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nnsample1



NINTENDO64 TECHNICAL SUPPORT CENTER

NINTENDO64 SAMPLE PROGRAM 1

Copyright (C) 1997, NINTENDO Co,Ltd.

Table of Contents

Introduction make Operation Screen description Rights and Program Re-use History

Introduction

This program is a sample of the scheduler program. The scheduler used in this sample program was developed by the Nintendo 64 Technical Support Center and has the usual scheduler functions. It can be improved and expanded to function with reasonably good efficiency, so please use this scheduler as a reference.

make

Use make with with either the Indy Emulator Board or Partner-N64NW. It is used without changes to either device. Note: (1) The F3DEX microcode must be used with this sample program. (2) The comments in the source file use Shift-JIS encoding.

Operation

Control Stick up or down rotates in depth direction, left or right rotates in the X-Y plane Control Pad up......Moves viewpoint toward home position Control Pad down....Moves viewpoint away from home position Control Pad right...Not used Control Pad left....Not used A Button............Fires shots B Button............Not used C Button............Rotational movement centered on home position of viewpoint START Button........Switch between Fighter screen and Controller model screen Z Button............Change graphics thread priority order only while button pressed for details, see the graphic_01.c source file. LR Buttons..........Not used The operation described above is for the Fighter screen. Operation of the Controller model screen has been omitted.

Screen Description

(1) Number of Polygons in Models Fighter No. 1 blue): 314 Triangles Fighter No. 2 red): 314 Triangles (2) Performance Meter Perspective The Performance Meter frames are the first, second, and third frames from the left. The meters are as follows. Red Processing time for audio tasks Green RSP processing time for graphics tasks Yellow RDP processing time for graphics tasks Included in the RSP processing time is YIELD time resulting from audio tasks. (3) Screen Rendering With screen rendering, the following 3 graphics tasks are initiated for each frame. 1. Clearance of the frame buffer and Z buffer (F3DEX microcode) 2. Rendering of opaque polygons (F3DEX microcode) 3. Line rendering �i(Line3D microcode) Frame buffer and Z buffer clearance and opaque polygon rendering are separated because they are performed during the time the CPU creates audio tasks.

Rights and Program Re-use

The copyright for this sample program is held by Nintendo Co., Ltd. Although the source code can be freely re-used and modified, this program has not been adequately debugged. We, therefore, urge you to perform adequate debugging when using the program.

History

1.0 January 17, 1997 nnsample1 released 1.1 February 3, 1997 ntscsched.c problems fixed 1.2 February 10, 1997 In main01.c, viewpoint movement restricted so that viewpoint and primary viewpoint remain distinct.


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Copyright © 1998
Nintendo of America Inc. All rights reserved
Nintendo and N64 are registered trademarks of Nintendo
Last updated January 1998