Glossary

 

Term

Explanation

ROM OPTIONS

 

Check Block

Check the entiree block for a change

Check Block & DMA

Checks the entire block and DMA for a change

Check DMA

Check if DMA overwrites compiled blocks in RAM

Check DWORD

Compares the first 32bits of a block for a change

Check Qword

Compares the first 64bits of a block for a change

Check Qword & DMA

Compares the first 64bits of a block and the DMA for a change

Counter Hack

Adjust CPU counter rate to increase the speed of VI and Compare interrupts, so to increase speed of certain games whose speed depends on VI and Compare interrupts

DMA in Segment

Direct Memory Access.  If "Yes", splits the DMA into segments instead of transferring the memory all at once.  Most games should not matter.

Dyna-recompiler

When the emulator jumps to a new location, it will check to see if there has been any code at this location. If there is then this code is executed otherwise code is generated and executed. It can handle "Self-modifying code" which static re-compilation can't.

Eeprom

Expansion Pak

8MB RDRAM is required to allow games to run with "High resolution" or "Medium resolution" otherwise it runs on "Normal" or "Low" resolution for 4MB RDRAM.

Flashram

 

FPU Hack

Float Point Unit Hack.  If "Yes", this checks for an exception known as "Coprocessor Unusable" before processing an FPU instruction. Most games should use this to be "safe".

Interpreter

Emulator retrieves emulated code from memory byte-by-byte, translate what the emulated code does, and performs appropriate commands on the emulated registers, memory, and I/O.  It is slow compared to static or dynamic recompilation.

Mempak

Often called Controller-Pak by Nintendo, these store Stuff on many Games.

Register Caching

A technique used to make the dynarec a lot faster.  Added here for the user to play with if register caching happens to break something by a bug.

Sram

 

TLB

Translation Lookaside Buffer.  TLB provides a mechanism where you access memory through a virtual address instead of accessing the memory directly.

PLUGIN OPTIONS

 

AI Hack

 

Bilinear Filtering

 

Dead-zone (Nrage input plugin)

 DeadZone is the Portion of an analogue control's Range that will be ignored.

Direct3D HAL

 

External Geometry Transforms

 

Internal Geometry Transforms

 

Modifier (Nrage input plugin)

Can be setup to alters the Movement of the N64 Analogstick, as a shortcut to press various Buttons with a single Control etc.

RAW Mode (Nrage input plugin)

Determines if Plugin has to process the Data of the Paks, if it's unchecked the Emulator will process it( or just ignore it).  Until now Emulators only handle MemPaks, so U need RAW in combination with RumblePaks.

Rumble Paks (Nrage input plugin)

Rumble Paks vibrate on Action when the Game supports them. The Plugin emulates this with Force-FeedBack. RAW Mode is required.

Plugin

 

OTHERS

 

Alist

 

Aspect Ratio

 

Blending

 

Cutscene

 

Dlist

 

Emulator

An emulator is designed to imitate one system with another so that both accept the same data, execute the same programs, and achieve the same results.  Emulators can be pure hardware, pure software, or a combination of both

Fog

 

Rom

A piece of software that is used with an emulator.  The common form of the binary image file is the cart dump; the use of special hardware to literally "dump" the computer code stored within a ROM-based delivery system like e.g. Nintendo 64 cartridge.

Savestates

These are usually saved files used to restore a player's saved game and therefore continue from the point where gameplay was suspended.

Sprites

 

V/I

Vertical Interrupts per Second.  This is for emulation sync. Set to 50 VI/s for PAL (European, Australian games generally), 60 FPS for NTSC games (USA generally). User can also set to no limit for full speed, or auto-detect, and 1964 will attempt to detect the vi sync.