Lameguy's PlayStation Programming Tutorial Series

General Programming help in C, C++ or ASM, Compiling / Debugging, and R3000A Central Processing Unit (CPU) information
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LameGuy64
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Lameguy's PlayStation Programming Tutorial Series

Post by LameGuy64 » October 12th, 2019, 11:58 am

This is a tutorial series that I've been working on and off for awhile. The goal of this series is to cover as much about programming various parts of the PS1 hardware as possible, using the PsyQ/Programmers Tool SDK or PSn00bSDK.

There isn't much covered in the series currently, but it has some extensive graphics tutorials that don't use libgs that should help anyone getting into PS1 programming have a better understanding of how the GPU works. Something I don't see being explained very well in other tutorials and example programs.

You can find my tutorial series as an SVN repository on my website. Its in the Resources section of the page I linked and log into the repo with annoyingmous on both fields.
Please don't forget to include my name if you share my work around. Credit where it is due.

Dev. Console: SCPH-7000 with SCPH-7501 ROM, MM3, PAL color fix, Direct AV ports, DB-9 port for Serial I/O, and a Xplorer FX with Caetla 0.35.

DTL-H2000 PC: Dell Optiplex GX110, Windows 98SE & Windows XP, Pentium III 933MHz, 384MB SDRAM, ATI Radeon 7000 VE 64MB, Soundblaster Audigy, 40GB Seagate HDD, Hitachi Lite-on CD-RW Drive, ZIP 250 and 3.5" Floppy.

CStyhre
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Re: Lameguy's PlayStation Programming Tutorial Series

Post by CStyhre » January 13th, 2020, 12:45 am

Hi, new guy here and I've just started looking into doing some programing for the Playstation.

Your tutorial really helped me getting started! Looking forward and hoping for more tutorials in this series!

BR!

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MrQuetch
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Re: Lameguy's PlayStation Programming Tutorial Series

Post by MrQuetch » February 16th, 2020, 6:33 am

These tutorials are great. I especially love the third one on covering textures and asm files. I didn't know just how efficient it was until now to include binary files as externals instead of headers - compilation is much faster; even with Psy-Q. I'm ready for the other tutorials when the time allows.

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