README 5.13 KB
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README / Release 1.23						06/09/97

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The micro codes in this archive.

(1) gspF3DEX.fifo.o/gspF3DEX.NoN.fifo.o:

      They are based on Fast3D ucode. And supports 32 vertices cache,
    2 triangles' instruction and more DL links (10->18).

      gspF3DEX.fifo.o is with near clipping, gspF3DEX.NoN.fifo.o is
    without near clipping.

(2) gspF3DLX.fifo.o/gspF3DLX.NoN.fifo.o:

      They have no subpixel calculation of y screen to get more
    performance. So, some wrinkle may appear on the texture.

      F3DLX supports all F3DEX's gbi. And, F3DLX can control clipping
    enable/disable. If disable clipping, you can get more performance. 
    See "NewFunctions".

      gspF3DLX.fifo.o is with near clipping, gspF3DLX.NoN.fifo.o is
    without near clipping.
    
      These ucodes are supported in release 0.94 and later.

(3) gspF3DLX.Rej.fifo.o/gspF3DLP.Rej.fifo.o:

      They don't support clipping but supports triangle rejecting.
    
      "Triangle rejecting" works ...

         + Triangles which are entirely inside the rejecting rectangle
           are drawn. 
         + Triangles which stretch from inside the rejecting rectangle
           to outside or entirely outside the rectangle are rejected.

        This rejecting rectangle name is rejecting box.
      Rejecting box is 2-6 times size of the screen rectangle.
      By default, rejecting box is 2 times of the screen rectangle.
        We can change the ratio of rejecting box by g*SPClipRatio().
      g*SPClipRation() accepts FRUSTRATIO_2 to FRUSTRATIO_6.
        And triangles are tested by far plane in z direction.
      Near plane rejecting is not available. 

             -160                        480
          -120 +--------------------------+
               |                          | ___Rejecting box
               |      0           320     |/   (FRUSTRATIO_2)
               |    0 +------------+      |
               |      |            |      |
               |      |            |      |
               |      | TV screen  |      |
               |      |            |      |
               |      |            |      |
               |   240+------------+      |
               |                          |
               |                          |
           360 +--------------------------+

     A large triangle one vertex are outside are not drawn by rejected.
   To avoid this, large triangle may be divided to small triangles in
   modeling stage.

     F3DLX.Rej and F3DLP.Rej are optimized for executing
   g*SP2Triangle. So you'd better use g*SPTriangle to get more performance.

     Texture perspective correction is available in F3DLX.Rej, otherwise
   not avialable in F3DLP.Rej. But, F3DLP.Rej is faster than F3DLX.Rej.

     F3DLX.Rej and F3DLP.Rej don't support G_CULL_BOTH.

     These ucodes are supported in release 0.96 and later.

(4) gspL3DEX.fifo.o:

      This is based on Line3D ucode. And supports 32 vertices cache.
    This may be used to draw wireframe objects specified by 1Triangle,
    2Triangles and 1Quadrangle.
     These ucodes are supported in release 1.00 and later.


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Header files:

	headers-2.0e/*.h	Header files for U64 Dev 2.0e
	headers-2.0f/*.h	Header files for U64 Dev 2.0f
	headers-2.0g/*.h	Header files for U64 Dev 2.0g

        Copy one of them to /usr/include/PR.

About compatibility of GBI.

  These's *not* binary level compatibility of some GBI macros between 
Fast3D(original) and this released ucode.

  But, we can get source level compatibility by gbi.h. Using compile
option, gbi.h translates DL to new GBI for F3DEX/LX/LX.Rej/LP.Rej.
  When you'd like to use this released ucode, you can get new GBI by
definition the keyword of "F3DEX_GBI" before including ultra64.h.

  When you made DL for new ucode in static_ex.c, you should add
  "#define F3DEX_GBI" before "#include <ultra64.h>" as:

  static_ex.c:

	|
	|#define  F3DEX_GBI
	|#include <ultra64.h>
	|
  
  In release 0.96 or later, all gbi commands held compatibility
between F3DEX, F3DLX, F3DLX.Rej and F3DLP.Rej. So you can use same gbi
binary data in each ucode.
  But, there is a small difference about rejecting between F3DL*.Rej
and F3DEX/LX. So, it's necessary to be care for the difference.


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Minimum size of fifo buffer:

  F3DEX/LX/LX.Rej/LP.Rej/L3DEX ucodes need 0x300 bytes for fifo buffer
at least. Please remember it is greater than Fast3D's (= 0x180 bytes).


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OS patches:

  In directory os_patches/ , there are some patches for libultra to
support g*SPLoadUcode GBI. If you use g*SPLoadUcode GBI, you should
patch up libultra*.a.

  Type following to make patched libultra*.a.

    % cd os_patches
    % make

  After `make', you can find patched libultra.a, libultra_rom.a and
libultra_d.a in directory os_patches/. Please move them into /usr/lib and
use them.

					Yoshitaka Yasumoto
					R&D3 Nintendo. Co., Ltd.