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PSn00bSDK reviews and mentions
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Raspberry Pi receives strategic investment from Arm
The original PlayStation's main SoC (which is incidentally about 30 years old at this point) included a trimmed down JPEG decoder [1] meant to be used for video playback. It still relied on the CPU to handle Huffman decompression [2], but it allowed that otherwise anemic 33 MHz MIPS core to push 320x240 video at 30fps.
[1] https://psx-spx.consoledev.net/macroblockdecodermdec/
[2] https://github.com/Lameguy64/PSn00bSDK/blob/master/examples/...
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Wipeout (PSX and Windows Source)
That post introduced me to both WebGL and reverse engineering back in the day. I remember reading it years ago and asking myself "seriously, is it that easy to do 3D in a browser???". The web as an app platform is not without its issues, sure, but for quick prototyping being able to just write some JS and have instant access to plenty of APIs is awesome.
Last year I decided to finally break out of the browser and get into actual PS1 homebrew. Unfortunately the state of the scene wasn't, and to some extent still isn't, that great: most homebrew games are still made using what's basically a modded version of the original Psy-Q SDK, which is rather limited in many ways. I started contributing to an open-source PS1 SDK instead [1] by first adding a dynamic linker, then revamping the build system entirely and now building a custom high efficiency FMV playback library (totally not inspired by pl_mpeg of course) that combines the hardware accelerated MJPEG-like decoder with the GPU's alpha blending capabilities. I'm also working with a few other people on reverse engineering one of the most famous PS1-based arcade systems, the Konami System 573.
It's a shame the PS1 isn't receiving the attention other consoles are getting in the homebrew scene. The hardware is architecturally simple yet powerful [2], but I guess nobody wants to fiddle with 120mm polycarbonate circles anymore.
[1] https://github.com/Lameguy64/PSn00bSDK
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Abyssal Infants a homebrew shoot em up for PSX.
For coding I used PSn00bSDK .
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New programming techniques/optimizations/tricks used after year 2004
From what I was able to gather the lack of attention for PS1 is mainly due to lack of usable SDK but there is now https://github.com/Lameguy64/PSn00bSDK which made me go this rabbit hole. The demo you shared is nuts tbh.
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Why Display 3D models on a microcontroller? Because we can.
Thankfully though there is a work-in-progress unofficial SDK that is far easier to set up and more optimized than the Sony crap. It's still in its early stages, but you can already do a lot with it. Anything not covered by the SDK is of course still accessible directly by manipulating hardware registers, just like Arduino.
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A note from our sponsor - SaaSHub
www.saashub.com | 3 May 2024
Stats
Lameguy64/PSn00bSDK is an open source project licensed under GNU General Public License v3.0 or later which is an OSI approved license.
The primary programming language of PSn00bSDK is C.
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