README.ASCII
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NINTENDO64 TECHNICAL SUPPORT CENTER
NINTENDO64 SAMPLE PROGRAM 1
Copyright (C) 1997, NINTENDO Co,Ltd.
Table of Contents
Introduction
make
Operation
Screen description
Rights and Reuse of Programs
History
Introduction
This program is a sample of the scheduler program. The scheduler used in this sample program was developed by the Nintendo 64 Technical Support Center and has the usual scheduler functions. It can be improved and expanded to function with reasonably good efficiency, so please use this scheduler as a reference.
make
Use make with either the Indy Emulator Board or Partner-N64NW. It is used without changes to either device.
Note: The japanese comments in the source file use EUC encoding.
Operation
Control Stick up or down rotates in depth direction, left or right rotates in the X-Y plane
Control Pad up Moves viewpoint toward home position
Control Pad down Moves viewpoint away from home position
Control Pad right Not used
Control Pad left Not used
A Button Fires shots
B Button Not used
C Button Rotational movement centered on home position of viewpoint
START Button Switch between Fighter screen and Controller model screen
Z Button Change graphics thread priority order
only while button pressed
For details, see the graphic_01.c source file.
LR Button Not used
The operation described above is for the Fighter screen. Operation of the Controller model screen has been omitted.
Screen Description
(1) Number of Polygons in Models
Fighter No. 1 blue): 314 Triangles
Fighter No. 2 red): 314 Triangles
(2) Performance Meter Perspective
The Performance Meter frames are the first, second, and third frames from the left. The meters are as follows.
Red Processing time for audio tasks
Green RSP processing time for graphics tasks
Yellow RDP processing time for graphics tasks
Included in the RSP processing time is YIELD time resulting from audio tasks.
(3) Screen Rendering
With screen rendering, the following 3 graphics tasks are initiated for each frame.
1. Clearance of the frame buffer and Z buffer (F3DEX microcode)
2. Rendering of opaque polygons (F3DEX microcode)
3. Line rendering (Line3D microcode)
Frame buffer and Z buffer clearance and opaque polygon rendering are separated because they are performed during the time the CPU creates audio tasks.
Rights and Program Re-use
The copyright for this sample program is held by Nintendo Co., Ltd.
Although the source code can be freely re-used and modified, this program has not been adequately debugged. We, therefore, urge you to perform adequate debugging when using the program.
History
1.0 Jan 17,1997 nnsample1 released
1.1 Feb 3,1997 nnsched.c problems fixed
1.2 Feb 10,1997 In main01.c, viewpoint movement restricted so that
viewpoint and primary viewpoint remain distinct.
1.3 Dec 9,1997 waring suppressed in compile
RDP FIFO buffer size corrected