I wouldn't know. The port I based mine off of uses the PC data files and those are the only ones I have legal access to for development and testing.
Works on real hardware, one problem is some minor overscan on the controller mapping screen. Also, it might make more sense to say what the action is, instead of the key in the mapping screen.
Any chance you could take a photo of the controller screen on hardware/a real TV for me? I could change my string table to be descriptions instead of just the keyboard keys, I was just trying to get it done quickly (also, I went through some sort of "Groundhog Day"-esque debugging nightmare last night when implementing it and didn't care much by the time I finally got everything working correctly enough). Always interested in suggestions and polite criticisms so please let me know what you think.
One of the next improvements I need to make is adding input code to allow switching weapons forward or backward instead of having to use the number keys to do it.
Maybe something came up. Lots of things can put personal projects on the sideline. Hopefully he'll be back.
It might not work on any emulator. It's intended to be played on a real N64 using a device like a Flash Cart or Copier.
Like many PD projects, this uses the TRAP opcodes to implement events. Popular HLE emulators (such as Project64) didn't bother to support them because they aren't used by any commercial games. Silly emu developers ;*) So, in order to use this ROM with those emulators, you'd have to alter the trap events into suitable branches or write comparable code.
I'm using a new everdrive 64 from krikzz himself. Downloaded the rom from OP's link and it keeps locking up for me after a minute of gameplay.