PS1 Programming with MIPS Assembly & C

34h 39m 27s
English
Paid
July 12, 2024

This course is a deep dive into the world of PlayStation programming! We'll explore the PS1 hardware, understand its sub-components, and learn how to code games using MIPS assembler & the C programming language. We'll also learn how to use a PS1 SDK library paired with a modern development toolchain to be more productive and push fast polygons out of our console.

More

We are about to enter the 5th generation of 32-bit consoles. This era brings with it many technology milestones, such as the adoption of CPUs based on RISC architecture and a preference for coding using a high-level language instead of writing games using plain assembly. We will start by learning the basics of MIPS assembly and evolve to use a C compiler with a PS1 SDK to develop our final project.

The tools you'll need

The original SDK was designed for Windows/PC, so you can either use the original 16/32-bit libraries on a 32-bit operating system (Windowx XP), or you can use a modern C compiler with Visual Studio Code on a 64-bit operating system (Windows 10/11). Emulating a Windows system on macOS or Linux is also possible!

Do I need a real PS1?

Not at all. You can easily run all the exercises and the final project on a PlayStation emulator. At the end, we will burn a CD ISO and test it on a real console, but that's optional.

Is this course for you?

This is a self-contained course teaching concepts from the ground up. However, it is expected from students a basic understanding of coding (if-else, loops, functions). If you like retro programming & want to learn more about the early days of 3D games, then this course is definitely for you!

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

Read Book PS1 Programming with MIPS Assembly & C

# Title
1 GTE & Advanced Graphics
2 Inline Programming Reference
3 MIPS Instruction Set
4 MIPS32в„ў Architecture For Programmers
5 PlayStation Hardware
6 Pitch & Sampling Frequency

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