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دسته بندی دوره ها

PS1 Programming with MIPS Assembly & C

سرفصل های دوره
  • 001. Starting our Journey
  • 002. How to Take this Course
  • 003. Placing the PlayStation in History
  • 004. PS1 Hardware Oeriew
  • 005. The MIPS CPU
  • 006. Memory & Endianness
  • 007. Memory Map
  • 008. CPU Registers & Load Instructions
  • 009. Store, Add, & Subtract Instructions
  • 010. Jump & Branch Instructions
  • 011. Exercise Our First MIPS Code
  • 012. Going Oer Our First MIPS Code
  • 013. Installing the ARMIPS Assembler
  • 014. Assembling our MIPS Code
  • 015. PSX-EXE File Format
  • 016. Emulator & Step-By-Step Execution
  • 017. Fixing Off-By-One Error
  • 018. Pseudo-Instructions
  • 019. The MIPS Pipeline
  • 020. Some Warm Up Exercises
  • 021. Soling our Warm Up Exercises
  • 022. Register Shorthand
  • 023. Factorial Exercise
  • 024. Soling our Factorial Exercise
  • 025. Factorial Subroutine
  • 026. Negatie Numbers
  • 027. Sign Extension
  • 028. Logical Instructions
  • 029. Bitshifting Instructions
  • 030. Examples of CISC & RISC Machines
  • 031. CISC s RISC Instructions
  • 032. The PlayStation Graphics System
  • 033. Drawing Primities
  • 034. GPU Packets
  • 035. Sending Display Control Packets to GP1
  • 036. Sending VRAM Access Packets to GP0
  • 037. Clear Display Area
  • 038. Drawing a Flat-Shaded Triangle
  • 039. Drawing a Flat-Shaded Quad
  • 040. Drawing a Gouraud-Shaded Triangle
  • 041. Flat-Shaded Triangle Subroutine
  • 042. Coding our Flat Triangle Subroutine
  • 043. Stack & Stack Pointer
  • 044. Stack Parameters
  • 045. Stack & Heap Space
  • 046. Variables
  • 047. Variable Alignment
  • 048. Vector Alignment
  • 049. Copying Image Data to VRAM
  • 050. Using Bitshifting to Multiply & Diide
  • 051. 24BPP Display Mode
  • 052. Taking Adantage of our Delay Slots
  • 053. Moing from MIPS Assembly to C
  • 054. Installing Tools on Windows 11
  • 055. Installing Tools on Windows XP
  • 056. Compiling a Simple Psy-Q Project
  • 057. Double-Buffer Screen
  • 058. Psy-Q Integer Data Types
  • 059. Psy-Q Primitie Types
  • 060. Ordering Table & Primitie Buffer
  • 061. Sorting Primities into the OT
  • 062. Sorting a Gouraud Quad into the OT
  • 063. A Reiew of Pointers
  • 064. The Arrow Operator
  • 065. A Reiew of 3D Projection
  • 066. Vertices & Face Indices
  • 067. The Geometry Transformation Engine
  • 068. Basic 3D Transformations
  • 069. RotTransPers Function
  • 070. Coding a Rotating 3D Cube
  • 071. Normal Clip
  • 072. Coding Quads as Cube Faces
  • 073. Reiewing Floating-Point Numbers
  • 074. Fixed-Point Numbers
  • 075. Implementing a Bouncing Cube
  • 076. Different Transform Matrix per Object
  • 077. Wait, Can I use Floats
  • 078. GTE Register Set
  • 079. Inline GTE Instructions
  • 080. RTPT s. RTPS
  • 081. Reading Joypad State
  • 082. Joypad Input with BIOS Functions
  • 083. Joypad Header & Implementation
  • 084. Header File for OT & Primitie Buffer
  • 085. Header File for Display Routines
  • 086. Camera Space
  • 087. The Look-At Transformation
  • 088. The LookAt Function
  • 089. Coding the Look-At Camera Model
  • 090. CD-ROM Basics
  • 091. Generating an ISO on Windows XP
  • 092. Generating an ISO on Windows 11
  • 093. A Function to Read Files from the CD
  • 094. Understanding the MODEL.BIN File
  • 095. Dynamically Allocating Buffers
  • 096. Heap Initialization on Windows 11
  • 097. Interpreting Bytes as Numbers
  • 098. Handling Different Order of Bytes
  • 099. Reading Vertices & Faces from a File
  • 100. UV Coordinates, TPAGE, & CLUT
  • 101. Installing TIM Tool
  • 102. TIM File Format
  • 103. Read TIM File from the CD
  • 104. Textured Cube Faces
  • 105. Wobbly Textures
  • 106. Polygon Jitter
  • 107. De Tools CD Samples
  • 108. Intro to our Final Project
  • 109. Importing Project Assets
  • 110. PRM File Layout
  • 111. Reading Object Name from PRM File
  • 112. Reading Vertices from PRM File
  • 113. Handling Different Primitie Types
  • 114. Reading Primities from PRM File
  • 115. Drawing Flat-Shaded Object Faces
  • 116. Using sizeof with Variable Name
  • 117. CMP File Layout
  • 118. Reading Number of Textures from File
  • 119. Reading TIM Sizes from File
  • 120. A Function to Extract LZSS Data
  • 121. Texture Structs
  • 122. Uploading CMP Textures to VRAM
  • 123. Global Texture Store Array
  • 124. Rendering Textured Triangles
  • 125. Visualizing Textured 3D Objects
  • 126. Loading Multiple CMP Files
  • 127. Exercise Linked List of Objects
  • 128. Linked List Implementation
  • 129. Joypad Press & Release
  • 130. Reading Scene Objects from CD
  • 131. Camera-Object Distance Check
  • 132. Drawing Scene Objects
  • 133. Track Sections & Faces
  • 134. Structs for Sessions & Faces
  • 135. Reading Vertices, Faces, & Sections
  • 136. Function to Render Track Sections
  • 137. Shrinking Track Vertices
  • 138. Exercise Testing Face Flags
  • 139. Drawing Quad Lines
  • 140. Aoiding the GTE 16-bit Limitation
  • 141. Clamping Oerflow Values
  • 142. Loading Track Texture Tiles
  • 143. Manually Position Textures in VRAM
  • 144. Loading Track Face UV Coords
  • 145. Flip Face Texture
  • 146. Tessellation & Polygon Subdiision
  • 147. Drawing Quads Recursiely
  • 148. A Function to Draw Quads Recursiely
  • 149. Subdiiding UV Coordinates
  • 150. T-junctions
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    تاریخ انتشار: ۹ مرداد ۱۴۰۳
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