Cycle-Accurate Nintendo 64 Emulator
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2016-02-27 16:04:24 -05:00
ai Try to reduce component cycle overheads. 2016-01-30 14:58:31 -05:00
arch Improved SSE2 vector shuffle patch from izy. 2016-02-06 14:26:47 -05:00
assets Initial commit. 2014-03-08 11:12:15 -05:00
bus bus: Reduce number of MMIO address mappings. 2016-01-27 03:13:57 -05:00
cmake Fix mingw64 build issues. 2015-08-17 13:52:46 -04:00
common build on OS X 2016-01-26 17:51:42 -08:00
dd time: move get_local_time out to platform-specific dir 2016-02-05 21:44:42 -05:00
debugger See long description 2015-07-01 18:44:21 -05:00
device simer's cart db patch. 2016-02-27 15:39:26 -05:00
os time: move get_local_time out to platform-specific dir 2016-02-05 21:44:42 -05:00
pi Fix PI/DD bugs that broke some carts. 2016-01-30 19:39:10 -05:00
rdp See long description 2015-07-01 18:44:21 -05:00
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rsp Another great optimization from izy. 2016-02-07 14:01:00 -05:00
si rtc: implement RTC 2016-02-05 21:44:48 -05:00
vi build on OS X 2016-01-26 17:51:42 -08:00
vr4300 More optimizations from izy. 2016-02-22 00:02:26 -05:00
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cen64.c simer's cart db patch. 2016-02-27 15:39:26 -05:00
cen64.h See long description 2015-07-01 18:44:21 -05:00
CMakeLists.txt rtc: implement RTC 2016-02-05 21:44:48 -05:00
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README.md Update contributors and README.md. 2016-02-27 16:04:24 -05:00
VERSION Initial commit. 2014-03-08 11:12:15 -05:00

About

Yes, another Nintendo 64 emulator. This one, however, aims for perfect emulation by emulating the hardware inside of the Nintendo 64 itself, down to the register-transfer level (RTL). At the same time, I've tried to keep things as optimized as possible in hopes that CEN64 will someday run ROMs at full speed, even on modest systems.

Why?

CEN64 is my pet project. It's something I pick up whenever I get bored. To me, what Nintendo and SGI did with this console is nothing short of amazing. The ingenuity and design of the hardware was well-ahead of it's time, and it is an absolute blast to reverse-engineer and study. I started this project in order to learn more about what really went on at the hardware level back in the (good old) days.

Thank you to every single one of you developers for filling my childhood with excellent memories. I'd also like to thank the community on all their hard work and effort spent reverse-engineering this little gem. Without further ado... "Get N or get out"!

Development

If you want to contribute, please do! Pull requests are most certainly welcome. Feel free to add yourself to the CONTRIBUTORS file as well.

Keyboard controls

  • 3D stick: arrow keys
  • A button: X
  • B button: C
  • Z button: Z
  • Start button: enter
  • L/R buttons: A/S
  • C-pad: TFGH
  • D-pad: IJKL