Here I will post important names in emulation that I had only posted on the emulator pages, as each of them was linked to a specific console segment (SNES, PSX and N64), however, they have their stories far beyond that.
Jeremy Chadwick
Originally from Corvallis, Oregon, USA and born on January 24, 1977, Y0SHi (pseudonym of Jeremy D. Chadwick), also known at the time as Jer and Myriad, is a programmer, and was initially responsible for the TRaCER disassembler in 1996. Disassemblers are nothing more than programs that read machine code (such as processors, for example), and convert it to assembly language.
TRACE
TRACER disassembled the 65c02 processors (a popular and bug-corrected version of the 6502), found in consoles such as the NES, Atari Lynx and PC Engine, and the 65816 and 65c816, found in the Super Nintendo (in this case a version based on this processor called the Ricoh 5A22). These processors are also found in computers. At the time, it became the most popular disassembler for PCs and PC processors. It then managed to emulate the 6502, which helped it in its later written NES emulator, qNES. The program has helped several developers in the field. The Brain of the SNES emulator, VSMC, for example, used TRaCER to help in the development of its emulator. With his tool, Yoshi already imagined running possible SNES emulators on 386 computers, which ZSNES ended up doing two years later in 1998, most likely thanks to Yoshi's help.
NES and SNES Docs
Another of his great achievements was the creation of the SNES Document in 1994, known as snes.txt, which is nothing more than information about the hardware mapping of the device, understanding registers, sprites and sound chip. The repercussion of this was so great that Nintendo itself in America approached Yoshi for making company secrets freely available, when Yoshi only understood its hardware. Remember that this documentation was based on documents passed on by the programmer Dax, but that it was of little help to Yoshi's research. Yoshi's documentation helped in the creation in 1997 of the emulators ESNES, NLKSNES, NLKE, ZSNES and others. Yoshi also did something similar for the NES from 1997 onwards, with his documentation being used by emulators such as LandyNes, Nesticle and DarcNES. This documentation was called nestech.txt and was based on Marat Fayzullin's documentation, called nes.doc, which was the first NES documentation in the emulation world.
Jeremy Chadwick (2022)
Later, Marat himself shared Yoshi's version with people in the field. This is a leaner and easier-to-understand version, especially for programmers from generations after Marat's. Between 1996/97, Yoshi was also part of some project groups in the emulation world, such as Damaged Cybernetics, DAC, MTDS and OldSkoOL. Around 1997/98, he also contributed information to the websites EMUNews and Archaic Ruins. And regarding emulators, his first project was in late 1996, which he developed with his roommate, Mr. Snazz, called VeNES. Since he thought programming in another language would be more appropriate, he left the project around October/November 1996, and created the qNES project, alongside Riff's (pseudonym of Mike Perry). In April 1997, he left the project due to the prominence of NESticle in the emu scene.
Kid Ikarus (SNES)
He later joined the Super Kid Ikarus project, developing a homebrew of the game Kid Ikarus for the Super Nintendo, alongside VileWrath, and even releasing an alpha version. Around 1998, he moved away from the emulation world for a while. At the time, he deleted the yoshi.parodius.com page that he hosted on his portal, Parodius Networking, which provided network and security services in the region where he lived. Outside of the emulation world, he also provided work for companies such as E-ZNet, Electronic Arts, Full Market and Johnson & Associates. In July 1999, he returned to the emulation scene, now under the nickname Memblers/koitsu, revamping his Parodius Networking website solely for the emulation world and returning it as a portal. Within it, he hosts the Nesdev website, launched in December of the same year.
NesDev
Nesdev was intended to gather all technical content involving the NES and SNES consoles, including information on the 6502 processor that Yoshi disassembled and emulated for the QuickNES and the complete documentation of the SNES and NES consoles. The group that maintained the site with Yoshi was called NES Freaks, and over the course of 11 years, the emulators Tony Young, Ian Bell, Tennessee Carmel-Veilleux, Chris Covell, abonetochew, Quietust, Sergey Ryumik, among others, passed through it . They continued to work on the site until 2010.
Parodius Network/Parodious
He was also a columnist on the Parodius Networking portal from October 1999, posting about the world of emulation and signing as JDC (the acronym for his real name). He alternated his nicknames over the years between JDC until the end of 2000, Yoshi until the end of 2002 and koitsu until 2010, and again JDC from 2010 until August 2012, when he closed the portal. The portal also hosted websites of emulator creators and content creators of the genre, such as Genecyst, NESticle, Demiforce, Nesworld, Archaic Ruins, among others. After that, in 2012, he created the Nesdev Wikipedia, making 729 articles about NES available in an easy and practical way. From 2017 onwards, he no longer updates the virtual encyclopedia. From 2001 until around 2005, he also had a website on the Crystalis portal. In 2018, he offered to help Bradley Smith of Infinite NES Lives in the creation of the NES game Lizard, also released for other systems, such as MS-DOS, Windows, Macintosh and Linux.
GitHub
Yoshi also had a GitHub page. Among his projects, we have NSF Info in 2016, a data reader for NES/Famicom sound files, known by the .NSF extension, IPS.PL in 2016, a utility for creating and applying IPS patches based on the Perl programming language, hdmademo .smc in 2019, a demo created for the SNES in 1993, which he modified to work in new assemblers, among others. He also developed some programs for FreeBSD, a UNIX system for which he worked several times. Among the programs, we have Fortune Mod FreeBSD Classic in 2017, a tool that saves the classic files contained in the 'fortune' command used in FreeBSD and UNIX versions prior to 2017, which contained phases of humor, wisdom and historical reflections, to be used in recent versions of these systems, and BSDHwMon in 2018, a hardware monitoring program, such as temperature, ventilation and voltage. Yoshi also had some projects (authored and forked) related to the 6502, but nothing that was developed. He published 13 projects in total on his GitHub.
Corvallis High School and Oregon State University
Regarding his academic and professional life, he attended Corvallis High School in Corvallis, Oregon, from 1991 to 1994. There, he completed basic Mandarin and Chinese courses and computer science. His first job was as a volunteer at CSOS, the computer science extension services at Oregon State University, as an assistant UNIX systems administrator from 1991 to 1995. In 1995, he moved to San Francisco, California. His first paid job was as a technical support and administrative assistant for UNIX systems at MediaCity, between 1995 and 1996, in Palo Alto, California, near San Francisco. In 1999, he joined Surfsoft Consulting as a temporary employee in UNIX systems administration (once again working with this system), in Mountain View, California. One of the clients he works with is Verio, a company he joined that same year, also in Mountain View, and also as a UNIX systems administrator.
In 2001, he left the company and in 2002 he went to CompuCom in Mountain View, working with network and cyber security, providing services for Microsoft's Hotmail (e-mail) and WebTV Division (internet via TV). He left the company in 2003. As happened at Surfsoft, which provided services for Verio and was hired by the same company, he was hired in 2004 by Microsoft, where he provided services for CompuCom. Now, he works as an operations engineer, providing services for Tellme Networks, a company that offered automated response services in call centers, and was one of the largest in the US at the time. Unlike Jeremy's previous jobs, where he joined one company to provide services for another, and then was hired by that other company, in this case Microsoft bought Tellme in 2007, so Jeremy did not leave the company to work for the company he provided services for (laughs). He stayed at Microsoft until 2012, also in Mountain View.
In 2013, he joined Insight Global as a devops engineer, whose role is to integrate software development and IT teams to work together. He worked remotely, working for the customer service company [24]7 Inc. Insight is based in Campbell, California. In 2014, he joined the online video maker Animoto as a technical operations engineer, working remotely. The company is based in New York City. Demiforce followed in 2015, as a systems administrator and architect, working remotely, at a company based in San Francisco. The company managed the Trism app for iOS. In 2018, he got another remote job, this time at the photography company SmugMug in Mountain View, as an operations engineer. He left the company in 2021 and joined the cybersecurity company Proofpoint in 2022, in Sunnyvale, California, also working remotely, as a senior devops engineer, working on the infrastructure of a laboratory. At the time of writing, he was still working at the company.
Teriyaki Bento
In addition, he volunteered from 2008 to 2011 at Bento Teriyaki, a Japanese bento restaurant. He was friends with the restaurant's owners, the Yang family, so he helped them out on weekends in the kitchen, preparing food and doing general chores. It was during this time that he learned basic Korean during his weekly meetings. He currently lives in Mountain View, California, USA.
Dismantlers
TRaCER (65C816/6502) (1996)
Documentation:
Snes.txt (1994), Nestech.txt (1997)
Emulators:
6502 (1996), quickNES (1996)
Games:
Super Kid Ikarus (SNES) (1997)
Programs:
NSFInfo (2016), IPS.PL (2016), Fortune Mod FreeBSD Classic (2017), BSDHwMon (2018)
Demo Games:
hdmademo.smc (SNES) (2019)
Pete Bernert
Pete Bernert
Pete Bernert (BlueDove/BlackDove) was born in 1971 in Germany. After graduating in Computer Science in Mannheim, Germany, Pete worked as an MS-Windows programmer in the 1990s. Around 1998, he lived with his girlfriend Heike near Eberbach. Along with Kazzuya, Tratax, Duddie, Nik, Lewpy and Foxfire, Pete Bernert was the main developer of emulator plug-ins. With PSEmu introducing plug-in emulation in 1998, Pete was one of its first enthusiasts, creating plug-ins for video, sound and CD-ROM. The first of their plug-ins was Pete's TNT OpenGL for video in 1998, followed by Pete's OpenGL for video and Pete's Midas for sound in 1999, Pete's Soft and Pete's D3D for video in 2000, and Pete's DSound for sound and Pete's ASPI for CDR in 2001. Outside the PSEmu Pro project, other plug-ins were released, such as Pete's DX6 D3D and Pete's MesaGL Linux in 2000 and Pete's OpenGL2 PSX in 2003, both for video, and Pete's Linux Null in 2001 for sound.
Pete's Domain Website: Home, PSX GPU, PSX SPU, PSX CDR, CGEmu and PSX Emu Frontends
What did all these plug-ins have in common? They worked on a variety of PSX emulators, including PSEmu Pro, Psyke, ePSXe, PCSX (and some of its famous forks), Xebra, and others. Pete also released plug-ins for PSX, which were later also used for the ZiNc arcade emulator, which ran Capcom's Sony ZN-1 and ZN-2, Taito FX1-A and FX1-B, and Namco System 11 boards, all based on Sony PlayStation software. These included PEOp.S. Windows Soft, Pete's Soft X11 Linux, PEOp.S. Linux Soft X, PEOp.S. Linux Soft SDL in 2001, Pete's OpenGL2 PSX, Pete's XGL2 Linux PSX in 2003, and Pete's Windows OGL/D3D PSX in 2005 for video, eP.E.Op.S. DSound (Pete's) and PEOp.S. Linux OSS (Pete's) in 2001 sound. In November 2001, he created the PEOp.S. (PSX Emulation Open Source) project, alongside Lewpy, lu_zero and linuzappz, to make his Windows and Linux PSX and PS2 plug-ins open source for anyone interested in coding them. Pete made the OpenGL/MesaGL plugins, Soft GPU forks, DSound Audio SPU and Pete's ASPI open source.
GPU: TNT OpenGL, OpenGL Windows and Windows Soft / SPU: MIDAS and DSound / CDR: ASPI
The PEOp.S. project inspired the creation of the SexyPSF player in 2003 by Xodnizel, which plays .PSF (Portable Sound Format) files of PSX game music. SexyPSF was also inspired by the PCSX emulator. In 2012, the Android SexyPSF Player was released, a similar player using the SexyPSF core, created by Lei Yu for Android. Pete has also created PS2-specific plug-ins, such as the PEOp.S. DVD plugin in 2003, and the PEOp.S. PS2 SPU2 and PEOpS SPU2 OSS sound plug-ins in 2004, for emulators such as PCSX2. Several of his PSX plug-ins have also been updated to work on PS2 emulators. Pete updated his plug-ins until 2009. In addition to the plug-ins, he also developed pixel shaders, which are programs that manipulate the pixels of images, adding shading, reflections, and color adjustments to games running with the OGL2 and XGL2 GPU plug-ins. However, this method will only work on graphics hardware that supports GLslang (GLSL), a programming language used to write shaders within the OpenGL ecosystem.
Shader effects include broken glass, texture layers, overlays, black and white, grayscale TV-like effects, blur effects for smoothing, brightness enhancement, 90-degree rotation, resolution enhancement and image refinement (scale2x), noise and contrast enhancement, more vibrant luminance and colors, and smoothing edges and improving the appearance of graphics (anti-aliasing). In addition, it also released a specific shader package, Guest(r)'s Shader Collection, with screen smoothing, visual enhancements, color interpolation (smooth transition between two known points), observation of the render buffer (where images are stored before being displayed on the screen) to determine resolution, color adjustment, brightness, contrast and saturation, color adjustment with anti-aliasing to improve 3D graphics, artistic texture for 3D graphics and cartoon style for 3D graphics.
PCSX
Many of the shaders in this package increase the screen resolution for games. With his work with plug-ins, he was called to be part of some emulation projects. Among them, in 2000, the PCSX project, an important PSX emulator, where he worked on the GPU plug-ins and the emulator's GUI (interface). He was on the project until 2001. In 2005, the ZiNc arcade project, working on the rendering part of SPU plug-ins. And in 2005, the CGEmu GameCube project, working on some graphics plug-ins. Pete also created front-ends for some emulators, such as ePSXeCutor for the PSX ePSXe and amaZiNc for the ZiNc arcade, both in 2004.
In addition to plug-ins, he also developed programs such as PSSwitch, which was released in 1998 to support game configuration in PSEmu, saving the plug-in configuration for each game, since the plug-ins were very precarious and not all of them worked with all games; Pete's Media Player in 2008 to play MIDI files, which were famous at the time, all because the player he downloaded had problems (imagine creating a program because the one you downloaded doesn't work? It's not for everyone [laughs]); PsxGpuCheck in 2000, an application to test the Linux GPU Plugin; and NVColorProfiler in 2005, a tool to fix a bug in NVidia drivers, which messed up saved color patterns to work in certain games after the computer was restarted. More than twenty years after the creation of his plug-ins, they are still used to emulate games. Pete was undoubtedly one of the great innovators in the world of emulation.
Emulators:
PSEmu Pro (1998), PCSX (2001), CGEmu (2005)
Applications:
PSSwitch (1998), Pete's Media Player (1998), PsxGpuCheck (2000), NVColorProfiler (2005)
GPU Plugins (Windows):
Pete's TNT OpenGL GPU (1998), PEOp.S./Pete's OpenGL Windows PSX GPU (1999), Pete's Soft GPU (1999), Pete's D3D GPU (2000), Pete's DX6 D3D GPU (2000), Pete's PSX GPU (2000), Pete's PSX GPUs (Pete's OpenGL, D3D and Soft) (2000), PEOp.S. Windows Soft GPU (2001), Pete's OpenGL2 PSX GPU (2003), Pete's Windows OGL/D3D PSX (Pets's OpenGL, D3D and DX6 D3D) (2005)
GPU Plugins (Linux):
PEOp.S./Pete's MesaGL Linux GPU (2000), Pete's Soft X11 Linux GPU (2001), PEOp.S. Linux Soft X GPU (2001), PEOp.S. Linux Soft SDL GPU (2001), Pete's XGL2 Linux PSX GPU (2003)
SPU Plugins (Windows):
Pete's MIDAS Audio SPU (1999), PEOp.S./Pete's DSound Audio SPU (2001), PEOp.S. PS2 SPU2 DSound (2004)
SPU Plugins (Linux):
PEOp.S./Pete's Linux OSS Audio SPU (2001), Pete's Linux Null Audio SPU (2001), PEOp.S. SPU2 OSS (2004)
CD-R/CDVD Plugins:
Pete's ASPI/PEOp.S. CDR (2001), PEOp.S. CDVD (2003)
Pixel Shading (OGL2/XGL2):
Pete's "Gray" Shader (2004), Pete's "Simple Blur" Shader (2004), Pete's "Brightness" Shader (2004), Pete's "Rotation" Shader (2004), Pete's "Scale2x" Shader (2004), Renee Cousins' " Pseudo Median" Shader (2004), Renee Cousins' "Pseudo Median + Luminance" Shader (2004), Luigi's "Blur AA" shader (2004), Pete's "Broken Glass" Shader (2005), Pete's "Multitexture Demo" Shader (2005), Guest(r)'s Shader Collection (2006)
Front-ends:
ePSXeCutor (2004), amaZiNc (2004)
Specific Plugins (PSEmu Pro) [Replay]:
Pete's TNT (1998), Pete's OpenGL (1999), Pete's MIDAS (1999), Pete's Soft (2000), Pete's D3D (2000), Pete's DSound (2001), Pete's ASPI (2001)
Specific Plugins (ZiNc) [Replay]:
PEOp.S. Windows Soft (2001), Pete's Soft X11 Linux (2001), PEOp.S. Linux Soft X (2001), PEOp.S. Linux Soft SDL (2001), PEOp.S. DSound (Pete's) (2001), PEOp.S. Linux OSS (Pete's) (2001), Pete's OpenGL2 PSX (2003), Pete's XGL2 Linux PSX (2003), Pete's Windows OGL/D3D PSX (2005)
Zilmar
Project64 Website
Nicholas Zilmar was one of the most important figures in the Nintendo 64 scene. He knew a lot about the console's hardware, as well as the development of its plug-ins. He helped the N64 scene since 1999, such as in August 1999 with the 1964 emulator and others. That same year, he also gave information to the same emulator regarding the RSP coprocessor.
Due to his general knowledge of the console, the following year he released three text files explaining the best specifications for creating video, audio and control plug-ins for the console. These files became very well-known among the scene, which began to adopt them. These text files were updated and the plug-ins released under these specifications mentioned which versions of Zilmar's texts they had been created on. The source code for the specifications in question was open and free, free to be modified and added to plug-ins by anyone who wanted to, but with the requirement to include the name of their creator in the credits. These common plug-in files, as they were known, influenced the closed-source plug-in system of Nemu64, added to the emulator from April 1999 onwards.
The first emulator to use the Zilmar Spec standard was 1964 in July 2000, with the NooTe D3D video plug-in ported to it in May 2000. Other emulators to begin supporting the plug-ins were TR64 in October 2000, Apollo in December 2000, Daedalus in April 2001, Project64 in May 2001, Blade64 in September 2001, UltraHLE 2064 in December 2002, Nemu64 in March 2003, and Nice64 in 2011. Some emulators were not fully Zilmar Spec, such as Nemu64 and Nice64.
Plug-ins: Basic Keyboard, Basic CFB and Basic Audio
Zilmar mainly created basic plug-ins, such as the video plug-ins Zilmar's Basic CFB Plug-in in October 2000 and the Direct3D version in 2001, the audio plug-ins Zilmar's Basic Audio Plug-in in October 2000 and Zilmar's No Sound Plug-in in November 2000, and the control plug-ins Zilmar's Basic Keyboard Input Plug-in in December 2000.
Project64 and RSP Plug-in
Project64, as previously mentioned, was a project by Zilmar with Jabo, also a plug-in creator like Zilmar. It began in May 2001. The following month, he created the first RSP plug-in on the N64 scene, Zilmar's RSP LLE or just RSP Plug-in, which worked in conjunction with Jabo's DirectSound video plug-in. Before this, emulators used closed configurations of the coprocessor in question.
Throughout the 2000s, only the Project64, 1964 and Mupen64 emulators remained. With the end of 1964 in 2004 and Mupen64 in 2005, only Project64 remained, which in 2007 received competition from Mupen64Plus, a fork of Mupen64 that stopped using the Zilmar standard. Mupen64Plus stopped using many popular plug-ins that were released for Project64 because of this. One of the few Zilmar Spec plug-ins used in Mupen64Plus is GlineN64 from April 2015, as it also had functionality in the emulator's own system.
A curiosity. In December 2013, the HatCat's MLE RSP plug-in was released for Mupen64Plus and PJ64, also in Zilmar Spec. Its difference was that it was the first MLE (medium level) plug-in. Unlike the previously mentioned HLE and LLE, this was a type of plug-in only released for RSP (the N64 coprocessor), and unlike the classic plug-ins that needed video and audio plug-ins specific to their development levels, the MLE mixed HLE video plug-ins with LLE audio plug-ins, being highly regarded for N64 emulation in general.
(1964) NooTe D3D in July 1999 (converted to Zilmar Spec in May 2000)
(1964/Apollo/PJ64) 1964 OpenGL Graphics in May 2000 (converted to Zilmar Spec in July 2000)
(TR64/1964) RCP Direct3D in October 2000
(TR64/Mupen64) TR64 OpenGL in October 2000
(1964/PJ64/Apollo/Mupen64) Zilmar Basic CFB Plug-in - plays 2D color framebuffer demos in October 2000
(Daedalus/1964/PJ64) Rice Video Graphics Plug-in 2001 (What Month?)
(PJ64/TR64/Apollo/1964) Jabo's Direct3D6 in January 2001
(Apollo) Azimer OpenGL in February 2001
(PJ64/TR64/Apollo/1964) Jabo's Direct3D7 in December 2001
(PJ64) Jabo's OpenGL in May 2001
(Daedalus) Daedalus Graphics October 2001
(PJ64/Mupen64/Mupen64Plus) Gonetz Glide64 in December 2001
(1964/PJ64) Zilmar Basic CFB D3D in 2001
(PJ64) NiGL (Nintendo Graphics Library) in April 2002
(Mupen64) Mupen64 GFX in July 2002
(Daedalus/1964/PJ64) RiceDaedalus/DaedalusD3D8 in July 2002
(TR64) Icepir8's Texture Dumping Plug-in in October 2002
(PJ64) RiceVideo Community Version (fork of Rice Video) in December 2002
(TR64/Mupen64) TR64 Direct3D in February 2003
(PJ64/Mupen64) Orkin glN64 plug-in in February 2003
(TR64) Icepir8's TR64 D3D plug-in in February 2003
(PJ64/Mupen64) Orkin Direct64 (based on glN64) in May 2004
(Nemu64) Lemmy's D3D8 plug-in in May 2004
(1964/1964 Unofficial) 1964 Video LLE Plug-in in November 2004
(PJ64) Jabo's Direct3D8 in March 2005
(PJ64) Rice's HiRez Texturing Plug-in (continuity from Rice Video) in April 2007
(PJ64/Mupen64Plus) Z64/Ziggy's LLE OpenGL in April 2007
(PJ64/Mupen64Plus) Arachnoid in June 2007
(1964 Unofficial) 1964 Video Plug-in (based on Rice Video) in April 2008
(1964mod/NICE64/ICE64) MyGlide64 in January 2012
(1964mod/NICE64/ICE64) MyGlideHQ in January 2012
(PJ64) Angrylion RDP in February 2012
(PJ64/Mupen64Plus) Gonetz GlideN64 (continuity from Glide64) in September 2014
(PJ64) Z64GL in February 2016 (forked from Z64)
(Mupen64Plus) "Static" RSP Interpreter / CXD4 RSP in March 2018
(PJ64/Mupen64Plus/P64) ParaLLEI N64 in June 2020
(PJ64) Project64-Video in May 2021
Audio plug-ins:
(1964) Steb Audio in January 2000 (converted to Zilmar Spec in October 2000)
(1964) Null Sound in October 2000
(1964/Apollo/PJ64/Daedalus) Zilmar's Basic Audio Plug-in - plays audio for demos in October 2000
(1964/PJ64/Apollo/Mupen64/Blade64) Zilmar's No Sound Plug-in in November 2000
(TR64/1964/Blade64) TR64 Audio UCode1 Plug-in in November 2000
(Daedalus/Apollo/Mupen64) Azimer's Audio Plug-in / HLE Audio Plug-in in April 2001
(PJ64/1964) Jabo's DirectSound in May 2001
(PJ64) Project64-Audio in May 2021
(TR64) TR64 HLE Audio Plug-in in September 2001
(1964/PJ64/Mupen64) Audio Beta in January 2002
(Daedalus/Apollo) Azimer's LLE Audio Plug-in in December 2002
(PJ64/1964) Schibo's Audio Plug-in in October 2003
(1964 Unofficial) 1964 Audio Plug-in in April 2008
(1964mod) 1964mod Audio Plug-in in January 2012
(NICE64) NICE64 Audio Plug-in in April 2012
(ICE64) ICE64 Audio Plug-in in October 2012
(PJ64/1964/Mupen64) Shunyuan's HLE Audio Plug-in in April 2013
Input plug-ins:
(1964/Blade64) NooTe DirectInput Plug-in in May 2000 (converted to Zilmar Spec in October 2000)
(TR64/1964) TR64 Input Plug-in in October 2000
(1964/Apollo/Mupen64) Zilmar's Basic Keyboard Input Plug-in in December 2000
(TR64) TR64 DirectX8 Input Plug-in in January 2001
(PJ64) DesktopMan's Basic Keyboard in January 2001
(PJ64/1964) Orkin's Input Plug-in in February 2001
(PJ64/Apollo/Blade64/1964/TR64) SJR's Adaptoid Interface Plug-in/Adaptoid Plug-in in April 2001
(PJ64/1964) Jabo's DirectInput/DirectInput7 in May 2001
(PJ64/Apollo/Blade64/1964/TR64) SJR's N64 Virtual Pad Plug-in June 2001
(PJ64/1964) Def's N64 Direct Input in July 2001
(PJ64/Apollo/1964/TR64/Mupen64) N-Rage DirectInput8 / N-Rage Input in August 2001
(Blade64) Blade64 Input Plug-in in August 2001
(TR64) TR64 LLE Adaptoid Plug-in in January 2002
(PJ64/Mupen64) Darkman DirectInput Plug-in / Pad Plug-in in August 2004
(PJ64) Billard's Xinput plug-in in February 2008
(1964 Unofficial) 1964 Input Plug-in (based on N-Rage Input) in April 2008
(PJ64) NetPlay Input Plug-in (runs in conjunction with N-Rage) in November 2010
(1964mod) 1964mod Input Plug-in in January 2012
(NICE64) NICE64 Input Plug-in in April 2012
(ICE64) ICE64 Input Plug-in in October 2012
(PJ64/Mupen64Plus) Pokopom PSX Pad Plug-in in February 2012
(PJ64) Shunyuan's Directinput Plug-in in August 2013
(PJ64/Mupen64Plus) Raphnetraw in January 2017
(PJ64/Mupen64Plus) N64 Input Serial Plug-in in March 2018
(PJ64) Project64-Input in May 2021
There was supposedly a control plug-in called DesktopMan's DirectInput Plug-in, but this information has not been confirmed.
RSP Plugins:
(PJ64) Zilmar's RSP LLE/RSP Plug-in (was required for Jabo's DirectSound video plug-in) in July 2001
(Mupen64/PJ64/1964) Hacktarux-Azimer HLE Mupen64 HLE RSP in January 2002
(PJ64/Mupen64Plus) Z64 RSP LLE/Ziggy RSP LLE (required for Z64 video plug-in) as of April 2007
(1964/PJ64/Mupen64Plus) HatCat's RSP Plug-in with SSE in August 2013
(1964/PJ64/Mupen64Plus) HatCat's MLE RSP in December 2013
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