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Nintendo 64 emulators

99 bytes removed, 12:26, 11 March 2020
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Emulation issues: actually I don't think that's true
{{Main|Recommended N64 plugins}}
The Nintendo 64 emulation scene can be described as a hot mess. It got to that point because of the overall emulation scene's climate at in the timeearly days, which was to stub off certain components of the emulated hardware as plugins. (Other consoles weren't immune to this phenomenon; it also happened to [[PlayStation emulators|the first PlayStation]].) Developers underestimated the complexity of the system , and had to make as many sacrifices to accuracy as possible to get games working on the average computer. With with little demand for improvements beyond getting the popular titles working from beginning to end, most emulator developers stuck with the codebases they knew for as long as possible and never integrated any of the plugins that were needed to make up a full project, or merge their codebases into one project. And because almost no documentation is available for clean-room reverse engineers, figuring out how the hardware actually functioned had to be done manually, which took longer. The unfortunate side effect result of this is that many games require specific plugin arrangements and specific emulators in order to run well, and there is no viable alternative that isn't just an iteration on the existing plugin-based emulators.
===[[High/Low level emulation|High-level vs. low-level]] graphics===
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