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使用MIPS汇编器和C语言开发PS1游戏(英文版)

使用MIPS汇编器和C语言开发PS1游戏(英文版) 深入PS1游戏开发,掌握MIPS汇编与C语言 编辑点评 结合历史与硬件讲解,从基础到高级,全面解析PS1游戏开发。 ⭐ 编辑推荐 本课程深入讲解PS1游戏开发,涵盖MIPS汇编与C语言,适合对游戏开发感兴趣的编程爱好者。 ✨ 课程亮点 ✦ MIPS

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使用MIPS汇编器和C语言开发PS1游戏(英文版)

深入PS1游戏开发,掌握MIPS汇编与C语言

编辑点评

结合历史与硬件讲解,从基础到高级,全面解析PS1游戏开发。

⭐ 编辑推荐

本课程深入讲解PS1游戏开发,涵盖MIPS汇编与C语言,适合对游戏开发感兴趣的编程爱好者。

✨ 课程亮点

✦MIPS汇编与C语言结合教学
✦PS1硬件深入解析
✦游戏开发实战项目

课程目录

适合人群

  • 游戏开发爱好者
  • 编程初学者
  • 计算机专业学生

🎯 学习收获

  • 掌握MIPS汇编与C语言
  • 了解PS1游戏开发流程
  • 具备独立开发PS1游戏的能力

🎉 祝您学习愉快!

课程目录

课程目录133 条
  • 002. How to Take this Course.srt
  • 002. How to Take this Course.vtt
  • 003. Placing the PlayStation in History.srt
  • 003. Placing the PlayStation in History.vtt
  • 004. PS1 Hardware Overview.srt
  • 004. PS1 Hardware Overview.vtt
  • 005. The MIPS CPU.srt
  • 005. The MIPS CPU.vtt
  • 006. Memory & Endianness.srt
  • 006. Memory & Endianness.vtt
  • 007. Memory Map.srt
  • 007. Memory Map.vtt
  • 008. CPU Registers & Load Instructions.srt
  • 008. CPU Registers & Load Instructions.vtt
  • 009. Store, Add, & Subtract Instructions.srt
  • 009. Store, Add, & Subtract Instructions.vtt
  • 010. Jump & Branch Instructions.srt
  • 010. Jump & Branch Instructions.vtt
  • 011. Exercise Our First MIPS Code.srt
  • 011. Exercise Our First MIPS Code.vtt
  • 012. Going Over Our First MIPS Code.srt
  • 012. Going Over Our First MIPS Code.vtt
  • 013. Installing the ARMIPS Assembler.srt
  • 013. Installing the ARMIPS Assembler.vtt
  • 014. Assembling our MIPS Code.srt
  • 014. Assembling our MIPS Code.vtt
  • 015. PSX-EXE File Format.srt
  • 015. PSX-EXE File Format.vtt
  • 016. Emulator & Step-By-Step Execution.srt
  • 016. Emulator & Step-By-Step Execution.vtt
  • 017. Fixing Off-By-One Error.srt
  • 017. Fixing Off-By-One Error.vtt
  • 018. Pseudo-Instructions.srt
  • 018. Pseudo-Instructions.vtt
  • 019. The MIPS Pipeline.srt
  • 019. The MIPS Pipeline.vtt
  • 020. Some Warm Up Exercises.srt
  • 020. Some Warm Up Exercises.vtt
  • 021. Solving our Warm Up Exercises.srt
  • 021. Solving our Warm Up Exercises.vtt
  • 022. Register Shorthand.srt
  • 022. Register Shorthand.vtt
  • 023. Factorial Exercise.srt
  • 023. Factorial Exercise.vtt
  • 024. Solving our Factorial Exercise.srt
  • 024. Solving our Factorial Exercise.vtt
  • 025. Factorial Subroutine.srt
  • 025. Factorial Subroutine.vtt
  • 026. Negative Numbers.srt
  • 026. Negative Numbers.vtt
  • 027. Sign Extension.srt
  • 027. Sign Extension.vtt
  • 028. Logical Instructions.srt
  • 028. Logical Instructions.vtt
  • 029. Bitshifting Instructions.srt
  • 029. Bitshifting Instructions.vtt
  • 030. Examples of CISC & RISC Machines.srt
  • 030. Examples of CISC & RISC Machines.vtt
  • 031. CISC vs RISC Instructions.srt
  • 031. CISC vs RISC Instructions.vtt
  • 032. The PlayStation Graphics System.srt
  • 032. The PlayStation Graphics System.vtt
  • 033. Drawing Primitives.srt
  • 033. Drawing Primitives.vtt
  • 034. GPU Packets.srt
  • 034. GPU Packets.vtt
  • 035. Sending Display Control Packets to GP1.srt
  • 035. Sending Display Control Packets to GP1.vtt
  • 036. Sending VRAM Access Packets to GP0.srt
  • 036. Sending VRAM Access Packets to GP0.vtt
  • 037. Clear Display Area.srt
  • 037. Clear Display Area.vtt
  • 038. Drawing a Flat-Shaded Triangle.srt
  • 038. Drawing a Flat-Shaded Triangle.vtt
  • 039. Drawing a Flat-Shaded Quad.srt
  • 039. Drawing a Flat-Shaded Quad.vtt
  • 040. Drawing a Gouraud-Shaded Triangle.srt
  • 040. Drawing a Gouraud-Shaded Triangle.vtt
  • 041. Flat-Shaded Triangle Subroutine.srt
  • 041. Flat-Shaded Triangle Subroutine.vtt
  • 042. Coding our Flat Triangle Subroutine.srt
  • 042. Coding our Flat Triangle Subroutine.vtt
  • 043. Stack & Stack Pointer.srt
  • 043. Stack & Stack Pointer.vtt
  • 044. Stack Parameters.srt
  • 044. Stack Parameters.vtt
  • 045. Stack & Heap Space.srt
  • 045. Stack & Heap Space.vtt
  • 046. Variables.srt
  • 046. Variables.vtt
  • 047. Variable Alignment.srt
  • 047. Variable Alignment.vtt
  • 048. Vector Alignment.srt
  • 048. Vector Alignment.vtt
  • 049. Copying Image Data to VRAM.srt
  • 049. Copying Image Data to VRAM.vtt
  • 050. Using Bitshifting to Multiply & Divide.srt
  • 050. Using Bitshifting to Multiply & Divide.vtt
  • 051. 24BPP Display Mode.srt
  • 051. 24BPP Display Mode.vtt
  • 052. Taking Advantage of our Delay Slots.srt
  • 052. Taking Advantage of our Delay Slots.vtt
  • 053. Moving from MIPS Assembly to C.srt
  • 053. Moving from MIPS Assembly to C.vtt
  • 054. Installing Tools on Windows 11.srt
  • 054. Installing Tools on Windows 11.vtt
  • 055. Installing Tools on Windows XP.srt
  • 055. Installing Tools on Windows XP.vtt
  • 056. Compiling a Simple Psy-Q Project.srt
  • 056. Compiling a Simple Psy-Q Project.vtt
  • 057. Double-Buffer Screen.srt
  • 057. Double-Buffer Screen.vtt
  • 058. Psy-Q Integer Data Types.srt
  • 058. Psy-Q Integer Data Types.vtt
  • 059. Psy-Q Primitive Types.srt
  • 059. Psy-Q Primitive Types.vtt
  • 060. Ordering Table & Primitive Buffer.srt
  • 060. Ordering Table & Primitive Buffer.vtt
  • 061. Sorting Primitives into the OT.srt
  • 061. Sorting Primitives into the OT.vtt
  • 062. Sorting a Gouraud Quad into the OT.srt
  • 062. Sorting a Gouraud Quad into the OT.vtt
  • 063. A Review of Pointers.srt
  • 063. A Review of Pointers.vtt
  • 064. The Arrow Operator.srt
  • 064. The Arrow Operator.vtt
  • 065. A Review of 3D Projection.srt
  • 065. A Review of 3D Projection.vtt
  • 066. Vertices & Face Indices.srt
  • 066. Vertices & Face Indices.vtt
  • 067. The Geometry Transformation Engine.srt
  • 067. The Geometry Transformation Engine.vtt
  • 068. Basic 3D Transformations.srt
  • 068. Basic 3D Transformations.vtt
  • 069. RotTransPers Function.srt
  • 069. RotTransPers Function.vtt
  • 070. Coding a Rotating 3D Cube.srt
  • 070. Coding a Rotating 3D Cube.vtt
  • 071. Normal Clip.srt
  • 071. Normal Clip.vtt
  • 072. Coding Quads as Cube Faces.srt
  • 072. Coding Quads as Cube Faces.vtt
  • 073. Reviewing Floating-Point Numbers.srt
  • 073. Reviewing Floating-Point Numbers.vtt
  • 074. Fixed-Point Numbers.srt
  • 074. Fixed-Point Numbers.vtt
  • 075. Implementing a Bouncing Cube.srt
  • 075. Implementing a Bouncing Cube.vtt
  • 076. Different Transform Matrix per Object.srt
  • 076. Different Transform Matrix per Object.vtt
  • 077. Wait, Can I use Floats.srt
  • 077. Wait, Can I use Floats.vtt
  • 078. GTE Register Set.srt
  • 078. GTE Register Set.vtt
  • 079. Inline GTE Instructions.srt
  • 079. Inline GTE Instructions.vtt
  • 080. RTPT vs. RTPS.srt
  • 080. RTPT vs. RTPS.vtt
  • 081. Reading Joypad State.srt
  • 081. Reading Joypad State.vtt
  • 082. Joypad Input with BIOS Functions.srt
  • 082. Joypad Input with BIOS Functions.vtt
  • 083. Joypad Header & Implementation.srt
  • 083. Joypad Header & Implementation.vtt
  • 084. Header File for OT & Primitive Buffer.srt
  • 084. Header File for OT & Primitive Buffer.vtt
  • 085. Header File for Display Routines.srt
  • 085. Header File for Display Routines.vtt
  • 086. Camera Space.srt
  • 086. Camera Space.vtt
  • 087. The Look-At Transformation.srt
  • 087. The Look-At Transformation.vtt
  • 088. The LookAt Function.srt
  • 088. The LookAt Function.vtt
  • 089. Coding the Look-At Camera Model.srt
  • 089. Coding the Look-At Camera Model.vtt
  • 090. CD-ROM Basics.srt
  • 090. CD-ROM Basics.vtt
  • 091. Generating an ISO on Windows XP.srt
  • 091. Generating an ISO on Windows XP.vtt
  • 092. Generating an ISO on Windows 11.srt
  • 092. Generating an ISO on Windows 11.vtt
  • 093. A Function to Read Files from the CD.srt
  • 093. A Function to Read Files from the CD.vtt
  • 094. Understanding the MODEL.BIN File.srt
  • 094. Understanding the MODEL.BIN File.vtt
  • 095. Dynamically Allocating Buffers.srt
  • 095. Dynamically Allocating Buffers.vtt
  • 096. Heap Initialization on Windows 11.srt
  • 096. Heap Initialization on Windows 11.vtt
  • 097. Interpreting Bytes as Numbers.srt
  • 097. Interpreting Bytes as Numbers.vtt
  • 098. Handling Different Order of Bytes.srt
  • 098. Handling Different Order of Bytes.vtt
  • 099. Reading Vertices & Faces from a File.srt
  • 099. Reading Vertices & Faces from a File.vtt
  • 100. UV Coordinates, TPAGE, & CLUT.srt
  • 100. UV Coordinates, TPAGE, & CLUT.vtt
  • 101. Installing TIM Tool.srt
  • 101. Installing TIM Tool.vtt
  • 102. TIM File Format.srt
  • 102. TIM File Format.vtt
  • 103. Read TIM File from the CD.srt
  • 103. Read TIM File from the CD.vtt
  • 104. Textured Cube Faces.srt
  • 104. Textured Cube Faces.vtt
  • 105. Wobbly Textures.srt
  • 105. Wobbly Textures.vtt
  • 106. Polygon Jitter.srt
  • 106. Polygon Jitter.vtt
  • 107. Dev Tools CD Samples.srt
  • 107. Dev Tools CD Samples.vtt
  • 108. Intro to our Final Project.srt
  • 108. Intro to our Final Project.vtt
  • 109. Importing Project Assets.srt
  • 109. Importing Project Assets.vtt
  • 110. PRM File Layout.srt
  • 110. PRM File Layout.vtt
  • 111. Reading Object Name from PRM File.srt
  • 111. Reading Object Name from PRM File.vtt
  • 112. Reading Vertices from PRM File.srt
  • 112. Reading Vertices from PRM File.vtt
  • 113. Handling Different Primitive Types.srt
  • 113. Handling Different Primitive Types.vtt
  • 114. Reading Primitives from PRM File.srt
  • 114. Reading Primitives from PRM File.vtt
  • 115. Drawing Flat-Shaded Object Faces.srt
  • 115. Drawing Flat-Shaded Object Faces.vtt
  • 116. Using sizeof with Variable Name.srt
  • 116. Using sizeof with Variable Name.vtt
  • 117. CMP File Layout.srt
  • 117. CMP File Layout.vtt
  • 118. Reading Number of Textures from File.srt
  • 118. Reading Number of Textures from File.vtt
  • 119. Reading TIM Sizes from File.srt
  • 119. Reading TIM Sizes from File.vtt
  • 120. A Function to Extract LZSS Data.srt
  • 120. A Function to Extract LZSS Data.vtt
  • 121. Texture Structs.srt
  • 121. Texture Structs.vtt
  • 122. Uploading CMP Textures to VRAM.srt
  • 122. Uploading CMP Textures to VRAM.vtt
  • 123. Global Texture Store Array.srt
  • 123. Global Texture Store Array.vtt
  • 124. Rendering Textured Triangles.srt
  • 124. Rendering Textured Triangles.vtt
  • 125. Visualizing Textured 3D Objects.srt
  • 125. Visualizing Textured 3D Objects.vtt
  • 126. Loading Multiple CMP Files.srt
  • 126. Loading Multiple CMP Files.vtt
  • 127. Exercise Linked List of Objects.srt
  • 127. Exercise Linked List of Objects.vtt
  • 128. Linked List Implementation.srt
  • 128. Linked List Implementation.vtt
  • 129. Joypad Press & Release.srt
  • 129. Joypad Press & Release.vtt
  • 130. Reading Scene Objects from CD.srt
  • 130. Reading Scene Objects from CD.vtt
  • 131. Camera-Object Distance Check.srt
  • 131. Camera-Object Distance Check.vtt
  • 132. Drawing Scene Objects.srt
  • 132. Drawing Scene Objects.vtt
  • 133. Track Sections & Faces.srt
  • 133. Track Sections & Faces.vtt
  • 134. Structs for Sessions & Faces.srt
  • 134. Structs for Sessions & Faces.vtt
  • … 共 448 条