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Nintendo® Confidential

## gDPLoadTLUT_pal16
gDPLoadTLUT_pal256

Syntax

    #include "gbi.h"

    gDPLoadTLUT_pal16(Gfx *gdl,
       unsigned int pal,
       unsigned int dram)
    gsDPLoadTLUT_pal16(unsigned int pal,
       unsigned int dram)

    gDPLoadTLUT_pal256(Gfx *gdl,
       unsigned int dram)
    gsDPLoadTLUT_pal256(unsigned int dram)

Arguments

- gdl is the pointer to the graphics display list
- pal is the number of the palette. You can load the texture lookup table into one of 16 (or 256) palettes. This works only for 4-bit color-indexed textures
- dram is the address of the look-up table in DRAM. It must be 64-bit aligned

Explanation
These macros load a texture look-up table into texture memory.
A portion of the texture memory can be used for storing texture lookup tables (TLUT). The TLUT is located in the upper 256 words of TMEM. Therefore, color index textures are always loaded in the low 256 words of TMEM. The type of texels in the TLUT can be either 16-bit RGBA or 16-bit IA. For 256-entry palettes, the entire upper-half of TMEM is used. For 16-entry palettes, the location in the upper-half of TMEM depends on the palette number. 16-entry Palette numbers can range from 0 to 15. A more detailed description is given in the "RDP State Machine" and "Texture" chapters of the N64 Programming Manual.
See Also
gDPLoadTextureBlock
gDPLoadTextureTile

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Copyright © 1998
Nintendo of America Inc. All rights reserved
Nintendo and N64 are registered trademarks of Nintendo
Last updated March 1998