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

11.1 RSP Overview

11.2 Display List
Processing

11.3 Matrix State

11.4 Vertex State

11.5 Texture State

11.6 Clipping and Culling

11.7 Vertex Lighting
State

11.7.1 RSP Microcode
11.7.2 Normal Vector
Normalization

11.7.3 Ambient and
Directional Lighting

11.7.3.1 Matrix
Manipulation

11.7.3.2 Light Structure
Definition

11.7.3.3 Note on Light
Direction

11.7.3.4 Lighting State
Set Up

11.7.3.5 Object
Rendering

11.7.3.6 Note on
Material Properties

11.7.4 Specular Highlights
11.7.4.1 Specular
Highlight Structure
Definition

11.7.4.2 Texture
Loading

11.7.4.3 Texture
Coordinate
Transformations

11.7.4.4 Highlight
Position Description

11.7.4.5 Lighting State
Set Up

11.7.4.6 Object
Rendering

11.7.5 Reflection Mapping
11.7.5.1 Structure
Definition

11.7.5.2 Texture
Loading

11.7.5.3 Texture
Coordinate
Transformations

11.7.5.4 Compatibility
with Specular
Highlighting

11.7.5.5 Environment
Mapping

11.8 Vertex Fog State

11.9 Primitives

11.10 Controlling the
RDP State

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
27. EPI Functions and
Extension Devices

28. n audio Library
Sample Program
Descriptions