Programming Manual

1. Overview
2. Troubleshooting
3. Hardware Architecture
4. Software Architecture
5. Game Production Process
6. N64 OS Overview
7. OS Functionality
8. Input/Output Functionality
9. Basic Memory
Management

10. Advanced Memory
Management
11. RSP Graphics
Programming

12. RDP Programming
13. Texture Mapping
14. Texture Rectangles
(Hardware Sprites)

15. Antialiasing / Blending
16. N64 Sprite Library
17. Audio Library
18. Audio Tools
19. Audio File Formats
20. Using the Audio Tools
21. Audio Memory Usage
22. Scheduling Audio and
Graphics

23. GameShop Debugger
24. Performance Tuning
Guide

25. Microcode

System Microcode

25.1 3D Graphics
Microcode

25.2 RSP to RDP Command
Processing

25.3 F3DEX Microcode

25.4 F3DEX2 Microcode

25.5 Sprite Microcode S2DEX

25.6 Audio Microcode
25.6.1 Introduction
25.6.2 Improvements
25.6.2.1 Players
25.6.2.2 The Envelope
25.6.2.3 Fixing the
Minimum Unit of
the Audio Process

25.6.2.4 Processing of
Every 184 Samples

25.6.3 Effects
25.6.3.1 Effect of
the Envelope

25.6.3.2 Effect of
Processing Every
184 Samples

25.6.4 Installing n_audio
25.6.4.1 Installation
25.6.4.2 Header Files
and Libraries

25.6.4.3 Sample
25.6.5 Configuration
25.6.6 Cautions
25.6.7 History

25.7 JPEG Microcode

25.8 Past Microcode

26. SI Devices
27. EPI Functions and
Extension Devices

28. n audio Library
Sample Program
Descriptions