Also much more possibilities in terms of controls, ie no more janky remapping buttons and mouse axis into pretending to be controller inputs or messing with mouse injectors, instead you can get native KB+M support, dual analog, etc.
Comment on Zelda 64: Recompiled
simple@lemm.ee 4 months agoLike the Mario 64 recompilation, this isn’t running on an emulator, but is totally native. That means it runs smoother, has zero issues that you might get from emulation (like inaccuracies), and makes it so much easier to mod and extend it. You can see some of the features on the page like autosaving and playing on high framerates.
bigmclargehuge@lemmy.world 4 months ago
simple@lemm.ee 4 months ago
Yeah, having a proper camera for Mario 64 was really huge.
ricdeh@lemmy.world 4 months ago
That doesn’t make sense to me. Emulation should be 100% accurate software-wise, at the expense of performance. Can you elaborate?
simple@lemm.ee 4 months ago
Emulation is almost never 100% accurate, that’s why seemingly perfect emulators like Dolphin still get updates. They mimic the original hardware as closely as possible but there are still bound to be some bugs and games that don’t work perfectly. The best emulators are more like 99.9% accurate.
N64 emulators aren’t that good, so you’ll get occasional graphics errors and crashes.
yetAnotherUser@discuss.tchncs.de 4 months ago
100% accurate emulation is basically impossible for every single console. You can get extremeley close via cycle accuracy, emulating the CPU’s instruction set but even that isn’t perfect.
You can read this for more information:
emulation.gametechwiki.com/…/Emulation_accuracy
catloaf@lemm.ee 4 months ago
Software-wise, sure. It’s easy to dump the BIOS and game. The hard part is emulating the hardware. Consoles often have quirky architectures and special chips that don’t map to PCs very well. And the chips themselves often have quirks that either aren’t documented, or work in a way that disagrees with documentation. But the game developers often relied on those particular quirks for their games. For example, if there was a bug in the GPU that caused textures to become blurry when loaded in a certain way, a developer might exploit that as a free blur filter. (If you’re interested in actual examples, try the Dolphin dev blog. I think it’s really interesting.)