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

15.1 Antialiasing
and Blending

15.2 Antialiasing

15.3 Coverage Unit

15.4 Z Stepper

15.5 Blender

15.6 Video Filter

15.7 Blender Modes
and Assumptions

15.7.1 Opaque Surface
Antialiasing Z-Buffer
Algorithm, OPA_SURF

15.7.2 Transparent
Surfaces, XLU_SURF

15.7.3 Transparent
Lines, XLU_LINE

15.7.4 Transparent
Edge Mode, TEX_EDGE

15.7.5 Decal Surfaces,
OPA_DECAL, XLU_DECAL

15.7.6 Decal Lines
DEC_LINE

15.7.7 Interpenetration
OPA_INTER, XLU_INTER

15.7.8 Particle System
Mode, PCL_SURF

15.7.9 Blender Modes
Truth Tables

15.7.10 Creating New
Blender Modes

15.7.11 Visualizing
Coverage

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