homebrew/inc/n64_gfx.inc

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// via krom
// RDP Commands
macro DPC(start,end) { // Run DPC Command Buffer: Start Address, End Address
lui a0,DPC_BASE // A0 = Reality Display Processer Control Interface Base Register ($A4100000)
la a1,{start} // A1 = DPC Command Start Address
sw a1,DPC_START(a0) // Store DPC Command Start Address To DP Start Register ($A4100000)
la a1,{end} // A1 = DPC Command End Address
sw a1,DPC_END(a0) // Store DPC Command End Address To DP End Register ($A4100004)
}
// No_Op: No Effect On RDP Command Execution, Useful For Padding Command Buffers
// Fill_Triangle: lft,level,tile,yl,ym,yh, xl,xlf,dxldy,dxldyf, xh,xhf,dxhdy,dxhdyf, xm,xmf,dxmdy,dxmdyf
// Word 0: Left Major Flag (0=Left Major, 1=Right Major), Number Of Mip-Maps Minus One, Tile ID, Y Coordinate Of Low, Mid Minor, Major Edge (Fixed Point S.11.2)
// Word 1: X Coordinate Of Low Edge Integer, Fraction, DxLDy Inverse Slope Of Low Edge Integer, Fraction
// Word 2: X Coordinate Of Major Edge Integer, Fraction, DxHDy Inverse Slope Of Major Edge Integer, Fraction
// Word 3: X Coordinate Of Middle Edge Integer, Fraction, DxMDy Inverse Slope Of Middle Edge Integer, Fraction
// Fill_ZBuffer_Triangle: lft,level,tile,yl,ym,yh, xl,xlf,dxldy,dxldyf, xh,xhf,dxhdy,dxhdyf, xm,xmf,dxmdy,dxmdyf
// Word 0: Left Major Flag (0=Left Major, 1=Right Major), Number Of Mip-Maps Minus One, Tile ID, Y Coordinate Of Low, Mid Minor, Major Edge (Fixed Point S.11.2)
// Word 1: X Coordinate Of Low Edge Integer, Fraction, DxLDy Inverse Slope Of Low Edge Integer, Fraction
// Word 2: X Coordinate Of Major Edge Integer, Fraction, DxHDy Inverse Slope Of Major Edge Integer, Fraction
// Word 3: X Coordinate Of Middle Edge Integer, Fraction, DxMDy Inverse Slope Of Middle Edge Integer, Fraction
// Word 4: Z Inverse Depth Integer, Fraction, DzDx Change In Z Per Change In X Coordinate Integer, Fraction (ZBuffer Coefficients)
// Word 5: DzDe Change In Z Along Major Edge Integer, Fraction, DzDy Change In Z Per Change In Y Coordinate Integer, Fraction
// Texture_Triangle: lft,level,tile,yl,ym,yh, xl,xlf,dxldy,dxldyf, xh,xhf,dxhdy,dxhdyf, xm,xmf,dxmdy,dxmdyf
// Word 0: Left Major Flag (0=Left Major, 1=Right Major), Number Of Mip-Maps Minus One, Tile ID, Y Coordinate Of Low, Mid Minor, Major Edge (Fixed Point S.11.2)
// Word 1: X Coordinate Of Low Edge Integer, Fraction, DxLDy Inverse Slope Of Low Edge Integer, Fraction
// Word 2: X Coordinate Of Major Edge Integer, Fraction, DxHDy Inverse Slope Of Major Edge Integer, Fraction
// Word 3: X Coordinate Of Middle Edge Integer, Fraction, DxMDy Inverse Slope Of Middle Edge Integer, Fraction
// Word 4: S Texture Coordinate Integer, T Texture Coordinate Integer, W Normalized Inverse Depth Integer (Texture Coefficients)
// Word 5: DsDx Change In S, DtDx Change In T, DwDx Change In W Per Change In X Coordinate Integer
// Word 6: S Texture Coordinate Fraction, T Texture Coordinate Fraction, W Normalized Inverse Depth Fraction
// Word 7: DsDx Change In S, DtDx Change In T, DwDx Change In W Per Change In X Coordinate Fraction
// Word 8: DsDe Change In S, DtDe Change In T, DwDe Change In W Along The Edge Integer
// Word 9: DsDy Change In S, DtDy Change In T, DwDy Change In W Per Change In Y Coordinate Integer
// Word 10: DsDe Change In S, DtDe Change In T, DwDe Change In W Along The Edge Fraction
// Word 11: DsDy Change In S, DtDy Change In T, DwDy Change In W Per Change In Y Coordinate Fraction
// Texture_ZBuffer_Triangle: lft,level,tile,yl,ym,yh, xl,xlf,dxldy,dxldyf, xh,xhf,dxhdy,dxhdyf, xm,xmf,dxmdy,dxmdyf
// Word 0: Left Major Flag (0=Left Major, 1=Right Major), Number Of Mip-Maps Minus One, Tile ID, Y Coordinate Of Low, Mid Minor, Major Edge (Fixed Point S.11.2)
// Word 1: X Coordinate Of Low Edge Integer, Fraction, DxLDy Inverse Slope Of Low Edge Integer, Fraction
// Word 2: X Coordinate Of Major Edge Integer, Fraction, DxHDy Inverse Slope Of Major Edge Integer, Fraction
// Word 3: X Coordinate Of Middle Edge Integer, Fraction, DxMDy Inverse Slope Of Middle Edge Integer, Fraction
// Word 4: S Texture Coordinate Integer, T Texture Coordinate Integer, W Normalized Inverse Depth Integer (Texture Coefficients)
// Word 5: DsDx Change In S, DtDx Change In T, DwDx Change In W Per Change In X Coordinate Integer
// Word 6: S Texture Coordinate Fraction, T Texture Coordinate Fraction, W Normalized Inverse Depth Fraction
// Word 7: DsDx Change In S, DtDx Change In T, DwDx Change In W Per Change In X Coordinate Fraction
// Word 8: DsDe Change In S, DtDe Change In T, DwDe Change In W Along The Edge Integer
// Word 9: DsDy Change In S, DtDy Change In T, DwDy Change In W Per Change In Y Coordinate Integer
// Word 10: DsDe Change In S, DtDe Change In T, DwDe Change In W Along The Edge Fraction
// Word 11: DsDy Change In S, DtDy Change In T, DwDy Change In W Per Change In Y Coordinate Fraction
// Word 12: Z Inverse Depth Integer, Fraction, DzDx Change In Z Per Change In X Coordinate Integer, Fraction (ZBuffer Coefficients)
// Word 13: DzDe Change In Z Along Major Edge Integer, Fraction, DzDy Change In Z Per Change In Y Coordinate Integer, Fraction
// Shade_Triangle: lft,level,tile,yl,ym,yh, xl,xlf,dxldy,dxldyf, xh,xhf,dxhdy,dxhdyf, xm,xmf,dxmdy,dxmdyf
// Word 0: Left Major Flag (0=Left Major, 1=Right Major), Number Of Mip-Maps Minus One, Tile ID, Y Coordinate Of Low, Mid Minor, Major Edge (Fixed Point S.11.2)
// Word 1: X Coordinate Of Low Edge Integer, Fraction, DxLDy Inverse Slope Of Low Edge Integer, Fraction
// Word 2: X Coordinate Of Major Edge Integer, Fraction, DxHDy Inverse Slope Of Major Edge Integer, Fraction
// Word 3: X Coordinate Of Middle Edge Integer, Fraction, DxMDy Inverse Slope Of Middle Edge Integer, Fraction
// Word 4: Red Color Component Integer, Green Color Component Integer, Blue Color Component Integer, Alpha Color Component Integer (Shade Coefficients)
// Word 5: DrDx Change In Red, DgDx Change In Green, DbDx Change In Blue, DaDx Change In Alpha Per Change In X Coordinate Integer
// Word 6: Red Color Component Fraction, Green Color Component Fraction, Blue Color Component Fraction, Alpha Color Component Fraction
// Word 7: DrDx Change In Red, DgDx Change In Green, DbDx Change In Blue, DaDx Change In Alpha Per Change In X Coordinate Fraction
// Word 8: DrDe Change In Red, DgDe Change In Green, DbDe Change In Blue, DaDe Change In Alpha Along The Edge Integer
// Word 9: DrDy Change In Red, DgDy Change In Green, DbDy Change In Blue, DaDy Change In Alpha Per Change In Y Coordinate Integer
// Word 10: DrDe Change In Red, DgDe Change In Green, DbDe Change In Blue, DaDe Change In Alpha Along The Edge Fraction
// Word 11: DrDy Change In Red, DgDy Change In Green, DbDy Change In Blue, DaDy Change In Alpha Per Change In Y Coordinate Fraction
// Shade_ZBuffer_Triangle: lft,level,tile,yl,ym,yh, xl,xlf,dxldy,dxldyf, xh,xhf,dxhdy,dxhdyf, xm,xmf,dxmdy,dxmdyf
// Word 0: Left Major Flag (0=Left Major, 1=Right Major), Number Of Mip-Maps Minus One, Tile ID, Y Coordinate Of Low, Mid Minor, Major Edge (Fixed Point S.11.2)
// Word 1: X Coordinate Of Low Edge Integer, Fraction, DxLDy Inverse Slope Of Low Edge Integer, Fraction
// Word 2: X Coordinate Of Major Edge Integer, Fraction, DxHDy Inverse Slope Of Major Edge Integer, Fraction
// Word 3: X Coordinate Of Middle Edge Integer, Fraction, DxMDy Inverse Slope Of Middle Edge Integer, Fraction
// Word 4: Red Color Component Integer, Green Color Component Integer, Blue Color Component Integer, Alpha Color Component Integer (Shade Coefficients)
// Word 5: DrDx Change In Red, DgDx Change In Green, DbDx Change In Blue, DaDx Change In Alpha Per Change In X Coordinate Integer
// Word 6: Red Color Component Fraction, Green Color Component Fraction, Blue Color Component Fraction, Alpha Color Component Fraction
// Word 7: DrDx Change In Red, DgDx Change In Green, DbDx Change In Blue, DaDx Change In Alpha Per Change In X Coordinate Fraction
// Word 8: DrDe Change In Red, DgDe Change In Green, DbDe Change In Blue, DaDe Change In Alpha Along The Edge Integer
// Word 9: DrDy Change In Red, DgDy Change In Green, DbDy Change In Blue, DaDy Change In Alpha Per Change In Y Coordinate Integer
// Word 10: DrDe Change In Red, DgDe Change In Green, DbDe Change In Blue, DaDe Change In Alpha Along The Edge Fraction
// Word 11: DrDy Change In Red, DgDy Change In Green, DbDy Change In Blue, DaDy Change In Alpha Per Change In Y Coordinate Fraction
// Word 12: Z Inverse Depth Integer, Fraction, DzDx Change In Z Per Change In X Coordinate Integer, Fraction (ZBuffer Coefficients)
// Word 13: DzDe Change In Z Along Major Edge Integer, Fraction, DzDy Change In Z Per Change In Y Coordinate Integer, Fraction
// Shade_Texture_Triangle: lft,level,tile,yl,ym,yh, xl,xlf,dxldy,dxldyf, xh,xhf,dxhdy,dxhdyf, xm,xmf,dxmdy,dxmdyf
// Word 0: Left Major Flag (0=Left Major, 1=Right Major), Number Of Mip-Maps Minus One, Tile ID, Y Coordinate Of Low, Mid Minor, Major Edge (Fixed Point S.11.2)
// Word 1: X Coordinate Of Low Edge Integer, Fraction, DxLDy Inverse Slope Of Low Edge Integer, Fraction
// Word 2: X Coordinate Of Major Edge Integer, Fraction, DxHDy Inverse Slope Of Major Edge Integer, Fraction
// Word 3: X Coordinate Of Middle Edge Integer, Fraction, DxMDy Inverse Slope Of Middle Edge Integer, Fraction
// Word 4: Red Color Component Integer, Green Color Component Integer, Blue Color Component Integer, Alpha Color Component Integer (Shade Coefficients)
// Word 5: DrDx Change In Red, DgDx Change In Green, DbDx Change In Blue, DaDx Change In Alpha Per Change In X Coordinate Integer
// Word 6: Red Color Component Fraction, Green Color Component Fraction, Blue Color Component Fraction, Alpha Color Component Fraction
// Word 7: DrDx Change In Red, DgDx Change In Green, DbDx Change In Blue, DaDx Change In Alpha Per Change In X Coordinate Fraction
// Word 8: DrDe Change In Red, DgDe Change In Green, DbDe Change In Blue, DaDe Change In Alpha Along The Edge Integer
// Word 9: DrDy Change In Red, DgDy Change In Green, DbDy Change In Blue, DaDy Change In Alpha Per Change In Y Coordinate Integer
// Word 10: DrDe Change In Red, DgDe Change In Green, DbDe Change In Blue, DaDe Change In Alpha Along The Edge Fraction
// Word 11: DrDy Change In Red, DgDy Change In Green, DbDy Change In Blue, DaDy Change In Alpha Per Change In Y Coordinate Fraction
// Word 12: S Texture Coordinate Integer, T Texture Coordinate Integer, W Normalized Inverse Depth Integer (Texture Coefficients)
// Word 13: DsDx Change In S, DtDx Change In T, DwDx Change In W Per Change In X Coordinate Integer
// Word 14: S Texture Coordinate Fraction, T Texture Coordinate Fraction, W Normalized Inverse Depth Fraction
// Word 15: DsDx Change In S, DtDx Change In T, DwDx Change In W Per Change In X Coordinate Fraction
// Word 16: DsDe Change In S, DtDe Change In T, DwDe Change In W Along The Edge Integer
// Word 17: DsDy Change In S, DtDy Change In T, DwDy Change In W Per Change In Y Coordinate Integer
// Word 18: DsDe Change In S, DtDe Change In T, DwDe Change In W Along The Edge Fraction
// Word 19: DsDy Change In S, DtDy Change In T, DwDy Change In W Per Change In Y Coordinate Fraction
// Shade_Texture_Z_Buffer_Triangle: lft,level,tile,yl,ym,yh, xl,xlf,dxldy,dxldyf, xh,xhf,dxhdy,dxhdyf, xm,xmf,dxmdy,dxmdyf
// Word 0: Left Major Flag (0=Left Major, 1=Right Major), Number Of Mip-Maps Minus One, Tile ID, Y Coordinate Of Low, Mid Minor, Major Edge (Fixed Point S.11.2)
// Word 1: X Coordinate Of Low Edge Integer, Fraction, DxLDy Inverse Slope Of Low Edge Integer, Fraction
// Word 2: X Coordinate Of Major Edge Integer, Fraction, DxHDy Inverse Slope Of Major Edge Integer, Fraction
// Word 3: X Coordinate Of Middle Edge Integer, Fraction, DxMDy Inverse Slope Of Middle Edge Integer, Fraction
// Word 4: Red Color Component Integer, Green Color Component Integer, Blue Color Component Integer, Alpha Color Component Integer (Shade Coefficients)
// Word 5: DrDx Change In Red, DgDx Change In Green, DbDx Change In Blue, DaDx Change In Alpha Per Change In X Coordinate Integer
// Word 6: Red Color Component Fraction, Green Color Component Fraction, Blue Color Component Fraction, Alpha Color Component Fraction
// Word 7: DrDx Change In Red, DgDx Change In Green, DbDx Change In Blue, DaDx Change In Alpha Per Change In X Coordinate Fraction
// Word 8: DrDe Change In Red, DgDe Change In Green, DbDe Change In Blue, DaDe Change In Alpha Along The Edge Integer
// Word 9: DrDy Change In Red, DgDy Change In Green, DbDy Change In Blue, DaDy Change In Alpha Per Change In Y Coordinate Integer
// Word 10: DrDe Change In Red, DgDe Change In Green, DbDe Change In Blue, DaDe Change In Alpha Along The Edge Fraction
// Word 11: DrDy Change In Red, DgDy Change In Green, DbDy Change In Blue, DaDy Change In Alpha Per Change In Y Coordinate Fraction
// Word 12: S Texture Coordinate Integer, T Texture Coordinate Integer, W Normalized Inverse Depth Integer (Texture Coefficients)
// Word 13: DsDx Change In S, DtDx Change In T, DwDx Change In W Per Change In X Coordinate Integer
// Word 14: S Texture Coordinate Fraction, T Texture Coordinate Fraction, W Normalized Inverse Depth Fraction
// Word 15: DsDx Change In S, DtDx Change In T, DwDx Change In W Per Change In X Coordinate Fraction
// Word 16: DsDe Change In S, DtDe Change In T, DwDe Change In W Along The Edge Integer
// Word 17: DsDy Change In S, DtDy Change In T, DwDy Change In W Per Change In Y Coordinate Integer
// Word 18: DsDe Change In S, DtDe Change In T, DwDe Change In W Along The Edge Fraction
// Word 19: DsDy Change In S, DtDy Change In T, DwDy Change In W Per Change In Y Coordinate Fraction
// Word 20: Z Inverse Depth Integer, Fraction, DzDx Change In Z Per Change In X Coordinate Integer, Fraction (ZBuffer Coefficients)
// Word 21: DzDe Change In Z Along Major Edge Integer, Fraction, DzDy Change In Z Per Change In Y Coordinate Integer, Fraction
// Shade_Coefficients: r,g,b,a, drdx,dgdx,dbdx,dadx, rf,gf,bf,af, drdxf,dgdxf,dbdxf,dadxf, drde,dgde,dbde,dade, drdy,dgdy,dbdy,dady, drdef,dgdef,dbdef,dadef, drdyf,dgdyf,dbdyf,dadyf
// Word 0: Red Color Component Integer, Green Color Component Integer, Blue Color Component Integer, Alpha Color Component Integer (Shade Coefficients)
// Word 1: DrDx Change In Red, DgDx Change In Green, DbDx Change In Blue, DaDx Change In Alpha Per Change In X Coordinate Integer
// Word 2: Red Color Component Fraction, Green Color Component Fraction, Blue Color Component Fraction, Alpha Color Component Fraction
// Word 3: DrDx Change In Red, DgDx Change In Green, DbDx Change In Blue, DaDx Change In Alpha Per Change In X Coordinate Fraction
// Word 4: DrDe Change In Red, DgDe Change In Green, DbDe Change In Blue, DaDe Change In Alpha Along The Edge Integer
// Word 5: DrDy Change In Red, DgDy Change In Green, DbDy Change In Blue, DaDy Change In Alpha Per Change In Y Coordinate Integer
// Word 6: DrDe Change In Red, DgDe Change In Green, DbDe Change In Blue, DaDe Change In Alpha Along The Edge Fraction
// Word 7: DrDy Change In Red, DgDy Change In Green, DbDy Change In Blue, DaDy Change In Alpha Per Change In Y Coordinate Fraction
// Texture_Coefficients: s,t,w, dsdx,dtdx,dwdx, sf,tf,wf, dsdxf,dtdxf,dwdxf, dsde,dtde,dwde, dsdy,dtdy,dwdy, dsdef,dtdef,dwdef, dsdyf,dtdyf,dwdyf
// Word 0: S Texture Coordinate Integer, T Texture Coordinate Integer, W Normalized Inverse Depth Integer
// Word 1: DsDx Change In S, DtDx Change In T, DwDx Change In W Per Change In X Coordinate Integer
// Word 2: S Texture Coordinate Fraction, T Texture Coordinate Fraction, W Normalized Inverse Depth Fraction
// Word 3: DsDx Change In S, DtDx Change In T, DwDx Change In W Per Change In X Coordinate Fraction
// Word 4: DsDe Change In S, DtDe Change In T, DwDe Change In W Along The Edge Integer
// Word 5: DsDy Change In S, DtDy Change In T, DwDy Change In W Per Change In Y Coordinate Integer
// Word 6: DsDe Change In S, DtDe Change In T, DwDe Change In W Along The Edge Fraction
// Word 7: DsDy Change In S, DtDy Change In T, DwDy Change In W Per Change In Y Coordinate Fraction
// ZBuffer_Coefficients: z,zf,dzdx,dzdxf, dzde,dzdef,dzdy,dzdyf
// Word 0: Z Inverse Depth Integer, Fraction, DzDx Change In Z Per Change In X Coordinate Integer, Fraction (ZBuffer Coefficients)
// Word 1: DzDe Change In Z Along Major Edge Integer, Fraction, DzDy Change In Z Per Change In Y Coordinate Integer, Fraction
// Texture_Rectangle: xl,yl, tile, xh,yh, s,t, dsdx,dtdy
// Word 0: Bottom Right X/Y, Tile ID, Top Left X/Y (Fixed Point 10.2)
// Word 1: S/T Texture Coordinate Top Left (Fixed Point S.10.5), DsDx Change In S Per Change In X, DtDy Change In T Per Change In Y (Fixed Point S.5.10)
// Texture_Rectangle_Flip: xl,yl, tile, xh,yh, s,t, dsdx,dtdy ; Same As Texture Rectangle Except Hardware Swaps S/T & DsDx/DtDy
// Word 0: Bottom Right X/Y, Tile ID, Top Left X/Y (Fixed Point 10.2)
// Word 1: S/T Texture Coordinate Top Left (Fixed Point S.10.5), DsDx Change In S Per Change In X, DtDy Change In T Per Change In Y (Fixed Point S.5.10)
// Sync_Load: Stall Execution Of Load Commands, Until Preceeding Primitives Completely Finish (Usually Preceed Load Commands)
// Sync_Pipe: Stall Pipeline, Until Preceeding Primitives Completely Finish (Software Can Optimize Usage)
// Sync_Tile: Allows Synchronization Between Commands That Write To The Same Tile Descriptor That An Immediately Previous Command Is Reading
// Sync_Full: Stall RDP Until Last DRAM Buffer Is Read Or Written From Any Preceeding Primitive (Needed If Memory Is To Be Reused)
// Set_Key_GB: wg,wb,cg,sg,cb,sb ; Set The Coefficients Used For Green/Blue Keying, KEY G/B = CLAMP(0.0, -ABS((G/B - CENTER)* SCALE) + WIDTH, 1.0) KEY ALPHA = MINIMUM OF KEY R/G/B
// Word: WIDTH G/B (Size Of Half Key Window Including Soft Edge)*SCALE, CENTER G/B Defines Color Or Intensity At Which Key Is Active (0..255), SCALE GB 1.0/(SIZE OF SOFT EDGE) (0..255)
// Set_Key_R: wr,cr,sr ; Set The Coefficients Used For Red Keying, KEY R = CLAMP(0.0, -ABS((R - CENTER)* SCALE) + WIDTH, 1.0) KEY ALPHA = MINIMUM OF KEY R/G/B
// Word: WIDTH R (Size Of Half Key Window Including Soft Edge)*SCALE, CENTER R Defines Color Or Intensity At Which Key Is Active (0..255), SCALE R 1.0/(SIZE OF SOFT EDGE) (0..255)
// Set_Convert: k0,k1,k2,k3,k4,k5 ; Updates The Coefficients For Converting YUV Pixels To RGB, R = C0*(Y-16)+C1*V, G = C0*(Y-16)+C2*U-C3*V, B = C0*(Y-16)+C4*U
// Word: K0, K1, K2, K3, K4, K5 Term Of YUV-RGB Conversion Matrix
// Set_Scissor: xh,yh,xl,yl,lo ; Set The Scissoring Of Primitives
// Word: Top Left X/Y, Bottom Right X/Y (Fixed Point 10.2), Scissor Field Enable & Scissor Field Even/Odd
constant SCISSOR_EVEN(0) // Set_Scissor O: Field Even (Bit 24)
constant SCISSOR_ODD(1) // Set_Scissor O: Field Odd (Bit 24)
constant SCISSOR_FIELD(1) // Set_Scissor F: Scissor Field Enable (Bit 25)
// Set_Prim_Depth: pz,pdz ; Set The Depth Of Primitives
// Word: Primitive Z Depth, Primitive Delta Z Depth
// Set_Other_Modes: Settings ; Set The Other Modes
// Set_Other_Modes LO Word
constant ALPHA_COMPARE_EN($00000000000001) // Set_Other_Modes A: Conditional Color Write On Alpha Compare (Bit 0)
constant DITHER_ALPHA_EN($00000000000002) // Set_Other_Modes B: Use Random Noise In Alpha Compare, Otherwise Use Blend Alpha In Alpha Compare (Bit 1)
constant Z_SOURCE_SEL($00000000000004) // Set_Other_Modes C: Choose Between Primitive Z And Pixel Z (Bit 2)
constant ANTIALIAS_EN($00000000000008) // Set_Other_Modes D: If Not Force Blend, Allow Blend Enable - Use CVG Bits (Bit 3)
constant Z_COMPARE_EN($00000000000010) // Set_Other_Modes E: Conditional Color Write Enable On Depth Comparison (Bit 4)
constant Z_UPDATE_EN($00000000000020) // Set_Other_Modes F: Enable Writing Of Z If Color Write Enabled (Bit 5)
constant IMAGE_READ_EN($00000000000040) // Set_Other_Modes G: Enable Color/CVG Read/Modify/Write Memory Access (Bit 6)
constant COLOR_ON_CVG($00000000000080) // Set_Other_Modes H: Only Update Color On Coverage Overflow (Transparent Surfaces) (Bit 7)
constant CVG_DEST_CLAMP($00000000000000) // Set_Other_Modes I: CVG Destination Clamp (Normal) (Bit 8..9)
constant CVG_DEST_WRAP($00000000000100) // Set_Other_Modes I: CVG Destination Wrap (WAS Assume Full CVG) (Bit 8..9)
constant CVG_DEST_ZAP($00000000000200) // Set_Other_Modes I: CVG Destination Zap (Force To Full CVG) (Bit 8..9)
constant CVG_DEST_SAVE($00000000000300) // Set_Other_Modes I: CVG Destination Save (Don't Overwrite Memory CVG) (Bit 8..9)
constant Z_MODE_OPAQUE($00000000000000) // Set_Other_Modes J: Z Mode Opaque (Bit 10..11)
constant Z_MODE_INTERPENETRATING($00000000000400) // Set_Other_Modes J: Z Mode Interpenetrating (Bit 10..11)
constant Z_MODE_TRANSPARENT($00000000000800) // Set_Other_Modes J: Z Mode Transparent (Bit 10..11)
constant Z_MODE_DECAL($00000000000C00) // Set_Other_Modes J: Z Mode Decal (Bit 10..11)
constant CVG_TIMES_ALPHA($00000000001000) // Set_Other_Modes K: Use CVG Times Alpha For Pixel Alpha And Coverage (Bit 12)
constant ALPHA_CVG_SELECT($00000000002000) // Set_Other_Modes L: Use CVG (Or CVG*Alpha) For Pixel Alpha (Bit 13)
constant FORCE_BLEND($00000000004000) // Set_Other_Modes M: Force Blend Enable (Bit 14)
//*RESERVED*($00000000008000) // Set_Other_Modes N: This Mode Bit Is Not Currently Used, But May Be In The Future (Bit 15)
constant B_M2B_1_0($00000000000000) // Set_Other_Modes O: Blend Modeword, Multiply 2b Input Select 0, Cycle 1 (Bit 16..17)
constant B_M2B_1_1($00000000010000) // Set_Other_Modes O: Blend Modeword, Multiply 2b Input Select 1, Cycle 1 (Bit 16..17)
constant B_M2B_1_2($00000000020000) // Set_Other_Modes O: Blend Modeword, Multiply 2b Input Select 2, Cycle 1 (Bit 16..17)
constant B_M2B_1_3($00000000030000) // Set_Other_Modes O: Blend Modeword, Multiply 2b Input Select 3, Cycle 1 (Bit 16..17)
constant B_M2B_0_0($00000000000000) // Set_Other_Modes P: Blend Modeword, Multiply 2b Input Select 0, Cycle 0 (Bit 18..19)
constant B_M2B_0_1($00000000040000) // Set_Other_Modes P: Blend Modeword, Multiply 2b Input Select 1, Cycle 0 (Bit 18..19)
constant B_M2B_0_2($00000000080000) // Set_Other_Modes P: Blend Modeword, Multiply 2b Input Select 2, Cycle 0 (Bit 18..19)
constant B_M2B_0_3($000000000C0000) // Set_Other_Modes P: Blend Modeword, Multiply 2b Input Select 3, Cycle 0 (Bit 18..19)
constant B_M2A_1_0($00000000000000) // Set_Other_Modes Q: Blend Modeword, Multiply 2a Input Select 0, Cycle 1 (Bit 20..21)
constant B_M2A_1_1($00000000100000) // Set_Other_Modes Q: Blend Modeword, Multiply 2a Input Select 1, Cycle 1 (Bit 20..21)
constant B_M2A_1_2($00000000200000) // Set_Other_Modes Q: Blend Modeword, Multiply 2a Input Select 2, Cycle 1 (Bit 20..21)
constant B_M2A_1_3($00000000300000) // Set_Other_Modes Q: Blend Modeword, Multiply 2a Input Select 3, Cycle 1 (Bit 20..21)
constant B_M2A_0_0($00000000000000) // Set_Other_Modes R: Blend Modeword, Multiply 2a Input Select 0, Cycle 0 (Bit 22..23)
constant B_M2A_0_1($00000000400000) // Set_Other_Modes R: Blend Modeword, Multiply 2a Input Select 1, Cycle 0 (Bit 22..23)
constant B_M2A_0_2($00000000800000) // Set_Other_Modes R: Blend Modeword, Multiply 2a Input Select 2, Cycle 0 (Bit 22..23)
constant B_M2A_0_3($00000000C00000) // Set_Other_Modes R: Blend Modeword, Multiply 2a Input Select 3, Cycle 0 (Bit 22..23)
constant B_M1B_1_0($00000000000000) // Set_Other_Modes S: Blend Modeword, Multiply 1b Input Select 0, Cycle 1 (Bit 24..25)
constant B_M1B_1_1($00000001000000) // Set_Other_Modes S: Blend Modeword, Multiply 1b Input Select 1, Cycle 1 (Bit 24..25)
constant B_M1B_1_2($00000002000000) // Set_Other_Modes S: Blend Modeword, Multiply 1b Input Select 2, Cycle 1 (Bit 24..25)
constant B_M1B_1_3($00000003000000) // Set_Other_Modes S: Blend Modeword, Multiply 1b Input Select 3, Cycle 1 (Bit 24..25)
constant B_M1B_0_0($00000000000000) // Set_Other_Modes T: Blend Modeword, Multiply 1b Input Select 0, Cycle 0 (Bit 26..27)
constant B_M1B_0_1($00000004000000) // Set_Other_Modes T: Blend Modeword, Multiply 1b Input Select 1, Cycle 0 (Bit 26..27)
constant B_M1B_0_2($00000008000000) // Set_Other_Modes T: Blend Modeword, Multiply 1b Input Select 2, Cycle 0 (Bit 26..27)
constant B_M1B_0_3($0000000C000000) // Set_Other_Modes T: Blend Modeword, Multiply 1b Input Select 3, Cycle 0 (Bit 26..27)
constant B_M1A_1_0($00000000000000) // Set_Other_Modes U: Blend Modeword, Multiply 1a Input Select 0, Cycle 1 (Bit 28..29)
constant B_M1A_1_1($00000010000000) // Set_Other_Modes U: Blend Modeword, Multiply 1a Input Select 1, Cycle 1 (Bit 28..29)
constant B_M1A_1_2($00000020000000) // Set_Other_Modes U: Blend Modeword, Multiply 1a Input Select 2, Cycle 1 (Bit 28..29)
constant B_M1A_1_3($00000030000000) // Set_Other_Modes U: Blend Modeword, Multiply 1a Input Select 3, Cycle 1 (Bit 28..29)
constant B_M1A_0_0($00000000000000) // Set_Other_Modes V: Blend Modeword, Multiply 1a Input Select 0, Cycle 0 (Bit 30..31)
constant B_M1A_0_1($00000040000000) // Set_Other_Modes V: Blend Modeword, Multiply 1a Input Select 1, Cycle 0 (Bit 30..31)
constant B_M1A_0_2($00000080000000) // Set_Other_Modes V: Blend Modeword, Multiply 1a Input Select 2, Cycle 0 (Bit 30..31)
constant B_M1A_0_3($000000C0000000) // Set_Other_Modes V: Blend Modeword, Multiply 1a Input Select 3, Cycle 0 (Bit 30..31)
// Set_Other_Modes HI Word
//*RESERVED*($00000F00000000) // Set_Other_Modes: Reserved For Future Use, Default Value Is $F (Bit 32..35)
constant ALPHA_DITHER_SEL_PATTERN($00000000000000) // Set_Other_Modes V1: Alpha Dither Selection Pattern (Bit 36..37)
constant ALPHA_DITHER_SEL_PATTERNB($00001000000000) // Set_Other_Modes V1: Alpha Dither Selection ~Pattern (Bit 36..37)
constant ALPHA_DITHER_SEL_NOISE($00002000000000) // Set_Other_Modes V1: Alpha Dither Selection Noise (Bit 36..37)
constant ALPHA_DITHER_SEL_NO_DITHER($00003000000000) // Set_Other_Modes V1: Alpha Dither Selection No Dither (Bit 36..37)
constant RGB_DITHER_SEL_MAGIC_SQUARE_MATRIX($00000000000000) // Set_Other_Modes V2: RGB Dither Selection Magic Square Matrix (Preferred If Filtered) (Bit 38..39)
constant RGB_DITHER_SEL_STANDARD_BAYER_MATRIX($00004000000000) // Set_Other_Modes V2: RGB Dither Selection Standard Bayer Matrix (Preferred If Not Filtered) (Bit 38..39)
constant RGB_DITHER_SEL_NOISE($00008000000000) // Set_Other_Modes V2: RGB Dither Selection Noise (As Before) (Bit 38..39)
constant RGB_DITHER_SEL_NO_DITHER($0000C000000000) // Set_Other_Modes V2: RGB Dither Selection No Dither (Bit 38..39)
constant KEY_EN($00010000000000) // Set_Other_Modes W: Enables Chroma Keying (Bit 40)
constant CONVERT_ONE($00020000000000) // Set_Other_Modes X: Color Convert Texel That Was The Ouput Of The Texture Filter On Cycle0, Used To Qualify BI_LERP_1 (Bit 41)
constant BI_LERP_1($00040000000000) // Set_Other_Modes Y: 1=BI_LERP, 0=Color Convert Operation In Texture Filter. Used In Cycle 1 (Bit 42)
constant BI_LERP_0($00080000000000) // Set_Other_Modes Z: 1=BI_LERP, 0=Color Convert Operation In Texture Filter. Used In Cycle 0 (Bit 43)
constant MID_TEXEL($00100000000000) // Set_Other_Modes a: Indicates Texture Filter Should Do A 2x2 Half Texel Interpolation, Primarily Used For MPEG Motion Compensation Processing (Bit 44)
constant SAMPLE_TYPE($00200000000000) // Set_Other_Modes b: Determines How Textures Are Sampled: 0=1x1 (Point Sample), 1=2x2. Note That Copy (Point Sample 4 Horizontally Adjacent Texels) Mode Is Indicated By CYCLE_TYPE (Bit 45)
constant TLUT_TYPE($00400000000000) // Set_Other_Modes c: Type Of Texels In Table, 0=16b RGBA(5/5/5/1), 1=IA(8/8) (Bit 46)
constant EN_TLUT($00800000000000) // Set_Other_Modes d: Enable Lookup Of Texel Values From TLUT. Meaningful If Texture Type Is Index, Tile Is In Low TMEM, TLUT Is In High TMEM, And Color Image Is RGB (Bit 47)
constant TEX_LOD_EN($01000000000000) // Set_Other_Modes e: Enable Texture Level Of Detail (LOD) (Bit 48)
constant SHARPEN_TEX_EN($02000000000000) // Set_Other_Modes f: Enable Sharpened Texture (Bit 49)
constant DETAIL_TEX_EN($04000000000000) // Set_Other_Modes g: Enable Detail Texture (Bit 50)
constant PERSP_TEX_EN($08000000000000) // Set_Other_Modes h: Enable Perspective Correction On Texture (Bit 51)
constant CYCLE_TYPE_1_CYCLE($00000000000000) // Set_Other_Modes i: Display Pipeline Cycle Control Mode 1 Cycle (Bit 52..53)
constant CYCLE_TYPE_2_CYCLE($10000000000000) // Set_Other_Modes i: Display Pipeline Cycle Control Mode 2 Cycle (Bit 52..53)
constant CYCLE_TYPE_COPY($20000000000000) // Set_Other_Modes i: Display Pipeline Cycle Control Mode Copy (Bit 52..53)
constant CYCLE_TYPE_FILL($30000000000000) // Set_Other_Modes i: Display Pipeline Cycle Control Mode Fill (Bit 52..53)
//*RESERVED*($40000000000000) // Set_Other_Modes j: This Mode Bit Is Not Currently Used, But May Be In The Future (Bit 54)
constant ATOMIC_PRIM($80000000000000) // Set_Other_Modes k: Force Primitive To Be Written To Frame Buffer Before Read Of Following Primitive
// Load_Tlut: sl,tl,tile,sh,th ; Used To Initiate A Load From DRAM Of An Indexed Texture Lookup Table (TLUT) (This Table Dereferences Color Indexed Texels Before Texture Filtering)
// Word: Low S Index Into Table (0..255), Low T Normally Zero, Tile ID, High S Index Into Table, High T Normally Zero (Fixed Point 10.2, Fractional Bits Should Be Zero)
// Set_Tile_Size: sl,tl,tile,sh,th ; Set The Tile Size
// Word: Low S/T Coordinate Of Tile In Image, Tile ID, High S/T Coordinate Of Tile In Image (Fixed Point 10.2)
// Load_Block: sl,tl,tile,sh,dxt ; Loads A TMEM Tile With A Single Memory "Span" From SL,TL To SH,TL (During Tile Load, T Coordinate Is Incremented By DxT Every 8 TMEM Bytes)
// Word: Low S/T Coordinate Of Tile In Image, Tile ID, High S Coordinate Of Tile In Image (Fixed Point 10.2), Unsigned Increment Value
// Load_Tile: sl,tl,tile,sh,th ; Loads A TMEM Tile
// Word: Low S/T Coordinate Of Tile In Image, Tile ID, High S/T Coordinate Of Tile In Image (Fixed Point 10.2)
// Set_Tile: hi,lo ; Set The Tile
// Word: Set Tile Settings
// Set_Tile LO Word
constant SHIFT_S_0($0) // Set_Tile: Shift 0 Level Of Detail Shift For S Addresses (Bit 0..3)
constant SHIFT_S_1($1) // Set_Tile: Shift 1 Level Of Detail Shift For S Addresses (Bit 0..3)
constant SHIFT_S_2($2) // Set_Tile: Shift 2 Level Of Detail Shift For S Addresses (Bit 0..3)
constant SHIFT_S_3($3) // Set_Tile: Shift 3 Level Of Detail Shift For S Addresses (Bit 0..3)
constant SHIFT_S_4($4) // Set_Tile: Shift 4 Level Of Detail Shift For S Addresses (Bit 0..3)
constant SHIFT_S_5($5) // Set_Tile: Shift 5 Level Of Detail Shift For S Addresses (Bit 0..3)
constant SHIFT_S_6($6) // Set_Tile: Shift 6 Level Of Detail Shift For S Addresses (Bit 0..3)
constant SHIFT_S_7($7) // Set_Tile: Shift 7 Level Of Detail Shift For S Addresses (Bit 0..3)
constant SHIFT_S_8($8) // Set_Tile: Shift 8 Level Of Detail Shift For S Addresses (Bit 0..3)
constant SHIFT_S_9($9) // Set_Tile: Shift 9 Level Of Detail Shift For S Addresses (Bit 0..3)
constant SHIFT_S_A($A) // Set_Tile: Shift A Level Of Detail Shift For S Addresses (Bit 0..3)
constant SHIFT_S_B($B) // Set_Tile: Shift B Level Of Detail Shift For S Addresses (Bit 0..3)
constant SHIFT_S_C($C) // Set_Tile: Shift C Level Of Detail Shift For S Addresses (Bit 0..3)
constant SHIFT_S_D($D) // Set_Tile: Shift D Level Of Detail Shift For S Addresses (Bit 0..3)
constant SHIFT_S_E($E) // Set_Tile: Shift E Level Of Detail Shift For S Addresses (Bit 0..3)
constant SHIFT_S_F($F) // Set_Tile: Shift F Level Of Detail Shift For S Addresses (Bit 0..3)
constant MASK_S_0($0) // Set_Tile: Mask 0 For Wrapping/Mirroring In S Direction, Zero = Clamp (Bit 14..17)
constant MASK_S_1($1) // Set_Tile: Mask 1 For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
constant MASK_S_2($2) // Set_Tile: Mask 2 For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
constant MASK_S_3($3) // Set_Tile: Mask 3 For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
constant MASK_S_4($4) // Set_Tile: Mask 4 For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
constant MASK_S_5($5) // Set_Tile: Mask 5 For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
constant MASK_S_6($6) // Set_Tile: Mask 6 For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
constant MASK_S_7($7) // Set_Tile: Mask 7 For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
constant MASK_S_8($8) // Set_Tile: Mask 8 For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
constant MASK_S_9($9) // Set_Tile: Mask 9 For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
constant MASK_S_A($A) // Set_Tile: Mask A For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
constant MASK_S_B($B) // Set_Tile: Mask B For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
constant MASK_S_C($C) // Set_Tile: Mask C For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
constant MASK_S_D($D) // Set_Tile: Mask D For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
constant MASK_S_E($E) // Set_Tile: Mask E For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
constant MASK_S_F($F) // Set_Tile: Mask F For Wrapping/Mirroring In S Direction, Pass (Mask) LSBs Of S Address (Bit 4..7)
constant MIRROR_S(1) // Set_Tile: Mirror Enable For S Direction (Bit 8)
constant CLAMP_S(1) // Set_Tile: Clamp Enable For S Direction (Bit 9)
constant SHIFT_T_0($0) // Set_Tile: Shift 0 Level Of Detail Shift For T Addresses (Bit 10..13)
constant SHIFT_T_1($1) // Set_Tile: Shift 1 Level Of Detail Shift For T Addresses (Bit 10..13)
constant SHIFT_T_2($2) // Set_Tile: Shift 2 Level Of Detail Shift For T Addresses (Bit 10..13)
constant SHIFT_T_3($3) // Set_Tile: Shift 3 Level Of Detail Shift For T Addresses (Bit 10..13)
constant SHIFT_T_4($4) // Set_Tile: Shift 4 Level Of Detail Shift For T Addresses (Bit 10..13)
constant SHIFT_T_5($5) // Set_Tile: Shift 5 Level Of Detail Shift For T Addresses (Bit 10..13)
constant SHIFT_T_6($6) // Set_Tile: Shift 6 Level Of Detail Shift For T Addresses (Bit 10..13)
constant SHIFT_T_7($7) // Set_Tile: Shift 7 Level Of Detail Shift For T Addresses (Bit 10..13)
constant SHIFT_T_8($8) // Set_Tile: Shift 8 Level Of Detail Shift For T Addresses (Bit 10..13)
constant SHIFT_T_9($9) // Set_Tile: Shift 9 Level Of Detail Shift For T Addresses (Bit 10..13)
constant SHIFT_T_A($A) // Set_Tile: Shift A Level Of Detail Shift For T Addresses (Bit 10..13)
constant SHIFT_T_B($B) // Set_Tile: Shift B Level Of Detail Shift For T Addresses (Bit 10..13)
constant SHIFT_T_C($C) // Set_Tile: Shift C Level Of Detail Shift For T Addresses (Bit 10..13)
constant SHIFT_T_D($D) // Set_Tile: Shift D Level Of Detail Shift For T Addresses (Bit 10..13)
constant SHIFT_T_E($E) // Set_Tile: Shift E Level Of Detail Shift For T Addresses (Bit 10..13)
constant SHIFT_T_F($F) // Set_Tile: Shift F Level Of Detail Shift For T Addresses (Bit 10..13)
constant MASK_T_0($0) // Set_Tile: Mask 0 For Wrapping/Mirroring In T Direction, Zero = Clamp (Bit 14..17)
constant MASK_T_1($1) // Set_Tile: Mask 1 For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
constant MASK_T_2($2) // Set_Tile: Mask 2 For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
constant MASK_T_3($3) // Set_Tile: Mask 3 For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
constant MASK_T_4($4) // Set_Tile: Mask 4 For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
constant MASK_T_5($5) // Set_Tile: Mask 5 For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
constant MASK_T_6($6) // Set_Tile: Mask 6 For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
constant MASK_T_7($7) // Set_Tile: Mask 7 For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
constant MASK_T_8($8) // Set_Tile: Mask 8 For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
constant MASK_T_9($9) // Set_Tile: Mask 9 For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
constant MASK_T_A($A) // Set_Tile: Mask A For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
constant MASK_T_B($B) // Set_Tile: Mask B For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
constant MASK_T_C($C) // Set_Tile: Mask C For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
constant MASK_T_D($D) // Set_Tile: Mask D For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
constant MASK_T_E($E) // Set_Tile: Mask E For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
constant MASK_T_F($F) // Set_Tile: Mask F For Wrapping/Mirroring In T Direction, Pass (Mask) LSBs Of T Address (Bit 14..17)
constant MIRROR_T(1) // Set_Tile: Mirror Enable For T Direction (Bit 18)
constant CLAMP_T(1) // Set_Tile: Clamp Enable For T Direction (Bit 19)
constant PALETTE_0($0) // Set_Tile: Palette Number 0 For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
constant PALETTE_1($1) // Set_Tile: Palette Number 1 For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
constant PALETTE_2($2) // Set_Tile: Palette Number 2 For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
constant PALETTE_3($3) // Set_Tile: Palette Number 3 For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
constant PALETTE_4($4) // Set_Tile: Palette Number 4 For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
constant PALETTE_5($5) // Set_Tile: Palette Number 5 For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
constant PALETTE_6($6) // Set_Tile: Palette Number 6 For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
constant PALETTE_7($7) // Set_Tile: Palette Number 7 For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
constant PALETTE_8($8) // Set_Tile: Palette Number 8 For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
constant PALETTE_9($9) // Set_Tile: Palette Number 9 For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
constant PALETTE_A($A) // Set_Tile: Palette Number A For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
constant PALETTE_B($B) // Set_Tile: Palette Number B For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
constant PALETTE_C($C) // Set_Tile: Palette Number C For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
constant PALETTE_D($D) // Set_Tile: Palette Number D For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
constant PALETTE_E($E) // Set_Tile: Palette Number E For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
constant PALETTE_F($F) // Set_Tile: Palette Number F For 4Bit Color Indexed Texels, This Number Is The MS 4Bits Of An 8Bit Index (Bit 20..23)
// Set_Tile/Set_Texture_Image/Set_Color_Image HI Word
constant SIZE_OF_PIXEL_4B(0) // Set_Tile/Set_Texture_Image/Set_Color_Image: Size Of Pixel/Texel Color Element 4B (Bit 51..52)
constant SIZE_OF_PIXEL_8B(1) // Set_Tile/Set_Texture_Image/Set_Color_Image: Size Of Pixel/Texel Color Element 8B (Bit 51..52)
constant SIZE_OF_PIXEL_16B(2) // Set_Tile/Set_Texture_Image/Set_Color_Image: Size Of Pixel/Texel Color Element 16B (Bit 51..52)
constant SIZE_OF_PIXEL_32B(3) // Set_Tile/Set_Texture_Image/Set_Color_Image: Size Of Pixel/Texel Color Element 32B (Bit 51..52)
constant IMAGE_DATA_FORMAT_RGBA(0) // Set_Tile/Set_Texture_Image/Set_Color_Image: Image Data Format RGBA (Bit 53..55)
constant IMAGE_DATA_FORMAT_YUV(1) // Set_Tile/Set_Texture_Image/Set_Color_Image: Image Data Format YUV (Bit 53..55)
constant IMAGE_DATA_FORMAT_COLOR_INDX(2) // Set_Tile/Set_Texture_Image/Set_Color_Image: Image Data Format COLOR_INDX (Bit 53..55)
constant IMAGE_DATA_FORMAT_IA(3) // Set_Tile/Set_Texture_Image/Set_Color_Image: Image Data Format IA (Bit 53..55)
constant IMAGE_DATA_FORMAT_I(4) // Set_Tile/Set_Texture_Image/Set_Color_Image: Image Data Format I (Bit 53..55)
// Fill_Rectangle: xl,yl,xh,yh
// Word: Bottom Right X/Y, Top Left X/Y (Fixed Point 10.2)
// Set_Fill_Color: Set The Filling Color
// Word: Packed Color: If The Color Image Was Set BE 16B RGBA, Then The Fill Color Would Be Two Horizontally Adjacent 16B RGBA Pixels
// Set_Fog_Color: Set The Fog Color
// Word: RGBA Color Components
// Set_Blend_Color: Set The Blending Color
// Word: RGBA Color Components
// Set_Prim_Color: minlev,levfrac,lo ; Set The Primitive Color
// Word: Prim Min Level: Minimum Clamp For LOD Fraction When In Detail Or Sharpen Texture Modes (Fixed Point 0.5), Prim Level Frac: Level Of Detail Fraction For Primitive, Used Primarily In Multi-Tile Operations For Rectangle Primitives (Fixed Point 0.8), RGBA Color Components
// Set_Env_Color: Set The Environment Color
// Word: RGBA Color Components
// Set_Combine_Mode: sub_aR0, mulR0, sub_aA0, mulA0, sub_aR1, mulR1, sub_bR0, sub_bR1, sub_aA1, mulA1, addR0, sub_bA0, addA0, addR1, sub_bA1, addA1 ; Set The Combine Mode
// Word: SUB_A, Multiply Input RGB Components CYCLE 0, SUB_A, Multiply Input ALPHA Components CYCLE 0, SUB_A, Multiply Input RGB Components CYCLE 1, SUB_B, Multiply Input RGB Components CYCLE 0, SUB_B, Multiply Input RGB Components CYCLE 1, SUB_A, Multiply Input ALPHA Components CYCLE 1, Adder Input RGB Components CYCLE 0, SUB_B Input ALPHA Components CYCLE 0, Adder Input ALPHA Components CYCLE 0, Adder Input RGB Components CYCLE 1, SUB_B Input ALPHA Components CYCLE 1, Adder Input ALPHA Components CYCLE 1
// Set_Texture_Image: Set The Texture Image
// Word: Image Data Format, Size Of Pixel/Texel Color Element, Width Of Image In Pixels - 1, Base Address (Top Left Corner) Of Image In DRAM
// Set_Z_Image: Set The Z Buffer Image
// Word: Base Address (Top Left Corner) Of Image In DRAM, In Bytes
// Set_Color_Image: Set The Color Image
// Word: Image Data Format, Size Of Pixel/Texel Color Element, Width Of Image In Pixels: Image Width=Width+1, Base Address (Top Left Corner) Of Image In DRAM