UltraHLE FAQ
by Zorkwiz Version .3 (Second Public Release)
This document has been altered by me. Comments by me have the initial "J". This faq has been put into html formatto make navigating easier (thanks to Zico). Released on February 4, 1999 by (Zorkwiz).
Table of contents
1: Credits
2: Version History
3: General Questions
4: Game Specific Questions
5: Technical Questions
6: Legal Issues
7: UltraHLE Technical Document
8: Compatibility List
Thanks to BG and [-UT-] for their conversation. Thanks to ^SeiGGy^ in #ultrahle for Joystick support info, and info on the key mapping problems. Thanks to Marine_ and Furon in for their key remapper. Thanks to Prozac- and Demi for compatibility info. And most of all: Thanks to Epsilon and RealityMan for such an amazing piece of software. And RealityMan again for the technical doc, and some legal info.
2. Version History:
1. This release was not supposed to be publicly released, but it was for a short time.
2. The first public release, added some missing URLs and a few more questions.
3. Added sections
for legal issues and technical questions.
Added an explanation of the technology behind UltraHLE
(straight from RealityMan himself!)
Added a straightforward compatibility list (thanks to
Prozac- and Demi for the info)
Updated credits, added a few questions to existing sections,
and generally made the FAQ easier to read.
3. General Questions:
Q: What is UltraHLE?
A: UltraHLE is an advanced Nintendo 64 emulator for PCs
with 3dfx chipsets.
J: Don't worry non-3dfx owners, you can still use
UltraHLE by using a "wrapper".
Q: Where can I get
UltraHLE?
A: UltraHLE is discontinued, and has been removed from
most sites. Check on IRC if you can't find a copy otherwise.
J: Look in file section of this site.
Q: What kind of system do
I need to play games with UltraHLE?
A: It is recommended that you have at least a Pentium 2
processor with a Voodoo1, Banshee, or Voodoo2 graphics board.
A 3dfx board is required, although Glide wrappers can be used
to emulate the 3dfx instruction calls to some extent. (See
Part 5: Technical Questions) To get full speed emulation in
many games a 300mhz+ processor is recommended.
J: I have a celeron 300a and using a wrapper with my
TNT is very good albeit not as good as using a voodoo II. All
you people with P166's, stop asking if UltraHLE will work. The
bare minimum is a PII 233 Mhz when using a 3dfx Voodoo I card.
You will need a higher cpu if you need to use a wrapper. You
also need a good quality 3d card in order to use a wrapper.
Something like an Nvidia TNT/128, Matrox G200, Intel i740, Ati
Rage Pro, will work to various quality/speed.
Q: Where can I find N64
ROM images?
A: Unless you own the N64 carts, use of commercial ROMs
is illegal. This doesn't stop many people from downloading
them anyway, however, It is not the purpose of this FAQ
to help you find ROM images. If you want to find commercial
ROMs to play, that is up to you. DO NOT E-MAIL ME ASKING
WHERE TO FIND ROMS!
J: Do not e-mail me about roms.
Q: Which games work with
UltraHLE?
A: Although many of the best N64 games work quite well
with the emulator, compatibility is quite low overall due to
the method which was used in programming it. The name "UltraHLE"
means "Ultra High Level Emulator" and implies that
the emulator skips emulation of many of the N64's basic
functions in favor of emulating the high level functions which
the best games really need in order to run. Because of this,
many demos and simple hombrewn games which have worked on
other N64 emulators fail to even load with UltraHLE. For a
largely complete compatibility list scroll down to the
compatibility section (Part 9).
J: LOOK IN THE INI FILE. STOP ASKING "DOES
SOUTHPARK WORK", "DOES CASTLEVANIA WORK"!!!
Q: Why don't the ROMs I
downloaded show up in the UltraHLE GUI??
A: You either need to edit the ultra.ini file to set up
the directory in which the emulator looks for ROMs, or you
need to change the extension of your ROM to one of the
supported file types. (.n64 .v64 .u64 .rom .bin .mov)
J: This is how I have it setup. I created a folder
called ultrahle in c: drive ---> C:ultrahle I then
created a shortcut to the desktop. Then created a folder in
ultrahle called roms ----> C:ultrahleroms If you
do this, the .ini doesn't need to be changed and your roms
should show up when you start UltraHLE. I also created a save
folder at c:ultrahlesave
Q: Why doesn't my ROM work
with UltraHLE???? The Compatibility page said that it would.
A: There are a few reasons for this problem. First of all,
you might not have the complete ROM, or the ROM that you have
could be corrupted. Before you delete your ROM however, check
to make sure that the filename has NO SPACES in it, and that
the file extension is either .v64 .rom .n64 .u64 .bin or .mov
The emulator's GUI can recognize spaces in filenames, and will
correctly read a ROM's header, but the EMU will not load ROMs
with spaces in their filenames. Lastly, if you get an error
loading a rom, try to load it a few times, as sometimes the
emulator fails to load it correctly on the first try. Hitting
F5 when a game is trying to load also sometimes (but rarely)
helps. If all else fails, look for another copy of the ROM.
J: There are bad roms out there. Check rom with rtool.
You can also try loading a rom another way. Example: Double
clicking on rom; file, open, click on rom, open, f5; etc
Q: Why does sound skip
when I play game X??
A: One of the most noticeable problems with emulation in
UltraHLE is the sound emulation. Although sounds is emulated
very well in most cases, many games, like Waverace64, Mario,
and Zelda among others have sound skipping problems to various
extents.
J: This is a problem with the emulator because everyone
has sound skips to an extent. There is not much you can do to
stop skipping. If you are using a wrapper, you can try to use
another one.
Q: Why can't I rotate the
camera left in Mario and other games, and why doesn't the left
d-pad button work correctly??
A: The key for left camera (left-c) is incorrectly mapped
to the "F" key. The control setup screen shows that
it should be mapped to the "J" key, but it is not.
Unfortunately, the "F" key is also used for left on
the d-pad (digital pad). This makes Pushing left on the D-pad
impossible with the default keys. In games where you have the
choice of using the d-pad or the analog pad, always use the
analog, as it is correctly mapped to the arrow keys. You can
use "F" for left-c, but another (better) solution is
to use a nice little utility made by Furon called HLEconfig.
This utility allows you to remap most of the buttons of the
N64 controller to different keys than the emulator defaults
to. Using this program, you can get the left-c button
correctly mapped to "J", or whatever else you might
want. HLEconfig can be found at http://www.locknload.net/n64
J: Use the invaluable tool for UltraHLE called UltraHLP,
available in the file section. Instructions on use are available in the help section.
Q: Joystick support sucks!
The default joystick/joypad settings are too hard to use. What
should I do?
A: The solution to this is to use a key binder for your
joystick/pad. You can set up a custom configuration for your
stick/pad this way. Gravis products come with their own key
binder, and MS Sidewinder pads also have their own key binder.
If your joystick/pad doesn't fall into these categories, there
are other binders floating around the net. One such program is
called RB-joy, which you can find at http://alf.zfn.uni-bremen.de/~rbsoft/prod05.html.
Also, if you are looking to buy a joypad for use with UltraHLE,
the Gravis Xterminator has been recommended to me because of
it's analog controls (just like the N64 controllers).
J: You can buy or build your own interface to connect
a N64 controller to your computer. A review of the interface/adapter
and link can be found at EmuHQ.
If you want to use your current joystick but want to change
the layout, use UltraHLP.
A joystick to recommend would be the Gravis Xterminator.
Q: Why can't I save my
game? When I quit out, my save is gone!
A: You need to use the emulator's "Save State"
option. When you want to save your game, hit escape to quit
back to the GUI, then go to the file menu and choose "Save
State" (or hit shift-F6). Now type in the filename
you wish to use for your saved game. To load a saved game,
start the game you wish to play, hit escape to get to the
GUI, go to "Load State" in the file menu (or hit
shift-F9), and choose the file which corresponds to the
saved game you wish to load. You can also use F6 for a quick
save, and F9 for a quick load.
J: Example, when you finish a stage in Mario64 you
get a save screen. If you choose "save", your
game is not actually saved. You will have to use UltraHLE's
save state option.
Some wrappers will not allow you to hit escape to go back
to the GUI. In that case just press shift-F6 and hope the
save screen shows up. When you finish saving, press F5 to
continue the emulator. If the graphics become screwed after
doing this, you will have to start ultrahle again and load
the save game. However, UltraHLE does produce corrupt save
states, as mentioned in the README, so save often.
Q: Game X runs too
slow/too fast, is there anything I can do?
A: Since there is no frame-skip or auto frame-skip in
UltraHLE, the only way to speed up or slow down emulation is
to change the resolution which you are running the game at, or
disable the sound. Choose a high resolution to slow the
emulation down, or a low resolution to speed it up. Disabling
the sound also gives a speed boost. Also make sure that you
have the most current drivers for your video and sound card,
and that you aren't running any programs in the background
while using UltraHLE. Of course upgrading your PC is always an
option as well.
J: To disable sound, open the ini file and find where
it says "sound=" put it "=0"
Also close all background programs. These programs take up
valuable system resources.
Q: I found a patch for one
of the ROMs, will it work on UltraHLE if I apply the patch?
A: Generally No, the patches are mostly designed for
backup machines, and they do not effect performance in
UltraHLE, in fact, many patched ROMs are incompatible, whereas
their unpatched counterparts work fine. The only worthwhile
patch I've seen is for the HS (High Society) version of Zelda.
There is a patch for this rom which can be found at http://ppgr.webjump.com/n64/n64-playable.htm
(scroll down to Zelda)
J: I don't know what this patch does as I have not
tried it. Zelda should be 32.0 MB unzipped.
Back
to top
4. Game Specific Questions:
Q: Why is there no in-game
sound in Goldeneye?
A:
This is one of
the most common complaints I have heard about any game, and
the funny thing is, it's the easiest to fix. Simply press
the start button ("S" by default) once the game
starts to go look at your watch, then press left a number of
times until you get to the options menu. You'll see that the
music and sound are turned all the way down! Turn them up,
and the sound is great. Not even any skipping that I heard.
J: There is also another way around this. Check out
the bugs/help
section.
Q: Why can't I get
WaveRace 64 to work?
A: Only the Japanese version of WaveRace64 works with
UltraHLE (I've heard that there may be a working US rom, but
I've yet to speak with anyone who has seen it).
Q: Why can't I get
Virtual Chess 64 or Mischief Makers to work?
A: Only the European version of these ROMs are
compatible with UltraHLE.
Q: Why is Banjo, the
main character in Banjo Kazooie, so small?
A: Due to a strange bug, Banjo is very small, and cannot
make many of the larger jumps in the game. This makes it
basically unplayable.
Q: Why can't I get past
X part of Zelda?
A: I've heard people complain about Zelda crashing at
various parts in the game. I have personally not had
problems, but I haven't played very far either.
J: I have heard that you cannot finish the game
because of a bug. There is a fix included in ini version
1.0.11+ that will stop the time allowing you to finish the
game at the end. This fix is not enabled by default. Check
the help section for details.
Back
to top
5. Technical Questions:
Q: How can UltraHLE work so
well after only 3-4 months of work, whereas other N64 emu's
could barely get demos working after a lot more time?
A: UltraHLE is not
an emulator in the normal sense. It does not attempt to
emulate every piece of the N64 hardware. It interprets
hardware calls within the ROMs and attempts to emulate them
as they are called. Because of this, the authors didn't have
to emulate every chip in the N64 to perfection, they
apparently used a debugger to see which calls the more
popular games used, and they did their best to emulate these
until the games were working.
Q: Can I try adding
stuff to the INI file to get more games working?
A: You could try, but it would take a hell of a long
time to see results, if you ever did. It took the authors
themselves a few weeks just to figure out the hacks for
Zelda, so anyone not familiar with the program would
probably be wasting their time to try this.
J: Here is what ^SeiGGy^ (works on the ini with
others) said about the ini:
"well...the ini file does quite a few things...it
basically hex edits addresses permanently... so that you don't
have to use a hex editor every time you open a rom to fix a
problem. It also modifies ways that UltraHLE handles the
roms, ie: the area of the rom that it searches for the boot
codes. It's also where you can put gameshark codes and it's
very usefull... for programmers... not to be messed with by
inexperienced user... It's also used to add comments and
change the displayed title in the gui."
It's not something inexperienced people can play with other
than putting in gameshark codes. INI version 0.0.10 has some
instructions on how to fiddle with the ini if you want to
know how.
Q: I have a TNT card (or
some other non-3dfx board). Are you SURE I can't try out the
emulator?
A: Some people have claimed to have some success running
non-3dfx boards with a Glide wrapper and being able to use
UltraHLE. I have heard that TNT users in particular have had
little success, but if you have a non-3dfx board, and want
to try it out, goto Glide Underground.
J: Wrappers are advancing at a rapid rate and
improving big time. Mario and Zelda are very playable using
a wrapper and a TNT card. You can read reviews about
wrappers in the Glide
Wrappers section.
Q: What is UltraHLE
programmed with?
A: Mainly with Visual C 6.0 (With SP1), dynamically
recompiled into ASM.
Back
to top
6.
Legal Issues:
Q: Are emulators legal?
A: Well, this is a
tricky question. An emulator is legal in theory, as long as
it is used exclusively for playing games which the user has
paid for, and as long as no stolen information was used in
the creation of the emulator. This argument has not been
proved in court as of yeah, although a case from 1982 when
Atari sued Coleco over their machine which would play Atari
2600 games failed in court. The true test will come in the
upcoming suit which Sony has filed against Connectix over
it's "Virtual Game Station" Playstation emulator
for Macintosh. The outcome of this lawsuit may well set a
precident for years to come, so let's hope and pray that
Sony's suit fails.
Q: What is the IDSA?
A: The Interactive Digital Software Association is a
lobby group whose members include many of the largest
software companies in the world. They have taken a firm
stance that emulation is illegal: period, and thus they have
stirred up a lot of negative feelings from people in the
emulation community. There is even a boycott of IDSA
affiliate's and their software. Check it out at http://www.jpisp.com/idsab
Q: Has Nintendo sued the
authors of UltraHLE?
A: Not yet. They have threatened a lawsuit, but they
have not contacted the authors or anyone at Emulators
Unlimited as of now. It is still unknown whether they will
indeed take legal action.
Q: Are backup devices
legal?
A: Nintendo has tried very hard to wipe out backup
units, especially in the U.S. They are available from many
import houses however, and thus are not be illegal in all
countries. The EU directive 91/250 states that they are NOT
illegal in the UK at least.
Q: Am I going to get in
trouble if I distribute emulators or ROMs?
A: It is perfectly legal to distribute emulators, but
commercial ROMs are another story. If you distribute ROMs on
the web, you may get a nice form letter from the IDSA very
soon. I have never heard of a ROM site being sued however,
but many have been shut down voluntarily after a threat of
legal action from the IDSA.
Back
to top
7.
UltraHLE Technical Document
(Thanks to RealityMan for
this Doc)
If you are interested in
programming or emulators in general, this text is for you.
The purpose is the explain the basic architecture behind
UltraHLE and tell how it differs from many other emulators.
The HLE in the name pretty
much sums it up. It stands for High Level Emulation. Instead
of trying to emulate the hardware as closely as possible and
supporting low level operations, the approach is just the
opposite: Emulate as little as possible and try to detect operations
as early as possible, and emulate them using
optimized C-code.
For example there is no
boot rom and even boot code in rom images is ignored. Common
operating system routines like interrupt adjustments are
intercepted and ignored. When dealing with graphics and
sound, the abstraction level is high (display lists and
sound lists). CPU and DMA emulation is at a lower level, but
still uses some tricks to detect common operations and
perform them more efficiently.
This probably wouldn't work
on an older console, where low level programming and hand
tuned assembly were the rule. But the Nintendo64 is quite
different. Most of the code is written in high level C
eliminating need for 100% exact CPU emulation (so things
like exceptions or virtual memory can be emulated only
approximately). Graphics and sound both use command lists,
that are reasonably standard between different games.
On the real console display
and sound lists are executed using the Reality Signal
Processor (RSP) which executes code from the rom image. It
is a vector processor with operations specifically designed
for fast geometry and audio, and as such is difficult to
emulate efficiently. In UltraHLE the lists are interpreted
with C-code, which has been created by studying the lists
games generate. There has been no attempt to translate the
RSP code, since it works so closely with the hardware and
uses integer arithmetic. Instead the C-code can use floating
point, which is easier and faster on the PC. This means the
results are not 100% same as those on the real console, but
on the plus side things are a lot faster, and often results
look better (for example increasing game resolution is
trivial).
It is also possible to do
things the original code doesn't do. For example, on the N64
loading new textures is a rather fast process, and all
textures are loaded each frame. On the PC 3D-architectures,
texture loading is generally a slower operation. The
solution is to cache textures on the PC side and eliminate
all unnecessary loads. This give a big performance boost and
practically all textures can be cached, since PC has so much
more texture memory.
Other display optimizations
include removal of hidden triangles, extra matrix loads,
unused mode changes and the like. Since texture and mode
changes are more expensive on the PC, it makes sense to do
extra geometry processing to eliminate as many changes as
possible. Triangles are also collected into larger groups
(sorted by mode) to allow faster rendering.
Finally, the graphics
emulation has to cope with all the different rendering modes
of the N64. The RCP contains a very configurable
3D-rendering unit which supports many modes that are
impossible to emulate directly on 3DFX, even when using
glide. UltraHLE performs pretty complex mode conversion to
find the best PC-modes for each N64-mode. Things that the
N64 does in a single pass are converted to 1-3 passes on the
PC, depending on mode complexity. The modes are cached like
textures, so the relatively slow mode decoding process does
not slow things in practice.
Since there is so little
information on Nintendo64 hardware, emulating sound and
graphics on hardware level would probably have been
extremely difficult (unless one had access to all N64
documentation, which we didn't). So in a way this high level
approach was pretty much the only way to proceed. But it was
a good way nevertheless, as the results show.
The high level approach
doesn't extend that well to CPU emulation, but luckily the
CPU is a standard MIPS R4300 with excellent documentation
available. So it's just a matter of following instructions,
and then making it fast (which is the hard part). What helps
us, is that the games don't use the CPU to its full extent.
Practically no 64-bit code is used, and virtual memory usage
is limited.
Initially the CPU was
emulated in C like in most emulators to get things started,
but that was way too slow. The next logical step also was to
compile MIPS code into Intel code. All instruction decoding
overhead is eliminated, but it still takes multiple Intel
instructions to emulate a MIPS instruction (since MIPS has
more registers and because the Intel FPU implementation just
plain sucks). Also things like branches are not that easy to
handle. The speedup was about 5-10x compared to C-emulation.
The next step was to add
optimizations to the compiler. By allocating MIPS registers
temporarily into the few Intel registers, many memory
accesses can be eliminated. This allows compiling small
connected instruction groups into about 2 Intel ops for each
MIPS ops ratio. Nearby memory accesses with similar
addresses can be simplified by caching the base addresses in
registers. It is also possible to replace some RISC
instruction pairs with single CISC instructions. Since our
target (Pentium II) does out of order execution, it was not
necessary to reorder instructions, which made optimizations
a lot easier. These optimizations increased speed 2x.
On a Pentium II the R4300
emulation speed is now close enough to allow real time
operation on many games and demos. Of course the PC has to
do the work of the Reality Co-Processor too, so that will
slow things down. But PCs are getting faster, and a 450Mhz
Pentium II should run at excellent speed. And there are
probably more possible optimizations, just waiting to be
done.
UltraHLE is a very unusual
emulator. It doesn't run many titles (yet), but what it
runs, it runs well. This is because the high level emulation
routines either work (if what they assume of the game is current) or they fail (if the game uses a totally different
display list format, for example).
The goal of UltraHLE is not
to run as many titles as possible. It is to run the best
titles as well as possible. And looking at the current
compatibility list, this is exactly what UltraHLE does.
Compatibility will no doubt improve in the future, but the
emphasis will still be on quality instead of quantity.
Back
to top
8.
Compatibility List:
This list is
not 100% complete, but it's getting close. (thanks to
Prozac- and Demi for the info)
J: Also check the ini file to see which games are
playable.
Prozac-'s Compatibility Page can be found here.
Demi's Compatibility list can be found here. Pay attention to country info... many games are only
playable if you have the right version.
|
The
following games are fully playable with minor
bugs/glitches
|
|
Title:
|
Country:
|
|
Banjo Kazooie
|
USA
|
|
(note: banjo is very small and the game cannot be
completed) |
|
Bomberman
Hero
|
Jap/USA
|
|
DOOM
64
|
USA
|
|
Dynamite Soccer
(J-League)
|
Jap
|
|
F1 Pole Position 64 (Human Grand Prix)
|
USA/Jap
|
|
Golden Nugget
64
|
USA |
|
Goldeneye
007
|
USA
|
|
Mace : The Dark
Age
|
USA/EUR
|
|
Mario Kart
64
|
USA
|
|
Milo's Astro
Lanes
|
USA
|
|
Mischief
Makers
|
EUR
|
|
(note european (pal) only) |
|
Mortal Kombat
Trilogy
|
USA/EUR
|
|
NBA In The Zone '98 (NBA Pro
98)
|
USA/EUR
|
|
Olympic Hockey Nagano
98
|
EUR
|
|
Pachinko 365 Nichi
|
Jap
|
|
Pawafuru Puroyakyu
4
|
Jap
|
|
Pawafuru Puroyakyu
5
|
Jap
|
|
Power League
64
|
Jap
|
|
Puyo Puyo
Sun
|
Jap
|
|
Quake
64
|
USA
|
|
Quest 64 (Holy Century
Magic)
|
USA/GER
|
|
Rampage - World
Tour
|
USA
|
|
StarFox
|
Jap/USA
|
|
Star
Soldier
|
Jap/USA
|
|
Super Mario
64
|
Jap/USA
|
|
Tetris
64
|
Jap/USA
|
|
Virtual Chess
64
|
EUR
|
|
(note european (pal) only)
|
| Wayne Gretzky's 3D
Hockey
|
Jap/USA
|
|
Wayne Gretzky's 3D Hockey
98
|
USA
|
|
WaveRace
64
|
USA/Jap
|
|
(note: working roms for Waverace64(US) are rare)
|
| Zelda: Ocarina of
Time
|
Jap/USA
|
|
Load
& display graphics, not worth playable due to
major bugs
|
|
Title:
|
Country:
|
| Aerogauge
|
USA
|
|
Airboarder
64
|
Jap/Eur
|
|
Battle Tanx
|
USA
|
|
Biofreaks
|
USA
|
|
Chameleon
Twist
|
USA
|
|
Cruis'n
USA
|
USA
|
|
Dark Rift (Space
Dynamite)
|
Jap/USA
|
|
Deadly Arts (G.A.S.P.)
|
USA/Jap
|
|
Diddy Kong
Racing
|
USA
|
|
Dual
Heroes
|
USA
|
|
Duke Nukem
3D
|
USA
|
|
Famista
64
|
Jap
|
|
Habu Shogi: St.
Andrews
|
Jap
|
|
Hexen
64
|
Jap/USA
|
|
International Superstar
Soccer
|
USA/EUR
|
|
J-League Elevenbeat
|
Jap
|
|
Kiratto Kaiketsu
|
Jap
|
|
Mahjob
64
|
Jap
|
|
Mahjob
Classic
|
Jap
|
| Mike Piazza's Strike
Zone
|
USA
|
|
Mortal Kombat
Trilogy
|
EUR
|
|
Multi-Racing
Championship
|
EUR
|
|
Mystical Ninja (Ganbake Goemon)
|
USA
|
|
NBA Hangtime
|
USA/EUR
|
|
Olympic
Hockey
|
USA/EUR
|
|
Perfect Striker
(J-League)
|
Jap
|
|
Pikachu Genki Dechu
|
Jap
|
|
Smash
Brothers
|
Jap
|
|
Tetrisphere
|
USA
|
|
Top Gear
Rally
|
USA
|
|
War
Gods |
USA
|
|
Wetrix |
USA
|
|
Wheel of
Fortune |
USA
|
|
Completely
unplayable, crash, blank screen or fail to load:
|
|
Title:
|
Country:
|
| 1080
Snowboarding
|
Jap/USA
|
|
Aerofighters
Assault
|
USA
|
|
All-Star Baseball
99
|
USA |
|
Automobile
Lamborghini
|
USA
|
|
Battle Phoenix
64
|
Jap
|
|
Blast
Corps
|
USA
|
|
Body
Harvest
|
USA
|
|
Bomberman
64
|
Jap/USA
|
|
Buck
Bumble
|
USA
|
|
Bust a Move
2
|
USA
|
|
Castlevania
64
|
USA
|
|
Chopper
Attack
|
USA
|
|
Choro Q
64
|
Jap
|
|
City Tour GP (same as
GT64)
|
Jap
|
|
Clayfighter 63
1/3
|
USA
|
|
Clayfighter Sculpter's
Cut
|
USA
|
|
Cruis'n
World
|
USA
|
|
Dezaemon
3D
|
Jap
|
|
Extreme
G
|
USA
|
|
Extreme G
2
|
USA
|
|
F-Zero
X
|
Jap/USA
|
|
FIFA
99
|
USA
|
|
Fire Electric
Pen
|
Jap
|
|
Flying
Dragons
|
USA
|
|
Formula 1 Grand
Prix
|
USA
|
|
Forsaken
|
USA
|
|
Fox Sports Hoops
99
|
USA
|
|
Getter
Love!!
|
Jap
|
|
Gex: Enter the
Gecko
|
USA
|
|
Glover
|
USA
|
|
Goemon
2
|
Jap
|
|
GT64 (aka City Tour GP in Japan)
|
Jap/USA
|
|
Iggy's Reckin'
Balls
|
USA
|
|
International Superstar Soccer
98
|
USA
|
|
Jepoardy
|
USA
|
|
Ken Griffey
Baseball
|
USA
|
|
Killer Instinct
Gold
|
USA
|
|
Knife
Edge
|
USA
|
|
Kobe Bryant's NBA Courtside
|
USA
|
|
Madden
64
|
USA
|
|
Madden NFL
99
|
USA
|
|
Mario
Party
|
Jap
|
|
Mickey's Magical
Tetris
|
USA
|
|
Mischief
Makers
|
USA
|
|
Mission
Impossible
|
USA
|
|
Mortal Kombat
4
|
USA
|
|
Mortal Kombat Mytholgies
|
USA
|
|
Multi Racing
Championship
|
USA
|
|
Nagano
Olympics
|
Jap
|
|
NASCAR
99
|
USA
|
|
NBA
Courtside
|
EUR
|
|
NBA JAM
99
|
USA
|
|
NBA Live
99
|
USA
|
|
NHL
99
|
USA
|
|
NHL Breakaway
98
|
EUR
|
|
NHL Breakaway
99
|
USA
|
|
NFL
Blitz
|
USA
|
|
NFL Quarterback Club
98
|
EUR
|
|
Nightmare
Creatures
|
USA
|
|
Offroad
Challenge
|
USA
|
|
Pilotwings
64
|
USA
|
|
Pokemon
Stadium
|
Jap
|
|
Quarterback Club
99
|
USA
|
|
Robotron
64
|
USA
|
|
San Francisco
Rush
|
USA
|
|
San Francisco Rush
2
|
USA
|
|
SCARS
|
USA
|
|
Silicon
Valley
|
USA
|
|
Seiken Teisen Puzzle Dama
|
Jap
|
|
Smash
Brothers
|
Jap
|
|
Snow
Speeders
|
Jap
|
|
Snowboard
Kids
|
USA
|
|
South
Park
|
USA
|
|
Star Wars: Rogue
Squadron
|
USA
|
|
Star Wars: Shadows of the Empire
|
USA
|
|
Super Robot
Spirits
|
Jap
|
|
Tactics
Soccer
|
Jap
|
|
Top Gear:
Overdrive
|
USA
|
|
Toukon
Road
|
Jap
|
|
Toukon Road
2
|
Jap
|
|
64 Trump
Collection
|
Jap
|
|
Turok
|
USA
|
|
Turok
2
|
USA
|
|
Twisted Edge
Snowboarding
|
USA
|
|
Virtual Pro Wrestling
64
|
Jap
|
|
Waialae Country
Club
|
USA
|
|
Wipeout
64
|
USA
|
|
WCW/nWo
Revenge
|
USA
|
|
WCW/nWo: World
Tour
|
USA
|
|
WWF Warzonw
|
USA
|
|
Yoshi's
Story
|
Jap/USA
|