Term |
Explanation |
ROM OPTIONS
|
|
Check Block
|
Check the
entiree block for a change
|
Check Block & DMA
|
|
Check DMA
|
Check if DMA overwrites compiled blocks in RAM
|
Check DWORD
|
|
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
|
|
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
|
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.
|
Savestate
|
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.
|