Sprite Microcode S2DEX document
Release 1.03
Jul 4, 1997.
Copyright by Nintendo, Co., Ltd. 1997
Table of Contents
- 1. What is S2DEX Microcode?
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- 2. S2DEX Functions
- 2.1 Render Primitive
- 2.2 Self-load Function
- 2.3 DEBUG Microcode
- 2.4 Command Transfer from RSP to RDP
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- 3. Compatibility with F3DEX
- 3.1 GBIs Supported by Both S2DEX and F3DEX
- 3.2 GBIs Not Supported by S2DEX
- 3.3 Newly Added GBIs
- 3.4 Precautions Regarding GBIs
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- 4. S2DEX, GBIs
- 4.1 BG GBIs
- 4.1.1 uObjBg Structures
- 4.1.1.1
uObjBg_t Structures
- 4.1.1.2
uObjScaleBg_t Structures
- 4.1.2 gSPBgRectCopy
- 4.1.3 gSPBgRect1Cyc
- 4.2 Sprite Rendering GBI
- 4.2.1 uObjSprite Structure
- 4.2.2 uObjMtx/uObjSubMtx
Structure
- 4.2.3 gSPObjRectangle
- 4.2.4 gSPObjRectangleR
- 4.2.5 gSPObjSprite
- 4.3 2D Matrix Operations
- 4.3.1 gSPObjMatrix
- 4.3.2 gSPObjSubMatrix
- 4.4 Setting the Object Rendering Mode
- 4.4.1 gSPObjRenderMode
- 4.5 Texture Loading GBI
- 4.5.1 uObjTxtr Structure
- 4.5.2 gSPObjLoadTxtr
- 4.6 Complex Processing GBI
- 4.6.1 uObjTxSprite Structure
- 4.6.2 gSPObjLoadTxRect
- 4.6.3 gSPObjLoadTxRectR
- 4.6.4 gSPObjLoadTxSprite
- 4.7 Conditional Branching GBI
- 4.7.1 gSPSetStatus
- 4.7.2 gSPSelectDL
- 4.7.3 gSPSelectBranchDL
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- 5. Emulation Functions
- 5.1 guS2DEmuBgRect1Cyc
- 5.2 guS2DEmuSetScissor
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- 6. DEBUG Data Output Functions
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- 7. S2DEX Package Installation
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- 8. Revision History
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