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| name        = Nintendo 64
 
| name        = Nintendo 64
 
| aka          = Project Reality (code name), Ultra 64 (planned product name)
 
| aka          = Project Reality (code name), Ultra 64 (planned product name)
| logo        = Nintendo_64_Logo.png
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| logo        = [[File:Nintendo_64_Logo.png|frameless|upright=0.5]]
 
| image        = Nintendo-64-wController-L.jpg
 
| image        = Nintendo-64-wController-L.jpg
 
| caption      = A [[charcoal]] grey Nintendo 64 console and grey [[Nintendo 64 controller|controller]]
 
| caption      = A [[charcoal]] grey Nintendo 64 console and grey [[Nintendo 64 controller|controller]]
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| compatibility=  
 
| compatibility=  
 
| predecessor  = [[Super Nintendo Entertainment System]]
 
| predecessor  = [[Super Nintendo Entertainment System]]
| successor    = [[Gamecube|GameCube]]
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| successor    = [[GameCube]]
 
}}
 
}}
  
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The '''Nintendo 64''', stylized as '''NINTENDO<sup>64</sup>''' and abbreviated as '''N64''', is [[Nintendo]]'s third [[home video game console]] for the international market. Named for its [[64-bit computing|64-bit]] [[central processing unit]], it was released in June 1996 in Japan, September 1996 in North America and Brazil, March 1997 in Europe and Australia, and September 1997 in France. It is the last major home console to use the [[ROM cartridge|cartridge]] as its primary storage format until Nintendo's seventh console, the [[Nintendo Switch]], released in 2017. The console was discontinued in mid-2002 following the launch of its successor, the [[GameCube]], in 2001.
 
The '''Nintendo 64''', stylized as '''NINTENDO<sup>64</sup>''' and abbreviated as '''N64''', is [[Nintendo]]'s third [[home video game console]] for the international market. Named for its [[64-bit computing|64-bit]] [[central processing unit]], it was released in June 1996 in Japan, September 1996 in North America and Brazil, March 1997 in Europe and Australia, and September 1997 in France. It is the last major home console to use the [[ROM cartridge|cartridge]] as its primary storage format until Nintendo's seventh console, the [[Nintendo Switch]], released in 2017. The console was discontinued in mid-2002 following the launch of its successor, the [[GameCube]], in 2001.
  
Codenamed "Project Reality", the Nintendo 64 design was mostly complete by mid-1995, but its launch was delayed until 1996, when [[Time (magazine)|''Time'']] named it Machine of the Year. It was launched with three games: ''[[Super Mario 64]]'' and ''[[Pilotwings 64]]'' (worldwide) and ''[[Saikyō Habu Shōgi]]'' (exclusive to Japan). As part of the [[History of video game consoles (fifth generation)|fifth generation of gaming]], the system competed primarily with the [[PlayStation (console)|Sony PlayStation]] and the [[Sega Saturn]]. The [[suggested retail price]] at its United States launch was {{currency|199.99|USD}}, and 32.93 million units were sold worldwide. The console was released in a range of colors and designs over its lifetime. In 2015, [[IGN]] named it the 9th greatest video game console of all time.
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Codenamed "Project Reality", the Nintendo 64 design was mostly complete by mid-1995, but its launch was delayed until 1996, when [[Time (magazine)|''Time'']] named it Machine of the Year.<ref name="Fisher"/> It was launched with three games: ''[[Super Mario 64]]'' and ''[[Pilotwings 64]]'' (worldwide) and ''[[Saikyō Habu Shōgi]]'' (exclusive to Japan). As part of the [[History of video game consoles (fifth generation)|fifth generation of gaming]], the system competed primarily with the [[PlayStation (console)|Sony PlayStation]] and the [[Sega Saturn]]. The [[suggested retail price]] at its United States launch was {{USD|199.99}}, and 32.93 million units were sold worldwide. The console was released in a range of colors and designs over its lifetime. In 2015, [[IGN]] named it the 9th greatest video game console of all time.
  
 
= Specifications =
 
= Specifications =
 
== Hardware ==
 
== Hardware ==
 +
[[File:Nintendo-N64-Motherboard-Top.jpg|link=File:Nintendo-N64-Motherboard-Top.jpg|thumb|right|The Nintendo 64 motherboard, showing CPU, RCP, and RDRAM]]
  
 
The Nintendo 64's [[central processing unit]] (CPU) is the [[NEC]] VR4300. ''[[Popular Electronics]]'' said it had power similar to the [[Pentium]] processors found in desktop computers. Except for its narrower 32-bit system bus, the VR4300 retained the computational abilities of the more powerful 64-bit MIPS R4300i, though software rarely took advantage of 64-bit [[Significant figures|data precision]] operations. Nintendo 64 games generally used faster (and more compact) 32-bit data-operations, as these were sufficient to generate 3D-scene data for the console's RSP (Reality Signal Processor) unit. In addition, 32-bit code executes faster and requires less storage space (which is at a premium on the Nintendo 64's cartridges).
 
The Nintendo 64's [[central processing unit]] (CPU) is the [[NEC]] VR4300. ''[[Popular Electronics]]'' said it had power similar to the [[Pentium]] processors found in desktop computers. Except for its narrower 32-bit system bus, the VR4300 retained the computational abilities of the more powerful 64-bit MIPS R4300i, though software rarely took advantage of 64-bit [[Significant figures|data precision]] operations. Nintendo 64 games generally used faster (and more compact) 32-bit data-operations, as these were sufficient to generate 3D-scene data for the console's RSP (Reality Signal Processor) unit. In addition, 32-bit code executes faster and requires less storage space (which is at a premium on the Nintendo 64's cartridges).
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== Components ==
 
== Components ==
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{{See also|Nintendo 64 programming characteristics}}
 
[[File:Nintendo-N64-Motherboard-Top.jpg|link=File:Nintendo-N64-Motherboard-Top.jpg|thumb|right|300px|The Nintendo 64 motherboard, showing CPU, RCP, and RDRAM]]
 
[[File:Nintendo-N64-Motherboard-Top.jpg|link=File:Nintendo-N64-Motherboard-Top.jpg|thumb|right|300px|The Nintendo 64 motherboard, showing CPU, RCP, and RDRAM]]
 
* [[Central processing unit|CPU]]: 64-bit [[NEC]] VR4300 ([[R4200#R4300i|MIPS R4300i]]) with 24&nbsp;KB L1 cache, running at [[Clock rate|93.75&nbsp;MHz]].
 
* [[Central processing unit|CPU]]: 64-bit [[NEC]] VR4300 ([[R4200#R4300i|MIPS R4300i]]) with 24&nbsp;KB L1 cache, running at [[Clock rate|93.75&nbsp;MHz]].
** Performance: 125&nbsp;MIPS ([[Instructions per second|million instructions per second]]), 93.75&nbsp;[[MFLOPS]] (million floating-point operations per second).
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** Performance: 125&nbsp;MIPS ([[Instructions per second|million instructions per second]]), 93.75&nbsp;[[MFLOPS]] (million floating-point operations per second).<ref>[http://www.iuma.ulpgc.es/~nunez/clases-microcontrollers/MIPSmpProductLineCard.pdf MIPS RISC Microprocessors], [[MIPS Technologies]]</ref>
* [[Graphics processing unit|GPU]]: 64-bit [[Reality Coprocessor]], running at 62.5&nbsp;[[Megahertz|MHz]] and over 100&nbsp;[[MFLOPS]]. It is a [[microcode]]-reprogrammable [[Transform, clipping, and lighting|T&L]] GPU, composed of two integrated processors: the Reality Signal Processor (RSP) and the Reality Display Processor (RDP).
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* [[Graphics processing unit|GPU]]: 64-bit [[Reality Coprocessor]], running at 62.5&nbsp;[[Megahertz|MHz]] and over 100&nbsp;[[MFLOPS]].<ref name="NGen24">''[[Next Generation (magazine)|Next Generation]]'', [https://archive.org/stream/NextGeneration24Dec1996/Next_Generation_24_Dec_1996#page/n75/mode/2up issue 24 (December 1996), page 74]</ref> It is a [[microcode]]-reprogrammable [[Transform, clipping, and lighting|T&L]] GPU,<ref>[http://xenol.kinja.com/the-nintendo-64-is-one-of-the-greatest-gaming-devices-o-1722364688 The Nintendo 64 is one of the greatest gaming devices of all time], [[Kinja]]</ref> composed of two integrated processors: the Reality Signal Processor (RSP) and the Reality Display Processor (RDP).<ref name="NGen14">{{cite magazine|last= |first= |title=Is Ultra 64 as Good as Silicon Graphics Claims?|magazine=[[Next Generation (magazine)|Next Generation]]|issue=14 |publisher=[[Imagine Media]] |date=February 1996|pages=6-11}}</ref>
 
** Video Interface (VI) reads data from the frame buffer using a fixed time interval, and sends it to the DA (digital-to-analog) converter (video DAC) to produce the video output.
 
** Video Interface (VI) reads data from the frame buffer using a fixed time interval, and sends it to the DA (digital-to-analog) converter (video DAC) to produce the video output.
 
** Audio Interface (AI) reads data from the audio buffer using a fixed time interval, and sends it to the DA (digital-to-analog) converter (audio DAC) to produce the sound output.
 
** Audio Interface (AI) reads data from the audio buffer using a fixed time interval, and sends it to the DA (digital-to-analog) converter (audio DAC) to produce the sound output.
 
** Parallel Interface (PI).
 
** Parallel Interface (PI).
 
** Serial Interface (SI).
 
** Serial Interface (SI).
** Hardware features: [[texture mapping]] with perspective correction, [[Spatial anti-aliasing|anti-aliasing]], [[Z-buffering]], [[bilinear filtering]], [[trilinear filtering]], [[Gouraud shading]], 8-bit [[alpha blending]], [[level of detail]] management.
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** Hardware features: [[texture mapping]] with perspective correction,<ref name="EGM86">{{cite magazine|last= |first= |title=Nintendo 64|magazine=[[Electronic Gaming Monthly]] |issue=86|publisher=[[Ziff Davis]]|date=September 1996|pages=56-57}}</ref> [[Spatial anti-aliasing|anti-aliasing]],<ref name="NGen14"/> [[Z-buffering]],<ref name="NGen24"/> [[bilinear filtering]],<ref name="manual">[http://level42.ca/projects/ultra64/Documentation/man/pro-man/pro12/index.html RDP Programming], ''Nintendo 64 Programming Manual'', [[Nintendo of America]]</ref> [[trilinear filtering]],<ref name="EGM86"/> [[Gouraud shading]], 8-bit [[alpha blending]], [[level of detail]] management.<ref name="NGen24"/>
 
** Peak [[fillrate]]:
 
** Peak [[fillrate]]:
 
*** 31.25 [[megapixel]]s/second (texturing, perspective correction, bilinear filtering, translucency, Z-buffering, mipmapping, fog).
 
*** 31.25 [[megapixel]]s/second (texturing, perspective correction, bilinear filtering, translucency, Z-buffering, mipmapping, fog).
*** 62.5&nbsp;MP/s (texturing, perspective correction, bilinear filtering, translucency, Z-buffering).
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*** 62.5{{nbsp}}MP/s (texturing, perspective correction, bilinear filtering, translucency, Z-buffering).
***125–250&nbsp;MP/s (fill mode, copy mode).
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***125–250{{nbsp}}MP/s (fill mode, copy mode).<ref name="manual"/>
* Audio: 16-bit, stereo, [[CD quality]].
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* Audio: 16-bit, stereo, [[CD quality]].<ref name="NGen24"/>
** Number of [[ADPCM]] voices: 16–24 channels with pitch-shifting [[PCM]], up to 100 PCM channels theoretically possible.
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** Number of [[ADPCM]] voices: 16–24 channels with pitch-shifting [[PCM]], up to 100 PCM channels theoretically possible.<ref name="NGen24"/>
 
** Sampling frequency: 44.1&nbsp;kHz or 48&nbsp;kHz, selectable.
 
** Sampling frequency: 44.1&nbsp;kHz or 48&nbsp;kHz, selectable.
* 4 (4.5)&nbsp;MB 250&nbsp;MHz (500&nbsp;MHz effective) [[RDRAM]] (Rambus [[Dynamic random-access memory|DRAM]]) on a shared 9-bit bus with 562.5&nbsp;[[MB/s]] peak bandwidth, upgradable to 8 (9)&nbsp;MB with [[Expansion Pak]]. Differing memory countings are due to the 9th bit being used only for tasks such as anti-aliasing or Z-buffering.
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* 4 (4.5)&nbsp;MB 250&nbsp;MHz (500&nbsp;MHz effective) [[RDRAM]] (Rambus [[Dynamic random-access memory|DRAM]])<ref>{{cite magazine|last= |first= |title=Ultra 64 Tech Specs|magazine=[[Next Generation (magazine)|Next Generation]]|issue=14 |publisher=[[Imagine Media]] |date=February 1996|page=40}}</ref> on a shared 9-bit bus with 562.5&nbsp;[[MB/s]] peak bandwidth, upgradable to 8 (9)&nbsp;MB with [[Expansion Pak]]. Differing memory countings are due to the 9th bit being used only for tasks such as anti-aliasing or Z-buffering.
 
* [[ROM cartridge]] ([[Nintendo 64 Game Pak]]) bus running at 264&nbsp;MB/s.
 
* [[ROM cartridge]] ([[Nintendo 64 Game Pak]]) bus running at 264&nbsp;MB/s.
 
* [[Display resolution|Resolution]]: [[Low-definition television|240p]] (320×240), 288p (384×288), [[480i]] (640×480), [[576i]] (720×576), [[widescreen]] via [[Letterboxing (filming)|letterboxing]] or [[Anamorphic format|anamorphic]] compression.
 
* [[Display resolution|Resolution]]: [[Low-definition television|240p]] (320×240), 288p (384×288), [[480i]] (640×480), [[576i]] (720×576), [[widescreen]] via [[Letterboxing (filming)|letterboxing]] or [[Anamorphic format|anamorphic]] compression.
* [[List of color palettes|Color palette]]: 16,777,216 ([[True Color|24-bit]] [[color depth]]), 2,097,152 possible colors (21-bit color) on screen.
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* [[List of color palettes|Color palette]]: 16,777,216 ([[True Color|24-bit]] [[color depth]]), 2,097,152 possible colors (21-bit color) on screen.<ref name="NGen24"/>
  
 
== Central processing unit ==
 
== Central processing unit ==
 
[[File:CPU-NUS 01.jpg|thumb|right|CPU-NUS VR4300 central processing unit]]
 
[[File:CPU-NUS 01.jpg|thumb|right|CPU-NUS VR4300 central processing unit]]
The Nintendo 64's [[central processing unit]] (CPU) is the [[NEC]] VR4300, a licensed variant of the [[64-bit computing|64-bit]] [[MIPS Technologies]] [[R4200#R4300i|R4300i]], itself a cost-reduced derivative of the MIPS R4200. Built by NEC on a 0.35&nbsp;[[micrometre|µm]] [[Semiconductor device fabrication|process]], the VR4300 is a [[Reduced instruction set computing|RISC]] 5-stage [[Scalar processor|scalar]] [[Out-of-order execution#In-order processors|in-order execution]] processor, internal 24&nbsp;[[Kilobyte|KB]] direct-mapped [[CPU cache|L1 cache]] (16&nbsp;KB for instructions, 8&nbsp;KB for data). Although a floating-point unit exists as a logical coprocessor, there is no dedicated physical FPU datapath on the VR4300; instead, the integer pipeline is shared for this purpose, meaning that floating-point instructions will stall the pipeline. The 4.6 million [[transistor]] CPU is cooled passively by an [[Aluminium|aluminum]] heatspreader that makes contact with a [[steel]] [[heat sink]] above.
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The Nintendo 64's [[central processing unit]] (CPU) is the [[NEC]] VR4300,<ref name="NECVR4300">{{cite web|url=http://www.nec.co.jp/press/en/9711/1401-01.html|title=Main specifications of VR4300TM-series|publisher=NEC|accessdate=May 20, 2006}}</ref> a licensed variant of the [[64-bit computing|64-bit]] [[MIPS Technologies]] [[R4200#R4300i|R4300i]], itself a cost-reduced derivative of the MIPS R4200. Built by NEC on a 0.35&nbsp;[[micrometre|µm]] [[Semiconductor device fabrication|process]], the VR4300 is a [[Reduced instruction set computing|RISC]] 5-stage [[Scalar processor|scalar]] [[Out-of-order execution#In-order processors|in-order execution]] processor, internal 24&nbsp;[[Kilobyte|KB]] direct-mapped<ref>{{cite web|accessdate=March 5, 2009|url=http://www.mips.com/media/files/archives/R4300i%20Product%20Information.pdf|archive-url=https://web.archive.org/web/20071030055729/http://www.mips.com/media/files/archives/R4300i%20Product%20Information.pdf|dead-url=yes|archive-date=October 30, 2007|title= R4300i MICROPROCESSOR|publisher=mips}} </ref> [[CPU cache|L1 cache]] (16&nbsp;KB for instructions, 8&nbsp;KB for data). Although a floating-point unit exists as a logical coprocessor, there is no dedicated physical FPU datapath on the VR4300; instead, the integer pipeline is shared for this purpose, meaning that floating-point instructions will stall the pipeline.<ref name="NECUSERSMANUAL">{{cite web|url=http://datasheets.chipdb.org/NEC/Vr-Series/Vr43xx/U10504EJ7V0UMJ1.pdf|year=2000|title=User's Manual. VR4300™, VR4305™, VR4310™ 64-bit Microprocessor|publisher=NEC|accessdate=September 1, 2017|page=47, 208, 637, 639}}</ref> The 4.6 million [[transistor]] CPU is cooled passively by an [[Aluminium|aluminum]] heatspreader that makes contact with a [[steel]] [[heat sink]] above.
  
With a [[clock rate]] of 93.75&nbsp;MHz, the N64's VR4300 is generally considered to be the most powerful console CPU of the [[History of video game consoles (fifth generation)|fifth generation of video game consoles]]. Except for its narrower 32-bit system bus, the VR4300 retains the computational abilities of the 64-bit MIPS R4200, though few titles take advantage of 64-bit [[Significant figures|data precision]] operations. N64 game titles generally use faster and more compact 32-bit data-operations, as these are sufficient to generate 3D scene data for the console's RSP (Reality Signal Processor) unit. In addition, 32-bit code executes faster and requires less storage space, which came at a premium with contemporary technology. The CPU is constrained by a 250&nbsp;MB/s bus to the system RAM, and in order to access the [[Random-access memory|RAM]], the CPU must go through the [[#Reality Coprocessor|Reality Coprocessor]] (RCP), and can not use [[Direct memory access|DMA]] to do so as the RCP can. This issue is further compounded by the [[RDRAM]]'s high access latency.
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With a [[clock rate]] of 93.75&nbsp;MHz, the N64's VR4300 is generally considered to be the most powerful console CPU of the [[History of video game consoles (fifth generation)|fifth generation of video game consoles]].<ref>{{cite web|title=Gaming consoles|url=http://www.ssagsg.org/LearningSpace/EntertainmentGaming/GamingConsoles.htm#5th_generation_gaming_consoles|archive-url=https://web.archive.org/web/20100327231733/http://www.ssagsg.org/LearningSpace/EntertainmentGaming/GamingConsoles.htm#5th_generation_gaming_consoles|dead-url=yes|archive-date=March 27, 2010|accessdate=January 11, 2009}}</ref> Except for its narrower 32-bit system bus, the VR4300 retains the computational abilities of the 64-bit MIPS R4200,<ref name="NECVR4300"/> though few titles take advantage of 64-bit [[Significant figures|data precision]] operations. N64 game titles generally use faster and more compact 32-bit data-operations,<ref name="64 bit">{{cite web|url=http://groups.google.com/group/rec.games.video.nintendo/msg/01765b0b98de9908|title=N64, God of all systems|publisher= Google Groups|date=July 26, 1997|accessdate=May 20, 2006}}</ref>{{self-published source|date=May 2015}} as these are sufficient to generate 3D scene data for the console's RSP (Reality Signal Processor) unit. In addition, 32-bit code executes faster and requires less storage space, which came at a premium with contemporary technology. The CPU is constrained by a 250&nbsp;MB/s bus to the system RAM, and in order to access the [[Random-access memory|RAM]], the CPU must go through the [[#Reality Coprocessor|Reality Coprocessor]] (RCP), and can not use [[Direct memory access|DMA]] to do so as the RCP can. This issue is further compounded by the [[RDRAM]]'s high access latency.
  
Programs [[video game console emulator|emulating]] the Nintendo 64 benefit from the scarcity of 64-bit operations in the game's executable code, especially when running with a 32-bit machine architecture as a host. Most of these emulators perform the majority of calculations at 32-bit precision and [[trap (computing)|trap]] the few subroutines that actually make use of 64-bit instructions.
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Programs [[video game console emulator|emulating]] the Nintendo 64 benefit from the scarcity of 64-bit operations in the game's executable code, especially when running with a 32-bit machine architecture as a host. Most of these emulators perform the majority of calculations at 32-bit precision and [[trap (computing)|trap]] the few subroutines that actually make use of 64-bit instructions.<ref name="64 bit"/>{{self-published source|date=May 2015}}
  
 
== Reality Coprocessor ==
 
== Reality Coprocessor ==
 
+
{{Anchor|Reality Co-Processor}}
 +
{{Main|Reality Coprocessor}}
 
[[File:RCP-NUS 01.jpg|thumb|right|RCP-NUS "Reality Coprocessor"]]
 
[[File:RCP-NUS 01.jpg|thumb|right|RCP-NUS "Reality Coprocessor"]]
  
Nintendo 64's graphics and audio duties are performed by the 64-bit [[Silicon Graphics|SGI]] coprocessor, named the Reality Coprocessor, or RCP. The RCP is a 62.5&nbsp;MHz chip split internally into two major components, the Reality Display Processor (RDP) and the Reality Signal Processor (RSP). Each area communicates with the other by way of a 128-bit internal [[Bus (computing)|data bus]] that provides 1.0&nbsp;GB/s of bandwidth. The RSP is a MIPS R4000-based 128-bit integer vector processor. It is programmable through microcode, allowing the chip's functions to be significantly altered by each software title if necessary, to allow for different types of work, precision, and workloads. A number of microcodes were provided by Nintendo, while a few companies, such as Rare and Factor 5, would later develop their own microcodes. The RSP performs transform, clipping and lighting calculations, and triangle setup. The Reality Display Processor is primarily the Nintendo 64's pixel rasterizer, and also handles the console's Z-buffer compute.
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Nintendo 64's graphics and audio duties are performed by the 64-bit [[Silicon Graphics|SGI]] coprocessor, named the Reality Coprocessor, or RCP. The RCP is a 62.5&nbsp;MHz chip split internally into two major components, the Reality Display Processor (RDP) and the Reality Signal Processor (RSP). Each area communicates with the other by way of a 128-bit internal [[Bus (computing)|data bus]] that provides 1.0&nbsp;GB/s of bandwidth. The RSP is a MIPS R4000-based 128-bit integer vector processor. It is programmable through microcode, allowing the chip's functions to be significantly altered by each software title if necessary, to allow for different types of work, precision, and workloads. A number of microcodes were provided by Nintendo<ref>https://level42.ca/projects/ultra64/Documentation/man/pro-man/pro25/index25.1.html</ref><ref>http://n64devkit.square7.ch/qa/graphics/ucode.htm</ref>, while a few companies, such as Rare and Factor 5, would later develop their own microcodes. The RSP performs transform, clipping and lighting calculations, and triangle setup. The Reality Display Processor is primarily the Nintendo 64's pixel rasterizer, and also handles the console's Z-buffer compute.<ref name="NGen14"/>
  
Instead of a discrete sound processor, the RSP frequently performs audio functions, although the CPU can be tasked with this as well. It can play back most types of audio (dependent on software [[codec]]s) including uncompressed [[Pulse-code modulation|PCM]], [[MP3]], [[MIDI]], and [[Music tracker|tracker]] music. The RSP is theoretically capable of a maximum of 100 channels of PCM at a time, but only in a case where all system resources are devoted to audio. It has a maximum [[sampling rate]] of 48&nbsp;kHz with 16-bit audio. In practice, however, storage limitations caused by the [[ROM cartridge]] format limit the audio size and thus quality. Some game titles are designed for higher quality audio when storage expansions are available, as with ''[[F-Zero X#Expansion Kit|F-Zero X Expansion Kit]]''.
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Instead of a discrete sound processor, the RSP frequently performs audio functions, although the CPU can be tasked with this as well. It can play back most types of audio (dependent on software [[codec]]s) including uncompressed [[Pulse-code modulation|PCM]], [[MP3]], [[MIDI]], and [[Music tracker|tracker]] music. The RSP is theoretically capable of a maximum of 100 channels of PCM at a time, but only in a case where all system resources are devoted to audio. It has a maximum [[sampling rate]] of 48&nbsp;kHz with 16-bit audio. In practice, however, storage limitations caused by the [[ROM cartridge]] format limit the audio size and thus quality.<ref name="videogameconsolelibrary90">{{cite web|title=Nintendo 64|url=http://www.videogameconsolelibrary.com/pg90-n64.htm|accessdate=January 11, 2009}}</ref> Some game titles are designed for higher quality audio when storage expansions are available, as with ''[[F-Zero X#Expansion Kit|F-Zero X Expansion Kit]]''.<ref>{{cite web |url= http://guides.ign.com/guides/480123/page_12.html |title= Summary history of F-Zero |accessdate= 2008-03-22 |publisher= [[IGN]] |deadurl= yes |archiveurl= https://web.archive.org/web/20090615171511/http://guides.ign.com/guides/480123/page_12.html |archivedate= June 15, 2009 |df= mdy-all }}</ref><ref name=history>{{cite web|url=http://guides.ign.com/guides/480123/page_12.html|title=Guides: F-Zero GX Guide (History)|accessdate=2007-08-08|last=Schneider|first=Peer|authorlink=Peer Schneider|date=25 August 2003|publisher=IGN|deadurl=yes|archiveurl=https://web.archive.org/web/20090615171511/http://guides.ign.com/guides/480123/page_12.html|archivedate=June 15, 2009|df=mdy-all}}</ref>
  
 
The RDP performs [[rasterization]], converting images into raster format before output to the display. The RCP also provides the CPU's access to main system memory via a 250&nbsp;MB/s bus. Unfortunately, this link does not allow [[direct memory access]] for the CPU. The RCP, like the CPU, is passively cooled by an aluminum heatspreader that makes contact with a steel heat sink above.<!-- I believe both the heatspreader and heat sink are both aluminum, the only steel within the N64 is the screws and RF shielding  -->
 
The RDP performs [[rasterization]], converting images into raster format before output to the display. The RCP also provides the CPU's access to main system memory via a 250&nbsp;MB/s bus. Unfortunately, this link does not allow [[direct memory access]] for the CPU. The RCP, like the CPU, is passively cooled by an aluminum heatspreader that makes contact with a steel heat sink above.<!-- I believe both the heatspreader and heat sink are both aluminum, the only steel within the N64 is the screws and RF shielding  -->
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The final major component in the system is the [[random-access memory]], or RAM. Following its design heritage in SGI supercomputing, the Nintendo 64 implemented a [[Uniform memory access|unified memory architecture]] (UMA), instead of having separate banks of memory for CPU, audio, and video, as seen on its competitors. The RAM itself consists of 4.5&nbsp;[[megabytes]] (0.5 MB for anti-aliasing) of [[Rambus]] [[RDRAM]], fabricated by [[NEC]]. System RAM is expandable to a total of 9&nbsp;MB with the [[Nintendo 64 accessories#Expansion Pak|Expansion Pak]]. The RAM has a 9-bit data bus at 250&nbsp;MHz; as RDRAM transfers data at both the rising and falling edge of the signal (a technique also known as [[Double_data_rate|DDR]]), it provides the system with 562.5&nbsp;MB/s peak bandwidth, shared between CPU and RCP.
 
The final major component in the system is the [[random-access memory]], or RAM. Following its design heritage in SGI supercomputing, the Nintendo 64 implemented a [[Uniform memory access|unified memory architecture]] (UMA), instead of having separate banks of memory for CPU, audio, and video, as seen on its competitors. The RAM itself consists of 4.5&nbsp;[[megabytes]] (0.5 MB for anti-aliasing) of [[Rambus]] [[RDRAM]], fabricated by [[NEC]]. System RAM is expandable to a total of 9&nbsp;MB with the [[Nintendo 64 accessories#Expansion Pak|Expansion Pak]]. The RAM has a 9-bit data bus at 250&nbsp;MHz; as RDRAM transfers data at both the rising and falling edge of the signal (a technique also known as [[Double_data_rate|DDR]]), it provides the system with 562.5&nbsp;MB/s peak bandwidth, shared between CPU and RCP.
 
   
 
   
Rambus technology was quite new at the time and offered Nintendo a way to provide a large amount of bandwidth at a relatively low cost. The narrow bus makes board design easier and cheaper than the higher width data buses required for high bandwidth out of slower-clocked RAM types (such as [[Dynamic random-access memory|VRAM]] or [[Dynamic random-access memory|EDO DRAM]]); this way, the N64 mainboard could be designed with only 2 layers. However, RDRAM, at the time, came with a very high access latency. The combination of high bandwidth and high latency meant that significant effort was required from developers to achieve optimal results. Early N64 revisions use two 18&nbsp;Mbit RAM chips; in ca. 1998 these were replaced with a single 36&nbsp;Mbit chip, same as was used on the Expansion Pak.
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Rambus technology was quite new at the time and offered Nintendo a way to provide a large amount of bandwidth at a relatively low cost. The narrow bus makes board design easier and cheaper than the higher width data buses required for high bandwidth out of slower-clocked RAM types (such as [[Dynamic random-access memory|VRAM]] or [[Dynamic random-access memory|EDO DRAM]]); this way, the N64 mainboard could be designed with only 2 layers. However, RDRAM, at the time, came with a very high access latency. The combination of high bandwidth and high latency meant that significant effort was required from developers to achieve optimal results.<ref name="videogameconsolelibrary90"/> Early N64 revisions use two 18&nbsp;Mbit RAM chips; in ca. 1998 these were replaced with a single 36&nbsp;Mbit chip, same as was used on the Expansion Pak.
  
The [[Nintendo 64 Game Pak]] [[ROM cartridge]]s are so much faster than contemporary [[CD-ROM]] drives that data can be streamed in real-time from cartridges as if they are additional RAM, thus maximizing the efficiency of the system's RAM. This was a common practice for developers of many games, such as [[Nintendo EAD]]'s ''[[Super Mario 64]]'' or [[Factor 5]]'s ''[[Indiana Jones and the Infernal Machine]]''.
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The [[Nintendo 64 Game Pak]] [[ROM cartridge]]s are so much faster than contemporary [[CD-ROM]] drives that data can be streamed in real-time from cartridges as if they are additional RAM, thus maximizing the efficiency of the system's RAM.<ref name="N64 Dev Conf 1997">{{cite web | title=Nintendo Reveals New Details on 64DD at N64 Developer's Conference | date=1997 | publisher=Nintendo of America | url=https://www.nintendo.com/newsroom/articles/64dd.html | deadurl=yes | archiveurl=https://web.archive.org/web/19970606100126/http://www.nintendo.com/newsroom/articles/64dd.html | archivedate=June 6, 1997 | accessdate=January 11, 2015}}</ref> This was a common practice for developers of many games, such as [[Nintendo EAD]]'s ''[[Super Mario 64]]''<ref name="Shoshinkai 96 Panel at Nintendo.com">{{cite web | title=
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Summary of Panel Discussion at Shoshinkai | publisher=Nintendo of America | url=https://www.nintendo.com/newsroom/features/show/panel.html | deadurl=yes | archiveurl=https://web.archive.org/web/19961222151835/http://www.nintendo.com/newsroom/features/show/panel.html | archivedate=December 22, 1996 | accessdate=January 11, 2015}}</ref> or [[Factor 5]]'s ''[[Indiana Jones and the Infernal Machine]]''.<ref name="IndyN64IGN">{{cite web|accessdate=2008-03-27|url=http://ign64.ign.com/articles/087/087602p1.html|title=Bringing Indy to N64 (Infernal Machine)|publisher=IGN|date=2000-11-09}}</ref>
  
 
== Video ==
 
== Video ==
The system allows for video output in two formats: [[composite video]] and [[S-Video]]. This is accomplished through the proprietary "MULTI OUT" connector on the rear of the system, which was carried over from the SNES and later reused on the GameCube. Although the [[digital-to-analog converter]] chip used in early models had the capability to produce [[RGB color model|RGB]] video, it was not connected by default for this purpose, and later revisions lacked the pin connections for this purpose entirely.  
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The system allows for video output in two formats: [[composite video]]<ref>{{cite web|url=https://www.nintendo.com/consumer/systems/nintendo64/hook_avtotv.jsp|title=Nintendo Support: Nintendo 64 AV to TV Hookup| accessdate=February 28, 2010|publisher=Nintendo}}</ref> and [[S-Video]]. This is accomplished through the proprietary "MULTI OUT" connector on the rear of the system, which was carried over from the SNES and later reused on the GameCube. Although the [[digital-to-analog converter]] chip used in early models had the capability to produce [[RGB color model|RGB]] video, it was not connected by default for this purpose, and later revisions lacked the pin connections for this purpose entirely.  
  
The system came bundled with a [[RCA connector|composite cable]] (labeled Stereo A/V cable by Nintendo). Available separately (and included with the system in the UK) were a [[RF connector|RF]] [[RF modulator|modulator]] and switch set (for connection to older televisions) and an official S-Video cable, although the latter was only sold at retail stores in Japan. In the U.S., the official S-Video cable could only be ordered direct from Nintendo of America, while in PAL territories, no S-Video cable was officially sold altogether. Furthermore, Nintendo omitted several components from the S-Video signal path in PAL consoles, meaning that using an unmodified NTSC S-Video cable will result in an overbright, garish image, or no image at all.
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The system came bundled with a [[RCA connector|composite cable]] (labeled Stereo A/V cable by Nintendo). Available separately (and included with the system in the UK){{Citation needed|date=June 2013}} were a [[RF connector|RF]] [[RF modulator|modulator]] and switch set (for connection to older televisions) and an official S-Video cable, although the latter was only sold at retail stores in Japan. In the U.S., the official S-Video cable could only be ordered direct from Nintendo of America, while in PAL territories, no S-Video cable was officially sold altogether. Furthermore, Nintendo omitted several components from the S-Video signal path in PAL consoles, meaning that using an unmodified NTSC S-Video cable will result in an overbright, garish image, or no image at all.
  
The system supports [[standard-definition television|standard-definition]] resolutions up to [[480i]] ([[576i]] for PAL units). Few games make use of this mode, and most of those which do also require use of the [[Nintendo 64 accessories#Expansion Pak|Expansion Pak]] RAM upgrade. Most games instead use the system's [[Low-definition television|low-definition 240p]] (288p for PAL models) modes. A number of games also support widescreen display ratios using either [[anamorphic widescreen]] or [[Letterboxing (filming)|letterboxing]]. Games with support for this include ''[[Banjo-Tooie]]'', ''[[Donkey Kong 64]]'', ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'', ''[[007: The World Is Not Enough (Nintendo 64)|007: The World Is Not Enough]]'', ''[[Jet Force Gemini]]'', ''[[Perfect Dark]]'', ''[[Starshot: Space Circus Fever]]'', ''[[Turok 2: Seeds of Evil]]'', ''[[Turok 3: Shadow of Oblivion]]'', ''[[Mission: Impossible (1998 video game)|Mission Impossible]]'', ''[[Hybrid Heaven]]'', and ''[[South Park (video game)|South Park]]''.
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The system supports [[standard-definition television|standard-definition]] resolutions up to [[480i]] ([[576i]] for PAL units). Few games make use of this mode, and most of those which do also require use of the [[Nintendo 64 accessories#Expansion Pak|Expansion Pak]] RAM upgrade. Most games instead use the system's [[Low-definition television|low-definition 240p]] (288p for PAL models) modes. A number of games also support widescreen display ratios using either [[anamorphic widescreen]] or [[Letterboxing (filming)|letterboxing]]. Games with support for this include ''[[Banjo-Tooie]]'', ''[[Donkey Kong 64]]'', ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'', ''[[007: The World Is Not Enough (Nintendo 64)|007: The World Is Not Enough]]'', ''[[Jet Force Gemini]]'', ''[[Perfect Dark]]'', ''[[Starshot: Space Circus Fever]]'', ''[[Turok 2: Seeds of Evil]]'', ''[[Turok 3: Shadow of Oblivion]]'', ''[[Mission: Impossible (1998 video game)|Mission Impossible]]'', ''[[Hybrid Heaven]]'', and ''[[South Park (video game)|South Park]]''.{{Citation needed|date=May 2015}}
  
 
== Regional lockout ==
 
== Regional lockout ==
 
Nintendo initially stated that while the Nintendo 64 units for each region use essentially identical hardware design, [[regional lockout]] chips would prevent games from one region from being played on a Nintendo 64 console from a different region. Following the North American launch, however, they admitted that the cartridges contain no such chips, and the regional lockout is enforced by differing notches in the back of the cartridges.
 
Nintendo initially stated that while the Nintendo 64 units for each region use essentially identical hardware design, [[regional lockout]] chips would prevent games from one region from being played on a Nintendo 64 console from a different region. Following the North American launch, however, they admitted that the cartridges contain no such chips, and the regional lockout is enforced by differing notches in the back of the cartridges.
 
[[Category:Nintendo consoles]]
 

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