Appendix B Glossary



1. Glossary about the Graphic


A value
->The alpha value.

Aliasing
When you display lines or polygons with the display equipment which has the limited pixels like TV, the stepped-notch is produced on the border of these lines or polygons. zAliasing means these notches.

Alpha compare
To synthesize the drawing, of the translucent polygon, and the pixel, this function compares the alpha value of pixel with the set threshold, and provides the conditional writing.

Alpha dither compare
When the pixel alpha value is larger than the random dither value, it rewrites the frame buffer temporarily. Because of this, it can affix the alpha gradiation on the surface and it implements the particle effect.

Alpha value
The level of opacity. The larger the alpha value is, the more opaque it becomes.

Ambient light
The light dispersing in the environment with no direction. It determines the part color of the object where light does not shine on.

Animate
Give something movement.

Anti-aliasing
A technique used to smooth images by reducing the jagged (notches) edge effect.

Aperture angle
The angle defined the visibility area. It is like a caliber of the camera lens.

Attribute
The attribute.

Bi-linear filtering
To provide the bi-linear interpolation for color change of the texture so that dots do not become rough when the texture is extended.

Bi-liner interpolation
The two-dimensional linear interpolation provided to the vertical and horizontal directions.

Bilerp
The bi-liner filtering mode of the texture.

Blend color compare
The alpha value (threshold) used in the alpha compare feature.

Blend texture
To determine the mixed ratio between the shading and texture RGB values with using the texture alpha value.

Blender
The junction to mix the calculated pixels and frame buffers. Used with drawing of the translucent polygon, the anti-aliasing process, the fog process and the dither process, etc.

Blender mux control bit
The information to set the blender hardware. This information defines the blend expression. Stored in the parameter of RDP, "Other Modes."

Bounding volume test
->Volume culling. The test to check if the object bounding volume goes into the object viewing volume. After this test, if the object is completely outside the viewing volume, the display list is not executed and is speeded up instead.

Box filter
One of the modes of the texture filter. Simply balance four texels around the sampling point. Used effectively when the sampling point is placed in the center of four texels.

Chroma-key process
The process which sets a specific color (mainly blue) to a transparent as a key and synthesizes more than two images except parts of the specific color.

CI
->The color index.

Clamp
A technique which simply uses the end dada of the texture if you specify outside the texture range.

Clipping
The process which cuts off polygons or lines outside the view. Though clipping relatively takes a long time to process, you can reduce the process time by changing the ratio between the clipping pyramid and screen, and using it together with scissoring.

Clipping pyramid
The three-dimensional area in which is provided clipping. Objects sticking out this area are provided clipping.

Clipping pyramid box
The clipping pyramid.

Color combiner mode
The combining method of color sources.

Color dither
->Dither.

Color index
The mode which has the pallet information at each texel. There are 4-bit and 8-bit formats.

Color index pallet
It is given the index (pallet number) for each color.

Color scheme
The color configuration or the arrangement of colors

Cover value
The information how much of the pixel part are covered by the primitive. It has 16-subpixels at each pixel, gives the checked dither mask and preserves how many of 8-subpixels are covered. Used by the anti-aliasing process.

Cover value wrap
This status that the total of the existing cover value on the memory and the new pixel cover value if larger than 1.0 (when it is 1.0, the pixel is the state totally covered by the primitive). The blender executes anti-aliasing with using the information of the cover value wrap.

Crack
The crack.

Culling
The process which tries not to let the unnecessary data for display (the back of the object, etc.) flow to the graphic pipeline.

cvgbit
->The cover value.

Decalcomania line
Similar to the decull surface, lines drawn on the rendered surface. Exaggerate that an object is composed of polygons. Used for showing it like a high-tech style.

Decalcomania surface
The surface placed on the rendered surface. Because the decalcomania writing is placed under the condition that "it blends only when the cover value does not lap," you can overwrite the original surface.

Decalcomania texture
The texture drawing on the rendered surface. For example, it is used for the wing design of the airplane.

Decalcomania Z algorithm
The algorithm which blends the parts unwrapped (then it is 1.0) the cover value and overwrite the parts lapped.

Depth buffer compare
Compare the depth value of each pixel with the depth value stored in Z buffer if provided the rendering with using the Z-buffer.

Depth value
The depth value. It is provided and decided the interpolation of three vertexes' Z value of a triangle included its pixel. The rectangle, etc., which the Z value does not relate is set one Z value for the whole primitive. Used on the depth buffer compare.

Detail texture
Even if you provide the tri-liner MIP map interpolation, the texture become dim when it approaches more than the maximum level of MIP mapping. This is the texture which expresses the detail design used for protecting it.

Diffused light
->The diffused light

Diffusing light
Light specified the direction. It reflects to all directions with the same strength. The strength of light reflecting depends on the angle of incidence.

Display list
Arrange a series of GBI command as a drawing routine and provide all commands each time without repeating by executing the routine name. Not only a program becomes simple, but also the execution effect will improve because of the initialization.

Dither filter
In the 16-bit format, each color is allocated only in 5-bit. So, to enhance the color data precision, people make it totally 8-bit by allocating the correction data with a special pattern of the lowest three positions. This softens the mach band effect.

Dither matrix
The correction data pattern of the lowest 3-bit used by the dither filter.

Dithering
Generally, a technique used to specify a different color to a close pixel and show it as neutral tints. In N64, it is a manipulation of dither filter.

Divot circuit
A filter which relieves the holes (produced when several border edges overlap in one pixel) of anti-aliased pixels. Effective only on the anti-aliasing video mode. Also, it is not applied for the full-covered area.

Dots drawing transparent process
The process of the level of transparent in units of pixel.

Double buffering
Two parts of image buffer. One image buffer is displayed on the screen while the other is being rendered into. When drawing ends, the roles of two buffers are exchanged.

dz value
It is a value used for the object drawn by the anti-aliasing and the decull render mode, and for the decision if the new pixel is on the same surface as the existing pixel within the memory.

Environment light
->The environment light

Environmental mapping
The texture mapping which apparently makes thing around the object reflect. You can execute it easily by using reflection mapping.

Fill rate
The pixel drawing rate per second.

Flat shading
To fill up the whole primitive with a single color.

Flip
To switch the coordinates like this: the s coordinate goes to y direction and the t coordinate goes to x direction. To move the texture.

Flip book animation
The animation like a flip comic.

Fog process
The process showing the far object misty. Thanks to this, even if the quality of the far object falls, the whole quality of image is not effected so much. Also, it has an effect of handing the pop in or pop out.

Fore (back) ground
Fore (back) ground

Fractal
The mathematical expression of the own analogy (essentially, possible to look the same even from near or far places) used for a complicated object which takes very long time to process to express with polygons.

Frame rate
The frame number of the displayed screen in one second. The maximum is 60 frames in the NTSC system.

Gamma correctness
The color intensity change usually corresponds to its input, and the output corresponds to the nonlinear depending on the feature of the equipment or the perceptual feature of human. The correctness of this nonlinear to the linear correspondence.

Geometric primitive
->Geometry primitive

Geometry
The three-dimensional coordinate data or a graphic from created by it.

Geometry engine
A feature which executes a numeric value calculation of the three-dimensional coordinate transformation.

Geometry primitive
The basic geometric three-dimensional space which composes the complicated and varied screen. The examples are points, line segments and polygons, etc. (a closed area by line segments).

Global state register
A register which specify the configuration and synchronization of the pipeline inside RDP. It sets the cycle type, the synchronization between the pipeline and attribute and the information of atomic primitive mode.

Gouraud shading
A technique of shading which makes vertexes or edges in conspicuous and shows curved surface smooth by getting and interpolating each vertex color.

Graphic Binary Interface (GBI)
The command of the single instruction of the 64-bit length which is executed by the RSP microcode to draw graphics. This GBI command string is called the display list.

Graphics pipeline
Pipelines creating the image which is consisted of a series-unit of the rasterizer, the texture units the texture filter, the color combiner, the blender and the memory interface inside of RDP.

I value
The intensity value.

IA mode
The mode having the I (intensity) and alpha information at each texel. The 4-bit format is 3/1, the 8-bit format is 4/4 and the 16-bit format is 8/8-bit.

Intensity and alpha
->The IA mode.

Intensity mode
The mode only having the intensity and alpha information at each texel. It has the 4-bit and 8-bit formats.

Intensity ramp
(Briticism) The transition difference (slope) of the intensity.

Internal edge
Edges which two visible-displayed polygons overlap and share.

Interpolator
To rewrite. In here, it is a color converter in the color combiner.

Inverse kinematics
A method to look for the angle state of each joint only by specifying the edge of the model having the multi-joint structure on the meaning of the reverse-kinematic system. Suitable for the animation of human or animals.

Jag part
"jag part" (Notched part.)

The law of Nyguist
The sampling theorem that "if you do the sampling with the more than twice of the frequency, the maximum frequency of the input signal, you can reproduce the original signal consistently."

lerp
The line interpolation.

Level of detail
->LOD

Level of pack
The level of complexity of textures' color or shape, etc.

LOD
The abbreviation of "Level Of Detail." Several levels of detail preparing for changing the level of detail between the close and far objects. Because of this, we can lower the level of detail of the far object and the drawing rate improves.

Material
The object quality of the material and quality feeling.

Material characteristic
The difference between the reflection and transparency of light by the object material. This difference is mathematically expressed in the following factors:

The reflection The transparency
The surface color
The mirror face factor
The plane roughness factor
The metal factor
The diffusion factor
The object color (inside color of the material)
The object density
The mirror face factor
The inside roughness factor
The inflectional ratio
The diffusion factor

Matrix
Matrices described objects' positions or directions in the three-dimensional space. Also, the matrix calculation for the coordinate transformation. Used for the object rotation or move in the three-dimensional space and for the projection to the screen.

Matrix stack
The stack to implement the complicated matrix operation. There are two types of stack: One is a 10 column of modeling matrix stack corresponding to the object position or direction, etc.; the other is a 1 column of viewing matrix stack corresponding to the view position or direction, etc.

Memory color
Existing pixel color in the frame buffer.

Mesh object
The aggregate of vertexes formed objects and triangle faces.

MIP map
If you reduce the texture, the display quality decreases with the appearance of moiré. So, prepare textures of 1/2, 1/4 and 1/8 of the length and width of the original texture pattern. You can remove moiré by providing the bi-linear or tri-linear interpolations for two suitable pieces of texture to be used with the texture expansion ratio, which is decided depending on distance from the viewpoint. This is the process of MIP map. However, it has weak points. Such as, you must use the 2-cycle mode, and you must store several texture patterns in the small texture memory.

MIP map texture
->MIP map

Mirror
A technique to be able to rotate each texture individually to the vertical or horizontal directions.

Modulation texture
The mix-adjusted texture between the texture and shade colors. Provided by a color combiner.

Morphing
A technique to change the image interpolating information in the specified area from several places or images.

Motion path
A technique to prepare the path for moving objects or camera, and make the animation with moving its path.

MPEG
The abbreviation of "Moving Picture coding Experts Group." The digital compression method of the color animation.

Multi tile texture
A technique to use the maximum eight texture tiles and to display using several tiles. According to this, it is possible to MIP map or Detail texture process if it activates in 2-cycle.

Mutual sticking mode
The mode assumed a surface which is sticking into another surface. You do not have to use this mode with such objects' intersection. But if you set to this mode, the intersection part is correctly anti-aliased.

Near clipping
Clip the object which is closer than the near plan. Usually it is not drawn. But, because it may become a problem visually, there is a technique which does not provide clipping with a certain condition.

near/far plane
The viewing pyramid near plane is the closest plane to the observer of the viewing pyramid. The far plane is the farthest plane.

NURBS
The abbreviation of "Non-Uniform Rational B-Spline." The method used for expressing the curve or curved surface by the high-level function.

Outside edge
->The silhouette edge

Padding
When you load the texture tile, pixel addresses of four angles can be on the byte boundary. But, if the column width of tile is not a 64-bit boundary, the hardware automatically tries to make each column of TMEM be the 64-bit boundary.

Painter's algorithm
The method of rendering polygons from far to close places from the view. This provides anti-aliasing suitable.

Particle effect
The apparently show to implement the particle system.

Particle system
A particle is a very small object. The particle system is the modeling which uses many of these particles. This system is an ideal technique to express a thing that many small objects gather based on some general law.

Pers-correctness texture
Execute the perspective correctness to the calculation of texture coordinate value.

Perspective correctness
The correction used for enhancing the calculation precision of the texture coordinate value.

Pixel color
The current pixel color. The manual distinguishes pixel colors by making the pixel color on the existing memory the memory color.

Point sampling
The sampling provided assuming that each texel of the source texture is indicated to 1 pixel on the display. The best case is that the texel and pixel is 1:1. The faithful map is not provided except this.

Polygon
It expresses three-dimensional object by the plane combination of polygon.

Pop-out and Pop-in
The pop-out means that the object goes farther than the far plane from the view and suddenly disappears from the screen. The pop-in means that the object comes to close and suddenly appear on the screen.

Primitive
The basic elements (dots, lines and polygons, etc.) to be drawing objects of 3D graphics.

Random alpha source
To use the random number for the threshold alpha by the compare function. Called the alpha dither comparison and used for the particle effect, etc.

Raster
A scan line. The horizontal line on the display screen (TV, etc.).

Raster image
->Image displayed by using the raster scan line.

Rasterize
To receive each vertex and color of the primitive and create pixels inside the primitive. Each pixel has attributes such as coordinate, depth value, color value, LOD level and cover value, etc. and they are used in the calculations later.

RGBA mode
The mode having the RGB (red, green, blue) and alpha information at each texel.
The 16-bit format is 5/5/5/1 and the 32-bit format is 8/8/8/8-bit.

Reflection highlight
->The specular highlight

Reflection mapping
->A texture mapping method with dynamically calculate the texture coordinate that reflects into the position by using the normal vector data of the reflection mapping object. Used for expressing that the surrounding situation reflects into the objects surface.

Rendering
To convert the primitive specified on the object coordinate to the image data for the frame buffer.

Scale-up factor
The setting item of VI, and the scaling factor for enlargement or reduction of images. You can specify from 0.25~1.0 for the X direction and from 0.05~1.0 for the Y direction.

Scissoring
The process which two-dimensionally cuts off parts outside the drawing area.

Sharp texture
Used in the similar status as the "Detail" texture. The texture which is pseudo-created from two textures of the maximum and following levels, when it approaches more than the maximum level of MIP mapping.

Silhouette edge
Parts which particularly share with the background in edges of polygons.

Span
The length.

Span buffer
It has a type of line buffer called span buffer in RDP and can process information together so that it shows a high speed even at the random access which is a weak point of RDRAM.

Specular highlight
A bright spot which appears when light reflects to a shiny object. Because it is implemented by using the texture, you cannot use the specular highlight expression to the texture-mapped object.

Sprite
A rectangle image using the texture. In N64, the sprite is expressed by using the texture.

Sub-pixel
Split one pixel to 16 (4X4). it is used for searching for a cover value.

Surface
A surface of polygon.

Texel
A point (pixel) in a texture.

Texture decalcomania
Provide the decalcomania (design imprint method) with using the texture.

Texture map
Pictures or patterns placed onto the surface of polygon. It is simply called the texture.

Texture mapping
The process of placing the texture onto the surface of polygon. It is simply called the texture.

Texture memory
The 4-byte special memory of texture built-in RPD. Because it is separated to 4 simultaneous accessible banks, it can output 4 texels with 1 clock.

Texture rectangle primitive
"Sprite" which draws the texture rectangle on the screen coordinate.

Texture tile descriptor
TMEM can store the maximum 8 texture tiles, such as the following information that each tile has: the texture size, flags of wrap/clamp/mirror, the format and the TMEM address, etc.

TLUT (Texture Look-Up Table)
The color index pullet stored the color information corresponding to each pallet number which is created on the latter 2k-byte of TMEM when you use the color index(CI) mode.

TLUT pallet
->TLUT

TMEM
->The texture memory.

Tri-linear interpolation
The three-dimensional linear interpolation provided to the vertical, horizontal and depth directions.

Vertex
Vertexes of the three-dimensional space.

Vertex alpha
The alpha value specified by the vertex.

Vertex cache
Cache stored the vertex data after the coordinate transformation operation. There are totally 16 vertex caches.

Video display logic
VI(the video interface).

Viewing pyramid
The definition of the three-dimensional area inside the view (inside the screen).
Volume culling
A technique to check if a complicated object can be on the screen and to make the rest of the parts of the display list skip if the object is completely outside the screen.

Wrap
A technique to utilize small textures as a large texture by displaying them repeatedly. If you use the wrap, the texture size must be the exponentiation of 2.

YUV
The digital video signal standard consisted of the intensity (Y) and color difference (UV) components. Because human eyes are not so sensitive to the color component, it decreases the sampling of the color component and provides the effective compression. Used for the MPEG image, etc.

YUV-RGB conversion
Convert the YUV pixel to RGB. Provided by the texture filter and the color combiner.

Z-buffer
A buffer which stores the depth value used for only displaying the closest polygon watching from the view.

Zap
To prevent VI from anti-aliasing, it makes a cover value 1.0 by force.



2. Terms about the system


2 way set associative
->The cache system which splits the set associative cache memory into two and puts a certain data on the main memory onto the decided position in the either area. By this, you can change contents of one cache while keeping contents of the other cache.

64-bit boundary sorting
The format which separate data into 64-bit each from the lowest address in the memory.

Active page register
The register which specifies the page position that each bank has; the banks of RDRAM are separated into 4 banks of 1 MB each. When using the frame and Z buffering, you can store them to separate memory banks by switching them. You do not have to change to page register all the time, and it reduces to make mistakes.

Add-on RAM pack
Add-on RAM is which expands the storage capacity. In other words, it is a controller pack.

Address conversion buffer
The address conversion table corresponding to the virtual and physical address to convert from the virtual to physical address in a high speed. Usually called TLB (Translation Look aside Buffer).

Address space identifier (ASID)
The 8-bit value used for expanding the virtual address when you provide the virtual addressing with TLB

Alignment rule
The alignment is a relationship between the information stored in memory and the memory boundary. N64 has a rule to align the memory area to the 16-byte boundary do that it becomes a multiple of cache.

API
Application Programming Interface. The programming interface of functions, commands and utility, etc., which OS supplies for the application program.

Application programming interface
->API

Aspect ratio
The size ratio of the length and width of the TV screen size.

Atomic primitive mode
The mode to avoid the span buffer coherence problem. But this mode reduces the fill-rate very much.

Band width
The data transfer amount per constant time.

big-endian, little-endian
The data storage method to the memory space. For example, each 32-bit data of Oxdeadbeef is stored into the memory space. In other words, the little-endian is a style that starts from the lowest byte and stores in order from the lowest address. The big-endian system starts from the highest byte and stores in order from the lowest address.
Boot
A procedure that accepts the initialization of system or the program to main memory when it activates. It is provided for executing the program outside memory equipment.

Boundary alignment
->The 64-bit boundary alignment.

Bss
Block Started by Symbol. The data area whose initial value is not defined. If you use the bss section for that, you need to clear the initial value (to 0). The register to store the cause to inform it to the system when the CAUSE register interrupt occurs.

Bucket sort
This method provides that you divide numeric values, which you want to sort, into buckets; the numeric values are split some sections (buckets). And it sorts all of them by sorting in the buckets. To range the object numeric values equally makes the process much faster.

Buffer
The temporary memory area used for adjusting the difference of transfer rate between systems at data transferring.

Calling process
The process which calls next process from the current status and continuously executes them.

Command dispatcher
The command operations control.

Command parser
The command analysis section.

Context
(1) Information of addresses, etc., which causes the CPU exception.
(2) Information, controlled by OS, to store the thread state or the register value when it loses the executing right. [thread -] [- switch].

Counter interrupt
An interrupt to post that the inside counter reaches to the final value.

dbx command
The command of the source level debugger (dbx) used in UNIX. The N64 debugger (gdv) supports most dbx commands.

Device dependent system interface
The interface which removes functions such as naming or buffering, etc., which are seen in the device independent interface, and can only do the low-level (direct) operations.

Device driver
A control program used for controlling the peripheral equipment connected to the computer.

Device independent system interface
The interface which has common I/O functions (protecting, blocking and buffering) for various devices. You can operate it without knowing the detail configuration of device.

Device manager
N64 OS uses the high-priority thread for the device control. After registering the event, event message queue and message, the manager provides the device control with doing the I/O operation from the input command queue in order.

Disassemble
An operation which converts from the machine language program to the mnemonic language assembler. This can make difficult machine language program easier one. It is also called the reveres-assemble.

Dispatch
The scheduler allocates the CPU application right to next process on the multi-programming control.

DP command buffer
The buffer which stores the RDP display list.

Dump
To find out problems in the program, it provides the display or print-out of contents of the program or file.

Encoder
A machine or circuit to encode the data.

Entry Hi register
A readable and writable register used for the access to the highest bit of built-in TLB. Stored the information about the exceptional causing address if a TLB exception occurs.

Entry Lo0 and 1 register
A readable and writable register used for the access to the lowest bit of built-in TLB. The entry Lo register is consisted of the event virtual pages, Lo-0, and the odd virtual page, Lo-1.

Error PC
The exceptional program counter. It indicates the virtual address value of the command which directly cause the exception, or the virtual address value of the just before branch or the jump command.

Event
A structure to manage occurrences of allocations or exceptions. N64 OS is defined occurrences or ends, etc., of SP, DP, VI and AI in advance.

Event flag
A flag which indicates occurrences or end, etc., of events.

Event notifier
Event notifier (Briticism). The event notifier system.

Fault hander.
->The system fault handler

Full associative
->Set associative. This system can place an address data on main memory to the arbitrary position on cache.

Game preamble code
The code added by makerom which provides the Bss clear, stack pointer setting and jumping to the root entry routine, etc.

Global data area
The global data area which is usable for all functions, not only in a certain function.

Grid
The fixed-size two dimensional grid. Split the two-dimensional area into the small area by using this. Reduce the process by changing the grid configuration and canceling a lot of unnecessary geometry.

gvd
The debugger which operates on the developmental workstation in the host and communicates with the game development board through the dbgif program.

Heap
The area which dynamically allocates memory. Heap is a large block of memory area and used by cutting out as occasion demands when the program is executed.

Idle thread
The lowest priority thread which does nothing except when the other threads do not operate. But, N64 OS hangs up if there is no idle thread.

In-line expansion
->In-line model

In-line model
A method which directly includes the concluded commands in the main routine without using subroutines.

Instance
Elements which forms data of mainly created arguments or objects, etc.

Instruction address
The effective address of the program command.

Instruction cache
A cache memory that temporary holds the program commands. This makes the command call speed up.

Interval timer
A timer which sends a signal at each certain constant interval.

Kernel
A core part to provide the allocation of the basic system resources on OS.

Latency
A delay time from inputting the address to memory to outputting the data.

Linkage editor
A tool which concatenates or edits some programs and create one machine language. It decides addresses or provides the process of concatenation of run-time library, etc.

Map
To place data from ROM to main memory and from main memory to cache, etc., and associate them.

Message
A structure to control the information sending/ receiving among several threads or the thread execution. By sending/ receiving messages, the high priority thread in the state of wait message can switch to the executing thread. Threads can communicate by using messages and synchronize.

Message queue
A queue which stores a message. The message specifies and sends a message queue.

Microcode
A micro-program command which is included inside of the processor (RCP) and controls operations of the logic unit, register or control flag, etc. By changing microcodes, it can add or change functions.

Microcode engine
A hardware device which processes with microcodes.

Multi-plexer
To select and output one necessary thing from several inputs.

Mutual exclusion
While it protects that each divide provides the I/O process, it excludes the other I/O process for the former device.

Naming
To name (identifier) the device used in the program.

Octree
Expanded a quad tree to 3D.

Overhead
The process or processing time which are not directly related to the user program, which OS provides the allocation or management of system resources and the process control.

Overlay
A technique to split the program to each function and overwrite, store and execute the only required things in the main memory to execute a large program.

Page mask register
A register to set the page sizes (4K, 16K, 64K, 256K, 1M, 4M, 16M) of each TLB entry.

Paging
By splitting the program into proper sizes called page and loading only the required pages, you can use the memory area effectively. Paging is different from the segment method since it splits a program into fixed-size suitably. So, it is hard for the program to use although the using efficiency of the memory area is high.

Parallelism
(Briticism) The parallel structure.

Performance profiling
->The profiler

Pipeline structure
A technique which speeds up the process by overlapping the process in CPU. Even if each component element takes 1 clock to process, you can get the output of 1-clock per 1-data when flowing the data continuously.

Pop
An operation which takes out data elements from the current stack pointer.

Position independent code
An independent code which can be placed anywhere of the address.

Pre-emption
->Pre-emptive system

Pre-emptive system
When the process which is higher priority than the executing one occurs, this system breaks the execution process and yield CPU for the higher priority process.

PreNMI
It is an interrupt to CUP when the reset switch for N64 is pushed When PreNMI happens, the current executed process will be in the waiting status for the coming NMI about 0.5 second later.

Pre-processor
A program which provides the pre-process of the translation program. Used for expanding functions without altering the compiler.

Procedure
It arranges a series of command and data

Profiler
A tool which measures the performance information, such as the number of times for calling, execution or the execution time, at each resource.

Push
The storing operation of data elements to the current stack pointer. *Stack is a LIFO structure.

Quad tree
Division of two-dimensional area by hierarchical structure consisting of different size grids.

RDB port
The port which couples Indy with the development board.

Real-time pre-emptive
->The pre-emptive system

Resource
A structure and function which are demanded by a thread or a task. For example, it indicates CPU, memory, the I/O device and RCP, etc.

Retrace interrupt
The interrupting process at the occurrence of vertical synchronizing signal.

Lock-up
Same as Hung-up.

ROM spec file
The file which describes the segment configuration of objects or unprocessed data files. Referred when the ROM image is composed.

Round robin scheduling
One of the scheduling methods. It does not give priority. It switches the process roundly at each constant time.

Runtime library function
At the program execution, the function is included to support the operation of aiming program and called by other programs.

Scheduling
To decide the execution order of several threads or the allocation order of system resources of the device, etc.

Segment
It can use the memory area effectively by splitting the program logically (the function module, etc.) and only loading the required segments. It differs from the paging system. Though it is easy for the program to use, the using efficiency of the memory area falls; because it becomes the variable length size.

Segment address
The RDRAM address specification of RSP is provided by using the segment address. The RSP microcode can control 16 segments, and the information, given as a segment, address stores the information of the segment ID and offset. The physical address is searched for adding the segment offset to the base address which found from ID.

Segment base register
A register whose role is a segment table. It is stored the segment base register corresponding to the segment ID.

Segment offset
->The segment address

Segment table
A table used for calculating the physical address of the program which is split into segment.

Semaphore
The integer type argument used for controlling the synthesis between processes in the multi-task system, etc. It has a meaning of the flag semaphore, and it indicates to control the synthesis by signals without any problems.

Service routine
The support program to use the system effectively. The file creation, utility change, library editor which manages the library, linkage editor and debugger, etc.

Set associative
A system to split the cache memory to some groups and place the data of a certain address on main memory to the decided position in the split area. If the number of splitting is 2, it is called the 1-set associative. If the split number is the block number of the data area, it is called the full associative.

Sing-on
Provide the active post

Sorting process
The process which rearranges data in order based on the specified items.

Source level debugger
A debugger which can debug the high-level language like C language verifying with source code.

Span buffer coherence problem
If 2-span continuously provide rendering to the same pixel, the frame buffer value which is unprocessed by the first span becomes the input frame buffer, because the second span does not wait for the first span's process ends. The problem is to read the wrong value and return the incorrect value to the frame buffer.

Stack
The temporary used memory data which has the structure (LIFO) that the final stored data is taken off first.

Stride control
A control to make the boundary aligned memory data a large bock by continuously accepting and connecting it.

Subset
Taken off the unnecessary parts to meet the specifications and cut off only required parts from the OS system.

Swap clock
To split the CPU process time and allocate them to the executable state process in order.

Symbol table
A table relating the information of program or data segments, etc., to the symbol (name).

System call
To execute the OS function from the program. Also, the calling name of its each OS function unit.

System exceptional handler
->The system fault handler

System execution queue
A queue to store the executable state thread in the system-forming threads.

System fault handler
Provide the process corresponding to the exception if it occurs. In N64 OS, this handler find out the message queue and message from the corresponding event table and send the message to the applicable message queue, when it receives the exception or interrupt.

System thread
Threads to control DMA or the I/O operation. Device manages such as PI or VI are just higher priority threads.

Thread
The basic unit of the CPU allocation on N64 OS. The thread works with the pre-emptive system.

Topology
(Briticism) The geometric shape

Trade off
(Briticism) The state of "quite unable to satisfy both sides."

Vertical retrace
The vertical synthesis of scan lines of the TV screen.

Virtual address
The address of the virtual memory space which is beyond the packaged memory. Use the memory control unit. Simply use it if the calling data is in the physical memory. Apparently, a user sees that is has a large memory space.

Wave
A wave statement defined in the spec file. In the wave, defined segments are registered, and registered segments, in the wave, themselves can use the symbol.

Writeback cache
When the data writing occurs, this system first writes data to the cache memory and writes back to main memory as the cache memory overflows. Also, the cache memory of the system itself. Because the writing frequency to main memory whose access is slow decreases by this, the process speeds up.




3. Terms about audio


ABI command
A command interpreted and executed by the microcode (audio microcode) for waveform synthesis. Created by the waveform synthesis driver.

ADPCM
The abbreviation of "Adaptive Differential Pulse Code Modulation." This compression method of sampling data predicts the next sampling value from the past sampling value and encodes the difference between its predicted value and the actual one. It can compress the data amount to about 1/4.

ADSR
"Attack time, Decay time, Sustain level, Release time. " One of the configurations of envelope. A (attack time) - first transition time. D (decay time) - decay time until lasting volume. S (sustain level) - the level of lasting sound. R (release time) - the time that sound decays and disappears.

AIFC/AIFF
A form of sound data. AIFC is added the correspondence to compression CODEC on the AIFF form.

Attack time
->ADSR

Bank
->The bank structure

Bank file
Defined that it concludes .tbl file which stores the wave table data that is ADPCM compressed, .ctl file which stores the control information such as key map, envelop or gain, etc., of the wave table and .sym file which stores the symbol information of bank file.

Big room
The sound effect that you hear the sound as if it were produced in a big room.

Call back
->The DMA call back.

Cent
An interval of 1/100 of a semitone. 1 octave is 1200 cents.

Check
The resolution specified to the header of MIDI sequence, and the unit time related to the MIDI clock.

Chorus
To mix a single-sound with delayed and modulated sound, and to give the sound thickness by creating effect like chorus.

chorus/flange form
-> The chorus/flange effect made by mixing chorus/flange sound.

Code book
ADPCM. A table of estimated coefficients used for optimizing the sound quality when providing the estimated-coefficients ADPCM compression.

Compact MIDI
The N64 original MIDI format which is compressed the standard MIDI format. It is played by a compact sequence player. The compact sequence player -> The sequence player.

DC normalization
The abbreviation of "Discrete Cosine normalize." By doing the orthogonal transform (discrete cosine transformation) of input signals, it splits into the direct current and alternating current components, and takes out the direct current component. You can do the discrete cosine transformation and reverse-transformation in real-time by using DSP.

De-tune
To slightly shift the sound frequency

Decay time
->ADSR

Delay line
A device used for providing effect. It provides the frequency modulation or amplitude modulation of sound and implements echo or flange.

Delta time
Displayed the time between events in units of chick.

DMA call back
As occasion demands, it loads the waveform data in ROM to RAM depending on DMA. Because this method does not have to leave the unnecessary data in RAM, the amount of RAM required for audio decreases greatly.

Dry
The state not manipulated by effect. It can be set from 0 to 127. 0 indicates sound dry completely and 127 indicates sound wet completely.

Echo
A phenomenon that the sound from voice source reflects at wall, etc., and you hear it later than the sound which directly reaches. Also, the sound itself.

Effect
To manipulate the encoded sound and create the different sound from original. It has vibration, tremolos or echoes, etc.

Envelope
The information to define the changeable volume with timing. The N64 audio library uses the ADSR envelope.

Event
The definition of sound change occurring with time. Note-on, note-off and control change, etc.

Flange
One of the effect. To make input sound slightly delay and make the frequency component exaggerate by adding it to the original sound.

FX TYPE
Information used as an effect type. It has nothing, the small room, the big room, echo, flange, chorus and custom.

Gain value
IT expresses the transition ratio of the output signal responding to the transition of the input signal in "dB."

Instrument
In the N64 audio library, this is the whole information of sound, envelop, key map or pan, etc.

Instrument compiler (ic)
A tool to create bank files (.tbl, the waveform data file, .ctl, the control file and .syn, the bank file sign information file) from some compressed AIFC sound data.

Key base
The definition of MIDI note number suited to sound played with the standard pitch. It does not have sound from all keys, but provides the pitch shift from the difference between specified keys and the key base, then create sound of specified keys.

Key map
It defines where of pitch extent and what velocity the object sound replies to. Make up a party of these information and sound, and select the suitable sound depending on the scale and velocity.

Key number
->The note number

Magnitude value
(Briticism) The volume.

Meta-event
The event that MIDI event does not have but the user can define. It has tempo or end-of-track, etc.

Meta-status byte
Information to identify the meta-event. The top of the meta-event always begins from OxFF.

Middle C
The center C4 (MIDI note number 60).

MIDI
The data transfer standard to exchange sound information such as volume and length, etc., among a synthesizer, sequencer or computer, etc.

MIDI clock time
A timing when it controls MIDI equipment.

MIDI daemon
A tool used for performing the MIDI data by N64 in real-time.

Mixing
To mix several independent notes.

Modulation depth
->A degree of the modulation rate pitch change.

Modulation rate
The delay time from the input sound.

Nest
To nest. To fit small data blocks into a large data block.

Note number
The number indicated the scale. As setting 60 for the center value, it can set 128 stages.

Note-on and note-off
A MIDI command used when sound occurs (note-on) or stops (note-off). Note-on and note-off must always exist as a pair. Instead of note-off, "note-on but the velocity is 0" also used.

Pan
The orientation information of right and left sound.

Physical voice
->Virtual voice. The voice which actually provide the wave form synthesis. It corresponds to the sound process module which is consisted of the ADPCM decompressor, pitch shifter, and the gain unit.

Pitch
The sound interval be frequency.

Pitch bend
To change the pitch continuously up and down. Same effect as with the "choking" of a guitar.

Playing rate
The sample number that AI (Audio Interface) processes per second.

Polyphonic key pressure
Information to provide effect individually for some specific note when it plays several notes at the same time.

Predictive coefficient
When you provide the ADPCM compression, you estimate the current sampling value from the past sampling value and encode the difference between its estimating value and the actual value. This predictive coefficient is used for searching for the estimating value, then.

Prefix
A prefix. The file name attached to *of *.ctl, *.tbl and *.sym when providing the compilation with ic.

Program number
The number used for the program change of the MIDI sequence associated to each instrument.

Redundancy mode
The mode displaying the information, like debugging, if the operation is provided normally, etc. Set it with the option when executing ic or MIDI daemon, etc. IT must be a signal pole primary (one pole).

Release time
->ADSR

Resample
To provide sampling again by shifting the pitch for converting the ADPCM output data to the arbitrary pitch. Also, called the pitch shift process.

Reverb format
The reverb effect created by reflecting sound.

Root pitch
The note pitch based on the code called the root note.

Sampling
To extract the signal size from the timely continuous analogs at each suitable time interval.

Sampling rate
The sampling number provided in one second. The higher the sampling rate is, the more sound quality improves; and the more you need memory.

sbc
A tool creating a sequence bank file from some sequence files.

Semitone
A half tone.

Sequence player
The sequence player has two types; the MIDI sequence file player of Type 0 and the compact MIDI sequence player. These players have the same functions except the compression format and the loop process. While the MIDI sequence player of Type 0 can provide the loop process from outside, the compact MIDI sequence player need to embed the loop point inside of the sequence.

Sequence position marker
It marks on a position of Type 0 sequence data and is used for setting the playing time or loop point.

Sequencer
The device or software which continuously control the data arranged in order.

Small room
The sound effect that you hear the sound as if it were produced in a small room.

Sound effect
The effective sound or music added to raise the atmosphere with the game image.

Sound player
A player to play a single sound effect or streamed audio. It can play the sound of the ADPCM compression or 16-bit non-compression format.

Stealing voice
The low-priority virtual voice, allocated by the physical voice once, is taken over by the high-priority or same-priority virtual voice.

Streaming
To make the constant amount of sound data flow all the time by the real-time process.

Subtype byte
Stored the information which defines the MIDI event type.

Sustain level
->ADSR

Tag
The attached information to identify data.

Tap value
A coefficient (gain) for output of each effect which is output from the delay line.

Tremolo
To provide the low frequency modulation to the sound quantity and change it large and small.

Type 0/Type 1 MIDI
Forms of the MIDI sequence data. A general MIDI sequencer uses a Type 1 MIDI file. As the N64 audio library can only use the sequence data of Type 0 MIDI file, you need to convert to the Type 0 MIDI file by using midicvt.

Velocity
The rate to strike the keyboard. Usually, the information indicating the sound quantity.

Vibration
One of the effect. It makes the sound frequency (pitch) go up and down shake by the low frequency modulation.

Virtual voice
Expressed using the ALVoice structure, this is for the player's convenience. To play the sound, it needs to allocate players' virtual voices to the play-sound. It allocates to the physical voice in order of high priority.

Volume
Loudness.

Wave table
It provides the ADPCM compression to raw sound data and concludes it to a bank.

Wet
The state manipulated by effect. It can set from 0 to 127. 0 indicates sound dry completely and 127 indicates sound wet completely.