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Canada-0-FreightForwarding 公司名錄
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- Home | PSXDEV
After over 13 years of PSXDEV NET, this website has been temporarily shutdown (October 2025) due to both high operating costs and it causing our server CPU to be at 100% core utilisation constantly (caused by heavy traffic) To combat this, the site will be migrated to a different server However, some computer hardware parts are required to complete this transition
- Launching an ISO (PS-EXE) from the command line
Launching an ISO (PS-EXE) from the command line Problems or feedback about the NO$PSX emulator by Martin Korth
- Loonies 8192 Port - PlayStation Development Network
The PSX port contains all the background artwork and the EXE is 240 KiB at the moment of which 148 KiB are used for the background data (in the original build, those were algorithmically generated at load time, but I opted for generating them still algorithmically but at build time to save loading time and have more "artistic freedom" [read
- What rasterization algorithm does the PSX use? - PlayStation . . .
Other than that, the PSX doesn't render the rightmost pixel or bottom row of the triangle, and the way the triangle is rendered (in one or two passes, and the direction of each pass, i e top->bottom, bottom->top) depends on the shape of the left edge of the triangle, so with a rotating triangle, it will change depending on the current rotation
- mp3 decoding - PlayStation Development Network
I've made an mp3 decoder in 80x86 asm code That's just a first step towards making a similar decoder in MIPS asm for PSX consoles, and perhaps also ARM asm for GBA consoles But before porting the code to other consoles, I would be glad about some beta testing feedback The source code and win32 executables can be found here:
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