APK for 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 to widescreen, which works well most of time, but it will have performance issues on some older phones. The emulator is relatively poor, but it is much easier to set up than other options. The emulator features a menu with many similarities to the mobile edition of Snes9x EX+ and the My Boy! family of Android emulators for Game Boy systems. low-level]] graphics===
One of the biggest hurdles to emulating the ; [[Nintendo 64 was the Reality Display Processor Switch Online]] (RDPHovercraft)* N64 support was added to Nintendo Switch Online Expansion Pack in September 2021, which used a custom design that had to be fine-tuned to get more performance out of the system using microcodealongside Sega Genesis games. To emulate the RDP accurately, one would have * Users are limited to execute said microcode the way the RDP did, which differed from PC graphics cards selection of the day. To complicate matters further, API standards that were games Nintendo chooses to make available on PCs two decades ago were nowhere near as flexible as they are todaythe service. If you wanted * Supports online and Local Play (up to make an accurate GPU-accelerated RDP plugin in 20034 players).* Emulation [[Emulation_accuracy|accuracy]] varies between games; sometimes, you simply couldn't with being worse than their Wii and/or Wii U Virtual Console versions.* Updates on the APIs of app can be slow due to how the N64 ROMs require more debugging time .* Different games between regions (OpenGL 1.x Japan and Direct3D 9International). For * An "+18" version of the average user, hardware-accurate GPU acceleration would be out of reach app is available in Japan for titles that received a long timeCERO Z rating (e.g.: ''GoldenEye 007'' and ''Jet Force Gemini'').
[[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 or not this is an improvement is subjective and a common point of discussion. Unfortunately it proved to be hit and miss, owing to the nature of per==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-game microcode detection and having to tweak settings to prevent some games from running into graphical glitches.Next! simple64! ares! Project64! MAME! BizhawkLow|-level RDP emulation was continually improved in that time, most notably by | rowspan=6 | Graphics| [[MESSResolution|Resizable Internal Resolution]] up until its merger with [[MAME]], where its RDP code was turned into a plugin by Angrylion. Compatibility| {{Y}}| {{Y}}| {{Y}}| {{Y}}| {{?}}| {{?}}|-wise, Angrylion's RDP was considered flawless by the community, though reception wasn't as warm overall, since it ran only on the CPU and was thus painfully slow on mid| [[Widescreen_hacks#Nintendo_64|Widescreen hack]]| {{Y}}[https://forums.launchbox-grade machinesapp. A dozen forks attempted to bring the system requirements down and the current incarnation that does so is Angrylion RDP Plus, using multithreading. Accurate lowcom/files/file/3649-nintendo-64-n64-widescreen-project-list-level emulation would only come to the GPU in 2020, when a new version of the Mupen64Plus-based ParaLLEl [[libretroworking-widescreen-games-and-config-files-for-mupen64plus-next-retroarch-core/ *]] 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| [[Texture packs#disclaimer READMENintendo_64|Texture Packs] 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]| {{✓}}<ref group=N3 name=Glide>Only with [https://emulation.gametechwiki. It is written from scratch by studying Angrylion-Plus and trying to understand what is going oncom/index. The test suite uses Angrylion-Plus as a reference to validate implementation and cross-checking behaviorphp/Recommended_N64_plugins#GLideN64 GLideN64] video plugin."</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).| {{N}}| {{N}}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 group=N3 name="gliden64_blog-1"Glide>{{cite web|url=Only with [https://gliden64emulation.blogspotgametechwiki.com/2017index.php/|title=Public Release 3Recommended_N64_plugins#GLideN64 GLideN64] video plugin.0|publisher=Blogspot|accessdate=2018-06-17|date=2017-12-29}}</ref><ref name="ZSortBOSS">| {{?}}| {{cite web?}}|-|url=https:Pre-rendering AA<br//github.com/gonetz/GLideN64/issues/1685#issuecomment-364436534|title=Initial implementation of BOSS ZSort ucode ><small>(WDCMSAA, Stunt RacerSSAA)|publisher=GitHub|accessdate=2018-06-17|date=2018-02-10}}</ref> This means that [https://youtu.be/HfCOnmRHI0o Factor 5's games are now working in the high-level graphics mode].<ref name="Indiegogo"small>| {{N}}| {{?}}| {{?}}| {{cite web?}}|url=https{{?}}| {{?}}|-| Ray-tracing<br/><small>([https://wwwdevblogs.indiegogomicrosoft.com/projectsdirectx/indiana-j-infernalannouncing-machinemicrosoft-highdirectx-level-emulation#raytracing/updatesDXR], [https:/all|title="Indiana J/www.khronos. & Infernal Machine" HLE|publisher=Indiegogo|accessdate=2018org/blog/ray-06tracing-17|date=2018in-05-17}}</ref><ref name="gliden64_blog-2">{{cite web|url=httpsvulkan VRT] and [https://gliden64developer.blogspotapple.com/2018documentation/05metal/metal_sample_code_library/accelerating_ray_tracing_using_metal MRT])</hle-implementation-of-microcodes-for.html|title=HLE implementation of microcodes for "Indiana Jones" and "Battle for Naboo" completed.small>|publishercolspan=Blogspot9 |accessdate=2018-06-17|date=2018-05-26}}</refsmall> Other games may still have issues with RDP quirks like frame buffer/depth buffer access (including issues with how the framebuffer Implementing ray-tracing in an emulator is used as well as performance issues), VI emulation, unfortunately quite challenging and how combine/blending modes are emulated (such as noise issues and combiner accuracy)unlikely to be feasible in the near future. <gallery widths=br/>However you can try "300[[Shaders_and_filters#Notable_ReShade_shaders|Screen-Space Ray Traced Global Illumination]]" mode="packed">Majora's mask accurateshader using ReShade.[https://reshade.png| Lowme/forum/general-level emulation of Majora's Mask using SoftGraphicProject64 2013discussion/5442-07release-26 14misc-20emulators-17with-55.png| Highdepth-level emulation of Majora's Mask using Jabo's Direct3Dbuffer-access#34637]</gallerysmall>|-===| [[Texture filtering]]https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix]| colspan===The Nintendo 64 was the first consumer device 9 | <small>Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be able to filter textures when rendering 3D objectsfeasible in the near future. However<br/>Besides, unlike every console some of these emulators already supports most of RTX Remix features such as texture replacement and PC graphics card made after the N64, its implementation post-processing effects etc.<br/>On top 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 textures. Instead of faithfully applying this "imperfect" version of bilinear filtering, HLE plugins instead apply conventional 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 on real hardwareyou can use ReShade for post-processing.</small>|-| rowspan=4 | Performance| [[30/60_FPS_cheat_codes#Nintendo_64|Internal Framerate Hack]]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| {{?}}| {{?}}| {{?}}| {{Y}}| {{?}}| {{?}}|-rendered backgrounds or menu screens, may look as though they are separated into squares. Some plugins allow the user to turn off texture filtering to remedy this, but, unfortunately, this also applies to textures in the game world, exposing their oftentimes low resolutions.| [[Overclocking|Overclock]]| {{?}}RetroArch's Mupen64Plus core has taken some steps which help remedy these problems. It is the only emulator that implements N64-style three| {{?}}| {{?}}| {{Y}}| {{?}}| {{?}}|-point texture filtering, which results in a more faithful look| [https://blurbusters. It is also capable of rendering at 320x240, which sidesteps the issues with filtered text, UI elements, com/frame-generation-essentials-interpolation-extrapolation-and menu screens, while still retaining texture filtering. Pixel-accurate plugins do not have these problems at allreprojection/ Frame generation technologies]<br/><small>([https://store. Note how the Quest Status screen appears to be divided into a gridsteampowered.<gallery widths="300" mode="packed">Project64_2013-06-26_17-44-58-31.png|Conker's Bad Fur Day copyright screencom/app/993090/Lossless_Scaling/ LSFG], displaying issues with filtered text[https://github.Mupen64plus_2013-08com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-G], [https://www.techpowerup.com/316835/extrass-framework-paper-18_20details-35intels-50take-08.png|Ocarina of Time's menu subscreen, displaying issues with filteringon-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'''+'''])| 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 *]| {{?}}|-| [[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, 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 *]|-| Free Look<br/><small>Free Look is a enhancement feature that allows manipulation of the in-game camera.</small>| colspan=6 | <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>|-| [[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/gallery>
==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 NRagethe most robust being Project64 with N-Rage'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]. The latest newcomer is Mupen64Plus supports 64DD as well, which is the base of other emulators such as [[m64psimple64]] and [[RMG]]. The latest newcomer is [[Ares]] with the (again) help of [https://twitter.com/LuigiBlood LuigiBlood].
{| class="wikitable" style="text-align:center;"|-! scope="col"|Name! scope="col"|Platform(* Project64's)! scope="col"|Latest Version! scope="col"|latest versions emulate the N64 Mouse! scope="col"|mouse and can load Zoinkity's hacked 64DD Emulation! scope="colcartridge 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 "|Active! scope="col"|[[Recommended Emulators|Recommended]]|32-! colspan=bit engine"7"|PC / x86|-|ParaLLEl|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|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://www64dd.retroarchorg/tutorial_pj64.com/ 2html 64DD.0org has step-rc2]|{{✓}}|Mid/High|{{✓}}|{{✓}}|by-|[[step tutorials for Project64]]|align=left|{{Icon|Windows}}|**The 64DD hardware started to be emulated around 2.3's release with the help of [https://github.com/project64/project64 {{Project64Ver}}LuigiBlood LuigiBlood]<br >[https://64dd.org/downloadsSaving 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.html In order to play 64DDgames in their original forms, 8MB of memory is still needed because the real hardware needed the Expansion Pak upgrade. The IPL is also needed.org Builds]|{{✓}}|Mid|{{✓}}|{{✓}}|-|[[CEN64]]|align=left|{{Icon|Windows|Linux|macOS}}|* 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/tj90241Happy-yappH/cen64 ddconvert.githere]|{{✓}}|Mid|{{✓}}|{{✗}}|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 -|[[m64p]]|align=left|{{Icon|Windows|Linux|macOS}}||[https:nodrc<//github.com/loganmc10/m64p/releases git]|{{✓}}|?|{{✓}}|{{✗}} code> (WIPboth 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.|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|* RetroArch's Mupen64Plus-Next and ParaLLEl cores support the 64DD. For Mupen64Plus-Next: the bios must be placed in <code>[httpRetroArch 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, cartridge, and start emulation; Both expansion disks and stand-alone disks can be launched this way. <br />For ParaLLEl: the bios must be placed in the "system" directory and named <code>64DD_IPL.bin</wwwcode>.mamedev.orgIn ParaLLEl's core options: 64DD ''must'' be enabled and GFX plugin and RSP must both be set to <code>parallel</releasecode>; stand-alone disks cannot be launched using the Subsystem, they must be launched through either "Load Content" or a playlist.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 from 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 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). 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:
The remaining ones from the system's library not yet covered are:
* 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==
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 through Dolphin, and for . 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 Pokemon Pokémon Snap and Mario Tennis. The system requirements are much higher than 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:
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* 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
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* 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==
{{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:Emulated By MAMEDriver Status: Preliminary|!Nintendo 64]][[Category:MIPS-based|Nintendo 64]]
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