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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
26. SI Devices
26.1 Introduction
26.2 Standard N64
Controller
26.3 Controller Pak
26.3.1 What is a
Controller Pak?
26.3.2 Controller Pak
Configuration
26.3.2.1 Page
26.3.2.2 Game Note
26.3.2.3 Serial Number
26.3.2.4 Label
26.3.2.5 Multinote
26.3.2.6 Controller Pak
Menu
26.3.2.7 High-Capacity
Controller Pak
26.3.3 Controller Pak
Function Specifications
26.3.3.1 Initialize the
Controller Pak
26.3.3.2 Create a New
Game Note
26.3.3.3 Check and Modify
the File System
26.3.3.4 Delete a Game
Note
26.3.3.5 Getting Game
Note Information
26.3.3.6 Searching for the
Specified Game Note
26.3.3.7 Find Number of
Available Bytes
26.3.3.8 Read Controller
Pak Label
26.3.3.9 Check if Pak-Type
Device is Inserted
26.3.3.10 Get Max. Note
Number and Number
of Notes to be Used
26.3.3.11 Read/Write Data
To/From Game Note
26.3.3.12 Modify File
System
26.3.3.13 Write to Label
26.3.4 Using the Controller
Pak Functions
26.3.5 Controller Pak
Menu Functions
26.3.5.1 Simple Controller
Pak Menu
26.3.5.2 Loading the
Font Data
26.3.5.3 Internal Functions
26.4 Rumble Pak
26.5 N64 Mouse
26.6 EEPROM
26.7 N64 Game Boy Pak
26.8 Voice Recognition
System
27. EPI Functions and
Extension Devices
28. n audio Library
Sample Program
Descriptions