Jul 9, 2021 9 Reasons Why Nintendo 64 Homebrew Projects Fail Dec 5, 2020 Nintendo 64 Part 24: Quick ’n’ Dirty Collisions Dec 2, 2020 Nintendo 64 Part 23: Animations Nov 29, 2020 Nintendo 64 Part 22: Real Models Nov 28, 2020 Nintendo 64 Part 21: GP-Relative Addressing Nov 26, 2020 Nintendo 64 Part 20: TMEM Format and Mip Maps Nov 25, 2020 Nintendo 64 Part 19: Developing for Multiple Regions Nov 25, 2020 Nintendo 64 Part 18: Normals and Lighting Nov 15, 2020 Nintendo 64 Part 17: Loading Models Nov 15, 2020 Nintendo 64 Part 16: Z Buffering Nov 14, 2020 Nintendo 64 Part 15: A Spinning Cube Nov 14, 2020 Nintendo 64 Part 14B: Streaming Music Nov 10, 2020 Nintendo 64 Part 14: Streaming Audio Nov 10, 2020 Nintendo 64 Part 13: Basic Audio Nov 10, 2020 Nintendo 64 Part 12: Why Even Bother? Nov 3, 2020 Nintendo 64 Part 11: Scheduling RCP Tasks Nov 1, 2020 Nintendo 64 Part 10: Animation, Controller Input, and Crash Screens Oct 30, 2020 Nintendo 64 Part 9: Fonts and Drawing Text Oct 29, 2020 Nintendo 64 Part 8: Files and Filesystems Oct 28, 2020 Nintendo 64 Part 7: Drawing Sprites Oct 27, 2020 Nintendo 64 Part 6: Hardware Acceleration Oct 25, 2020 Nintendo 64 Part 5: My Own Code Oct 24, 2020 Nintendo 64 Part 4: Emulation and Hardware Oct 20, 2020 Nintendo 64 Part 3: Building a Sample Program Oct 17, 2020 Nintendo 64 Part 2: What Is a Bootloader? Oct 6, 2020 Nintendo 64 Part 1: Land of Pain