Welcome to the MiB64
Glossary.
The
glossary is divided
alphabetically to speed
searching.
Select the letter beginning
the word or term you seek.
4K EEPROM
One of the N64 cartridge
saves types. The most common
save type, used in e.g.
Mario64. Autodetected by
MiB64.
16K
EEPROM
One of the N64
cartridge save types. Must
be set in MiB64 via
ROM Settings.
3rd
party plugin
term used to
refer to any plugin written
to a MiB64 pugin
specification but not
written by the MiB64
Authors.
4MB
abbreviation: 4 megabytes.
Size of N64 RDRAM with no
Expansion Pak installed.
8MB
abbreviation: 8 megabytes.
Size of N64 RDRAM with
Expansion Pak installed.
ABI
abbreviation: Audio
Binary Interface,
ABL
abbreviation: Advanced
Block Linking
Access Violation
a type
of error that can occur
during program execution,
here most relevant to
MiB64 video plugin. Also
known as a Fatal Exception.
Action Replay
'Action
Replay' is the name of a
hardware device sold in
Europe as an N64 accessory,
but the system has been
adopted by N64 emulators for
their cheat systems and is
mostly code compatible, with
some exceptions. Allows the
creation and application of
a wide variety of codes to
produces effects in games
that were not intended by
the game developers.
AKA
abbreviation: "Also Known
As" (slang)
AList
abbreviation: Audio List
App
abbreviation: Application
Application
a piece of
software, a computer
program, code that can be
run, binary, executable,
in this case used to refer
to the file MiB64.exe.
Audio
Binary Interface
See
audio uCode. Term not
usually used in reference to
MiB64 as it's only
important in HLE audio
emulation, MiB64 has low
level audio emulation.
Audio
List(s)
raw audio
generation data produced by
N64 CPU and sent to RSP for
processing (turning into a
waveform you can hear), or
in this case sent to either
RSP plugin or audio plugin.
Audio
uCode
Type of microcode
used for sound generation.
N64 games are programmed
with audio libraries in a
similar way as their
graphics use graphics
libraries. The term Audio
uCode is not usually
relevant to MiB64
because it is not supplied
with a HLE audio emulator.
Adaptoid
N64 controller
to PC USB port adapter made
and sold online by company
called Wistech. Very popular
amoung N64 emulator authors
and users.
Aspect ratio
the relative
proportions of a display,
width vs. height. 4:3 is
standard TV and monitor
aspect and hence resolution
ratio with square pixels,
for example 640/480 = 4/3
AV
abbreviation: Access
Violation
Azimer
name: Azimer is one of the
MiB64 Authors / Core
Members. He also created
MiB64's AziAudio MiB64
Audio
Plugin. Aswell as Project64
Legacys Audio, and the
Amazing
Apollo N64 Emulator. See
credits.
Big Endian
Name for one possible byte
order, usually used here to
refer to the
default/standard byte order
of an N64 ROM (or "ABCD")
Bit
smallest unit of digital
data, usually represented by
binary 0 or 1.
BIOS
abbreviation: Basic
Input/Output System, there
is no BIOS in an N64, you
have one in your PC.
Boot
The process of starting an
N64 game.
Boot
Code
Small area of a ROM
used to boot the game
software, the N64 (and hence
MiB64) does not contain
a BIOS and games must be
started in this way from the
cartridge. The boot code is
contained within the ROM
image, and the emulator must
execute this code after
loading the ROM in memory.
Boot
Noise
random coloured
pixels in the graphics
buffer that can be seen
during boot on older
versions of the video
plugin. Later versions hide
this simply because it is
unsightly.
Border Control
a feature
of the internal pipeline of
the 1.4 video plugins,
prevents geometry straying
outside the play area into
the border (for games that
have a border), hence
keeping the borders
clean.(In previous versions
of the plugins users
complained that the effect
was unsightly).
Byte
8 bits.
Byte
order
Low level
arrangement of the data in a
file, there are four
possible byte orders for N64
ROMs, N64 native save files,
etc.
Byteswap
The processing
of convering a file from one
byte order into another.
Byteswapped
A file that
has had a byteswap operation
performed on it. A file
byteswapped twice could be
back to how it started.
bpp
abbreviation: Bits Per
Pixel. e.g. in graphics
a texture maybe be "32bpp"
meaning 32 bits of data are
used to descrite the colour
of every pixel.
Cartridge
The physicial
media that N64 game software
is provided in - a plastic
case containing a PCB on
which the ROM chips and
often save media are
mounted.
CB
abbreviation: Copy Buffers
CD
abbreviation: Copy Dlist
CDB
abbreviation: Cheat
Database.(MiB64.Cheat File)
CDB
Author(s)
person or
people who wrote an CDB file
- in this case,
MiB64Team, if you are
using the Official file
included.
Central Processing Unit
hardware, computer
microprocessor. Your PC CPU
has probably a 32 bit Intel
or AMD CPU. The N64 has a
64bit MIPS R4300i for its
CPU, so this is emulated by
MiB64. When referring to
the N64 and MiB64, CPU
is usually used to mean the
R4k (rather than the RSP or
your system CPU).
CF
abbreviation: Counter Factor
(core feature)
CFB
abbreviation: Colour Frame
Buffer (also known as the
Frame Buffer or Frambuffer)
Core
The central part of an
emulator, usually used here
to refer to the emulation of
the N64 CPU (i.e. the R4300i
Recompiler or Interpreter)
inside the main MiB64
application... also used to
refer to the RSP recompiler
or interpreter, or the
centre of any major system.
Core
security
term used
generally to refer to
measures taken to reduce
risk of crashes in the core
of the emulator, self.
modifying code method is one
of the most important
factors (see
ROM Settings).
Caching
Generally, a
technique to speed up
execution of a process, used
in many places in MiB64 (ROM
Browser cache, Recompiler
Register Caching, plugin
texture caching etc. etc.
etc.)
CIC
chip
Change Memory and Cache
One of the
self-modifying code handling
methods implemented in
MiB64.
Check
Memory Advance
One of the
self-modifying code handling
methods implemented in
MiB64.
Check
Memory and Cache
One of
the
self-modifying code handling
methods implemented in
MiB64.
CHT
abbreviation: Cheat (Old
MiB64.Cheat File) now
replaced by the CDB File
CHT
Author(s)
person or
people who wrote an CHT file
- in this case, Gent /
PJt64team, if you are using
the Official file included.
CMA
abbrevation: Check
Memory Advance
Co-processor
hardware,
secondary CPU designed to
share load and/or perform
specialist tasks in a
system, for example the
N64's RSP is a form of
co-processor, in a PC a math
co-processor is built into
all modern CPUs.
Copy
Buffers
One of the
Framebuffer emulation
methods implemented in
MiB64.
Copy
Dlist
One of the
Framebuffer emulation
methods implemented in
MiB64.
CRC(s)
abbrevation:
Cycle Redundancy Check
CRC1
N64 ROMs contain two CRCs,
the first is appropriately
called the CRC1. Used by
MiB64 to identify ROMs.
CRC2
The second of the two CRCs
contained in an N64 ROM (see
above).
Checksum
Code added to a
set of data calculated based
on that set of data, be
repeating the original
algorithm you have a way to
verify that no part of the
set has changed since the
code was calculated, without
adding significantly to the
overall size of the data.
Used by tools such as
GoodN64 to verify N64 ROMs.
Cycle
Reduncancy Check
see
Checksum
Controller Pak
N64
hardware accessory, device
which plugs into controller.
Contains 256k of RAM in 123
"pages" (accessible blocks
of memory). Emulated by
MiB64 internally or via
input plugin.
Country Code
N64 ROMs
contain a two digit code
used to indicate country of
origin, for example "45"
means USA, "50" is for
Europe, etc.
Counter Factor
core
timing, basically type of
speed hack, adjustable via
ROM Settings, default of 2
in MiB64.
CPU
abbreviation: Central
Processing Unit
DList
abbreviation: Display List
DLL
abbreviation: Dynamic Link
Library
Display List(s)
Raw
graphics data produced by
the N64 CPU and sent to the
RSP for processing, and in
this case the video plugin
for high level emulation.
D3D
abbreviation: Direct3D
default
the state in
which something is
(deliberately) supplied -
for example, a default
setting in MiB64 would
the Geometry Transforms
option being on Automatic.
Developer
In this
context, the group who
designed and programmed a
game (e.g. as opposed to the
those who released it).
Direct Sound
the audio
related portion of DirectX
Direct3D
the 3d graphics
related portion of DirectX
Direct3D HAL
Direct3D
Hardware Abstraction Layer,
selected as rendering device
by applications to allow
hardware/drivers to process
3D graphics
Direct3D T&L HAL
Direct3D
Transform and Lighting HAL,
alternative device available
on hardware with hardware
transform and lighting
support, has different
capabilities to standard
Diredt3D HAL, intended to
increase performance but
largely reckoned to be
obselete with faster system
CPUs.
Directory
alternative
name for "Folder" (Windows
file system).
Directory Recursion
The
process of "mining" down
through levels of subfolders
from a root folder to a
depth in the directory tree
- optional in the MiB64
ROM browser.
DirectX
Name of complete
Microsoft API developed for
higher performance
multimedia applications in
Windows
Dinput
abbreviation:
Direct Input
Direct Input
the input
related portion of DirectX
Driver(s)
software
written by hardware
manufactures to allow their
hardware to communicate
properly with operating
systems. There is a specific
driver for each supported
combination of hardware
(e.g. GeForce3) and
operating system (e.g.
WindowsXP). I have noticed
some beginners have problems
understanding the difference
between drivers and plugins
- although two things
communicate constantly
during emulation, they are
quite distinct: a plugin can
be considered part of an
application (e.g. an
emulator), a driver can be
considered part of your
hardware (e.g. your graphics
card).
Dsound
abbreviation:
Direct Sound
DX
abbreviation: DirectX
Dynamic
Dynamic Resolution
term
we use to describe games
that change their screen
resolution during play. e.g.
Perfect Dark, and a
significant minority of
games.
Dynamic Link Library
exectuable code called from
another application (rather
being able to run
standalone), see Plugin
EC
abbreviation: Emulate
Clear
ET
abbreviation: External
Transforms (graphics
plugin)
EEPROM
abbreviation:
Electrically Eraseable
Programmable Read Only
Memory
Electrically Eraseable
Programmable Read Only
Memory
a type of
non-volatile memory used in
some n64 game cartridges to
save game progress.
Emulate Clear
emulation
of low level framebuffer
clears (video plugin option)
Exe
abbreviation: Executable
Executable
see "Application"
Expansion Pak
N64
hardware accessory, 4MB of
RDRAM packaged to plug into
the N64 console and
enhanced/required by some
games, emulated by MiB64
with 8MB RDRAM size option.
Extension
abbreviation:
filename extension. The 3
letters following the dot in
a Windows filename.
External Transforms
Using
system/DirectX/hardware to
perform geometry transforms
(part of 3d graphics drawing
process, video plugin
option).
Failed to rewrite Constant
type of error that can occur
in video plugin, should be
hidden from users AFAIK.
FDC
abbreviation: Force Depth
Compare
FDE
abbreviation: Force Depth
Enable
Force
Depth Compare
a video
plugin option (see
video plugin, advanced tab)
Force
Depth Enable
a video
plugin option (see
video plugin, advanced tab)
FPS
abbreviation: Frames Per
Second or Fields Per Second
(NOT equivalent! see
explanations below).
Frames Per Second
term
used to indicate graphics
performance, the average
number of discrete images
displayed per second. N64
games can have a range of
intended FPS, from as low as
approx. 18FPS (e.g. Zelda)
to as high as 60FPS (e.g.
F-ZeroX). On a real N64 the
real FPS is variable
depending on the load, some
games are reknowned for
slowing down where there is
lots of action on screen.
Field(s)
acharacterstic
of televisions is that they
are scan line interleaving -
they draw all the odd
numbered lines in one pass,
then fill in the gaps in the
next pass, then return to
the first set, and so on.
This gives rise to the term
"field" used to denote one
pass, which you can think of
as half a frame.
Fields Per Second
simply,
the rate of fields drawn.
Fixed and depends on whether
you are in a PAL (50 fields
per second) or NTSC (60
fields per second) region.
Focus
Windows terminology, (only)
one application or window
can have "focus" at a time -
the one you are currently
working in, or is currently
selected. Usually indicated
by the title bar being a
different colour to other
windows.
FPU
abbreviation: Floating Point
Unit. Part of a CPU, and
part of the N64's CPU, hence
part of MiB64's core
emulation. Used for fast
floating point (as opposed
to integer) math.
FlashRAM
Type of
(non-volatile) memory used
to save data in some N64
game cartridges,
autodetected and emulated by
MiB64.
Framebuffer
Memory space
on N64 (area of RDRAM) used
for some effects in some
games, high level emulated
by the MiB64 graphics plugin
(advanced tab).
FtrC
abbreviation: Failed to
rewrite Constant
GameShark
'GameShark' is the name of a
hardware device sold in
North America as an N64
accessory, but the system
has been adopted by N64
emulators for their cheat
systems and is mostly code
compatible, with some
exceptions. Allows the
creation and application of
a wide variety of codes to
produces effects in games
that were not intended by
the game developers.
GBI
abbreviation: Graphics
Binary Interface
Genre
Category/style to which a
game belongs, such as
Racing, Sports
etc.
Geometry
Mathematical
definitions of a 3d graphics
scene in terms of vectors
and triangles... the basic
construction of any 3d
scene.
Geometry Transforms
Method used to process
geometry information
Gent
name: Gent is one of the
MiB64 Authors / Core
Members. (I am not
going to self praise) See
credits.
GFX
abbreviation: graphics
GFX
DLL
see video plugin
Good
Name
Name of a ROM given
by GoodN64. Generally
accepted as the correct name
for a ROM for purposed of
identiying specific ROMs.
GoodN64
Name of a
software utility used to
manage N64 ROM collections.
Used as the basis for the
MiB64 RDS. Important to
users as a tool to verify &
identify ROMs.
GoodTools
Name of the
serious of software
utilities of which
GoodN64 is one.
GoodWindows
Windows front
end (utility) for the
GoodTools, recommended
for all users of MiB64.
graphics binary interfact
see RSP code simulation
graphics plugin
see
video plugin
graphics uCode
see RSP
code simulation
GS
abbreviation: Gameshark
Hacktarux
name: Hacktarux is one of
the MiB64 Authors / Core
Members. He also created the
outstanding
Mupen 64 Emulator. See
credits.
HAL
abbreviation: Hardware
Abstraction Layer
Hardware Abstraction Layer
HDD
abbreviation: Hard Disk
(Disc?) Drive (PC mass
storage device)
HLE
abbreviation: High Level
Emulation
High
Level Emulation
Concept;
a general technique in
emulation whereby an author
concentrates on the results
and uses whatever methods
are available on the host
system. Can be thought of as
simulation rather that
"true" emulation, or as just
getting the software to run
and not worrying about the
hardware. Made famous (and
first taken to extremes) by
the 1999 N64 emulator
UltraHLE. In MiB64 only
the graphics are high level
emulated.
Icepir8
name: Icepir8 is one of
the MiB64 Authors / Core
Members. He also created
MiB64's
Icepir8s-MiB64-LLE Video,
& Icepir8sMiB64RSP
Plugins. As well as the
Author of the superb
TR64 Emulator. See
credits.
Image
alternative name for "ROM
file"
Interpreter
technique in
low level emulation whereby
a relatively simple
step-by-step conversion
process is used to emulate a
particular processor... one
each of MiB64's two R4k
and RSP cores is an
interpreter, this is a slow
method, but the advantage of
an interpreter vs. a
recompiler is that its
relatively easier to debug
and make more compatible.
Idle
free, spare time, unused
time
Issues
problems, flaws,
defects
Jabo
name: Jabo is / was one of
the Project6464 Authors / Core
Members. He created
Project64's Jabo_Direct3D6,
Jabo_Direct3D8 Video,
Jabo_Dsound Audio,
Jabo_DInput Controller & RSP
Plugins. See
credits.
Kimbjo
name: Kimbjo is one of
the MiB64 Authors / Core
Members. See
credits.
LAN
abbrevation: Local Area
Network
Larger Compiler Buffer
a
MiB64 core option (see
configuration > ROM Settings)
LCB
abbreviation: Larger
Compiler Buffer
Little Endian
Name for
one possible byte order.
LLE
abbreviation: Low Level
Emulation
Low
Level Emulation
Concept,
refers to the traditional
approach to system emulation
whereby you attempt to
reproduce the exact output
of hardware for every given
input by a thorough
understanding of how the
original hardware works.
Mbit
abbreviation: megabit
Mbyte
abbreviation: megabyte
Megabit
one million bits
of data
Megabyte
one million
bytes of data
MMX
abbreviation: Multi-Media
eXtensions, an Intel CPU
technology now standard in
all CPUs, used to improve
performance in several parts
of MiB64.
Memory Pak
see
"Controller Pak"
Mempak
abbreviation:
Memory Pak
MiB64
Name of this
emulator, chosen by The
MiB64Team.
MiB64 is name of the
complete package, including
the application, the
plugins, the support files
and the documentation - it
is not just the application.
MiB64 Application
The
main executable file
included with the MiB64
package - MiB64.exe.
This contains the GUI, CPU
cores, plugin interfaces
etc. and is the programme
you run to start MiB64.
MiB64 Authors
alias
Witten, Gent, Azimer,
Icepir8, Hacktarux,
Parasyte, Kimbjo & Modman
MiB64 Plugin
Term
used to refer to any of the
plugins written by the
MiB64 team. For example,
Icepir8's MiB64 LLE video
plugin is a MiB64
plugin, as is Azimers
MiB64 Audio.
This is no disrespect at all
to other authors, it' s
purely for clarity in the
documentation.
Modman
name: Modman is one of
the MiB64 Authors / Core
Members. See
credits.
MS
abbreviation: Microsoft
Netplay
common term for
Network Multiplayer, i.e.
multiplayer gaming over some
sort of network, be it a LAN
or the Internet.
NTSC
abbreviation: National
Television System Committee.
The TV standard used in the
USA and Japan and many other
places. Has 525 lines (480
active) at 60 fields per
second.
Operation Code
OpCode
abbreviation:
Operation Code
Parasyte
name: Parasyte is one of
the MiB64 Authors / Core
Members.. See
credits.
PAL
abbreviation: Phase
Alternate Line. The TV
standard used in most of
Europe and a few other parts
of the world such as
Australia. Has 625 lines
(576 active) at 50 fields
per second.
Pak
Nintendo's abbreviation for
the word "Pack", which is
what they call various
hardware accessories for the
N64, including the Expansion
Pak, the Controller Pak, the
Transfer Pak and the Voice
Pak.
PAR
abbreviation: Pro Action
Replay
Page
File
File on a hard drive
used by an operating system
as an extension to physical
memory, to reduce physical
memory requirement. Use of
pagefile is generally
considered a bad thing for
performance reasons.
Pages
A Controller Pak has 123
"pages", a page is the
smallest "block" (unit) of
memory that can be reserved
by a game to save game data.
PCB
abbreviation: Printed
Circuit Board. Hardware, on
which most electronics are
built, including for example
N64 Cartridges, and the
parts in your PC.
Physical Memory
term used
to mean real RAM in a
system.
Pixel
generally, the smallest
point on a digitial display
for which colour, position
and depth etc can be
defined.
Plugin(s)
executable
code, a system component
that interfaces with an
application to carry out
various functions, in this
case vital ones such as
graphics sound and input
handling. allows parts to be
swapped between emulators
and assists users and
developers. Plugins should
not be confused with
Drivers.
Pro
Action Replay
European version
of the GameShark cheat
device.
Protect Memory
One of the
self-modifying code handling
methods implemented in
MiB64.
Protected Memory
see
Protect Memory
Q (nothing here)
R4k
abbreviation: R4300i
R4300i
Hardware, the N64
console CPU, a customised
MIPS 64bit RISC processor,
low level emulated in
MiB64 by a choice of two
CPU cores.
Rad /
RadeonUser
name: Rad /
RadeonUser was one of the
Project64/Legacy Authors /
Members. See
credits.
RAM
abbreviation: Random Access
Memory.
RAW
Data supplied at its most
basic binary level, used in
reference to MiB64 input
plugin options.
RDI
abbreviation: ROM Database
Information. Replaces the
old RDX File.
RDI
Author(s)
person or
people who wrote an RDI file
- in this case,
MiB64Team, if you are
using the Official file
included.
RDP
abbreviation: Reality
Display Processor.
Reality Display Processor
Hardware, part of the N64
console system, area dealing
with graphics. High level
emulated in MiB64.
RDN
abbreviation: ROM Database
Notes, file used to store
User Notes browser field
RDS
abbreviation: ROM Database
Setgtings.
RDS
Author(s)
person or
people who wrote an RDS file
- in this case,
MiB64Team, if you are
using the Official file
included.
RDRAM
Rambus DRAM. The type of
memory used in the N64
console, used here to refer
to the emulated memory
space.
Reality Signal Processor
Hardware, part of the N64
console system, a
co-processor clocked at 2/3
the speed of the CPU and
used for most audio and some
graphics processing, low
level emulated in MiB64
by the RSP plugin which has
a choice of two cores.
Recompiler
Sophisticated
type of low level CPU
emulator, can give
dramatically better
performance vs. an
Interpreter, used in
MiB64 for both R4k and
RSP running concurrently,
beyond the scope of this
document to explain how a
recompiler works, please
consult programmers'
documents if you are
interested.
Reflection mapping
req.
abbreviation: requirement(s)
reg.
abbreviation: register
register
memory location,
usually a small amount of
very fast memory used by a
CPU.
register caching
Sophisticated technique to
improve performance of a
recompiler, available in
MiB64 as an option via
ROM Settings.
recursion
Process of
repitition, see Directory
Recursion.
region
the part of the
world (usually a continent
or country) that a game was
released in, usually
indicated with GoodN64
standard country codes e.g.
(U) (=USA), (E) (=Europe)
etc.
resolution
accuracy of
definition of digital
information, commonly used
in reference to screen
resolution, but can also be
used e.g. Texture
resolution. Native N64
resolution is
320(width)x240(height).
RC
abbreviation: Register
Caching
Reference Rasterizer
DirectX allows Direct3D
appplications to select a
software mode which emulates
a complete DirectX feature
set (i.e. a theoretically
perfect graphics card). This
is very useful for
developers, troubleshooting
purposes, but too slow for
actual gaming.
Rendering
process of
drawing a 3d scene with
lighting, shading etc, from
its component parts and
description.
Rendering Device
device
used to render (draw) 3d
graphics on a system, a
plugin option. Direct3D HAL,
Direct3D T&L HAL, RGB
Emulation, Reference
Rasterizer are Rendering
Devices.
RGB
abbreviation: Red Green
Blue, applies in many
aspects of computing,
indicates the common order
for colour definitions (all
colours in light are made
from mixing relative amounts
of these three primary
colours).
RGB
emulation
a software
simulation of a hardware 3d
accelerator, can be used as
a slow low quality
alternative. video plugin
option.
ROM(s)
abbreviation:
Read Only Memory, but
here used as is to refer to
game image files which are
copies of the read only
memory inside a game
cartridge (they themselves
are of course not literally
ROM).
ROM
Database
term used to
refer to the file
MiB64.rdb, which is used
to configure the emulator
correctly for each
individual game. Essential
to the proper running of the
emulator because not
everything can be
automatically detected with
the optimal performance
setting.
RSP
abbreviation: Reality
Signal Processor.
RSP
code simulation
term used
in MiB64 video plugin
referring to HLE of the
graphics microcodes. The
word "simulation" is used
because HLE by its nature is
not true (low level)
emulation.
Rumble
Nintendo's name
for a type of force feedback
system used on the N64
console and emulated by some
input plugins.
Rumble Pak
N64 accessory
(hardware device), used to
provide physical response in
a game, a limited range of
vibrations. Powered by
batteries, plugs into
controller.
SSE
Intel-designed PC CPU
instruction set extension
(similar to MMX, more
advanced)
Self-modifying Code
N64
games are often (not always)
programmed in such a way as
they can modify themselves
during execution, allows for
more sophisticated games but
makes stable emulation
considerably harder. Zelda
is an example of a game
which uses self -modifying
code, wheres e.g. Mario64
does not.
"Self
-mod. code method"
abbreviation: Self modifying
code (handling) method
Self-modifying code handling
method
MiB64 has a
number of techniques to cope
(avoid crashing) with self
modifying game code (see
ROM settings)
Shell
Integration
You will be
familiar with this even if
you haven't heard the term -
all it means is that your
ROM files are associated
with MiB64 in Windows.
MiB64 makes changes to
your Windows registry to
allow this.
SMCM
abbreviation: Self
-Modifying Code (Handling)
Method
Smiff
name: Smiff was one of the
Project64 Authors / Core
Members and is sorely missed
by all. See
credits.
SRAM
abbreviation: Static Random
Access Memory
Static
stationary, not
moving, not changing.
Static Random Access Memory
type of non-volatile memory
used in small amounts to
save game progress in some
N64 game cartridges e.g.
Zelda1
Static Resolution
term we
use to describe games that
don't change their screen
resolution during play. This
is most games.
Status
term used in the
MiB64 ROM Browser to
indicate the overall
compatibility of a
particular ROM with the
emulator.
subscreen
in a game, a
menu screen typically
holding inventory etc. e.g.
when you press START in
Zelda, the subscreen
appears.
Sync
abbreviation:
Synchronisation
Synchronisation
term used
generally, to indicate the
regulation of speed of one
component in a system to
match another component.
Relevant to several areas of
MiB64, such as audio.
Texture
TLB
abbreviation: Translation
Lookaside Buffer
Translation Lookaside Buffer
Complex part of the N64 CPU
(and many CPUs generally)
that must be handled by
MiB64. Available as an
option via
ROM Settings.
Transforms
abbreviation:
Geometry Transforms
Trilinear
Tweak
slang, to adjust or fine
tune hardware or software
for better performance.
Tweak
utility
slang, small
software application
designed to adjust settings
of e.g. graphics card
drivers, often settings that
are normally hidden from
customers/users. Usually a
tweak utility can only be
used on a specific card or
narrow range of cards. For
example, at the time of
writing I use a tweak
utility called RivaTuner
to adjust settings on my
GeForce video card.
uCode
abbreviation: Microcode ("u"
is a standard abbreviation
for "micro"). Literaly means
"one-millionth", but here
refers to microprocessor
code, very low level
software used in graphics
and sound programming on the
console and which must be
handled handled (low level,
or high level) by an
emulator.
Universal Serial Bus
PC
interface, relevant to N64
emulators as a way to attach
real N64 controllers to a PC
(via a suitable adapter
device) or of course native
PC gamepads.
UO
abbreviation: Unhandled
Opcode
Unhandled Opcode
type of
(usually fatal) error that
can occur in a core of an
emulator, can be caused by
missing features of core,
bad ROM image, or incorrect
ROM Settings.
USB
abbreviation: Universal
Serial Bus
V64
a
standard N64 ROM file
extension
validate blending
old
name for the "Change
blending mode if invalid for
video card" option (video
plugin, emulation tab),
term still used by the
authors, label was only
changed to make it easier
for users to understand.
video
plugin
plugin used to
handle all graphics
processes in games i.e
emulate the graphics systems
of the N64, usually by high
level emulation. Two video
plugins are included with
MiB64.
Verification
general
process of checking that
something is
genuine/correct/unedited
etc.
Vertical Interrupts
any
system that sends data to a
television should time
itself precisely to the
fixed cycle rate of a TV, a
VI is the interrupt (command
signal) which in layman's
terms means "start again
from the top" (TVs contain
electron guns which make
continual passes over the
screen area, from top to
bottom, left to right).
Vertical Interrupts per
Second
(read Vertical
Interrupts above) as a
result of the cycle rate of
TVs has become a part of the
speed regulation of games -
60VI/s for NTSC, 50VI/s for
PAL. An emulator (in one
major difference vs. the
original sytem) will
naturally just run games as
fast as it can, so this
speed has to be deliberately
imposed via a speed limiter
(System menu) if games are
to run at the speed intended
by the developer.
Vertical Sync
Vertical
Synchronisation, in this
case the process of timing a
graphics card so that it
only sends each frame when
(i.e. it waits until) the
monitor is ready to start
drawing the next frame (this
is not necessary - the
graphics card can updated
frames at any stage during
the cycle, which causes
image tearing as two
consecutive frames are shown
at once, the top of one and
the bottom of the other). A
MiB64 video plugin
option (display
tab), also system
dependant. There are
advantages and disadvantages
to using Vertical Sync.
VI
Vertical Interrupt
VI/s
abbreviation: Vertical
Interrupts per Second
VM
abbreviation: Virtual Memory
Virtual Memory
Memory
space, often as simulated on
a hard disk, that emulates
physical RAM, allowing an
application to operate as
though the computer has more
memory than it actually
does. MiB64 allocates a
large amount (gigabytes) of
virtual memory and typically
uses 100-200MB. Virtual
Memory does not have to mean
Pagefile - MiB64 uses it
to load ROM images, for
example.
Voice
Pak
one of the N64
hardware controller
accessories, rarely used by
games (Hey You Pikachu is
one that comes to mind).
Volatile
Vsync
abbreviation: Vertical Sync
Witten
name: Witten is one of the
MiB64 Authors / Core
Members. Most noted for his
outstanding work on
Project64 1.5 /
1.6+. See
credits.
X (nothing
here)
YMMV
abbreviation: slang: Your
Mileage May Vary.
Z64
One
standard N64 ROM file
extension, indicates Big
Endian byte order.
Zilmar
One of the Authors
/ Core Members and founder
of Project64, see
credits.
Zilmar spec.
abbrevation,
slang: Project64 Plugin
Specification (Zilmar wrote
the specifications).