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. Check it at least once a month in case I manage to get a new chapter added to the series.
Last edited by LameGuy64 on February 4th, 2021, 11:29 am, edited 1 time in total.
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.

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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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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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Post by twinspectre » October 6th, 2020, 4:29 am

The website doesn't work for me :(

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Post by Lollie » October 9th, 2020, 4:20 am

twinspectre wrote: October 6th, 2020, 4:29 am The website doesn't work for me :(
The link in the first post just needs to be updated, this should work for you.
http://lameguy64.net/?page=tools

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Post by Shadow » October 12th, 2020, 12:56 pm

Lollie wrote: October 9th, 2020, 4:20 am
twinspectre wrote: October 6th, 2020, 4:29 am The website doesn't work for me :(
The link in the first post just needs to be updated
Done :)
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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Post by LameGuy64 » February 4th, 2021, 11:32 am

I've just made the tutorial series easier to access on my website a few weeks ago, as you no longer have to do a SVN login just to view it. The SVN repo is still up however, and is what I still use to sync stuff around more easily.

I should mention that the tutorial series has got some controller and CD-ROM chapters added, the latter of which needs revising however. Haven't really been good with keeping up with the forums lately.
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.

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