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Nintendo 64 emulators

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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"|Memory 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>|{{✓}}|{{✓}}|{{✓}}|-|[[ares]]|align=left|{{Icon|Windows|Linux|macOS}}|[https://nightly.link/ares-emulator/ares/workflows/build/master <abbr title="Latest development build version">git Artifacts</abbr>]<br/>[https://github.com/ares-emulator/ares/releases {{aresVer}}]|{{✗}}|{{~}}|{{~}}|[https://ares-emu.net/compatibility/nintendo-nintendo-64 96%<br/><small>867 out of 900 reported titles</small>]| High|{{✓}}|{{✓}}|{{✓}}|-|[Mupen64Plus[simple64]]|stylealign=left|{{Icon|Windows|Linux}}|[https://github.com/simple64/simple64/releases {{Simple64Ver}}]</br><abbr title="textFinal 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}}|[https:center;"//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>|{{✓}}|{{✓}}|{{✓}}|Multi-platform|style[[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/overview SVNdownloads/?tab=tags MXE Builds]<br/>[https://github.com/mupen64plus/mupen64plus-core/releases/tag/nightly-build nightly]|{{✗}}|{{~}}|{{~}}|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>| <small>[[Recommended N64 plugins|Plugin dependent]]</small>|{{✓}}|style{{✓}}|{{✗}}<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=N name="textobsolete>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|{{}}|{{✗}}|{{✗}}|-|[[MAME]]|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|style<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]|{{✗}}|{{✗}}|{{✗}}|?|?|{{✓}}|{{}}|{{✗}}(WIP)|-|styleRokuyon|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)|-|Gopher64|stylealign="textleft|{{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:center;//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=N name="text1964GEPD>[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;"|[[Project64Ryu64]]|stylealign="text-align:center;"left|{{Icon|Windows|Linux|macOS}}|style="text-align:center;"|[httphttps://www.pj64-emugithub.com/downloads/project64/binariesRyu64Emulator/ 2.2Ryu64 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;"|Installer malware{{✗}}
|-
|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="textdetail&app=mupen64plus 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="text-align:center;"1#gid=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;"|✗|} {| 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"|Memory 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:center;"|?{{~}}|style="text-align[https:center;"|✗//daedalusx64.rinnegatamante.it/ 49%<br/><small>234 out of 473 reported titles (Vita)</small>]|style[https://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"|Memory 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=N name="textSM3DAS>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>]|style="text-align:center;"|?<small>Game dependent</small>|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|?|style="text-align:center;"|?Plugin dependent]]</small>|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://www.emucrdigiex.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;"{{✗}}|?<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;"|✗{{~}}
|-
|[[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 [[Emulation_accuracy|accuracy]] 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.
==Comparisons==;[[Mupen64Plus]]Although many Nintendo 64 emulators :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 been made and many games waiting are merged, we are at "compatibility parity" with Project64 as far as I can be tell. I don't know of any game that doesn't boot with mupen64plus that works in PJ64."</ref> when both emulators are run between themwith GLideN64. However, complete Mupen64Plus lacks a native GUI, instead being launched either from the command line or by dragging and dropping ROMs 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/or accuracy still leaves a bit its plugins for their N64 emulation, but they seem to be desiredshallow. As of 2022, Project64-style overclocking for faster frame rates has been added under the option 'CountPerOpDenomPot'.
* :;Mupen64Plus-Next and ParaLLEl-N64::Both are heavily modified forks developed as [[libretro]] cores. They introduce many features and optimizations that aren't present in the mainline build. Alongside [[Mupen64PlusRetroArch]]'s general features, it adds 3-point texture filtering for Glide64, superior A/V sync and latency, and even an initially exclusive LLE Vulkan renderer based on HacktaruxAngrylion's Mupen64pixel-perfect RDP plugin, is currently 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 most reliable visuals of N64 emulatorgames look less blurry with fairly mitigated jaggies even at their native resolutions, although it may need a [https://www.youtube.com/watch?v=z7_D_D419S0 powerful GPU]. It lacks a also offers native GUIhigh-resolution rendering, instead being run by dragging and dropping ROMs and editing only available in integer scales of the config with Notepad++original N64 resolution. There are third::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-party GUIs made for RDP and RSP plugins. In addition to the ParaLLEl plugins, italso retains the older HLE plugins (glN64, but these often suffer from their own issuesRice and Glide64) and Angrylion Plus. Meanwhile, Mupen64Plus -Next is actively developed a new rebase off the bleeding-edge mainline, which is the more compatible of the two. It does away with the legacy plugins and has been ported to replaces them with GLideN64 as a number better HLE solution (though, of different platformscourse, the ParaLLEl plugins and Angrylion Plus stay), considerably cleans up the Core Options menu for easier configuration and adds Transfer Pack support. The [[RetroArch]] 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 this emulator is heavily modified and may experience discrepancies the two. Thus ParaLLEl-N64 should now only be considered for performance reasons or issues perhaps for older ROM hacks that wouldndon't occur using play well with the standalone version of it. The core is constantly being worked on and has features not present in mainline alongside RetroArch's general featuresnewer, including Project64-style overclocking for faster framerates and 3-point texture filtering. more [[BizHawkEmulation_accuracy|accurate]] also uses a port of Mupen64Plusplugins.
* :;[[Project64RMG]] is still a decent choice for emulating many of ::Rosalie's Mupen GUI aims to close the popular games, seeing various work done on it gap between Project64 and Mupen64Plus in recent yearsterms of user experience. It Its interface is capable about on par with simple64's in terms of cleanliness and ease of using use, but unlike simple64, it remains a wide variety shallow fork of upstream Mupen64Plus and allows you to use other plugins. The latest development versions come bundled with GLideN64, Angrylion RDP Plus and has a relatively userParaLLEl-friendly interface. HoweverRDP for video plugins, it remains confined to Windows. Version 2.2 has various fixes over version 1.6.1 and is overall more accuratemupen64plus-hle-rsp, even outclassing CXD4 and ParaLLEl-RSP for RSP plugins It can still use the older plugins that come with regular Mupen64Plus in some instancescase if your PC can't handle the newer plugins. HoweverIf you prefer GLideN64, audio playback this is worse due to lag and crackling. It may be handy to keep a copy of version 1.6.1 alongside it for this reason. Whatever you do, '''DO NOT USE THE OFFICIAL INSTALLER FOR THE LATEST VERSION OF PROJECT64.''' Doing so will prompt you superior alternative to install various programssimple64, some as the last version of which are malwaresimple64 that uses GLideN64 is becoming increasingly outdated.
* :;[[CEN64simple64]] ::A fork of Mupen64Plus with a custom-made Qt GUI. This is an upprobably the easiest "just works out of the box" solution for Nintendo 64 emulation, as it comes bundled with ParaLLEl-RDP andParaLLEl-coming emulator that aims for cycle RSP, ensuring excellent compatibility and good speed without needing to mess with plugins or settings, provided your hardware supports Vulkan. However, unlike other emulators, it does not allow you to use other plugins. While it began as a shallow fork, it has increasingly become something closer to a hard fork, as its developer has opted to make various [[Emulation_accuracy|accuracy, while at -focused]] changes to the same time aiming emulation core that will require additional work to port back to upstream or to eventually be usable on modern PC hardwareother forks. It also currently lacks many features and has spotty compatibilityonly a cached interpreter core, as the dynarecs used by Mupen64Plus are incompatible with the core timing changes made by the developer. While this makes simple64 more [[Emulation_accuracy|accurate]] (especially DMA transfers) than most other N64 emulators, but it's gradually improvingalso results in slower performance. It can already emulate some well-known edge casesIf faster speed and more enhancements are desired, such there is an older build that is closer to upstream and uses GLideN64 as its graphics plugin. Unfortunately, it lacks the picture recognition in Pokemon Snaptexture enhancement suite required for using packs and upscaling, though.
* 1964:;Wii64 and Not64::Both are based on Mupen64, along with its various versions and forks, was Not64 being a decent, speedy alternative fork of Wii64. Not64 claims to Project64 and Mupen64be better optimized, though it usually lagged behind the two in alongside having higher compatibilityand more frequent updates. NowadaysN64 emulation on Wii is not very good, and it has completely fallen off the radar. There is little reason recommended to use it nowadays outside of historical purposesstick with the Virtual Console releases whenever possible.
* Daedalus is an N64 ;[[Ares]]:An open-source multi-system emulator for the PSP, which has been ported and successor to WindowsNear's [[higan]] project, but results are even more hit-and-miss than on with a mostly original N64 core. Unlike most other N64 emulators due to being made , it aims for PSP first high [[Emulation_accuracy|accuracy]] and foremostdoes not employ HLE RSP or RDP emulation of any kind, nor does it use game-specific hacks. On PSP, most games are unplayable, but thereIt uses Themaister's ParaLLEl-RDP Vulkan renderer (with the MAME renderer as a software-based fallback) for pixel-perfect LLE graphics. It currently passes several stringent [https://github.com/ares-emulator/ares/pull/613 accuracy tests] the other emulators do not, also [httphttps://forumsold.daedalusx64reddit.com/compatr/emulation/comments/181g1wk/ares_v134_has_been_released/kag3h4r/ CPU & RSP timings are really, really good] based on real hardware tests.php small amount of them But system requirements more demanding than other popular N64 emulators, having said that work really well; for Windows users, it should be possible to maintain full speed on a Ryzen 7 3700X, system requirements for macOS and Linux users may be signficantly lower due to: [https://old.reddit.com/r/emulation/comments/zwq9fu/ares_crossplatform_open_source_multisystem/j1ys10k/ ARM64 ABI Microsoft has chosen for Windows] with makes context switches more expensive than on the right settings (Quest 64, for example)SysV 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 [[SixtyforceEmulation_accuracy|accurate]] is Mac-only, closed-source64DD emulation attempt I've ever done, honestly. A lot of the stuff I programmed are sometimes genuinely useless. A lot also involves timings of the drive itself and more"]. :* [https://old.reddit.com/r/emulation/comments/11ltlvu/ares_multisystem_emulator_v132_has_been_released/jbe12ym/ v132 version] brings improved accuracy of Controller pak and asks you to pay for full access to its featuresRumble pak emulation.:* [https://old.reddit. It was once one com/r/emulation/comments/155ibi2/ares_multi_system_emulator_v133_has_been_released/ v133 version] brings lots of the only choices for Mac users performance tuning, timing improvements (particularly those with older Macs, since itfixes Jet Force Gemini and Micky's the only emulator with a PPC Speedway USA) and emulation of RSP SU pipeline stalls (fixes Donkey Kong 64 and Banjo-Tooie).:*[[Dynamic recompilation|dynarechttps://old.reddit.com/r/emulation/comments/181g1wk/ares_v134_has_been_released/ v134 version]])brings support for .D64 disk images, 64DD disk swapping, but with support the switch to x86 N64 Transfer Pak, homebrew mode, fixed RTC 64DD emulation and Mupen64Plus improving beyond its peers, it has now become irrelevantother accuracy fixes.
* Wii64 ;[[Project64]]:An open-source emulator for Windows, as well as one of the oldest. Its official release builds are more up to date than Mupen64Plus', and Not64 the current stable version, 3.0.1, is roughly as [[Emulation_accuracy|accurate]] as the development versions of Mupen64Plus when both are both based on Mupen64, played with Not64 being recommended plugins. It has a fork more user-friendly interface than some of the Mupen64Plus attempts and supports features such as Transfer Pak emulation and 64DD emulation. It now comes with GLideN64 out-of Wii64-the-box, but the default audio plugin isn't even the best in the box. Not64 claims Annoyingly, it also nags you with a timed, unskippable message asking for donations to the project upon launch, though this can be better optimizedgotten around through a [https://github.com/Rosalie241/PJ64Launcher/releases/tag/1.3.0 script]. An alternative is to download it through [https://github.com/Rosalie241/BetterMajorasMaskInstaller/releases/tag/4.0.2 Rosalie's BetterMajorasMaskInstaller], as well as having higher compatibility 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 more frequent updatesMM, but you can opt out of those), though take heed - Project64 is currently in the middle of a major code rewrite in preparation for the upcoming 4. N64 emulation on Wii is not very good0 version, and more than a few regressions and bugs have crept into the nightly builds as a result, so it is recommended might be better to just grab the latest plugins and stick with to version 3.0.1. For the Virtual Console N64 releases whenever possiblemost part, it works well in [[Wine]], but if you're on a different platform, use Mupen64Plus instead. Note 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.
* ;[[UltraHLEBizHawk]] marked a milestone in Nintendo 64 emulation, in that it was :Another out-of-the first to play some popular N64 titles at full speed on hardware made at the time of its release through -box solution. Supports two cores for n64 ([https://github.com/TASEmulators/BizHawk/blob/master/Assets/dll/mupen64plus.dll mupen64plus] and [https://github.com/TASEmulators/BizHawk/tree/master/waterbox/ares64 Ares64]). Supports [Highhttps://github.com/TASEmulators/BizHawk/blob/master/Assets/dll/Low level emulation|highmupen64plus-video-level emulationGLideN64.dll GLideN64]]; it isn't without its drawbacks though and [https://github.com/TASEmulators/BizHawk/blob/master/Assets/dll/mupen64plus-video-angrylion- pressure from users combined with legal threats from Nintendo forced them to discontinue developmentrdp. Besides being for historical value and dll Angrylion] video plugins for users with toasters, there's not much to expect from this emulator anyway due to compatibility issuesmupen64plus core.
==Emulation issues==;[[CEN64]]Emulation :Aims for the N64 is not [[Emulation_accuracy|cycle accuracy]] while at the point where many may have expected it same time aiming to be by nowusable on modern PC hardware eventually. The system is extremely complex compared to its contemporary consoles It lacks many features and compounded by almost no documentation being available to emulator developershas spotty compatibility, leading to but it being difficult can already emulate some well-known edge cases, such as picture recognition in Pokemon Snap. Unfortunately, its creator appears to create an emulator with have abandoned the project [https://github.com/n64dev/cen64/releases/tag/v0.3 citing a high degree lack of compatibility satisfaction with gamesthe program's performance in its current interpreter-based incarnation]. Many games require specific plugin set ups with specific emulators While the baton has been collectively passed to be played decentlythe n64dev community for further development, progress has been slow.
===High-level vs. low-level graphics===;KaizenOne :Rewrite of another Nintendo 64 emulator project "[https://github.com/SimoneN64/shibumi shibumi]" which is developed by the biggest hurdles in the road to proper N64 emulation same developer. It already has been accurately emulating the N64's graphics hardwarea QT frontend with recent builds, known as the Reality Display Processor, itself a part of the N64's Reality Cobut lack [[#Enhancements]] and support for [[#Peripherals]] [https://github.com/SimoneN64/Kaizen#roadmap]. [https://github.com/SimoneN64/Kaizen#running RDP is implemented via ParaLLEl-Processor. The N64's RDP was the first real 3D accelerator GPU on consoles] and also [https://github. In factcom/SimoneN64/Kaizen#roadmap R4300i, RCP, it was the most powerful consumer-grade GPU in the world at the time it came outTLB, joybus are fully implemented]. It is very hard to emulate all of its functions accurately due to the aforementioned lack of publicly available documentation for emulator developersSee their [https://discord. Many RDP functions have to be reproduced in software gg/htzNd2rRF6 discord server] for accuracy, which takes a lot of powermore information.
For this reason;[[1964]]:Along with its various versions and forks, it was once a decent, most developers have instead opted speedy open-source alternative to approximate Project64 and Mupen64, though it usually lagged behind the RDP's functions using hightwo compatibility-level emulation (HLE) through various APIs such wise. Nowadays, it has completely fallen off the radar as Direct3D, OpenGLdevelopment has halted, and even Glidethere is no longer a central code repo to speak of. While this results in much more reasonable system requirements for emulation along with prettier, higher resolution graphicsThere is little reason to use it nowadays outside of historical purposes, this method can be hit and missvery specific edge cases, often requiring per-game tweaks and settings or if your device is too slow to prevent graphical glitches on many games. 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 pluginsrun Mupen64Plus or Project64.
It should also be noted that even though most games "work" through ;Daedalus:A Nintendo 64 emulator for PC which was ported to the PSP under the HLE method, it is not an accurate representation name of what DaedalusX64. The PSP version later became the N64 hardware's video output actually looked likemain version and got ported to platforms such as the Dreamcast, but rather a rough approximation by PC graphics hardware. Your mileage may vary on whether this is a good thing or notthe PS2, given the N64's often blurryPS Vita, low-res outputand the 3DS.<gallery widths="300">Majora's mask accurate.png|Majora's MaskOn PSP, several games can reach full speed, and most of them work with low-level graphics (using SoftGraphic)Project64 2013-07-26 14-20-17-55few emulation issues.png|Majora's Mask, with high-level graphics (using Jabo's Direct3D)</gallery>
===Texture filtering===;[[Sixtyforce]]The N64 :macOS-only, closed-source emulator. It asks you to pay for full access to its features. It was the first console to feature texture filtering once one of any kind. However, unlike PC graphics hardware and every console after the N64only choices for Mac users, its implementation of bilinear texture filtering was unique in that in order to reduce strain on the systemparticularly those with older Macs, since it 's the only used three samples as opposed to four, resulting in slightly jagged textures. Instead of faithfully applying this emulator with a <abbr title="imperfectPower PC" version of bilinear>PPC</abbr> [[Dynamic recompilation|dynarec]], HLE plugins instead apply conventional bilinear filteringbut, interpolating straight from with the source texture up switch to x86 and Mupen64Plus being ported to the output resolutionmacOS, much like on PC gamesit has now become rather obsolete. While technically this method of bilinear filtering However, development is superior to the N64still ongoing, and it's, it can also result currently in textures that look even blurrier than on real hardwareits [https://sixtyforce.com/rosetta/ third rewrite] to support the upcoming [https://en.wikipedia.org/wiki/Apple-designed_processors Apple Silicon].
Another issue lies with ;[[Ryu64]]:A Nintendo 64 emulator made in C#. The 'Ryu' word is named after the appliance of texture filtering per quad on static images, text, and sprites"RyuJIT" used in both Visual Basic & C#. Because each quad is filtered separately, this can cause some visual inconsistenciesBut it might have been inspired by the lead author's sole (so far) [https://github. Text com/Ryujinx/Ryujinx/commits?author=Dudejoe870 commit] to Switch emulator [[Ryujinx]]'s Git repository and UI elements often look as though their edges cut off abruptly, and static images such as prehis depreciated [https://github.com/Dudejoe870/RyujinxAutoUpdate Ryujinx Auto-rendered backgrounds or menu screens may look as though they are separated into squaresUpdater] tool. Some plugins allow the user to turn off texture filtering to remedy this"86RYU", an x86 JIT compiler, but unfortunately is being developed alongside this also applies to textures in the game world, exposing their oftentimes-low resolutionsemulator too.
RetroArch's Mupen64Plus core has taken ;[[UltraHLE]]:Marked a milestone in Nintendo 64 emulation, in that it was the first to play some steps which help remedy these problems. It is popular N64 titles at full speed on hardware made at the only emulator that implements N64time of its release through [[High/Low level emulation|high-style three-point texture filtering, which results in a more faithful looklevel emulation]]. It is also capable of rendering at 320x240isn't without its drawbacks, which sidesteps the issues with filtered textthough - pressure from users, UI elementsplus legal threats from Nintendo, and menu screens, while still retaining texture filtering. Pixel-accurate plugins do not have these problems at all.<gallery widths="300">Project64_2013-06-26_17-44-58-31forced them to discontinue development.png|Conker's Bad Fur Day copyright screenBesides being for historical value, displaying issues with filtered text.Mupen64plus_2013-08-18_20-35-50-08.png|Ocarina of Timethere's menu subscreen, displaying not much to expect from this emulator anyway due to compatibility issues with filtering. Note how the Quest Status screen appears to be divided into a grid.</gallery>
===64DD Emulation===;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 64DD (an abbreviation APK for "n64oid circulates on many legally questionable APK sites. n64oid has the infamous problem in Mario Kart 64 Disk Drive") was a peripheral of the screen in Wario Stadium not displaying properly, as it displays nothing but black. It upscales all games to widescreen, which allowed a proprietary disk format 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 be used with the N64. These disks had more space at a cheaper manufacturing costset up than other options. The peripheral was emulator features a commercial failure menu with many similarities to the mobile edition of Snes9x EX+ and was never released outside the My Boy! family of Japan (internal evidence suggests that much like the GBA e-Reader, it wasn't even intended Android emulators for an European release most likely)Game Boy systems.
; [[Nintendo Switch Online]] (Hovercraft)* N64 support was added to Nintendo Switch Online Expansion disks for existing games (only used Pack in one released gameSeptember 2021, F-Zero X, and existing but dummied in Zelda OoT and Mario Party 2 JP/PAL) alongside Sega Genesis games.* Users are region coded limited to the selection of games Nintendo chooses to either Japan or US make available on the service.* Supports online and Local Play (obviously unusedup to 4 players).* Emulation [[Emulation_accuracy|accuracy]] varies between games; sometimes, being worse than their Wii and won't work with /or Wii U Virtual Console versions.* Updates on the app can be slow due to how the N64 ROMs require more debugging time.* Different games from between regions (Japan and International).* An "+18" version of the wrong regionapp is available in Japan for titles that received a CERO Z rating (e.g.: ''GoldenEye 007'' and ''Jet Force Gemini'').
Recently there has been effort ==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 emulate be feasible in the 64DDnear 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. [[MESSInput_lag|Input latency]] can run several commercial 64DD games as part of will be a crucial factor, but its N64 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]. This <br/>Another option is being ported 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 [[CEN64GroovyMAME]] 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 help 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://twitterold.reddit.com/LuigiBlood LuigiBloodr/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/>
==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]]| {{✓}}|+PC{{✓}}| {{✓}}| {{✓}}| {{✓}}[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"|Name[[#Voice Recognition Unit emulation|Voice Recognition Unit]]| {{✗}}! scope="col"|Operating System(s){{✗}}! scope="col"|Latest Version{{✓}}! scope="col"|Active{{✓}}! scope="col"|64DD Emulation{{✗}}! scope="col"|N64 Mouse{{✗}}! scope="col"|[[Recommended emulators?|Recommended]]{{✓}}
|-
|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|[[MESSSmartMedia]]|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)]]
| {{✗}}
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</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.
 
* MAME includes early, basic 64DD emulation as well, but it's much slower. Disk images need to be in head/track format. See [https://github.com/Happy-yappH/ddconvert.git here] for more information. It does not currently support disk swapping or saving disks to files. Writes only update the copy in memory, and once the MAME process ends, the changes are lost. Current usage: <code>mame n64dd -quickload disk -cart cart -nodrc</code> (both disk and cart are optional)
 
* CEN64, like Project64, had 64DD emulation ported to it from MAME. However, it focuses on accuracy and plays much slower than other emulators; aside from the 64DD emulation itself is imperfect.
 
* RetroArch'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, cartridge, and start emulation; Both expansion disks and stand-alone disks can be launched this way. <br />For ParaLLEl: the bios must be placed in the "system" directory and named <code>64DD_IPL.bin</code>. In ParaLLEl's core options: 64DD ''must'' be enabled and GFX plugin and RSP must both be set to <code>parallel</code>; stand-alone disks cannot be launched using the Subsystem, they must be launched through either "Load Content" or a playlist.
 
* Ares supports 64DD as well, [https://twitter.com/LuigiBlood/status/1568694009496756225 developer LuigiBlood said]: "This is the most accurate 64DD emulation attempt I've ever done, honestly. A lot of the stuff I programmed are sometimes genuinely useless. A lot also involves timings of the drive itself and more", also supports disc-swapping with v134 version.
 
===N64 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 Mouse on Project64]. [https://github.com/ares-emulator/ares/issues/224#issuecomment-939579324 Ares also has N64 Mouse support; follow these instructions to enable 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.
* Project64's latest versions emulate Because the N64 mouse and can load Zoinkity's 64DD cartridge conversions at playable speeds (actuallyMouse functions similarly to a controller, the 64DD hardware isnit is possible to "emulate" it even in emulators that don't even emulated)explicitly support it by mapping mouse input to the N64 joystick. You need'll to set every game to have 8MB This will likely require use of Memory by default manually. Games separate re-mapping software, as most N64 emulators do not save, some need "32-bit engine" support binding mouse movement 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 restjoystick movement.
* MESS includes early basic 64DD ==Hardware variants=====iQue Player emulation as well===Before the GBA, the DS, but is much slower. Current use: mess 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] the 3DS, Nintendo released a modified version of their Nintendo 64 system for format. Does the Chinese market, called the iQue Player, through their not currently support disk swapping or saving disk to files-quite-subsidiary iQue. Writes only update Fourteen games were translated into Simplified Chinese, including Sin and Punishment, Ocarina of Time (the copy in memoryMajora's Mask port was canceled), Super Mario 64, once the mess process ends the changes are lostand others.
* CEN64Unlike 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 Project64that on the Wii, the DSi, had 64DD emulation ported 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 it from MESStheir language already, which explains some of the Chinese ROMs floating for those. However it focuses on accuracy and plays much slower than other emulators, aside for the 64DD emulation itself being imperfectalmost all pieces of iQue Player software were recently decrypted to regular .z64 ROM format.
===iQue Emulation===Before Several of the GBAChinese game localizations already run on N64 emulators, DS and 3DS, Nintendo released a modified version but as some hardware features of their Nintendo 64 system for the Chinese market with 14 iQue Player are not yet supported, some games localized to Chinese, including Sin as well as the system menu and Punishmentfeatures in games such as saving, a unique revision of Ocarina of Time (the Majora's Mask port was cancelled though) and Mario 64 among othersdo not work yet.
Unlike the Chinese releases ===Aleck 64 arcade emulation===Nintendo collaborated with SETA to release an arcade system based on their Nintendo 64 system (kind of like their more recent systems and their gamesPlayChoice-10 for the NES, no dumps in the same format as regular N64 releases exist yet Super System arcade hardware for the N64 iQue releasesSNES, and no emulation support exist later Triforce for them at allGCN). The Chinese ROMNintendo 64-hacking scene is very active thoughvariant with more RAM, and have translated the Japanese regular N64 releases for many of these Aleck 64, failed to their language alreadycatch on and bombed. It was never released outside Japan, which explain some of the Chinese ROMs floating for thoseeven though one N64 port made it.
[http://adb.arcadeitalia.net/lista_mame.php?game_sourcefile=aleck64.cpp&arcade_only=0&current_version=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 0 MAME and BizHawk's MAME core support this arcade hardware for SNES, and later Triforce for GC and later WiiU). 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 itvariation].
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]]
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