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Урок 1.
00:12:19
Starting our Journey
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Урок 2.
00:02:59
How to Take this Course
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Урок 3.
00:10:50
Placing the PlayStation in History
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Урок 4.
00:14:10
PS1 Hardware Overview
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Урок 5.
00:09:54
The MIPS CPU
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Урок 6.
00:07:41
Memory & Endianness
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Урок 7.
00:12:13
Memory Map
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Урок 8.
00:15:53
CPU Registers & Load Instructions
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Урок 9.
00:07:11
Store, Add, & Subtract Instructions
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Урок 10.
00:07:03
Jump & Branch Instructions
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Урок 11.
00:02:47
Exercise: Our First MIPS Code
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Урок 12.
00:05:11
Going Over Our First MIPS Code
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Урок 13.
00:06:38
Installing the ARMIPS Assembler
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Урок 14.
00:04:09
Assembling our MIPS Code
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Урок 15.
00:04:43
PSX-EXE File Format
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Урок 16.
00:08:03
Emulator & Step-By-Step Execution
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Урок 17.
00:03:05
Fixing Off-By-One Error
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Урок 18.
00:07:53
Pseudo-Instructions
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Урок 19.
00:11:00
The MIPS Pipeline
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Урок 20.
00:06:57
Some Warm Up Exercises
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Урок 21.
00:15:08
Solving our Warm Up Exercises
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Урок 22.
00:04:57
Register Shorthand
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Урок 23.
00:05:40
Factorial Exercise
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Урок 24.
00:08:57
Solving our Factorial Exercise
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Урок 25.
00:10:54
Factorial Subroutine
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Урок 26.
00:11:45
Negative Numbers
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Урок 27.
00:06:24
Sign Extension
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Урок 28.
00:06:07
Logical Instructions
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Урок 29.
00:09:30
Bitshifting Instructions
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Урок 30.
00:06:46
Examples of CISC & RISC Machines
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Урок 31.
00:15:46
CISC vs RISC Instructions
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Урок 32.
00:16:42
The PlayStation Graphics System
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Урок 33.
00:05:10
Drawing Primitives
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Урок 34.
00:11:30
GPU Packets
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Урок 35.
00:19:03
Sending Display Control Packets to GP1
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Урок 36.
00:07:01
Sending VRAM Access Packets to GP0
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Урок 37.
00:06:35
Clear Display Area
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Урок 38.
00:04:35
Drawing a Flat-Shaded Triangle
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Урок 39.
00:02:39
Drawing a Flat-Shaded Quad
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Урок 40.
00:01:54
Drawing a Gouraud-Shaded Triangle
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Урок 41.
00:13:08
Flat-Shaded Triangle Subroutine
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Урок 42.
00:04:36
Coding our Flat Triangle Subroutine
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Урок 43.
00:11:17
Stack & Stack Pointer
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Урок 44.
00:07:24
Stack Parameters
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Урок 45.
00:05:16
Stack & Heap Space
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Урок 46.
00:07:38
Variables
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Урок 47.
00:06:20
Variable Alignment
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Урок 48.
00:13:32
Vector Alignment
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Урок 49.
00:24:40
Copying Image Data to VRAM
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Урок 50.
00:06:57
Using Bitshifting to Multiply & Divide
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Урок 51.
00:14:38
24BPP Display Mode
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Урок 52.
00:06:33
Taking Advantage of our Delay Slots
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Урок 53.
00:05:37
Moving from MIPS Assembly to C
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Урок 54.
00:14:17
Installing Tools on Windows 11
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Урок 55.
00:19:31
Installing Tools on Windows XP
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Урок 56.
00:12:38
Compiling a Simple Psy-Q Project
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Урок 57.
00:28:44
Double-Buffer Screen
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Урок 58.
00:04:10
Psy-Q Integer Data Types
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Урок 59.
00:07:30
Psy-Q Primitive Types
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Урок 60.
00:17:27
Ordering Table & Primitive Buffer
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Урок 61.
00:15:13
Sorting Primitives into the OT
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Урок 62.
00:05:47
Sorting a Gouraud Quad into the OT
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Урок 63.
00:12:14
A Review of Pointers
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Урок 64.
00:11:38
The Arrow Operator
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Урок 65.
00:15:39
A Review of 3D Projection
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Урок 66.
00:12:24
Vertices & Face Indices
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Урок 67.
00:07:11
The Geometry Transformation Engine
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Урок 68.
00:10:05
Basic 3D Transformations
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Урок 69.
00:15:21
RotTransPers Function
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Урок 70.
00:14:27
Coding a Rotating 3D Cube
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Урок 71.
00:06:33
Normal Clip
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Урок 72.
00:03:12
Coding Quads as Cube Faces
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Урок 73.
00:15:10
Reviewing Floating-Point Numbers
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Урок 74.
00:15:28
Fixed-Point Numbers
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Урок 75.
00:10:52
Implementing a Bouncing Cube
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Урок 76.
00:16:11
Different Transform Matrix per Object
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Урок 77.
00:02:50
Wait, Can I use Floats?
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Урок 78.
00:10:25
GTE Register Set
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Урок 79.
00:15:19
Inline GTE Instructions
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Урок 80.
00:08:36
RTPT vs. RTPS
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Урок 81.
00:17:36
Reading Joypad State
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Урок 82.
00:17:05
Joypad Input with BIOS Functions
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Урок 83.
00:22:16
Joypad Header & Implementation
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Урок 84.
00:25:41
Header File for OT & Primitive Buffer
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Урок 85.
00:06:04
Header File for Display Routines
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Урок 86.
00:10:51
Camera Space
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Урок 87.
00:15:23
The Look-At Transformation
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Урок 88.
00:16:21
The LookAt Function
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Урок 89.
00:20:58
Coding the Look-At Camera Model
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Урок 90.
00:21:32
CD-ROM Basics
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Урок 91.
00:14:35
Generating an ISO on Windows XP
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Урок 92.
00:09:19
Generating an ISO on Windows 11
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Урок 93.
00:21:07
A Function to Read Files from the CD
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Урок 94.
00:07:07
Understanding the MODEL.BIN File
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Урок 95.
00:08:23
Dynamically Allocating Buffers
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Урок 96.
00:07:06
Heap Initialization on Windows 11
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Урок 97.
00:15:03
Interpreting Bytes as Numbers
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Урок 98.
00:09:40
Handling Different Order of Bytes
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Урок 99.
00:13:20
Reading Vertices & Faces from a File
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Урок 100.
00:17:28
UV Coordinates, TPAGE, & CLUT
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Урок 101.
00:03:18
Installing TIM Tool
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Урок 102.
00:10:39
TIM File Format
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Урок 103.
00:19:42
Read TIM File from the CD
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Урок 104.
00:17:44
Textured Cube Faces
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Урок 105.
00:12:24
Wobbly Textures
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Урок 106.
00:02:54
Polygon Jitter
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Урок 107.
00:08:33
Dev Tools CD Samples
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Урок 108.
00:09:04
Intro to our Final Project
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Урок 109.
00:03:54
Importing Project Assets
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Урок 110.
00:13:38
PRM File Layout
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Урок 111.
00:14:35
Reading Object Name from PRM File
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Урок 112.
00:10:27
Reading Vertices from PRM File
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Урок 113.
00:22:50
Handling Different Primitive Types
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Урок 114.
00:13:23
Reading Primitives from PRM File
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Урок 115.
00:24:45
Drawing Flat-Shaded Object Faces
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Урок 116.
00:03:00
Using sizeof with Variable Name
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Урок 117.
00:11:01
CMP File Layout
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Урок 118.
00:06:51
Reading Number of Textures from File
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Урок 119.
00:12:32
Reading TIM Sizes from File
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Урок 120.
00:10:47
A Function to Extract LZSS Data
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Урок 121.
00:15:12
Texture Structs
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Урок 122.
00:18:59
Uploading CMP Textures to VRAM
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Урок 123.
00:13:51
Global Texture Store Array
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Урок 124.
00:06:44
Rendering Textured Triangles
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Урок 125.
00:06:56
Visualizing Textured 3D Objects
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Урок 126.
00:11:40
Loading Multiple CMP Files
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Урок 127.
00:08:48
Exercise: Linked List of Objects
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Урок 128.
00:14:36
Linked List Implementation
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Урок 129.
00:02:33
Joypad Press & Release
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Урок 130.
00:20:30
Reading Scene Objects from CD
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Урок 131.
00:11:15
Camera-Object Distance Check
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Урок 132.
00:08:10
Drawing Scene Objects
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Урок 133.
00:14:31
Track Sections & Faces
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Урок 134.
00:07:48
Structs for Sessions & Faces
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Урок 135.
00:20:46
Reading Vertices, Faces, & Sections
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Урок 136.
00:22:59
Function to Render Track Sections
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Урок 137.
00:15:24
Shrinking Track Vertices
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Урок 138.
00:06:46
Exercise: Testing Face Flags
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Урок 139.
00:05:39
Drawing Quad Lines
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Урок 140.
00:11:47
Avoiding the GTE 16-bit Limitation
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Урок 141.
00:18:20
Clamping Overflow Values
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Урок 142.
00:24:24
Loading Track Texture Tiles
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Урок 143.
00:15:08
Manually Position Textures in VRAM
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Урок 144.
00:10:12
Loading Track Face UV Coords
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Урок 145.
00:05:10
Flip Face Texture
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Урок 146.
00:13:14
Tessellation & Polygon Subdivision
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Урок 147.
00:12:35
Drawing Quads Recursively
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Урок 148.
00:15:29
A Function to Draw Quads Recursively
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Урок 149.
00:09:33
Subdividing UV Coordinates
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Урок 150.
00:13:03
T-junctions
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Урок 151.
00:08:02
Ship Struct
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Урок 152.
00:03:58
Adding the Ship Header File
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Урок 153.
00:08:04
Movement in Game Physics
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Урок 154.
00:19:02
Changing the Thrust Magnitude
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Урок 155.
00:16:08
Applying the Thrust Force
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Урок 156.
00:09:47
Yaw, Pitch, & Roll
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Урок 157.
00:15:59
Populating our Rotation Matrix
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Урок 158.
00:14:27
Coding the Object's Orientation
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Урок 159.
00:06:15
Drawing XYZ Axis
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Урок 160.
00:10:32
Accelerating in the Nose's Direction
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Урок 161.
00:07:53
Placing Camera Behind the Ship
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Урок 162.
00:19:20
Yaw Velocity
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Урок 163.
00:05:45
Maximum Yaw Velocity
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Урок 164.
00:11:01
Roll Left & Right
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Урок 165.
00:09:33
Rethinking Section Rendering
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Урок 166.
00:11:58
Initializing Ship's Nearest Section
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Урок 167.
00:07:44
Update Ship's Nearest Section
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Урок 168.
00:10:52
Rendering Track Ahead
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Урок 169.
00:03:24
Clamping Track Vertices to 16 bits
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Урок 170.
00:10:00
Loading Track Session Normals
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Урок 171.
00:07:17
Drawing Section Normals
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Урок 172.
00:10:02
Loading the Section Base Vertex
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Урок 173.
00:10:20
Projected Ship Height
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Урок 174.
00:09:46
Coding the Projected Ship Height
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Урок 175.
00:08:20
Track Attraction & Repulsion Forces
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Урок 176.
00:04:01
Preventing Negative Height Values
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Урок 177.
00:15:37
Audio & SPU
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Урок 178.
00:09:42
Converting WAV to VAG
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Урок 179.
00:20:53
Playing a VAG Sound Effect
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Урок 180.
00:05:01
Pitch & Sampling Frequency
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Урок 181.
00:01:36
Exercise: Countdown Audio
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Урок 182.
00:04:54
Countdown Sound Effects
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Урок 183.
00:09:32
Background Music
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Урок 184.
00:06:23
Recording an Audio Track
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Урок 185.
00:13:50
Adding Audio Track to ISO
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Урок 186.
00:10:20
Play Audio Track Implementation
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Урок 187.
00:04:30
Play Background Audio Track
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Урок 188.
00:02:33
Adding Scene Objects & Audio
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Урок 189.
00:09:58
Conclusion & Next Steps