I'm not of the opinion that n64 on the DS is possible. the n64 has a larger poly per second count and allows greater strides in graphics than the DS (although I don't think many games took advantage of this....maybe conker). I got this comparison from here:
http://forums.e-mpire.com/archive/index.php/t-15500.html
Nintendo DS:
Main CPU: ARM 9, 67 MHz
Secondary CPU: ARM 7, 33 MHz
Memory: 4 MB main RAM, 656 kB VRAM
Sound: ARM 7, 33 MHz
16 simultaneous channels
stereo sound
Graphical prestations/effects:
ARM 9
dual 256x192 screen resolution
solid 60fps
120,000 polygons per second with all hardware effects @ 60 fps (expect game benchmarks to be a little less.)
262,144 colors
4 million vertices/second
30 million pixels/second fillrate
Cel-shading
Hardware fog
no bilinear filtering This really sucks...
N64
Nintendo 64:
Main CPU: R4000, 93.75 MHz
Secondary CPU: , 62.5 MHz
RAM: 36 Mb (4.5MB) main RAM, 8.5MB with expansion pak
Sound: , 62.5 MHz
16-24 channels OR
max. 100 simultaneous channels, though take 1% of the CPU each (developer's choice)
Dolby Pro Logic (1, not 2) Surround sound
Graphical prestations/effects:
256x224 or 640x480 screen resolution
lots of graphical sacrifice needed for a solid 60fps (like F-Zero X)
32,000 colors on-screen
150,000 polygons with all effects @ 60 fps (Nintendo says)
100,000 " " " " " " (benchmark says)
unknown vertices and fillrate
hardware fog, bi- and trilinear filtering