Note:
This is entirely proof-of-concept, and will never be in a playable state!
It is entirely software-rendered and interpreted, as I am not capable of writing a Dynamic Recompiler.
I am simply proving that it can be done at all, but if done with a proper dynamic recompiler and hardware level emulation it would likely run 100% perfectly on the New 3DS!
Hopefully a dev will see this as proof that N64 emulation can be done on the New 3DS.
My request to every dev out there: please try to write N64 DynaRec and HLE code for the 3DS!
N64 emulation on New 3DS is clearly possible, but no-one has actually bothered to try writing any code until now!
Status:
The CPU interpreter, based on CTR64's code works fine, but slowly.
The RDP code, which was also based on CTR64's code, sucks. It only supports point-sampled textures, so there's no bilinear filtering. (CTR64 was based on the CTRX PS1 Emulator's code, and the PS1 didn't support bilinear filtering.)
The RSP code, also based on CTR64's code, is even worse, there are loads of major graphical glitches and a slightly visible wireframe on each 3D model.
Controls and Audio are 100% perfect, however, it's hard to tell in-game because it runs so slowly!
Video proof:
A video of me playing Super Mario 64 on the emulator is coming in an hour or so! (Slow upload speeds...)
This is entirely proof-of-concept, and will never be in a playable state!
It is entirely software-rendered and interpreted, as I am not capable of writing a Dynamic Recompiler.
I am simply proving that it can be done at all, but if done with a proper dynamic recompiler and hardware level emulation it would likely run 100% perfectly on the New 3DS!
Hopefully a dev will see this as proof that N64 emulation can be done on the New 3DS.
My request to every dev out there: please try to write N64 DynaRec and HLE code for the 3DS!
N64 emulation on New 3DS is clearly possible, but no-one has actually bothered to try writing any code until now!
Status:
The CPU interpreter, based on CTR64's code works fine, but slowly.
The RDP code, which was also based on CTR64's code, sucks. It only supports point-sampled textures, so there's no bilinear filtering. (CTR64 was based on the CTRX PS1 Emulator's code, and the PS1 didn't support bilinear filtering.)
The RSP code, also based on CTR64's code, is even worse, there are loads of major graphical glitches and a slightly visible wireframe on each 3D model.
Controls and Audio are 100% perfect, however, it's hard to tell in-game because it runs so slowly!
Video proof:
A video of me playing Super Mario 64 on the emulator is coming in an hour or so! (Slow upload speeds...)