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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).