romdev-core-parallel-n64
v0.2.0
Published
ParaLLEl-N64 libretro core (Nintendo 64), HEADLESS-ANGRYLION software build for romdev (no GL — scans out raw RDRAM framebuffers), bundled as WASM with romdev's CPU + AI + live-debug exports.
Readme
romdev-core-parallel-n64
The ParaLLEl-N64 libretro core (Nintendo 64) bundled as WASM for romdev, built headless-angrylion (software).
Why headless-angrylion
The default ParaLLEl-N64 build renders through glide64/GL, which only presents the
RDP display-lists a game issues — it does NOT scan out a raw CPU-written VI
framebuffer. romdev's N64 homebrew (the bundled software-3D lib) draws directly into
an RDRAM framebuffer, so it needs a renderer that honors the Video Interface
scanout. This build compiles GL out, stubs the inactive video-plugin tables,
and forces the angrylion software RDP — which presents the VI framebuffer via
video_cb (no GL). Loaded with hwRender: false.
Custom romdev build
Upstream core plus:
romdev_mips_regs_get— live R4300 register file (cpu({op:'read'}))- the live-debug set (
romdev_watchpoint_set/romdev_pcbreak_set/romdev_range_set/ …) —breakpoint+watch romdev_ai_get— the Audio Interface registers (getAudioState({chip:'ai'}))- a minimal clean-room IPL3 wrapper so
build({platform:'n64'})produces a self-booting.z64(PI-DMAs the game to RDRAM and jumps in).
Built reproducibly by scripts/build-parallel-n64.sh in the romdev repo.
The .wasm is gitignored and shipped to npm via the package's files allowlist.
License: GPL-2.0-or-later (inherits ParaLLEl-N64's license).
