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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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Nintendo® Confidential
Warning: all information in this document is confidential and covered by a non-disclosure agreement. You are responsible for keeping this information confidential and protected. Nintendo will vigorously enforce this responsibility.
Copyright © 1998
Nintendo of America Inc. All rights reserved Nintendo and N64 are registered trademarks of Nintendo
Last updated March 1998
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