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Nintendo 64 emulators

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{{Infobox console
|title = Sega Genesis / Mega DriveNintendo 64|logo = RS39200_MegadriveNintendo64Console.png|image = Sega-Genesis-Mk2-6button.jpg|image2 = Sega-Nomad-Front.jpg|imagecaption = '''Top:''' Sega Mega Drive.<br/>'''Middle:''' Sega Genesis Model 2 with 6-button controller.<br/>'''Bottom:''' Sega Genesis Nomad, portable variation.|developer = [[:SegaNintendo]]
|type = [[:Category:Consoles|Home video game console]]
|generation = [[:Category:FourthFifth-generation video game consoles|Fourth Fifth generation]]|release = 19881996|discontinued = 19972002|predecessor = [[Master System Super Nintendo emulators|Master SystemSNES]]|successor = [[Sega Saturn GameCube emulators|SaturnGameCube]]
|emulated = {{✓}}
}}
The '''[[gametech:Sega_Genesis|Sega Genesis]]Nintendo 64''' is a 1664-bit, fourthfifth-generation console released by [https://en.wikipedia.org/wiki/Sega Sega] in Japan Nintendo on October September 29, 1988 and in the US on August 14, 19891996 for {{inflation|USD|199. It had a Motorola 68000 CPU at 7.6 MHz and a Zilog Z80 at 3.58 MHz. In other regions, it was known as the '''Mega Drive'''. It had several add-ons, including the Sega CD (a CD add-on, called Mega CD outside America) and the 32X (a 32-bit, cartridge-based add-on)99|1996}}.
The Nintendo was the second company approached by Silicon Graphics Inc. (SGI), who wanted to roll out their previously enterprise-only technology in the consumer space. They originally pitched their idea to Sega CD , but it's assumed that Nintendo's offer was released on October 15, 1992 and retailed for {{Inflation|USD|299more appealing.99|1992}} and had a Motorola 68000 With the NEC VR4300 CPU clocked at 1293.5 75 MHz and 64 kbit , 4MB of RAM. The Sega 32X ,<ref group=N>Though a separate add-on was later released on November 21called the "Expansion Pak" that added an additional 4MB of RAM, 1994 for {{Inflation|USD|159.99|1994}}totaling 8MB. It had 2 SH-2 RISC CPUs at 23 MHz with 256KB of RAM </ref> and 256KB of VRAM. Genesis emulation is very goodan SGI RCP GPU, with a high degree of game compatibility (many Nintendo had finalized much of them claiming nearly 100% compatibility with commercial games, including Virtua Racing). They are available on many platforms. Many Genesis emulators also feature compatibility with the [[Master System emulators|Sega Master System]] (SMS)hardware at least a year before launch, and the [[Master System emulators|Game Gear]] (GG) preventing video games from needing drastic rewrites as well as earlier Sega consolesa result of architectural changes. GenesisThe development workstations were often Unix-based arcade boards and the [[Sega Pico]] are still sketchy, howeversomething that would later help reverse engineers in some projects.
==Emulators==
! scope="col"|Platform(s)
! scope="col"|Latest Version
! scope="col"|CDController Pak! scope="col"|32XRumble Pak! scope="col"|[[Sega PicoTransfer Pak! scope="col"|Pico]]64DD! scope="col"|[[Libretrolibretro|Libretro Core]]
! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>
! scope="col"|Active
! scope="col"|[[Recommended Emulators|Recommended]]
|-
!colspan="1012"|PC/ x86|-|[[m64p]] (ParaLLEl)|align=left|{{Icon|Windows|Linux}}|[https://github.com/loganmc10/m64p/releases/latest Git]|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✓}}
|-
|[[BlastEm]]m64p (Final GLideN64)
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://www.retrodevgithub.com/blastemloganmc10/m64p/releases/changestag/v2021.5.html 30 Final GLideN64]|{{✓}}|{{✓}}|{{BlastEmVer}}]|{{}} |{{✓}}|{{✓}}|{{✗}} |{{✓}}|-|ParaLLEl|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}} |[https://www.retroarch.com/ 2.0-rc2]|{{✓}} |{{✓}}|{{✗}}|{{✓}} |{{✓}}*|?|{{✓}} ||{{✓}}
|-
|[[ExodusProject64]]
|align=left|{{Icon|Windows}}
|[httphttps://github.com/project64/project64/releases {{Project64Ver}}]<br >[https://www.exodusemulatorpj64-emu.com/indexnightly-builds Dev]|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{✓}}|{{✓}}|{{✓}}|-|[[RMG]]|align=left|{{Icon|Windows|Linux}}|[https://ci.appveyor.phpcom/project/rosalie241/rmg/downloadsbuild/currentartifacts Git]|{{✓}}|{{✓}}|{{✓}}|{{✓}}|{{✗}}|{{✓}}|{{✗}}|{{~}}|-release |[[ares]]|align=left|{{ExodusVerIcon|Windows|Linux|macOS}}|[https://ares.dev/ Official]|{{✓}}|{{~}}|{{~}}|{{✗}} |{{✗}}|{{}} |{{✓}}|{{~}} |-|[[CEN64]]|align=left|{{Icon|Windows|Linux|macOS}} |[https://github.com/tj90241/cen64 Git]|{{✓}}|{{✓}} |{{✓}}|{{✓}} |{{✗}}|{{✓}}|{{✓}}|{{~}}
|-
|[[Genesis Plus GXMupen64Plus]]
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|[https://github.com/mupen64plus/mupen64plus-core/releases Git]|{{GenPlusGXVer}}|{{✓}} ||{{}} ||{{}} ||{{✓}}* ||{{}} ||{{✓}} ||{{~}}
|-
|[[BizHawk]]
|align=left|{{Icon|Windows}}
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]
|{{✓}} |{{✓}}|{{✓}} |{{✗}}|{{✗}} ||{{✓}} ||? ||{{✓}} ||{{}}
|-
|[[Kega FusionProject64 Netplay]]|align=left|{{Icon|Windows}}|[https://pj64netplay-emu.ml/download.html {{Project64NetplayVer}}]|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✓}}|{{✓}}|Linux{{✗}}|-|[[1964]]|align=left|{{Icon|macOSWindows}}|[http://www.carpeludumemulation64.com/kega-fusionfiles/getfile/936/ 1.1] (Official)<br />[http://files.emulation64.fr/Emulateurs/ 3EMU_1964_146.64zip 1.2 r146](Unofficial SVN)|{{✓}} |{{✓}}|{{✓}} |{{✗}}|{{✗}}|{{✓}} |{{✗}}|{{✗}} |-|DaedalusX64|align=left|{{Icon|Linux}}|[https://github.com/DaedalusX64/daedalus/releases/latest Git]|{{✓}}|{{✓}}|{{✗}} |{{✗}}|{{✗}} |{{✓}}|{{✓}}|{{~}}
|-
|[[PicoDriveSixtyforce]]|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|[http://notazsixtyforce.gp2x.decom/download/pico.php {{PicoDriveVerSixtyforceVer}}]|{{✓}} ||{{✓}} |{{✗}}|{{}} ||{{}} ||{{✗}} ||{{✓}} ||{{✗}}<ref group=N name=PicoDrive>Only for the 32X as a cross-platform alternative to Kega Fusion.</ref>
|-
|[[FinalBurn Neo]]Larper64
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://githubthirdworld.comdev/finalburnneo/FBNeo/releases/latest stable0.4]|{{✗}}|{{✗}}|{{✗}}|{{✗}}|{{✗}}|?|{{✓}}|{{✗}}|-|[[UltraHLE]] |align=left|{{Icon|Windows}}|[https://ciweb.appveyorarchive.comorg/web/20070312015944/projecthttp:/tmaul/fbneo-kbhgdwww.emuunlim.com/branchUltraHLE/master WIP buildsultrahle.zip 1.0]|{{✗}} |{{✗}}|{{✗}} ||{{✗}} ||{{}} ||{{✗}} ||{{}} ||{{✗}}
|-
|[[MAME]]
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|[http://www.mamedev.org/release.html {{MAMEVer}}]
|{{}} |{{✗}}|{{}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✗}}
|-
|[http://segaretro.org/Gens/GS Gens/GS[Ryu64]]|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|[httphttps://wwwgithub.dusers.drexel.educom/gitwebRyu64Emulator/gitweb.cgi/~korth/gens.git r7Ryu64 Git]|{{}} |{{✗}}|{{}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{✗}}
|-
|[http://dgen.sourceforge.net/ DGen]R64Emu|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|[httphttps://sourceforgegithub.net/projects/dgen/filescom/dgenrasky/ 1.33r64emu Git]|{{✗}} |{{✗}}|{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{}} ||{{✗}}
|-
|[[Genecyst]]|align!colspan=left|{{Icon"12"|DOS}}|[https:Mobile //web.archive.org/web/20070205202050/http://www.zophar.net/genecyst/gcystxxx.zip x.xx]|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}ARM
|-
|[[GENSMupen64Plus]]FZ|align=left|{{Icon|Windows|Linux|BeOSAndroid}}|[httphttps://gensplay.google.mecom/store/apps/downloadsdetails?id=org.mupen64plusae.shtml 2v3.14fzurita 3.0.222 (beta)]|{{✓}} |{{✓}}|{{✓}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{}} ||{{}}
|-
|[[higanMupen64Plus]]-pandora|align=left|{{Icon|Windows|Linux|macOS|FreeBSDPandora}}|[https://githubpyra-handheld.com/higanboards/threads/mupen64plus-emu/higan2-2.72661/releases {{higanVer}}Build 21](v2.2)|{{~}} |?|?|{{✗}} ||{{✗}} |?|{{✓}}<small>(bsnes)</small> ||{{✓}} ||{{✓}} ||{{✗}}
|-
|Megado|align!colspan=left|{{Icon|Windows|Linux}}|[https://github.com/merwaaan/megado Git]|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||? ||{{✓}} |"12"|{{✗}}Consoles
|-
|Regen[[Virtual Console]]|align=left|{{Icon|WindowsWii|LinuxWiiU}}|[http://aamirm.hacking-cult.org/wwwN/regen.html 0.972]A|{{✗}} |{{✗}}|{{✗}} ||{{✗}} ||{{✗}} ||? ||{{✗}} |{{✓}}|{{}}
|-
|AloneMDSurreal64 CE|align=left|{{Icon|WindowsXbox}}|[https://up1digiex.xwikisas.comnet/threads/#650YS5cXMSc7sGflY1dqeg 1surreal64-ce-b6-0-download-n64-emulator-for-xbox.013677 Surreal64 CE B6.0]|{{✓}} |{{✓}}|{{✗}} ||{{}} ||{{}} |?|{{✗}} ||{{✓}} ||?
|-
!colspan|mupen64-360|align="10"left|{{Icon|Xbox360}}|Mobile [https://digiex.net/threads/ ARMmupen64-360-xbox-360-nintendo-64-n64-emulator-download.9352 mupen64-360 v0.96 beta]|{{✗}}|{{✓}}|{{✗}}|{{✗}}|{{✗}}|?|{{✗}}|{{✓}}
|-
|[[Genesis Plus GX]]Not64|align=left|{{Icon|Android|iOS|LinuxGCN|PandoraWii}}|[https://github.com/Extrems/Not64/releases/latest 20200609]|{{GenPlusGXVer}}|{{✓}} ||{{✗}} ||{{✗}} ||{{}} ||{{}} ||{{}} ||{{✓}}
|-
|[[PicoDrive]]DaedalusX64|align=left|{{Icon|AndroidPSP|iOS3DS}}<br>{{Icon|LinuxVita|PandoraPS2}}|[httphttps://github.com/DaedalusX64/daedalus/releases/latest Git], [https://github.com/masterfeizz/DaedalusX64-3DS/releases 3DS Git]<br>[https://github.com/Rinnegatamante/DaedalusX64-vitaGL/releases vitaGL Git], [https://notazwww.gp2xps2-home.decom/picoforum/viewtopic.php {{PicoDriveVer}}?f=99&p=39957#p39957 PS2]|{{✓}} ||{{}} ||{{}} ||{{}} ||{{✗}} |?|{{✓}} ||{{~}}<ref group=N name=PicoDrive />
|-
|[https://code.google.com/p/mupen64gc/ Wii64]|align=left|{{Icon|GCN|Wii}}|[https://code.google.com/archive/p/mupen64gc/downloads 1.1 beta]|{{✓}}|{{✓}}|{{✗}}|{{✗}}|{{✗}}|{{✓}}|{{✗}}|{{✗}}|} <nowiki>* Available exclusively as a libretro core</nowiki> ===Comparisons===Although many Nintendo 64 emulators have been made and many games can be run between them, complete compatibility and/or accuracy still leaves a bit to be desired. For half a decade, Mupen64Plus and Project64 have vied for the most playable emulator, and which has been more compatible has depended on when and in what configuration each emulator has been tested. Both emulators default to lackluster plugins, but, as of August 2017, both emulators have roughly equal graphical accuracy when running with GLideN64. ;[[Mupen64Plus]]:A multi-platform emulator based on Hacktarux's Mupen64. It's about as 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 the executable and editing the config with a text editor. [[BizHawk]] and [[OpenEmu]] use forks of Mupen64Plus and its plugins for their N64 emulation, but they seem to be shallow. :;ParaLLEl:A heavily-modified fork developed as a [[libretro]] core. It introduces many features and optimizations not present in mainline alongside [[RetroArch]]'s general features, including Project64-style overclocking for faster frame rates, 3-point texture filtering, superior A/V sync and latency, and even an exclusive LLE Vulkan renderer based on Angrylion's pixel-perfect RDP plugin, making it a better alternative to the standalone version in some cases, especially if accuracy is the goal. ParaLLEl 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, 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. :;[[m64p]]:Probably the easiest "out of the box" solution for Nintendo 64 emulation. It comes with Parallel RDP, as well as its own custom GUI and input plugin. :;[[RMG]]:Rosalie's Mupen GUI was a project aiming to close the gap between Project64 and Mupen64Plus in terms of user experience. However, as of 9th of January 2021 the project have now been archived by the owner putting the work on it on hold indefinitely. :;Wii64 and Not64:Both are based on Mupen64, with Not64 being a fork of Wii64. Not64 claims to be better optimized as well as having higher compatibility and more frequent updates. N64 emulation on Wii is not very good, and it is recommended to stick with the Virtual Console releases whenever possible. ;[[Project64]]:An open-source emulator for Windows. Its official release builds are more up-to-date than Mupen64Plus', and the current version, 3.0.1, is roughly as accurate as the development versions of Mupen64Plus when both are played with recommended plugins. It has a more user-friendly interface than the Mupen64Plus attempts and supports more features such as overclocking and Transfer Pak emulation. However, it doesn't come with GLideN64 out-of-the-box, and the default video and audio plugins aren't even the best in the box. It presently remains confined to Windows, though work is underway to port it to Android and Linux. For the most part, it works well in [[Wine]], but, if you're on a different platform, use Mupen64Plus instead. ;[[CEN64]]:Aims for cycle accuracy while, at the same time, aiming to eventually be usable on modern PC hardware. It currently lacks many features and has spotty compatibility, but it's gradually improving. It can already emulate some well-known edge cases such as the picture recognition in Pokemon Snap. ;[[1964]]:Along with its various versions and forks, it was once a decent, speedy open-source alternative to Project64 and Mupen64, though it usually lagged behind the two compatibility-wise. Nowadays it has completely fallen off the radar as development has halted, and there is no longer a central code repo to speak of. There is little reason to use it nowadays outside of historical purposes, very specific edge cases, or if your device is too slow to run Mupen64Plus or Project64. ;Daedalus:is an Nintendo 64 emulator for PC which was ported to the PSP under the name of DaedalusX64. The PSP version later became the main version and got ported to platforms such as the Dreamcast, the PS2, the PS Vita and the 3DS. On PSP, several games are able to reach full speed and most of them work with few emulation issues. ;[[Sixtyforce]]:is macOS-only, closed-source, and asks you to pay for full access to its features. It was once one of the only choices for Mac users, particularly those with older Macs, since it's the only emulator with a <abbr title="Power PC">PPC</abbr> [[Dynamic recompilation|dynarec]]), but, with the switch to x86 and Mupen64Plus being ported to macOS, it has now become less relevant. However, development is still on ongoing, and is currently in its [https://sixtyforce.com/rosetta/ third rewrite] to support the upcoming [https://en.wikipedia.org/wiki/Apple-designed_processors Apple Silicon]. ;[[UltraHLE]]:marked a milestone in Nintendo 64 emulation, in that it was the first to play some popular N64 titles at full speed on hardware made at the time of its release through [[High/Low level emulation|high-level emulation]]; it isn't without its drawbacks though - pressure from users, combined with legal threats from Nintendo, forced them to discontinue development. Besides being for historical value, there's not much to expect from this emulator anyway due to compatibility issues. ;[[Ryu64]]:is 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=Dudejoe870 commit] at Switch emulator, [[Ryujinx]]'s Git repository and his depreciated [https://github.com/Dudejoe870/RyujinxAutoUpdate Ryujinx Auto Updater] tool. "86RYU", a x86 JIT compiler, is being developed alongside this emulator too. ==Emulation issues=={{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 in the early 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 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 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=== One of the biggest hurdles to emulating the Nintendo 64 is the Reality Display Processor (RDP), one of two components in the Reality Coprocessor made by SGI. The Reality Display Processor was the most powerful consumer-grade GPU at the time of the console's release; this was a selling point that Nintendo wanted to emphasize as a result of working with SGI. However, reverse engineering efforts for popular Nintendo 64 games showed that Nintendo's software development kit included a common microcode for the RDP. It's possible Nintendo didn't want to give developers access at a lower level out of fears that doing so would damage consumer units, but that meant most of the effort spent emulating the RDP would go towards figuring out how to handle the microcode. * Most developers in 1999 and the early 2000s opted to approximate functions through various APIs such as Direct3D, OpenGL, and even Glide. While this resulted in much more reasonable system requirements for emulation, along with prettier, higher resolution graphics, this method proved to be hit and miss, often requiring per-game tweaks and settings to prevent graphical glitches on many games. Some games flat out didn't work, because it wasn't clear what the microcode did or why, and required extensive hardware testing.* On the low level side, developers would either completely emulate the RDP or autodetect the microcode and use an appropriate implementation for the game. The former would mean a software renderer accurate to the hardware but major performance bottlenecks unless optimizations like vectorization and multi-threading were implemented. The latter would mean faster performance but developers would still have to figure out how to account for edge cases. gonetz and one or two assistants have spent a large portion of development improving GlideN64's handling of microcode 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 the 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 (issues with how the frame buffer is used as well as performance issues), VI emulation, and how combine/blending modes are emulated (such as noise issues and combiner accuracy). It should be noted that most games technically work through the HLE method, but it's not an accurate representation of what the video output actually looked like, but rather a rough approximation by your graphics card. Whether this is an improvement or not is subjective.<gallery widths="300" mode="packed">Majora's mask accurate.png|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 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 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. 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. RetroArch's Mupen64Plus core has taken some steps which help remedy these problems. It is the only emulator that implements N64-style three-point texture filtering, which results in a more faithful look. It is also capable of rendering at 320x240, which sidesteps the issues with filtered text, UI elements, and menu screens, while still retaining texture filtering. Pixel-accurate plugins 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. Note how the Quest Status screen appears to be divided into a grid.</gallery> ===Voice Recognition Unit emulation===The Voice Recognition Unit (VRU) is an accessory used primarily by ''Hey You, Pikachu''. No emulator or input plugin supports this, although there is an on-going effort to get it working.<ref name="emutalk">{{cite web|url=http://www.emutalk.net/threads/55279|title=Hey You! Pikachu - Possible HLE Implementation|publisher=emutalk|accessdate=2018-06-17|date=2014-10-27, Last edit: 2016-04-04}}</ref>===''Densha De Go!'' Controller===Also available for the [[PlayStation emulators|PlayStation]], ''Densha De Go!colspan64'' 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="10ArcadeUSA">{{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 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 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. ===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. Mostly, this can be done with N-Gage's input plugin, but a couple of things aren't emulated: *Taking pictures with the Japanese ''Game Boy Camera'' (called ''Pocket Camera'') while in Transfer Pak mode playing ''Mario Artist: Paint Studio'' displays static. ===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 US (obviously unused) and won't work with N64 games from the wrong region. Only F-Zero X has full support for this feature, but dummied-out expansion data in Ocarina of Time and Mario Party 2 (JP/PAL) exist as well. 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]. {|Consolesclass="wikitable" style="text-align:center;"
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! scope="col"|NeoGenesisName! scope="col"|alignPlatform(s)! scope=left"col"|{{IconLatest Version! scope="col"|Xbox}}Active! scope="col"|[https://digiex.net/threads/neogenesis-v25-download-sega-genesis-megadrive-32x-segacd-megacd-emulator.13698 NeoGenesis v25]64DD Emulation! scope="col"|{{✓}} N64 Mouse! scope="col"|[[Recommended Emulators|{{✓}} Recommended]]|-! colspan="7"|{{✗}} ||{{✗}} ||? ||{{✗}} ||{{✓}}PC / x86
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|Sega Genesis PlusParaLLEl|align=left|{{Icon|Xbox360Windows|Linux|macOS|FreeBSD}}|[https://digiexwww.retroarch.netcom/threads/sega2.0-genesis-plus-libexnon-genesis-megadrive-emulator-for-xbox-360-download.9936 Libxenonrc2]|{{}} |Mid/High|{{}} ||{{✗}} ||{{✗}} ||? ||{{✗}} ||{{}}
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|[[Genesis Plus GXProject64]]|align=left|{{Icon|GCN|Xbox360|Wii|3DSWindows}}|[https://bitbucketgithub.orgcom/ekeproject64/genesis-plus-gx/downloads {{GenPlusGXVer}}]<br/>[https://digiexproject64 2.net/threads/retroarch-360-0-9-8-3-download-sega-sens-gameboy-finalburn-emulator-for-xbox-360.12395 RetroArch 360 0.9.8.32]|{{✓}} ||{{✗}} ||{{✗}} |Mid|{{✓}} ||{{✗}} ||{{✓}} ||{{✓}}
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|[[PicoDriveCEN64]]|align=left|{{Icon|PS2Windows|PSPLinux|3DSmacOS}}|[http://notaz.gp2x.de/pico.php {{PicoDriveVer}}]<br/>[https://www.ps2-homegithub.com/forumtj90241/viewtopic.php?f=99&t=1710 PicoDrive 1.51bcen64 Git]|{{✓}} |Mid|{{✓}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✓}}
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|[[Virtual ConsoleMAME]]|align=left|{{Icon|WiiWindows|Linux|macOS|FreeBSD}}|N[http://www.mamedev.org/A|release.html {{MAMEVer}} |]|{{}} |Mid|{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}}
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<nowiki>* Available exclusively 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.**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 a libretro core</nowiki>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.
===Comparisons===;[[Genesis Plus GX]]:A very solid emulator for the Sega Genesis / Sega Master System / Sega CD / Game Gear. The only things it lack are 32X and Pico support, and a native desktop port; the only way to get this emulator on the desktop * MAME includes early basic 64DD emulation as well but is to use the libretro core, which allows for all the benefits of RetroArch like shaders, dynamic sync, and other enhancements. The version used in [[BizHawk]] adds features for speedrunnersmuch slower.;[[Kega Fusion]]:The project of an employee with previous experience at Sega. Kega Fusion has high compatibility, is easy Disk images need to use and has plugin-based filter support but it has some issues on newer versions of Windows which can be solved with compatibility settings.;[[PicoDrive]]:Strongly prioritizes performance over accuracy. Compatibility and accuracy isn't as good as Genesis Plus GX but it's useful on very underpowered systems like the Raspberry Pi Zero. Currently the first and only cross-platform option for 32X and Pico games.;[[Exodus]]:Think bsnes but for the Genesis. Even though higan is also getting into the Genesis game, Exodus has already achieved cycle-accuracy at the familiar cost of high system requirementsin head/track format. It is the newest Genesis emulator and is far from complete.;See [httphttps://aamirmgithub.hackingcom/Happy-cult.org/wwwyappH/regenddconvert.html Regengit here]:A focus on accuracy has earned it high compatibility with games, but it does not emulate the Sega CD and 32X. It also allows [[overclocking]].;[[BlastEm]]:Aims for cycle-accuracy but unlike Exodus, aims for lower system requirementsmore information. It has substantially higher compatibility than Exodus and is catching up does not currently support disk swapping or saving disk to Genesis Plus GXfiles.;[[GENS]]:Close to Kega Fusion Writes only update the copy in features and compatibilitymemory, but has largely been surpassed by better emulators. There are many different forks and iterations of Gens, so your experience will differ quite a lot depending on which version you use.;[[higan]]:Also developing cycle-accurate Genesis emulationonce the MAME process ends, akin to its very own [[Super Nintendo emulators|SNES emulator]] bsnes. It's promising but incomplete. However, it can be used in the latest buildschanges are lost.;[[MAME]]Current usage:Has the parent drivers <code style="color:green">genesismame n64dd -quickload disk -cart cart -nodrc</code>, <code style="color:green">sms</code>, <code style="color:green">gamegear</code>, <code style="color:darkred">segacd</code>, (both disk and <code style="color:darkred">32x</code>. Green drivers cart are reported as OK, where red ones are reported as not working as of version 0.200.optional)
==Lock-On Emulation==Lock-On Technology is a unique feature found * CEN64, like Project64, had 64DD emulation ported to it from MAME. However, it focuses on Sonic & Knuckles cartridges accuracy and plays much slower than other emulators, aside for the Sega Mega Drive/Genesis that allowed a player to connect an older game to the cartridge's pass-through port for extended or altered gameplay64DD emulation itself is imperfect.
* With Sonic 3: Unlocks an alternate ===iQue Player emulation===Before the GBA, DS, and 3DS, Nintendo released a modified version of Sonic 3 with more levelstheir Nintendo 64 system for the Chinese market, which was called the iQue Player, through their not-quite-subsidiary iQue.* With Sonic 2: Unlocks an alternate version Fourteen games were translated into Simplified Chinese, including Sin and Punishment, Ocarina of Sonic 2 with playable Knuckles.* With Sonic 1: Unlocks Time (the Blue Sphere minigame with a level select to all possible levelsMajora'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 wrapped with several layers of encryption, as well as a ticket and signature system like that on Wii, DSi, 3DS, Wii U and Switch. The Sonic & Knuckles cartridge can lock on Chinese ROM-hacking scene is very active though and has translated the Japanese regular N64 releases for many of these to their language already, which explain some of the Chinese ROMs floating for those. However, recently, almost all pieces of iQue Player software were decrypted to other cartridges:regular .z64 ROM format.
* Smaller than 2MB: Will play a single random level from Several of the Blue Sphere minigame generated from data 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 the header.* Bigger than 2MB: Will boot to Sonic & Knuckles.* Has Battery Pack: All save data will be wiped outgames such as saving, do not work yet.
Most emulators don't support Lock===Aleck 64 arcade emulation===Nintendo collaborated with SETA to release an arcade system based on their Nintendo 64 system (kind of like their PlayChoice-On save 10 for the NES, Super System arcade hardware for Genesis Plus GXSNES, but there are preand later Triforce for GCN and Wii U). The Nintendo 64-combined ROMs for variant with more RAM, the Sonic trilogy available online that can be played as a regular Megadrive ROM Aleck 64, failed to catch on any emulator and still workbombed. The Sonic 3 Complete romhack also achieves the same purposeIt was never released outside Japan, even though one N64 port made it.
Genesis Plus GX's [[RetroArch]] core includes true Lock-On emulation. From the Core Options menuThe Aleck 64 ROMs were dumped, you can enable the Lock-On feature for either Sonic & Knuckles, Game Genie, or the Action Replay and Zoinkity is working on converting them to regular N64 ROMs (Prowith controls remapped to N64 controller buttons) -- the latter two using a different technology but with similar effects. Setting this option They generally require an 8MB Expansion Pak to anything other than "Off" will enable Lock-on run at all and 4K EEPROM to the cartridge you're currently playing as. After resetting, the game will boot in Lock-On modesave settings and scores.The ones covered by these patches are:
The following files need to be under the directory for BIOS files (usually "system")* Donchan Puzzle Hanabi de Doon!* Eleven Beat:World Tournament* Hi Pai Paradise* sk.bin Kuru Kuru Fever* Magical Tetris Challenge* Mayjinsen 3 / Meijin-Sen* Star Soldier: Vanishing Earth (Sonic & Knuckles (2 MiB) ROMalso ported to N64)* sk2chip.bin (Sonic Super Real Mahjong VS* Tower & Knuckles UPMEM Shaft* Vivid Dolls (256 KiB) ROMofficial eroge game on a Nintendo console): If you can't find it online, extract it with a hex editor from a pre-combined Sonic 2 & Knuckles ROM from offset 00300000 to the end of the ROM.
For GGThe already available [http:/AR, the files needed are areplay/assemblergames.com/l/threads/aleck64-on-retail-consoles-poc.bin and ggenie55041/ patches] to convert arcade ROM dumps to regular N64 ROM format can be found [http://micro-64.com/database/aleck64.bin, but most emulators support cheat codes from these nativelyshtml here].
==Mega Drive Plus / Genesis Plus==The remaining ones from the system's library not yet covered are:* Hi Pai Paradise 2* Rev Limit* Variant Schwanzer
The Mega Drive Plus / Genesis Plus (sometimes abbreviated as MD+) is a special mode for certain Genesis ==Virtual Console games in Dolphin==Some N64 games that use enhanced CDDA tracks with are emulated well on a Sega CDVirtual Console game through Dolphin. This was not used in any official games, howeverThe system requirements are much higher, the mode itself was first used in the first batch of Pier Solar releases. This feature was been [https://downloads.terraonion.com/public/MegaSD_DEV_Manual.pdf documented] to be used on Terraonionbut it's Mega SD flash cartridge, to give similar effects doable for Genesis many games in a way how MSU-1 does in patched SNES . The following games.are on the N64 Virtual Console for Wii:
Currently, no Genesis + Sega CD emulators feature this function, although there is [https://github.com/ekeeke/Genesis{|width="100%"|-Plusvalign="top"|* 1080 Snowboarding* Bomberman Hero* Cruis'n USA* Custom Robo V2 (Japan only)* F-GX/issues/297 plans to be added] in Genesis Plus GXZero X* Kirby 64: The Crystal Stars* The Legend of Zelda: Majora's Mask* The Legend of Zelda: Ocarina of Time|* Mario Golf* Mario Kart 64* Mario Party 2* Mario Tennis* Ogre Battle 64: Person of Lordly Caliber* Paper Mario* Pokemon Puzzle League|* Pokemon Snap* Sin & Punishment (English)* Star Fox 64* Super Mario 64* Super Smash Bros.* Wave Race 64* Yoshi's Story|}
==External linksNotes==* [http://wiki.megadrive.org/index.php?title<references group=Main_Page MegaDrive Development Wiki] - A Wiki about every technical aspect of the SEGA MegaDrive hardware and software. Its aim is to provide the most detailed, accurate and up to date information, to help homebrew development and repairs.* [http://segaretro.org/Category:Mega_Drive_emulators Mega Drive emulators] on Sega Retro* [https://archive.org/detailsN /sega_genesis_library ARCHIVE.ORG Console Library: Sega Genesis]>
==References==
<references/>
{{SegaNintendo}}
[[Category:Consoles]]
[[Category:Sega Fifth-generation video game consoles]][[Category:Sega Genesis emulators|*Nintendo consoles]][[Category:Fourth-generation video game consolesNintendo 64 emulators|*]]
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