romdevtools 0.43.0 → 0.56.1

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Files changed (65) hide show
  1. package/CHANGELOG.md +322 -0
  2. package/examples/n64/platformer/main.c +158 -0
  3. package/examples/n64/puzzle/main.c +117 -0
  4. package/examples/n64/racing/main.c +147 -0
  5. package/examples/n64/shmup/main.c +122 -0
  6. package/examples/n64/sports/main.c +127 -0
  7. package/examples/ps1/platformer/main.c +158 -0
  8. package/examples/ps1/puzzle/main.c +125 -0
  9. package/examples/ps1/racing/main.c +147 -0
  10. package/examples/ps1/shmup/main.c +192 -0
  11. package/examples/ps1/sports/main.c +127 -0
  12. package/examples/ps1/sprite_move/main.c +38 -0
  13. package/package.json +9 -2
  14. package/src/analysis/analyze.js +169 -29
  15. package/src/analysis/decompile.js +4 -0
  16. package/src/analysis/decompiler/sleigh/mips.ldefs +25 -0
  17. package/src/analysis/decompiler/sleigh/mips32.pspec +78 -0
  18. package/src/analysis/decompiler/sleigh/mips32be.cspec +107 -0
  19. package/src/analysis/decompiler/sleigh/mips32be.sla +211162 -0
  20. package/src/analysis/decompiler/sleigh/mips32le.cspec +106 -0
  21. package/src/analysis/decompiler/sleigh/mips32le.sla +210624 -0
  22. package/src/analysis/rizin.js +22 -1
  23. package/src/cores/capabilities.js +90 -2
  24. package/src/cores/registry.js +12 -0
  25. package/src/host/LibretroGL.js +270 -0
  26. package/src/host/LibretroGLBridge.js +836 -0
  27. package/src/host/LibretroHost.js +144 -3
  28. package/src/host/callbacks.js +18 -2
  29. package/src/host/coreLoader.js +49 -2
  30. package/src/host/cpu-state.js +27 -0
  31. package/src/host/framebuffer.js +14 -1
  32. package/src/host/glOptionalDep.js +60 -0
  33. package/src/host/n64-ai-state.js +43 -0
  34. package/src/host/ps1-spu-state.js +65 -0
  35. package/src/host/retroConstants.js +14 -0
  36. package/src/mcp/tools/cheats.js +73 -4
  37. package/src/mcp/tools/disasm.js +2 -0
  38. package/src/mcp/tools/frame.js +18 -9
  39. package/src/mcp/tools/index.js +12 -2
  40. package/src/mcp/tools/lifecycle.js +1 -1
  41. package/src/mcp/tools/platform-tools.js +20 -4
  42. package/src/mcp/tools/platforms.js +38 -4
  43. package/src/mcp/tools/project.js +100 -0
  44. package/src/mcp/tools/rendering-context.js +2 -1
  45. package/src/mcp/tools/toolchain.js +1 -1
  46. package/src/mcp/tools/watch-memory.js +93 -20
  47. package/src/platforms/n64/lib/c/n64.c +196 -0
  48. package/src/platforms/n64/lib/c/n64.h +68 -0
  49. package/src/platforms/ps1/lib/c/psx.c +200 -0
  50. package/src/platforms/ps1/lib/c/psx.h +83 -0
  51. package/src/toolchains/cc65/cc65.js +11 -0
  52. package/src/toolchains/index.js +35 -0
  53. package/src/toolchains/mips-c/lib/be/libc.a +0 -0
  54. package/src/toolchains/mips-c/lib/be/libgcc.a +0 -0
  55. package/src/toolchains/mips-c/lib/be/libm.a +0 -0
  56. package/src/toolchains/mips-c/lib/el/libc.a +0 -0
  57. package/src/toolchains/mips-c/lib/el/libm.a +0 -0
  58. package/src/toolchains/mips-c/lib/n64-crt0.s +21 -0
  59. package/src/toolchains/mips-c/lib/n64-ipl3.s +30 -0
  60. package/src/toolchains/mips-c/lib/n64.ld +15 -0
  61. package/src/toolchains/mips-c/lib/ps1-crt0.s +20 -0
  62. package/src/toolchains/mips-c/lib/ps1.ld +15 -0
  63. package/src/toolchains/mips-c/lib/softint.c +37 -0
  64. package/src/toolchains/mips-c/mips-c.js +155 -0
  65. package/src/toolchains/mips-elf-gcc/gcc.js +130 -0
package/CHANGELOG.md CHANGED
@@ -4,6 +4,328 @@ All notable changes to `romdevtools`. Dates are release dates.
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  (Published as `romdev-mcp` through 0.11.0; renamed to `romdevtools` in 0.13.0 —
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  the `romdev-mcp` bin is kept as an alias.)
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+ ## 0.56.1 — 2026-06-26
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+
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+ ### ascii screenshot: legible default grid + lighter default color (0.44.0 feedback #1)
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+
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+ `frame({op:'screenshot', format:'ascii'})` defaulted to a `fb/16` grid (16×14 for a
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+ 256×224 NES frame — too coarse to read any game state) AND truecolor (`38;2;r;g;b`
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+ per cell, ~7.9KB of escapes). So the "cheap text screenshot" was both expensive and
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+ useless for an "are we in gameplay?" check.
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+
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+ - default grid is now `fb/8` (one cell per 8×8 tile → 32×28 for NES, legible).
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+ - default `colors` is now `'256'` (indexed) instead of `'true'` — near-identical read,
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+ far fewer escape bytes. Net for the NES case: 4× more cells AND ~55% smaller
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+ (7876B → 3551B).
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+ - when a caller forces a grid too coarse to show state, the result carries a `note`
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+ pointing at `memory({op:'read'})` as the cheaper exact path for a pass/fail check.
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+
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+ ## 0.56.0 — 2026-06-26
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+
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+ ### N64 + PS1 are now SHIPPABLE: core packages + toolchain wired for publish
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+
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+ The functionality was done, but the artifacts weren't distributable — the cores lived
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+ only in the gitignored dev-staging dir, with no npm package to publish. Fixed:
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+
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+ - **New `romdev-core-pcsx-rearmed`** (PS1) and **`romdev-core-parallel-n64`** (N64,
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+ headless-angrylion software) packages, mirroring the 14's structure (package.json
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+ + index.js + README + gitignored `wasm/` shipped via the `files` allowlist +
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+ verify-wasm prepublish guard). These are CUSTOM romdev builds (the romdev debug
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+ exports + IPL3) — documented in each README + built by scripts/build-*.sh.
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+ - **`romdev-toolchain-mips-gcc`** moved to required `dependencies` (build needs it);
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+ the two cores added to `dependencies` (always installed, like the 14). lockfile
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+ regenerated — `npm ci` passes.
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+ - publish-all.mjs now discovers all 3 (26 packages total).
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+
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+ ### A real shipping bug the npm-pack smoke test caught
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+
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+ The cores' Emscripten glue had a DEV SCRATCH wasm name baked in (`pcsx_vram.wasm`,
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+ `pn64_sw.wasm` from `-o $SCRATCH/...`) instead of the published `*_libretro.wasm`.
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+ The host always passes `wasmBinary` so it worked in dev — but any consumer loading
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+ the factory directly got ENOENT. Re-linked both glues with the correct `-o` name (the
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+ build scripts already used it; only my hand-links were wrong). A clean-install smoke
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+ test (npm pack → install into a bare dir → resolve + instantiate + check exports) +
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+ a packaging contract test now pin this so it can't silently regress.
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+
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+ Verified: clean-install smoke test passes, full build→load-from-package→run→render
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+ pipeline works for both, npm ci + lint + 1054/1054 tests green. Ready for `npm publish`.
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+
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+ ## 0.55.0 — 2026-06-26
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+
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+ ### System manifests now call out the features a platform CAN'T have (and why)
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+
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+ A bare `inspectSprites: false` in the capability manifest is ambiguous — an agent
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+ can't tell "N/A by hardware, permanent" from "a decoder we haven't built." For the
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+ 14 tile-based systems this never bit (they support those ops); for the framebuffer
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+ (PS1) / 3D (N64) systems, FOUR ops are false with no stated reason.
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+
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+ - New `naReason(platform, op)` in the capability manifest returns a HARDWARE-grounded
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+ explanation, keyed on `renderingKind`: a framebuffer/3D renderer has no tile/
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+ sprite-attribute/nametable/palette tables for the tile-era inspectors to read —
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+ those ops are *meaningless on the hardware*, not merely absent. (PS1 `cart` →
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+ "disc-based, no cartridge ROM".)
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+ - `platform({op:'capabilities', platform})` now includes a `naReasons` map alongside
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+ `ops`, so the manifest itself states what each platform can't do + why.
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+ - The `unsupported()` signal from inspectSprites/inspectPalette/inspectBackground/
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+ renderingContext now carries that hardware reason instead of a generic "no decoder
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+ for this platform" — an agent gets "this is a 3D renderer, there are no sprite
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+ tables" and won't retry or request a decoder that can't exist.
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+ - Conformance test pins it: every false introspection op on ps1/n64 must carry a
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+ hardware-grounded N/A reason. Suite 1054/1054.
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+
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+ ## 0.54.0 — 2026-06-26
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+
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+ ### Audit: two real N64/PS1 parity gaps found + fixed
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+
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+ A full per-tool audit (all 32 tools, live-probed on both platforms) surfaced two
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+ genuine gaps where the platform was CAPABLE but the tool didn't deliver:
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+
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+ 1. **PS1 reverse-engineering returned bogus addresses.** `disasm`/`cfg`/`xrefs`/
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+ `functions`/`decompile` on a PS1 PS-EXE found a single fake `fcn.00000000` at
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+ file offset 0 (not the real 0x80010000+ VA), and `decompile` then threw "address
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+ maps outside the image." Root cause: rizin ignores `-B` on a raw buffer, so the
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+ stripped .text was analyzed flat from 0, and PS1's ABSOLUTE jal targets dangled →
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+ no cross-function discovery. Fix: left-pad the .text so flat offset == the VA's
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+ low 20 bits (jal-following now works) and add the high bits back as a rebase, so
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+ every reported address is a real VA that round-trips. PS1 now finds all functions
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+ (16 vs 1) at correct VAs, CFG/xrefs/decompile all resolve. (N64 was already fine.)
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+
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+ 2. **PS1 `video_ram` was claimed but empty.** The manifest lists `video_ram` for
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+ every platform, but pcsx_rearmed never exposed the GPU VRAM. Added a
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+ `romdev_vram_get` export (1024×512×16bpp) wired into `memory({region:'video_ram'})`
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+ — PS1 GPU VRAM is now readable (verified: rendered pixels show up).
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+
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+ Everything else in the audit was already at parity or genuinely N/A-by-hardware
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+ (the tile/sprite/nametable/palette inspectors need tables a framebuffer/3D renderer
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+ doesn't have; `cart` is for cartridge ROMs). save/loadState, runUntil, frame-verify,
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+ romPatch, and the agnostic art/snippet tools all work on both. Suite 1053/1053.
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+
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+ ## 0.53.0 — 2026-06-26
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+
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+ ### N64 + PS1 reach EXAMPLE parity: 5 full genre games each
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+
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+ Both new platforms now ship the same caliber of bundled, playable examples as the
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+ other 14 (parity = "5 decent full games"), registered in project.js and forkable +
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+ buildable through the normal createProject/build tool flow.
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+
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+ **PS1** (4 × 3D + 1 × 2D, on a software 3D engine + the GPU): shmup STARFALL,
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+ racing POLE BENDER (a real receding 3D road), platformer BLOCK HOP, sports
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+ SLAM COURT (3D pong/air-hockey), puzzle DROP GRID (2D — the right idiom for a grid).
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+
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+ **N64** (all 5 × 3D — the N64 was a 3D-first machine, so even the puzzle is a 3D
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+ well of cubes): STARFALL 64 / POLE BENDER 64 / BLOCK HOP 64 / SLAM COURT 64 /
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+ DROP GRID 64, on the same software-3D lib with a framebuffer backend the
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+ headless-angrylion core scans out.
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+
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+ Every example builds + boots + renders, verified on the actual cores (frames
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+ inspected). The N64 path required the three earlier breakthroughs (self-booting
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+ .z64 via a clean IPL3, a headless-angrylion GL-free core, and the VI-scanout
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+ software rasterizer). Suite 1052/1052.
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+
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+ **This completes N64 + PS1 parity** — every tool the other 14 have works, and both
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+ ship 5 full idiomatic examples.
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+
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+ ## 0.51.0 — 2026-06-26
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+
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+ ### N64 audioDebug — FULL parity (zero functional gaps)
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+
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+ - **`getAudioState({chip:'ai'})`** decodes the N64 Audio Interface: sample rate
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+ (from DACRATE + the VI clock), whether audio is playing (a buffer is DMA-queued),
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+ the DMA source address. (N64 audio is RSP-mixed, so the AI is the OUTPUT state, not
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+ per-voice — that lives in game-specific RSP audio lists in RDRAM.) Verified: a real
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+ ROM reports `playing:true, sampleRate:32006`. From a `romdev_ai_get` export added
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+ to parallel_n64. n64 `audioChips:['ai']`, `audioDebug:true`.
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+
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+ **This closes the last functional gap.** A programmatic audit confirms N64/PS1 now
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+ match the canonical 14 on every applicable op — build, run, screenshot, memory,
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+ cpuState, audioDebug, disasm, decompile, cheats, breakpoint, watch. The only manifest
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+ differences are N/A BY HARDWARE: the tile/sprite/nametable/palette inspectors
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+ (framebuffer/3D renderers have no such tables) and `cart` (disc-based). Suite 1052/1052.
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+
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+ ## 0.50.0 — 2026-06-26
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+
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+ ### PS1 SPU audioDebug
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+
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+ - **`getAudioState({chip:'spu'})`** decodes the PS1 SPU's 24 ADPCM voices (per-voice
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+ volume L/R, pitch→Hz, ADSR, key-on/off + main volume + control), from a
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+ `romdev_spu_get` export added to pcsx_rearmed (copies the SPU regArea). Verified:
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+ a toolchain-built program's SPU register writes read back correctly.
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+ - ps1 `audioDebug:true` in the manifest.
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+
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+ **Parity status (N64/PS1 vs the canonical 14):** at parity on build, run, screenshot,
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+ memory, cpuState, disasm, decompile, cheats, breakpoint, watch (+ PS1 audioDebug).
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+ Genuinely N/A by hardware: the tile/sprite/nametable/palette inspectors (framebuffer/3D
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+ renderers have no such tables) and `cart` (disc-based). **Remaining real TODO:** N64
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+ audioDebug (the RSP/AI audio path — a deeper decode than the PS1 SPU register block).
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+
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+ ## 0.49.0 — 2026-06-26
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+
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+ ### N64 + PS1 live-debug — breakpoint + watch now work
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+
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+ The remaining big parity gap: the live-debugging RE tools. parallel_n64 (R4300) and
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+ pcsx_rearmed (R3000) are rebuilt with romdev's CPU instrumentation, so:
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+
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+ - **`breakpoint({on:'pc'|'write'|'read'})`** + **`watch({on:'range'|'mem'})`** work on
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+ both MIPS platforms — verified live: a C program (built by the romdev toolchain)
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+ writing to a known address is caught by a write watchpoint with the writing PC, and
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+ a range watch captures the write stream during emulation.
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+ - A `romdev_debug.c` instrumentation unit (per core) hooks the memory write/read paths
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+ (write/read watch + range watch + coverage) and the interpreter step (PC break +
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+ single-step). Exports the full `romdev_watchpoint`/`readwatch`/`pcbreak`/`range`/`cov`/
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+ `regsnap`/`watchdog` set the host already expects — so the host needed ZERO changes
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+ (its debug methods were already generic).
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+ - Reproducible via the updated build-pcsx-rearmed.sh / build-parallel-n64.sh
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+ (patch the source + hooks + exports).
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+
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+ **Remaining honest gap:** `audioDebug` (PS1 SPU / N64 audio chip decoders) is still
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+ TODO. The tile/sprite/nametable inspectors stay N/A by hardware (framebuffer/3D
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+ renderers have no such tables). Everything else is at parity. Suite 1050/1050.
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+
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+ ## 0.48.0 — 2026-06-25
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+
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+ ### N64 + PS1 `build` op — full feature parity
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+
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+ The last missing op. N64 and PS1 now **build** C from source, completing parity
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+ with the 14 (every op: build, run, screenshot, memory, disasm, decompile, cheats,
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+ cpuState).
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+
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+ - **A from-scratch `mips-elf` GCC toolchain compiled to WASM** — binutils 2.42 +
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+ gcc 14.2.0 + newlib 4.4.0, the same two-stage pipeline as the Genesis m68k
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+ toolchain. STAGE 1 builds it natively; STAGE 2 re-compiles cc1/as/ld/objcopy/
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+ objdump to WASM. One toolchain serves both endiannesses (cc1 `-mel`/`-meb`,
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+ as/ld `-EL`/`-EB`).
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+ - **`buildSource({platform:'ps1'|'n64', language:'c'})`** — cc1 → as → ld → objcopy,
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+ links a minimal crt0 + libc/libm/libgcc. PS1 wraps the image in a PS-EXE the HLE
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+ BIOS loads; N64 emits a big-endian flat image. **Verified end-to-end:** a C program
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+ compiled by the toolchain boots and renders on the PS1 core (GPU fill executed).
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+ - Four GCC-15/emscripten build incompatibilities fixed along the way (all in the
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+ build scripts): binutils `static_assert`-as-identifier (`-std=gnu11`), newlib
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+ libgloss pre-C23 idioms (permissive target CFLAGS), libiberty `psignal` conflict
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+ (source patch, both gcc + binutils copies), and the `all-gcc`/`all` aux-tool
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+ targets pulling in ftw/gprofng (build the specific `cc1`/`as`/`ld` targets).
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+ - New `romdev-toolchain-mips-gcc` package (the WASM tools); pinned + reproducible
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+ via `build-mips-toolchain.sh` + `build-mips-wasm-tools.sh`.
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+
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+ **Caveats:** the bare build path has no SDK yet — PS1 is "drive the GPU/SPU
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+ registers yourself" (PSn00bSDK forthcoming); N64 compiles+links but a self-booting
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+ cart needs IPL3 + a libdragon header (libdragon forthcoming). Both are logic/RE-
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+ complete and the foundation for the SDKs. The framebuffer/3D renderers have no
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+ tile/sprite inspectors by nature.
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+
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+ ## 0.47.0 — 2026-06-25
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+
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+ ### N64 + PS1 reach feature parity (cheats + cpuState + decompile)
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+
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+ The MIPS tier now matches the 14 on everything except `build`:
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+
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+ - **MIPS decompile** — `disasm({platform:'n64'|'ps1', target:'decompile'})` produces
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+ real Ghidra C pseudocode. **No Python**: the stock Ghidra MIPS SLEIGH spec is
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+ compiled to `.sla` (MIPS:BE:32 for N64, MIPS:LE:32 for PS1) by the same
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+ `sleigh_opt` that builds the other 8 CPU tables. (m2c/Pyodide was rejected — it
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+ would drag a CPython runtime into the tool.)
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+ - **cpuState** — `cpu({op:'read'})` decodes the live R4300 (N64) / R3000 (PS1)
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+ register file: 32 GPRs by o32 ABI name + lo/hi + PC. Backed by a tiny
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+ `romdev_mips_regs_get` appended to each core's `libretro.c` (the new
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+ `build-parallel-n64.sh` / `build-pcsx-rearmed.sh` recipes).
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+ - **cheats** — `_retro_cheat_set`/`_retro_cheat_reset` are now exported from the
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+ rebuilt cores (they were in the upstream C, just unexported).
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+ - The cores are reproducible: pinned in `versions.json`, built by the new recipes
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+ (clone → append the regsnap → emcc with the cheat+regsnap exports; the regsnap is
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+ `EMSCRIPTEN_KEEPALIVE` so LTO doesn't strip it).
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+
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+ **Parity scorecard** — N64 & PS1 now have: run, screenshot, memory r/w, disasm
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+ (cfg/xrefs/functions), decompile, cheats, cpuState. The one remaining op is
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+ **build** (a MIPS GCC→WASM toolchain — PSn00bSDK/libdragon — the largest separate
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+ piece). The framebuffer/3D renderers have no tile/sprite/nametable inspectors by
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+ nature.
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+
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+ ## 0.46.0 — 2026-06-25
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+
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+ ### N64 + PS1 run-side: boot, run, render (the MIPS tier goes live)
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+
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+ Past analysis-only — N64 and PS1 now **boot, run, and present real frames** through
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+ the host. The 32-bit MIPS tier is a new partial tier (`tier:"mips"`), distinct from
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+ the canonical 14.
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+
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+ - **N64** (ParaLLEl-N64, HW 3D render) — `run` + `frame({op:'screenshot'})` produce
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+ real 3D frames headlessly via a GL framebuffer readback. Rendering goes through a
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+ ported GL bridge (`LibretroGL`/`LibretroGLBridge`) backed by `native-gles` +
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+ `webgl-node`, which are **optionalDependencies**: lazy-loaded only when an N64/PS1
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+ core boots, so the 14 software platforms and headless installs without the GPU
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+ module are completely unaffected (clear install hint if absent).
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+ - **PS1** (PCSX-ReARMed, software + **built-in HLE BIOS**) — `run` + screenshot with
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+ zero firmware to ship, no GL dependency. Loads PS-EXE (and disc images).
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+ - **Memory** works for both: `readMemory`/`writeMemory` on `system_ram` (N64 = 8MB
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+ RDRAM, PS1 = 2MB main RAM) — poke values directly.
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+ - **Static RE** (from 0.45.0) still works: `disasm({platform:'n64'|'ps1',
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+ target:'rom'|'functions'|'cfg'|'xrefs'})`.
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+ - N64 `.v64`/`.n64` byte orders auto-normalize to `.z64`; PS-EXE headers are stripped.
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+
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+ Three GL-binding bugs fixed to get frames on screen: the Emscripten `getContext`
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+ shim's `instanceof WebGLRenderingContext` check (needs WebGL1 to be a distinct
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+ class), the signed-vs-unsigned `RETRO_HW_FRAME_BUFFER_VALID` compare, and the
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+ all-transparent FBO alpha (forced opaque in a new RGBA decode path).
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+
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+ **Still pending** for full parity (honestly off in the manifest): `build` (needs a
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+ MIPS toolchain — PSn00bSDK/libdragon), `decompile` (needs a MIPS SLEIGH spec in the
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+ decompiler — slaspec sources exist, a decompiler-package rebuild), `getCPUState` +
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+ `cheats` (need a core rebuild exposing those exports). The framebuffer/3D renderers
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+ have no tile/sprite/nametable inspectors by nature.
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+
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+ ## 0.45.0 — 2026-06-25
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+
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+ ### PS1 + N64 analysis-first (the 32-bit MIPS tier)
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+
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+ The first step past the GBA-era line: static RE for PlayStation (R3000) and
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+ Nintendo 64 (R4300), via the MIPS plugin already in the shipped `rizin.wasm` — no
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+ new core, no toolchain, no GPU bridge in this slice.
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+
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+ - **`disasm({platform:'ps1'|'n64', target:'functions'|'cfg'|'xrefs'|'rom'})`** —
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+ works on real ROMs. Verified: a libdragon N64 homebrew (`FlappyBird.z64`)
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+ recovers 251 functions with control-flow graphs and cross-references. The raw
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+ N64 ROM has no entry `aaa` recognizes, so MIPS analysis is seeded at the
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+ post-IPL3 code start (`af` + `aac`) — `aaa` finds 0, the seed finds the tree.
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+ - **Endianness is wired right:** PS1 is little-endian, N64 is big-endian (same
289
+ `mips` arch). N64 `.v64`/`.n64` dumps are auto-normalized to `.z64` byte order;
290
+ PS1 PS-EXE headers are stripped to the load address.
291
+ - **Capability manifest:** `ps1` (framebuffer) / `n64` (3d) are an analysis-only
292
+ tier — `disasm` true; run-side ops (build/run/screenshot/the tile/sprite
293
+ inspectors) and `decompile` false. The tile/nametable inspectors are meaningless
294
+ on a framebuffer/3D renderer, so an agent gets the clean `unsupported()` signal.
295
+ - **`decompile` (C pseudocode) is NOT available yet** for MIPS — the rz-ghidra
296
+ decompiler ships no MIPS SLEIGH spec (adding `MIPS.sla` is a later
297
+ `romdev-analysis-decompiler` rebuild). It returns a clear steer to the working
298
+ disasm targets, not a cryptic failure.
299
+
300
+ ## 0.44.0 — 2026-06-25
301
+
302
+ ### v0.41.0 feedback (part 2) — RE-session ergonomics
303
+
304
+ - **`watch({on:'range'})` dedupe + digest.** A range watch over a churny window
305
+ flooded with per-frame writes (a counter inc'd at one PC → hundreds of
306
+ near-identical rows). New `dedupe:true` collapses identical `(pc,address,value)`
307
+ events to one row with an `occurrences` count (parity with `on:'dma'`), and
308
+ `distinctPCsOnly:true` returns JUST the per-PC digest (`byPC[{pc,count,
309
+ sampleAddress,sampleValue}]`) and suppresses the raw event list — the
310
+ token-cheap "which routines touch this range?" answer. (133737 N1)
311
+ - **`catalog({op:'status'}).capabilities` build-toolchain flags.** Added
312
+ `cc65Build`, `ld65Link`, `da65Disasm` so an agent knows before calling
313
+ `build`/`disasm` whether the toolchain is present (the analysis subtargets
314
+ cfg/xrefs/functions/decompile are all da65-backed). (184553 #1, 190223 #1)
315
+ - **`cheats` slot lifecycle.** `apply` now REPLACES an active freeze on the same
316
+ address instead of stacking a second one that fights for the byte
317
+ (`replacedSameAddress`), and new `op:'remove'` drops ONE cheat by slot/code
318
+ without `clear`'s nuke-all. (213831 #3)
319
+ - **`breakpoint` `settleFrames`.** Back-to-back driven runs on the same live host
320
+ could inherit the prior run's held-button shadow on frame 0 (false-positiving a
321
+ negative control). `settleFrames:N` releases the pad to neutral and steps N
322
+ frames before the run so it starts clean. (213831 #1)
323
+ - **`breakpoint({on:'pc'})` miss-note** now names the negative-control case: a
324
+ `hit:false` may be the DESIRED result (proving input X does NOT reach a branch),
325
+ not a wrong-address failure. (213831 #2)
326
+ - Confirmed already shipped (0.42.0): hex-string `address`/`offset` params, the
327
+ base capabilities map. (133737 N2, 002129 #2)
328
+
7
329
  ## 0.43.0 — 2026-06-25
8
330
 
9
331
  ### Port engine is now GENERIC (any source → any target), not NES→SNES-only
@@ -0,0 +1,158 @@
1
+ /*
2
+ * platformer/main.c — BLOCK HOP: a 3D Nintendo 64 platformer.
3
+ *
4
+ * A 3D character (cube hero) runs and jumps across floating platforms rendered in
5
+ * perspective. Gravity + jump physics in 16.16 fixed point, AABB landing tests
6
+ * against platform tops, coins to collect, a pit you can fall into (lose a life),
7
+ * a chase camera that follows the hero. Title -> play -> game-over, score + lives.
8
+ *
9
+ * Build: build({ platform:"n64", language:"c" }). Controls: LEFT/RIGHT run,
10
+ * CROSS jump, START begin/restart.
11
+ *
12
+ * 3D technique: platforms are flat-topped boxes drawn as no-cull quads; the hero
13
+ * is a culled cube. The camera tracks the hero's X with a slight downward tilt so
14
+ * you see the platform tops. Coins are small spinning cubes.
15
+ */
16
+ #include "n64.h"
17
+
18
+ #define NPLAT 6
19
+ #define NCOIN 6
20
+ enum { TITLE, PLAY, OVER };
21
+
22
+ typedef struct { fix x, y, z, w; } Plat; /* top-center + half-width */
23
+ static Plat plat[NPLAT];
24
+ static struct { fix x, y, z; int got; } coin[NCOIN];
25
+
26
+ static fix hx, hy, vy; /* hero pos + vertical velocity */
27
+ static int onground;
28
+ static int state, score, lives, hi;
29
+ static fix cam_x, spin;
30
+ static unsigned int prev_pad;
31
+
32
+ static void box_top(fix cx, fix top, fix z, fix hw, fix depth, unsigned short col)
33
+ {
34
+ Vec3 a,b,c,d;
35
+ a.x=cx-hw; a.y=top; a.z=z-depth; b.x=cx+hw; b.y=top; b.z=z-depth;
36
+ c.x=cx+hw; c.y=top; c.z=z+depth; d.x=cx-hw; d.y=top; d.z=z+depth;
37
+ n64_quad3d_nc(a,b,c,d,col); /* top face */
38
+ /* front face for thickness */
39
+ a.y=top; b.y=top; c.y=top-FIX(2); d.y=top-FIX(2);
40
+ a.x=cx-hw; a.z=z+depth; b.x=cx+hw; b.z=z+depth; c.x=cx+hw; c.z=z+depth; d.x=cx-hw; d.z=z+depth;
41
+ n64_quad3d_nc(a,b,c,d, col - RGB(20,20,20));
42
+ }
43
+
44
+ static void draw_cube_at(fix x, fix y, fix z, fix s, fix yaw, unsigned short col)
45
+ {
46
+ Vec3 v[8]; int i;
47
+ static const int sx[8]={-1,1,1,-1,-1,1,1,-1},sy[8]={-1,-1,1,1,-1,-1,1,1},sz[8]={-1,-1,-1,-1,1,1,1,1};
48
+ n64_model(x,y,z,yaw);
49
+ for(i=0;i<8;i++){v[i].x=sx[i]*s;v[i].y=sy[i]*s;v[i].z=sz[i]*s;}
50
+ n64_quad3d(v[0],v[1],v[2],v[3],col); n64_quad3d(v[5],v[4],v[7],v[6],col);
51
+ n64_quad3d(v[4],v[0],v[3],v[7],col); n64_quad3d(v[1],v[5],v[6],v[2],col);
52
+ n64_quad3d(v[4],v[5],v[1],v[0],col); n64_quad3d(v[3],v[2],v[6],v[7],col);
53
+ }
54
+
55
+ static void reset_game(void)
56
+ {
57
+ int i;
58
+ /* a run of platforms along +X with a gap (pit) in the middle */
59
+ for (i = 0; i < NPLAT; i++) {
60
+ plat[i].x = (fix)(i * 4 - 4) << 16;
61
+ plat[i].y = (fix)((i % 3) - 1) << 16;
62
+ plat[i].z = FIX(8);
63
+ plat[i].w = FIX(2);
64
+ }
65
+ plat[3].y = FIX(-6); /* the pit: a platform dropped far below */
66
+ for (i = 0; i < NCOIN; i++) { coin[i].x = (fix)(i*4-3)<<16; coin[i].y = plat[i].y + FIX(2); coin[i].z = FIX(8); coin[i].got = 0; }
67
+ hx = FIX(-4); hy = FIX(2); vy = 0; onground = 0;
68
+ score = 0; lives = 3;
69
+ }
70
+
71
+ /* find the platform top under the hero's x (or a very low floor = pit). */
72
+ static fix ground_at(fix x)
73
+ {
74
+ int i; fix best = FIX(-20);
75
+ for (i = 0; i < NPLAT; i++) {
76
+ fix dx = x - plat[i].x; if (dx < 0) dx = -dx;
77
+ if (dx < plat[i].w) { if (plat[i].y > best) best = plat[i].y; }
78
+ }
79
+ return best;
80
+ }
81
+
82
+ static void update(void)
83
+ {
84
+ unsigned int pad = n64_pad();
85
+ int i;
86
+ if (pad & PAD_LEFT) hx -= FIXF(0.18f);
87
+ if (pad & PAD_RIGHT) hx += FIXF(0.18f);
88
+ if (hx < FIX(-6)) hx = FIX(-6); if (hx > FIX(14)) hx = FIX(14);
89
+
90
+ if ((pad & PAD_A) && !(prev_pad & PAD_A) && onground) { vy = FIXF(0.55f); onground = 0; }
91
+
92
+ vy -= FIXF(0.04f); /* gravity */
93
+ hy += vy;
94
+ {
95
+ fix g = ground_at(hx) + FIX(1); /* hero sits 1 unit above the platform top */
96
+ if (hy <= g && vy <= 0) {
97
+ if (g < FIX(-8)) { /* fell in the pit */
98
+ if (--lives <= 0) { if (score>hi) hi=score; state = OVER; }
99
+ hx = FIX(-4); hy = FIX(4); vy = 0;
100
+ } else { hy = g; vy = 0; onground = 1; }
101
+ } else onground = 0;
102
+ }
103
+
104
+ for (i = 0; i < NCOIN; i++) if (!coin[i].got) {
105
+ fix dx = hx - coin[i].x, dy = hy - coin[i].y;
106
+ if (dx<0)dx=-dx; if (dy<0)dy=-dy;
107
+ if (dx < FIX(1) && dy < FIX(2)) { coin[i].got = 1; score += 100; }
108
+ }
109
+
110
+ cam_x += (hx - cam_x) >> 3; /* smooth follow */
111
+ spin += FIX(4);
112
+ prev_pad = pad;
113
+ }
114
+
115
+ static void render(void)
116
+ {
117
+ int i;
118
+ n64_clear(RGB(40, 60, 120)); /* sky */
119
+ n64_camera(cam_x, FIX(2), FIX(-1), 0, FIXF(-0.22f));
120
+
121
+ for (i = 0; i < NPLAT; i++)
122
+ box_top(plat[i].x, plat[i].y, plat[i].z, plat[i].w, FIX(2),
123
+ (i==3)?RGB(120,40,40):RGB(90, 150, 70));
124
+ for (i = 0; i < NCOIN; i++) if (!coin[i].got)
125
+ draw_cube_at(coin[i].x, coin[i].y, coin[i].z, FIXF(0.3f), spin, RGB(255, 220, 40));
126
+
127
+ draw_cube_at(hx, hy, FIX(8), FIXF(0.6f), 0, RGB(230, 90, 60));
128
+
129
+ n64_number(8, 6, (unsigned)score, RGB(255,255,255));
130
+ for (i = 0; i < lives; i++) n64_rect(290 - i*10, 8, 6, 6, RGB(230, 90, 60));
131
+ }
132
+
133
+ int main(void)
134
+ {
135
+ n64_init();
136
+ n64_srand(0xBEEF);
137
+ state = TITLE; prev_pad = 0; cam_x = 0;
138
+ for (;;) {
139
+ unsigned int pad = n64_pad();
140
+ if (state == TITLE) {
141
+ n64_clear(RGB(20, 30, 60));
142
+ n64_camera(0, 0, FIX(-1), 0, 0);
143
+ spin += FIX(3);
144
+ draw_cube_at(0, 0, FIX(6), FIX(1), spin, RGB(230, 90, 60));
145
+ if ((pad & PAD_START) && !(prev_pad & PAD_START)) { reset_game(); state = PLAY; }
146
+ prev_pad = pad;
147
+ } else if (state == PLAY) { update(); render(); }
148
+ else {
149
+ n64_clear(RGB(8, 8, 30));
150
+ n64_number(110, 100, (unsigned)score, RGB(255, 220, 40));
151
+ n64_number(120, 130, (unsigned)hi, RGB(255, 255, 120));
152
+ if ((pad & PAD_START) && !(prev_pad & PAD_START)) { reset_game(); state = PLAY; }
153
+ prev_pad = pad;
154
+ }
155
+ n64_flip();
156
+ }
157
+ return 0;
158
+ }
@@ -0,0 +1,117 @@
1
+ /*
2
+ * puzzle/main.c — DROP GRID 64: a 3D Nintendo 64 falling-block puzzle.
3
+ *
4
+ * Unlike the PS1 puzzle (flat 2D), this is rendered in 3D — the N64 was a 3D-first
5
+ * machine, so the well is a perspective box and the blocks are shaded cubes you
6
+ * watch fall in depth. Same falling-block logic (move, drop, clear full rows, ramp
7
+ * speed, stack-out = game over) but presented through the 3D pipeline at an angle.
8
+ *
9
+ * Build: build({ platform:"n64", language:"c" }). Controls: LEFT/RIGHT move the
10
+ * falling block, DOWN soft-drop, START begin/restart.
11
+ *
12
+ * 3D technique: each grid cell is a cube at (col, -row, 0) in world space; a tilted
13
+ * camera looks into the well so you see depth. The board logic is plain integers.
14
+ */
15
+ #include "n64.h"
16
+
17
+ #define GW 6
18
+ #define GH 10
19
+ enum { TITLE, PLAY, OVER };
20
+
21
+ static unsigned char grid[GH][GW];
22
+ static int fx, fy, fc;
23
+ static int tick, fall_period;
24
+ static int state, score, hi;
25
+ static unsigned int prev_pad;
26
+
27
+ static const unsigned short PAL[5] = {
28
+ 0, RGB(230,60,60), RGB(60,200,90), RGB(80,150,255), RGB(240,200,60)
29
+ };
30
+
31
+ static void cube_at(fix x, fix y, fix z, fix s, unsigned short col)
32
+ {
33
+ Vec3 v[8]; int i;
34
+ static const int sx[8]={-1,1,1,-1,-1,1,1,-1},sy[8]={-1,-1,1,1,-1,-1,1,1},sz[8]={-1,-1,-1,-1,1,1,1,1};
35
+ n64_model(x,y,z,0);
36
+ for(i=0;i<8;i++){v[i].x=sx[i]*s;v[i].y=sy[i]*s;v[i].z=sz[i]*s;}
37
+ n64_quad3d(v[0],v[1],v[2],v[3],col); n64_quad3d(v[5],v[4],v[7],v[6],col);
38
+ n64_quad3d(v[4],v[0],v[3],v[7],col); n64_quad3d(v[1],v[5],v[6],v[2],col);
39
+ n64_quad3d(v[4],v[5],v[1],v[0],col); n64_quad3d(v[3],v[2],v[6],v[7],col);
40
+ }
41
+
42
+ /* grid cell (c,r) → world position (centered, y up). */
43
+ static fix cellx(int c) { return (fix)(c - GW/2) << 16; }
44
+ static fix celly(int r) { return (fix)((GH/2) - r) << 16; }
45
+
46
+ static void new_block(void)
47
+ { fx=GW/2; fy=0; fc=1+(n64_rand()%4); if(grid[0][fx]){ if(score>hi)hi=score; state=OVER; } }
48
+
49
+ static void reset_game(void)
50
+ { int r,c; for(r=0;r<GH;r++)for(c=0;c<GW;c++)grid[r][c]=0; score=0; tick=0; fall_period=30; new_block(); }
51
+
52
+ static int blocked(int x,int y){ return x<0||x>=GW||y>=GH||(y>=0&&grid[y][x]); }
53
+
54
+ static void lock_and_clear(void)
55
+ {
56
+ int r,c,rr;
57
+ grid[fy][fx]=fc;
58
+ for(r=GH-1;r>=0;r--){
59
+ int full=1; for(c=0;c<GW;c++) if(!grid[r][c]){ full=0; break; }
60
+ if(full){ for(rr=r;rr>0;rr--)for(c=0;c<GW;c++)grid[rr][c]=grid[rr-1][c]; for(c=0;c<GW;c++)grid[0][c]=0; score+=100; if(fall_period>8)fall_period--; r++; }
61
+ }
62
+ new_block();
63
+ }
64
+ static void step_fall(void){ if(!blocked(fx,fy+1)) fy++; else lock_and_clear(); }
65
+
66
+ static void update(void)
67
+ {
68
+ unsigned int pad = n64_pad();
69
+ if((pad&PAD_LEFT)&&!(prev_pad&PAD_LEFT)&&!blocked(fx-1,fy)) fx--;
70
+ if((pad&PAD_RIGHT)&&!(prev_pad&PAD_RIGHT)&&!blocked(fx+1,fy)) fx++;
71
+ if(pad&PAD_DOWN){ step_fall(); tick=0; }
72
+ if(++tick>=fall_period){ step_fall(); tick=0; }
73
+ prev_pad=pad;
74
+ }
75
+
76
+ static void render(void)
77
+ {
78
+ int r,c;
79
+ n64_clear(RGB(12,12,24));
80
+ n64_camera(0,0,FIX(-12),0,FIXF(-0.05f)); /* look into the well */
81
+ /* settled blocks */
82
+ for(r=0;r<GH;r++) for(c=0;c<GW;c++) if(grid[r][c])
83
+ cube_at(cellx(c), celly(r), 0, FIXF(0.45f), PAL[grid[r][c]]);
84
+ /* falling block */
85
+ if(fy>=0) cube_at(cellx(fx), celly(fy), 0, FIXF(0.45f), PAL[fc]);
86
+ /* well floor + walls as dim cubes for depth cue */
87
+ for(c=-1;c<=GW;c++){ cube_at(cellx(c), celly(GH), 0, FIXF(0.45f), RGB(50,50,70)); }
88
+ for(r=0;r<=GH;r++){ cube_at(cellx(-1), celly(r), 0, FIXF(0.45f), RGB(40,40,60)); cube_at(cellx(GW), celly(r), 0, FIXF(0.45f), RGB(40,40,60)); }
89
+ n64_number(8,6,(unsigned)score,RGB(255,255,255));
90
+ }
91
+
92
+ int main(void)
93
+ {
94
+ n64_init();
95
+ n64_srand(0xD0D0);
96
+ state=TITLE; prev_pad=0;
97
+ for(;;){
98
+ unsigned int pad = n64_pad();
99
+ if(state==TITLE){
100
+ static fix t; t+=FIX(3);
101
+ n64_clear(RGB(20,12,30));
102
+ n64_camera(0,0,FIX(-6),0,0);
103
+ n64_model(0,0,0,t); cube_at(0,0,0,FIX(1),RGB(80,150,255));
104
+ if((pad&PAD_START)&&!(prev_pad&PAD_START)){ reset_game(); state=PLAY; }
105
+ prev_pad=pad;
106
+ } else if(state==PLAY){ update(); render(); }
107
+ else {
108
+ n64_clear(RGB(30,8,8));
109
+ n64_number(110,100,(unsigned)score,RGB(255,120,120));
110
+ n64_number(120,130,(unsigned)hi,RGB(255,255,120));
111
+ if((pad&PAD_START)&&!(prev_pad&PAD_START)){ reset_game(); state=PLAY; }
112
+ prev_pad=pad;
113
+ }
114
+ n64_flip();
115
+ }
116
+ return 0;
117
+ }