romdevtools 0.44.0 → 0.70.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +572 -0
- package/README.md +9 -7
- package/examples/dreamcast/hello/main.c +24 -0
- package/examples/n64/platformer/main.c +158 -0
- package/examples/n64/puzzle/main.c +117 -0
- package/examples/n64/racing/main.c +147 -0
- package/examples/n64/shmup/main.c +122 -0
- package/examples/n64/sports/main.c +127 -0
- package/examples/ps1/platformer/main.c +158 -0
- package/examples/ps1/puzzle/main.c +125 -0
- package/examples/ps1/racing/main.c +147 -0
- package/examples/ps1/shmup/main.c +192 -0
- package/examples/ps1/sports/main.c +127 -0
- package/examples/ps1/sprite_move/main.c +38 -0
- package/package.json +11 -2
- package/src/analysis/analyze.js +224 -29
- package/src/analysis/decompile.js +7 -0
- package/src/analysis/decompiler/sleigh/mips.ldefs +25 -0
- package/src/analysis/decompiler/sleigh/mips32.pspec +78 -0
- package/src/analysis/decompiler/sleigh/mips32be.cspec +107 -0
- package/src/analysis/decompiler/sleigh/mips32be.sla +211162 -0
- package/src/analysis/decompiler/sleigh/mips32le.cspec +106 -0
- package/src/analysis/decompiler/sleigh/mips32le.sla +210624 -0
- package/src/analysis/rizin.js +24 -1
- package/src/cores/capabilities.js +122 -2
- package/src/cores/registry.js +17 -0
- package/src/host/LibretroGL.js +273 -0
- package/src/host/LibretroGLBridge.js +836 -0
- package/src/host/LibretroHost.js +203 -3
- package/src/host/callbacks.js +22 -2
- package/src/host/coreLoader.js +65 -5
- package/src/host/cpu-state.js +27 -0
- package/src/host/framebuffer.js +14 -1
- package/src/host/glOptionalDep.js +60 -0
- package/src/host/n64-ai-state.js +43 -0
- package/src/host/ps1-spu-state.js +65 -0
- package/src/host/retroConstants.js +14 -0
- package/src/mcp/tools/disasm.js +2 -0
- package/src/mcp/tools/frame.js +18 -9
- package/src/mcp/tools/lifecycle.js +1 -1
- package/src/mcp/tools/platform-tools.js +20 -4
- package/src/mcp/tools/platforms.js +38 -4
- package/src/mcp/tools/project.js +116 -0
- package/src/mcp/tools/rendering-context.js +2 -1
- package/src/mcp/tools/toolchain.js +1 -1
- package/src/platforms/n64/lib/c/n64.c +196 -0
- package/src/platforms/n64/lib/c/n64.h +68 -0
- package/src/platforms/ps1/lib/c/psx.c +200 -0
- package/src/platforms/ps1/lib/c/psx.h +83 -0
- package/src/toolchains/index.js +65 -0
- package/src/toolchains/mips-c/lib/be/libc.a +0 -0
- package/src/toolchains/mips-c/lib/be/libgcc.a +0 -0
- package/src/toolchains/mips-c/lib/be/libm.a +0 -0
- package/src/toolchains/mips-c/lib/el/libc.a +0 -0
- package/src/toolchains/mips-c/lib/el/libm.a +0 -0
- package/src/toolchains/mips-c/lib/n64-crt0.s +21 -0
- package/src/toolchains/mips-c/lib/n64-ipl3.s +30 -0
- package/src/toolchains/mips-c/lib/n64.ld +15 -0
- package/src/toolchains/mips-c/lib/ps1-crt0.s +20 -0
- package/src/toolchains/mips-c/lib/ps1.ld +15 -0
- package/src/toolchains/mips-c/lib/softint.c +37 -0
- package/src/toolchains/mips-c/mips-c.js +155 -0
- package/src/toolchains/mips-elf-gcc/gcc.js +130 -0
- package/src/toolchains/sh-c/lib/dc-crt0.s +23 -0
- package/src/toolchains/sh-c/lib/dc.h +102 -0
- package/src/toolchains/sh-c/lib/dc.ld +11 -0
- package/src/toolchains/sh-c/lib/libc.a +0 -0
- package/src/toolchains/sh-c/lib/libgcc.a +0 -0
- package/src/toolchains/sh-c/lib/libm.a +0 -0
- package/src/toolchains/sh-c/sh-c.js +101 -0
- package/src/toolchains/sh-elf-gcc/gcc.js +122 -0
package/CHANGELOG.md
CHANGED
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@@ -4,6 +4,578 @@ 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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## 0.70.0 — 2026-06-26
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### Dreamcast is ship-ready: verified build → run → screenshot, with a renderable example
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The Dreamcast platform is now verified end-to-end and release-ready:
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- **build → run → screenshot proven + regression-tested.** A C homebrew compiles via
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sh-elf-gcc, boots DIRECTLY on Flycast's reios HLE BIOS (no GD-ROM image, no firmware),
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and renders on the real GPU through native-gles at 640×480 — confirmed by the new
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`test/dreamcast-runside.test.js`.
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- **dc.h is now auto-bundled.** The PowerVR2 framebuffer helper (640×480 RGB565 bring-up:
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FB_R_CTRL/SIZE/SOF1 + SPG) ships in the sh-c toolchain lib and is injected automatically,
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so `#include "dc.h"` just works — a DC program is a single `main.c` with no glue. A
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caller-supplied `dc.h` still overrides the bundled one.
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- **A renderable example** — `examples/dreamcast/hello` (DCHELLO): the canonical starter
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that paints a test pattern through the GPU pipeline. Registered with createProject /
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scaffold like the other platforms.
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(The 640×480 screenshot path was already correct — the GL FBO is sized to Flycast's
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upscale bound and the host crops the readback to the core's reported geometry; a raw
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readback without crop args was the only thing that looked oversized.)
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## 0.69.0 — 2026-06-26
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### PS1 renders on the REAL GPU via native-gles (Beetle PSX HW + OpenBIOS)
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The PS1 core is now **Beetle PSX HW** (mednafen) with its GLES3/WebGL2 hardware renderer,
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rendering the PS1 GPU on the real GPU through native-gles — the same path as glide64-N64
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and Flycast-DC. It ships with **OpenBIOS embedded** (PCSX-Redux, MIT-licensed, region-free),
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so there's NO copyrighted Sony firmware to ship and no BIOS file to supply. (Verified:
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mod.GL exposed, SET_HW_RENDER fires, hwActive=true, the OpenBIOS 3D-cube boot animation
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renders in shaded perspective through native-gles.)
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- New package romdev-core-beetle-psx-hw (replaces romdev-core-pcsx-rearmed as the PS1
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core); build-beetle-psx-hw.sh reuses the N64 GL recipe (all-.o link, -lGL +
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GL_ENABLE_GET_PROC_ADDRESS + GL in EXPORTED_RUNTIME_METHODS, the libretro-common EXTRAS).
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- Registry: ps1 → beetle_psx_hw, hwRender:true. Manifest: renderingKind 3d, run+screenshot
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+disasm+decompile+build true; cpuState/audioDebug now false (beetle lacks the romdev
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MIPS/SPU debug exports the old pcsx_rearmed-software build had — a future core patch;
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pcsx had no WebGL2 GPU path).
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NOTE (both MIPS platforms): the GL cores render RDP/GPU display lists, NOT raw CPU-written
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framebuffers — so the romdev software-3D example libs (which rasterize into a framebuffer)
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render black on them; REAL games with GPU geometry render correctly. SDK-based examples
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(libdragon rdpq / PSn00bSDK GTE) are the renderable path. Suite 1059/1059.
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## 0.68.0 — 2026-06-26
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### N64 renders on the REAL GPU via native-gles (glide64), not software
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parallel_n64 now renders the RDP through **glide64 → GLES2/WebGL2 → native-gles** (the
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real GPU, headless EGL pbuffer), replacing the angrylion software-RDP build. SET_HW_RENDER
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fires, the host's LibretroGL drives native-gles, and frames read back via glReadPixels —
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the same GPU path as Flycast/Dreamcast. (Verified: hwActive=true, the GL context engages
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from boot.)
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The build + host fixes that made it work (every one was a real wall):
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- **Link all .o directly**, not via a .bc/.a archive — the archive route drops the
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GLSM/context_reset/glide64 objects (no externally-referenced symbol), so the core never
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calls SET_HW_RENDER. (build-parallel-n64.sh)
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- **`-lGL` + `GL_ENABLE_GET_PROC_ADDRESS=1` + `"GL"` in EXPORTED_RUNTIME_METHODS** — these
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make Emscripten emit `Module["GL"]=GL`, so the returned module actually exposes the GL
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context object the host needs. Without them, `mod.GL` is undefined and HW render never
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initializes.
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- **coreLoader: don't set `noInitialRun`/`wasmBinary` for GL (canvas) cores** — both
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suppress the Emscripten GL runtime init; use `locateFile` so the .wasm loads the normal way.
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- **Pre-seed PLATFORM_CORE_OPTIONS before `_retro_init`** (loadCore now infers the platform
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from the core filename): the core picks its renderer (glide64 vs angrylion) from
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`parallel-n64-gfxplugin` during retro_init, so the override must be set before then.
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- Registry: n64 is now `hwRender:true` (glide64 GL).
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## 0.67.0 — 2026-06-26
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### Dreamcast examples + sh-c -O level fix
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Four DC example programs (rom-games/dreamcast/): dchello (test card), bounce (animation),
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starfield (shmup background), grid (puzzle/board) — all build via the WASM toolchain and
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render distinct content through Flycast, exercising the dc.h helper (no-KOS PowerVR2
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framebuffer + 2D primitives).
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sh-c driver: a user-supplied `-O<level>` now wins over the default `-O2` (gcc honors the
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LAST -O, so a default appended after the user's would clobber it — only add -O2 if absent).
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This matters because the WASM cc1 hangs at -O2 on some sources (the interprocedural-
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optimization phase; native sh-elf-gcc compiles them in <1s), and -O1 is the workaround.
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Suite 1059/1059.
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## 0.66.0 — 2026-06-26
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### Dreamcast: build() works — full WASM toolchain + packaging
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`build({platform:"dreamcast"})` now compiles SH-4 C to a bootable ELF entirely in WASM,
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and the result boots + renders through Flycast — the complete zero-install pipeline
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(build → run → screenshot), verified end-to-end via the public `buildForPlatform`.
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- **sh-elf-gcc WASM toolchain** (cc1 + as + ld + objcopy + objdump): gcc 14.2.0 +
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binutils 2.42 + newlib 4.4.0 for sh-elf (little-endian SH-4, m4-single-only). The cc1
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build needed CC_FOR_BUILD forced native (emconfigure makes $(CC)=emcc, which would
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build the gen tools as WASM) + the host-side libcpp/libiberty configured first.
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- **sh-c build driver** + lib (dc-crt0.s zeroes .bss + calls main; dc.ld links at
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0x8c010000; newlib libc/libm/libgcc). The ELF IS the deliverable — reios boots it.
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- **Packages:** romdev-core-flycast (the DC core) + romdev-toolchain-sh-gcc (the WASM
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compiler), both added as romdevtools deps; the registry resolves the DC core from the
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package. Manifest `dreamcast.build` is now true.
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Dreamcast core parity reached: disasm + decompile + build + run + screenshot. Suite
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1059/1059.
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## 0.65.0 — 2026-06-26
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### Dreamcast: homebrew renders correct graphics + HW-frame crop-to-native
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A minimal DC homebrew (no KallistiOS — a dependency-free `dc.h` helper that programs the
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PowerVR2 FB_R_CTRL/FB_R_SIZE/FB_R_SOF1 + SPG for a 640x480 RGB565 framebuffer) builds with
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the native sh-elf toolchain, boots via reios HLE, runs, and renders a test pattern that the
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host captures **pixel-exact** (verified: dark-blue background + equal red/green/blue bars +
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white frame, the program's exact colors). This closes the DC render-fidelity loop.
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Host change (helps any HW-render core): the video_refresh callback now records the core's
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reported active resolution, and the GL readback crops the FBO to it — so a 640x480 DC frame
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no longer comes back as the full 853x853 GL viewport with a dead border. `readbackFrame`
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takes optional (cropW, cropH); `_afterRun` passes the core's w/h. Suite 1059/1059.
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## 0.64.0 — 2026-06-26
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### Dreamcast: present-path verified — screenshot works
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Flycast renders to the GL FBO and the host reads it back: a framebuffer-writing homebrew
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program shows ~727k captured pixels through the host's normal frame path (hwFramePending →
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readbackFrame). Manifest `dreamcast.screenshot` is now true. With the CPU executing
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(0.63.0), the direct-framebuffer present path lights up.
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Added `flycast_emulate_framebuffer: enabled` to the host's DC options — it scans the DC
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framebuffer out on every VBlank (the 2D path, no PowerVR2 tile list), so simple homebrew
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that writes RGB565 to VRAM presents reliably without authoring a full TA list. (Full
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TA/3D fidelity + correct framebuffer addressing come with the KOS helper lib; the pipeline
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itself — boot → run → render → host capture — is proven end-to-end.) Suite 1059/1059.
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## 0.63.0 — 2026-06-26
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### Dreamcast: HOMEBREW EXECUTES — run + memory introspection live
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Custom Flycast core patches make the SH-4 actually execute guest code. A homebrew .elf
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boots via reios HLE, the SH-4 runs it, and the guest's RAM writes are visible through the
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host (verified: a 0xDC0DC0DC marker the test program writes appears in DC RAM). Manifest
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`dreamcast.run` is now true.
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Root cause (3 stacked bugs): (1) worker-thread aborts — fixed by single-thread +
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`--wrap pthread_create` no-op (0.62.0); (2) HLE BIOS off — only the reios path loads a raw
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.elf, and the option is latched at retro_init, so default `UseReios=true` in source for
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emscripten; (3) THE BIG ONE — `ThreadedRendering` defaulted ON, which runs the CPU on a
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`std::async` worker that our pthread no-op kills → the SH-4 never steps (PC stuck at the
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reset vector, reios_boot never fires, RAM stays zero). Fixed by unconditionally
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`config::ThreadedRendering.override(false)` for emscripten in update_variables.
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`screenshot` stays false until the PowerVR2 present-path is verified with a TA-driving
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program (the KOS helper lib — next phase). All patches reproducible in build-flycast.sh.
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Suite 1059/1059.
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## 0.62.0 — 2026-06-26
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### Dreamcast run-side BREAKTHROUGH: Flycast boots + runs DC ELFs
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The threading wall is solved. Flycast (the full DC emulator) now **boots a homebrew
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.elf via reios HLE and runs frames** through the romdev host — `retro_init` /
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`retro_load_game` / `retro_run` all succeed, av_info reports 640×480, and video_refresh
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fires every frame. No abort, no `unwind`.
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The fix (after trying PROXY_TO_PTHREAD + ASYNCIFY, which deadlocks in Node on the
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GL↔proxy-thread dependency): build single-threaded and **`--wrap` pthread_create to a
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no-op** (`scripts/patches/romdev-snippets/flycast-pthread-noop.c`). pthread_create
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returns success but spawns nothing; join/detach are no-ops. So flycast's worker threads
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(achievements/http/network/audio-async) never run, `std::thread`'s ctor doesn't abort
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(no "thread constructor failed"), and — crucially — the main thread never blocks on a
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worker, so there's no emscripten `unwind`. Emulation runs synchronously on retro_run
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(ThreadedRendering defaulted false). This is far cleaner than stubbing thread sites
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one-by-one (there were 4+ wrapper classes plus raw std::thread/std::async).
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Also: the GL `get_proc_address` bridge fix (0.59.0) is what got context_reset past the
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signature mismatch; the 512MB-mmap fallback (posix_vmem) got init past the trap.
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NEXT: a DC program that actually renders via PowerVR2 (the KOS helper lib) to verify the
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present path end-to-end, then flip run/screenshot true. Captured in build-flycast.sh.
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Suite green.
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## 0.60.0 — 2026-06-26
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### Dreamcast: SuperH4 SLEIGH metadata shipped + Flycast threading progress
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- **SuperH4 SLEIGH metadata committed** (`.ldefs`/`.pspec`/`.cspec`) — these ship
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alongside the gitignored `.sla` (like every other CPU); without them the decompiler
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couldn't load the SuperH4 spec at runtime. (0.57.0 shipped the wiring but missed the
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metadata files. Now complete.)
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- Flycast run-side threading: the single-threaded WASM build needs worker-thread
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creation stubbed (emscripten can't spawn them without -pthread; with -pthread the
|
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201
|
+
main thread can't block → unwind). Captured the patches in `build-flycast.sh`
|
|
202
|
+
(`cThread::Start` / `VPeriodicThread::start` no-op, `ThreadedRendering` defaults
|
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203
|
+
false on emscripten) + the `flycast_threaded_rendering: disabled` host option.
|
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204
|
+
|
|
205
|
+
KNOWN-OPEN: Flycast's load still aborts on a not-yet-located worker thread (no-pthread)
|
|
206
|
+
or unwinds (pthread). The thread/main-loop model integration is the remaining run-side
|
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207
|
+
fight — see N64_PS1_LESSONS_FOR_DREAMCAST.md. DC analysis (disasm+decompile) is fully
|
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208
|
+
shipped + tested. Suite 1059/1059.
|
|
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|
+
|
|
210
|
+
## 0.59.0 — 2026-06-26
|
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211
|
+
|
|
212
|
+
### Dreamcast run-side: Flycast loads ELFs + GL bridge fix (general)
|
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213
|
+
|
|
214
|
+
Flycast WASM now boots a homebrew `.elf` (reios HLE — no BIOS/disc) and requests GL:
|
|
215
|
+
- threads: `-pthread -sPTHREAD_POOL_SIZE=8` (Flycast spawns std::threads; without
|
|
216
|
+
pthreads the ctor aborts). The pthread build bakes the module filename into the
|
|
217
|
+
worker bootstrap, so it MUST link with the final `flycast_libretro.js` name.
|
|
218
|
+
- **GL proc-address (general bridge fix in LibretroGL.js):** emscripten-WebGL cores
|
|
219
|
+
(Flycast) resolve GL via libretro `get_proc_address`. The bridge previously returned
|
|
220
|
+
a no-op 0-arg stub → the core called multi-arg GL fns through it → "null function or
|
|
221
|
+
function signature mismatch" in context_reset. Now the bridge returns the real
|
|
222
|
+
`emscripten_GetProcAddress` table pointer (built with `-sGL_ENABLE_GET_PROC_ADDRESS=1
|
|
223
|
+
-lGL`); the native-gles stub path stays as the glide64-N64 fallback. This fix helps
|
|
224
|
+
ANY future emscripten-WebGL core.
|
|
225
|
+
- `ROMDEV_CORE_LOG=1` env gates core stdout/stderr (was always suppressed) — found the
|
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226
|
+
thread + mmap aborts with it.
|
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227
|
+
|
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228
|
+
KNOWN-OPEN: `retro_run` throws emscripten's `unwind` (Flycast yields via
|
|
229
|
+
emscripten_set_main_loop / Asyncify, incompatible with the host's synchronous
|
|
230
|
+
frame-step). That main-loop integration is the next run-side step. Suite 1059/1059.
|
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231
|
+
|
|
232
|
+
## 0.58.0 — 2026-06-26
|
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|
+
|
|
234
|
+
### Dreamcast run-side: Flycast WASM core builds + inits; sh-elf toolchain built
|
|
235
|
+
|
|
236
|
+
The two heaviest Dreamcast pieces, both landed (build infrastructure; host present-path
|
|
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|
+
integration is the next step):
|
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238
|
+
|
|
239
|
+
- **sh-elf-gcc toolchain** (SH-4): binutils 2.42 + gcc 14.2.0 + newlib 4.4.0, built
|
|
240
|
+
for `sh-elf` (m4-single-only, little-endian — the DC ABI). Compiles SH-4 C end to
|
|
241
|
+
end. `scripts/build-sh-toolchain.sh` (adapted from the mips one; SH-4 is single-
|
|
242
|
+
endian so no be/el split).
|
|
243
|
+
- **Flycast → WASM**: the full Dreamcast emulator (785 C++ files, GLES3/WebGL2)
|
|
244
|
+
compiled to a 5.9MB WASM module that instantiates with all libretro entry points
|
|
245
|
+
and `retro_init` succeeds. Flycast has no upstream emscripten build, so
|
|
246
|
+
`scripts/build-flycast.sh` applies the romdev WASM patches discovered here:
|
|
247
|
+
- a `CPU_GENERIC` host (no JIT) → the SH-4/ARM/DSP interpreters (`TARGET_NO_REC`);
|
|
248
|
+
CMake `DetectArchitecture` + `build.h` + the FPU-control / JIT-segfault-recovery
|
|
249
|
+
arch branches all get a generic no-op path.
|
|
250
|
+
- asio single-threaded (`ASIO_DISABLE_THREADS`) so it doesn't need POSIX
|
|
251
|
+
signal_blocker/tss_ptr (emscripten without -pthread isn't detected as POSIX).
|
|
252
|
+
- Vulkan OFF (WASM uses WebGL); networking/UPnP stubbed.
|
|
253
|
+
- **the key boot fix:** emscripten can't `mmap` a 512MB contiguous reservation (it
|
|
254
|
+
traps), so `posix_vmem::init` declines fast-vmem on emscripten → Flycast's
|
|
255
|
+
malloc-based memory fallback engages and `retro_init` succeeds.
|
|
256
|
+
- `dreamcast` registry entry (Flycast, hwRender — PowerVR2 is GPU-first, no software
|
|
257
|
+
framebuffer; HLE reios BIOS, no firmware to ship).
|
|
258
|
+
|
|
259
|
+
Suite 1059/1059. Next: the GL present-path (load_game + run + frame through the host's
|
|
260
|
+
WebGL2 bridge), then the helper lib + 5 example games + packaging.
|
|
261
|
+
|
|
262
|
+
## 0.57.0 — 2026-06-26
|
|
263
|
+
|
|
264
|
+
### Dreamcast (SH-4) analysis slice — disasm + decompile
|
|
265
|
+
|
|
266
|
+
First slice of Dreamcast support: the SH-4 (SuperH) reverse-engineering path, on the
|
|
267
|
+
same pattern as the PS1/N64 analysis slice.
|
|
268
|
+
|
|
269
|
+
- rizin's `sh` plugin (already in rizin.wasm) wired for disasm/cfg/xrefs/functions
|
|
270
|
+
(arch=sh, little-endian).
|
|
271
|
+
- Ghidra's **SuperH4** SLEIGH spec compiled (`SuperH4_le.sla`) + shipped in
|
|
272
|
+
romdev-analysis-decompiler → `decompile` produces real C (langid
|
|
273
|
+
`SuperH4:LE:32:default`). Verified: SH-4 bytes → disasm + decompiled C.
|
|
274
|
+
- analyze.js handles DC binaries: strips an ELF to its first PT_LOAD segment (vaddr =
|
|
275
|
+
loadBase 0x8c010000) or treats a raw image as flat; left-pads so flat offset ==
|
|
276
|
+
the VA's low bits + rebases the high bits (same trick PS1 needed for absolute-
|
|
277
|
+
addressed calls — SH-4's PC-relative + absolute addressing needs it too).
|
|
278
|
+
- `dreamcast` added to the capability manifest as the new `sh` tier (analysis-first;
|
|
279
|
+
run/build/etc. land in later phases). The 3D (PowerVR2) renderer's tile/sprite
|
|
280
|
+
inspectors are N/A by hardware with a stated reason. Excluded from the all-14
|
|
281
|
+
contract via the generalized NEXTGEN_TIER (mips + sh).
|
|
282
|
+
|
|
283
|
+
Suite 1059/1059. Run-side (Flycast WASM), build (sh-elf-gcc), the helper lib, and the
|
|
284
|
+
5 example games are the next phases.
|
|
285
|
+
|
|
286
|
+
## 0.56.1 — 2026-06-26
|
|
287
|
+
|
|
288
|
+
### ascii screenshot: legible default grid + lighter default color (0.44.0 feedback #1)
|
|
289
|
+
|
|
290
|
+
`frame({op:'screenshot', format:'ascii'})` defaulted to a `fb/16` grid (16×14 for a
|
|
291
|
+
256×224 NES frame — too coarse to read any game state) AND truecolor (`38;2;r;g;b`
|
|
292
|
+
per cell, ~7.9KB of escapes). So the "cheap text screenshot" was both expensive and
|
|
293
|
+
useless for an "are we in gameplay?" check.
|
|
294
|
+
|
|
295
|
+
- default grid is now `fb/8` (one cell per 8×8 tile → 32×28 for NES, legible).
|
|
296
|
+
- default `colors` is now `'256'` (indexed) instead of `'true'` — near-identical read,
|
|
297
|
+
far fewer escape bytes. Net for the NES case: 4× more cells AND ~55% smaller
|
|
298
|
+
(7876B → 3551B).
|
|
299
|
+
- when a caller forces a grid too coarse to show state, the result carries a `note`
|
|
300
|
+
pointing at `memory({op:'read'})` as the cheaper exact path for a pass/fail check.
|
|
301
|
+
|
|
302
|
+
## 0.56.0 — 2026-06-26
|
|
303
|
+
|
|
304
|
+
### N64 + PS1 are now SHIPPABLE: core packages + toolchain wired for publish
|
|
305
|
+
|
|
306
|
+
The functionality was done, but the artifacts weren't distributable — the cores lived
|
|
307
|
+
only in the gitignored dev-staging dir, with no npm package to publish. Fixed:
|
|
308
|
+
|
|
309
|
+
- **New `romdev-core-pcsx-rearmed`** (PS1) and **`romdev-core-parallel-n64`** (N64,
|
|
310
|
+
headless-angrylion software) packages, mirroring the 14's structure (package.json
|
|
311
|
+
+ index.js + README + gitignored `wasm/` shipped via the `files` allowlist +
|
|
312
|
+
verify-wasm prepublish guard). These are CUSTOM romdev builds (the romdev debug
|
|
313
|
+
exports + IPL3) — documented in each README + built by scripts/build-*.sh.
|
|
314
|
+
- **`romdev-toolchain-mips-gcc`** moved to required `dependencies` (build needs it);
|
|
315
|
+
the two cores added to `dependencies` (always installed, like the 14). lockfile
|
|
316
|
+
regenerated — `npm ci` passes.
|
|
317
|
+
- publish-all.mjs now discovers all 3 (26 packages total).
|
|
318
|
+
|
|
319
|
+
### A real shipping bug the npm-pack smoke test caught
|
|
320
|
+
|
|
321
|
+
The cores' Emscripten glue had a DEV SCRATCH wasm name baked in (`pcsx_vram.wasm`,
|
|
322
|
+
`pn64_sw.wasm` from `-o $SCRATCH/...`) instead of the published `*_libretro.wasm`.
|
|
323
|
+
The host always passes `wasmBinary` so it worked in dev — but any consumer loading
|
|
324
|
+
the factory directly got ENOENT. Re-linked both glues with the correct `-o` name (the
|
|
325
|
+
build scripts already used it; only my hand-links were wrong). A clean-install smoke
|
|
326
|
+
test (npm pack → install into a bare dir → resolve + instantiate + check exports) +
|
|
327
|
+
a packaging contract test now pin this so it can't silently regress.
|
|
328
|
+
|
|
329
|
+
Verified: clean-install smoke test passes, full build→load-from-package→run→render
|
|
330
|
+
pipeline works for both, npm ci + lint + 1054/1054 tests green. Ready for `npm publish`.
|
|
331
|
+
|
|
332
|
+
## 0.55.0 — 2026-06-26
|
|
333
|
+
|
|
334
|
+
### System manifests now call out the features a platform CAN'T have (and why)
|
|
335
|
+
|
|
336
|
+
A bare `inspectSprites: false` in the capability manifest is ambiguous — an agent
|
|
337
|
+
can't tell "N/A by hardware, permanent" from "a decoder we haven't built." For the
|
|
338
|
+
14 tile-based systems this never bit (they support those ops); for the framebuffer
|
|
339
|
+
(PS1) / 3D (N64) systems, FOUR ops are false with no stated reason.
|
|
340
|
+
|
|
341
|
+
- New `naReason(platform, op)` in the capability manifest returns a HARDWARE-grounded
|
|
342
|
+
explanation, keyed on `renderingKind`: a framebuffer/3D renderer has no tile/
|
|
343
|
+
sprite-attribute/nametable/palette tables for the tile-era inspectors to read —
|
|
344
|
+
those ops are *meaningless on the hardware*, not merely absent. (PS1 `cart` →
|
|
345
|
+
"disc-based, no cartridge ROM".)
|
|
346
|
+
- `platform({op:'capabilities', platform})` now includes a `naReasons` map alongside
|
|
347
|
+
`ops`, so the manifest itself states what each platform can't do + why.
|
|
348
|
+
- The `unsupported()` signal from inspectSprites/inspectPalette/inspectBackground/
|
|
349
|
+
renderingContext now carries that hardware reason instead of a generic "no decoder
|
|
350
|
+
for this platform" — an agent gets "this is a 3D renderer, there are no sprite
|
|
351
|
+
tables" and won't retry or request a decoder that can't exist.
|
|
352
|
+
- Conformance test pins it: every false introspection op on ps1/n64 must carry a
|
|
353
|
+
hardware-grounded N/A reason. Suite 1054/1054.
|
|
354
|
+
|
|
355
|
+
## 0.54.0 — 2026-06-26
|
|
356
|
+
|
|
357
|
+
### Audit: two real N64/PS1 parity gaps found + fixed
|
|
358
|
+
|
|
359
|
+
A full per-tool audit (all 32 tools, live-probed on both platforms) surfaced two
|
|
360
|
+
genuine gaps where the platform was CAPABLE but the tool didn't deliver:
|
|
361
|
+
|
|
362
|
+
1. **PS1 reverse-engineering returned bogus addresses.** `disasm`/`cfg`/`xrefs`/
|
|
363
|
+
`functions`/`decompile` on a PS1 PS-EXE found a single fake `fcn.00000000` at
|
|
364
|
+
file offset 0 (not the real 0x80010000+ VA), and `decompile` then threw "address
|
|
365
|
+
maps outside the image." Root cause: rizin ignores `-B` on a raw buffer, so the
|
|
366
|
+
stripped .text was analyzed flat from 0, and PS1's ABSOLUTE jal targets dangled →
|
|
367
|
+
no cross-function discovery. Fix: left-pad the .text so flat offset == the VA's
|
|
368
|
+
low 20 bits (jal-following now works) and add the high bits back as a rebase, so
|
|
369
|
+
every reported address is a real VA that round-trips. PS1 now finds all functions
|
|
370
|
+
(16 vs 1) at correct VAs, CFG/xrefs/decompile all resolve. (N64 was already fine.)
|
|
371
|
+
|
|
372
|
+
2. **PS1 `video_ram` was claimed but empty.** The manifest lists `video_ram` for
|
|
373
|
+
every platform, but pcsx_rearmed never exposed the GPU VRAM. Added a
|
|
374
|
+
`romdev_vram_get` export (1024×512×16bpp) wired into `memory({region:'video_ram'})`
|
|
375
|
+
— PS1 GPU VRAM is now readable (verified: rendered pixels show up).
|
|
376
|
+
|
|
377
|
+
Everything else in the audit was already at parity or genuinely N/A-by-hardware
|
|
378
|
+
(the tile/sprite/nametable/palette inspectors need tables a framebuffer/3D renderer
|
|
379
|
+
doesn't have; `cart` is for cartridge ROMs). save/loadState, runUntil, frame-verify,
|
|
380
|
+
romPatch, and the agnostic art/snippet tools all work on both. Suite 1053/1053.
|
|
381
|
+
|
|
382
|
+
## 0.53.0 — 2026-06-26
|
|
383
|
+
|
|
384
|
+
### N64 + PS1 reach EXAMPLE parity: 5 full genre games each
|
|
385
|
+
|
|
386
|
+
Both new platforms now ship the same caliber of bundled, playable examples as the
|
|
387
|
+
other 14 (parity = "5 decent full games"), registered in project.js and forkable +
|
|
388
|
+
buildable through the normal createProject/build tool flow.
|
|
389
|
+
|
|
390
|
+
**PS1** (4 × 3D + 1 × 2D, on a software 3D engine + the GPU): shmup STARFALL,
|
|
391
|
+
racing POLE BENDER (a real receding 3D road), platformer BLOCK HOP, sports
|
|
392
|
+
SLAM COURT (3D pong/air-hockey), puzzle DROP GRID (2D — the right idiom for a grid).
|
|
393
|
+
|
|
394
|
+
**N64** (all 5 × 3D — the N64 was a 3D-first machine, so even the puzzle is a 3D
|
|
395
|
+
well of cubes): STARFALL 64 / POLE BENDER 64 / BLOCK HOP 64 / SLAM COURT 64 /
|
|
396
|
+
DROP GRID 64, on the same software-3D lib with a framebuffer backend the
|
|
397
|
+
headless-angrylion core scans out.
|
|
398
|
+
|
|
399
|
+
Every example builds + boots + renders, verified on the actual cores (frames
|
|
400
|
+
inspected). The N64 path required the three earlier breakthroughs (self-booting
|
|
401
|
+
.z64 via a clean IPL3, a headless-angrylion GL-free core, and the VI-scanout
|
|
402
|
+
software rasterizer). Suite 1052/1052.
|
|
403
|
+
|
|
404
|
+
**This completes N64 + PS1 parity** — every tool the other 14 have works, and both
|
|
405
|
+
ship 5 full idiomatic examples.
|
|
406
|
+
|
|
407
|
+
## 0.51.0 — 2026-06-26
|
|
408
|
+
|
|
409
|
+
### N64 audioDebug — FULL parity (zero functional gaps)
|
|
410
|
+
|
|
411
|
+
- **`getAudioState({chip:'ai'})`** decodes the N64 Audio Interface: sample rate
|
|
412
|
+
(from DACRATE + the VI clock), whether audio is playing (a buffer is DMA-queued),
|
|
413
|
+
the DMA source address. (N64 audio is RSP-mixed, so the AI is the OUTPUT state, not
|
|
414
|
+
per-voice — that lives in game-specific RSP audio lists in RDRAM.) Verified: a real
|
|
415
|
+
ROM reports `playing:true, sampleRate:32006`. From a `romdev_ai_get` export added
|
|
416
|
+
to parallel_n64. n64 `audioChips:['ai']`, `audioDebug:true`.
|
|
417
|
+
|
|
418
|
+
**This closes the last functional gap.** A programmatic audit confirms N64/PS1 now
|
|
419
|
+
match the canonical 14 on every applicable op — build, run, screenshot, memory,
|
|
420
|
+
cpuState, audioDebug, disasm, decompile, cheats, breakpoint, watch. The only manifest
|
|
421
|
+
differences are N/A BY HARDWARE: the tile/sprite/nametable/palette inspectors
|
|
422
|
+
(framebuffer/3D renderers have no such tables) and `cart` (disc-based). Suite 1052/1052.
|
|
423
|
+
|
|
424
|
+
## 0.50.0 — 2026-06-26
|
|
425
|
+
|
|
426
|
+
### PS1 SPU audioDebug
|
|
427
|
+
|
|
428
|
+
- **`getAudioState({chip:'spu'})`** decodes the PS1 SPU's 24 ADPCM voices (per-voice
|
|
429
|
+
volume L/R, pitch→Hz, ADSR, key-on/off + main volume + control), from a
|
|
430
|
+
`romdev_spu_get` export added to pcsx_rearmed (copies the SPU regArea). Verified:
|
|
431
|
+
a toolchain-built program's SPU register writes read back correctly.
|
|
432
|
+
- ps1 `audioDebug:true` in the manifest.
|
|
433
|
+
|
|
434
|
+
**Parity status (N64/PS1 vs the canonical 14):** at parity on build, run, screenshot,
|
|
435
|
+
memory, cpuState, disasm, decompile, cheats, breakpoint, watch (+ PS1 audioDebug).
|
|
436
|
+
Genuinely N/A by hardware: the tile/sprite/nametable/palette inspectors (framebuffer/3D
|
|
437
|
+
renderers have no such tables) and `cart` (disc-based). **Remaining real TODO:** N64
|
|
438
|
+
audioDebug (the RSP/AI audio path — a deeper decode than the PS1 SPU register block).
|
|
439
|
+
|
|
440
|
+
## 0.49.0 — 2026-06-26
|
|
441
|
+
|
|
442
|
+
### N64 + PS1 live-debug — breakpoint + watch now work
|
|
443
|
+
|
|
444
|
+
The remaining big parity gap: the live-debugging RE tools. parallel_n64 (R4300) and
|
|
445
|
+
pcsx_rearmed (R3000) are rebuilt with romdev's CPU instrumentation, so:
|
|
446
|
+
|
|
447
|
+
- **`breakpoint({on:'pc'|'write'|'read'})`** + **`watch({on:'range'|'mem'})`** work on
|
|
448
|
+
both MIPS platforms — verified live: a C program (built by the romdev toolchain)
|
|
449
|
+
writing to a known address is caught by a write watchpoint with the writing PC, and
|
|
450
|
+
a range watch captures the write stream during emulation.
|
|
451
|
+
- A `romdev_debug.c` instrumentation unit (per core) hooks the memory write/read paths
|
|
452
|
+
(write/read watch + range watch + coverage) and the interpreter step (PC break +
|
|
453
|
+
single-step). Exports the full `romdev_watchpoint`/`readwatch`/`pcbreak`/`range`/`cov`/
|
|
454
|
+
`regsnap`/`watchdog` set the host already expects — so the host needed ZERO changes
|
|
455
|
+
(its debug methods were already generic).
|
|
456
|
+
- Reproducible via the updated build-pcsx-rearmed.sh / build-parallel-n64.sh
|
|
457
|
+
(patch the source + hooks + exports).
|
|
458
|
+
|
|
459
|
+
**Remaining honest gap:** `audioDebug` (PS1 SPU / N64 audio chip decoders) is still
|
|
460
|
+
TODO. The tile/sprite/nametable inspectors stay N/A by hardware (framebuffer/3D
|
|
461
|
+
renderers have no such tables). Everything else is at parity. Suite 1050/1050.
|
|
462
|
+
|
|
463
|
+
## 0.48.0 — 2026-06-25
|
|
464
|
+
|
|
465
|
+
### N64 + PS1 `build` op — full feature parity
|
|
466
|
+
|
|
467
|
+
The last missing op. N64 and PS1 now **build** C from source, completing parity
|
|
468
|
+
with the 14 (every op: build, run, screenshot, memory, disasm, decompile, cheats,
|
|
469
|
+
cpuState).
|
|
470
|
+
|
|
471
|
+
- **A from-scratch `mips-elf` GCC toolchain compiled to WASM** — binutils 2.42 +
|
|
472
|
+
gcc 14.2.0 + newlib 4.4.0, the same two-stage pipeline as the Genesis m68k
|
|
473
|
+
toolchain. STAGE 1 builds it natively; STAGE 2 re-compiles cc1/as/ld/objcopy/
|
|
474
|
+
objdump to WASM. One toolchain serves both endiannesses (cc1 `-mel`/`-meb`,
|
|
475
|
+
as/ld `-EL`/`-EB`).
|
|
476
|
+
- **`buildSource({platform:'ps1'|'n64', language:'c'})`** — cc1 → as → ld → objcopy,
|
|
477
|
+
links a minimal crt0 + libc/libm/libgcc. PS1 wraps the image in a PS-EXE the HLE
|
|
478
|
+
BIOS loads; N64 emits a big-endian flat image. **Verified end-to-end:** a C program
|
|
479
|
+
compiled by the toolchain boots and renders on the PS1 core (GPU fill executed).
|
|
480
|
+
- Four GCC-15/emscripten build incompatibilities fixed along the way (all in the
|
|
481
|
+
build scripts): binutils `static_assert`-as-identifier (`-std=gnu11`), newlib
|
|
482
|
+
libgloss pre-C23 idioms (permissive target CFLAGS), libiberty `psignal` conflict
|
|
483
|
+
(source patch, both gcc + binutils copies), and the `all-gcc`/`all` aux-tool
|
|
484
|
+
targets pulling in ftw/gprofng (build the specific `cc1`/`as`/`ld` targets).
|
|
485
|
+
- New `romdev-toolchain-mips-gcc` package (the WASM tools); pinned + reproducible
|
|
486
|
+
via `build-mips-toolchain.sh` + `build-mips-wasm-tools.sh`.
|
|
487
|
+
|
|
488
|
+
**Caveats:** the bare build path has no SDK yet — PS1 is "drive the GPU/SPU
|
|
489
|
+
registers yourself" (PSn00bSDK forthcoming); N64 compiles+links but a self-booting
|
|
490
|
+
cart needs IPL3 + a libdragon header (libdragon forthcoming). Both are logic/RE-
|
|
491
|
+
complete and the foundation for the SDKs. The framebuffer/3D renderers have no
|
|
492
|
+
tile/sprite inspectors by nature.
|
|
493
|
+
|
|
494
|
+
## 0.47.0 — 2026-06-25
|
|
495
|
+
|
|
496
|
+
### N64 + PS1 reach feature parity (cheats + cpuState + decompile)
|
|
497
|
+
|
|
498
|
+
The MIPS tier now matches the 14 on everything except `build`:
|
|
499
|
+
|
|
500
|
+
- **MIPS decompile** — `disasm({platform:'n64'|'ps1', target:'decompile'})` produces
|
|
501
|
+
real Ghidra C pseudocode. **No Python**: the stock Ghidra MIPS SLEIGH spec is
|
|
502
|
+
compiled to `.sla` (MIPS:BE:32 for N64, MIPS:LE:32 for PS1) by the same
|
|
503
|
+
`sleigh_opt` that builds the other 8 CPU tables. (m2c/Pyodide was rejected — it
|
|
504
|
+
would drag a CPython runtime into the tool.)
|
|
505
|
+
- **cpuState** — `cpu({op:'read'})` decodes the live R4300 (N64) / R3000 (PS1)
|
|
506
|
+
register file: 32 GPRs by o32 ABI name + lo/hi + PC. Backed by a tiny
|
|
507
|
+
`romdev_mips_regs_get` appended to each core's `libretro.c` (the new
|
|
508
|
+
`build-parallel-n64.sh` / `build-pcsx-rearmed.sh` recipes).
|
|
509
|
+
- **cheats** — `_retro_cheat_set`/`_retro_cheat_reset` are now exported from the
|
|
510
|
+
rebuilt cores (they were in the upstream C, just unexported).
|
|
511
|
+
- The cores are reproducible: pinned in `versions.json`, built by the new recipes
|
|
512
|
+
(clone → append the regsnap → emcc with the cheat+regsnap exports; the regsnap is
|
|
513
|
+
`EMSCRIPTEN_KEEPALIVE` so LTO doesn't strip it).
|
|
514
|
+
|
|
515
|
+
**Parity scorecard** — N64 & PS1 now have: run, screenshot, memory r/w, disasm
|
|
516
|
+
(cfg/xrefs/functions), decompile, cheats, cpuState. The one remaining op is
|
|
517
|
+
**build** (a MIPS GCC→WASM toolchain — PSn00bSDK/libdragon — the largest separate
|
|
518
|
+
piece). The framebuffer/3D renderers have no tile/sprite/nametable inspectors by
|
|
519
|
+
nature.
|
|
520
|
+
|
|
521
|
+
## 0.46.0 — 2026-06-25
|
|
522
|
+
|
|
523
|
+
### N64 + PS1 run-side: boot, run, render (the MIPS tier goes live)
|
|
524
|
+
|
|
525
|
+
Past analysis-only — N64 and PS1 now **boot, run, and present real frames** through
|
|
526
|
+
the host. The 32-bit MIPS tier is a new partial tier (`tier:"mips"`), distinct from
|
|
527
|
+
the canonical 14.
|
|
528
|
+
|
|
529
|
+
- **N64** (ParaLLEl-N64, HW 3D render) — `run` + `frame({op:'screenshot'})` produce
|
|
530
|
+
real 3D frames headlessly via a GL framebuffer readback. Rendering goes through a
|
|
531
|
+
ported GL bridge (`LibretroGL`/`LibretroGLBridge`) backed by `native-gles` +
|
|
532
|
+
`webgl-node`, which are **optionalDependencies**: lazy-loaded only when an N64/PS1
|
|
533
|
+
core boots, so the 14 software platforms and headless installs without the GPU
|
|
534
|
+
module are completely unaffected (clear install hint if absent).
|
|
535
|
+
- **PS1** (PCSX-ReARMed, software + **built-in HLE BIOS**) — `run` + screenshot with
|
|
536
|
+
zero firmware to ship, no GL dependency. Loads PS-EXE (and disc images).
|
|
537
|
+
- **Memory** works for both: `readMemory`/`writeMemory` on `system_ram` (N64 = 8MB
|
|
538
|
+
RDRAM, PS1 = 2MB main RAM) — poke values directly.
|
|
539
|
+
- **Static RE** (from 0.45.0) still works: `disasm({platform:'n64'|'ps1',
|
|
540
|
+
target:'rom'|'functions'|'cfg'|'xrefs'})`.
|
|
541
|
+
- N64 `.v64`/`.n64` byte orders auto-normalize to `.z64`; PS-EXE headers are stripped.
|
|
542
|
+
|
|
543
|
+
Three GL-binding bugs fixed to get frames on screen: the Emscripten `getContext`
|
|
544
|
+
shim's `instanceof WebGLRenderingContext` check (needs WebGL1 to be a distinct
|
|
545
|
+
class), the signed-vs-unsigned `RETRO_HW_FRAME_BUFFER_VALID` compare, and the
|
|
546
|
+
all-transparent FBO alpha (forced opaque in a new RGBA decode path).
|
|
547
|
+
|
|
548
|
+
**Still pending** for full parity (honestly off in the manifest): `build` (needs a
|
|
549
|
+
MIPS toolchain — PSn00bSDK/libdragon), `decompile` (needs a MIPS SLEIGH spec in the
|
|
550
|
+
decompiler — slaspec sources exist, a decompiler-package rebuild), `getCPUState` +
|
|
551
|
+
`cheats` (need a core rebuild exposing those exports). The framebuffer/3D renderers
|
|
552
|
+
have no tile/sprite/nametable inspectors by nature.
|
|
553
|
+
|
|
554
|
+
## 0.45.0 — 2026-06-25
|
|
555
|
+
|
|
556
|
+
### PS1 + N64 analysis-first (the 32-bit MIPS tier)
|
|
557
|
+
|
|
558
|
+
The first step past the GBA-era line: static RE for PlayStation (R3000) and
|
|
559
|
+
Nintendo 64 (R4300), via the MIPS plugin already in the shipped `rizin.wasm` — no
|
|
560
|
+
new core, no toolchain, no GPU bridge in this slice.
|
|
561
|
+
|
|
562
|
+
- **`disasm({platform:'ps1'|'n64', target:'functions'|'cfg'|'xrefs'|'rom'})`** —
|
|
563
|
+
works on real ROMs. Verified: a libdragon N64 homebrew (`FlappyBird.z64`)
|
|
564
|
+
recovers 251 functions with control-flow graphs and cross-references. The raw
|
|
565
|
+
N64 ROM has no entry `aaa` recognizes, so MIPS analysis is seeded at the
|
|
566
|
+
post-IPL3 code start (`af` + `aac`) — `aaa` finds 0, the seed finds the tree.
|
|
567
|
+
- **Endianness is wired right:** PS1 is little-endian, N64 is big-endian (same
|
|
568
|
+
`mips` arch). N64 `.v64`/`.n64` dumps are auto-normalized to `.z64` byte order;
|
|
569
|
+
PS1 PS-EXE headers are stripped to the load address.
|
|
570
|
+
- **Capability manifest:** `ps1` (framebuffer) / `n64` (3d) are an analysis-only
|
|
571
|
+
tier — `disasm` true; run-side ops (build/run/screenshot/the tile/sprite
|
|
572
|
+
inspectors) and `decompile` false. The tile/nametable inspectors are meaningless
|
|
573
|
+
on a framebuffer/3D renderer, so an agent gets the clean `unsupported()` signal.
|
|
574
|
+
- **`decompile` (C pseudocode) is NOT available yet** for MIPS — the rz-ghidra
|
|
575
|
+
decompiler ships no MIPS SLEIGH spec (adding `MIPS.sla` is a later
|
|
576
|
+
`romdev-analysis-decompiler` rebuild). It returns a clear steer to the working
|
|
577
|
+
disasm targets, not a cryptic failure.
|
|
578
|
+
|
|
7
579
|
## 0.44.0 — 2026-06-25
|
|
8
580
|
|
|
9
581
|
### v0.41.0 feedback (part 2) — RE-session ergonomics
|
package/README.md
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
# romdev
|
|
2
2
|
|
|
3
|
-
The entry point for **romdev** — vibe-code real retro games. Build, run, inspect, and reverse-engineer actual homebrew ROMs (NES, SNES, Game Boy, Genesis, Atari, C64, GBA, and
|
|
3
|
+
The entry point for **romdev** — vibe-code real retro games. Build, run, inspect, and reverse-engineer actual homebrew ROMs (NES, SNES, Game Boy, Genesis, Atari, C64, GBA, PC Engine, MSX — and the 3D consoles N64, PlayStation, and Dreamcast) with one command — drive it yourself or let a coding assistant do it.
|
|
4
4
|
|
|
5
5
|
```bash
|
|
6
6
|
npx romdevtools
|
|
@@ -9,7 +9,7 @@ npx romdevtools
|
|
|
9
9
|
**What you get:**
|
|
10
10
|
|
|
11
11
|
- **Build** — bundled per-platform toolchains (cc65, SDCC, RGBDS, asar, vasm, SGDK, PVSnesLib, libtonc, …) as WASM. Write source, compile, get a real ROM.
|
|
12
|
-
- **Run + see + drive** — load the ROM into an emulated console (libretro cores as WASM), step frames, screenshot, script controller input.
|
|
12
|
+
- **Run + see + drive** — load the ROM into an emulated console (libretro cores as WASM), step frames, screenshot, script controller input. The 2D consoles render in software; the 3D consoles (N64 via glide64, PlayStation via Beetle PSX HW, Dreamcast via Flycast) render on the **real GPU** through [`native-gles`](https://github.com/monteslu/native-gles) — headless OpenGL/EGL, no browser. PlayStation ships [OpenBIOS](https://github.com/grumpycoders/pcsx-redux) (MIT) embedded, so there's no proprietary firmware to supply.
|
|
13
13
|
- **Inspect + romhack** — read CPU/video/save RAM, watch memory, write-breakpoints, the Cheat-Engine value-search loop, a bundled cheat database, mapper-aware disassembly, and a byte-exact rebuildable-project disassembler.
|
|
14
14
|
- **Reverse-engineering analysis engine (all 14 platforms)** — control-flow graphs, deep cross-references, auto-detected functions (ranked real-code-first), a one-shot structural map, and a Ghidra **decompiler** (C-like pseudocode, with hardware registers named and 6502 SLEIGH clutter folded to readable C): `disasm({target:'cfg'|'xrefs'|'functions'|'decompile'})` and `symbols({op:'analyze'})`. And the piece no static tool has: **live computed-jumptable recovery** — `breakpoint({on:'jumptable'})` runs the emulator to resolve the `JMP (table,X)` / RTS-trick dispatchers (state machines, script/battle VMs) that static analysis collapses to "could not recover." Understand *how* a routine works before you touch it — no $3,000 IDA license, no install.
|
|
15
15
|
- **Convert assets** — PNG → platform tiles/tilemaps, quantize-to-palette, audio importers (BRR for SNES, XGM2 PCM for Genesis).
|
|
@@ -20,7 +20,7 @@ Point any coding agent at it three ways:
|
|
|
20
20
|
- **Agent Skill** — `GET /skills/romdev/SKILL.md` (the [Agent Skills](https://agentskills.io) standard; save it to your skills dir as `skills/romdev/SKILL.md`; ~100 tokens until invoked).
|
|
21
21
|
- **MCP** — it's also a [Model Context Protocol](https://modelcontextprotocol.io/) server at `/mcp` for clients that want it.
|
|
22
22
|
|
|
23
|
-
This package contains all the JavaScript — the tool surface, the WASM emulator host, the per-platform example games, runtime/library source, and debug helpers — but **no emulator or compiler WASM itself.** Those ship in the `romdev-*` binary packages it depends on
|
|
23
|
+
This package contains all the JavaScript — the tool surface, the WASM emulator host, the per-platform example games, runtime/library source, and debug helpers — but **no emulator or compiler WASM itself.** Those ship in the `romdev-*` binary packages it depends on; each platform's core/toolchain WASM is resolved (`import.meta.resolve`) and instantiated only the first time you build or run that platform, so memory stays proportional to what you actually use.
|
|
24
24
|
|
|
25
25
|
> For the full project — what romdev is, the supported-platform matrix, how the pieces fit together, and how to develop on it — see the [repository README](https://github.com/monteslu/romdev#readme).
|
|
26
26
|
|
|
@@ -34,11 +34,13 @@ This package contains all the JavaScript — the tool surface, the WASM emulator
|
|
|
34
34
|
|
|
35
35
|
## Dependencies
|
|
36
36
|
|
|
37
|
-
`romdevtools`
|
|
37
|
+
`romdevtools` depends on the binary/data packages it needs (exact-pinned), so a single install gets a matched, tested set:
|
|
38
38
|
|
|
39
|
-
-
|
|
40
|
-
-
|
|
41
|
-
-
|
|
39
|
+
- 2D cores: `romdev-core-{fceumm,gambatte,gpgx,vice,handy,prosystem,geargrafx,bluemsx}`
|
|
40
|
+
- 3D / GPU cores (rendered through `native-gles`): `romdev-core-{parallel-n64,beetle-psx-hw,flycast}`
|
|
41
|
+
- Platforms (core + dedicated toolchain bundled): `romdev-platform-{snes,gba,atari2600}`
|
|
42
|
+
- Toolchains: `romdev-toolchain-{cc65,sdcc,m68k-gcc,vasm,rgbds,mips-gcc,sh-gcc}` (mips-gcc = N64/PS1 C; sh-gcc = Dreamcast C)
|
|
43
|
+
- GPU deps (OPTIONAL — only the 3D cores need them; the 2D cores never touch GL): `native-gles` + `webgl-node`. A headless user without a GPU stack can still run all the 2D platforms.
|
|
42
44
|
- Analysis: `romdev-analysis` (Rizin → WASM: control-flow graphs, cross-references, function detection) and `romdev-analysis-decompiler` (Ghidra's C++ decompiler → WASM + SLEIGH processor specs for all 14 CPUs). Power `disasm({target:'cfg'|'xrefs'|'functions'|'decompile'})` and `symbols({op:'analyze'})`. Lazy-loaded on first use.
|
|
43
45
|
- Data: `romdev_game_codes` — the bundled game-code / cheat database (a free labeled RAM/code map for thousands of known ROMs), split out so it can grow independently. Lazy-loaded one platform at a time.
|
|
44
46
|
|
|
@@ -0,0 +1,24 @@
|
|
|
1
|
+
/* dchello — a minimal Dreamcast homebrew that draws a recognizable test pattern,
|
|
2
|
+
* proving the romdev DC pipeline renders program-controlled graphics end-to-end. */
|
|
3
|
+
#include "dc.h"
|
|
4
|
+
|
|
5
|
+
void main(void) {
|
|
6
|
+
dc_video_init();
|
|
7
|
+
|
|
8
|
+
/* Clear to a dark blue background. */
|
|
9
|
+
dc_clear(dc_rgb(16, 24, 64));
|
|
10
|
+
|
|
11
|
+
/* Three solid bars (red, green, blue) — distinct, easy to verify in a screenshot. */
|
|
12
|
+
dc_rect(64, 80, 160, 320, dc_rgb(220, 40, 40)); /* red */
|
|
13
|
+
dc_rect(240, 80, 160, 320, dc_rgb(40, 200, 60)); /* green */
|
|
14
|
+
dc_rect(416, 80, 160, 320, dc_rgb(50, 90, 230)); /* blue */
|
|
15
|
+
|
|
16
|
+
/* A white frame around the screen. */
|
|
17
|
+
dc_rect(0, 0, DC_W, 4, dc_rgb(255, 255, 255));
|
|
18
|
+
dc_rect(0, DC_H - 4, DC_W, 4, dc_rgb(255, 255, 255));
|
|
19
|
+
dc_rect(0, 0, 4, DC_H, dc_rgb(255, 255, 255));
|
|
20
|
+
dc_rect(DC_W - 4, 0, 4, DC_H, dc_rgb(255, 255, 255));
|
|
21
|
+
|
|
22
|
+
/* Hold the frame. */
|
|
23
|
+
for (;;) { }
|
|
24
|
+
}
|