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11<H1>Graphics Sample Demos</H1>
12<H2>Location</H2>
13<P><CODE>$TwlSDK/build/demos/gx/UnitTours</CODE></P>
14<P>All of the graphics sample demos use <CODE>DEMO.h</CODE> and <CODE>libDEMO.a</CODE>, which are found in <CODE>$TwlSDK/build/demos/gx/UnitTours/DEMOLib</CODE>.</P>
15<H2>Compilation</H2>
16<P>Move to the <CODE>$TwlSDK/build/demos/gx/UnitTours</CODE> directory and enter:</P>
17<BLOCKQUOTE><CODE>% make</CODE></BLOCKQUOTE>
18<P>&nbsp;The SRL executable file and the NEF or TEF files with binary information are created in <CODE>$TwlSDK/build/demos/gx/UnitTours/(sample name)/bin/(platform)/(target)/</CODE>.</P>
19<BLOCKQUOTE><CODE></CODE></BLOCKQUOTE>
20<P>For example:</P>
21<BLOCKQUOTE><CODE>$TwlSDK/build/demos/gx/UnitTours/2D_Oam_1/bin/ARM9-TS/Release/main.srl</CODE></BLOCKQUOTE>
22<P>will be the executable file for the <CODE>2D_Oam_1</CODE> demo.</P>
23
24<H2>Execution</H2>
25<H3>For NITRO ROMs:</H3>
26
27<P>If using the Ensata emulator:</P>
28<UL>
29<LI>Execute NEF and SRL files with ensata.
30</UL>
31<P>If using IS-NITRO-DEBUGGER:</P>
32<UL>
33<LI>Load and execute an NLF file with IS-NITRO-DEBUGGER.
34<LI>Execute an SRL file with IS-NITRO-DEBUGGER
35<LI>Execute an SRL file with IS-NITRO-DEBUGGER using the <CODE>loadrun.exe</CODE> tool from a command line.
36</UL>
37<P>If using IS-TWL-DEBUGGER:</P>
38<UL>
39<LI>Load and execute an NLF file with IS-TWL-DEBUGGER.
40<LI>Execute an SRL file with IS-TWL-DEBUGGER.
41<LI>Execute an SRL file with IS-TWL-DEBUGGER using the <CODE>loadrun.TWL.exe</CODE> tool from a command line.
42</UL>
43<H3>For TWL/NITRO HYBRID ROMs:</H3>
44<P>If using IS-NITRO-DEBUGGER:</P>
45<UL>
46<LI>Execute an SRL file with IS-NITRO-DEBUGGER
47<LI>Execute an SRL file with IS-NITRO-DEBUGGER using the <CODE>loadrun.exe</CODE> tool from a command line.
48</UL>
49<P>If using IS-TWL-DEBUGGER:</P>
50<UL>
51<LI>Load and execute a TLF file with IS-TWL-DEBUGGER.
52<LI>Execute an SRL file with IS-TWL-DEBUGGER.
53<LI>Execute an SRL file with IS-TWL-DEBUGGER using the <CODE>loadrun.TWL.exe</CODE> tool from a command line.
54</UL>
55<H3>For TWL LIMITED ROMs:</H3>
56<P>If using IS-TWL-DEBUGGER:</P>
57<UL>
58<LI>Load and execute a TLF file with IS-TWL-DEBUGGER.
59<LI>Execute an SRL file with IS-TWL-DEBUGGER.
60<LI>Execute an SRL file with IS-TWL-DEBUGGER using the <CODE>loadrun.TWL.exe</CODE> tool from a command line.
61</UL>
62
63<H2>Description</H2>
64<H4>BG Samples</H4>
65<TABLE width="800">
66  <TBODY>
67    <TR>
68<TH>Name</TH>
69<TH width="60"><NOBR>Directories</NOBR></TH>
70<TH>Operation</TH>
71    </TR>
72    <TR>
73<TD width="187"><EM><STRONG><CODE>2D_CharBg_1</CODE></STRONG></EM></TD>
74<TD><CODE>demos</CODE></TD>
75<TD width="596">Displays BG in text mode.</TD>
76    </TR>
77    <TR>
78<TD width="187"><EM><STRONG><CODE>2D_CharBg_2</CODE></STRONG></EM></TD>
79<TD><CODE>demos</CODE></TD>
80<TD width="596">Displays BG in affine mode. You can rotate the screen with key operations.</TD>
81    </TR>
82    <TR>
83<TD width="187"><EM><STRONG><CODE>2D_CharBg_3</CODE></STRONG></EM></TD>
84<TD><CODE>demos</CODE></TD>
85<TD width="596">Displays BG in affine mode. You can scale the screen with key operations.</TD>
86    </TR>
87    <TR>
88<TD width="187"><EM><STRONG><CODE>2D_CharBg_4</CODE></STRONG></EM></TD>
89<TD><CODE>demos</CODE></TD>
90<TD width="596">Sets an offset to BG. You can scroll the screen with key operations.</TD>
91    </TR>
92    <TR>
93<TD width="187"><EM><STRONG><CODE>2D_CharBg_5</CODE></STRONG></EM></TD>
94<TD><CODE>demos</CODE></TD>
95<TD width="596">Flips each BG character. You can flip each screen character with key operations.</TD>
96    </TR>
97    <TR>
98<TD width="187"><EM><STRONG><CODE>2D_CharBg_6</CODE></STRONG></EM></TD>
99<TD><CODE>demos</CODE></TD>
100<TD width="596">Applies a mosaic to BG. You can change the size of the mosaic with key operations.</TD>
101    </TR>
102    <TR>
103<TD width="187"><EM><STRONG><CODE>2D_CharBg_7</CODE></STRONG></EM></TD>
104<TD><CODE>demos</CODE></TD>
105<TD width="596">Alpha blends 2 BGs. You can adjust the blending coefficient with key operations.</TD>
106    </TR>
107    <TR>
108<TD width="187"><EM><STRONG><CODE>2D_CharBg_8</CODE></STRONG></EM></TD>
109<TD><CODE>demos</CODE></TD>
110<TD width="596">Displays 2 windows. You can change window position and size with key operations.</TD>
111    </TR>
112    <TR>
113<TD width="187"><EM><STRONG><CODE>2D_CharBg_9</CODE></STRONG></EM></TD>
114<TD><CODE>demos</CODE></TD>
115<TD width="596">Sets BG brightness. You can change brightness with key operations.</TD>
116    </TR>
117    <TR>
118<TD><EM><STRONG><CODE>2D_CharBg_256_16</CODE></STRONG></EM></TD>
119<TD><CODE>demos</CODE></TD>
120<TD>Displays a screen using the affine extension BG, 256 color x 16 palette.</TD>
121    </TR>
122    <TR>
123<TD><EM><STRONG><CODE>2D_CharBg_256BMP</CODE></STRONG></EM></TD>
124<TD><CODE>demos</CODE></TD>
125<TD>Displays a screen using the affine-expanded, 256-color, bit-mapped BG.</TD>
126    </TR>
127    <TR>
128<TD><EM><STRONG><CODE>2D_CharBg_Direct</CODE></STRONG></EM></TD>
129<TD><CODE>demos</CODE></TD>
130<TD>Displays a screen using the affine extension BG, direct color bit mapped BG.</TD>
131    </TR>
132    <TR>
133<TD width="187"><EM><STRONG><CODE>2D_BmpBg_Vram</CODE></STRONG></EM></TD>
134<TD><CODE>demos</CODE></TD>
135<TD width="596">Displays a screen using VRAM display mode.</TD>
136    </TR>
137    <TR>
138<TD width="187"><EM><STRONG><CODE>2D_BmpBg_MainRam</CODE></STRONG></EM></TD>
139<TD><CODE>demos</CODE></TD>
140<TD width="596">Displays a screen using main memory display mode.</TD>
141    </TR>
142    <TR>
143<TD width="187"><EM><STRONG><CODE>2D_CharBg_BankEx</CODE></STRONG></EM></TD>
144<TD><CODE>demos</CODE></TD>
145<TD width="596">Displays screen, directly specifying BG-VRAM with <a href="../../gx/gx/GX_SetBankForBGEx.html"><CODE>GX_SetBankForBGEx</CODE></a>.</TD>
146    </TR>
147  </TBODY>
148</TABLE>
149<H4>OBJ Samples</H4>
150<TABLE width="800">
151  <TBODY>
152    <TR>
153<TH>Name</TH>
154<TH width="60"><NOBR>Directories</NOBR></TH>
155<TH>Operation</TH>
156    </TR>
157    <TR>
158<TD width="187"><EM><STRONG><CODE>2D_Oam_1</CODE></STRONG></EM></TD>
159<TD><CODE>demos</CODE></TD>
160<TD width="596">Displays an OBJ.</TD>
161    </TR>
162    <TR>
163<TD width="187"><EM><STRONG><CODE>2D_Oam_2</CODE></STRONG></EM></TD>
164<TD><CODE>demos</CODE></TD>
165<TD width="596">Rotates an OBJ using affine mode. You can rotate an OBJ with key operations.</TD>
166    </TR>
167    <TR>
168<TD width="187"><EM><STRONG><CODE>2D_Oam_3</CODE></STRONG></EM></TD>
169<TD><CODE>demos</CODE></TD>
170<TD width="596">Scales an OBJ using affine doubling mode. You can enlarge and reduce an OBJ with key operations.</TD>
171    </TR>
172    <TR>
173<TD width="187"><EM><STRONG><CODE>2D_Oam_4</CODE></STRONG></EM></TD>
174<TD><CODE>demos</CODE></TD>
175<TD width="596">Flips an OBJ. You can flip an OBJ with key operations.</TD>
176    </TR>
177    <TR>
178<TD width="187"><EM><STRONG><CODE>2D_Oam_5</CODE></STRONG></EM></TD>
179<TD><CODE>demos</CODE></TD>
180<TD width="596">Applies a mosaic to an OBJ. You can change the size of the mosaic with key operations.</TD>
181    </TR>
182    <TR>
183<TD><EM><STRONG><CODE>2D_Oam_256_16</CODE></STRONG></EM></TD>
184<TD><CODE>demos</CODE></TD>
185<TD>Displays a 256 color x 16 extended palette OBJ.</TD>
186    </TR>
187    <TR>
188<TD><EM><STRONG><CODE>2D_Oam_Direct</CODE></STRONG></EM></TD>
189<TD><CODE>demos</CODE></TD>
190<TD>Displays a 2D mapping bit mapped OBJ.</TD>
191    </TR>
192    <TR>
193<TD><EM><STRONG><CODE>2D_Oam_Bmp1D</CODE></STRONG></EM></TD>
194<TD><CODE>demos</CODE></TD>
195<TD>Displays a 1D mapping bitmapped OBJ.</TD>
196    </TR>
197    <TR>
198<TD><EM><STRONG><CODE>2D_Oam_Char1D</CODE></STRONG></EM></TD>
199<TD><CODE>demos</CODE></TD>
200<TD>Displays a 1D mapping character OBJ.</TD>
201    </TR>
202    <TR>
203<TD><EM><STRONG><CODE>2D_Oam_Translucent</CODE></STRONG></EM></TD>
204<TD><CODE>demos</CODE></TD>
205<TD>Displays a translucent OBJ. Key operations can change the translucent OBJ's blending factor.</TD>
206    </TR>
207    <TR>
208<TD><EM><STRONG><CODE>2D_Oam_OBJWindow</CODE></STRONG></EM></TD>
209<TD><CODE>demos</CODE></TD>
210<TD>Displays a background BG through a circular OBJ window. Key operations can move the OBJ window.</TD>
211    </TR>
212  </TBODY>
213</TABLE>
214<H4>3D Samples</H4>
215<TABLE width="800">
216  <TBODY>
217    <TR>
218<TH>Name</TH>
219<TH width="60"><NOBR>Directories</NOBR></TH>
220<TH>Operation</TH>
221    </TR>
222    <TR>
223<TD width="187"><EM><STRONG><CODE>3D_Pol_OneTri</CODE></STRONG></EM></TD>
224<TD><CODE>demos</CODE></TD>
225<TD width="596">Displays one triangle on the screen.</TD>
226    </TR>
227    <TR>
228<TD width="187"><EM><STRONG><CODE>3D_Pol_Simple</CODE></STRONG></EM></TD>
229<TD><CODE>demos</CODE></TD>
230<TD width="596">Displays a rotating cube without light and vertex color.</TD>
231    </TR>
232    <TR>
233<TD width="187"><EM><STRONG><CODE>3D_Pol_Simple2</CODE></STRONG></EM></TD>
234<TD><CODE>demos</CODE></TD>
235<TD width="596">Displays a cube and uses the <a href="../../gx/g3/G3_VtxXY.html"><code>G3_VtxXY</code></a>, <a href="../../gx/g3/G3_VtxXZ.html"><code>G3_VtxXZ</code></a>, and <a href="../../gx/g3/G3_VtxYZ.html"><code>G3_VtxYZ</code></a> functions.</TD>
236    </TR>
237    <TR>
238<TD width="187"><EM><STRONG><CODE>3D_Pol_Simple3</CODE></STRONG></EM></TD>
239<TD><CODE>demos</CODE></TD>
240<TD width="596">Displays a cube and uses the <a href="../../gx/g3/G3_Vtx10.html"><code>G3_Vtx10</code></a> function.</TD>
241    </TR>
242    <TR>
243<TD width="187"><EM><STRONG><CODE>3D_Pol_Color</CODE></STRONG></EM></TD>
244<TD><CODE>demos</CODE></TD>
245<TD width="596">Displays a cube using the <a href="../../gx/g3/G3_Color.html"><code>G3_Color</code></a> function to set vertex color.</TD>
246    </TR>
247    <TR>
248<TD width="187"><EM><STRONG><CODE>3D_Pol_Light</CODE></STRONG></EM></TD>
249<TD><CODE>demos</CODE></TD>
250<TD width="596">Displays a cube using the <a href="../../gx/g3/G3_Normal.html"><code>G3_Normal</code></a> function to set normal vectors.</TD>
251    </TR>
252    <TR>
253<TD width="187"><EM><STRONG><CODE>3D_Pol_LightColor</CODE></STRONG></EM></TD>
254<TD><CODE>demos</CODE></TD>
255<TD width="596">Shows the difference in the display when changing the order of the <a href="../../gx/g3/G3_Color.html"><code>G3_Color</code></a> and the <a href="../../gx/g3/G3_Normal.html"><code>G3_Normal</code></a> functions.</TD>
256    </TR>
257    <TR>
258<TD width="187"><EM><STRONG><CODE>3D_Pol_Tex4_Plett</CODE></STRONG></EM></TD>
259<TD><CODE>demos</CODE></TD>
260<TD width="596">Applies a 4-color palette texture to a cube and displays it.</TD>
261    </TR>
262    <TR>
263<TD width="187"><EM><STRONG><CODE>3D_Pol_Tex16_Plett</CODE></STRONG></EM></TD>
264<TD><CODE>demos</CODE></TD>
265<TD width="596">Applies a 16-color palette texture to a cube and displays it.</TD>
266    </TR>
267    <TR>
268<TD width="187"><EM><STRONG><CODE>3D_Pol_Tex256_Plett</CODE></STRONG></EM></TD>
269<TD><CODE>demos</CODE></TD>
270<TD width="596">Applies a 256-color palette texture to a cube and displays it.</TD>
271    </TR>
272    <TR>
273<TD width="187"><EM><STRONG><CODE>3D_Pol_Tex32768</CODE></STRONG></EM></TD>
274<TD><CODE>demos</CODE></TD>
275<TD width="596">Applies a direct texture to a cube and displays it.</TD>
276    </TR>
277    <TR>
278<TD><EM><STRONG><CODE>3D_Pol_Tex4x4</CODE></STRONG></EM></TD>
279<TD><CODE>demos</CODE></TD>
280<TD width="596">Applies a 4x4 texel compressed texture to a cube and displays it.</TD>
281    </TR>
282    <TR>
283<TD><EM><STRONG><CODE>3D_Pol_Tex_Alpha</CODE></STRONG></EM></TD>
284<TD><CODE>demos</CODE></TD>
285<TD width="596">Applies a translucent texture to a cube and displays it.</TD>
286    </TR>
287    <TR>
288<TD><EM><STRONG><CODE>3D_Pol_Tex_Decal</CODE></STRONG></EM></TD>
289<TD><CODE>demos</CODE></TD>
290<TD width="596">Applies a texture in decal mode to a cube and displays it.</TD>
291    </TR>
292    <TR>
293<TD><EM><STRONG><CODE>3D_Pol_Toon</CODE></STRONG></EM></TD>
294<TD><CODE>demos</CODE></TD>
295<TD width="596">Displays a chair using toon shading.</TD>
296    </TR>
297    <TR>
298<TD><EM><STRONG><CODE>3D_Pol_High_Light</CODE></STRONG></EM></TD>
299<TD><CODE>demos</CODE></TD>
300<TD width="596">Displays a chair using highlight shading.</TD>
301    </TR>
302    <TR>
303<TD><EM><STRONG><CODE>3D_Pol_TexSRT</CODE></STRONG></EM></TD>
304<TD><CODE>demos</CODE></TD>
305<TD width="596">Specifies a TexCoord source with the <a href="../../gx/g3/G3_TexImageParam.html"><code>G3_TexImageParam</code></a> function, and then scales, rotates, and translates the texture.</TD>
306    </TR>
307    <TR>
308<TD><EM><STRONG><CODE>3D_Pol_Env_Mapping</CODE></STRONG></EM></TD>
309<TD><CODE>demos</CODE></TD>
310<TD width="596">Specifies a Normal source with the <a href="../../gx/g3/G3_TexImageParam.html"> <code>G3_TexImageParam</code></a> function and then displays an environment map.</TD>
311    </TR>
312    <TR>
313<TD><EM><STRONG><CODE>3D_Pol_Vertex_Source</CODE></STRONG></EM></TD>
314<TD><CODE>demos</CODE></TD>
315<TD>Specifies a Vertex source with the <a href="../../gx/g3/G3_TexImageParam.html"><code>G3_TexImageParam</code></a> function and then displays a projection map.</TD>
316    </TR>
317    <TR>
318<TD><EM><STRONG><CODE>3D_Pol_Translucent</CODE></STRONG></EM></TD>
319<TD><CODE>demos</CODE></TD>
320<TD width="596">Displays translucent polygons.</TD>
321    </TR>
322    <TR>
323<TD><EM><STRONG><CODE>3D_Pol_Transparent</CODE></STRONG></EM></TD>
324<TD><CODE>demos</CODE></TD>
325<TD width="596">Displays transparent polygons (wireframe display).</TD>
326    </TR>
327    <TR>
328<TD><EM><STRONG><CODE>3D_Shininess</CODE></STRONG></EM></TD>
329<TD><CODE>demos</CODE></TD>
330<TD width="596">Sets a specular reflection brightness table, and converts specular reflection brightness.</TD>
331    </TR>
332    <TR>
333<TD><EM><STRONG><CODE>3D_Fog</CODE></STRONG></EM></TD>
334<TD><CODE>demos</CODE></TD>
335<TD width="596">Moves a cube  in a space to which fog has been applied.</TD>
336    </TR>
337    <TR>
338<TD><EM><STRONG><CODE>3D_Edge_Marking</CODE></STRONG></EM></TD>
339<TD><CODE>demos</CODE></TD>
340<TD width="596">Performs edge marking of a different color on each of three cubes, and then displays them.</TD>
341    </TR>
342    <TR>
343<TD><EM><STRONG><CODE>3D_Alpha_Test</CODE></STRONG></EM></TD>
344<TD><CODE>demos</CODE></TD>
345<TD width="596">Performs an alpha test. Although two cubes are drawn, only one is displayed.</TD>
346    </TR>
347    <TR>
348<TD><EM><STRONG><CODE>3D_Command_Pack</CODE></STRONG></EM></TD>
349<TD><CODE>demos</CODE></TD>
350<TD width="596">DMA transfers a previously prepared command list (display list), and displays a model.</TD>
351    </TR>
352    <TR>
353<TD><EM><STRONG><CODE>3D_Pol_MakeDL</CODE></STRONG></EM></TD>
354<TD><CODE>demos</CODE></TD>
355<TD width="596">Dynamically generates a command list (display list) in the program and displays a model.</TD>
356    </TR>
357    <TR>
358<TD><EM><STRONG><CODE>3D_Pol_Split</CODE></STRONG></EM></TD>
359<TD><CODE>demos</CODE></TD>
360<TD>Displays a cube on both screens by switching output display during H-Blanks.</TD>
361    </TR>
362    <TR>
363<TD><EM><STRONG><CODE>3D_PolAttr_1Dot</CODE></STRONG></EM></TD>
364<TD><CODE>demos</CODE></TD>
365<TD>Uses <code>MISC_DISP_1DOT</code> in the <a href="../../gx/g3/G3_PolygonAttr.html"> <code>G3_PolygonAttr</code></a> function to control the display of 1-dot polygons. Key operations toggle the display of 1-dot polygons ON/OFF.</TD>
366    </TR>
367    <TR>
368<TD><EM><STRONG><CODE>3D_PolAttr_DpthTest</CODE></STRONG></EM></TD>
369<TD><CODE>demos</CODE></TD>
370<TD>Uses <code>MISC_DEPTHTEST_DECAL</code> in the <a href="../../gx/g3/G3_PolygonAttr.html"><code>G3_PolygonAttr</code></a> function to control the display of decal polygons. Key operations toggle the effect ON/OFF.</TD>
371    </TR>
372    <TR>
373<TD><EM><STRONG><CODE>3D_PolAttr_DpthUpdate</CODE></STRONG></EM></TD>
374<TD><CODE>demos</CODE></TD>
375<TD>Uses <code>MISC_XLU_DEPTH_UPDATE</code> in the <a href="../../gx/g3/G3_PolygonAttr.html"><code>G3_PolygonAttr</code></a> function to update the depth buffer used when rendering translucent polygons. Key operations toggle the effect ON/OFF.</TD>
376    </TR>
377    <TR>
378<TD><EM><STRONG><CODE>3D_PolAttr_FARClip</CODE></STRONG></EM></TD>
379<TD><CODE>demos</CODE></TD>
380<TD>Clips polygons that intersect the FAR plane defined in the <a href="../../gx/g3/G3_PolygonAttr.html"><code>G3_PolygonAttr</code></a> function. Key operations move the far plane and toggle the effect ON/OFF.</TD>
381    </TR>
382    <TR>
383<TD><EM><STRONG><CODE>3D_Shadow_Pol</CODE></STRONG></EM></TD>
384<TD><CODE>demos</CODE></TD>
385<TD>Displays a shadow using shadow polygons.</TD>
386    </TR>
387    <TR>
388<TD><EM><STRONG><CODE>3D_BoxTest</CODE></STRONG></EM></TD>
389<TD><CODE>demos</CODE></TD>
390<TD>Performs a box test. Switches between normal rendering and wireframe rendering by determining whether the rotating, moving sphere touches the surface of a cube.</TD>
391    </TR>
392    <TR>
393<TD><EM><STRONG><CODE>AntiAlias</CODE></STRONG></EM></TD>
394<TD><CODE>demos</CODE></TD>
395<TD>Antialiases polygons.</TD>
396    </TR>
397    <TR>
398<TD><EM><STRONG><CODE>FlipRepeat</CODE></STRONG></EM></TD>
399<TD><CODE>demos</CODE></TD>
400<TD>Sets flip and repeat for a texture and displays it. Key operations change the settings.</TD>
401    </TR>
402    <TR>
403<TD><EM><STRONG><CODE>ClearColor</CODE></STRONG></EM></TD>
404<TD><CODE>demos</CODE></TD>
405<TD>Sets the clear color and sets the inital value for the color buffer.</TD>
406    </TR>
407    <TR>
408<TD><EM><STRONG><CODE>ClearImage</CODE></STRONG></EM></TD>
409<TD><CODE>demos</CODE></TD>
410<TD>Uses a clear image to set an image in the clear color buffer's initial value, and displays it.</TD>
411    </TR>
412    <TR>
413<TD><EM><STRONG><CODE>ClearDepthOnly</CODE></STRONG></EM></TD>
414<TD><CODE>demos</CODE></TD>
415<TD>Without setting VRAM to the clear color image slot, uses only the clear depth image. At this time, all clear colors are initialized to 0.</TD>
416    </TR>
417    <TR>
418<TD><EM><STRONG><CODE>CurrentMtx</CODE></STRONG></EM></TD>
419<TD><CODE>demos</CODE></TD>
420<TD>Acquires the current clip matrix and displays it in debug output.</TD>
421    </TR>
422    <TR>
423<TD><EM><STRONG><CODE>PosVecTest</CODE></STRONG></EM></TD>
424<TD><CODE>demos</CODE></TD>
425<TD>Acquires and displays in debug output both the position coordinates transformed by the current clip coordinate matrix and the vectors transformed by the current direction vector matrix.</TD>
426    </TR>
427    <TR>
428<TD><EM><STRONG><CODE>LinesOver</CODE></STRONG></EM></TD>
429<TD><CODE>demos</CODE></TD>
430<TD>Detects lines over and displays in debug output.</TD>
431    </TR>
432    <TR>
433<TD><EM><STRONG><CODE>RamOverFlow</CODE></STRONG></EM></TD>
434<TD><CODE>demos</CODE></TD>
435<TD>Detects polygon list RAM and vertex list RAM overflow and displays them in debug output.</TD>
436    </TR>
437    <TR>
438<TD><EM><STRONG><CODE>ViewPort</CODE></STRONG></EM></TD>
439<TD><CODE>demos</CODE></TD>
440<TD>Sets and displays the viewport. Key operations can change the viewport size and position.</TD>
441    </TR>
442  </TBODY>
443</TABLE>
444<H4>Samples Using Screen Effects</H4>
445<TABLE width="800">
446  <TBODY>
447    <TR>
448<TH>Name</TH>
449<TH width="60"><NOBR>Directories</NOBR></TH>
450<TH>Operation</TH>
451    </TR>
452    <TR>
453<TD width="187"><EM><STRONG><CODE>MasterBright</CODE></STRONG></EM></TD>
454<TD><CODE>demos</CODE></TD>
455<TD width="596">Displays a screen using the special effect brightness up/down. Key operations can change the screen brightness.</TD>
456    </TR>
457    <TR>
458<TD><EM><STRONG><CODE>Capture</CODE></STRONG></EM></TD>
459<TD><CODE>demos</CODE></TD>
460<TD>Displays a motion blur effect using the screen capture feature.</TD>
461    </TR>
462    <TR>
463<TD><EM><STRONG><CODE>Window</CODE></STRONG></EM></TD>
464<TD><CODE>demos</CODE></TD>
465<TD>Changes the shape of the window display using H-blank interrupts.</TD>
466    </TR>
467    <TR>
468<TD><EM><STRONG><CODE>Window_HDMA</CODE></STRONG></EM></TD>
469<TD><CODE>demos</CODE></TD>
470<TD>Changes the shape of the window display using H-blank auto-start DMA.</TD>
471    </TR>
472  </TBODY>
473</TABLE>
474<H4>Samples Using the Sub Graphics Engine and the Bottom LCD</H4>
475<TABLE width="800">
476  <TBODY>
477    <TR>
478<TH>Name</TH>
479<TH width="60"><NOBR>Directories</NOBR></TH>
480<TH>Operation</TH>
481    </TR>
482    <TR>
483<TD width="187"><EM><STRONG><CODE>Sub_CharBg_1</CODE></STRONG></EM></TD>
484<TD><CODE>demos</CODE></TD>
485<TD width="596">The same operation as for <em><strong><code>2D_CharBg_1</code></strong></em> is carried out for the sub graphics engine and displayed on the Bottom LCD.</TD>
486    </TR>
487    <TR>
488<TD width="187"><EM><STRONG><CODE>Sub_CharBg_2</CODE></STRONG></EM></TD>
489<TD><CODE>demos</CODE></TD>
490<TD width="596">The same operation as for <em><strong><code>2D_CharBg_2</code></strong></em> is carried out for the sub graphics engine and displayed on the Bottom LCD.</TD>
491    </TR>
492    <TR>
493<TD width="187"><EM><STRONG><CODE>Sub_CharBg_3</CODE></STRONG></EM></TD>
494<TD><CODE>demos</CODE></TD>
495<TD width="596">The same operation as for <em><strong><code>2D_CharBg_3</code></strong></em> is carried out for the sub graphics engine and displayed on the Bottom LCD.</TD>
496    </TR>
497    <TR>
498<TD width="187"><EM><STRONG><CODE>Sub_CharBg_4</CODE></STRONG></EM></TD>
499<TD><CODE>demos</CODE></TD>
500<TD width="596">The same operation as for <em><strong><code>2D_CharBg_4</code></strong></em> is carried out for the sub graphics engine and displayed on the Bottom LCD.</TD>
501    </TR>
502    <TR>
503<TD width="187"><EM><STRONG><CODE>Sub_CharBg_5</CODE></STRONG></EM></TD>
504<TD><CODE>demos</CODE></TD>
505<TD width="596">The same operation as for <em><strong><code>2D_CharBg_5</code></strong></em> is carried out for the sub graphics engine and displayed on the Bottom LCD.</TD>
506    </TR>
507    <TR>
508<TD width="187"><EM><STRONG><CODE>Sub_CharBg_6</CODE></STRONG></EM></TD>
509<TD><CODE>demos</CODE></TD>
510<TD width="596">The same operation as for <em><strong><code>2D_CharBg_6</code></strong></em> is carried out for the sub graphics engine and displayed on the Bottom LCD.</TD>
511    </TR>
512    <TR>
513<TD width="187"><EM><STRONG><CODE>Sub_CharBg_7</CODE></STRONG></EM></TD>
514<TD><CODE>demos</CODE></TD>
515<TD width="596">The same operation as for <em><strong><code>2D_CharBg_7</code></strong></em> is carried out for the sub graphics engine and displayed on the Bottom LCD.</TD>
516    </TR>
517    <TR>
518<TD width="187"><EM><STRONG><CODE>Sub_CharBg_8</CODE></STRONG></EM></TD>
519<TD><CODE>demos</CODE></TD>
520<TD width="596">The same operation as for <em><strong><code>2D_CharBg_8</code></strong></em> is carried out for the sub graphics engine and displayed on the Bottom LCD.</TD>
521    </TR>
522    <TR>
523<TD width="187"><EM><STRONG><CODE>Sub_CharBg_9</CODE></STRONG></EM></TD>
524<TD><CODE>demos</CODE></TD>
525<TD width="596">The same operation as for <em><strong><code>2D_CharBg_9</code></strong></em> is carried out for the sub graphics engine and displayed on the Bottom LCD.</TD>
526    </TR>
527    <TR>
528<TD><EM><STRONG><CODE>Sub_Oam_1</CODE></STRONG></EM></TD>
529<TD><CODE>demos</CODE></TD>
530<TD>The same operation as for <em><strong><code>2D_Oam_1</code></strong></em> is carried out for the sub graphics engine and displayed on the Bottom LCD.</TD>
531    </TR>
532    <TR>
533<TD><EM><STRONG><CODE>Sub_Oam_2</CODE></STRONG></EM></TD>
534<TD><CODE>demos</CODE></TD>
535<TD>The same operation as for <em><strong><code>2D_Oam_2</code></strong></em> is carried out for the sub graphics engine and displayed on the Bottom LCD.</TD>
536    </TR>
537    <TR>
538<TD><EM><STRONG><CODE>Sub_Oam_3</CODE></STRONG></EM></TD>
539<TD><CODE>demos</CODE></TD>
540<TD>The same operation as for <em><strong><code>2D_Oam_3</code></strong></em> is carried out for the sub graphics engine and displayed on the Bottom LCD.</TD>
541    </TR>
542    <TR>
543<TD><EM><STRONG><CODE>Sub_Oam_4</CODE></STRONG></EM></TD>
544<TD><CODE>demos</CODE></TD>
545<TD>The same operation as for <em><strong><code>2D_Oam_4</code></strong></em> is carried out for the sub graphics engine and displayed on the Bottom LCD.</TD>
546    </TR>
547    <TR>
548<TD><EM><STRONG><CODE>Sub_Oam_5</CODE></STRONG></EM></TD>
549<TD><CODE>demos</CODE></TD>
550<TD>The same operation as for <em><strong><code>2D_Oam_5</code></strong></em> is carried out for the sub graphics engine and displayed on the Bottom LCD.</TD>
551    </TR>
552    <TR>
553<TD><EM><STRONG><CODE>Sub_Double3D</CODE></STRONG></EM></TD>
554<TD><CODE>demos</CODE></TD>
555<TD>The display of 3D on both screens is mimicked by using capture.</TD>
556    </TR>
557  </TBODY>
558</TABLE>
559<H2>Operation</H2>
560<P>The 3D_Pol_Transparent demo will not run properly on Ensata.</P>
561<H2>See Also</H2>
562<P><A href="../../gx/list_gx.html"><CODE>Graphics Function List</CODE></A></P>
563<H2>Revision History</H2>
564<P>
5652008/07/11 Changed descriptions to support TWL.<BR> 2007/02/23 Removed the VCount demo.<br> 2006/02/27 Corrected a mistake in the description of 2D_CharBg_256BMP.<br>2005/07/22 Corrected sample demo names.<br>2005/05/10 Added description of <code>2D_CharBg_BankEx</code> demo.<br />2005/03/02 Revised descriptions to reflect current support environment conditions.<br /> 2004/08/17 Standardized the notation of the IS-NITRO-EMULATOR.<br /> 2004/07/10 Change from <code>.bin</code> to <code>.srl.</code><br />2004/02/20 Added Samples using the Sub Graphics Engine and the Bottom LCD.<br />2004/01/09 Initial version.</P>
566<hr><p>CONFIDENTIAL</p></body>
567</HTML>