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* The [[Xerox Alto#Architecture|Xerox Alto]] workstation used a microcoded design but, unlike many computers, the microcode engine is not hidden from the programmer in a layered design. Applications take advantage of this to accelerate performance.
* The [[IBM System/38]] is described as having both [[IBM System/38#Microcode|horizontal and vertical microcode]].<ref>{{cite journal|url=https://www.computer.org/csdl/magazine/co/1981/09/01667517/13rRUwciPii|title=Design of a Small Business Data Processing System|first=Frank|last=Soltis|journal=[[IEEE Computer]]|date=September 1981|volume=14|pages=77–93|doi=10.1109/C-M.1981.220610|s2cid=398484}}</ref> In practice, the processor implements an instruction set architecture named the ''Internal Microprogrammed Interface'' (IMPI) using a horizontal microcode format. The so-called vertical microcode layer implements the System/38's hardware-independent [[IBM System/38#Machine Interface|Machine Interface]] (MI) instruction set by translating MI code to IMPI code and executing it. Prior to the introduction of the [[IBM RS64]] processor line, early [[IBM AS/400]] systems used the same architecture.<ref name="inside-as400">{{cite book|title=Inside the AS/400, Second Edition|url=https://books.google.com/books?id=5DoPAAAACAAJ|isbn=978-1882419661|author=Frank G. Soltis|year=1997|publisher=Duke Press}}</ref>
* The [[Nintendo 64]]'s [[Reality Coprocessor]] (RCP), which serves as the console's [[graphics processing unit]] and audio processor, utilizes microcode; it is possible to implement new effects or tweak the processor to achieve the desired output. Some notable examples of custom RCP microcode include the high-resolution graphics, particle engines, and unlimited draw distances found in [[Factor 5]]'s ''[[Indiana Jones and the Infernal Machine]]'', ''[[Star Wars: Rogue Squadron]]'', and ''[[Star Wars: Battle for Naboo]]'';<ref name="Interview: Battling the N64 (Naboo)">{{cite web |url=http://ign64.ign.com/articles/087/087646p1.html |title=Interview: Battling the N64 (Naboo) |publisher=IGN64 |date=November 10, 2000 |access-date=March 27, 2008 |url-status=live |archive-url=https://web.archive.org/web/20070913180626/http://ign64.ign.com/articles/087/087646p1.html |archive-date=September 13, 2007}}</ref><ref name="Indiana Jones and the Infernal Machine">{{cite web |title=Indiana Jones and the Infernal Machine |website=IGN |url=http://www.ign.com/articles/2000/12/13/indiana-jones-and-the-infernal-machine-2 |date=December 12, 2000 |access-date=September 24, 2013 |url-status=live |archive-url=https://web.archive.org/web/20130927083807/http://www.ign.com/articles/2000/12/13/indiana-jones-and-the-infernal-machine-2 |archive-date=September 27, 2013}}</ref> and the [[full motion video]] playback found in [[Rockstar San Diego|Angel Studios]]' ''[[Resident Evil 2]]''.<ref name="Postmortem RE2 N64">{{cite news |last=Meynink |first=Todd |date=July 28, 2000 |url=http://www.gamasutra.com/view/feature/3148/postmortem_angel_studios_.php |title=Postmortem: Angel Studios' Resident Evil 2 (N64 Version) |work=[[Gamasutra]] |publisher=[[United Business Media|United Business Media LLC]] |access-date=October 18, 2010 |url-status=
{{Further|topic=Nintendo 64 microcode|Nintendo 64 programming characteristics|Nintendo 64 Game Pak}}
* The VU0 and VU1 vector units in the [[Sony]] [[PlayStation 2]] are microprogrammable; in fact, VU1 is only accessible via microcode for the first several generations of the SDK.
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