User Tools

Site Tools


f3ddkr

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
f3ddkr [2020/12/21 08:06]
David created
f3ddkr [2022/11/24 16:49] (current)
David [Changes from Fast3D]
Line 9: Line 9:
   - The commands [[super_mario_64:​fast3d_display_list_commands#​beg_culldl|G_CULLDL]],​ [[super_mario_64:​fast3d_display_list_commands#​bfg_tri1|G_TRI1]],​ and [[super_mario_64:​fast3d_display_list_commands#​bdg_popmtx|G_POPMTX]] were removed, and are now NOPS (No operations).   - The commands [[super_mario_64:​fast3d_display_list_commands#​beg_culldl|G_CULLDL]],​ [[super_mario_64:​fast3d_display_list_commands#​bfg_tri1|G_TRI1]],​ and [[super_mario_64:​fast3d_display_list_commands#​bdg_popmtx|G_POPMTX]] were removed, and are now NOPS (No operations).
   - Triangles are drawn in batches; up to 16 triangles per batch.   - Triangles are drawn in batches; up to 16 triangles per batch.
-  - The number of vertices was increased to 32.+  - The number of vertices was increased ​from 16 to 24.
   - The vertex structure is smaller, being only 10 bytes per vertex instead of 16.   - The vertex structure is smaller, being only 10 bytes per vertex instead of 16.
   - UV coordinates are per-face instead of per-vertex.   - UV coordinates are per-face instead of per-vertex.
-  - The lighting overlay was removed, and it appears that dynamic ​lighting ​is more limited compared to Fast3D+  - The lighting overlay was removed. Dynamic ​lighting ​& environment mapping for objects are calculated on the CPU
-  - The matrix stack has been removed; ​fixed indices ​are used instead.+  - The matrix stack has been removed; ​there are now only 3 matrices at fixed offsets. 
 +  - The number of segment banks has been reduced from 16 to 8 
 +  - Mipmapping cannot be done, due to some changes in the triangle setup routine.
  
 ---- ----
Line 21: Line 23:
 ==== Vertex (10 bytes) ==== ==== Vertex (10 bytes) ====
  
-''​[<​color red>XX XX</​color>​] [<color green>YY YY</​color>​] [<color cyan>ZZ ZZ</​color>​] [<color pink>XR</​color>​] [<color lightgreen>​YG</​color>​] [<color lightblue>​ZB</​color>​] [<color lightgray>​AA</​color>​]''​+''​[<​color red>XX XX</​color>​] [<color green>YY YY</​color>​] [<color cyan>ZZ ZZ</​color>​] [<color pink>RR</​color>​] [<color lightgreen>​GG</​color>​] [<color lightblue>​BB</​color>​] [<color lightgray>​AA</​color>​]''​
  
 | <color red>​XXXX</​color>​ |    short    | Position on X axis | | <color red>​XXXX</​color>​ |    short    | Position on X axis |
 | <color green>​YYYY</​color>​ |    short    | Position on Y axis | | <color green>​YYYY</​color>​ |    short    | Position on Y axis |
 | <color cyan>​ZZZZ</​color>​ |    short    | Position on Z axis | | <color cyan>​ZZZZ</​color>​ |    short    | Position on Z axis |
-| <color pink>XR</​color>​ | byte or ubyte | X unit vector of normal or red color | +| <color pink>RR</​color>​ |    ubyte    Red color channel ​
-| <color lightgreen>​YG</​color>​ | byte or ubyte | Y unit vector of normal or green color | +| <color lightgreen>​GG</​color>​ |    ubyte    Green color channel ​
-| <color lightblue>​ZB</​color>​ | byte or ubyte | Z unit vector of normal or blue color |+| <color lightblue>​BB</​color>​ |    ubyte    Blue color channel ​|
 | <color lightgray>​AA</​color>​ |     ​ubyte ​    | Alpha (Transparency) | | <color lightgray>​AA</​color>​ |     ​ubyte ​    | Alpha (Transparency) |
  
Line 61: Line 63:
  
 ==== 04: G_VTX ==== ==== 04: G_VTX ====
-Loads up to 32 vertices from a segment address.+Loads up to 24 vertices from a segment address.
  
 ''​04 [<color pink>​N</​color><​color lightgreen>​O</​color>​] [<color lightblue>​II II</​color>​] [<color #​AA88DD>​SS SS SS SS</​color>​]''​ ''​04 [<color pink>​N</​color><​color lightgreen>​O</​color>​] [<color lightblue>​II II</​color>​] [<color #​AA88DD>​SS SS SS SS</​color>​]''​
Line 84: Line 86:
  
 ==== 07: G_DMADL ==== ==== 07: G_DMADL ====
-DMA'​s ​a fixed-size display list from RDRAM and outputs the commands directly to the RDP. This is used by the game engine to load textures for models. ​+DMAs a fixed-size display list from RDRAM and outputs the commands directly to the RDP. This is used by the game engine to load textures for models. ​
  
 ''​07 [<color pink>​NN</​color>​] [<color lightblue>​LL LL</​color>​] [<color #​AA88DD>​SS SS SS SS</​color>​]''​ ''​07 [<color pink>​NN</​color>​] [<color lightblue>​LL LL</​color>​] [<color #​AA88DD>​SS SS SS SS</​color>​]''​
f3ddkr.1608538002.txt.gz · Last modified: 2020/12/21 08:06 by David