------------------------------------------------------------------ NINTENDO64 TECHNICAL SUPPORT CENTER NINTENDO64 SAMPLE PROGRAM 1 Copyright (C) 1997, NINTENDO Co,Ltd. ------------------------------------------------------------------ [0] Contents [1] Introduction [2] Using make [3] Control operations [4] Explanation of the screen [5] Copyright and reuse [6] History [1] Introduction This is a Scheduler sample program. The scheduler used in this sample program was developed by the NINTENDO64 TECHNICAL SUPPORT CENTER, and it incorporates the general scheduler functions. This sample program contains imporvements and additions to the general scheduler that make it more efficient. [2] Using make Whether using the Indy emulator board or PARTNER-N64, please execute make without any additions. [3] Control operations Control Stick Up/Down to rotate depth-wise, Right/Left to rotate in the X-Y plane. Control Pad Up Bring viewpoint toward origin. Control Pad Down Recede viewpoint from origin. Control Pad Right Not used. Control Pad Left Not used. A button Shoot bullet. B button Not used. C button Rotate around center of viewpoint. START button Switch between fighter screen and Controller model screen. Z button Change precedence of graphic threads (only while pressing button). For a detailed explanation, see the source file graphic_01.c. L/R buttons Not used. * The above manipulations are for the fighter plane screen. Operations for the Controller model screen have been omitted. [4] Explanation of the screen (1) Number of polygons for the model Fighter No.1 (Blue) 314 Triangles Fighter No.2 (Red) 314 Triangles (2) How to read the performance meter Starting from the left, the performance meter shows the first frame, second frame and third frame. Measurements are made based on the time it takes to create the screen for 1 frame buffer. Each meter provides the following information: Red ... Time for audio task processing. Green ... Time for RSP processing of the graphic task. Yellow ... Time for RDP processing of the graphic task. * RSP processing time includes the time yielded by the audio task. (3) Screen rendering To render the screen, these three graphic tasks are run in frame 1: 1. Clear the frame buffer and Z buffer (F3DEX microcode). 2. Render opaque polygons (F3DEX microcode). 3. Render lines (Linde3D microcode). The task of clearing the frame buffer and Z buffer is separated from the task of rendering opaque polygons because the former task makes use of time when the CPU is creating the audio task. [5] Copyright and reuse The copyright to this sample program belongs to Nintendo Co., Ltd. The source code may be freely used and changed. However, this sample program has not been fully debugged. Please be aware of this when using this sample program. [6] History 1.0 1997/01/17 Release of nnsample1. 1.1 1997/02/03 Fixed problems with nnsched.c. 1.2 1997/02/10 Restricted viewpoint movement in main01.c so the viewpoint and lookat point do not become the same. 1.3 1997/12/09 Suppressed warning Fixed the RDP FIFO buffer size error.