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

24.1 Data Reduction

24.2 Geometry Tuning
(gspFast3D - Precise
Microcode)

24.3 Geometry Tuning
(Turbo Microcode)

24.4 Raster Tuning
(Filtrate)

24.4.1 Disable Atomic
Primitives

24.4.2 Partial Sorting
for Z- Buffer

24.4.3 No Z-Buffer
Primitives

24.4.3.1 Convex Objects
24.4.3.2 Meshed Objects
24.4.3.3 Cell Based
Scenes

24.4.3.4 Layered Scenes
24.4.3.5 Bucket Sort
24.4.3.6 Avoid Cyclic
Objects

24.4.3.7 Game-Specific
Visibility

24.4.4 No Antialiasing
Primitives

24.4.5 Reduced Aliasing

24.5 CPU Tuning

25. Microcode
26. SI Devices
27. EPI Functions and
Extension Devices

28. n audio Library
Sample Program
Descriptions