Zelda Microcodes

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OoT 1.0 (U):

RSP Gfx ucode F3DZEX.NoN  fifo 2.06H Yoshitaka Yasumoto 1998 Nintendo
RSP Gfx[Safe] S2DEX       fifo 2.05  Yoshitaka Yasumoto 1998 Nintendo

Debug Rom:

RSP Gfx ucode F3DZEX.NoN  fifo 2.08J Yoshitaka Yasumoto/Kawasedo 1999
RSP Gfx[Safe] S2DEX       fifo 2.05  Yoshitaka Yasumoto 1998 Nintendo

Majora's Mask (U) 1.0:

RSP Gfx ucode F3DZEX.NoN  fifo 2.08I Yoshitaka Yasumoto/Kawasedo 1999
RSP Gfx ucode S2DEX       fifo 2.08  Yoshitaka Yasumoto 1999 Nintendo

Majora's Mask Debug Rom:

RSP Gfx ucode F3DZEX.NoN  fifo 2.08I Yoshitaka Yasumoto/Kawasedo 1999
RSP Gfx ucode S2DEX       fifo 2.08  Yoshitaka Yasumoto 1999 Nintendo


Needs more, probably from the different versions of MM/OOT. kthx

Edit by cooliscool: The above are microcodes, each with a set of opcodes (operation codes) designed to tell the hardware to do certain things, such as enable/disable texturing, draw polygons, and everything from there. S2DEX is a 2D microcode, while F3DZEX (F3DEX2) does the 3D drawing. There are no major differences between 2.06H and 2.08J, as Utility of Time has no trouble rendering model data from OoT 1.0, while it was technically designed around Debug ROM data.

Edit by ZethAlkar64: I've added the microcodes with a set of opcodes from Majora's Mask.