Commit History

Update README.md
61c8d85
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Update README.md
c57781e
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Update README.md
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Update README.md
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Update README.md
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Revert to MegaTextures-only showcase (remove Junk Runner switcher + on-screen controller)
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Add Junk Runner 64 + game switcher + on-screen controller; latest C cores (MI-repeat/paced-AI/2-cycle color)
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Update README.md
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Update app.py
f688c81
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MegaTextures showcase (controls removed), live neural-execution trace, how-neural-nets-work section
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Credit James Lambert (MegaTextures/Junk Runner/Portal 64 author) in UI + README
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Switch live game to MegaTextures (boots+renders on C cores); Portal story kept
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N64 engine: 2D SP-DMA fix, libdragon boot, 7 CPU/RSP fixes, SDR fix, CPU fast paths; C cores rebuilt. Portal intact.
c167138
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Latch window 24->90: reliably hold a fully-built frame (floor included), ~0.94 lit display
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Gameplay: realistic instr/VI ratio (3500) so the game finishes drawing before swap -- fixes near-black in-game display
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Display latched COMPLETE frame instead of mid-build buffer (fixes in-game legibility)
e5ac2fa
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Add full_sync frame latch: display complete frames
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Screen fills container (force Gradio image wrapper to 100%), wider viewport
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Controller: native gr.Buttons + held-ticks (GB/DOOM pattern), drop JS bridge
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Gameplay back to real-time (6 frames/tick) so menu input is sane
cd1eb4a
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Python-side press latch: taps applied for one full tick (no timing miss)
827c5f9
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Fix button taps lost in JS bridge (latch presses)
fb886f2
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Gameplay frame cap -> 150 (max-speed, budget-bounded)
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Playable: on-screen dual-stick N64 controller + 2x viewport + real-time pacing
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Remove Instant Play button; run frames up to a time budget (<timer interval) for max safe speed
067bc04
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Fix freeze: replace wall-clock busy-loops in tick with fixed bounded frames/tick (+load cap)
dae6902
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FPU C source
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FPU in C: COP1 dispatch moved into core_r4300 (bit-exact, ~100x faster)
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Add Instant Play (resume in-chamber snapshot into all 3 C cores) alongside cold boot
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Add Instant Play (resume in-chamber snapshot into all 3 C cores) alongside cold boot
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Fast-forward the chamber load (black phase) with a progress indicator
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Fix buttons: route input through module global (immune to Gradio Timer/State race); hold longer, 3 frames/tick
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Full C orchestrator: RDP in C too -> cold boot to menu in ~20s
151e8b8
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Quazim0t0 commited on

Full C orchestrator: RDP in C too -> cold boot to menu in ~20s
bc9ef2b
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Quazim0t0 commited on

Full C orchestrator: RDP in C too -> cold boot to menu in ~20s
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Quazim0t0 commited on

Cold-boot Portal from power-on via the C orchestrator (R4300+RSP), ~90s; snapshot fallback
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Quazim0t0 commited on

Cold-boot Portal from power-on via the C orchestrator (R4300+RSP), ~90s; snapshot fallback
d4025ea
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Quazim0t0 commited on

Cold-boot Portal from power-on via the C orchestrator (R4300+RSP), ~90s; snapshot fallback
4cbe147
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Quazim0t0 commited on

Cold-boot Portal from power-on via the C orchestrator (R4300+RSP), ~90s; snapshot fallback
9065eb6
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Quazim0t0 commited on

Speed up: native MIPS ALU + O(1) decode tables + native FPU shift (bit-identical)
d611ddc
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Quazim0t0 commited on

Speed up: native MIPS ALU + O(1) decode tables + native FPU shift (bit-identical)
85185f2
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Quazim0t0 commited on

Speed up: native MIPS ALU + O(1) decode tables + native FPU shift (bit-identical)
95eebc1
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Quazim0t0 commited on

Play Portal in Test Chamber 00 (snapshot resume); bring-up story + gallery; synced neural fixes & speedup
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live Portal 64 boot panel
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Neural N64 space
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initial commit
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