Sample Program Readme

The following is an explanation of the functions and features of each sample program:

The following sample programs depend on demos/Texture/ directory, so compile Texture before using them.

This is a simple sample program that measures the performance of painting out the screen. It paints out the screen using a polygon with different aspect ratio with size, and measures the speed automatically. It is possible to see the measurement data using gnuplot. For details, refer to README in the autofill sample program.

This is an application that measures a simple performance. performance. A user can change the size of a display list or parameters, and confirm the effect when rendering. Operation instructions for the Controller are displayed on the host screen when the application is executed.
The graph of performance measurement on the lower screen shows the time needed to render a polygon. The CPU processing time needed to create a display list is not calculated. This is not to slow down the animation even when it cannot catch up with the next frame.

This is a sample program of bump mapping. For details, refer to the README in the bump map sample program.

This is a sample program for the reflection mapping function.

This sample program is similar to autofill. Rendering is processed using 8bit color index. For details, refer to the README for the ci8fb sample program.

This is a sample program which explains how to use the multi tiling texture. This demonstrates the detail texture and MIP map texture as well.

A simple program to test EEPROM (4k or 16k).

This is a sample program which shows how to use the fog process and the volume culling process.

This is a sample program which performs the clipping of a large ground plane accurately.

This is a sample program which explains how to use the sprite micro code S2DEX. gtdemo:a complicated sample program in which characters run or punch someone. It performs a demo of the multiple graphics task and uses turbo3D microcodes a lot. Animation is realized by a complicated matrix calculation by the host.

This sample program exchanges data between Indy (host) and the game application using the Host-U64 API (Application programmer's interface). For detailed information, please refer to hostio/Readme.

A sample program to check HostIO operations between the PC and the game application.

This expresses specular highlight effect which uses RSP texture, and shadows (shades) falsely. By using inputs from the Controller, it controls the location and size. The background is processed with MIP map.

This demonstrates MIP mapping. It is possible to verify by comparing with other texture processing or changing MIP map parameters.

CPU calculates each vertex for morphing. CPU and the graphics pipeline execute 2 frames consecutively in parallel. Tiling of a large MIP map texture is processed with a capacity that is stored in a texture memory.

Morphing of two dimensional images. CPU processes the morphing of vertex, and blending is performed using 2 cycle mode. For details, refer to NOTES in the morphfaces sample program.

A sample Rumble Pak program.

A sample scheduler program created by the NINTENDO 64 Technical Suport Center.

A sample program that uses graphic microcode F3DEXVer1.21.

A sample program for the Controller Pak menu using N64 font data.

A simple sample program for rendering 1 polygon without Z buffer.
In PARTNER, when executed using "L onetri -T -t", simple texture mapping is possible.

A sample program for the Controller Pak. You can experiment with checking, creating and deleting game notes. The control operations are expained below: C Up...Check the file system C Down...Delete game noteC Left...Create game note C Right...Format the Controller Pak A...Game note read test B...Game note write test START...Reread & display This sample program differs from the Controller Pak menu provided with the application. For a sample Controller Pak menu, see the provided nosPak sample program.

A sample program using the sequence player.

This renders by switching polygon and line microcodes.

This demonstrates the compatibility of the audio process and the graphics process. In this sample, the audio process is supposed to stop the graphics process when the graphics process cannot be done in time.

A sample program using both the sequence player and the sound player.

A sample program which renders objects in the foreground and the background using a sprite function.

A sample program which demonstrates the use of sprite microcode Sprite2D.

Tests for the operation of 256K SRAM. The execution result is displayed with osSyncPrintf. The 256K SRAM board is required for execution of this sample program.

This is a sample program for the creation of geographical features. This renders the geometry using N64 hardware, and operates the interface using the Controller. Data can be created and save the disk of INDY by using this tool. Demonstration of many advanced function including the communications between the host(HOST I/O) is conducted. Please refer to README of the terrain sample program for details.

A sample program which expresses a diffuse lighting process, a specular highlight process, and objects which are texture mapped at the same time.

This demonstrates in a simple way how to divide a large texture into small texture tiles so it can be stored in texture memory. It creates two dimensional texture rectangle primitives.

This explains how to divide a large texture into tiles so it can be stored in texture memory. As filtering is processed properly, there will be no joints. A triangle will be created.

The fighter plane that appears in this sample program is data in .flt format modeled by MultiGen. The display list is created by the geometry converter flt2c, which is included as a sample program.

A wall is a transparent object which is not sort processed. It demonstrates how to use the BOWTIE_VAL parameter, which avoids RDP hanging.

This is the same as blockmonkey except that is uses turbo3D micro code. This is a sample program that verifies the difference between turbo3D micro code and Fast3D micro code on the actual screen. A trade-off of image quality or processing speed can be compared using this program and blockmonkey.

*Documents of each sample do not always explain the PC version.