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使用MIPS汇编器和C语言开发PS1游戏

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发表于 2024-7-15 10:54:02 | 显示全部楼层 |阅读模式
使用MIPS汇编器和C语言开发PS1游戏 | PS1 Programming with MIPS Assembly & C国外课程有字幕,共150节视频课程├──001. Starting our Journey.mp4 101.92M
1 G+ F$ _% s: b! m' G- n├──001. Starting our Journey.srt 17.08kb& E& b) G5 J, @5 J. C
├──002. How to Take this Course.mp4 4.32M; [, `$ }1 t  U: r( i% K& ?( Y
├──002. How to Take this Course.srt 3.86kb
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├──004. PS1 Hardware Overview.vtt 21.52kb
. `* ?7 [- e- t  z; r0 ~* x├──005. The MIPS CPU.mp4 43.08M3 G# i5 m+ X2 w' y* V# D, t1 M, T
├──005. The MIPS CPU.srt 13.59kb$ b" T% A# H' \  C3 A* r
├──005. The MIPS CPU.vtt 14.57kb
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├──006. Memory & Endianness.srt 9.97kb
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├──007. Memory Map.mp4 30.66M; @% N  U% \1 a
├──007. Memory Map.srt 17.02kb
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├──009. Store, Add, & Subtract Instructions.mp4 42.22M
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├──009. Store, Add, & Subtract Instructions.vtt 10.18kb
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├──010. Jump & Branch Instructions.srt 11.05kb1 g' q2 {6 |: O6 f: v2 S
├──010. Jump & Branch Instructions.vtt 11.09kb* Y9 D1 @8 n% e) k2 \" _& @
├──011. Exercise Our First MIPS Code.mp4 18.45M' c/ V& S1 {: U3 o4 ?
├──011. Exercise Our First MIPS Code.srt 4.16kb5 N. k- E9 \* e3 I7 u
├──011. Exercise Our First MIPS Code.vtt 4.29kb% q9 y/ K2 [0 o
├──012. Going Over Our First MIPS Code.mp4 26.29M0 |/ b6 F0 G& R2 m& N8 f
├──012. Going Over Our First MIPS Code.srt 6.58kb0 t: k" V; _2 ]6 n( M) @
├──012. Going Over Our First MIPS Code.vtt 6.57kb5 }1 N9 t) \, {' l, t8 q6 Y5 ], L
├──013. Installing the ARMIPS Assembler.mp4 34.70M
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├──015. PSX-EXE File Format.srt 5.46kb" f; R8 d; P0 F
├──015. PSX-EXE File Format.vtt 5.48kb
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├──018. Pseudo-Instructions.mp4 34.24M
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├──018. Pseudo-Instructions.vtt 10.69kb" z7 r2 S( u# E: S
├──019. The MIPS Pipeline.mp4 66.19M
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├──020. Some Warm Up Exercises.mp4 17.43M
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├──020. Some Warm Up Exercises.vtt 10.22kb
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├──022. Register Shorthand.mp4 22.98M+ K* K- m$ k+ ]5 M
├──022. Register Shorthand.srt 6.66kb9 m2 u1 R, V2 H
├──022. Register Shorthand.vtt 7.06kb
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├──023. Factorial Exercise.srt 7.30kb* C0 N  x$ z# V: a6 F
├──023. Factorial Exercise.vtt 7.68kb( Y* t3 \6 H& r3 z$ `
├──024. Solving our Factorial Exercise.mp4 40.56M
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├──024. Solving our Factorial Exercise.vtt 12.13kb( M0 b% o$ N8 Z5 i/ f  E
├──025. Factorial Subroutine.mp4 40.00M
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├──025. Factorial Subroutine.vtt 14.22kb
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├──026. Negative Numbers.srt 16.02kb! k3 `% U4 B* p* ?0 z# J" F
├──026. Negative Numbers.vtt 16.85kb9 M- X7 g& u0 Y
├──027. Sign Extension.mp4 29.87M
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├──028. Logical Instructions.srt 8.91kb0 `2 N' w, e0 [3 ?/ C4 a" `+ Z
├──029. Bitshifting Instructions.mp4 32.14M
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├──030. Examples of CISC & RISC Machines.mp4 38.67M% w0 Y& r- ^. \7 L% L4 F5 U' K
├──030. Examples of CISC & RISC Machines.srt 8.99kb# ^. S2 s8 t& I0 A' ^5 @
├──030. Examples of CISC & RISC Machines.vtt 9.33kb4 G6 x4 b1 ]( c
├──031. CISC vs RISC Instructions.mp4 81.97M3 A( p4 }/ [5 ]+ L1 B' H( Y7 _
├──031. CISC vs RISC Instructions.srt 23.06kb
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├──032. The PlayStation Graphics System.vtt 25.42kb% J) x+ |' c& {
├──033. Drawing Primitives.mp4 36.17M( e, c1 H5 M1 C6 M4 f3 S# M
├──033. Drawing Primitives.vtt 8.06kb9 y% s# {, x' Y, ]* x- t
├──034. GPU Packets.mp4 66.17M- d2 ~# S. y# u
├──034. GPU Packets.srt 17.17kb8 t! {+ d2 b9 b) |. @
├──035. Sending Display Control Packets to GP1.mp4 81.47M# e* ]5 R- _2 G2 x+ Q0 \- l6 r+ o
├──035. Sending Display Control Packets to GP1.srt 25.13kb% d% N5 v0 i% E# ]0 J$ q6 j7 [4 c) F
├──035. Sending Display Control Packets to GP1.vtt 26.08kb$ ^; W' g& E0 B9 r% C# [4 _
├──036. Sending VRAM Access Packets to GP0.mp4 33.16M
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├──036. Sending VRAM Access Packets to GP0.vtt 10.20kb
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├──037. Clear Display Area.vtt 9.34kb- c; u  F" m+ G& U1 x% o
├──038. Drawing a Flat-Shaded Triangle.mp4 18.31M+ F. _8 Q" c+ T- L
├──038. Drawing a Flat-Shaded Triangle.srt 6.57kb7 L# r" M: I6 E( t% F3 A
├──038. Drawing a Flat-Shaded Triangle.vtt 6.48kb+ K: E) `1 x2 n
├──039. Drawing a Flat-Shaded Quad.mp4 11.84M
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├──039. Drawing a Flat-Shaded Quad.vtt 3.85kb
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├──040. Drawing a Gouraud-Shaded Triangle.srt 2.50kb
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├──041. Flat-Shaded Triangle Subroutine.srt 18.01kb) W5 W* t4 k3 G' P
├──041. Flat-Shaded Triangle Subroutine.vtt 18.34kb, x0 \5 {+ \4 o+ Q- |$ `
├──042. Coding our Flat Triangle Subroutine.mp4 19.81M$ ?" F: b  I: D5 \% n) P
├──042. Coding our Flat Triangle Subroutine.srt 6.43kb
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├──043. Stack & Stack Pointer.vtt 15.97kb
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├──045. Stack & Heap Space.mp4 39.42M5 F( d! r6 ^/ b6 j% K) l) c
├──045. Stack & Heap Space.srt 7.49kb! f- M+ ?# Y6 c! V4 G
├──045. Stack & Heap Space.vtt 7.85kb
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├──047. Variable Alignment.srt 9.98kb, i# ?4 m( ~8 `% \- [1 g, `3 {
├──047. Variable Alignment.vtt 10.34kb
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├──048. Vector Alignment.vtt 19.63kb
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├──049. Copying Image Data to VRAM.srt 30.46kb
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├──050. Using Bitshifting to Multiply & Divide.mp4 32.99M, E( i7 r  G2 L. g6 B9 [; `, \
├──050. Using Bitshifting to Multiply & Divide.vtt 9.74kb
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├──051. 24BPP Display Mode.srt 18.77kb
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├──052. Taking Advantage of our Delay Slots.vtt 8.77kb
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├──053. Moving from MIPS Assembly to C.vtt 8.89kb
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├──054. Installing Tools on Windows 11.srt 20.26kb
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├──055. Installing Tools on Windows XP.mp4 66.76M
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├──056. Compiling a Simple Psy-Q Project.vtt 17.12kb
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├──058. Psy-Q Integer Data Types.vtt 5.50kb
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├──059. Psy-Q Primitive Types.vtt 10.73kb
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├──061. Sorting Primitives into the OT.mp4 47.86M) M; G" w% c& a% ~2 R- L4 Q8 l' |
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├──063. A Review of Pointers.srt 18.50kb
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├──066. Vertices & Face Indices.mp4 52.57M
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├──069. RotTransPers Function.mp4 70.44M0 N* B5 ?. p9 Z! v
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├──071. Normal Clip.mp4 26.15M8 @- g. ^" l4 e& R4 L
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├──072. Coding Quads as Cube Faces.mp4 12.56M
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├──074. Fixed-Point Numbers.mp4 48.52M
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├──075. Implementing a Bouncing Cube.mp4 52.08M
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├──077. Wait, Can I use Floats.mp4 6.12M
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├──078. GTE Register Set.mp4 38.56M
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├──079. Inline GTE Instructions.mp4 62.87M
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├──082. Joypad Input with BIOS Functions.mp4 79.94M
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├──088. The LookAt Function.mp4 66.73M
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├──091. Generating an ISO on Windows XP.srt 19.48kb  s5 w6 `4 I5 Z2 y2 V
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├──093. A Function to Read Files from the CD.mp4 93.63M
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├──096. Heap Initialization on Windows 11.srt 8.35kb  N4 k3 J& @1 S, d9 s
├──097. Interpreting Bytes as Numbers.mp4 72.29M
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├──098. Handling Different Order of Bytes.mp4 47.08M
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├──099. Reading Vertices & Faces from a File.mp4 51.18M6 F% w- z$ e7 S3 [
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├──102. TIM File Format.mp4 25.85M/ O3 v2 \! _  T- R! h' o* ?3 R
├──102. TIM File Format.vtt 15.26kb# {  @( o7 J& m" G) g6 }- W
├──103. Read TIM File from the CD.mp4 75.61M
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├──103. Read TIM File from the CD.vtt 27.88kb3 V; Z/ M& {, G9 u! a3 }; e7 L# N
├──104. Textured Cube Faces.srt 23.04kb
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├──107. Dev Tools CD Samples.mp4 41.19M# W' P# F% Z7 S/ H0 \/ S
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├──107. Dev Tools CD Samples.vtt 11.38kb
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├──109. Importing Project Assets.srt 5.44kb
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├──112. Reading Vertices from PRM File.mp4 41.33M- z$ z  n  l1 A4 ?& [; [$ g
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├──113. Handling Different Primitive Types.mp4 103.01M
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├──114. Reading Primitives from PRM File.mp4 58.35M0 t# @7 F# u% y. h* e- d
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├──115. Drawing Flat-Shaded Object Faces.mp4 103.84M
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├──116. Using sizeof with Variable Name.mp4 11.47M
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├──118. Reading Number of Textures from File.mp4 29.68M
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├──120. A Function to Extract LZSS Data.mp4 33.58M
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├──122. Uploading CMP Textures to VRAM.mp4 63.00M- m- v4 k, E7 p3 P4 q* a
├──122. Uploading CMP Textures to VRAM.srt 23.75kb6 }' |+ d2 D( F+ h* t* E
├──122. Uploading CMP Textures to VRAM.vtt 24.58kb2 f) J5 h& g/ L" O
├──123. Global Texture Store Array.mp4 75.36M
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├──126. Loading Multiple CMP Files.mp4 59.49M
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├──127. Exercise Linked List of Objects.vtt 11.11kb6 t# z& V/ Q5 B' d, q/ G7 R& S, y
├──128. Linked List Implementation.mp4 61.49M
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├──130. Reading Scene Objects from CD.mp4 98.35M3 Z! p, q' {2 b+ u, e
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├──135. Reading Vertices, Faces, & Sections.mp4 73.84M
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├──136. Function to Render Track Sections.mp4 96.49M  y. D! e* Y' {' j" w1 @8 u1 a! w: @
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├──137. Shrinking Track Vertices.srt 16.94kb
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├──139. Drawing Quad Lines.mp4 28.19M/ n" w, i# S2 s; d/ S! t
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├──140. Avoiding the GTE 16-bit Limitation.srt 15.64kb0 l4 k( w: C6 x" ~
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├──141. Clamping Overflow Values.vtt 23.31kb
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├──143. Manually Position Textures in VRAM.mp4 80.09M# ?5 g! |# g; x! @- p. Q$ e. L$ W
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├──144. Loading Track Face UV Coords.mp4 46.25M% {; C7 D2 C3 _8 d
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├──147. Drawing Quads Recursively.srt 18.26kb. U* [8 ~& J' l+ k6 v& l! @! E) Q
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1 I# P; ]' Y8 m$ e7 E├──148. A Function to Draw Quads Recursively.mp4 75.94M
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├──148. A Function to Draw Quads Recursively.vtt 17.16kb8 N1 H! x5 M7 s" _3 G. m0 C( E
├──149. Subdividing UV Coordinates.mp4 48.99M
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├──code.zip 1.14G# R' }9 a& X9 i7 C6 W
└──PS1 Programming with MIPS Assembly & C.txt 4.01kb
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强烈支持楼主ing……
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哈哈哈哈哈,开心
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  • TA的每日心情
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    2015-8-4 23:24
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    [LV.1]初学乍练

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    发表于 2024-7-22 07:40:22 | 显示全部楼层
    可以看看吗
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    可以下载
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    这么优秀的么
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    不错 支持一个了
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    [LV.2]登堂入室

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    发表于 2024-8-6 15:10:53 | 显示全部楼层
    资源真多
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    想看------------------
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