An example of this can be found here: https://github.com/Mr-Wiseguy/Zelda64Recomp?tab=readme-ov-fi...
Huh, I wouldn't have expected that. I don't know much about the specifics of N64 emulation, but I've had N64 emulators running perfectly since the early 2010s. I played mostly the big classics, so I'm unfamiliar with more niche title performance.
Console makers will often hire lead developers of open source emulators to sew something up for them, like what was used for the mario 35 collection (part of galaxy was recompiled too) or the "ps2 classics" software emulator for the ps3.
Setting aside the part about purists finding it unacceptable, I appreciate the tenacity of the devs that find these problems worth solving.
https://youtu.be/0B095eHBrCg?t=24m40s
Not saying that supporting glitches like that is a hard requirement for these ports though
Some other madlad then took that approach, and ported it to a GPU Shader, because fuck yeah thousands of cores! It actually greatly improved the situation, as you didn't need a super powerful GPU, just a somewhat modern GPU.
That development means devices like the steam deck actually have zero issues running awesome N64 emulation, including allowing for upscaling to much higher rendering resolutions without artifacts because you are literally telling a virtual RDP to do it, and it happily complies.
Before AngryLion and ParaLLEl, we were stuck with basically the same graphics plugins, glitches, and tweaks as the late 90s.
https://www.libretro.com/index.php/category/parallel-n64/ for a more detailed description of how this changed things.
For example Mario64 and Ocarina of Time are completely reverse engineered and have native support for Windows and Linux and they run perfectly on those systems as where they really struggle when trying to emulate.
EDIT - But hey, you can always just add another layer of emulation via Proton to run it in Linux.