al - Audio Library Functions gDP - DP GBI Macros gdSP - General GBI Macros gSP - SP GBI Macros gt - Turbo Microcode RDP gu - Graphics Utilities Math - Math Functions nuSys - NuSystem os - N64 Operating System sp - Sprite Library Functions uh - Host to Target IO 64DD - N64 Disk Drive Demos and Sample Code Miscellaneous Tools Emulator 2.0 INDY Device Microcode
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N64 Hardware Terminology64DDThe previous working name for the N64 Disk Drive. N64 Disk Drive disks can hold larger games than N64 Game Paks can hold. In fact, the N64 Disk Drive disks store approximately 64 megabytes. N64 Game Pak games use 4, 8, or 12 megabytes of ROM.Add-on memory There are four ways to add on back-up memory:AI The audio interface. The AI is a write-only interface that connects the RCP to the audio DAC (digital analog converter). It uses DMA (direct memory access) to write audio data out of main memory into a specific video address buffer. It generates the stereo audio signal and allows you to change video modes and configurations. See Chapter 27, "The Audio Library" and Chapter 9, "Input/Output Functionality" in the N64 Programming Manual for more information.Controller Pak A removable memory device (back-up RAM) used with the N64 Controller that can store 32K bytes of data. The operating system implements a simple file system on the Controller Pak so developers can find, create, delete, read, and write files. The Controller Pak is inserted into the Controller and can be used for purposes such as storing game progress and high scores and other game configuration data. It is usually shared by multiple applications.EEPROM A nonremovable memory chip, EEPROM (electrically erasable programmable ROM) is built right into the N64 Game Pak. It holds either 4K bits of data or 16K bits. Game developers use it to save data during a game. For example, a developer might use it to keep track of where the game user was in the game when the game ended or to keep track of high scores. A circuit is added to the EEPROM so that it can communicate with the serial interface of the RCP through the PIF.EPI The enhanced, expanded, or extended PI (peripheral interface). Without EPI (that is, with just the PI), game programmers can use the address space of Game Pak ROM but cannot use an extension device located in another address space like SRAM or the ROM in the N64 Disk Drive. With EPI functions, the programmer can indicate which device to access by using a handler (OSPiHandle structure). The handler is set up according to the characteristics of the hardware device (EEPROM, SRAM, Controller Pak ROM, or N64 Disk Drive ROM) to be used.Memory Pak An additional 4 megabytes of add-on RAM that you can use to expand capacity. It is required by the N64 Disk Drive and can also be used by an N64 Game Pak. It attaches directly to the top of the N64 Control Deck in the little compartment at the front of the top. It is different from the other types of add-on memory:PI The parallel interface also known as the peripheral interface. The PI is the read/write DMA (direct memory access) engine that connects the RCP to the N64 Game Pak and other mass storage devices that use the parallel port. The PiManager thread is used to set up the actual DMA commands for all other threads.R4280 CPU The R4280 CPU is part of the MIPS R4000 family of processors. The R4280 consists of an execution unit with a 64-bit register file for integer and floating-point operations, a 16K byte instruction cache, an 8K byte writeback data cache, and a 32-entry TLB (translation lookaside buffer) for virtual-to-physical address calculation. The N64 game runs in kernel mode with 32-bit addressing. The 64-bit integer operations are available in this mode; the 32-bit C calling convention is used to maximize performace.RCP The Reality Co-Processor chip. N64 games consist of a number of hardware components that work together to produce the graphics and audio for the game. The heart of the system is the RCP. Attached to the RCP are memory chips, the MIPS R4280 CPU, and some miscellaneous I/O chips.RDP The Reality Display Processor. It is an internal processor in the RCP. The RDP is the graphics display pipeline that executes an RDP display list that was generated by the RSP and CPU. The RDP consists of a Rasterizer (RS), a Texture Unit (TX), 4K bytes of texture memory (TMEM), a Texture Filter Unit (TF), a Color Combiner (CC), a Blender (BL), and a Memory Interface (MI).RSP The Reality Signal Processor. It is an internal processor embedded in the RCP. It performs all 3D manipulations and audio functions. The RSP is used by and can be configured by the graphics and audio microcode. It consists of a Scalar Unit (SU), a Vector Unit (VU), instruction memory (IMEM), and data memory (DMEM). The microcode is fetched from IMEM and has direct access to DMEM. The RSP also has access to main memory by using DMA (direct memory access). All memory references in the RSP are physical. However, the microcode uses a segment address table to translate segmented addresses provided in the task lists into physical addresses. The IMEM and DMEM are both 4K bytes in size. The SU implements a subset of the R4000 instruction set. The VU has eight 16-bit elements.SI The serial interface. It is a read/write interface that connects serial devices like the Controller, Controller Pak, N64 Game Pak EEPROM, and Rumble Pak to the RCP (Reality CoProcessor) in the N64 Control Deck. The serial interface connects the RCP with the game controllers through the PIF chip. To get the current state of the controllers, the application must send a command to query all the game controllers.SRAM A memory area that N64 programs can reserve for saving data. Unlike the EEPROM and Controller Pak, SRAM can be handled by EPI in the same way as ordinary MASKROM, although the addressing is different. Currently, the available SRAM has a capacity of 256K bits. The starting address is a physical address from 0x8000000.VI The video interface. The VI is a write-only interface that connects the RCP to the video DAC (digital analog converter). It uses DMA (direct memory access) to move data out of the framebuffer in main memory to a specific video buffer address. You can use it to change video modes and configurations. It generates the composite, S-video, and RGB signals. It also performs the second pass of the antialias algorithm. The VI works in either NTSC or PAL mode, and can display 15- or 24-bit color pixels, with or without filtering, at both high and low resolutions. The VI can also scale up a smaller image to fill the screen.
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