Nintendo 64 Audio Interface: DMA FIFO, Interrupt Edges, and DAC Timing
Model the N64 Audio Interface as a clocked PCM DMA endpoint, from aligned RDRAM buffers and a two-entry queue to status transitions and sample-rate divisors.
tag
7 posts
Model the N64 Audio Interface as a clocked PCM DMA endpoint, from aligned RDRAM buffers and a two-entry queue to status transitions and sample-rate divisors.
Trace Nintendo 64 controller and accessory I/O from software through SI DMA and PIF RAM, with command framing, completion, errors, and emulator tests.
Trace Nintendo 64 R4300 virtual addresses through paired TLB entries, permissions, direct-mapped segments, and precise translation exceptions.
Understand Nintendo 64 RSP vector multiply, fixed-point rounding, the 48-bit accumulator, saturation, and emulator tests that expose hidden-state bugs.
Separate N64 RDP rendering from VI scanout: follow framebuffer handoffs, field timing, scaling, anti-alias reconstruction, gamma, divot, and dither filters.
A production-minded guide to Nintendo 64 DMA cache maintenance, writeback and invalidation order, cache-line alignment, and emulator regression tests.
Follow Nintendo 64 graphics from RSP microcode and RDP command streams through TMEM, rasterization, blending, framebuffer writes, and VI scanout.