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