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super_mario_64:fast3d_display_list_commands [2016/11/11 19:51] david Added cmd 0xE4: G_TEXRECT |
super_mario_64:fast3d_display_list_commands [2018/01/10 05:01] (current) cpuhacka101 [03: F3D_MOVEMEM] |
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===== Fast3D Commands ===== | ===== Fast3D Commands ===== | ||
+ | |||
+ | ==== 00: G_NOOP ==== | ||
+ | No operation. This should only be used for debugging purposes. | ||
+ | |||
+ | ''00 00 00 00 00 00 00 00'' | ||
==== 01: G_MTX ==== | ==== 01: G_MTX ==== | ||
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==== 03: F3D_MOVEMEM ==== | ==== 03: F3D_MOVEMEM ==== | ||
- | Used in Super Mario 64 to load vector normals (shading) RGB values. | + | Used in Super Mario 64 to load vector lighting ambient/diffuse RGBA values. |
- | ''03 [<color darkgrey>TT</color>] 00 00 [<color purple>AA AA AA AA</color>]'' | + | ''03 [<color darkgrey>TT</color>] 00 10 [<color purple>AA AA AA AA</color>]'' |
- | | <color darkgrey>T</color> | If 86, loads light values. If 88, loads dark values | | + | | <color darkgrey>T</color> | If 0x86, loads diffuse(light) values. If 0x88, loads ambient(dark) values | |
- | | <color purple>A</color> | Segmented address of vectors | | + | | <color purple>A</color> | Segmented address of RGBA | |
- | Example: Loads light RGB from 0x0 in RAM bank 0x0E; loads dark RGB from 0x08 in RAM Bank 0x0E | + | Example: Loads diffuse RGBA from 0x0 in RAM bank 0x0E; loads ambient RGBA from 0x08 in RAM Bank 0x0E |
- | 03 86 00 00 0E 00 00 00 | + | 03 86 00 10 0E 00 00 00 |
- | 03 88 00 00 0E 00 00 08 | + | 03 88 00 10 0E 00 00 08 |
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Signifies the start of a Display List. May be used to link data and branch the current DL. | Signifies the start of a Display List. May be used to link data and branch the current DL. | ||
- | ''06 00 00 00 [<color purple>AA AA AA AA</color>]'' | + | ''06 [<color blue>AA</color>] 00 00 [<color purple>BB BB BB BB</color>]'' |
- | | <color purple>A</color> | Segmented Address to branch to | | + | | <color blue>AA</color> | 00 = store return address, 01 = don't store (end DL after branch) | |
+ | | <color purple>B</color> | Segmented Address to branch to | | ||
Example: Loads a display list from 0xA50 in bank 0x07. | Example: Loads a display list from 0xA50 in bank 0x07. | ||
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Renders one triangle according to the vertices inside the vertex buffer | Renders one triangle according to the vertices inside the vertex buffer | ||
- | ''BF 00 00 00 [<color darkred>AA</color>] [<color darkgreen>BB</color>] [<color darkblue>CC</color>]'' | + | ''BF 00 00 00 00 [<color darkred>AA</color>] [<color darkgreen>BB</color>] [<color darkblue>CC</color>]'' |
| <color darkred>A</color> | First vertex to use for the triangle (* 0x0A) | | | <color darkred>A</color> | First vertex to use for the triangle (* 0x0A) | | ||
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Example: Render a triangle using the vertex data specified at the vertex buffer positions 0, 1 (0x0A / 0x0A) and 2 (0x14 / 0x0A). | Example: Render a triangle using the vertex data specified at the vertex buffer positions 0, 1 (0x0A / 0x0A) and 2 (0x14 / 0x0A). | ||
- | BF 00 00 00 00 0A 14 | + | BF 00 00 00 00 00 0A 14 |
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