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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
13.1 Graphics Binary
Interface for Texture
13.2 Display List
13.3 Texture Image
Space
13.4 Tile Attributes
13.4.1 Format
13.4.2 Size
13.4.3 Line
13.4.4 Tmem Address
13.4.5 Palette
13.4.6 Mirror Enable S, T
13.4.1 Format
13.4.7 Mask S, T
13.4.8 Shift S, T
13.5 Tile Descriptor
Loading
13.6 Texture Pipeline
13.7 Tile Selection
13.8 Texture Memory
13.9 Texture Loading
13.10 Examples
13.11 Restrictions
13.12 Applications
Appendix A - Load
Block Line Limits
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
27. EPI Functions and
Extension Devices
28. n audio Library
Sample Program
Descriptions