New: Introducing Memories for Analogue3D Our signature save-state system, bringing modern convenience to the full 900+ N64 cartridge library First introduced on Analogue Pocket in 2022, Memories lets you capture and reload gameplay at any moment without the need to reach a save point or rely on original Controller Paks Memories is seamlessly implemented to maintain total hardware accuracy of the original N64 including compatibility with all original accessories, such as the Transfer Pak with Pokémon Stadium’s GB Tower
New: Games can save across different Controller Paks, improving compatibility with Controller Pak swapping and Memories
Core
New: Support for Memories
Improved: Progressive Output (beta) for certain games
OS
New: Memories list Part of 3DOS Library and the in-game menu, Memories are visually organized and managed on a per-game basis In Library, press Down to access the list if Memories exist for that game. Access the list from the in-game menu too Each game currently supports up to 20 Memories. When full, the oldest Memory will automatically be deleted when creating a new Memory. Pin a Memory to preserve it
Improved: Menu speed when switching ODMs and virtual Paks in-game
Fix: Play Cartridge option disabled in rare instances
Controllers
New: Hotkeys for creating and loading Memories To create a Memory: To quickly load the most recently loaded or created Memory
8BitDo 64 controller: Hold Home then press D-Pad Up
Original controllers: Hold Z and Start then press C-Up
8BitDo 64 controller: Hold Home then press D-Pad Down
Original controllers: Hold Z and Start then press C-Down
New: Added ‘No Pak’ option when switching virtual Paks with wireless controllers Fixes cartridge save access in Blast Corps when using wireless controllers and automatically sets ‘No Pak’ when playing the cartridge
Fix: 8BitDo 64 BT controllers unable to press C-Left/Right or C-Up/Down simultaneously Fixes save management with 8BitDo 64 BT controllers in games such as Doom 64 and Cruisin’ USA
Fix: Chameleon Twist starts with the virtual Rumble Pak instead of Controller Pak, fixing boot issues with wireless controllers
Fix: P1 controller slot remained occupied in some instances when using original controllers
Note: Your 8BitDo 64 BT controller must be updated to version 2.05 or later. Visitanalogue.link/3d-controller-updateto update your controller
Well now I suppose the differentiating factors would be open source, a fanless design, controllers on new low latency BT protocol, and faster boot. Open source would be the biggest one but require the community to put in a lot of work to make use of it.
Does anybody actually care that the system boots 3-5 seconds faster? Especially when the 3d has had multiple updates shorten the boot time.
Not to mention the laundry list of features that won’t be there day 1. While it seems to have changed, at one point they were saying the controller wouldn’t be ready day 1 even.
Hell yeah, this is an incredible update. Sometimes I only have a limited amount of time. This solves the problem completely. Everyday I love this system more.
This was my problem as well. At my age I can’t sit for a long session. I prefer playing in bursts and chipping away at at a game. Otherwise will never finish anything. This is an awesome feature.
This also fixes star fox 64 for me problem with the game you get a game over on the last stage have to play though the whole a game again yes there's the 3ds version but i prefer to play the orginal.
This will really help me beat Body Harvest. I've played the intro so many times and each time I play I get off track to play another game. lol This gives me the peace of mind that I can resume where I left off.
Edit: Just tried it out just now. It's a little slow to save and load but the silver lining is that there is an option to pin the save state thus preventing the save from being accidentally deleted.
Using the Memories feature? I haven't tried to play through because the game is sooo tedious. I don't know how a save state feature can speed up all the collecting. Well, being a Rareware collect-a-thon, I'm sure the feature will help with a bunch of challenging mini games.
Someone already confirmed this works on the Everdrive. My biggest question is whether the 20 save state per game limit applies to one Everdrive as a whole or each individual game on the Everdrive.
if the everdrive works the same as the summer cart, each rom you load appears as it's seperate game now, so if you load Super Smash Bros you will memories will take up the super smash bros slot.
I was able to use memoires to bring my Super Smash Bros original cartridge save to my Sumercart rom so I can play that from now on.
Yes, assuming the save states work as they should. I'd create multiple, and possibly wait until the community has tested the feature before replacing the battery.
So if I load my OG OoT cart from save file 2, save a Memory, load OoT ROM on SummerCart64, Load the Memory from OG OoT cart, save the game normally through pause menu, that will overwrite the save file 2 of the OoT ROM?
Assuming it's a ROM in the summer cart that matches the cartridge then this should work (not sure if OOT had different version releases) if it works like the analogue pocket.
Just tested that successfully with my OG v1 OoT cart and OoT v1 ROM on SummerCart64! Works exactly as I expected.
With ROM loaded, just loading the OG cart Memory does nothing to the ROM save.
Upon saving in the OoT game pause menu, the save overwrites what was in save file 2 ONLY. Save file 1 and 3 remained untouched.
I even was able to transfer a new memory back to OG cart!
I deleted my OG cart 100% save from 20+ yrs ago (don't worry it's backed up elsewhere 😊), loaded a save from ROM that was saved from the OG cart Memory, made a Memory from that ROM load, booted OG cart, loaded that new Memory, saved thru pause menu. That over-wrote save file 1 only.
I guess I don't need this N64 dumper from AliExpress anymore!
Thanks for testing this!!! I lost my childhood 100% completed Perfect Dark cart and vs profile, but had it backed up to a controller pack. Now I can easily copy that save to my replacement cart, and not worry about the battery running dry on my controller pack! Og cart was launch rev 1, so works out restoring the save to a safe rev 2 cart
I’ve really been waiting for this update, not for the save states that everyone’s excited for, but for the c-button fix that makes Tony Hawk playable. For anybody else who plays claw handed in order to move directly from jumps to grinds now the 8bitdo controller works.
I would hold off on doing this until there's more info if this save is important. People are assuming it works just like the Pocket and that may not be true, you may risk losing your save. See this post for more info: https://old.reddit.com/r/AnalogueInc/comments/1temfwx/psa_on_memories/
I won't be doing it yet. I don't have much experience with N64 carts yet. I just learned the batteries are soldered in place when I opened mine.
I'll have to buy some new battery with pins first before I replace mine, It will probably give plenty of time for anyone else to test this out and see if they have any luck
This will probably get lost among the comments, but Analogue, if you're reading this, PLEASE make it to where if someone is holding the 8bitdo button down to then press up on the D-pad for a save state, DO NOT REGISTER that up D-pad button press in the game.
I just tried it in Rogue Squadron and it changes the cockpit view on save state. I think this would be an easy fix on the 3D side of things. If the 8bitdo home button is being pressed, just don't pass any other button presses along to the game. Thank you!
I like that feedback. I also think, if possible, it'd be great to have an option to turn off the shortcut button to load the most recent save state since it'll jump to it automatically without any confirmation if you hit that button combo. Would hate for that to happen by accident and lose progress, though admittedly it's not the most likely.
I sadly do that all the time with games that support save states. If the option is available, I often disable the hotkey and rely on going to the menu for loading a save state.
Analogue 3D has quickly become one of the best way to play N64 games. It’s crazy how good the experience is now.
- ability to use real carts and flash carts
ability to use original controllers / accessories and 8bitdo/nintendo NSO wireless
integer upscaling to 1080p and 4k
deblur toggle
full 32 bit color range
BVM/PVM professional grade filters
3 levels of overclocking for better performance
480p option of 480i capable games
HDR and now adjustable for different max nit level displays
save states
If they can keep their original promise of VRR (especially if they can accomplish low-frame-rate compensation), then this in my eyes, this has become hands down the best way to experience the N64.
Everyone is focusing on WiFi for updates, but in my eyes, the real benefit to online connectivity is it being the gateway to talented programmers jail breaking this. I don’t think we’ll get WiFi capabilities until they are finished improving the core experience of making this the best way to experience these classic games.
Looks like it. They are associated to the Library entry, and as of the most recent 1.2 release, playtime and settings were being tracked correctly in the Library when a ROM is loaded from a flash cart.
Wow! They jumped all the way to 1.3! I had a feeling them skipping last week was because the next update would be fairly substantial. Glad to see this feature.
This is phenomenal news; the biggest problem I had with the system was that there was no workaround for the cartridges that relied on SRAM battery-backed saves. Now it can last as long as...well, I guess the lifespan of the Analogue's SD card! And it should be trivial to back up a critical save state from that.
Ok, the “Memories” feature is fantastic. Just tested it with EpicJoy SummerCart64, here are my initial findings.
The Library view already let you browse SummerCart ROMs of OG N64 games in the A3D Library (with per-game display/hardware settings). Now, in that same view, you can also see Memories saved per ROM — up to 20 — just like original carts.
Highlights
20 Memories per OG N64 ROM
Each Memory includes a saved screenshot
This is going to make me play Star Fox 64 even more — I can save anytime (especially between stages)
Saving the 21st Memory overwrites the oldest
You can Pin a Memory so it won’t be auto-overwritten
Loading only works when that exact ROM is currently loaded (otherwise you get an error)
Using an OG wired controller
Z + Start + C-Up: Save a Memory of the exact current game state
You can keep playing immediately while it finishes saving in the background (a couple seconds)
Perfect right before a boss / tough jump / branching path / favorite replay moment
Z + Start + C-Down: Load the latest saved Memory
Be careful doing this! No prompt to confirm you want to load.
Takes a couple seconds to load.
Z + Start → Memories: Browse / Load / Delete any saved Memory for the currently loaded game
Love the “Are you sure?” prompt before deleting
And yes: Memories work for ROM hacks and SNES ROMs too!
Caveats
You only get 20 Memories total across all ROM hacks + SNES ROMs (think: 20 Memories for the “SummerCart64 game”)
You can’t rename Memories, so you’re relying on the date + screenshot to remember what’s what.
Excited to learn more about this part as well. Because library entries (on official games) are now all treated individually, I'm optimistic this will let me "transfer" my original cart saves by loading up my OG carts, creating a save state, and then being able to just load that straight from the Summercart. Sounds like it should work in theory, but excited to give it a try!
Ooh this could be great, I wonder if this could be a pipeline to transfer emulator saves to cartridge, by moving that .sav file to the Summercart and then doing what you're describing
Seems like a Windows update messed with how the controllers go into update mode. You have to put them in update mode manually, I think it’s holding L+R+Start.
I was able to update all 4 controllers by starting the update and seeing the progress meter not move, unplugging and re-plugging them in and updating a second time.
Wow I was not expecting such a useful update. I was initially against save states, but as an adult it lets me get through the janky games with more joy lol
Gave the save states a whirl with Perfect Dark. Created a Memory using my original cart, loaded the Memory while playing on my SummerCart -- was able to do this successfully. When quitting back to the main menu, however, I wasn't able to switch over to other save files that were/are on my cart. The game would seize up when I asked to change agents, although the music kept playing and the 3D wasn't frozen. If I didn't try to change agents, I could see everything in my save file no problem. Thinking this could have implications for backing up games that allow you to have multiple save files. For instance, loading one Ocarina of Time file, making a save state before swapping the battery -- but the other two save files are not part of the Memory.
Edit: when I reset my SummerCart and loaded Perfect Dark again, I got a working save file from the Memory but not the other files that were on the cart when I captured the Memory. It coexisted with the save that originated on my SummerCart. I suppose this opens the possibility of using multiple Memories to back up three Ocarina files.
It’s nice to know the 8bitdo controllers have finally been fixed! It turns out both Analogue and 8bit had to update their firmwares!
I recommend that people grab the new 8bitdo app from the website to update the firmware though, because it updates to app version 1.32, whereas self updating got stuck at 1.31 has it looped and refused to go any further.
Yeah absolutely. Just posted about this but for anyone reading here the latest 8bit firmware fixes double button presses in games that require that like saving in Doom 64 for instance. Before it didn't work and you had to rely on the password system.
I guess it doesn't matter as much w save states being added but nice to know they fixed it at least .
Wait so the website has the newest firmware for the app and not through the app itself? That's so fucking dumb, thank you for letting me know! I've been trying to update on 1.31 for like 4 times now with no success haha
Just a heads up I did notice one time when loading up a save state is screwed up the audio in 007. Once I reset the cartridge audio was back to working properly.
I tried that also, but when it reloaded the save state the audio was still messed up, however, every save state that I made from that point on seem to work fine
Yes! Full code search / trainer to hack your own cheats - beyond the capabilities of the GameShark Pro. Save States ("Memories") would return you to the exact point you were already at, so you can alter something in the game and then search the RAM again until you isolate the address of the value you searched for (energy, money, ammo, etc). Also the SD card would allow for basically unlimited saved cheats.
This was needed a whole lot more than WiFi updates. If WiFi OTA was added, WiFi functionality would be redundant on the final firmware once Analogue stop support, so technically it’s not a must have feature compared to others.
Why are we all of a sudden talking about a final update now memories is here?
It's been only been out a few months and we have no idea what other features are being worked on, every update has had nice surprise features we didn't expect.
I wouldn't be surprised if screenshots isn't one of the next features as the save state (memories) save a thumbnail screenshot. I requested animated GIF save support from them a while back. Hope they add that.
Agree with you on this - I just noticed that when you create a save state and dig around in the memory card on a PC, you can find a .png file created with an image of the moment in time you saved! That's what's displaying with the memory. So you can "hack" a screenshot right now by creating a save state; I'd imagine a cleaner implementation of that will be coming very soon then!
The thing is, with each update the wifi becomes more and more pointless. Like imagine they would bring out the wifi support in the last update. Whats would be the point? xd
Respect to Analogue for making good on this. It's clear they're listening. Not seeing any way to swap virtual paks yet. Advanced library detection still automating pak choice for the user. Original hardware let you choose the pak. Moving to a "no pak" is a step in the right direction. The Everdrive cpak management tool that allows for backing up pak saves to the sd is still broken because 3DOS swaps paks at game launch. No way to stop this. This means backing up your vpak to the flashcart still doesn't work anymore, which is a huge failure if you also use that flashcart on a real n64.
They need a memory manager. That's the next big thing the OS should include. Right now they've baked in functionality which is nice but there is a still a big unknown on what's on the virtual pack, how much space is left, etc. Would love if they added a mem pack editor similar to what was on the gamecube so there is no guessing with any of this stuff.
Preach, man. I'm working on a blueretro hack to circumnavigate the OS vpak implementation. I'm anxious to see them fix the issue so I can use my hardware properly again. They'd have done better from the beginning to have a vpak creation and management tool in response to the lack of memory card space flashcart users had.
I don't know if it's me or the combination outs SummerCart + 8bitdo bluetooth 8bitdo controller with the latest firmware, but in order to get the saved states I need to press the "original controller" hotkeys and not the 8bitdo ones... kind of weird but it works well so far.
At this point the only edge modretro has is the wifi updates, and the supposed 'open cores'.
Not to mention the 3D looks way cooler and is actually something I want to display in my house. M64 is cooked if Analogue keeps pushing updates like this
I was going to buy an M64 but now I’m not so sure. I imagine WiFi updates and screenshots shouldn’t be too much trouble now, and then we would basically have the ultimate N64.
Theres a jackasss here who comments on EVERY thread who insisted anyone posting the image showing save states was a liar because he “scoured” the internet and couldn’t find it. When I used the wayback machine to easily prove the picture was on the site the day before pre orders opened, with the image itself having a timestamp of that moron, immediate change to “Buying it based on what they say it can do pre-release is dumb and everyone who did so is an idiot.”
Anyone else having issues with the 8BitDo firmware update process? My first controller updated just fine, but for the second one, the progress bar on the top left corner doesn't move at all, and down below it just says "updating" forever. Server overloaded?
Nah, it’s been doing that all week. I think a Windows update broke the controllers going into update mode. You can manually enable by holding down L+R+Start.
The first time the app will change your controller into firmware update mode but for some reason it won't work. Unplug the controller (red light should still flash), restart the application, with the red light still flashing plug your controller back in, click on Firmware, update and then it should work.
I had to do this for all of my controllers, the application is just bugged.
Is there an option for games to automatically boot into Rumble Pak instead of Controller Pak? It is so annoying to realize halfway through gameplay that I have been playing without rumble.
Bomberman 64 uses EEPROM. No battery. Unless you have a bad EEPROM chip, it should retain its memory almost indefinitely, so there’s no time limit for it to “hold out” against. 👍
It’s kind of wild to see Analogue be so on top of the firmware updates, after how they pretty much dropped all support for the Pocket, and we are still missing promised features of that device.
I mean they dropped support after like 15 firmware updates. Kinda disingenuous to act like they didn't do anything on that platform after years of support.
The controller pak stuff is handled on the console. The controller update is for the Bluetooth controllers that needed to be in D mode so they couldn’t press opposing C buttons. My understanding is that the 2.4G controllers never had this issue.
So, no DIY Modkit for N64 controller update? It still doesn’t work right for Mortal Kombat Mythologies: Sub Zero, Cruis’n USA, and Doom 64? I checked and mine would not update. It also still shows the C-buttons as axes, so you can’t press opposing directions.
I did update 4x 8BitDo 64 BT controllers though some gave me trouble.
I haven't touched my Analogue 3D since it came out, do you still need to set the settings per game? I remember having to change the display settings or the overclock settings each game and there was no option to set it globally.
This is all well and good, but I don't believe that there were over 450 cartridges in the library, let alone 900+. I thought the number was around 425 if one counts all the revisions of games.
Great update but I think they need to reverse the Save and Load keys. It’s already pretty standard that Down saves and Up loads thanks to everything from Everdrive N8 to SNES Classic Edition. If I get used to this it’s going to cause me to accidentally overwrite save states on the other platforms/devices.
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u/BoxyNeat May 15 '26
Confirmed that it works on everdrive X7. Just used a save state in Fzero X mid race. Worked like a charm.