PS1 Programming with MIPS Assembly & C
Focused View
28:22:38
379 View
001. Starting our Journey.mp4
12:18
002. How to Take this Course.mp4
02:58
003. Placing the PlayStation in History.mp4
10:49
004. PS1 Hardware Oeriew.mp4
14:09
005. The MIPS CPU.mp4
09:53
006. Memory & Endianness.mp4
07:40
007. Memory Map.mp4
12:12
008. CPU Registers & Load Instructions.mp4
15:52
009. Store, Add, & Subtract Instructions.mp4
07:10
010. Jump & Branch Instructions.mp4
07:02
011. Exercise Our First MIPS Code.mp4
02:46
012. Going Oer Our First MIPS Code.mp4
05:10
013. Installing the ARMIPS Assembler.mp4
06:37
014. Assembling our MIPS Code.mp4
04:08
015. PSX-EXE File Format.mp4
04:42
016. Emulator & Step-By-Step Execution.mp4
08:02
017. Fixing Off-By-One Error.mp4
03:04
018. Pseudo-Instructions.mp4
07:52
019. The MIPS Pipeline.mp4
10:59
020. Some Warm Up Exercises.mp4
06:56
021. Soling our Warm Up Exercises.mp4
15:07
022. Register Shorthand.mp4
04:56
023. Factorial Exercise.mp4
05:39
024. Soling our Factorial Exercise.mp4
08:56
025. Factorial Subroutine.mp4
10:53
026. Negatie Numbers.mp4
11:44
027. Sign Extension.mp4
06:23
028. Logical Instructions.mp4
06:06
029. Bitshifting Instructions.mp4
09:29
030. Examples of CISC & RISC Machines.mp4
06:45
031. CISC s RISC Instructions.mp4
15:45
032. The PlayStation Graphics System.mp4
16:41
033. Drawing Primities.mp4
05:09
034. GPU Packets.mp4
11:29
035. Sending Display Control Packets to GP1.mp4
19:02
036. Sending VRAM Access Packets to GP0.mp4
07:00
037. Clear Display Area.mp4
06:34
038. Drawing a Flat-Shaded Triangle.mp4
04:34
039. Drawing a Flat-Shaded Quad.mp4
02:38
040. Drawing a Gouraud-Shaded Triangle.mp4
01:53
041. Flat-Shaded Triangle Subroutine.mp4
13:07
042. Coding our Flat Triangle Subroutine.mp4
04:35
043. Stack & Stack Pointer.mp4
11:16
044. Stack Parameters.mp4
07:23
045. Stack & Heap Space.mp4
05:15
046. Variables.mp4
07:37
047. Variable Alignment.mp4
06:19
048. Vector Alignment.mp4
13:31
049. Copying Image Data to VRAM.mp4
24:39
050. Using Bitshifting to Multiply & Diide.mp4
06:56
051. 24BPP Display Mode.mp4
14:37
052. Taking Adantage of our Delay Slots.mp4
06:32
053. Moing from MIPS Assembly to C.mp4
05:36
054. Installing Tools on Windows 11.mp4
14:16
055. Installing Tools on Windows XP.mp4
19:30
056. Compiling a Simple Psy-Q Project.mp4
12:37
057. Double-Buffer Screen.mp4
28:43
058. Psy-Q Integer Data Types.mp4
04:09
059. Psy-Q Primitie Types.mp4
07:29
060. Ordering Table & Primitie Buffer.mp4
17:26
061. Sorting Primities into the OT.mp4
15:12
062. Sorting a Gouraud Quad into the OT.mp4
05:46
063. A Reiew of Pointers.mp4
12:13
064. The Arrow Operator.mp4
11:37
065. A Reiew of 3D Projection.mp4
15:38
066. Vertices & Face Indices.mp4
12:23
067. The Geometry Transformation Engine.mp4
07:10
068. Basic 3D Transformations.mp4
10:04
069. RotTransPers Function.mp4
15:20
070. Coding a Rotating 3D Cube.mp4
14:26
071. Normal Clip.mp4
06:32
072. Coding Quads as Cube Faces.mp4
03:11
073. Reiewing Floating-Point Numbers.mp4
15:09
074. Fixed-Point Numbers.mp4
15:27
075. Implementing a Bouncing Cube.mp4
10:51
076. Different Transform Matrix per Object.mp4
16:10
077. Wait, Can I use Floats.mp4
02:49
078. GTE Register Set.mp4
10:24
079. Inline GTE Instructions.mp4
15:18
080. RTPT s. RTPS.mp4
08:35
081. Reading Joypad State.mp4
17:35
082. Joypad Input with BIOS Functions.mp4
17:04
083. Joypad Header & Implementation.mp4
22:15
084. Header File for OT & Primitie Buffer.mp4
25:40
085. Header File for Display Routines.mp4
06:03
086. Camera Space.mp4
10:50
087. The Look-At Transformation.mp4
15:22
088. The LookAt Function.mp4
16:20
089. Coding the Look-At Camera Model.mp4
20:57
090. CD-ROM Basics.mp4
21:31
091. Generating an ISO on Windows XP.mp4
14:34
092. Generating an ISO on Windows 11.mp4
09:18
093. A Function to Read Files from the CD.mp4
21:06
094. Understanding the MODEL.BIN File.mp4
07:06
095. Dynamically Allocating Buffers.mp4
08:22
096. Heap Initialization on Windows 11.mp4
07:05
097. Interpreting Bytes as Numbers.mp4
15:02
098. Handling Different Order of Bytes.mp4
09:39
099. Reading Vertices & Faces from a File.mp4
13:19
100. UV Coordinates, TPAGE, & CLUT.mp4
17:27
101. Installing TIM Tool.mp4
03:17
102. TIM File Format.mp4
10:38
103. Read TIM File from the CD.mp4
19:41
104. Textured Cube Faces.mp4
17:43
105. Wobbly Textures.mp4
12:23
106. Polygon Jitter.mp4
02:53
107. De Tools CD Samples.mp4
08:32
108. Intro to our Final Project.mp4
09:03
109. Importing Project Assets.mp4
03:53
110. PRM File Layout.mp4
13:37
111. Reading Object Name from PRM File.mp4
14:34
112. Reading Vertices from PRM File.mp4
10:26
113. Handling Different Primitie Types.mp4
22:49
114. Reading Primities from PRM File.mp4
13:22
115. Drawing Flat-Shaded Object Faces.mp4
24:44
116. Using sizeof with Variable Name.mp4
02:59
117. CMP File Layout.mp4
11:00
118. Reading Number of Textures from File.mp4
06:50
119. Reading TIM Sizes from File.mp4
12:31
120. A Function to Extract LZSS Data.mp4
10:46
121. Texture Structs.mp4
15:11
122. Uploading CMP Textures to VRAM.mp4
18:58
123. Global Texture Store Array.mp4
13:50
124. Rendering Textured Triangles.mp4
06:43
125. Visualizing Textured 3D Objects.mp4
06:55
126. Loading Multiple CMP Files.mp4
11:39
127. Exercise Linked List of Objects.mp4
08:47
128. Linked List Implementation.mp4
14:35
129. Joypad Press & Release.mp4
02:32
130. Reading Scene Objects from CD.mp4
20:29
131. Camera-Object Distance Check.mp4
11:14
132. Drawing Scene Objects.mp4
08:09
133. Track Sections & Faces.mp4
14:30
134. Structs for Sessions & Faces.mp4
07:47
135. Reading Vertices, Faces, & Sections.mp4
20:45
136. Function to Render Track Sections.mp4
22:58
137. Shrinking Track Vertices.mp4
15:23
138. Exercise Testing Face Flags.mp4
06:45
139. Drawing Quad Lines.mp4
05:38
140. Aoiding the GTE 16-bit Limitation.mp4
11:46
141. Clamping Oerflow Values.mp4
18:19
142. Loading Track Texture Tiles.mp4
24:23
143. Manually Position Textures in VRAM.mp4
15:07
144. Loading Track Face UV Coords.mp4
10:11
145. Flip Face Texture.mp4
05:09
146. Tessellation & Polygon Subdiision.mp4
13:13
147. Drawing Quads Recursiely.mp4
12:34
148. A Function to Draw Quads Recursiely.mp4
15:28
149. Subdiiding UV Coordinates.mp4
09:32
150. T-junctions.mp4
13:02
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- language english
- Training sessions 150
- duration 28:22:38
- Release Date 2024/07/21