1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<HTML> 3<HEAD> 4<META http-equiv="Content-Type" content="text/html; charset=windows-1252"> 5<META name="GENERATOR" content="IBM WebSphere Studio Homepage Builder Version 8.0.0.0 for Windows"> 6<META http-equiv="Content-Style-Type" content="text/css"> 7<LINK rel="stylesheet" type="text/css" href="../../css/nitro.css"> 8<TITLE>GX Demos</TITLE> 9</HEAD> 10<BODY> 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>$TwlSDK/build/demos/gx/UnitTours</CODE> directory and enter:</P> 17<BLOCKQUOTE><CODE>% make</CODE></BLOCKQUOTE> 18<P> The SRL executable file and the NEF or TEF files with binary information are created in <CODE>$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>