Blog Posts 2020

Nintendo 64 Part 24: Quick ā€™nā€™ Dirty Collisions
Nintendo 64 Part 23: Animations
Nintendo 64 Part 22: Real Models
Nintendo 64 Part 21: GP-Relative Addressing
Nintendo 64 Part 20: TMEM Format and Mip Maps
Nintendo 64 Part 19: Developing for Multiple Regions
Nintendo 64 Part 18: Normals and Lighting
Monads Are the Foundation; Purity Is the Bedrock
Nintendo 64 Part 17: Loading Models
Nintendo 64 Part 16: Z Buffering
Nintendo 64 Part 15: A Spinning Cube
Nintendo 64 Part 14B: Streaming Music
Nintendo 64 Part 14: Streaming Audio
Nintendo 64 Part 13: Basic Audio
Nintendo 64 Part 12: Why Even Bother?
Nintendo 64 Part 11: Scheduling RCP Tasks
Nintendo 64 Part 10: Animation, Controller Input, and Crash Screens
Nintendo 64 Part 9: Fonts and Drawing Text
Nintendo 64 Part 8: Files and Filesystems
Nintendo 64 Part 7: Drawing Sprites
Nintendo 64 Part 6: Hardware Acceleration
Nintendo 64 Part 5: My Own Code
Nintendo 64 Part 4: Emulation and Hardware
Nintendo 64 Part 3: Building a Sample Program
Nintendo 64 Part 2: What Is a Bootloader?
Nintendo 64 Part 1: Land of Pain
Star Traveler Postmortem