All N64® Functions & Tools
in Alphabetical Order

Nintendo® Confidential
               
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absReturns the absolute value of a specified argument
acosReturns the arc cosine of a specified double argument
acosfReturns the arc cosine of a specified floating point argument
alAudioFrameCreates an audio command list for one frame
alBnkfNewInitializes a bank file for use on the Nintendo 64
alCents2RatioConverts an s32 cents value to a f32 ratio
alCloseShuts down the Ultra 64 Audio Library
alCSeqNintendo 64 Compressed MIDI sequence routines
alCSeqGetLocInitializes a marker with the current sequence location for use with the compressed MIDI sequence player
alCSeqGetTicksReturns the number of MIDI clock ticks of the compressed MIDI sequence location
alCSeqNewInitializes an Ultra 64 compressed MIDI sequence structure
alCSeqNewMarkerInitializes a sequence marker at a given location for use with the compressed MIDI sequence player
alCSeqNextEventReturns the next MIDI event from the compressed MIDI sequence
alCSeqPlayerNintendo 64 Compressed MIDI sequence player routines
alCSeqSecToTicksConverts from seconds to MIDI clock ticks
alCSeqSetLocSets the current sequence location within the compressed MIDI sequence
alCSeqTicksToSecConverts from MIDI clock ticks to seconds
alCSPDeleteDeallocates a MIDI sequence player
alCSPGetChannelPriorityHas been renamed alCSPGetChlPriority
alCSPGetChlFXMixReturns the effect mix for the given MIDI channel
alCSPGetChlPanReturns the pan position for the given MIDI channel
alCSPGetChlPriorityReturns the priority for the given MIDI channel
alCSPGetChlProgramReturns the MIDI program number assigned to a MIDI channel
alCSPGetChlVolReturns the volume for the given MIDI channel
alCSPGetFXMixHas been renamed alCSPGetChlFXMix
alCSPGetPanHas been renamed alCSPGetChlPan
alCSPGetProgramHas been renamed alCSPGetChlProgram
alCSPGetSeqReturns the sequence currently assigned to the compressed MIDI sequence player
alCSPGetTempoReturns the tempo of the current sequence.
alCSPGetTimeHas been removed from the library and is no longer supported
alCSPGetVolReturns the overall sequence volume
alCSPNewInitializes a compressed MIDI sequence player
alCSPPlayStarts the target sequence playing.
alCSPSendMidiSends the given MIDI message to the compressed sequence player
alCSPSetBankSpecifies the instrument bank for the sequence player to use.
alCSPSetChannelPriorityHas been renamed alCSPSetChlPriority
alCSPSetChlFXMixSets the effect mix on the given MIDI channel
alCSPSetChlPanSets the pan position for the given MIDI channel
alCSPSetChlPrioritySets the priority for the given MIDI channel
alCSPSetChlProgramAssigns a MIDI program to a MIDI channel
alCSPSetChlVolSets the volume for the given MIDI channel
alCSPSetFXMixHas been renamed alCSPSetChlFXMix
alCSPSetPanHas been renamed alCSPSetChlPan
alCSPSetProgramHas been renamed alCSPSetChlProgram
alCSPSetSeqSets the compressed MIDI sequence player's target sequence
alCSPSetTempoSpecifies the tempo for the sequence player to use
alCSPSetTimeHas been removed from the audio library and is no longer supported
alCSPSetVolSets the overall sequence volume
alCSPStopStops the target compressed MIDI sequence
alHeapAllocAllocates memory from an Nintendo 64 audio heap
alHeapCheckChecks the consistency of an Ultra 64 audio heap
alHeapInitInitializes an audio heap for use with the Nintendo 64 Audio Library
alInitInitializes the Ultra 64 Audio Library
alParseAbiCLPrints an ABI (audio binary interface) command list in human readable format
alSeqNintendo 64 MIDI sequence routines
alSeqFileNewInitializes a Sequence Bank File for use on the Ultra 64
alSeqGetLocInitializes a marker with the current sequence location
alSeqGetTicksReturns the number of MIDI clock ticks of the sequence location
alSeqNewInitializes an Ultra 64 MIDI sequence structure
alSeqNewMarkerInitializes a sequence marker at a given location
alSeqNextEventReturns the next MIDI event in the sequence
alSeqpDeleteDeallocates a MIDI sequence player
alSeqpGetChannelPriorityHas been renamed alSeqpGetChlPriority
alSeqpGetChlFXMixReturns the effect mix for the given MIDI channel
alSeqpGetChlPanReturns the pan position for the given MIDI channel
alSeqpGetChlPriorityReturns the priority for the given MIDI channel.
alSeqpGetChlProgramReturns the MIDI program number assigned to a MIDI
alSeqpGetChlVolReturns the volume for the given MIDI channel
alSeqpGetFXMixHas been renamed alSeqpGetChlFXMix
alSeqpGetPanHas been renamed alSeqpGetChlPan
alSeqpGetProgramHas been renamed to alSeqpGetChlProgram
alSeqpGetSeqReturns the sequence currently assigned to the ALSeqPlayer
alSeqpGetTempoReturns the tempo of the current sequence
alSeqpGetTimeHas been removed from the audio library and is no longer supported
alSeqpGetVolReturns the overall sequence volume.
alSeqPlayerNintendo 64 MIDI sequence player routines
alSeqpLoopSets sequence loop points
alSeqpNewInitializes a Type 0 MIDI sequence player
alSeqpPlayStarts the target sequence playing
alSeqpSendMidiSends the given MIDI message to the sequence player
alSeqpSetBankSpecifies the instrument bank for the sequence player to use
alSeqpSetChannelPriorityHas been renamed alSeqpSetChlPriority
alSeqpSetChlFXMixSets the effect mix on the given MIDI channel
alSeqpSetChlPanSets the pan position for the given MIDI channel
alSeqpSetChlPrioritySets the priority for the given MIDI channel
alSeqpSetChlProgramAssigns a MIDI program to a MIDI channel
alSeqpSetChlVolSet the volume for the given MIDI channel
alSeqpSetFXMixHas been renamed alSeqpSetChlFXMix
alSeqpSetPanHas been renamed to alSeqpSetChlPan
alSeqpSetProgramHas been renamed to alSeqpSetChlProgram
alSeqpSetSeqSets the sequence player's target sequence
alSeqpSetTempoSpecifies the tempo for the sequence player to use
alSeqpSetTimeHas been removed from the audio library and is no longer supported
alSeqpSetVolSets the overall sequence volume
alSeqpStopStop the target sequence
alSeqSecToTicksConverts from seconds to MIDI clock ticks
alSeqSetLocSets the current sequence location
alSeqTicksToSecConverts from MIDI clock ticks to seconds
alSndpAllocateAllocates a sound to a sound player
alSndpDeallocateDeallocates a sound from a sound player
alSndpDeleteDeallocates a sound player
alSndpGetSoundGets the identifier of the current target sound in a sound player
alSndpGetStateGets the state (playing, stopping, or stopped) of the current target sound
alSndpHeapSizeHas been removed from the audio library and is no longer supported
alSndpNewInitializes a sound player
alSndpPlayStarts playing the current target sound
alSndpPlayAtStarts playing the current target sound at a specified time
alSndpSetFXMixSets the wet/dry mix of the current target sound
alSndpSetPanSets the pan position of the current target sound
alSndpSetPitchSets the pitch of the current target sound
alSndpSetPrioritySets the priority of a sound
alSndpSetSoundSets the current target sound in a sound player
alSndpSetVolSets the volume of the current target sound
alSndpStopStops playing the current target sound
alSynAddPlayerAdds a client player to the synthesizer
alSynAllocFXAllocates an audio effect processor
alSynAllocVoiceAllocates a synthesizer voice
alSynDeleteNOT IMPLEMENTED - Deletes the synthesizer driver
alSynFreeFXNOT IMPLEMENTED - Deletes allocated effect processor
alSynFreeVoiceDeallocates a synthesizer voice
alSynGetFXRefGets the address of an effect
alSynGetPriorityRequests the priority of a voice.
alSynHeapSizeHas been removed from the audio library and is no longer supported
alSynNewAllocates the specified synthesizer driver
alSynRemovePlayerRemoves a player from the synthesizer driver
alSynSetFXMixSets the wet/dry effect mix for a voice
alSynSetFXParamSets an effect parameter to the specified value
alSynSetPanSets the stereo pan position of the specified voice
alSynSetPitchSets the pitch of the specified voice
alSynSetPrioritySets the priority of the specified voice
alSynSetVolSets the target volume of the specified voice
alSynStartVoiceStarts synthesizing audio samples with the specified voice
alSynStartVoiceParamsStarts synthesizing audio samples with the specified voice using the specified parameters
alSynStopVoiceStops generating audio samples with the specified voice
asccodeN64® tool that gets the character information data about an ASCII character
asinReturns the arc sine of a specified double argument
asinfReturns the arc sine of a specified floating point argument
atanReturns the arc tangent of a specified double argument
atanfReturns the arc tangent of a specified floating point argument
atan2Returns the arc tangent of a specified double argument divided by another specified double argument
atan2fReturns the arc tangent of a specified floating point argument divided by another specified floating point argument
atofConverts a string character into a numeric value of the double type
atoiConverts a string character into a numeric value of the int type
atolConverts a string character string into a numeric value of long type
bankdumpN64® tool that prints the symbol information (symbol name, class, and offset) contained in the N64® sound banks for objects contained in the .sym file created by the ic tool
bkptN64® tool that sets or clears the target breakpoint
bsearchUses binary search to find an element that matches the specified argument in an array sorted in ascending order
byte2lbaN64® tool
calcnncN64® tool that calculates the NCC (Nintendo Check Code) from the N64® Disk Drive master data file
callocReserves a memory block with a specified number of elements of a specified size in the area that was reserved by InitHeap
ceilReturns the minimum integer value greater than a specified double argument
ceilfReturns the minimum integer value greater than a specified floating point argument
cosReturns the cosine for a specified double argument
cosfReturns the cosine for a specified floating point argument
cosfComputes the cosine in floating point, given an angle in radians and using polynomial approximation
coshReturns the hyperbolic cosine of a specified floating point argument
coshfReturns the hyperbolic cosine of a specified floating point argument
cossComputes the cosine using a table lookup in DRAM, returning the result in s.15 fixed-point format
dbgifN64® tool that establishes a link between the host workstation and the game target
divReturns a div_t type structure that consists of a quotient and remainder
dlprintN64® tool that formats and prints graphics display lists and audio command lists in a human readable form to the standard output device
expfCaluculates an exponent to a specified floating point power
floorReturns the maximum integer value that is less than a specified double argument
floorfReturns the maximum integer value that is less than a specified floating point argument
flt2cN64® tool that converts from a MultiGen .flt database to a Nintendo 64 graphics data-structure
fmodReturns the floating point remainder that occurs when a specified double value is divided by another specified double value
fmodfReturns the floating point remainder that occurs when a specified floating point value is divided by another specified floating point value
freeFrees the memory block that was reserved by InitHeap
frexpSplits its double argument into a normalized fraction in the interval (1/2, 1), which is returned, and a power of 2, which is stored in the location specified by the second argument
frexpfSplits its floating point argument into a normalized fraction in the interval (1/2, 1), which is returned, and a power of 2, which is stored in the location specified by the second argument
gbiGeneral description of the graphics binary interface macros
gbi2memN64® tool that converts the output of the guDumpGbiDL function (in an N64® application) to a format usable by the RSP simulator
gdisN64® tool that disassembles object files into machine instructions
gDPClearOtherModeInitializes an RDP othermode command to all zeros
gDPEndDisplayListEnds a graphics display list by instructing the RDP to pop the display list stack until the stack is empty
gDPFillRectangleRenders a solid color rectangle in screen coordinates but cannot take negative arguments
gDPFullSyncSignals the end of a frame
gDPLoadBlockLoads a texture image in a contiguous block from DRAM to on-chip texture memory (TMEM). It should not be used in a program
gDPLoadSyncSynchronizes texture loads
gDPLoadTextureDescribes the texture-loading functions and macros
gDPLoadTextureBlockLoads a texture image in a contiguous block from DRAM to on-chip texture memory (TMEM)
gDPLoadTextureBlock_4bLoads a texture image in a contiguous block from DRAM to on-chip texture memory (TMEM)
gDPLoadTextureTileLoads a subtile of a larger texture image from DRAM to on-chip texture memory (TMEM)
gDPLoadTextureTile_4bLoads a subtile of a larger texture image from DRAM to on-chip texture memory (TMEM)
gDPLoadTLUT_palDescribes the functions that load the texture-lookup table into texture memory
gDPLoadTLUT_pal16Loads a texture look-up table into 1 of 16 palettes in texture memory (TMEM)
gDPLoadTLUT_pal256Loads a texture look-up table into 1 of 256 palettes in texture memory (TMEM)
gDPNoOpDoes nothing but provide a few stall cycles for debugging purposes
gDPNoOpTagDoes nothing but provide a few stall cycles for debugging purposes and includes a tag number to help with debugging
gDPPipelineModeSets the mode (cache coherent or pipeline) for using the RDP internal span caches to make rendering more efficient
gDPPipeSyncSynchronizes the attribute interpolation pipe
gDPScisFillRectangleRenders a solid color rectangle in screen coordinates and can take negative arguments
gDPSetAlphaCompareSets the alpha compare mode for conditional writes to the framebuffer
gDPSetAlphaDitherSets (or disables) the type of alpha dithering to use
gDPSetBlendColorSets the blend color in the RDP internal color register
gDPSetColorDescribes the various functions that set colors
gDPSetColorDitherSets (or disables) various types of color dithering
gDPSetColorImageSets the framebuffer area for color images
gDPSetCombineKeyEnables or disables chroma keying
gDPSetCombineModeSets commonly used color combine (CC) modes
gDPSetConvertSets the matrix coefficients for converting YUV pixels to RGB
gDPSetCycleTypeSets the RDP cycle type
gDPSetDepthImageSets the framebuffer area for depth images
gDPSetDepthSourceSpecifies which source z to use to compare against the depth buffer
gDPSetEnvColorSets the environment color in the RDP internal color register
gDPSetFillColorSets the fill color in the RDP internal color register
gDPSetFogColorSets the fog color in the RDP internal color register
gDPSetHilite1TileSets texture parameters in RDP for specular highlight rendering
gDPSetHilite2TileSets texture parameters in RDP for specular highlight rendering
gDPSetHiliteTileDescribes the SetHilite functions
gDPSetImageDescribes the SetImage functions that set the framebuffer area for color, depth, and texture images
gDPSetKeyGBWorks with gDPSetKeyR to select the color key for chroma key operation
gDPSetKeyRWorks with gDPSetKeyGB to select the color key for chroma key operation
gDPSetPrimColorSets the primitive color in the RDP internal color register
gDPSetPrimDepthSets the primitive depth (z) in the RDP
gDPSetRenderModeSets the rendering modes of the blender
gDPSetScissorSets the scissor box, which eliminates pixels drawn outside of the box region, in screen coordinates
gDPSetTextureConvertControls the texture filter unit, selecting whether the output should be filtered (G_TC_FILT), color-converted from YUV to RGB (G_TC_CONV), or both (G_TC_FILTCONV)
gDPSetTextureDetailEnables and disables detailed textures
gDPSetTextureFilterSets the type of filter used when sampling a texture tile
gDPSetTextureImageSets the framebuffer area for texture images
gDPSetTextureLODEnables or disables for LOD or mipmapped textures
gDPSetTextureLUTEnables or disables for true color or lookup table textures
gDPSetTexturePerspEnables and disables for perspective-corrected texture maps
gDPSetTileWorks with gDPSetTileSize to set up multi-tile texture modes like mip-mapping, detail, and sharpen
gDPSetTileSizeSets tile parameters that define the origin and extent of the texture tile
gDPSyncDescribes the synchronization functions
gDPTileSyncSynchronizes texture tile settings
gdSPDefLightsLoads parameters defining the lights into light structures
gdSPDefLookAtLoads the x and y screen space coordinate directions into a LookAt structure
getfpregsN64® tool that retrieves floating point register contents for a target system thread
getgregsN64® tool that retrieves the general purpose register contents for a target system thread
getsregsN64® tool that retrieves the scalar register contents from the RCP co-processor
getvregsN64® tool that retrieves the vector register contents from the RCP co-processor
gloadN64® tool that loads games for the N64® development system
gperfN64® tool that analyzes profile data
gSP1QuadrangleDraws a single rectangle face
gSP1TriangleDraws a single triangle face
gSP2TrianglesDraws two triangle faces
gSPBgRect1CycLoads the texture data from DRAM to TMEM, and then draws; unlike gSPBgRectCopy, this macro supports BG scaling
gSPBgRectCopyLoads the texture data from DRAM to TMEM as necessary, and then draws in the copy mode; it has the fastest drawing speed.
gSPBranchLessZExecutes LOD processing for model
gSPBranchLessZrgExecutes LOD processing for model when the range has been changed
gSPBranchListJumps to the display list branch without pushing it onto the calling stack, so you can use it to link long lists together
gSPClearGeometryModeClears the geometry pipeline modes
gSPClipRatioSpecifies the relative size for clipping or scissoring a rectangle
gSPCullDisplayListDetermines whether a bounding volume intersects the viewing volume. If the bounding volume is entirely outside of the viewing volume, the remainder of the current display list is not executed
gSPDisplayListAttaches a display list branch onto the current display list
gSPEndDisplayListEnds a graphics display list by instructing the RSP to pop the display list stack until the stack is empty
gspF3DEX Part of the F3DEX microcode series
gspF3DLP.Rej Part of the F3DEX microcode series
gspF3DLX Part of the F3DEX microcode series
gspF3DLX.Rej Part of the F3DEX microcode series
gspFast3D High quality 3D polygonal geometry RSP microcode
gSPFogPositionSpecifies fog thickness as objects fade into the background
gSPForceMatrixLoads a new matrix into the top of the RSP's matrix stacks bypassing any matrix multiplication and replacing the concatenated MODELVIEW and PROJECTION matrix with a single matrix that is used for the entire transformation
gSPGeometryModeDescribes the two geometry pipeline mode functions
gSPInsertMatrixModifies elements of a matrix without multiplications. It replaces two elements of the concatenated MODELVIEW and PROJECTION matrix with two new numbers
gspL3DEX Part of the F3DEX microcode series
gSPLightLoads a single light structure into the numbered position in the light buffer
gSPLightColorChanges the colors of a specified light in the RSP quickly without using DMA, so no extra memory is required
gSPLine3DGenerates one line, using the vertices v0, v1 in the internal vertex buffer loaded by the gSPVertex function
gspLine3D High quality 3D line RSP microcode
gSPLineW3DGenerates one line, using the vertices v0, v1 in the internal vertex buffer loaded by the gSPVertex function and allows you to specify the line width in half-pixel units
gSPLoadUcodeLoads the microcode by physical address of the text and data selections
gSPLoadUcodeLLoads the microcode by name
gSPLookAtLoads a LookAt structure into the RSP for specular highlighting or reflection mapping
gSPLookAtXWorks inside the gSPLookAt macro to load a LookAt structure into the RSP for specular highlighting or reflection mapping. It is not exposed to the programmer
gSPLookAtYWorks inside the gSPLookAt macro to load a LookAt structure into the RSP for specular highlighting or reflection mapping. It is not exposed to the programmer
gSPMatrixInserts a matrix operation into the display list; you can select which matrix stack to use (projection or modelview), where to load or concatenate, and whether or not to push the matrix stack
gSPModifyVertexModifies a vertex after it is loaded into the RSP
gSPNearClipREMOVED - This function no longer exists - it used to be used to turn near clipping on or off. This is now accomplished by selecting non-near-clipping microcode
gSPNumLightsSpecifies the number of light structures to be used in lighting calculations in the RSP
gSPObjLoadTxRectPerforms the texture load operation and then draws a non-rotating sprite without using the 2D matrix
gSPObjLoadTxRectRPerforms the texture load operation and then draws a non-rotating sprite by using the data stored in the 2D matrix
gSPObjLoadTxSpritePerforms the texture load operation and then draws a rotating sprite by using the data stored in the 2D matrix
gSPObjLoadTxtrIs an S2DEX microcode macro that loads the texture data into the uObjTxtr data structure by referring to the texture loading parameters held by three data structures
gSPObjMatrixis an S2DEX microcode macro that loads the 2D matrix data that exists in the uObjMtx data structure to the 2D matrix area in the RSP
gSPObjRectangleDraws non-rotating sprites as one of three sprite-drawing macros that are part of the S2DEX microcode without using the 2D matrix
gSPObjRectangleRDraws non-rotating sprites as one of three sprite-drawing macros that are part of the S2DEX microcode; it changes drawing screen coordinates by referring to the data stored in the 2D matrix
gSPObjRenderModeIs an S2DEX microcode macro that sets or changes the object render mode of the RSP
gSPObjSpriteUsing the data in the 2D matrix, it draws rotating sprites as one of three sprite-drawing macros that are part of the S2DEX microcode
gSPObjSubMatrixIs an S2DEX microcode macro that changes the 2D matrix elements {X, Y, BaseScaleX, BaseScaleY} that correspond to the variable members of uObjSubMtx structure
gSPPerspNormalizeNormalizes the perspective
gSPPopMatrixPops one of the matrix stacks
gspS2DEX Microcode that uses Super NES-like sprite and BG functions on the N64® to make it easier to create a game using sprites; it makes N64® programming similar to conventional sprite game programming
gSPScisTextureRectangleDraws a textured 2D rectangle in screen coordinates (sprites) that can include negative coordinates
gSPSegmentSets the segment registers with the base address
gSPSelectBranchDLIs an S2DEX microcode macro that examines Status[sid] using the same method used for texture load decision making, and depending on the True/False result branches out to other display lists
gSPSelectDLIs an S2DEX microcode macro that inspects Status[sid] using the same method used for texture load decision making, and depending on the True/False result, it calls other display lists
gSPSetGeometryModeSets the geometry pipeline modes
gSPSetLightsLoads light structures into the RSP
gSPSetOtherModeSets or clears the RDP 'othermode' but it is not exposed to the programmer and should not be used
gSPSetStatusIs an S2DEX microcode macro that assigns a specified value to a specified status area (Status[sid]); the status value can then be referenced for texture loading and making conditional branching decisions
gspSprite2D High-quality 2D sprite geometry microcode
gSPSprite2DBaseSends the sprite microcode to the initialized sprite structure to start actual processing. It initialize the common sprite parameters but does not perform actual screen drawing
gSPSprite2DDrawSpecifies the screen coordinates where the sprite is to be drawn, and starts actual screen drawing using the parameters specified by gSPSprite2DBase and gSPSprite2DScaleFlip
gSPSprite2DScaleFlipSpecifies the X/Y scaling and/or flipping parameters for a sprite but does not perform actual screen drawing
gSPTextureSets the parameters in the RSP for texturing
gSPTextureRectangleDraws a textured 2D rectangle in screen coordinates (sprites) that cannot include negative coordinates
gSPTextureRectangleFlipFlips the rectangle's texture so that the s coordinate changes in the y direction and the t coordinate changes in the x direction
gspTurbo3D Reduced-feature, reduced-precision microcode that delivers significantly faster performance
gSPVertexLoads an internal vertex buffer in the RSP with points that are used by gSP1Triangle functions to generate polygons
gSPViewportSets up the viewport region of the graphics pipeline and loads the viewport projection parameter
gspZ-Sort Microcode that may improve performance when the volume of graphics is high because it deletes obscured screens at the N64® hardware level by using a Z-Sort
gSPZGetMtxIs a Z-Sort microcode macro that reads a matrix
gSPZGetUMemIs a Z-Sort microcode macro that reads data in the user area
gSPZLightIs a Z-Sort microcode macro that performs light calculations
gSPZLightMaterialIs a Z-Sort microcode macro that performs light calculations taking matrix into consideration
gSPZLinkSubDLIs a Z-Sort microcode macro that orocesses unprocessed Sub DL
gSPZMixS16Is a Z-Sort microcode macro that performs s16 numeric interpolation
gSPZMixS8Is a Z-Sort microcode macro that performs s8 numeric interpolation
gSPZMixU8Is a Z-Sort microcode macro that performs u8 numeric interpolation
gSPZMtxCatIs a Z-Sort microcode macro that multiplies matrices
gSPZMtxTrnsp3x3Is a Z-Sort microcode macro that transposes 3x3 elements of a matrix
gSPZMultMPMtxIs a Z-Sort microcode macro that transforms model coordinate values to screen coordinate values
gSPZPerspNormalizeIs a Z-Sort microcode macro that sets a perspective correction value
gSPZRdpCmdZ-Sort microcode macro that processes the specified Z-Sort microcode RDP command string. The RDP commands that can be called, however, are limited
gSPZSegmentIs a Z-Sort microcode macro that sets a segment
gSPZSendMessageIs a Z-Sort microcode macro that sends a message to the CPU
gSPZSetAmbientIs a Z-Sort microcode macro that writes ambient light (environment light)
gSPZSetDefuseIs a Z-Sort microcode macro that writes defuse light (diffused light)
gSPZSetLookAtIs a Z-Sort microcode macro that writes LookAt structure data
gSPZSetMtxIs a Z-Sort microcode macro that writes a matrix
gSPZSetSubDLIs a Z-Sort microcode macro that registers or starts Sub DL
gSPZSetUMemIs a Z-Sort microcode macro that writes data to the user area
gSPZViewPortIs a Z-Sort microcode macro that sets VIEWPORT
gSPZWaitSignalIs a Z-Sort microcode macro that waits for a signal from the CPU
gSPZXfmLightsIs a Z-Sort microcode macro that performs light parameter pre-processing
gtStateSetOthermodeAssembles RDP 'othermode' commands for turbo microcode applications
guAlignReturns a fixed-point modeling matrix that can be used to align the model with a vector, plus a rotation around that vector
guAlignFReturns a floating-point modeling matrix that can be used to align the model with a vector, plus a rotation around that vector
guDPLoadTextureTileOld function that does what the gDPLoadTextureTile macro now does
guDumpGbiDLNO LONGER SUPPORTED - it has been combined into the guParseGbiDL function
guFrustumComputes a 4x4 fixed-point perspective projection matrix
guFrustumFComputes a 4x4 floating-point perspective projection matrix
guGetDPLoadTextureTileSzOld function that indicates how many words will be added to the display list by the guDPLoadTextureTile function
guLoadTextureBlockMipMapComputes a mipmap pyramid from a source texture array and returns a display list for loading and rendering the mipmapped texture
guLookAtComputes and returns a fixed-point 4x4 'lookat' viewing matrix
guLookAtFComputes and returns a floating-point 4x4 'lookat' viewing matrix
guLookAtHiliteComputes a fixed-point 4x4 'lookat' viewing matrix, sets up the LookAt structure for reflection mapping or specular hilite rendering, and computes texture offsets of two specular highlights (in the Hilite structure)
guLookAtHiliteFComputes a floating-point 4x4 'lookat' viewing matrix, sets up the LookAt structure for reflection mapping or specular hilite rendering, and computes texture offsets of two specular highlights (in the Hilite structure)
guLookAtReflectComputes and returns a fixed-point 4x4 viewing matrix and sets up the LookAt structures with values for performing reflection mapping
guLookAtReflectFComputes and returns a floating-point 4x4 viewing matrix and sets up the LookAt structures with values for performing reflection mapping
guLookAtStereoReturns a fixed-point 4x4 matrix (m) that can be used for one view of a stereographic projection
guLookAtStereoFReturns a floating-point 4x4 matrix (m) that can be used for one view of a stereographic projection
guMtxCatFConcatenates two 4x4 floating-point matrices
guMtxCatLConcatenates two 4x4 fixed-point matrices
guMtxF2LConverts a 4x4 floating-point matrix to a fixed-point matrix
guMtxIdentReturns a fixed-point 4x4 identity matrix
guMtxIdentFReturns a floating-point 4x4 identity matrix
guMtxL2FConverts a 4x4 fixed-point matrix to a floating-point matrix
guMtxXFMFTransforms a single point by a 4x4 floating-point matrix
guMtxXFMLTransforms a single point by a 4x4 fixed-point matrix
guNormalizeNormalizes a 3D vector
guOrthoComputes and returns an orthographic 4x4 fixed-point projection matrix for an orthographic parallel viewing volume
guOrthoFComputes and returns an orthographic 4x4 floating-point projection matrix for an orthographic parallel viewing volume
guParseGbiDLPrints a GBI display list in human readable format
guParseRdpDLPrints low-level display lists in human readable format
guPerspectiveComputes and returns a 4x4 fixed-point perspective projection matrix and returns a number to use with the gSPPerspNormalize function
guPerspectiveFComputes and returns a 4x4 floating-point perspective projection matrix and returns a number to use with the gSPPerspNormalize function
guPositionComputes and returns a 4x4 fixed-point modeling matrix that locates an object at a specified position with a specified orientation
guPositionFComputes and returns a 4x4 floating-point modeling matrix that locates an object at a specified position with a specified orientation
guPosLightSimulates a positional light source by calculating a light structure for a single positional light without calculating specular hilite related values
guPosLightHiliteSimulates a positional light source by calculating a light structure for two positional lights and their hilite and lookat value for rendering specular highlights
guRandomReturns a pseudo-random integer in the range of -2147483647 to 2147483647
guRotateComputes and returns a fixed-point 4x4 rotational modeling matrix by working with guRotateRPY
guRotateFComputes and returns a floating-point 4x4 rotational modeling matrix by woring with guRotateRPYF
guRotateRPYComputes and returns a fixed-point 4x4 rotational modeling matrix by working with guRotate
guRotateRPYFComputes and returns a floating-point 4x4 rotational modeling matrix by woring with guRotateF
guS2DEmuGBgRect1CycUses the CPU to emulate the action of the S2DEX microcode macro gSPBgRect1Cyc
guS2DEmuSetScissorSets the scissoring parameters and texture filter referenced by the guS2DEmuBgRect1Cyc function. It is one of the two emulation functions that come with the S2DEX microcode that you can use to have the CPU emulate the S2DEX microcode
guS2DInitBgInitializes the S2DEX microcode's uObjBg structure (uObjBg_t)
guScaleComputes and returns a fixed-point, scaling modeling, 4x4 matrix
guScaleFComputes and returns a floating-point, scaling modeling, 4x4 matrix
guSprite2DInitInitializes a sprite data structure for subsequent use by microcode
guTranslateComputes and returns a translation modeling fixed-point 4x4 matrix
guTranslateFComputes and returns a translation modeling floating-point 4x4 matrix
gvdThe GameShop debugger that runs on the host development workstation and communicates with the game development board by way of the dbgif program
hypotReturns the length of the hypotenuse for a right triangle by using two specified sides of the double type
hypotfReturns the length of the hypotenuse for a right triangle by using two specified sides of the floating point type
icThe instrument compiler for N64® audio that creates the bank files
ieN64® tool that is the instrument editor for Nintendo 64 audio
imscaleN64® tool that is an image scaling utility that reads in an rgb format image and scales it by arbitrary X and Y floating point scaling values to stretch or shrink the image to a desired size, which is useful for constructing properly filtered textures used in mipmapping
InitHeapReserves and initializes a memory allocation area
Introduction to N64® Microcode Introduces the seven basic microcodes and the F3DEX microcode series
labsReturns the absolute value of a specified value
lba2byteN64® tool that converts from LBA to bytes
ldexpCalculates x*(2�exp) where x is of the double type
ldexpfCalculates x*(2�exp) where x is of the floating point type
ldivDivides one specified argument by another, and returns the ldiv_t structure that holds the quotient and the remainder
LeoOverview of the N64® Disk Drive Functions
LeoByteToLBAConverts from byte to LBA
LeoCACreateLeoManagerCreates and starts the Leo Manager device driver system threads for America-based Game Paks that also use disks in the N64® Disk Drive.
LeoCJCreateLeoManagerCreates and starts the Leo Manager device driver system threads for Japan-based Game Paks that also use disks in the N64® Disk Drive.
LeoClearQueueClears the Leo Manager�s command queue
LeoCreateLeoManagerCreates and starts the Leo Manager device driver system threads for games that run exclusively from disks in the N64® Disk Drive; that is, they are not used in combination with a Game Pak.
LeoGetAAdrGets the storage offset address (offset from the beginning of DDROM) for a specified ASCII character by linking to all of the tables related to ASCII characters
LeoGetAAdr2Gets the storage offset address (offset from the beginning of DDROM) for a specfied ASCII character from the 32 bits of data compressed by the asccode tool
LeoGetKAdrGets the storage offset address (offset from the beginning of DDROM) for a specified Kanji character.
LeoInquiryInquires as to the version numbers of hardware and software for the N64® Disk Drive
LeoLBAToByteConverts from LBA to byte
LeoModeSelectHas been modified into an asynchronous function and renamed to LeoModeSelectAsync
LeoModeSelectAsyncAlters the N64® Disk Drive mode switching time; that is it provides a way to alter the wait-time specified for changes between active, standby, and sleep modes to meet the needs of the game.
LeoReadCapacityCalculates the N64® Disk Drive disk available region
LeoReadDiskIDAcquires the ID number written in the system region of the N64® Disk Drive disk.
LeoReadRTCReads the built-in real-time clock
LeoReadWriteReads and writes between RDRAM and the N64® Disk Drive
leoResetHas been renamed to LeoReset
LeoResetInhibits the issuing of new commands, clears the command queue, and resets the N64® Disk Drive
LeoResetClearCancels the N64® Disk Drive reset state
LeoRezeroRecalibrates the drive by initializing several set values in the internal resistor and moving the head to LBA0
LeoSeekMoves the head of N64® Disk Drive to a specified position
LeoSetRTCSets the built-in real-time clock
LeoSpdlMotorControls the motor and the head position in the driveD198
LeoTestUnitReadyExamines whether or not the disk is inserted, the head is retracted, and the motor is on
leowriteN64® tool that writes the specified file onto the N64® Disk Drive disk
listthreadsN64® tool that lists the threads currently running in the target system
logReturns the natural logarithm of a double point argument
logfReturns the natural logarithm of a specified floating point argument
log10Returns the common logarithm of a specified double argument
log10fReturns the common logarithm of a specified floating point argument
longjmpRestores the environment that was saved (reserved) by the most recently called setjmp function
makediskN64® tool that creates the N64® Disk Drive disk image and its related ELF object file
makeromN64® tool that creates a ROM Game Pak image and associated ELF object files
mallocReserves a memory block greater in size than the area that was reserved by InitHeap where the reserved memory is 16-bit aligned
malloc_memcheckChecks the memory allocation area to see if its condition is normal or abnormal, and acquires information on area that is used and not used
malloc_memdspMakes 60 digits into 1 line for the specified one-dimensional character string, and returns the information on the memory allocation area as a character information
memchrReturns a character from memory by using a specified pointer
memcmpCompares the contents of a specified buffer with the contents of another specified buffer a specified number of bytes
memcpyCopies the contents of a specified source to a specified destination for a specified number of bytes
memmoveCopies the contents of a specified source to a specified destination by a specified number of bytes even if the areas of the source and the destination overlap
memsetWrites specified byte data to a specified area for a specified number of bytes
midicompN64® tool that is a MIDI file connverter/compresser that converts a Type 1 or Type 0 Standard MIDI file into a compressed MIDI format for use with the Nintendo 64 Audio Library
midicvtN64® tool that is a MIDI file converter that converts a Type 1 Standard MIDI file to a Type 0 Standard MIDI file for use with the Nintendo 64 Audio Library
midiDmonN64® tool plays midi on the Nintendo 64 in real time
midiprintMIDI file listing N64® tool that prints a text listing of the time-based MIDI events in a Type 0 or Type 1 Standard MIDI file
midistatN64® tool that provides note statistics for MIDI files
mkispriteN64® tool that converts .rgb files to the C Sprite data structure
mkspriteN64® tool that converts .rgb files to the C Sprite data structure
mksprite32N64® tool that converts .rgb files to the C Sprite data structure
modfDivides a specified double value into its fractional part, which is returned, and its integral part, which is stored in the location specified by the second argument
modffDivides a specified floating point value into its fractional part, which is returned, and its integral part, which is stored in the location specified by the second argument
n_alAudioFrame Creates an audio command list for one frame
n_alClose Shuts down the n_audio library
n_alCSeqNew Initializes an n_audio compressed MIDI sequence structure
n_alCSeqNewMarker Initializes a sequence marker at a given location for use with the compressed MIDI sequence player
n_alCSeqNextEvent Returns the next MIDI event from the compressed MIDI sequence
n_alCSPDelete Deallocates a MIDI sequence player
n_alCSPGetChlFXMix Returns the effect mix for the given MIDI channel
n_alCSPGetChlPan Returns the pan position for the given MIDI channel
n_alCSPGetChlPriority Returns the priority for the given MIDI channel
n_alCSPGetChlProgram Returns the MIDI program number assigned to a MIDI channel
n_alCSPGetChlVol Returns the volume for the given MIDI channel
n_alCSPGetSeq Returns the sequence currently assigned to the compressed MIDI sequence player
n_alCSPGetTempo Returns the tempo of the current sequence
n_alCSPGetVol Returns the overall sequence volume
n_alCSPNew Initializes a compressed MIDI sequence player
n_alCSPPlay Starts the target sequence playing
n_alCSPSetBank Specifies the instrument bank for the sequence player to use
n_alCSPSetChlFXMix Sets the effect mix on the given MIDI channel
n_alCSPSetChlPan Sets the pan position for the given MIDI channel
n_alCSPSetChlPriority Sets the priority for the given MIDI channel
n_alCSPSetChlProgram Assigns a MIDI program to a MIDI channel
n_alCSPSetChlVol Sets the volume for the given MIDI channel
n_alCSPSetSeq Sets the compressed MIDI sequence player's target sequence
n_alCSPSetTempo Specifies the tempo for the sequence player to use
n_alCSPSetVol Sets the overall sequence volume
n_alCSPStop Stops the target compressed MIDI sequence
n_alInit Initializes the n_audio library
n_alSeqNewMarker Initializes a sequence marker at a given location
n_alSeqNextEvent Returns the next MIDI event in the sequence
n_alSeqpDelete Deallocates a MIDI sequence player
n_alSeqpGetChlFXMix Returns the effect mix for the given MIDI channel
n_alSeqpGetChlPan Returns the pan position for the given MIDI channel
n_alSeqpGetChlPriority Returns the priority for the given MIDI channel
n_alSeqpGetChlProgram Returns the MIDI program number assigned to a MIDI
n_alSeqpGetChlVol Returns the volume for the given MIDI channel
n_alSeqpGetSeq Returns the sequence currently assigned to the ALSeqPlayer
n_alSeqpGetTempo Returns the tempo of the current sequence
n_alSeqpGetVol Returns the overall sequence volume
n_alSeqpLoop Sets sequence loop points
n_alSeqpNew Initializes a Type 0 MIDI sequence player
n_alSeqpPlay Starts the target sequence playing
n_alSeqpSendMidi Sends the given MIDI message to the sequence player
n_alSeqpSetBank Specifies the instrument bank for the sequence player to use
n_alSeqpSetChlFXMix Sets the effect mix on the given MIDI channel
n_alSeqpSetChlPan Sets the pan position for the given MIDI channel
n_alSeqpSetChlPriority Sets the priority for the given MIDI channel
n_alSeqpSetChlProgram Assigns a MIDI program to a MIDI channel
n_alSeqpSetChlVol Set the volume for the given MIDI channel
n_alSeqpSetSeq Sets the sequence player's target sequence
n_alSeqpSetTempo Specifies the tempo for the sequence player to use
n_alSeqpSetVol Sets the overall sequence volume
n_alSeqpStop Stop the target sequence
n_alSndpAllocate Allocates a sound to a sound player
n_alSndpDeallocateDeallocates a sound from a sound player
n_alSndpDelete Deallocates a sound player
n_alSndpGetSound Gets the identifier of the current target sound in a sound player
n_alSndpGetState Gets the state (playing, stopping, or stopped) of the current target sound
n_alSndpNew Initializes a sound player
n_alSndpPlay Starts playing the current target sound
n_alSndpPlayAt Starts playing the current target sound at a specified time
n_alSndpSetFXMix Sets the wet/dry mix of the current target sound
n_alSndpSetPan Sets the pan position of the current target sound
n_alSndpSetPitch Sets the pitch of the current target sound
n_alSndpSetPriority Sets the priority of a sound
n_alSndpSetSound Sets the current target sound in a sound player
n_alSndpSetVol Sets the volume of the current target sound
n_alSndpStop Stops playing the current target sound
n_alSynAddSeqPlayer Adds a client sequence player to the synthesizer
n_alSynAddSndPlayer Adds a client sound player to the synthesizer
n_alSynAllocFX Allocates an audio effect processor
n_alSynAllocVoice Allocates a synthesizer voice
n_alSynDelete Deletes the synthesizer driver by deleting all the players currently registered at the synthesizer driver
n_alSynFreeFX NOT IMPLEMENTED - Deletes the allocated effect processor
n_alSynFreeVoice Deallocates a synthesizer voice
n_alSynGetFXRef Gets the address of an effect
n_alSynGetPriority Requests the priority of a voice
n_alSynNew Allocates the specified synthesizer driver
n_alSynRemovePlayer Removes a player from the synthesizer driver
n_alSynSetFXMix Sets the wet/dry effect mix for a voice
n_alSynSetFXParam Sets an effect parameter to the specified value
n_alSynSetPan Sets the stereo pan position of the specified voice
n_alSynSetPitch Sets the pitch of the specified voice
n_alSynSetPriority Sets the priority of the specified voice
n_alSynSetVol Sets the target volume of the specified voice
n_alSynStartVoice Starts synthesizing audio samples with the specified voice
n_alSynStartVoiceParams Starts synthesizing audio samples with the specified voice using the specified parameters
n_alSynStopVoice Stops generating audio samples with the specified voice
n64mdiskN64® tool that creates the game program�s master data
nosLoadFontN64® tool that expands font data in memory
nuAuInitInitializes the Audio Manager, and activates two sequence players and one sound player. It also registers the default function called when a PRE-NMI event is generated
nuAuMgrInitInitializes the Audio Manager. Also initializes and activates the synthesizer driver.
nuAuPreNMIFuncRemoveRemoves the PRE-NMI process callback function.
nuAuPreNMIFuncSetRegisters the PRE-NMI process callback function.
nuAuSeqPlayerBankSetEnters a bank in the sequence player.
nuAuSeqPlayerFadeOutFades out the sequence being played by the player specified by the sequence player number.
nuAuSeqPlayerGetChlFXMixGets the effects mix value of the specified MIDI channel of the player specified by the sequence player number.
nuAuSeqPlayerGetChlPanGets the pan value of the specified MIDI channel of the player specified by the sequence player number.
nuAuSeqPlayerGetChlPriorityGets the priority level of the specified MIDI channel of the player specified by the sequence player number.
nuAuSeqPlayerGetChlProgramGets the program number of the specified MIDI channel of the player specified by the sequence player number.
nuAuSeqPlayerGetChlVolGets the volume of the specified MIDI channel of the player specified by the sequence player number.
nuAuSeqPlayerGetSeqnoGets the sequence number set for the player specified by sequence player number.
nuAuSeqPlayerGetStateGets the state of the player specified by the sequence player number.
nuAuSeqPlayerGetTempoReturns the tempo of the player specified by the sequence player number.
nuAuSeqPlayerGetVolReturns the volume of the player specified by the sequence player number.
nuAuSeqPlayerInitInitializes the sequence player.
nuAuSeqPlayerPlaySpecifies the number of the player who will play back the sequence assigned by a nuAuSeqPlayerSetNo function.
nuAuSeqPlayerSendMidiSends a MIDI message to the player specified by the sequence player number. For details see the alSeqpSendMidi function in the N64® Fuctions Reference.
nuAuSeqPlayerSeqSetSets the ROM address of the MIDI sequence bank data in the sequence player.
nuAuSeqPlayerSetChlFXMixSets the effects mix value of the player specified by the sequence player number.
nuAuSeqPlayerSetChlPanSets the pan value of the specified MIDI channel of the player specified by the sequence player number.
nuAuSeqPlayerSetChlPrioritySets the priority level of the specified MIDI channel of the player specified by the sequence player number.
nuAuSeqPlayerSetChlProgramAssigns program number to the specified MIDI channel of the player specified by the sequence player number.
nuAuSeqPlayerSetChlVolSets the volume of the specified MIDI channel of the player specified by the sequence player number.
nuAuSeqPlayerSetNoSets the sequence number in the player specified by the sequence player number. It reads an arbitrary MIDI sequence from within the MIDI sequence bank in the sequence player buffer.
nuAuSeqPlayerSetTempoSets the sequence tempo of the player specified by the sequence player number.
nuAuSeqPlayerSetVolSets the overall volume of sequence for the player specified by the sequence player number.
nuAuSeqPlayerStopStops the player with the specified sequence player number.
nuAuSndPlayerBankSetEnters the bank in the sound player. The bank controls data and bank table data using the .ct1 and .tbl files made with the ic command.
nuAuSndPlayerGetStateGets the current playback state of a sound.
nuAuSndPlayerInitInitializes the sound player.
nuAuSndPlayerPlayPlays the sound specified by the sound number.
nuAuSndPlayerSetFXMixSets the effects mix of the sound in the sound player
nuAuSndPlayerSetPanSets the pan value of the sound in the sound player
nuAuSndPlayerSetPitchSets the pitch of the sound in the sound player
nuAuSndPlayerSetPrioritySets the priority level of the sound in the sound player
nuAuSndPlayerSetSoundSpecifies the sound of sound player. Used when specifying sound stop and effect values.
nuAuSndPlayerSetVolSets the volume of the sound in the sound player
nuAuSndPlayerStopStops the playback of sound.
nuAuStlBankSetRegisters the sound bank in the player
NuAuStlInitInitializes audio and activates the sequence player and sound player. It also sets 512K bytes under the frame buffer for the audio heap.
NuAuStlMgrInitInitializes the Audio Manager, and it initializes and activates the synthesizer driver.
nuAuStlPlayerInitInitializes the player.
nuAuStlSeqPlayerGetSeqStateReturns the channel number being used by the sequence specified by the sequence handler
nuAuStlSeqPlayerGetStateReturns the channel number being used by the sequence player
nuAuStlSeqPlayerPlayPlays a sequence. It can also change the parameters of a sequence using the returned sequence handler.
nuAuStlSeqPlayerSeqStopStops the performance of sequence specified by the sequence handler
nuAuStlSeqPlayerSetDataReads MIDI sequence data into the sequence player buffer
nuAuStlSeqPlayerSetMasterVolSets the overall sequence player volume
nuAuStlSeqPlayerSetSeqPanSets the pan value of the sequence specified by the sequence handler
nuAuStlSeqPlayerSetSeqTempoChanges the tempo of the sequence specified by the sequence handler
nuAuStlSeqPlayerSetSeqVolSets the volume of the sequence specified by the sequence handler
nuAuStlSeqPlayerStopStops the entire sequence performance
nuAuStlSndPlayerGetSndStateReturns the number of channels currently being used.
nuAuStlSndPlayerGetStateReturns the number of channels currently in use by the sound player
nuAuStlSndPlayerMasterVolSets the overall sound player volume.
nuAuStlSndPlayerPlayPlays the sound specified by sound number. It can also change the parameters of the sound using the returned sound handler.
nuAuStlSndPlayerPlay2Plays the sound specified by sound number. It can also change the parameters of the sound using the returned sound handler.
nuAuStlSndPlayerSetSndPanSets the pan value of the sound specified by the sound handler
nuAuStlSndPlayerSetSndVolSets the volume of the sound specified by the sound handler
nuAuStlSndPlayerSndPitchSets the pitch value of the sound specified by the sound handler
nuAuStlSndPlayerSndStopStops the sound specified by the sound handler
nuAuStlSnsPlayerStopStops all sounds.
nuContDataThe Controller data fetched by the Controller Manager.
nuContDataGetGets the Controller data by copying it from the internal buffer. To get the data from four Controllers use the nuContDataGetAll function.
nuContDataGetAllGets the data from all four Controllers.
nuContDataGetExGets Controller data and stores it in contdata.
nuContDataGetExAllGets Controller data from all four Controllers.
nuContDataLockLocks the Controller data so it cannot be updated by the Controller Manager.
nuContDataReadReads the Controller data.
nuContDataReadStartStarts to read Controller data. The read is not synchronized, so it is quickly returned, unlike with the nuContDataRead function
nuContDataReadWaitWaits for the end of the reading of Controller data that was begun with the nuContDataReadStart function. It can also be used to wait for the Controller Manager to finish reading Controller data at the time of a retrace.
nuContDataUnLockRemoves the lock set on the Controller data.
nuContInitInitializes the Controller as well as the Controller Pak.
nuContMgrInitInitializes and activates the Controller Manager.
nuContNumThe number of the connected Controllers.
nuContPakCodeSetRegisters in the Controller Manager the company code and game code found among the attributes in the Controller Pak's game note.
nuContPakFileDeleteDeletes the game note in the Controller Pak.
nuContPakFileDeleteJisDeletes Controller Pak game note. This function is the same as nuContPakFileDelete, except it can specify names and extensions with JIS code.
nuContPakFileFindSearches to see if the specified game note exists in the Controller Pak. It is a macro of the nuContPakFileOpen function.
nuContPakFileFindJisSearches for game note like nuContPakFileFind, except it can specify game note names and extensions with JIS code.
nuContPakFileNumGets the number of notes being used in the Controller Pak and the maximum number of notes.
nuContPakFileOpenOpens the Controller Pak game note.
nuContPakFileOpenJisOpens the Controller Pak game note as does the nuContPakFileOpen function, except this function can specify game note names and extensions with JIS code.
nuContPakFileReadReads the Controller Pak data. It is a macro of the nuContPakFileReadWrite function.
nuContPakFileReadWriteReads or writes to game data of the Controller Pak's game note.
nuContPakFileReSizeChanges the size (capacity) of the Controller Pak game note.
nuContPakFileReSizeJisChanges the size of the Controller Pak game note. Like nuContPakFileReSize except it can specify game note names and extensions with JIS code.
nuContPakFileStateGets Controller Pak game note information
nuContPakFileWriteWrites data to the Controller Pak. It is a macro of the nuContPakFileReadWrite function.
nuContPakFuncRemoveRemoves the Controller Pak Manager callback function by removing the Controller Pak Manager from the Controller Manager.
nuContPakFuncSetRegisters the Controller Pak Manager's callback function in the Controller Manager. Use nuContPakFuncRemove to remove it.
nuContPakGetFreeGets the free space in bytes in the Controller Pak.
nuContPakJisToN64Converts JIS code into N64® font code.
nuContPakMgrInitRegisters the Controller Pak Manager in the Controller Manager.
nuContPakN64ToJisConverts N64® font code into JIS code.
nuContPakOpenChecks to see whether the Controller Pak or Rumble Pak is inserted. If the Controller Pak is inserted, it initializes a file to gain access to the Controller Pak.
nuContQueryReadGets the Controller status. Note that it takes around 2 ms to get the Controller status, so this is a performance hit.
nuContReadFuncRemoveRemoves the callback function that the Controller Manager would otherwise execute after the Controller data has been read at the time of a retrace.
nuContReadFuncSetRegisters the callback function that will be executed after the Controller data has been read at the time of a retrace. As the default, nothing is entered.
nuContRmbCheckChecks the Rumble Pak to see if the Rumble Pak is inserted and if so, it enables control over the Rumble Pak. Unlike nuContPakOpen, this function does not check to see if the Controller Pak is inserted.
nuContRmbCt1The structure used by the Rumble Pak Manager to control the Pak.
nuContRmbForceStopForces the Rumble Pak to stop.
nuContRmbForceStopEndRemoves the Rumble Pak forced stop so it can operate again.
nuContRmbFuncRemoveRemoves the Rumble Pak Manager callback function to remove the Rumble Pak Manager from the Controller Manager. It is a macro of the nuContRmbFuncSet function.
nuContRmbFuncSetRegisters the Rumble Pak Manager callback function, which registers the Rumble Pak Manager in the Controller Manager.
nuContRmbInitInitializes the Rumble Pak Manager by initializing the Rumble Pak control structure and registering the Rumble Pak Manager in the Controller Manager.
nuContRmbModeSetSets the operation mode of the Rumble Pak.
nuContRmbSearchTimeThe time interval between automatic recognition checks for the Rumble Pak. To change this value use the nuContRmbSearchTimeSet function.
nuContRmbSearchTimeSetSets the interval of time (in units of frames) between checks to see if the Rumble Pak is inserted when NU_CONT_RMB_MODE_AUTO is specified in the nuContRmbModeSet function.
nuContRmbStartInitiates the Rumble Pak
nuContStatusThe structure that shows the status of the Controller. Calling the nuContMgrInit and nuContQueryRead functions updates the contents of this structure.
nuDebConClearClears the buffer of the console window specified by wndNo.
nuDebConCPutsSends the character string 's' to the console specified by wndNo. Unlike nuDebConPuts, this function does not replace the end-of-string null character ('\0') with the new-line character ('\n').
nuDebConDispDisplays the console output on the screen in ASCII characters.
nuDebConPutcSends the character 'c' to the console specified by wndNo.
nuDebConPutsSends the character string 's' to the console specified by wndNo. The end-of-string null character ('\0') is replaced with the new-line character ('\n'). It is a macro of nuDebConCPuts.
nuDebConScrollTurns the console window scroll on or off. Use it to specify whether to scroll at the end character of the bottom-most line.
nuDebConTextColorChanges the color of the text output to the console window.
nuDebConWindowSetSets the display position and size of the console window. The initial settings are an upper-left coordinate of (0,0) and a a size of 40 columns and 30 lines
nuDebConWindowShowSets the console window to be displayed or not. Turning the console window off speeds up console display processes.
nuDebConWindowSizeSets the display size of the console window. The initial settings are 40 columns and 30 lines.
nuDebConWindowsPosSets the display position of the console window. The initial settings are (0,0) for the upper-left coordinate.
nuDebTaskPerfBar0Displays a (type 0) performance barometer for a graphics task as well as for an audio task. This function internally sets the RDP, creates the display list, and activates the graphics task.
nuDebTaskPerfBar1Displays a (type 1) performance barometer for a graphics task as well as for an audio task. This function internally creates the display list and activates the graphics task.
nuDebTextAttrSets the text attribute. Only a single attribute (blinking) can be set.
nuGfxCfbPointer to the frame buffer pointer array. Set from your application with the nuGfxSetCfb function.
nuGfxCfb_ptrPointer to the frame buffer for the graphics task graphic.
nuGfxCFbNumThe number of the frame buffer for the graphics task graphic. Set it from your application with the nuGfxSetCfb function.
nuGfxDisplayFlag to display or not display a graphic. Set it from your application with the nuGfxDisplayOn and nuGfxDisplayOff functions.
nuGfxDisplayOffBlacks out the picture. The picture is displayed using the nuGfxDisplayOn function
nuGfxDisplayOnDisplays the picture, timed to the next frame buffer swap.
nuGfxFuncRemoveRemoves the callback function registered in the graphics thread. It is a macro of the nuGfxFuncSet function.
nuGfxFuncSetRegisters the callback function that will be executed in sync with the retrace in the graphics thread.
nuGfxGfxTaskAllEndWaitWaits for the end of a graphics task.
nuGfxInitInitializes and activates the graphics thread and Graphics Task Manager.
nuGfxPreNMIFuncRemoveRemoves the callback function registered in the graphics thread.
nuGfxPreNMIFuncSetRegisters in the graphics thread a callback function that is executed by a PRE-NMI event message.
nuGfxRetraceWaitWaits for the number of retrace events specified by retrace_num.
nuGfxSetCfbRegisters the frame buffers.
nuGfxSetUcodeRegisters the graphics microcode by entering the graphics microcode structure array in the Graphics Task Manager.
nuGfxSetZBufferRegisters the Z buffer. By default, the nuGfxInit function sets the Z buffer at 0x800004000.
nuGfxSwapCfbRegisters the frame buffer indicated by the next retrace.
nuGfxSwapCfbFuncRemoveRemoves the callback function executed when a graphics task is completed. It is a macro of the nuGfxSwapCfbFuncSet function which registered the callback function.
nuGfxSwapCfbFuncSetRegisters the callback function for execution at the end of a graphics task and before the frame buffer is swapped.
nuGfxTaskEndFuncRemoveRemoves the callback function that is executed at the end of the graphics task. It is a macro of the nuGfxTaskEndFuncSet function, which registered the callback function.
nuGfxTaskEndFuncSetRegisters the callback function for execution at the end of a graphics task.
nuGfxTaskMgrInitInitializes and activates the Graphics Task Manager. This function is called from within nuGfxInit.
nuGfxTaskSpoolThe number of graphics tasks that have not been executed or are still being executed yet.
nuGfxTaskStartActivates a graphics task.
nuGfxUcodePointer to the graphics microcode structure. Set from your application with the nuGfxSetUcode function.
nuGfxZBufferPointer to the Z buffer. Set it from your application with the nuGfxSetZBuffer function.
nuPiInitInitializes the PI so DMA transfers of data are possible from a game Pak that uses the PI.
nuPiRomReadReads data from ROM. DMA transfers data to RDRAM from a game Pak that uses the PI.
nuPreNMIFuncRemoveRemoves the PRE-NMI event callback function.
nuPreNMIFuncSetRegisters the callback function for a PRE-NMI event.
nuScAddClientRegisters Scheduler clients.
nuScCreateSchedulerInitializes and activates the Scheduler.
nuScGetAudioMQGets the pointer to the audio task thread message queue.
nuScGetGfxMQGets the pointer to the graphics task thread message queue.
nuScRemoveClientRemoves the client that has been registered in the Scheduler.
nuScRetraceCounterRetrace counter used by the system event handler thread
OS_CYCLES_TO_NSECConverts from CPU Count register cycles to nanoseconds
OS_CYCLES_TO_USECConverts from CPU Count register cycles to microseconds
OS_DCACHE_ROUNDUP_ADDRRounds up an address to an alignment matching that of the R4300 data cache line size (16 bytes)
OS_DCACHE_ROUNDUP_SIZERounds up an integer value to match that of the R4300 data cache line size (16 bytes)
OS_K0_TO_PHYSICALTranslates from a cached, direct-mapped CPU address to a physical address
OS_K1_TO_PHYSICALTranslates from an uncached, direct-mapped CPU address to a physical address
OS_NSEC_TO_CYCLESConverts from nanoseconds to CPU Count register cycles
OS_PHYSICAL_TO_K0Translates from a a physical address to a cached, direct-mapped CPU address
OS_PHYSICAL_TO_K1Translates from a physical address to an uncached, direct-mapped CPU address
OS_USEC_TO_CYCLESConverts from microseconds to CPU Count register cycles
osAckRamromReadIs no longer needed
osAckRamromWriteIs no longer needed
osAiGetLengthReturns the number of bytes remaining in the current DMA buffer
osAiGetStatusReturns the hardware status of the audio interface
osAiSetFrequencyBased on a requested frequency (in Hz), it calculates the correct values for the internal divisors and returns the actual frequency generated by these divisors
osAiSetNextBufferSets up the next DMA transfer from DRAM to the audio interface buffer
osAppNMIBufferIs a global variable that holds a 64-byte buffer that is cleared on a cold reset
osCartRomInitReturns the required hardware status information when using the ROM Emulator
osContGetQueryReturns Controller's status and type
osContGetReadDataReturns 3D Stick data and button settings to the pad
osContInitInitializes the game Controller
osContResetResets all game Controllers
osContSetChSets number of Controllers for reading
osContStartQuerySends Query command to the Controller to obtain Controller's status and type
osContStartReadDataIssues a read data command to obtain game Controller input settings
osCreateLogInitializes the OSLog data structure
osCreateMesgQueueInitializes a given OSMesgQueue structured message queue to an empty state
osCreatePiManagerCreates and starts the PI Manager system thread to provide mutual exclusion and synchronization support for the PI devices
osCreateRegionCreates any number of memory regions at run-time
osCreateSchedulerCreates an RCP task scheduler
osCreateThreadInitializes a specified thread and puts it on an active queue to make it known to the N64® debugger
osCreateViManagerInvokes the video interface (VI) manager system thread at the beginning of an applicaion
osDestroyThreadRemoves a specified thread from the active queue as well as any other queue the thread may be on
osDpGetCountersGet internal performance counters from the display processor
osDpGetStatusReturns the hardware status of the display processor command status register
osDpSetNextBufferUpdates the display processor pointers causing the display processor to begin reading an RDP display list from the DRAM buffer
osDpSetStatusUpdates the display processor command status register with status
osEepromLongReadReads multiple blocks of data from EEPROM
osEepromLongWriteWrites multiple blocks of data to EEPROM
osEepromProbeRequests the status of EEPROM, and returns 1 if EEPROM exists, 0 if it doesn't
osEepromReadIssues a read EEPROM command to obtain 8 bytes of data from the specified address
osEepromWriteIssues a write EEPROM command to write 8 bytes of data to the specified address
osEPiGetDeviceTypeGains access to EPI without using the PI Manager to get the PI information recognized by the PI handler
osEPiLinkHandleSets a pointer to the next member using an EPI handler
osEPiRawReadIoPerforms 32-bit IO read operation and stores the value
osEPiRawStartDmaPerforms a polling operation to determine whether or not the interface is available before setting the DMA register
osEPiRawWriteIoPerforms a 32-bit IO write operation to the EPI's device address
osEPiReadIoPerforms 32-bit IO read operations from the PI device address
osEPiStartDmaSets up a DMA transfer condition between RDRAM and the EPI device address space
osEPiWriteIoPerforms 32-bit IO write operations to the PI device address
osFlushLogTransfers the log data to the host
osFreeDe-allocates a buffer by putting the buffer back at the head of the region's free list
osGetCauseReturns the current value of the MIPS R4300 Cause register that describes the cause of the most recent exception
osGetCompareReturns the current value of the R4300 Compare register
osGetConfigReturns the current value of the R4300 Configuration register
osGetCountReturns the current value of the MIPS R4300 Count register, a free running counter that increments at half the CPU clock speed
osGetCurrFaultedThreadReturns the most recent faulted thread or NULL if there is no faulted thread
osGetFpcCsrReturns the current value of the R4300 floating-point control/status register
osGetIntMaskGets the enabled interrupt mask
osGetMemSizeConfirms that the Memory Pak that comes with the N64® Disk Drive is inserted into the N64. All game Paks must use this function before using the Memory Pak
osGetNextFaultedThreadReturns the next faulted thread from the active thread queue based on the last thread
osGetRegionBufCountReturns the total number of buffers created for the region
osGetRegionBuffSizeReturns the size (in bytes) allocated for each buffer in the region
osGetSRReturns the current value of the R4300 Status register
osGetThreadIdObtains the debugger identifier of a thread
osGetThreadPriReturns the priority of the given thread
osGetTimeReturns the value of time in CPU Count register cycles since the last hard reset
osGetTLBASIDReturns the current TLB Address Space ID in the R4300 EntryHi register
osGetTLBHiReads the appropriate TLB entry and returns the value of the R4300 EntryHi register
osGetTLBLo0Reads the appropriate TLB entry and returns the value of the R4300 EntryLo0 register
osGetTLBLo1Reads the appropriate TLB entry and returns the value of the R4300 EntryLo1 register
osGetTLBPageMaskReads the appropriate TLB entry and returns the value of the R4300 PageMask register
osGlobalsIncludes the osTvType, osResetType, osMemSize, and osAppNMIBuffer Operating System global variables
osInitializePerforms hardware and software initialization procedures
osInitRdbSets up an outgoing buffer for the rdb debug port
osInvalDCacheInvalidates CPU data cache lines
osInvalICacheInvalidates CPU instruction cache lines
osJamMesgCopies the message to the front of the given message queue
osLogEventAdds an entry to the given log
osMallocAllocates a buffer by taking the buffer at the head of the region's free list and returns a pointer to that aligned buffer
osMapTLBSets the TLB entry index (ranges from 0 to 31)
osMemSizeIs a global variable that holds the installed main memory (DRAM) size in bytes
osMotorInitInitializes the Rumble Pak
osMotorStartStarts the Rumble Pak motor
osMotorStopStops the Rumble Pak motor
osPfsAllocateFileCreates a new game note
osPfsCheckerInspects and repairs the Controller Pak's file system
osPfsDeleteFileDeletes a game note
osPfsFileStateObtains game note information
osPfsFindFileSearches the specified game note
osPfsFreeBlocksObtains the available number of bytes in a Controller Pak
osPfsGetLabelReads the label of a Controller Pak
osPfsInitInitializes the Controller Pak's file handle
osPfsInitPakInitializes the Controller Pak's file handle. Call this function when dealing with the Controller Pak for the first time or when the Controller Pak is initially inserted
osPfsIsPlugDetects which Controller contains a Controller Pak
osPfsNumFilesAcquires the maximum note number and the number of notes used
osPfsReadWriteFileReading and writes game note game data
osPfsRepairldRepairs the Controller Pak file system
osPfsReSizeFileChanges the capacity reserved for game notes
osPfsSetLabelWrites to the Controller Pak label
osPhysicalToVirtualIs a function version of OS_PHYSICAL_TO_K0 and thus returns the direct-mapped, cached KSEG0 address corresponding to paddr
osPiGetCmdQueueReturns a pointer to the command queue of the PI Manager or NULL if the PI Manager has not been started
osPiGetStatusReturns the hardware status of the peripheral interface (PI)
osPiRawReadIoPerforms a 32-bit programmed IO read from a specified PI device address, and it returns the value in data. It also polls the interface for idleness before performing the operation
osPiRawStartDmaSets up a DMA transfer between a specified RDRAM virtual address and a specified PI device address
osPiRawWriteIoPerforms a 32-bit programmed IO write to a specified PI device address
osPiReadIoPerforms a 32-bit programmed IO read from a specified PI device address and returns the value in data
osPiStartDmaSets up a DMA transfer between RDRAM and PI device address space by sending a specified I/O message block request to the PI manager
osPiWriteIoPerforms a 32-bit programmed IO write to a specified PI device address
osProfileIs the group of functions (osProfileInit, osProfileStart, osProfileStop, osProfileFlush) that manage the execution-time profile for disjoint text spaces
osProfileFlushTransfers profile data to the gperf tool (program) assuming gperf is running in server mode
osProfileInitInitializes the profiled segment count buffers and starts an I/O thread that communicates profile data to the host when requested by the gperf tool
osProfileStartStarts the profiler's interval counter
osProfileStopTurns off profiling
osReadHostSet up the game-side connection to accept data from the host and copy it to DRAM
osRecvMesgCopies the first message in the message queue into a specified address
osResetTypeIs a global variable that saves the cause of a system reboot
osScAddClientAdds a client to the RCP task scheduler
osScGetTaskQGets the message queue used for communicating with the scheduler thread
osScRemoveClientRemoves a client from the RCP task scheduler
osSendMesgCopies the message to the end of the given message queue
osSetCauseSets the new value for the MIPS R4300 Cause register that describes the cause of the most recent exception
osSetCompareSets the new value for the R4300 Compare register
osSetConfigSets the new value for the R4300 Configuration register
osSetErrorHandlerSets debug library error handling routine
osSetEventMesgAssociates a message queue and message with an event
osSetFpcCsrSets the new value for the R4300 floating-point control/status register
osSetIntMaskSet the enabled interrupt mask
osSetSRSets the new value for the R4300 Status register
osSetThreadPriSets the priority of specified thread
osSetTimeSets the value of time in CPU Count register cycles
osSetTimerStarts an interval or countdown timer
osSetTLBASIDSets a system-wide address space identifier register that makes valid only mappings of the given address space identifier (as well as global mappings)
osSpTaskLoadLoads the given task into the serial processor
osSpTaskStartIs a macro that performs an osSpTaskLoad call followed by an osSpTaskStartGo call
osSpTaskStartGoCauses the serial processor to begin executing
osSpTaskYieldRequests that the serial processor yield
osSpTaskYieldedReturns OS_TASK_YIELDED if the task successfully yielded; otherwise it returns 0 which indicates that the task finished normally before it could yield (and therefore should not be restarted later)
osStartThreadStarts or resumes a thread
osStopThreadSuspends a thread
osStopTimerStops an interval or countdown timer
osSyncPrintfN64® tool that does formatted printing through the debug port
osTestHostIs no longer supported
osTvTypeIs a global variable that indicates whether the N64® system is configured for PAL video timing (0), NTSC (1), or MPAL (2)
osUnmapTLBRemoves any existing even or odd page mapping for the TLB entry index
osUnmapTLBAllRemoves all mappings at all indexes (invalidates the entire TLB)
osViBlackBlacks out the screen and still generates vertical retrace signals
osViFadeFades between the first 2 scan lines of the frame buffer
osViGetCurrentFieldReturns the field number (either 0 or 1) currently being used by the video interface
osViGetCurrentFramebufferReturns an opaque pointer to the currently displayed framebuffer
osViGetCurrentLineReturns the current half line, sampled once per line
osViGetCurrentModeReturns the video interface (VI) mode that is currently being used
osViGetNextFramebufferReturns an opaque pointer to the next framebuffer to be displayed
osViGetStatusReturns the value of the video interface status/control register
osViRepeatLineRepeats the first scan line of the frame buffer for the entire frame
osVirtualToPhysicalTranslate an arbitrary CPU virtual address to its physical address, if such a translation exists
osViSetEventRegisters a message queue and a message with the VI Manager
osViSetModeResets all current settings such X-Y scaling and special features (for example, gamma) to the default values defined in the global mode table
osViSetSpecialFeaturesAllows the caller to enable or disable various video interface special features such as GAMMA, GAMMA_DITHER, DIVOT, and DITHER_FILTER
osViSetXScaleAllows scaling the image up horizontally (in the X direction) to the required display format from a reduced number of rendered pixels per line
osViSetYScaleAllows scaling the image up vertically (in the Y direction) to the required display format from a reduced number of rendered lines per frame
osViSwapBufferRegisters the frame buffer to be displayed at the next vertical retrace interrupt
osWritebackDCacheWrites back all data cache lines that contain the region
osWritebackDCacheAllWrites back all cached locations to physical memory
osWriteHostAttempts to copy data from the game to the host
osYieldThreadYields the CPU and invokes the thread dispatcher
playrawN64® tool that plays raw sample files on the SGI Indy audio hardware
powReturns x to the y power where both x and y are specified double numbers
powfReturns x to the y power where both x and y are specified floating point numbers
qsortPerforms a quick-sort of arrays
ramstartN64® tool that acquires a starting logical block address (LBA) for a RAM area of a disk of a specified type
randReturns a pseudo-random number from 0 to 0x7fff
RANDReturns a pseudo-random integer in the range of -2147483647 to 2147483647
readmemN64® tool that reads data from a target system memory space
reallocReduces the memory block size in a reserved area that was reserved by the InitHeap function to be a larger area
rgb2cN64® tool converts an .rgb file to a C data structure
rmonPrintfN64® tool that has been removed from the libraries. Game applications should use osSyncPrintf instead
rspboot Microcode that enforces the OS synchronization between the host CPU (R4300) and the RSP. It processes the task header structure, loads the microcode for the task, and begins the task execution. The boot code does not remain in IMEM, so it is re-loaded at the beginning of each task
sbcN64® tool that makes a sequence bank file
setjmpSaves (reserves) its calling environment for later use by the longjmp function
sinReturns the sine for a radian angle specified as a double value
sinfReturns the sine for a radian angle specified as a floating point value
sinfComputes the sine in floating point, given an angle in radians and using polynomial approximation
sinhReturns the hyperbolic sine for a radian angle specified as a double value
sinhfReturns the hyperbolic sine for a radian angle specified as a floating point value
sinsComputes the sine using a table lookup in DRAM, returning the result in s.15 fixed-point format
spClearAttributeClears the indicated attributes that specify how the sprite is to be drawn
spColorSets the coloration of a specified sprite
spDrawGenerates the display list that will draw the sprite on the screen
spFinishResets graphics mode to the default when sprite drawing is finished
spInitSets graphics modes as needed for sprite drawing
spIntroIntroduces the sprite manipulation functions
spMovePositions the upper left corner of the sprite on the screen
spScaleAlters the size and shape of the sprite by expanding or contracting each of the sprite's dimensions
spScissorSets the bounding region in which subsequent sprites will be drawn
spSetAttributeSets the indicated attributes that specify how the sprite is to be drawn
spSetZSets the depth of a specified sprite
sqrtReturns the square root of a specified double value
sqrtfReturns the square root of a specified floating point value
sqrtfComputes the square root of a value by using the R4300 FPU sqrt instruction
srandUses a specified seed for a new sequence of pseudo-random numbers to be returned by subsequent calls to the rand function
stacktoolN64® tool that is a static stack analysis tool for the N64® development system
stepthreadN64® tool that single steps a target system thread
stopthreadN64® tool that halts a target system thread
strcatAppends a specified character string (including its terminating NULL character) to the end of another specified character string
strchrFinds the first occurrence of a specified character (specified by its integer code) within a specified character string, and then either returns a pointer to that character in the string or a NULL if the character is not found
strcmpCompares two specified character strings, and then returns a negative integer if the first is shorter than the second, a zero if the strings are of equal length, or a positive integer if the first is longer than the second
strcpyCopies a specified character sting on top of another specified character string including its terminating NULL character and returns the result
strcspnComputes and returns the length of the maximum initial segment of a specified string that consists entirely of characters not found in a second specified string
strlenReturns the length of a specified character string
strncatAppends a specified number of characters (excluding the NULL terminating character) from a specified character string to the end of another specified character string
strncmpCompares a specified number of characters from a specified character string (a string segment) to a second specified character string, and then returns a negative integer if the string segment is shorter than the second string, a zero if the two are of equal length, or a positive number if the string segment is longer than the second string
strncpyCopies a specified number of characters from a specified character string (excluding the NULL terminating character and the characters that follow it) on top of another specified character string
strpbrkFinds the first occurrence of in a specified string of any character currently in another specified string and then returns a pointer to that found character or NULL if no character match is found
strrchrFinds the last occurrence of a specified character (specified by its integer code) within a specified character string, and then either returns a pointer to that character in the string or a NULL if the character is not found
strspnComputes the length of the maximum initial segment of a specified string that consists entirely of characters that exist in another specified string, and then returns the length of the segment
strstrLocates the first occurrence in a specified string of the sequence of characters (excluding the NULL terminating character) from another specified string, and then returns either a pointer to the found string or a NULL pointer if the character sequence is not found
strtodConverts a specified character string to a double type
strtokThrough repeated calls, breaks up a specified character string into a sequence of tokens each of which is delimited by a character from a second specified string. Calls subsequent to the first specify a NULL character as the first argument
strtolConverts a specified character string to a long type
strtoulConverts a specified character string to an unsigned long type
tabledesignN64® tool that designs codebooks for the ADPCM compressor
tanFinds the tangent of a specified double radian angle
tanfFinds the tangent of a specified floating point radian angle
tanhFinds the hyperbolic tangent of a specified double radian angle
tanhfFinds the hyperbolic tangent of a specified floating point radian angle
threadstatusN64® tool that displays the status of a target system thread
u64Emulator 2.0 INDY Device
uhCloseGameCloses the given file descriptor
uhOpenGameOpens the given device special file and configures it to listen for game I/O events
uhReadGameReads nbytes of data from the game and copy it to the memory region beginning at a specified address
uhReadRamromCopies nbytes of data from the ramrom memory begining at a specified address
uhWriteGameCopies nbytes of data from the host (beginning at a specified address) to the game
uhWriteRamromWrites nbytes from data to the ramrom memory begining at a specified address
vadpcm_decN64® tool that decodes a sound file that has been encoded in the N64® ADPCM format (by using the vadpcm_enc tool) and writes it to standard output as raw mono 16-bit samples
vadpcm_encN64® tool that encodes AIFC or AIFF sound files and produces a compressed binary file that is used by the Nintendo 64 audio library
writewordN64® tool that writes data to a target system location
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Copyright © 1998
Nintendo of America Inc.
All rights reserved.
N64 and Nintendo are registered trademarks of Nintendo.
Last updated January 1998