User Tools


This is an old revision of the document!


Fast3D Display List Commands

The Fast3D display list commands are microcode that are passed to the RSP for rendering. The are all 8 bytes long.

Fast3D Commands

01: G_MTX

Apply transformation matrix. Used in HUD text printing code to translate textures.

01 [PP] 00 00 [AA AA AA AA]

P Parameters
A Segmented address of vectors

Parameters (can be OR'd together):

0x01 projection (default: model view)
0x02 load (default: multiply)
0x04 push (default: no push)

Example: Push matrix and and multiply by matrix at 0x00213DF8; Multiply by matrix at 0x00213DB8

01 04 00 40 00 21 3D F8
01 00 00 40 00 21 3D B8

03: F3D_MOVEMEM

Used in Super Mario 64 to load vector normals (shading) RGB values.

03 [TT] 00 00 [AA AA AA AA]

T If 86, loads light values. If 88, loads dark values
A Segmented address of vectors

Example: Loads light RGB from 0x0 in RAM bank 0x0E; loads dark RGB from 0x08 in RAM Bank 0x0E

03 86 00 00 0E 00 00 00
03 88 00 00 0E 00 00 08

04: F3D_VTX

Fills the vertex buffer with vertex information (ex. coordinates, color values). Max amount of bytes to load in F3D is 0x100 (16 vertices).

04 [N][I] [LL LL] [SS SS SS SS]

N Number of vertices - 1
I Where to start writing vertices inside the vertex buffer
L Length of vertex data to write ((N+1)*0x10)
S Segmented address where vertices are stored

Example: Load 15 (0xF0 / 0x10) vertices from 0x0E000780 (current map data) - and put them into the vertex buffer, starting at position 0.

04 E0 00 F0 0E 00 07 80

06: F3D_DL

Signifies the start of a Display List. May be used to link data and branch the current DL.

06 00 00 00 [AA AA AA AA]

A Segmented Address to branch to

Example: Loads a display list from 0xA50 in bank 0x07.

06 00 00 00 07 00 0A 50

B5: F3D_QUAD

Renders one quad according to the vertices inside the vertex buffer

B5 [AA] [BB] [CC] 00 [DD] [EE] [FF]

A First vertex to use for the quad (* 0x0A)
B Second vertex to use for the quad (* 0x0A)
C Third vertex to use for the quad (* 0x0A)
D Fourth vertex to use for the quad (* 0x0A)
E Fifth vertex to use for the quad (* 0x0A)
F Sixth vertex to use for the quad (* 0x0A)

Example: Render a quad using the vertex data specified at the vertex buffer positions 0, 1 (0x0A / 0x0A), 2 (0x14 / 0x0A), 0, 2 (0x14 / 0x0A) and 3 (0x1E / 0x0A).

B5 00 0A 14 00 00 14 1E

B6: F3D_CLEARGEOMETRYMODE

Enables or disables certain geometry parameters (ex. lighting, front-/backface culling, Z-buffer). Used at start of Display List.

B6 00 00 00 [AA AA AA AA]

A Various parameters

Parameters (can be OR'd together):

0x00000001 Use Z-buffering
0x00000004 Use shading
0x00000200 Enable smooth shading (otherwise flat shading)
0x00001000 cull front facing triangles
0x00002000 cull back facing triangles
0x00004000 Crystal effect?
0x00010000 Fog
0x00020000 Enable lighting? Vertex colors?
0x00040000 generate texture coords using the normal
0x00080000 generate texture coords (not sure how this works)

Examples:

B6 00 00 00 00 02 20 00 : Vertex RGB, no culling
B6 00 00 00 00 02 00 00 : Vertex RGB, culling
B6 00 00 00 00 00 00 00 : No vertex RGB, culling
B6 00 00 00 00 00 22 00 : No vertex RGB, no culling

B7: F3D_SETGEOMETRYMODE

Enables or disables certain geometry parameters (ex. lighting, front-/backface culling, Z-buffer). Used at end of Display List.

B7 00 00 00 [AA AA AA AA]

A Various parameters

See B6: F3D_CLEARGEOMETRYMODE for list of parameters.

Examples:

B7 00 00 00 00 02 20 00 : Vertex RGB, no culling
B7 00 00 00 00 02 00 00 : Vertex RGB, culling
B7 00 00 00 00 00 00 00 : No vertex RGB, culling
B7 00 00 00 00 00 22 00 : No vertex RGB, no culling

B8: F3D_ENDDL

Terminates the current Display List

B8 00 000 000 00 00 00


BB: F3D_TEXTURE

Sets the texture scaling factor.

BB 00 00 ?? ?? ?? ?? ??

Examples:

BB 00 00 01 FF FF FF FF : Standard - at start for 1 scaling.
BB 00 00 01 0F 80 07 C0 : Special case - at start for environment mapping.
BB 00 00 00 FF FF FF FF : Always reset to at end of the DL to reset scale to 0.

BF: F3D_TRI1

Renders one triangle according to the vertices inside the vertex buffer

BF 00 00 00 [AA] [BB] [CC]

A First vertex to use for the triangle (* 0x0A)
B Second vertex to use for the triangle (* 0x0A)
C Third vertex to use for the triangle (* 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

F2: G_SETTILESIZE

Sets the texture coordinates and size

F2 00 00 00 00 [WW W][H HH]

W (width - 1) « 2
H (hieght - 1) « 2

Examples:

F2 00 00 00 00 07 C0 7C : 32x32 textures
F2 00 00 00 00 0F C0 7C : 64x32
F2 00 00 00 00 07 C0 FC : 32x64

F3: G_LOADBLOCK

Determines how much data to load after SETTIMG

F3 00 00 00 ?? ?? ?? ??

Examples:

F3 00 00 00 07 7F F1 00 : 32x64 or 64x32 RGBA Textures
F3 00 00 00 07 3F F1 00 : 32x32 RGBA Textures 

F5: G_SETTILE

Sets the texture properties (ex. mirroring)

F5 ?? ?? ?? ?? ?? ?? ??

Examples:

F5 10 00 00 07 00 00 00 : Always loaded first for normal RGBA, followed by another F5 command
F5 70 00 00 07 00 00 00 : Always loaded first for Grayscale, followed by another F5 command
F5 10 10 00 07 01 40 50 : Normal for 32x32 textures after G_SETTILESIZE
F5 10 20 00 07 01 40 60 : Normal for 64x32 textures after G_SETTILESIZE
F5 70 10 00 07 01 40 50 : Grayscale for 32x32 textures after G_SETTILESIZE

F8: G_SETFOGCOLOR

Sets the fog color

F8 00 00 00 [RR] [GG] [BB] [AA]

R red value
G green value
B blue value
A typically set to FF

Example: set the fog for the following polygons to pure green

F8 00 00 00 00 FF 00 FF

FB: G_SETENVCOLOR

Sets the environment color for combiner

FB 00 00 00 [RR] [GG] [BB] [AA]

R red value
G green value
B blue value
A alpha value

Example: make everything loaded underneath the command red, and semi-transparent

FB 00 00 00 FF 00 00 8C

FC: G_SETCOMBINE

Performs combining operations (ex. multi-texturing). The N64's Color Combiner calculates the output color by combining the various source colors and source alphas using the following equation: outputcolor = ( A - B ) * C + D.

FC [XX XX XX XX XX XX XX]

X Equation for blending. Mask is bitwise.

Bitwise mask for X:

[aaaa] [ccccc] [eee] [ggg] [iiii] [kkkkk] [bbbb] [jjjj] [mmm] [ooo] [ddd] [fff] [hhh] [lll] [nnn] [ppp]

a variable 'a' for mode 1 (color)
b variable 'b' for mode 1 (color)
c variable 'c' for mode 1 (color)
d variable 'd' for mode 1 (color)
e variable 'e' for mode 1 (alpha)
f variable 'f' for mode 1 (alpha)
g variable 'g' for mode 1 (alpha)
h variable 'h' for mode 1 (alpha)
i variable 'a' for mode 2 (color)
j variable 'b' for mode 2 (color)
k variable 'c' for mode 2 (color)
l variable 'd' for mode 2 (color)
m variable 'e' for mode 2 (alpha)
n variable 'f' for mode 2 (alpha)
o variable 'g' for mode 2 (alpha)
p variable 'h' for mode 2 (alpha)

More information here:

N64's Color Combiner

Examples:

FC 12 7F FF FF FF F8 38 : Standard usage for solid RGBA textures
FC 12 18 24 FF 33 FF FF : Standard usage for alpha RGBA textures

FD: G_SETTIMG

Sets the texture image offset

FD 10 00 00 [AA AA AA AA]

A Segmented address of texture

Example: Load texture position from 0x90 in RAM bank 0x04

FD 10 00 00 04 00 00 90

References