| | Game name | Works best with | Known issues |
| =) | 40 Winks | Glide64 | |
| =) | 1080 Snowboarding | Glide64 | |
| =) | Aerogauge | | |
| =) | Aerofighter's Assault | RiceVideo or glN64 | |
| =| | Aidyn Chronicles | | RiceVideo: blue flashes, glN64: missing all polygons, Glide64: crash, distorted letters (1.3RC1 bin64) |
| =) | Airboarders 64 | | |
| =( | Armorines - Project SWARM | | hangs with any video plugin (1.3-RC1-bin-64) |
| =| | Army Men - Air Combat | | RiceVideo: triangles flash black, glN64: gaps in-between quads, Glide64: distorted letters (1.3RC1 bin64) |
| =| | Army Men - Sarge's Heroes | | RiceVideo: triangles flash blue, glN64: missing all polygons, Glide64: distorted letters (1.3RC1 bin64) |
| =) | Army Men - Sarge's Heroes 2 | glN64 | RiceVideo: Model polygons flashing black; Glide64: distorted letters (1.3RC1 bin64) |
| =) | Asteroids Hyper 64 | | |
| =) | Automobili Lamborghini | glN64 | RiceVideo: Model polygons flashing blue; Glide64: vertical gaps in flag (minor) (1.3RC1 bin64) |
| =) | Banjo-Kazooie | RiceVideo or Glide64 | glN64: Screen size wrong; washed-out textures (1.3RC1 bin64) |
| =) | Banjo-Tooie | RiceVideo with Dynarec off. | World is white/yellow in Glide64/glN64. Letters' texture distorted in Rice. Dynarec has random crashes. (SVN rev 1416 only; version 1.5 doesn't run it as good) |
| =) | Batman Beyond | glN64 | RiceVideo: Model polygons flashing black, Glide64: distorted letters (1.3RC1 bin64) |
| =( | Battle Tanx | | hangs with any video plugin (1.3-RC1-bin-64) |
| =| | Bomberman 64 | | various graphical glitches |
| =( | Blast Corps | | loads then crashes very fast (1.3.-RC1-bin-32) |
| =) | California Speed | Glide | |
| =) | Charlie Blast's Territory | glN64 | |
| =) | Conker's Bad Fur Day | Glide with get frame buffer info off | Collision detection issues (and more, including some blockers, with Rice). Major artefacts with glN64; Minor artifacts and missing lights with Rice. Glide doesn't seem to handle the game's dynamic shadows so better turn that option off.(mupen 1.5) |
| =( | Donkey Kong 64 | | can't get past intro (1.4, 1.5) |
| =) | Dr.Mario 64 | Glide | When you lose and try to restart, screen is messed up (mupen64+ 1.5) |
| =( | Excitebike 64 | | Huge graphical problems with all graphics plugins |
| =) | F-Zero X | | |
| =) | GoldenEye | RiceVideo | Major rendering issues with glN64 |
| =) | Iggy's Reckin' Balls | RiceVideo, Expansion Pack Disabled | Expansion Pack hangs at certain part of game |
| =| | Jet Force Gemini | GlN64 | The bug doors don't turn green when the enemies die, the crosshair for the tri rocket and guided missile launcher don't show, Vela's boss has problems, the screen is all black unless settings are fiddled with |
| =) | Kirby 64 | Glide64 | The borders of the screen have random flashing garbage, and there are some distorted characters (for example, King De-De-De face). |
| =) | Mario Kart 64 | | |
| =| | Mischief Makers | | Major display issues (see below in detailed notes) |
| =) | Mortal Kombat 4 | Glide64 - Enable Sound Sync, Enable Compiled Jump, Disable Expansion Pack | |
| =| | Mystical Ninja | | very laggy |
| =| | Paper Mario | | Flickering |
| =| | Perfect Dark | | the game seems to have problems with being able to enter the next stage once the current one is complete |
| =) | Puyo Puyo 4: Party | RiceVideo (minor artifacts), Glide64 (disable compiled jump) | requires lots of CPU power. glN64: UCode is not detected, selecting the proper UCode results in a freeze. Glide64: Crashes after intro video (before entry into menu) |
| =| | Rayman 2 - The great escape | Glide64 | Some collision problems (vital characters/items going through wall/floor), can be worked around by saving and trying repeatedly and/or changing view angle (mupen 1.5) |
| =) | Rush 2 | Glide64 | Artifacts with RiceVideo and glN64 |
| =| | San Francisco Rush | | textures are not aligned correctly |
| =( | San Francisco Rush 2049 | | freezes almost immediately |
| =) | Sin and Punishment (Tsumi no Batsu: Hoshi no Keishousha) | Glide64 | |
| =) | Super Bowling 64 | RiceVideo | |
| =) | Star Fox 64 | RiceVideo or Glide64 | |
| =) | Super Mario 64 | | |
| =) | Super Smash Bros | RiceVideo | |
| =) | Tony hawk pro skater 1, 2, 3 | RiceVideo | Broken textures with glN64 |
| =) | Top Gear Rally | | |
| =| | Yoshi's Story | | hangs with glide64, display artefacts with Rice and glN64 |
| =) | Zelda - Ocarina of Time | RiceVideo | |
| =| | Zelda - Majora's Mask | Glide | problems with cutscene |
Here are some notes I have (since I don't have mupen plus, these are all with mupen rerecording v8.) -Yoshi Story runs flawlessly on Glide 64 Wonder ++. -Banjo Tooie had a level that could not get completed, since an objective could not be completed. The plateau fire egg switch cannot be activated to open the gate to the witchyworld area. Mischief Makers (i ahve many complaints for this one): on the old mupen, graphically gln64 was superior, but has many problems. I currently use Jabo's 1.6, which has the fewest amount of problems among all plugins I had used. The game has unnatural lag. On stages 2-3, 2-8, the dash events in 3-10, and the hurdle event in 3-10, the game starts to run at 30 FPS. The console runs always at 60 FPS, and only lags in the hurdle event. There are some outline issues, like in the intro, and in world 4 some plugins render a blue outline in the background. The rolling rock is invisible. There was a gln64 1.1.1 plugin coded by someone that fixed it, but this plugin caused other problems as well. The questions in the mathfun event in 3-10 are black and not possible to see. In world 4, the screen is supposed to be dark, with only the center having a circle of light visible. This was done to simulate a dark cave with a flashlight shining on Marina. So far no plugin renders this correctly. Either the dark and light are swapped, or the screen is all light and no dark, but the correct "flashlight affect" is not present. The game gets CPU intensive and lags during some on screen explosions in worlds 3 and 5. This is a big one.... in world 2, many of the textures of the grayish brown walls are completely off. gln64 1.1.1 renders these textures 100% accurate. -Donkey Kong 64: will this game actually run past the DK rap in Mupen plus? -Similarly, will Blast Corps run past the Rare intro? -Mario Kart 64: the Thwomps in Bowser's Castle are not colored right in most plugins I've encountered. Also, many vs. stages have the game run too fast. -Paper Mario: will the flickering be fixed? -Bomberman 64: various graphical issues -Perfect Dark: the game seems to have problems with being able to enter the next stage once the current one is complete. -Jet Force Gemini: gln64 renders it mostly accurate, with a few problems: The bug doors don't turn green when the enemies die The crosshair for the tri rocket and guided missile launcher don't show Vela's boss has problems, and the screen is all black unless settings are fiddled with. -Majora's Mask: Zelda's cutscene -Bangai-O: The boss in the 6th stage with Jabo's 1.6 was invisible. -Goldeneye: I don't think I need to mention the graphical problems, they're well known..... bad skies... -Glover: his eyes are purple in the overworld -Mystical Ninja: very laggy -Wetrix: graphically, some o the colors are not the same as the console. Also, the timer seems to run too fast. -PilotWings?: some transparency issues -Rayman 2: With one plugin, the boss in the 7th stage disappeared. Haven;t researched if it was a freak accident of if it's a ROM problem or just that one plugin.
Features I hope Mupen Plus will have: -more savestate slots. -Advance to frame X. The TAB and +% options for fast forwarding movies are very lame. -Rewind -Full memory watching capabilities; I believe Gens has the best memory watching capabilities and user friendliness. Currently Memory Hacking Software from L.Spiro works as a mupen memory watcher, but an in-built one would be ideal. -NO DESYNCHING! -NO DESYNCHING! repeated for importance. OR, have a "desynch alert" during recording that notifies the TASer during recording if the movie desynched, and at what frame #. -No crashing for odd reasons i.e. more stable. Many people don't TAS with mupen only because it occassionally crashes on them. -Have a "recent .m64" load option.
These are some suggestions. Willpost more if I think of them.
-Comicalflop
Thanks for that, but we have our own versions of the plug ins here so we can't be too sure it's all relevant info.
Golden Eye works very well. I have a GF8400GS and I am only able to use 16bit textures on the Nvidia driver, however it plays flawlessly in 1024x768 with almost not noticeable slowdown, 4xhq and 2xsai. Looks better than perfect dark.
I have yet to figure out how to obtain an input plugin to use a PS2>USB joystick
Please add 720x480 as a screen resolution (eg 480i/p) So people running a TV-only machine may run it at their native resolution. Or at least add a custom resolution variable.
Zelda: Majora's Mask works just fine. It's playable. I have experienced these visual artifacts, however.
-Screen capture of game on inventory screen is not being taken -Some hearts are missing off the health bar. -Part of magic bar missing or wrong texture. -blight's input plugin worked oddly with the c buttons in the latest version -part of HUD clock missing, a big deal since the game depends on the in-game time.
Otherwise, I had no problems. I only played up to getting the Deku mask, and going into Termina field to look at the chalk drawing. I shut it off after that. I have intergrated graphics and am using a Saitek game controller.
Sorry for the list in the last comment it compacted. Anyway, I also want to note that Zelda: Ocarina of Time should work well because it doesn't use the expansion pack and is the base engine for Majora's Mask.
Top Gear Rally (U) !? works but is VERY slow. Unlike other emulators, it attempts at playing sound, but it is all wrong and skips a lot. According to the author of the music (I emailed him personally and have the songs in original format), all the sound is MOD files (made by FastTracker?). He also was the programmer of the MOD decoder used in the game. Not sure why no emulators have support for the audio of this game, even though Top Gear Rally 2 does have audio support from all the emulators.
The game works great with the dummy audio file plugin, just like other emulators.
http://imagebin.org/22859
Never mind above comment about audio. Works great with the SDL plugin, skippy on my machine but my machine isn't the greatest.
Puyo Puyo 4 works nicely here (Mupen64Plus 1.4 on a Core 2 Duo, Fedora Core 6-64bit), but ONLY if.. - using Glide64 (Rice is SLOOOOw, glN64 crashes after start, and both exhibit graphic corruption), and - disabling "compiled jump" option (game will crash after beating the first boss if you don't disable it)
Kirby 64 also works, but again, using Glide64. The borders of the screen have random flashing garbage (texture fragments of the last run OpenGL app!!!), and there are some distorted characters (for example, King De-De-De face).
Audio may be choppy sometimes, but it seems to be a ALSA problem (crappy HDA audio drivers, it also affect other apps, even non-SDL apps).
concerning the mischief makers invisible stone bug, it seems that all stone/rocks sprites are not displayed. see in the title sequence when clancers explode and in level Volcano! of first world: you cannot see the rocks that the volcano spits out.
GoldenEye? 007: Played on Ubuntu Intrepid Ibex 8.10 (x86_64) AMD Athalon with Radeon X1550 (fglrx) in Mupen64Plus 1.5 using glN64.
Surprisingly, sound and game speed are great, but I experienced massive rendering errors. Many objects, particularly walls and floors, were invisible and the lower half of the screen seemed to "sink" into a great blue void while the upper half was swallowed by black. Objects at great distance appear normal from certain angles (although some objects which should be well beyond view also... appear...) but as I got closer rather than increasing level of detail they were sucked into blue/black voids. Bond and enemies all appear and function normally.
It looks like a sprite/background layering problem, but I'm not sure the game even uses sprite or background layers.
Anyone else seen this? Does the game look better with a different plugin?
I have a question about banjo-tooie: Because the plateau fire egg switch cannot be activated to open the gate to the witchyworld area and it's said that you have to cheat to avoid that, I would like to know how i should cheat. Is there a code or something that i can use so this gate opens.
I would be very thankful if somebody could help me, because i can't figure out how I should solve this
kathrin : I haven't done it myself, but if google banjo tooie codes or something like that you can find codes to enter in the letter room inside the first world. I believe one of these codes grants access to all worlds somehow
Conkers bad fur day runs prittymuch perfectly with the glide64 plug-in.
Tsumi no Batsu: Hoshi no Keishousha, or Sin and Punishment, runs pretty much flawlessly with the glide64 plug-in.
updated, thanks
What about Pokemon Stadium 1 & 2?
Pokemon Stadium 1 crashes at the beginning with Glide64, and Stadium 2 doesn't render some Pokemon images correctly, like the icons at the school.
And what about the great Pokemon Puzzle League (a remake of SNES' excelent Tetris Attack)? I have heard that this game is problematic on other N64 emulators. And got curious to know on yours. On Linux, specially. =)
Mupen 1.5: 007 - The World is Not Enough using Rice Video: Random screen flashing, Hand and gun models are not drawn on top of everything else - causes the models to not be visible.
Pilot Wings using Rice Video: Works great apart from two issues: 1. The red area of the targets become transparent 2. Like The World is Not Enough, when you press R to change view to a close-up view, the model is not drawn on top, and intersects the rest of the scenery
Also with pilot wings, some of the terrain is transparent in certain levels
Zelda - Ocarina of time, Super Smash Bros and F-zero X work well with Rice's video plugin in Mupen64plus v1.5
Updated, thanks.
@markdavi : is Rice the best video driver, or are you describing issues that happen only in Rice
I tested these using trunk-r1404
:( - San Francisco Rush 2049 - freezes almost immediately
:( - Excitebike 64 - Huge graphical problems with all graphics plugins
:) - California Speed - Only tried Glide 64, but it works great
Thanks, updated
I updated to r1413, and San Francisco Rush 2049 doesn't freeze anymore. I only tried it for a couple of minutes using Glide 64, but it seems to be playable now (although there is no sound).
I used the dynamic recompiler. Apparently it still freezes when using the pure interpreter.
Banjo-Tooie can be changed to :) now, after revision 1413, the problem preventing you from pressing the button is fixed ( Issue 51 ). Still random crashes with dynarec, but not with interpreter. The game runs near perfect now.
Just tested Dr.Mario 64 on 1.5: It runs nicely, although i'm using Glide64.
The only issue with this game (at least with Glide64) is after you play for a while, when you lose and exit, the game goes back to the game setup screen... and there, the game field appears as a weird overlay over the setup screen, making almost impossible to setup another game (since the gamefield, that it's not supposed to be in this screen, covers the setup controls, no matter if you go back to the previous screens, this issue will be present until you restart the ROM).
Aside of that, the framebuffer stuff works nicely (IMHO, first emulator that properly runs this game!)
Tony hawk pro skater 1, 2, and 3 all work great with rice, bad textures and some text is jibberish with gIN64
majora's mask lens of truth doesn't work with gIN64
Thanks, updated.
wraithhawit: about majora... is there another video plugin that works better than glN64 ?
i've found that glide64 works best out of the three (ricevideo doesn't show clock, gln64 has numerous glitches including having a sharp image where it should be "blurry" or "hazy" like the dream-sequency giant meeting scenes.)