Difference between pages "Game engine recreations and source ports" and "Nintendo 64 emulators"

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Sometimes a full system emulator is overkill. This is especially true when a developer only wants to get one game (or a number of games that use the same engine) working. In that case, reimplementing that game alone would save more time than implementing the platform it runs on. These kinds of projects are common when abandonware has large communities; when the original developer has disbanded and can no longer support or update it, an effort is then made to get it running natively on newer versions of-- and/or entirely different-- operating systems and platforms.
+
{{Infobox console
 +
|title = Nintendo 64
 +
|logo = Nintendo64Console.png
 +
|developer = [[:Nintendo]]
 +
|type = [[:Category:Home consoles|Home video game console]]
 +
|generation = [[:Category:Fifth-generation video game consoles|Fifth generation]]
 +
|release = 1996
 +
|discontinued = 2002
 +
|predecessor = [[Super Nintendo emulators|SNES]]
 +
|successor = [[GameCube emulators|GameCube]]
 +
|emulated = {{✓}}
 +
}}
 +
The '''Nintendo 64''' is a 64-bit fifth-generation console released by Nintendo on September 29, 1996 for {{inflation|USD|199.99|1996}}.
  
* When the developer only has a binary to work with (and not the [[source code]]), they recreate the engine rather than port it, hence the term '''[[wikipedia:Game engine recreation|game engine recreations]]''' (or alternatively '''game engine re-implementations'''). How the developers go about this process depends on their philosophy; they may opt to decompile the original executable and have their own program rely on the original until all of its functions have been remade, at which point the original binary is no longer needed. Alternatively, they can be remade based on a clean room design, in which the project implements the abstract features without having to disassemble the original, going by how components are expected to be used rather than how the game uses them. Some engines come about simply because they were inspired by the original game, and the programmer felt confident enough that no reverse engineering was necessary to make an engine that does the same thing.
+
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, but it's assumed that Nintendo's offer was more appealing. With the NEC VR4300 CPU clocked at 93.75 MHz, 4MB of RAM,<ref group=N>Though a separate add-on was later released called the "Expansion Pak" that added an additional 4MB of RAM, totaling 8MB.</ref> and an SGI RCP GPU, Nintendo had finalized much of the hardware at least a year before launch, preventing video games from needing drastic rewrites as a result of architectural changes. The development workstations were often Unix-based, something that would later help reverse engineers in some projects.
* In rare cases, games are released as open-source by the publishers themselves, allowing developers to perform a '''source port''' of the code. This skips the step of figuring out how the game works. The most common example that's often used is id Software's release of Doom in 1997. It led to [[wikipedia:List of Doom source ports|so many ports being released]] that the community began to joke about what devices haven't gotten it running yet.
 
  
Some projects are implemented in ways that the original developer did not intend; for example, for a platform other than which publishers marketed it for. And they're not just limited to game engines either; [https://webamp.org/ Webamp] is a JavaScript application that reimplements Winamp in the web browser. These projects are almost always open-source which also allows new programmers to fix bugs that could have been difficult to track down during development (alternatively, the bugs may be emulated to allow old mods to continue to safely exploit them). When most of the effort is on programming, the project will usually require the original game's assets (such as files in the installation directory or ROMs) until those ever get remade. This lets the developers claim they aren't infringing the game's copyrights since the player must obtain the original to use it; if the game is still being sold, this could allow the publisher to even earn revenue from the project.
+
==Emulators==
 
 
For the sake of brevity, most of these projects often refer to themselves under some variety of '''fan remakes'''. The [[#External links|External links]] section has lists for a number of known and available projects.
 
 
 
==Multi game engine==
 
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
|-
 
! scope="col"|Name
 
! scope="col"|Operating System(s)
 
! scope="col"|Latest Version
 
! scope="col"|[[libretro|Libretro Core]]
 
! scope="col"|Active
 
! scope="col"|[[Recommended Emulators|Recommended]]
 
! scope="col"|Supported game(s)
 
|-
 
!colspan="9"|Action-adventure (3rd-person)
 
|-
 
|[https://opentomb.github.io/ OpenTomb]
 
|align=left|{{Icon|Windows|Linux|macOS}}
 
|[https://github.com/opentomb/OpenTomb/releases git]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Tomb Raider 1–5
 
|-
 
|[http://xproger.info/projects/OpenLara/ OpenLara]<ref group=N>OpenLara was inspired by OpenTomb</ref>
 
|align=left|{{Icon|Windows|Linux|macOS|Android|LinuxARM|3DS|Switch}}
 
|[https://github.com/XProger/OpenLara/releases git]
 
|{{✓}} ||{{✓}} ||{{~}}
 
|Tomb Raider 1–4
 
|-
 
!colspan="9"|Adventure
 
|-
 
|[[ResidualVM]]
 
|Multi-platform
 
|[http://www.residualvm.org/downloads 0.3.1]
 
|{{✗}} ||{{✗}}<ref group=N>ResidualVM has merged with ScummVM</ref> ||{{✓}}
 
|3D adventure games (Grim Fandango, Escape from Monkey Island, Myst III: Exile & The Longest Journey)
 
|-
 
|[[ScummVM]]
 
|Multi-platform
 
|[https://www.scummvm.org/downloads {{ScummVMVer}}]
 
|{{✓}} ||{{✓}} ||{{✓}}
 
|Adventure games and RPGs (LucasArts, Sierra, Activision, Humongous & more. Over [[wikipedia:ScummVM#Supported_games|250 games]].)
 
|-
 
!colspan="9"|FPS
 
|-
 
|[https://m210.duke4.net BuildGDX]
 
|{{Icon|Windows|Linux|macOS}}
 
|[https://m210.duke4.net Website]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Blood, Duke Nukem 3D, Shadow Warrior, Powerslave/Exhumed, Redneck Rampage, Redneck Rampage Rides Again, Witchaven, Witchaven II, TekWar, Legend of the Seven Paladins
 
|-
 
|Raze
 
|{{Icon|Windows|Linux|macOS}}
 
|[https://github.com/coelckers/Raze/releases git]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Duke Nukem 3D, Blood, Redneck Rampage, Shadow Warrior and Exhumed/Powerslave, Nam, WW2 GI
 
|-
 
|[https://www.eduke32.com EDuke32] <br/>VoidSW <ref group=N>VoidSW is included with EDuke32</ref>
 
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
 
|[https://dukeworld.com/eduke32/synthesis/latest/?s=d&o=d&dir=eduke32/synthesis/latest Website]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|''EDuke32:'' Duke Nukem 3D, Ion Fury, NAM, World War II GI <br/>''VoidSW:'' Shadow Warrior
 
|-
 
|[https://nukeykt.retrohost.net RedNukem]
 
|{{Icon|Windows|Linux}}
 
|[https://github.com/nukeykt/NRedneck/releases git]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Duke Nukem 3D, Duke Nukem 64, Redneck Rampage, Redneck Rampage Rides Again, NAM, World War II GI
 
|-
 
|Metaforce
 
|{{Icon|Windows|Linux|macOS}}
 
|[https://releases.axiodl.com/ Dev builds]<br/>[https://github.com/AxioDL/metaforce git]
 
|{{✗}} ||{{✓}} ||{{✗}} <small>(WIP)</small>
 
|Metroid Prime 1–3
 
|-
 
|XLEngine
 
|{{Icon|Windows|Linux}}
 
|[https://github.com/Mindwerks/XLEngine/releases git]
 
|{{✗}} ||{{✗}} ||{{✓}}
 
|Star Wars: Dark Forces, Daggerfall<br/>''Later:'' Outlaws, Blood, Shadow Warrior
 
|-
 
|[https://zdoom.org/index ZDoom]
 
|{{Icon|Windows|Linux|macOS}}
 
|[https://zdoom.org/downloads 2.81]
 
|{{✗}} ||{{✗}}<ref group=N>ZDoom has been discontinued. However the development of its replacements, GZDoom and LZDoom, is still active.</ref> ||{{✓}}
 
|Doom I–II, Final Doom, Heretic, Hexen: Beyond Heretic, Chex Quest I–III, Strife: Quest for the Sigil, Hacx: Twitch 'n Kill
 
|-
 
!colspan="9"|Platform
 
|-
 
|[http://clonekeenplus.sourceforge.net Commander Genius]
 
|{{Icon|Windows|Linux|macOS|Switch}}
 
|[http://clonekeenplus.sourceforge.net/download.php 2.8.2]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Commander Keen in Invasion of the Vorticons, Commander Keen in Keen Dreams, Commander Keen in Goodbye Galaxy, Commander Keen in Aliens Ate My Babysitter
 
|-
 
!colspan="9"|Racing
 
|-
 
|OpenNFS
 
|{{Icon|Windows|Linux|macOS}}
 
|[https://github.com/OpenNFS/OpenNFS/releases git]
 
|{{✗}} ||{{✓}} ||{{~}}
 
|Need for Speed I–III, Need for Speed: High Stakes, Need for Speed: Porsche Unleashed, Need for Speed: Hot Pursuit 2
 
|-
 
!colspan="9"|RPG
 
|-
 
|[[EasyRPG]]
 
|Multi-platform
 
|[https://easyrpg.org/player/downloads {{EasyRPGVer}}]
 
|{{✓}} ||{{✓}} ||{{✓}}
 
|RPG Maker 2000/2003 games
 
|-
 
|[http://www.gemrb.org GemRB]
 
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD|Android}}
 
|[https://github.com/gemrb/gemrb/releases git]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Infinity Engine <br/>(Baldur's Gate series (1998–2001), Planescape: Torment, Icewind Dale series (2000–2002))
 
|-
 
|[[Neko RPGXP Player]]
 
|{{Icon|Android}}
 
|[https://play.google.com/store/apps/details?id=net.kernys.rgss&hl 2.01]
 
|{{✗}} ||{{✓}} ||{{~}}
 
|RPG Maker XP/VX/VA/MV games
 
|-
 
|[https://xoreos.org/ xoreos]
 
|{{Icon|Windows|Linux|macOS}}
 
|[https://github.com/xoreos/xoreos 0.0.6]
 
|{{✗}} ||{{✓}} ||{{✗}} <small>(WIP)</small>
 
|BioWare's Aurora engine & derivatives <br/>(BioWare's 7 PC/console RPGs, Sonic Chronicles: The Dark Brotherhood, The Witcher)
 
|-
 
!colspan="9"|RTS
 
|-
 
|[https://openage.sft.mx openage]
 
|align=left|{{Icon|Windows|Linux|macOS|BSD}}
 
|[https://github.com/SFTtech/openage/releases git]
 
|{{✗}} ||{{✓}} ||{{~}}
 
|Age of Empires, AoE II (HD), Star Wars: Galactic Battlegrounds
 
|-
 
|[http://www.openra.net OpenRA]
 
|{{Icon|Windows|Linux|macOS|BSD|PSVita}}
 
|[https://github.com/OpenRA/OpenRA/releases git]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Early Westwood games (Command & Conquer, C&C: Red Alert). <br/>''Soon:'' 2nd-gen C&C (C&C: Tiberian Sun).
 
|-
 
|[https://github.com/TheAssemblyArmada/Vanilla-Conquer Vanilla Conquer]
 
|{{Icon|Windows|Linux|macOS|BSD}}
 
|[https://github.com/OpenRA/OpenRA/releases git]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Early Westwood games (Command & Conquer, C&C: Red Alert, Dune 2000). <br/>Based on the official source code release by EA, with the goal of serving as a portable drop-in replacement for the original executables as well as a platform for mod developers.
 
|-
 
|[http://timjones.io/blog/tags/opensage OpenSAGE]
 
|align=left|{{Icon|Windows|Linux|macOS}}
 
|[https://github.com/OpenSAGE/OpenSAGE/releases git]
 
|{{✗}} ||{{✓}} ||{{✗}} <small>(WIP)</small>
 
|EA's Command & Conquer games <br/>(C&C: Generals, C&C: Generals - Zero Hour) <br/>''Soon:'' The Battle for Middle-earth series (2004–2006), C&C 3 & expansion.
 
|-
 
|[https://stratagus.com/stratagus.html Stratagus]
 
|align=left|{{Icon|Windows|Linux|macOS|Android}}
 
|[https://github.com/Wargus/stratagus 3.1.2]
 
|{{✗}} ||{{✓}}<ref group=N>Stargus is in pre-alpha but development has been halted. Stratagus, Wargus, and War1gus are being updated regularly.</ref> ||{{✓}}<ref group=N>StarCraft is only partially playable in Stargus in Stargus's current stage. The other games for the other engines work well if installed correctly.</ref>
 
|''[https://github.com/Wargus/wargus Wargus]:'' Warcraft II: Tides of Darkness + Beyond the Dark Portal, Aleona's Tale<br/>''[https://github.com/Wargus/war1gus War1gus]:'' Warcraft: Orcs & Humans<br/>''[https://github.com/Wargus/stargus Stargus]:'' StarCraft (partially playable)<br/>''Stratagus:'' Wyrmsun
 
|-
 
!colspan="9"|Shoot 'em up
 
|-
 
|[https://rec98.nmlgc.net ReC98]
 
|Multi-platform
 
|[https://github.com/nmlgc/ReC98 git]
 
|{{✗}} ||{{✓}} ||{{✗}} <small>(WIP)</small>
 
|Touhou 1–5 (PC-98)
 
|}
 
 
==Single game engine==
 
{| class="wikitable" style="text-align:center;"
 
|-
 
 
! scope="col"|Name
 
! scope="col"|Name
 
! scope="col"|Platform(s)
 
! scope="col"|Platform(s)
 
! scope="col"|Latest Version
 
! scope="col"|Latest Version
 +
! scope="col"|Plugins
 +
! scope="col"|Controller Pak
 +
! scope="col"|Rumble Pak
 +
! scope="col"|Transfer Pak
 +
! scope="col"|64DD
 
! scope="col"|[[libretro|Libretro Core]]
 
! scope="col"|[[libretro|Libretro Core]]
 +
! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>
 
! scope="col"|Active
 
! scope="col"|Active
 
! scope="col"|[[Recommended Emulators|Recommended]]
 
! scope="col"|[[Recommended Emulators|Recommended]]
! scope="col"|Supported game(s)
 
|-
 
!colspan="9"|Action-adventure
 
|-
 
|OpenJK
 
|align=left|{{Icon|Windows|Linux|macOS}}
 
|[https://builds.openjk.org Build]<br/>[https://github.com/JACoders/OpenJK git]
 
|{{✗}} ||{{✓}} ||{{~}}
 
|Star Wars Jedi Knight II: Jedi Outcast, Star Wars Jedi Knight: Jedi Academy
 
 
|-
 
|-
!colspan="9"|Adventure
+
!colspan="13"|PC / x86
 
|-
 
|-
|The Ur-Quan Masters
+
|[[m64p]] (ParaLLEl)
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
 
|[http://sc2.sourceforge.net/downloads.php 0.8.0]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Star Control II
 
|-
 
!colspan="9"|FPS
 
|-
 
|Aleph One
 
|align=left|{{Icon|Windows|Linux|macOS}}
 
|[https://alephone.lhowon.org/download.html 1.4]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Marathon 1-2, Marathon Infinity
 
|-
 
|[http://bibendovsky.github.io/bstone BStone]
 
|align=left|{{Icon|Windows|Linux|macOS}}
 
|[https://github.com/bibendovsky/bstone/releases git]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Blake Stone: Aliens of Gold, Blake Stone: Planet Strike
 
|-
 
|Crispy Doom <br/>Crispy Heretic
 
 
|align=left|{{Icon|Windows|Linux}}
 
|align=left|{{Icon|Windows|Linux}}
|[https://github.com/fabiangreffrath/crispy-doom/releases git]
+
|[https://github.com/loganmc10/m64p/releases/latest git]
|{{}} ||{{✓}} ||{{✓}}
+
|{{}}
|''Crispy Doom:'' Doom 1-2, Final Doom <br/>''Crispy Heretic:'' Heretic
+
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 
|-
 
|-
|[https://dhewm3.org dhewm3]
+
|m64p (Final GLideN64)
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD|Amiga}}
 
|[https://github.com/dhewm/dhewm3/releases git]
 
|{{✓}} ||{{✓}} ||{{✓}}
 
|Doom 3 (Original)
 
|-
 
|[https://doom64ex.wordpress.com Doom64 EX]
 
 
|align=left|{{Icon|Windows|Linux|macOS}}
 
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://sourceforge.net/projects/doom64ex/files/doom64ex/2.5 2.5]
+
|[https://github.com/loganmc10/m64p/releases/tag/v2021.5.30 Final GLideN64]
|{{}} ||{{}} ||{{✓}}
+
|{{}}
|Doom 64 (Original)
+
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✓}}
 
|-
 
|-
|[http://www.descent2.de D2X-XL] <br/>[https://www.dxx-rebirth.com DXX-Rebirth]
+
|ParaLLEl
|align=left|{{Icon|Windows|Linux|macOS}}
+
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|[https://sourceforge.net/projects/d2x-xl 1.18.74] <br/>[https://github.com/dxx-rebirth/dxx-rebirth/releases git]
+
|[https://www.retroarch.com/ 2.0-rc2]
|{{}} ||{{✓}} ||{{✓}}
+
|{{}}
|Descent, Descent II
+
|{{✓}}
|-
+
|{{✓}}
|ECWolf
+
|{{}}
|align=left|{{Icon|Windows|Linux|macOS|Android}}
+
|{{✓}}
|[http://maniacsvault.net/ecwolf/download.php 1.3.3]
+
|{{✓}}*
|{{✓}} ||{{✓}} ||{{✓}}
+
|{{✓}}
|Wolfenstein 3D, Spear of Destiny, Super 3D Noah’s Ark
+
|{{}}
|-
+
|{{✓}}
|Hammer of Thyrion
 
|align=left|{{Icon|Windows|Linux|macOS}}
 
|[http://uhexen2.sourceforge.net 1.5.9]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Hexen II
 
 
|-
 
|-
|[https://ioquake3.org ioquake3]
+
|[[RMG]]
|align=left|{{Icon|Windows|Linux|macOS|Amiga}}
 
|[https://ioquake3.org/get-it 1.36]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Quake III: Arena
 
|-
 
|iortcw
 
|align=left|{{Icon|Windows|Linux|macOS}}
 
|[https://github.com/iortcw/iortcw/releases git]
 
|{{✗}} ||{{~}} ||{{✓}}
 
|Return to Castle Wolfenstein
 
|-
 
|[http://nukeykt.retrohost.net NBlood]
 
 
|align=left|{{Icon|Windows|Linux}}
 
|align=left|{{Icon|Windows|Linux}}
|[https://github.com/nukeykt/NBlood/releases git]
+
|[https://github.com/Rosalie241/RMG git]
|{{}} ||{{✓}} ||{{✓}}
+
|{{}}
|Blood
+
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 
|-
 
|-
|OpenMoHAA
+
|[[Project64]]
|align=left|{{Icon|Windows|Linux}}
+
|align=left|{{Icon|Windows}}
|[https://sourceforge.net/projects/openmohaa/]
+
|[https://www.pj64-emu.com/public-releases {{Project64Ver}}]<br >[https://www.pj64-emu.com/nightly-builds Dev]
|{{✗}} ||{{✗}} ||{{✗}}
+
|{{}}
|Medal of Honour: Allied Assault
+
|{{✓}}
|-
+
|{{✓}}
|OpenXRay
+
|{{✓}}
|align=left|{{Icon|Windows|Linux}}
+
|{{}}
|[https://github.com/OpenXRay/xray-16/releases git]
+
|{{✗}}
|{{}} ||{{✓}} ||{{✓}}
+
|{{✓}}
|S.T.A.L.K.E.R.: Clear Sky, S.T.A.L.K.E.R.: Call of Pripyat
+
|{{✓}}
|-
+
|{{✓}}
|[http://pcex.retrohost.net PCExhumed]
 
|align=left|{{Icon|Windows|Linux}}
 
|[https://lerppu.net/wannabethesis/pcexhumed/]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Powerslave (PC)
 
 
|-
 
|-
|[https://powerslaveex.wordpress.com Powerslave EX]
+
|[[ares]]
 
|align=left|{{Icon|Windows|Linux|macOS}}
 
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://github.com/svkaiser/PowerslaveEX git]
+
|[https://github.com/ares-emulator/ares/releases {{aresVer}}]
|{{✗}} ||{{}} ||{{}}
+
|{{✗}}
|Powerslave (Console)
+
|{{}}
|-
+
|{{~}}
|[https://docs.libretro.com/library/prboom PrBoom]
+
|{{~}}
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
+
|{{✗}}
|[https://github.com/libretro/libretro-prboom git]
+
|{{}}
|{{✓}} ||{{~}}<ref group=N>PrBoom-plus is still active</ref> ||{{}}
+
|{{✓}}
|Doom 1-2, Final Doom
+
|{{}}
 +
|{{~}}
 
|-
 
|-
|[http://quakespasm.sourceforge.net Quakespasm] <br/>vkQuake<ref group=N>vkQuake is based on Quakespasm, but uses Vulkan instead of OpenGL for rendering</ref>
+
|[[CEN64]]
 
|align=left|{{Icon|Windows|Linux|macOS}}
 
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://sourceforge.net/projects/quakespasm 0.93.2] <br/>[https://github.com/Novum/vkQuake/releases git]
+
|[https://github.com/tj90241/cen64 git]
|{{✗}} ||{{✓}} ||{{✓}}
+
|{{✗}}
|Quake 1
+
|{{✓}}
|-
+
|{{✓}}
|RBDOOM-3-BFG
+
|{{}}
|align=left|{{Icon|Windows|Linux}}
+
|{{✓}}
|[https://github.com/RobertBeckebans/RBDOOM-3-BFG/releases git]
+
|{{✗}}
|{{✗}} ||{{✓}} ||{{✓}}
+
|{{}}
|Doom 3 (BFG Edition)
+
|{{✓}}
|-
+
|{{~}}
|[https://icculus.org/rott Rise of the Triad for Linux]
 
|align=left|{{Icon|Windows7|Linux|DC}}
 
|[https://icculus.org/rott/releases git]
 
|{{✗}} ||{{✗}} ||{{✗}}
 
|Rise of the Triad: Dark War
 
|-
 
|rottexpr
 
|align=left|{{Icon|Windows|Linux}}
 
|[https://github.com/LTCHIPS/rottexpr/releases git]
 
|{{✗}} ||{{✓}} ||{{}}
 
|Rise of the Triad: Dark War
 
 
|-
 
|-
|Shockolate
+
|[[Mupen64Plus]]
 
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
 
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|[https://github.com/Interrupt/systemshock/releases git]
+
|[https://github.com/mupen64plus/mupen64plus-core/releases git]
|{{}} ||{{✓}} ||{{✓}}
+
|{{✓}}
|System Shock 1
+
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{~}}
 
|-
 
|-
|[https://theforceengine.github.io The Force Engine]
+
|[[Project64 Netplay]]
 
|align=left|{{Icon|Windows}}
 
|align=left|{{Icon|Windows}}
|[https://theforceengine.github.io/downloads.html 0.01.006]
+
|[https://pj64netplay-emu.ml/download.html {{Project64NetplayVer}}]
|{{✗}} ||{{}} ||{{✗}} <small>(WIP)</small>
+
|?
|Star Wars: Dark Forces, Outlaws
+
|{{✗}}
 +
|{{✗}}
 +
|{{}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 
|-
 
|-
|[https://disenchant.net/tyrquake Tyrquake]
+
|[[BizHawk]]
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
+
|align=left|{{Icon|Windows}}
|[https://disenchant.net/git/tyrquake.git git]
+
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]
|{{✓}} ||{{✓}} ||{{✓}}
+
|{{✗}}
|Quake 1
+
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 
|-
 
|-
|vitaQuake II
+
|[[1964]]
|align=left|{{Icon|Windows|Linux|macOS|Vita}}
+
|align=left|{{Icon|Windows}}
|[https://github.com/Rinnegatamante/vitaQuakeII git], [http://vitadb.rinnegatamante.it/#/info/278 PS Vita]
+
|[http://www.emulation64.com/files/getfile/936/ 1.1] (Official)<br />[http://files.emulation64.fr/Emulateurs/EMU_1964_146.zip 1.2 r146] (Unofficial SVN)
|{{✓}} ||{{✓}} ||{{✓}}
+
|{{✓}}
|Quake 2
+
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 
|-
 
|-
|[https://xash.su/xash3d.html Xash3D]
+
|[[DaedalusX64]]
|align=left|{{Icon|Windows|Linux|Android}}
+
|align=left|{{Icon|Linux}}
|[https://xash3d.ru/doku.php?id=downloads 0.99]
+
|[https://github.com/DaedalusX64/daedalus/releases/latest git]
|{{✗}} ||{{~}} ||{{✓}}
+
|?
|Half-Life 1
+
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 
|-
 
|-
|[https://www.yamagi.org/quake2 Yamagi Quake II]
+
|[[Sixtyforce]]
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
+
|align=left|{{Icon|macOS}}
|[https://deponie.yamagi.org/quake2 8.00]
+
|[http://sixtyforce.com/download/ {{SixtyforceVer}}]
|{{✗}} ||{{}} ||{{✓}}
+
|?
|Quake 2
+
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✗}}
 
|-
 
|-
!colspan="9"|Platform
+
|Larper64
|-
 
|[https://github.com/deathkiller/jazz2 Jazz² Resurrection]
 
|align=left|{{Icon|Windows|Linux|macOS|Android}}
 
|[https://github.com/deathkiller/jazz2/releases 0.6.6]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Jazz Jackrabbit 2
 
|-
 
|NXEngine <br/>[https://github.com/nxengine/nxengine-evo nxengine-evo]
 
 
|align=left|{{Icon|Windows|Linux|macOS}}
 
|align=left|{{Icon|Windows|Linux|macOS}}
|[http://nxengine.sourceforge.net 1.0.0.6] <br/>[https://github.com/nxengine/nxengine-evo/releases 2.6.5]
+
|[https://drive.google.com/file/d/1IWyw5UG9Uf24KG0zrcXSFoOmcQoHWmyc/view {{Larper64Ver}}]
|{{}} ||{{✗}} ||{{}}
+
|?
|Cave Story
+
|{{}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 
|-
 
|-
|[http://www.alister.eu/jazz/oj/about.php OpenJazz]
+
|[[UltraHLE]]
|align=left|{{Icon|Windows|Linux|macOS|Pandora|GP32|DC}}
+
|align=left|{{Icon|Windows}}
|[https://github.com/AlisterT/openjazz/releases 20190106]
+
|[https://web.archive.org/web/20070312015944/http://www.emuunlim.com/UltraHLE/ultrahle.zip 1.0]
|{{✗}} ||{{~}} ||{{}}
+
|?
|Jazz Jackrabbit 1
+
|{{✗}}
 +
|{{✗}}
 +
|{{}}
 +
|{{✗}}
 +
|{{}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 
|-
 
|-
|R.E.L.I.V.E.
+
|[[MAME]]
|align=left|{{Icon|Windows|Linux}}
+
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|[https://github.com/AliveTeam/alive_reversing Git]
+
|[http://www.mamedev.org/release.html {{MAMEVer}}]
|{{✗}} ||{{✓}} ||{{✓}}
+
|{{✗}}
|Oddworld: Abe's Oddysee, Oddworld: Abe's Exoddus
+
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 
|-
 
|-
|[https://github.com/cyxx/rawgl rawgl]
+
|[[Ryu64]]
 
|align=left|{{Icon|Windows|Linux|macOS}}
 
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://github.com/cyxx/rawgl/releases 0.2.1]
+
|[https://github.com/Ryu64Emulator/Ryu64 git]
|{{✗}} ||{{}} ||{{✓}}
+
|?
|Another World/Out of This World
+
|{{✗}}
 +
|{{✗}}
 +
|{{}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 
|-
 
|-
|REminiscence
+
|R64Emu
|align=left|{{Icon|Windows|Android}}
 
|[http://cyxdown.free.fr/reminiscence/ 0.4.8]
 
|{{✓}} ||{{✓}} ||{{✓}}
 
|Flashback (Another World's spiritual sequel)
 
|-
 
|[https://github.com/lethal-guitar/RigelEngine Rigel Engine]
 
|align=left|{{Icon|Windows|Linux|macOS|LinuxARM}}
 
|[https://github.com/lethal-guitar/RigelEngine/releases 0.7.1]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Duke Nukem II
 
|-
 
|[https://www.popot.org/get_the_games.php?game=SDLPoP SDLPoP]
 
 
|align=left|{{Icon|Windows|Linux|macOS}}
 
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://github.com/NagyD/SDLPoP/releases 1.2.2]
+
|[https://github.com/rasky/r64emu git]
|{{✗}} ||{{✓}} ||{{✓}}
+
|?
|Prince of Persia (1989)
+
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 
|-
 
|-
|[[ Super Mario 64 Port]]
+
!colspan="13"|Mobile / ARM
|Multi-platform
 
|Depends on port
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Super Mario 64 (N64)
 
 
|-
 
|-
|[http://www.bigorno.net/xrick/ xrick]
+
|[[Mupen64Plus]] FZ
|align=left|{{Icon|Windows|Linux|GameCube|BeOS|Amiga|GP32}}
+
|align=left|{{Icon|Android}}
|[http://www.bigorno.net/xrick/download.html #021212]
+
|[https://play.google.com/store/apps/details?id=org.mupen64plusae.v3.fzurita 3.0.291 (beta)]
|{{✓}} ||{{✗}} ||{{✓}}
+
|?
|Rick Dangerous
+
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 
|-
 
|-
!colspan="9"|Puzzle
+
|[[Mupen64Plus]]-pandora/Pyra
 +
|align=left|{{Icon|Pandora|Pyra}}
 +
|[https://pyra-handheld.com/boards/threads/mupen64plus-2-2.72661 Pandora Build]<br/>[https://pyra-handheld.com/repo/apps/39 Pyra Build]
 +
|?
 +
|{{✓}}
 +
|?
 +
|?
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 
|-
 
|-
|[https://github.com/mjfwalsh/lemmini Lemmini]
+
!colspan="13"|Consoles
|align=left|{{Icon|Windows|macOS}}
 
|[https://github.com/mjfwalsh/lemmini/releases 0.82]
 
|{{✗}} ||{{✗}} ||{{✓}}
 
|Lemmings
 
 
|-
 
|-
!colspan="9"|Racing
+
|[[Virtual Console]]
 +
|align=left|{{Icon|Wii|WiiU}}
 +
|N/A
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 
|-
 
|-
|[https://github.com/djyt/cannonball CannonBall]
+
|Not64
|align=left|{{Icon|Windows|Linux|macOS|Pandora|LinuxARM}}
+
|align=left|{{Icon|GCN|Wii}}
|[https://github.com/djyt/cannonball/wiki 0.34]
+
|[https://github.com/Extrems/Not64/releases/latest git]
|{{✓}} ||{{✗}} ||{{✓}}
+
|?
|OutRun
+
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 
|-
 
|-
|[https://github.com/zaps166/NFSIISE NFSIISE]
+
|[[DaedalusX64]]
|align=left|{{Icon|Windows|Linux|macOS|Android}}
+
|align=left|{{Icon|PSP|3DS}}<br>{{Icon|Vita|PS2}}
|[https://github.com/zaps166/NFSIISE/releases Git]
+
|[https://github.com/DaedalusX64/daedalus/releases/latest PSP]<br/>[https://github.com/masterfeizz/DaedalusX64-3DS/releases 3DS]<br/>[https://github.com/Rinnegatamante/DaedalusX64-vitaGL/releases VitaGL]<br/>[https://www.ps2-home.com/forum/viewtopic.php?f=99&p=39957#p39957 PS2]
|{{✗}} ||{{✓}} ||{{✓}}
+
|?
|Need for Speed II: SE
+
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|{{~}}
 
|-
 
|-
|[https://github.com/jeff-1amstudios/OpenC1 OpenC1]
+
|Surreal64 CE
|align=left|{{Icon|Windows|Linux|macOS}}
+
|align=left|{{Icon|Xbox}}
|[http://1amstudios.com/projects/openc1/ 1.4]
+
|[https://digiex.net/threads/surreal64-ce-b6-0-download-n64-emulator-for-xbox.13677 Beta 6.0]
|{{✗}} ||{{✗}} ||{{}}
+
|?
|Carmageddon
+
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{}}
 +
|{{~}}
 
|-
 
|-
|OpenLGR
+
|mupen64-360
|align=left|{{Icon|Windows|Linux|macOS}}
+
|align=left|{{Icon|Xbox360}}
|[https://github.com/james-knippes/openlgr Git]
+
|[https://digiex.net/threads/mupen64-360-xbox-360-nintendo-64-n64-emulator-download.9352 0.96 beta]
|{{✗}} ||{{✗}} ||{{✗}}
+
|?
|Lego Racers
+
|{{✗}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{~}}
 
|-
 
|-
|[https://github.com/LRFLEW/OpenMC2 OpenMC2]
+
|[https://code.google.com/p/mupen64gc/ Wii64]
|align=left|{{Icon|Linux|macOS}} (via [[Wine]])
+
|align=left|{{Icon|GCN|Wii}}
|[https://github.com/LRFLEW/OpenMC2/releases 0.0.2]
+
|[https://code.google.com/archive/p/mupen64gc/downloads 1.1 beta]
|{{}} ||{{}} ||{{}}
+
|?
|Midnight Club II
+
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|}
 +
 
 +
<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 is a project aiming to close the gap between Project64 and Mupen64Plus in terms of user experience.
 +
 
 +
:;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. It does come with GLideN64 out-of-the-box, but the default audio plugin isn't even the best in the box. 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. However, a fork named 1964 GEPD is regularly updated and remains the go-to choice for emulation of 007 Goldeneye and Perfect Dark. This is for a number of reasons, the most notable are a 60 FPS hack and a mouse injector plugin, which happens to include an FOV slider.
 +
 
 +
;Daedalus:is a 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 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", an 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 SoftGraphic
 +
Project64 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! 64'' is a Japan-only train simulator released by [[Wikipedia:Taito|Taito]] that is compatible with an optional special controller that plugs into the player 3 port.<ref name="ArcadeUSA">{{cite web|url=https://www.youtube.com/watch?v=cCcPAGhcnck|title=Densha De Go! Nintendo 64 Controller!|publisher=YouTube|accessdate=2018-06-17|date=2017-01-20}}</ref> No emulator supports it.
 +
 
 +
===Pokémon Snap Station===
 +
There was a special kiosk designed to promote ''Pokémon Snap'' called the ''Pokémon Snap Station'', which is also compatible with the North American ''Pokémon Stadium'' with its gallery mode. It is just a Nintendo 64 with special hardware designed for the station.<ref name="Sixty Formula">{{cite web|url=https://www.youtube.com/watch?v=AMbjvGvPkV4|title=The Pokemon 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 NRage'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 the 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]. The latest newcomer is Mupen64Plus which is the base of other emulators such as [[m64p]] and [[RMG]].
 +
 
 +
{| class="wikitable" style="text-align:center;"
 
|-
 
|-
|[https://openswe1r.github.io/ OpenSWE1R]
+
! scope="col"|Name
|align=left|{{Icon|Windows|Linux|macOS}}
+
! scope="col"|Platform(s)
|[https://github.com/OpenSWE1R/openswe1r Git]
+
! scope="col"|Latest Version
|{{✗}} ||{{✓}} ||{{✗}} <small>(WIP)</small>
+
! scope="col"|N64 Mouse
|Star Wars Episode 1: Racer
+
! scope="col"|64DD Emulation
 +
! scope="col"|Active
 +
! scope="col"|[[Recommended Emulators|Recommended]]
 
|-
 
|-
|[https://yethiel.gitlab.io/RVDocs/ RVGL]
+
! colspan="7"|PC / x86
|align=left|{{Icon|Windows|Linux|Android|LinuxARM|Pandora}}
 
|[https://rvgl.re-volt.io 21.0125a]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Re-Volt
 
 
|-
 
|-
|REDriver2
+
|ParaLLEl
|align=left|{{Icon|Windows|Linux}}
 
|[https://github.com/SoapyMan/REDRIVER2 Git]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Driver 2
 
|-
 
|[https://pyra-handheld.com/boards/threads/stunt-car-remake.79671/ stuntcarremake]<ref group=N>Based on Stunt Car Racer Remake for Windows</ref>
 
|align=left|{{Icon|Windows7|Linux|Pandora}}
 
|[https://repo.openpandora.org/?page=detail&app=stuntcarremake_ptitseb Build 08]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Stunt Car Racer (Amiga / AtariST)
 
|-
 
!colspan="9"|RPG
 
|-
 
|[http://arx-libertatis.org/ Arx Libertatis]
 
 
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
 
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|[https://github.com/arx/ArxLibertatis/releases 1.1.2-r1]
+
|[https://www.retroarch.com/ 2.0-rc2]
|{{}} ||{{✓}} ||{{✓}}
+
|{{}}
|Arx Fatalis
+
|Mid/High
 +
|{{✓}}
 +
|{{✓}}
 
|-
 
|-
|[https://github.com/Interkarma/daggerfall-unity Daggerfall Unity]
+
|[[Project64]]
|align=left|{{Icon|Windows|Linux|macOS}}
+
|align=left|{{Icon|Windows}}
|[https://www.dfworkshop.net/projects/daggerfall-unity/live-builds/ Beta 0.11.4]
+
|[https://github.com/project64/project64 {{Project64Ver}}]<br >[https://64dd.org/downloads.html 64DD.org Builds]
|{{}} ||{{✓}} ||{{✓}}
+
|{{}}
|The Elder Scrolls II: Daggerfall
+
|Mid
 +
|{{✓}}
 +
|{{✓}}
 
|-
 
|-
|[https://github.com/diasurgical/devilutionX DevilutionX]
+
|[[CEN64]]
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD|Haiku|Switch}}
 
|[https://github.com/diasurgical/devilutionX/releases 1.2.1]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Diablo
 
|-
 
|REGoth
 
|align=left|{{Icon|Windows|Linux}}
 
|[https://github.com/REGoth-project/REGoth-bs Git]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Gothic, Gothic II
 
|-
 
|[https://makipl.github.io/OpenVIII-monogame/ OpenVIII]
 
|align=left|{{Icon|Windows|Linux}} <!-- planned: {{Icon|Android|iOS}} -->
 
|[https://github.com/MaKiPL/OpenVIII Git]
 
|{{✗}} ||{{✓}} ||{{✗}}
 
|Final Fantasy VIII
 
|-
 
|[https://opendiablo2.com/ OpenDiablo2]
 
|align=left|{{Icon|Windows|Linux}}
 
|[https://github.com/OpenDiablo2/OpenDiablo2 Git]
 
|{{✗}} ||{{✓}} ||{{✗}}
 
|Diablo II
 
|-
 
|[https://openmw.org/ OpenMW]
 
 
|align=left|{{Icon|Windows|Linux|macOS}}
 
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://openmw.org/downloads/ 0.46.0]
+
|[https://github.com/tj90241/cen64 git]
|{{}} ||{{✓}} ||{{}}
+
|{{}}
|The Elder Scrolls III: Morrowind
+
|Mid
 +
|{{✓}}
 +
|{{}}
 
|-
 
|-
|[https://github.com/afritz1/OpenTESArena OpenTESArena]
+
|[[m64p]]
 
|align=left|{{Icon|Windows|Linux|macOS}}
 
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://github.com/afritz1/OpenTESArena/releases 0.13.0]
+
||[https://github.com/loganmc10/m64p/releases git]
|{{}} ||{{✓}} ||{{✗}} <small>(WIP)</small>
+
|{{}}
|The Elder Scrolls I: Arena
+
|?
|-
+
|{{✓}}
!colspan="9"|RTS
+
|{{✗}} (WIP)
 
|-
 
|-
|[https://github.com/OpenDUNE/OpenDUNE OpenDUNE]
+
|[[MAME]]
 
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
 
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|[https://github.com/OpenDUNE/OpenDUNE/releases 0.9]
+
|[http://www.mamedev.org/release.html {{MAMEVer}}]
|{{✗}} ||{{✓}} ||{{✓}}
+
|{{✗}}
|Dune II: The Building of a Dynasty
+
|Mid
|-
+
|{{}}
|[http://www.ta3d.org/home-en.php TA3D]
+
|{{}}
|align=left|{{Icon|Windows|Linux|macOS}}
+
|}
|[https://github.com/zuzuf/TA3D/releases 0.6.0]
+
 
|{{✗}} ||{{}} ||{{~}}
+
* 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.
|Total Annihilation
+
**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.
|-
+
 
!colspan="9"|RTT
+
* MAME includes early basic 64DD emulation as well but is 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 disk to files. Writes only update the copy in memory, and, once the MAME process ends, the changes are lost. Current usage: <code>mame n64dd -quickload disk -cart cart -nodrc</code> (both disk and cart are optional)
|-
+
 
|[http://freesynd.sourceforge.net/ FreeSynd]
+
* CEN64, like Project64, had 64DD emulation ported to it from MAME. However, it focuses on accuracy and plays much slower than other emulators, aside from the 64DD emulation itself is imperfect.
|align=left|{{Icon|Windows|Linux|macOS}}
+
 
|[https://sourceforge.net/projects/freesynd/ 0.7.5]
+
===iQue Player emulation===
|{{✗}} ||{{✗}} ||{{✗}}
+
Before the GBA, DS, and 3DS, Nintendo released a modified version of their Nintendo 64 system for the Chinese market, which was called the iQue Player, through their not-quite-subsidiary iQue. Fourteen games were translated into Simplified Chinese, including Sin and Punishment, Ocarina of Time (the Majora's Mask port was canceled), Super Mario 64, and others.
|Syndicate (1993)
+
 
|-
+
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 Chinese ROM-hacking scene is very active though and has translated the Japanese regular N64 releases for many of these to their language already, which explains some of the Chinese ROMs floating for those. However, recently, almost all pieces of iQue Player software were decrypted to regular .z64 ROM format.
|[http://swars.vexillium.org/ Syndicate Wars Port]
+
 
|align=left|{{Icon|Windows|Linux|macOS}}
+
Several of the Chinese game localizations already run on N64 emulators, but as some hardware features of the iQue Player are not yet supported, some games, as well as the system menu and features in games such as saving, do not work yet.
|[http://swars.vexillium.org/#download 0.3]
+
 
|{{✗}} ||{{✗}} ||{{✓}}
+
===Aleck 64 arcade emulation===
|Syndicate Wars
+
Nintendo collaborated with SETA to release an arcade system based on their Nintendo 64 system (kind of like their PlayChoice-10 for the NES, Super System arcade hardware for SNES, and later Triforce for GCN). The Nintendo 64-variant with more RAM, the Aleck 64, failed to catch on and bombed. It was never released outside Japan, even though one N64 port made it.
|-
+
 
!colspan="9"|TBS
+
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:
|-
+
 
|[https://ctp2.darkdust.net/ civctp2]
+
* Donchan Puzzle Hanabi de Doon!
|align=left|{{Icon|Windows|Linux|Pandora}} Pyra
+
* Eleven Beat: World Tournament
|[https://github.com/civctp2/civctp2/releases 2010-04-01] <br/>([https://github.com/ptitSeb/ctp2 ctp2] for Linux/Pandora/Pyra])
+
* Hi Pai Paradise
|{{✗}} ||{{~}} ||{{✓}}
+
* Kuru Kuru Fever
|Call to Power II
+
* Magical Tetris Challenge
|-
+
* Mayjinsen 3 / Meijin-Sen
|[http://www.civone.org/ CivOne]
+
* Star Soldier: Vanishing Earth (also ported to N64)
|align=left|{{Icon|Windows|Linux|macOS}}
+
* Super Real Mahjong VS
|[https://github.com/SWY1985/CivOne Git]
+
* Tower & Shaft
|{{✗}} ||{{✓}} ||{{✗}} <small>(WIP)</small>
+
* Vivid Dolls (official eroge game on a Nintendo console)
|Sid Meier's Civilization
+
 
|-
+
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].
|[https://openxcom.org/ OpenXcom]
+
 
|align=left|{{Icon|Windows|Linux|macOS}}
+
The remaining ones from the system's library not yet covered are:
|[https://openxcom.org/git-builds/ Git]
+
* Hi Pai Paradise 2
|{{✗}} ||{{✓}} ||{{✓}}
+
* Rev Limit
|UFO: Enemy Unknown (X-Com: UFO Defense), X-COM: Terror From the Deep
+
* Variant Schwanzer
|-
+
 
!colspan="9"|Sandbox
+
==Virtual Console games in Dolphin==
|-
+
Some N64 games are emulated well on a Virtual Console game through Dolphin. The system requirements are much higher, but it's doable for many games. The following games are on the N64 Virtual Console for Wii:
|[https://openrw.org/ OpenRW]
+
 
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
+
{|width="100%"
|[https://github.com/rwengine/openrw Git]
+
|- valign="top"
|{{✗}} ||{{✓}} ||{{~}}
+
|
|Grand Theft Auto III
+
* 1080 Snowboarding
|-
+
* Bomberman Hero
|re3<br/>reVC
+
* Cruis'n USA
|align=left|{{Icon|Windows|Linux|macOS}}
+
* Custom Robo V2 (Japan only)
|[https://github.com/GTAmodding/re3 re3] <br/>[https://github.com/GTAmodding/re3/tree/miami/ reVC]
+
* F-Zero X
|{{✗}} ||{{✓}} ||{{✓}}
+
* Kirby 64: The Crystal Stars
|Grand Theft Auto III, Grand Theft Auto: Vice City
+
* The Legend of Zelda: Majora's Mask
|-
+
* The Legend of Zelda: Ocarina of Time
|[https://github.com/GTA-ASM/SanAndreasUnity San Andreas Unity]
+
|
|align=left|{{Icon|Windows|Linux|macOS|Android}}
+
* Mario Golf
|[https://github.com/GTA-ASM/SanAndreasUnity/releases 3.5]
+
* Mario Kart 64
|{{✗}} ||{{✓}} ||{{~}}
+
* Mario Party 2
|Grand Theft Auto: San Andreas
+
* Mario Tennis
|-
+
* Ogre Battle 64: Person of Lordly Caliber
!colspan="9"|Shoot 'em up
+
* Paper Mario
|-
+
* Pokemon Puzzle League
|[https://github.com/opentyrian/opentyrian OpenTyrian]
+
|
|align=left|{{Icon|Windows|Linux|Android}}
+
* Pokemon Snap
|[https://github.com/opentyrian/opentyrian/releases 2.1.20130907]
+
* Sin & Punishment (English)
|{{✗}} ||{{✓}} ||{{✓}}
+
* Star Fox 64
|Tyrian
+
* Super Mario 64
|-
+
* Super Smash Bros.
!colspan="9"|Sim - City-building
+
* Wave Race 64
|-
+
* Yoshi's Story
|[https://bitbucket.org/dalerank/caesaria/wiki/Home CaesarIA]
 
|align=left|{{Icon|Windows|Linux|macOS|Android|Haiku}}
 
|[https://sourceforge.net/projects/opencaesar3/files/ 0.5] (2016)
 
|{{✗}} ||{{✗}} ||{{✗}}
 
|Caesar III
 
|-
 
|[https://github.com/bvschaik/julius Julius]<br />[https://github.com/Keriew/augustus Augustus] <small>(Gameplay changes)</small>
 
|align=left|{{Icon|Windows|Linux|macOS|Vita|Switch}}
 
|[https://github.com/bvschaik/julius/releases 1.6]<br />[https://github.com/Keriew/augustus/releases 3.0.1]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Caesar III
 
|-
 
!colspan="9"|Sim - Construction/Management
 
|-
 
|[http://corsixth.com/ CorsixTH]
 
|align=left|{{Icon|Windows|Linux|macOS|BSD}}
 
|[https://github.com/CorsixTH/CorsixTH/releases 0.65]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Theme Hospital
 
|-
 
|[https://www.reddit.com/r/locomotion/ OpenLoco]
 
|align=left|{{Icon|Windows|Linux|macOS}}
 
|[https://github.com/OpenRCT2/OpenLoco/releases 21.05]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Chris Sawyer's Locomotion
 
|-
 
|[https://openrct2.org/ OpenRCT2]
 
|align=left|{{Icon|Windows|Linux|macOS}}
 
|[https://github.com/OpenRCT2/OpenRCT2/releases 0.3.3]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|RollerCoaster Tycoon 2
 
|-
 
|[https://www.openttd.org/en/ OpenTTD]
 
|align=left|{{Icon|Windows|Linux|macOS}}
 
|[https://github.com/OpenTTD/OpenTTD/releases 1.11.2]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Transport Tycoon Deluxe
 
|-
 
!colspan="9"|Sim - Flight Combat
 
|-
 
|[https://github.com/jtrfp/terminal-recall terminal-recall]
 
|align=left|{{Icon|Windows|Linux|macOS}}
 
|[https://github.com/jtrfp/terminal-recall Git] <br/>[https://sourceforge.net/projects/terminal-recall/files/nightly-builds/ Nightly Builds]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Terminal Volocity, Fury3
 
|-
 
!colspan="9"|TPS
 
|-
 
|[https://github.com/fgsfdsfgs/max_vita/ max_vita]
 
|align=left|{{Icon|Vita}}
 
|[https://github.com/fgsfdsfgs/max_vita/releases release 4]
 
|{{✗}} ||{{✓}} ||{{✓}}
 
|Max Payne
 
|-
 
!colspan="9"|Visual novel
 
|-
 
|[https://github.com/CommitteeOfZero/nitrosharp NitroSharp]
 
|align=left|{{Icon|Windows|Linux}}
 
|[https://github.com/CommitteeOfZero/nitrosharp/releases Git]
 
|{{✗}} ||{{✓}} ||{{~}} <small>(WIP)</small>
 
|ChäoS;HEAd NoAH
 
 
|}
 
|}
  
Line 679: Line 582:
 
<references group=N />
 
<references group=N />
  
==External links==
+
==References==
* [https://osgameclones.com/ Open Source Game Clones] (Likely the best and most complete list.)
+
<references/>
* [https://github.com/leereilly/games Games on GitHub] by Lee Reilly ([https://github.com/leereilly/games/blob/master/README.md Master list] in wider view. This list from leereilly contains Table of Contents and categories with highlighted links to Git repos.)
 
* [https://trilarion.github.io/opensourcegames/ Open Source Games on GitHub] by Trilarion ([https://github.com/Trilarion/opensourcegames/blob/master/entries/tocs/_games.md#Games Master list]. As good as OSGC site above & frighteningly far larger list than leereilly's Git list. Over [https://github.com/Trilarion/opensourcegames/blob/master/README.md 1200 game entries]!)
 
* [https://en.wikipedia.org/wiki/Game_engine_recreation#Methods Game engine recreation] on Wikipedia (Has links to lists of: 1) commercial video games with source code; 2) source ports; and 3) game engine recreations.)
 
* [https://en.wikipedia.org/wiki/List_of_open-source_video_games List of open-source video games] on Wikipedia (Not very complete, and the different categories are somewhat confusing.)
 
* [https://libregamewiki.org/Main_Page LibreGameWiki] (Small learning curve applies for navigating around the wiki. Tends to focus more on indigenous open-source engines.)
 
* [https://directory.fsf.org/wiki/Category/Game Game category of the Free software directory] (Wiki with fairly basic content. Tends to focus more on indigenous open-source engines.)
 
 
 
:<u>Curated Lists:</u>
 
:* [https://thingsiplay.game.blog/2020/03/13/open-source-drm-free-games/ Tuncay  D.'s recommendations for OS, DRM-free games] (thingsiplay.game.blog. Mar 13, 2020. Not for game recreations. Some selections have similarities to old commercial games.)
 
:* [https://thingsiplay.game.blog/2020/05/19/open-source-and-alike-games/ Tuncay  D.'s recommendations for OS & alike games] (thingsiplay.game.blog. May 19, 2020. Focused on game recreations and engines similar to other games.)
 
 
 
'''News:'''
 
* [https://www.gamingonlinux.com/articles/category/Game_Engine GamingOnLinux.com] (For the latest news on releases and updates of game recreations and source ports that work on Linux)
 
* [https://www.reddit.com/r/opensourcegames/ Reddit feed] (Aggregation quality is a little bit spotty. You have to wade through the news posts a bit for the relevant software.)
 
* [https://www.reddit.com/r/pcgaming/comments/hiuizr/list_of_open_source_games_list_of_open_source/ List of Open Source Games on Reddit] (Thread by u/AMD_CEO. Wed Jul 1, 2020. Had added recommendations to links also seen above.)
 
  
 +
{{Nintendo}}
  
[[Category:Game engine recreations]]
+
[[Category:Consoles]]
[[Category:Not really emulators]]
+
[[Category:Home consoles]]
 +
[[Category:Fifth-generation video game consoles]]
 +
[[Category:Nintendo consoles]]
 +
[[Category:Nintendo 64 emulators|*]]

Revision as of 00:13, 30 October 2021

Nintendo 64
Nintendo64Console.png
Developer Nintendo
Type Home video game console
Generation Fifth generation
Release date 1996
Discontinued 2002
Predecessor SNES
Successor GameCube
Emulated

The Nintendo 64 is a 64-bit fifth-generation console released by Nintendo on September 29, 1996 for $199.99.

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, but it's assumed that Nintendo's offer was more appealing. With the NEC VR4300 CPU clocked at 93.75 MHz, 4MB of RAM,[N 1] 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. The development workstations were often Unix-based, something that would later help reverse engineers in some projects.

Emulators

Name Platform(s) Latest Version Plugins Controller Pak Rumble Pak Transfer Pak 64DD Libretro Core FLOSS Active Recommended
PC / x86
m64p (ParaLLEl) Windows Linux git
m64p (Final GLideN64) Windows Linux macOS Final GLideN64
ParaLLEl Windows Linux macOS FreeBSD 2.0-rc2 ✓*
RMG Windows Linux git
Project64 Windows 3.0.1
Dev
ares Windows Linux macOS v137 ~ ~ ~
CEN64 Windows Linux macOS git ~
Mupen64Plus Windows Linux macOS FreeBSD git ~
Project64 Netplay Windows 10/15/21 ?
BizHawk Windows 2.9.1
1964 Windows 1.1 (Official)
1.2 r146 (Unofficial SVN)
DaedalusX64 Linux git ?
Sixtyforce macOS 2.0.2 ?
Larper64 Windows Linux macOS 0.4 ?
UltraHLE Windows 1.0 ?
MAME Windows Linux macOS FreeBSD 0.265
Ryu64 Windows Linux macOS git ?
R64Emu Windows Linux macOS git ?
Mobile / ARM
Mupen64Plus FZ Android 3.0.291 (beta) ?
Mupen64Plus-pandora/Pyra Pandora Dragonbox Pyra Pandora Build
Pyra Build
? ? ?
Consoles
Virtual Console Wii Wii U N/A
Not64 GameCube Wii git ?
DaedalusX64 PSP Nintendo 3DS
Vita PlayStation 2
PSP
3DS
VitaGL
PS2
? ~
Surreal64 CE Xbox Beta 6.0 ? ~
mupen64-360 Xbox 360 0.96 beta ? ~
Wii64 GameCube Wii 1.1 beta ?

* Available exclusively as a libretro core

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,[1] 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 "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 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 is a project aiming to close the gap between Project64 and Mupen64Plus in terms of user experience.
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. It does come with GLideN64 out-of-the-box, but the default audio plugin isn't even the best in the box. 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. However, a fork named 1964 GEPD is regularly updated and remains the go-to choice for emulation of 007 Goldeneye and Perfect Dark. This is for a number of reasons, the most notable are a 60 FPS hack and a mouse injector plugin, which happens to include an FOV slider.
Daedalus
is a 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 PPC dynarec), but, with the switch to x86 and Mupen64Plus being ported to macOS, it has now become less relevant. However, development is still ongoing and is currently in its third rewrite to support the upcoming 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-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) commit at Switch emulator, Ryujinx's Git repository, and his depreciated Ryujinx Auto Updater tool. "86RYU", an x86 JIT compiler, is being developed alongside this emulator too.

Emulation issues

Main article: 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 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-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.[2][3] This means that Factor 5's games are now working in the high-level graphics mode.[4][5] 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.

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.

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.[6]

Densha De Go! Controller

Also available for the PlayStation, Densha De Go! 64 is a Japan-only train simulator released by Taito that is compatible with an optional special controller that plugs into the player 3 port.[7] 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.[8][9] 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 NRage'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 the 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 LuigiBlood. The latest newcomer is Mupen64Plus which is the base of other emulators such as m64p and RMG.

Name Platform(s) Latest Version N64 Mouse 64DD Emulation Active Recommended
PC / x86
ParaLLEl Windows Linux macOS FreeBSD 2.0-rc2 Mid/High
Project64 Windows 3.0.1
64DD.org Builds
Mid
CEN64 Windows Linux macOS git Mid
m64p Windows Linux macOS git ? ✗ (WIP)
MAME Windows Linux macOS FreeBSD 0.265 Mid
  • 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 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 is much slower. Disk images need to be in head/track format. See here for more information. It does not currently support disk swapping or saving disk to files. Writes only update the copy in memory, and, once the MAME process ends, the changes are lost. Current usage: mame n64dd -quickload disk -cart cart -nodrc (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.

iQue Player emulation

Before the GBA, DS, and 3DS, Nintendo released a modified version of their Nintendo 64 system for the Chinese market, which was called the iQue Player, through their not-quite-subsidiary iQue. Fourteen games were translated into Simplified Chinese, including Sin and Punishment, Ocarina of Time (the Majora's Mask port was canceled), Super Mario 64, and others.

Unlike the Chinese releases of their more recent systems and their games, iQue Player releases are regular N64 roms 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 Chinese ROM-hacking scene is very active though and has translated the Japanese regular N64 releases for many of these to their language already, which explains some of the Chinese ROMs floating for those. However, recently, almost all pieces of iQue Player software were decrypted to regular .z64 ROM format.

Several of the Chinese game localizations already run on N64 emulators, but as some hardware features of the iQue Player are not yet supported, some games, as well as the system menu and features in games such as saving, do not work yet.

Aleck 64 arcade emulation

Nintendo collaborated with SETA to release an arcade system based on their Nintendo 64 system (kind of like their PlayChoice-10 for the NES, Super System arcade hardware for SNES, and later Triforce for GCN). The Nintendo 64-variant with more RAM, the Aleck 64, failed to catch on and bombed. It was never released outside Japan, even though one N64 port made it.

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
  • 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 patches to convert arcade ROM dumps to regular N64 ROM format can be found here.

The remaining ones from the system's library not yet covered are:

  • Hi Pai Paradise 2
  • Rev Limit
  • Variant Schwanzer

Virtual Console games in Dolphin

Some N64 games are emulated well on a Virtual Console game through Dolphin. The system requirements are much higher, but it's doable for many games. The following games are on the N64 Virtual Console for Wii:

  • 1080 Snowboarding
  • Bomberman Hero
  • Cruis'n USA
  • Custom Robo V2 (Japan only)
  • F-Zero 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

Notes

  1. Though a separate add-on was later released called the "Expansion Pak" that added an additional 4MB of RAM, totaling 8MB.

References

  1. loganmc10. 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."
  2. Public Release 3.0. Blogspot (2017-12-29)
  3. Initial implementation of BOSS ZSort ucode (WDC, Stunt Racer). GitHub (2018-02-10)
  4. "Indiana J. & Infernal Machine" HLE. Indiegogo (2018-05-17)
  5. HLE implementation of microcodes for "Indiana Jones" and "Battle for Naboo" completed.. Blogspot (2018-05-26)
  6. Hey You! Pikachu - Possible HLE Implementation. emutalk (2014-10-27, Last edit: 2016-04-04)
  7. Densha De Go! Nintendo 64 Controller!. YouTube (2017-01-20)
  8. The Pokemon Snap Station. YouTube (2016-05-21)
  9. VIDEO GAME KIOSKS - Extreme Game Collecting!. YouTube (2016-05-25)