I'm actually very busy with two jobs and college classes right now (finals are in less than two weeks), but in between I have been finding little bits of time to work on glN64.
glN64 is actually undergoing a rewrite at the moment. I got tired of the code structure I had laid out back before I even knew how N64 graphics worked, so I'm starting fresh. The new design is much more flexible, and actually includes a half-decent debugger this time around.
As for the status of the rewrite, it only executes (doesn't even render yet) Fast3D games, but adding ucodes isn't a big deal anymore, and I'll be reusing 75% of the old texture loading, OGL, and combiner code.
A few things I'm looking at adding for the next release is the new framebuffer support I posted screenshots of, internal triangle clipping, support for more ucodes, better Radeon support, and possibly some kind of geometry smoothing (an idea I'm playing with that's much like TruForm, but more flexible and in software).
Orkin