Sprite Microcode S2DEX document

Release 1.03
Jul 4, 1997.
Copyright by Nintendo, Co., Ltd. 1997


Table of Contents

1. What is S2DEX Microcode?
 
2. S2DEX Functions
2.1 Render Primitive
2.2 Self-load Function
2.3 DEBUG Microcode
2.4 Command Transfer from RSP to RDP
 
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
 
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
 
5. Emulation Functions
5.1 guS2DEmuBgRect1Cyc
5.2 guS2DEmuSetScissor
 
6. DEBUG Data Output Functions
 
7. S2DEX Package Installation
 
8. Revision History