Game Compatibility List for Rice's Video Plugin

Compatibility Definitions*:

Playable:  Graphics can** be emulated to the point where it is possible to play through at least one in-game aspect.  Instead of covering all of the different perceptions of the term 'playable', read the known issues for each game to see exactly how playable.
In-Game:  Graphics emulation can push on to the point where the end user can tell that the game is beyond menu elements and in an area of gaming user interaction without being able to visibly interact.
FB: Framebuffer
DB: Depth buffer
Combine: Combiner
Blend: Blender
Texmap: Texture mapping


*All definitions apply only when using Rice's Video Plugin.
**By any end user without assumption of any programming or plugin development and improvement knowledge; only the ability to follow the instructions written in this compatibility list.

 

 

 Game Title  Status  Known Graphics Issues  Notes
 Banjo-Kazooie  Playable

 Unemulated jigsaw transition effect (FB)

Pixelated rendering to texture emulation of Bottles' jigsaw challenges (FB)

Smooth but inaccurate texture mapping of pause menu frame buffer textures (FB)

 As long as you don't screw around with the recent configuration set for this game, some frame buffer and texture rendering effects will be nicely attempted, though not as nicely as in Glide64 and Jabo's Direct3D 1.5.2+.  You should see no fog or alpha issues of any kind.  So far, the only known unsuccessful frame buffer drawing attempt is the jigsaw transition effect, which requires HWFBE or the "Write Back Every Frame" frame buffer setting.
 Banjo-Tooie  Playable

Unrendered jigsaw pieces (FB) 

Unemulated pause screen (FB)

 The Normal Blender and Normal Combiner settings together make the pause screen in-game background show up perfectly with no frame buffer emulation needed, just like they do in Banjo-Kazooie, but the Normal Combiner setting is known to cause great graphics issues in many games and should be left off.
 Bomberman 64  Playable

 Unemulated motion blur and screen shrinkage effects (FB)

 Alpha issues with flashing and preimage effects, only fixable by software rendering.

 Pretty good chances of black in-game and menu screens, unless you tweak around with the DirectX settings a lot.  The cure option under the DirectX tab is difficult to confirm and experimental; try playing around with the anti-aliasing, anisotropic filtering and the two software advanced options.  Only a temporary and unconfirmed fix, tested on two NVidia cards.  Sure fix is to change screen update option to the "Before clear the Screen" setting, which will remove text and cause frame update issues.
 Gauntlet Legends  Playable  Ocassional flickering that lasts for about a half minute, partial GUI display, slow during active in-game geometry  You may see a crash while loading the first level (Not all levels give this crash, but which levels is uncertain.) due to the rendering to texture emulation used.  Have this option set to the basic setting while this level is loading if you are affected, so that next time you should be able to enter with the "Write Back & Reload" setting, the ultimate fix to many of this game's graphics issues with the plugin.  Use the four C buttons to refresh the statistics GUI for your player if the flickering wipes it out.  To fix the speed issue, either use 1964 for speed or the Project64 AudioFix edition for slight speed increase but a fix to the garbage voice sounds.
 Mario Kart 64  Playable

 Unemulated gameplay projector screens in levels Luigi Raceway and Wario Stadium (FB)

White tiling during game results display, should be black

The graphics plugin to fix both of these issues is at least Jabo's Direct3D 8 1.7, but texture mapping will be inaccurate in the title and Player Select screens.
 Mystical Ninja:  Staring Geomon  Playable  Some triangle flickering, text container image only shows in-game  Use version 5.9.9 for faster loading tiles with no side effects, Azimer's HLE v0.56 WIP 2 for proper sound.
 Sin and Punishment  Playable

Missing motion blur (FB)

Missing dithered alpha effects (Combine)

Lens flares are also used in the game but don't use depth buffer emulation.  Motion blur will need HWFBE for correct speed and dithered alpha will need to be supported by the combiner.
 Star Wars:  Rogue Squadron  In-Game  No three-dimensional geometry is displayed, and transparency of animated text preimages is unsupported. Heightfeld HLE microcode is currently unsupported by all graphics plugins, but LLE plugins such as z64 and Jabo's Direct3D 1.7+ do not need this to display the game's three-dimensional geometry.  The best HLE attempt is to use Lemmy's Direct3D plugin supplied with Nemu64.
 Star Wars:  Shadows of the Empire  Playable  No known issues  Use version 5.9.9 for better use of regular texture mapping and rendering-to-texture emulation, Azimer's HLE with "Emulate/Simulate AI" disabled.
Super Mario 64  Playable

Inaccurate sky texture mapping (Texmap)

Mario does not dissolve correctly when teleporting or invisibile. (dithered alpha)

Bowser also does not dissolve correctly after defeat. (dithered alpha)

 Glide64 fixes the dissolve graphics issues with this game, but Direct64 and partially glN64 can be configured to fix them, too .

 

The following ROM files are not games, their titles preceeding a number from 0 to 10 representing graphics emulation success:

If you have an entry to submit or corrections for one that already exists within this document, please send a message to this discussion thread or send an e-mail to Iconoclast at rj150@hotmail.com.
General Nintendo 64 game compatibility and support is covered in
this documentation.