22 Explanation of options
Logan McNaughton edited this page 2026-04-23 21:06:59 +02:00

Integer scaling

This ensures that as you resize the window (or go into full screen), the image resolution remains an integer multiple of the native resolution. This reduces artifacts when scaling the image, but means it may not use the entire visible space.

Widescreen (stretch)

Most N64 games used anamorphic widescreen (if they supported widescreen). This means the image is horizontally compressed, and the TV is expected to stretch the image back out to the proper size. This emulates one of those TVs.

Some games did letterbox widescreen, which is 16:9 widescreen, but it is meant to be displayed on a 4:3 screen (with black bars on the top and bottom). For these games, you can still use widescreen (stretch), and then hit F4 while in-game to toggle the removal of the black bars.

Apply CRT shader

This option enables the crt-aperture shader.

When using this option, your game window needs to be at least as large as the internal resolution of the game. This means, for example, that if you are playing a 240p game with 4x resolution, your game window needs to be at least 320x4 (1280) by 240x4 (960) pixels, or the image will be black.

Overclock N64 CPU

This changes the emulated clock rate from 93.75MHz to 125MHz. Because many games relied on the N64's clock rate for in-game timing, it can cause those games to play in "fast forward".

Disable Expansion Pak

This changes the emulated memory from 8MB to 4MB.

Emulate UNFLoader

You need to use a pre-release version of UNFLoader, which contains support for Gopher64.

This feature can be used to emulate N64-NetLib, which uses UNFLoader. However, at this point, you would need to compile a custom build of N64-NetLib with the pre-release version of UNFLoader included.


Controller Configuration -> Transfer Pak

When you enable the Transfer Pak for a controller, you will get 2 open file dialogs back-to-back. First, for the Game Boy ROM. Second, for the Game Boy RAM/Save.

Controller Configuration -> Emulate VRU

This emulates the Voice Recognition Unit. Only two games support it: Hey You, Pikachu!, and Densha de Go!. If you are not using it, it should be off, or it will send strange input data to the controller port.

VRU emulation is not supported on MacOS.

Configure Input Profile -> Use DirectInput

This is required for some controllers that are not Xbox/PlayStation-style controllers. Use this option if the program isn't detecting inputs from your controller properly. It should normally remain unchecked.

Configure Input Profile -> Deadzone Percentage

This is how far you must move the analog axis before an input is registered.