Chapter 26 - SI Devices

26.1 Introduction
26.1.1 What is an SI Device?
26.1.2 SI Device List
26.1.3 SI Device Commands SI Device Initialization Executing Various Actions Obtaining the Status
26.1.4 SI Device Library Functions
26.1.5 Errors Related to the Use of SI Devices
26.1.6 SI Device Function Specifications Initial Setting for SI Device Use Get Status and Type of SI Device Reset an SI Device Set the Number of SI Devices to be Accessed
26.1.7 Exchanging Pak-Type SI Devices
26.2 Standard N64 Controller
26.2.1 What is the Standard Controller?
26.2.2 Standard Controller Recognition
26.2.3 How to Build the Program for the Standard Controller
26.2.4 Standard Controller Function Specifications Obtain Data from the Controller
26.2.5 Programming Cautions
26.3 Controller Pak
26.3.1 What is the Controller Pak?
26.3.2 Controller Pak Configuration Page Game Note Serial Number Label Multinote Controller Pak Menu
26.3.3 Controller Pak Function Specifications Initializes the Controller Pak Creates a new game note Checks and repairs the Controller Pak file system Deletes a game note Gets game note information Searches for a specified game note Gets the free byte size of the Controller Pak Reads a label Checks whether a pak-type SI device is inserted Gets the maximum number of notes and the number of notes in use Reads/writes data to a game note Repairs the file system Writes a label
26.3.4 Using the Controller Pak Functions
26.3.5 Controller Pak Menu Functions Simple Controller Pak Menu Loading the Font Data Internal Functions
26.4 Rumble Pak
26.4.1 What is the Rumble Pak?
26.4.2 Basic Use of the Rumble Pak Make Initial Settings to Use the SI Device Initialize the Rumble Pak Starting and Stopping the Rumble Pak Motor
26.4.3 The Sample Program
26.4.4 Rumble Pak Function Specifications Initializing the Rumble Pak Starting/Stopping the Rumble Pak
26.4.5 Notes Regarding the Rumble Pak Functions
26.5 N64 Mouse
26.5.1 What is the N64 Mouse?
26.5.2 How to Use the N64 Mouse
26.5.3 How to Read the Data
26.6.1 What is the EEPROM?
26.6.2 EEPROM Capacity
26.6.3 Data Reliability
26.6.4 Precautions When Writing Data
26.6.5 EEPROM Function Specifications Checks whether or not an EEPROM is built into the N64 Game Pak and determines the type of EEPROM Read from and Write to EEPROM Read From and Write To the Multiple Blocks in EEPROM
26.6.6 Using the EEPROM Functions
26.7 N64 Transfer Pak
26.7.1 What is the N64 Transfer Pak?
26.7.2 Features of the N64 Transfer Pak
26.7.3 Programming the N64 Transfer Pak
26.7.4 N64 Transfer Pak Function Specifications Initializing N64 Transfer Pak Detect Status Function Game Boy Game Pak Power ON/OFF Reading the Game Boy Game Pak ROM Registration Area Detecting Poor Contact by Connector Reading and Writing to Game Boy Game Pak Memory
26.7.5 Examples Using N64 Transfer Pak Functions Reading and Writing Data to the Game Boy Game Pak Switching a Game Boy Game Pak
26.7.6 Programming Cautions
26.8 Voice Recognition System
26.8.1 Voice Recognition System Definition
26.8.2 Features of the Voice Recognition System
26.8.3 Voice Recognition System Configuration
26.8.4 Voice Recognition Structure Voice Recognition Structure Status When Voice Recognition is Running
26.8.5 Assembling the Voice Recognition System Program
26.8.6 Voice Recognition System Function Specifications Initialize Voice Recognition System Initialize Registered Word Dictionary Register Words into Dictionary Check Registerable Words Count Semisyllables in Word Mask Registered Words Start Voice Recognition Get Recognition Result Forcibly Stop Recognition Processing Adjust Input Gain
26.8.7 Examples Using Voice Recognition System Functions Flow of Voice Recognition Processing Error Processing
26.8.8 Precautions