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Pikuma - PS1 Programming with MIPS Assembly & C [2025, ENG]

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Pikuma - PS1 Programming with MIPS Assembly & C [2025, ENG] (Size: 10.45 GB)
  001. Starting our Journey.mp4 101.92 MB
  002. How to Take this Course.mp4 4.32 MB
  003. Placing the PlayStation in History.mp4 90.94 MB
  004. PS1 Hardware Overview.mp4 94.25 MB
  005. The MIPS CPU.mp4 43.08 MB
  006. Memory & Endianness.mp4 30.97 MB
  007. Memory Map.mp4 30.66 MB
  008. CPU Registers & Load Instructions.mp4 81.32 MB
  009. Store, Add, & Subtract Instructions.mp4 42.22 MB
  010. Jump & Branch Instructions.mp4 35.06 MB
  011. Exercise Our First MIPS Code.mp4 18.45 MB
  012. Going Over Our First MIPS Code.mp4 26.29 MB
  013. Installing the ARMIPS Assembler.mp4 34.7 MB
  014. Assembling our MIPS Code.mp4 7.4 MB
  015. PSX-EXE File Format.mp4 11.61 MB
  016. Emulator & Step-By-Step Execution.mp4 33.02 MB
  017. Fixing Off-By-One Error.mp4 10.29 MB
  018. Pseudo-Instructions.mp4 34.24 MB
  019. The MIPS Pipeline.mp4 66.19 MB
  020. Some Warm Up Exercises.mp4 17.43 MB
  021. Solving our Warm Up Exercises.mp4 43.22 MB
  022. Register Shorthand.mp4 22.98 MB
  023. Factorial Exercise.mp4 24.59 MB
  024. Solving our Factorial Exercise.mp4 40.56 MB
  025. Factorial Subroutine.mp4 40 MB
  026. Negative Numbers.mp4 40.79 MB
  027. Sign Extension.mp4 29.87 MB
  028. Logical Instructions.mp4 28.28 MB
  029. Bitshifting Instructions.mp4 32.14 MB
  030. Examples of CISC & RISC Machines.mp4 38.67 MB
  031. CISC vs RISC Instructions.mp4 81.97 MB
  032. The PlayStation Graphics System.mp4 77.4 MB
  033. Drawing Primitives.mp4 36.17 MB
  034. GPU Packets.mp4 66.17 MB
  035. Sending Display Control Packets to GP1.mp4 81.47 MB
  036. Sending VRAM Access Packets to GP0.mp4 33.16 MB
  037. Clear Display Area.mp4 26.87 MB
  038. Drawing a Flat-Shaded Triangle.mp4 18.31 MB
  039. Drawing a Flat-Shaded Quad.mp4 11.84 MB
  040. Drawing a Gouraud-Shaded Triangle.mp4 9.21 MB
  041. Flat-Shaded Triangle Subroutine.mp4 49.37 MB
  042. Coding our Flat Triangle Subroutine.mp4 19.81 MB
  043. Stack & Stack Pointer.mp4 42.51 MB
  044. Stack Parameters.mp4 24.55 MB
  045. Stack & Heap Space.mp4 39.42 MB
  046. Variables.mp4 43.2 MB
  047. Variable Alignment.mp4 20.15 MB
  048. Vector Alignment.mp4 62.64 MB
  049. Copying Image Data to VRAM.mp4 103.38 MB
  050. Using Bitshifting to Multiply & Divide.mp4 32.99 MB
  051. 24BPP Display Mode.mp4 59.12 MB
  052. Taking Advantage of our Delay Slots.mp4 28.78 MB
  053. Moving from MIPS Assembly to C.mp4 25.86 MB
  054. Installing Tools on Windows 11.mp4 46.54 MB
  055. Installing Tools on Windows XP.mp4 66.76 MB
  056. Compiling a Simple Psy-Q Project.mp4 33.98 MB
  057. Double-Buffer Screen.mp4 99.04 MB
  058. Psy-Q Integer Data Types.mp4 14.25 MB
  059. Psy-Q Primitive Types.mp4 23.83 MB
  060. Ordering Table & Primitive Buffer.mp4 61.83 MB
  061. Sorting Primitives into the OT.mp4 47.86 MB
  062. Sorting a Gouraud Quad into the OT.mp4 25.12 MB
  063. A Review of Pointers.mp4 64.45 MB
  064. The Arrow Operator.mp4 56.52 MB
  065. A Review of 3D Projection.mp4 68.94 MB
  066. Vertices & Face Indices.mp4 52.57 MB
  067. The Geometry Transformation Engine.mp4 19.92 MB
  068. Basic 3D Transformations.mp4 45.86 MB
  069. RotTransPers Function.mp4 70.44 MB
  070. Coding a Rotating 3D Cube.mp4 54.98 MB
  071. Normal Clip.mp4 26.15 MB
  072. Coding Quads as Cube Faces.mp4 12.56 MB
  073. Reviewing Floating-Point Numbers.mp4 51.3 MB
  074. Fixed-Point Numbers.mp4 48.52 MB
  075. Implementing a Bouncing Cube.mp4 52.08 MB
  076. Different Transform Matrix per Object.mp4 60.67 MB
  077. Wait, Can I use Floats.mp4 6.12 MB
  078. GTE Register Set.mp4 38.56 MB
  079. Inline GTE Instructions.mp4 62.87 MB
  080. RTPT vs. RTPS.mp4 34.35 MB
  081. Reading Joypad State.mp4 65.96 MB
  082. Joypad Input with BIOS Functions.mp4 79.94 MB
  083. Joypad Header & Implementation.mp4 90.43 MB
  084. Header File for OT & Primitive Buffer.mp4 79.7 MB
  085. Header File for Display Routines.mp4 25.82 MB
  086. Camera Space.mp4 54.8 MB
  087. The Look-At Transformation.mp4 73.91 MB
  088. The LookAt Function.mp4 66.73 MB
  089. Coding the Look-At Camera Model.mp4 83.63 MB
  090. CD-ROM Basics.mp4 65.21 MB
  091. Generating an ISO on Windows XP.mp4 47.12 MB
  092. Generating an ISO on Windows 11.mp4 32.7 MB
  093. A Function to Read Files from the CD.mp4 93.63 MB
  094. Understanding the MODEL.BIN File.mp4 23.87 MB
  095. Dynamically Allocating Buffers.mp4 49.81 MB
  096. Heap Initialization on Windows 11.mp4 24.66 MB
  097. Interpreting Bytes as Numbers.mp4 72.29 MB
  098. Handling Different Order of Bytes.mp4 47.08 MB
  099. Reading Vertices & Faces from a File.mp4 51.18 MB
  100. UV Coordinates, TPAGE, & CLUT.mp4 61.13 MB
  101. Installing TIM Tool.mp4 7.65 MB
  102. TIM File Format.mp4 25.85 MB
  103. Read TIM File from the CD.mp4 75.61 MB
  104. Textured Cube Faces.mp4 84.05 MB
  105. Wobbly Textures.mp4 100.18 MB
  106. Polygon Jitter.mp4 8.73 MB
  107. Dev Tools CD Samples.mp4 41.19 MB
  108. Intro to our Final Project.mp4 80.92 MB
  109. Importing Project Assets.mp4 9.21 MB
  110. PRM File Layout.mp4 49 MB
  111. Reading Object Name from PRM File.mp4 55.21 MB
  112. Reading Vertices from PRM File.mp4 41.33 MB
  113. Handling Different Primitive Types.mp4 103.01 MB
  114. Reading Primitives from PRM File.mp4 58.35 MB
  115. Drawing Flat-Shaded Object Faces.mp4 103.84 MB
  116. Using sizeof with Variable Name.mp4 11.47 MB
  117. CMP File Layout.mp4 68.74 MB
  118. Reading Number of Textures from File.mp4 29.68 MB
  119. Reading TIM Sizes from File.mp4 60.1 MB
  120. A Function to Extract LZSS Data.mp4 33.58 MB
  121. Texture Structs.mp4 47.34 MB
  122. Uploading CMP Textures to VRAM.mp4 63 MB
  123. Global Texture Store Array.mp4 75.36 MB
  124. Rendering Textured Triangles.mp4 24.09 MB
  125. Visualizing Textured 3D Objects.mp4 40.5 MB
  126. Loading Multiple CMP Files.mp4 59.49 MB
  127. Exercise Linked List of Objects.mp4 29.74 MB
  128. Linked List Implementation.mp4 61.49 MB
  129. Joypad Press & Release.mp4 8.97 MB
  130. Reading Scene Objects from CD.mp4 98.35 MB
  131. Camera-Object Distance Check.mp4 41.1 MB
  132. Drawing Scene Objects.mp4 52.01 MB
  133. Track Sections & Faces.mp4 66.24 MB
  134. Structs for Sessions & Faces.mp4 23.47 MB
  135. Reading Vertices, Faces, & Sections.mp4 73.84 MB
  136. Function to Render Track Sections.mp4 96.49 MB
  137. Shrinking Track Vertices.mp4 92.2 MB
  138. Exercise Testing Face Flags.mp4 26.4 MB
  139. Drawing Quad Lines.mp4 28.19 MB
  140. Avoiding the GTE 16-bit Limitation.mp4 67.02 MB
  141. Clamping Overflow Values.mp4 75.81 MB
  142. Loading Track Texture Tiles.mp4 101.76 MB
  143. Manually Position Textures in VRAM.mp4 80.09 MB
  144. Loading Track Face UV Coords.mp4 46.25 MB
  145. Flip Face Texture.mp4 25.18 MB
  146. Tessellation & Polygon Subdivision.mp4 108.66 MB
  147. Drawing Quads Recursively.mp4 37.86 MB
  148. A Function to Draw Quads Recursively.mp4 75.94 MB
  149. Subdividing UV Coordinates.mp4 48.99 MB
  150. T-junctions.mp4 126.2 MB
  151. Ship Struct.mp4 54.66 MB
  152. Adding the Ship Header File.mp4 10.16 MB
  153. Movement in Game Physics.mp4 24.67 MB
  154. Changing the Thrust Magnitude.mp4 73.77 MB
  155. Applying the Thrust Force.mp4 60.94 MB
  156. Yaw, Pitch, & Roll.mp4 71.01 MB
  157. Populating our Rotation Matrix.mp4 71.03 MB
  158. Coding the Object's Orientation.mp4 63.43 MB
  159. Drawing XYZ Axis.mp4 25.59 MB
  160. Accelerating in the Nose's Direction.mp4 40.11 MB
  161. Placing Camera Behind the Ship.mp4 48.21 MB
  162. Yaw Velocity.mp4 87.58 MB
  163. Maximum Yaw Velocity.mp4 32.67 MB
  164. Roll Left & Right.mp4 53.9 MB
  165. Rethinking Section Rendering.mp4 67.53 MB
  166. Initializing Ship's Nearest Section.mp4 55.51 MB
  167. Update Ship's Nearest Section.mp4 47.66 MB
  168. Rendering Track Ahead.mp4 44.82 MB
  169. Clamping Track Vertices to 16 bits.mp4 18.69 MB
  170. Loading Track Session Normals.mp4 60.88 MB
  171. Drawing Section Normals.mp4 37.63 MB
  172. Loading the Section Base Vertex.mp4 47.38 MB
  173. Projected Ship Height.mp4 54.78 MB
  174. Coding the Projected Ship Height.mp4 42.29 MB
  175. Track Attraction & Repulsion Forces.mp4 33.64 MB
  176. Preventing Negative Height Values.mp4 21.07 MB
  177. Audio & SPU.mp4 50.7 MB
  178. Converting WAV to VAG.mp4 27.94 MB
  179. Playing a VAG Sound Effect.mp4 69.66 MB
  180. Pitch & Sampling Frequency.mp4 20.32 MB
  181. Exercise Countdown Audio.mp4 3.22 MB
  182. Countdown Sound Effects.mp4 25.44 MB
  183. Background Music.mp4 70.8 MB
  184. Recording an Audio Track.mp4 22.98 MB
  185. Adding Audio Track to ISO.mp4 39.87 MB
  186. Play Audio Track Implementation.mp4 37.39 MB
  187. Play Background Audio Track.mp4 27.75 MB
  188. Adding Scene Objects & Audio.mp4 19.48 MB
  189. Conclusion & Next Steps.mp4 95.34 MB
  code.zip 1.47 GB
  ▲ 190 total files

Description


Обучающие видео » Компьютерные видеоуроки и обучающие интерактивные DVD » Программирование (видеоуроки)

Pikuma - PS1 Programming with MIPS Assembly & C

Год выпуска: 2025
Сайт производителя: https://pikuma.com/courses/ps1-programming-mips-assembly-language
Автор: Gustavo Pezzi
Продолжительность: 34:39:00
Тип раздаваемого материала: Видеоурок
Язык: Английский
Описание: PS1 Programming with MIPS Assembly & C is a game programming course for PS1 MIPS Assembly and C programming language published by Pikuma Online Academy. In this course you will learn about the PS1 hardware and understand its sub-components and learn how to code games using MIPS assembler and the C programming language. Also in this course you will learn how to use a PS1 SDK library along with a modern development toolchain. You will begin this course by learning the basics of MIPS assembly and will use a C compiler with a PS1 SDK to develop your final project.

This course tries to be as beginner-friendly as possible. In this training course, you will learn about topics such as the history and evolution of PlayStation, PlayStation hardware, MIPS assembly, simulation and debugging, CISC vs. RISC, graphics system, MIPS memory alignment, data copy in VRAM, basic data types. , the GTE coprocessor, CD-ROM access, and more. At the end of the course, you will have all the tools and skills you need to grow and evolve on your own. You will have a working project running on a PlayStation console and gain an in-depth understanding of the theory that underpins PS1 game development.

Формат видео: MP4
Видео: MPEG4 Video (H264) 1920x1080 59.94fps 1015kbps
Аудио: AAC 44100Hz stereo 128kbps
[spoiler="Скриншоты"]

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