1. Sound Memory Area
    1. This portion contains sound data about words for outputting speech messages appropriate to the individual scenes, speech of the dialogue object partner, sound effects, game music, etc.
    2. BGM 1-n2
      1. "n" represents an unknown variable
    3. Sounds Effects 1-n3
    4. Voice of Dialogue Partner Object
  2. Image Data Area
    1. This area includes storage areas for image data, such as coordinate data of a plurality of polygons, texture data, for example, for each background object and/or moving object. Also this area contains a display control program for displaying the objects fixedly in a given position in motion.
    2. Image Data
  3. Character Code Area
    1. This part is used in storing character codes of various kinds, which contains dot data about a plurality of characters responding to the codes. For example, these characters are used to display sentences on the screen corresponding (in a timely manner) to whatever environment is occurring in the game. To elaborate further on the above example, there may be text suggesting that the video game operator input speech to instruct Pikachu (a dialogue object partner) to cut a watermelon.
    2. Character Code Data
  4. Program Area
    1. Main Program
      1. This is the program containing the main routine of the game. For example: game staring processing, controller processing, camera processing, picture drawing processing and sound processing. An entire flowchart of this description to be included later.
    2. Control Pad Data Determining Program
      1. A program for processing data that represents the operating state of the game such as input data by the N64 controller.
    3. Image Buffer & Z Buffer Write Program
      1. This part contains a write program that is executed when the CPU writes data into frame memory and a Z buffer through the RCP. For example: for writing color data into the frame memory area of RAM15 as image data based upon texture data of a plurality of moving objects or background objects to be displayed in one screen. Additionally, there is a program for writing depth data into the Z buffer area.
    4. Camera Control Program
      1. This program is responsible for controlling the position & direction for shooting presumably moving objects (like Pikachu) and the background within a three-dimensional space.
    5. Dialogue Object Partner Program
      1. The dialogue object partner is the interactive object within the game (like Pikachu). This program controls the display of the (presumably moving) object which the game operator (you, the player) communicates with through speech.
    6. Background Object Program
      1. This is the background producing program. The CPU uses this program to instruct the RCP to produce three-dimensional images.
    7. Game Program
      1. This part will be described in more detail in another chart. But essentially this part has a program for 3 levels of variation of game instructions. Which instruction is used is dependant upon gamer operator progress within the game.
      2. Level-One Program
      3. Level-Two Program
      4. Level-Three Program
    8. Message Processing Program
      1. This program has instructions for displaying messages to the screen. In this case, the messages usually contain information for the game operator to input speech commands into the microphone.
    9. Sound Processing Program
      1. This program contains instructions for generating messages in the form of sound effects, music and/or speech.
    10. Game Over Processing Program
      1. This program's purpose is to detect the game over state and has instructions for saving backup data associated with current game conditions.
  5. An overview. To be explained in further detail in more charts.