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PS1 Programming with MIPS Assembly & C

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28:22:38

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  • 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
  • PS1 Programming with MIPS Assembly & C.txt
  • code.zip
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    Students take courses primarily to improve job-related skills.Some courses generate credit toward technical certification. Udemy has made a special effort to attract corporate trainers seeking to create coursework for employees of their company.
    • language english
    • Training sessions 150
    • duration 28:22:38
    • Release Date 2024/07/21