
PSX-vram - The VG Resource Wiki
PSX-vram is a tool used for displaying the contents of ePSXe save states. It is mainly used for ripping sprites and textures from PSX games. You can download PSX-vram Here. First you must take a save state on ePSXe. Play the game to the point where what you want to rip is, then take a save state (use "F1" button), then exit the emulator.
GitHub - romhack/PsxVram-SDL: PSX VRAM viewer.
Viewer for displaying PSX VRAM dumps and save states from PCSX, ePSXe and NO$PSX.
GitHub - romhack/PsxVram-DotNet: Viewer for displaying PSX VRAM
1993年1月9日 · Viewer for displaying PSX VRAM dumps. Supported InputFile formats: *For most GPU plugins VRAM start addresses for these savestates are the same and should open …
GitHub - rickomax/psxprev: PSXPREV - Playstation (PSX) Files …
VRAM: Viewer for a replica of PSX Video RAM, which consists of 32 256x256 textures. (These pages are used to compose the final textures applied to models) Animations: Player for animations found while scanning files. To scan more files, you can select File > Start Scan to open the scanner window again.
Playstation ripping tutorial - VG Resource
What we'll do first is take a save state on the emulator. So, you play the game to the point where what you want to rip is, then take a save state (use "F1" button), then exit the emulator. Now, …
Article: The PS1 GPU texture pipeline and how to emulate it.
2020年3月21日 · The function takes as input the x, y texture coordinates, the CLUT location in VRAM and the Texture page location in VRAM. The first line fetches the texel with the process detailed in the Texture page section.
[APP] PSXPREV - PlayStation (PSX) File Previewer/Extractor
2015年10月10日 · VRAM Preview: This is where you have a replica of PSX Video RAM, which consist of 32 256x256 textures. You can use these pages to compose the final textures applied to the models. Animations: This is a working in progress panel where you have animation list and controls, and a field to assign a loded entity to the animation preview.
PSX Emulator: VRAM Decoding & Alpha Channel : r/EmuDev - Reddit
2021年12月9日 · I'm developing a PSX emulator. I've just implemented all untextured polygon rendering commands, and the next step would be handling textures, to visualize properly the Sony boot logo. From each 32bit 2-pixel word, I isolate each 16bit pixel and parse each channel like in the following pseudo-code: ...
Memory Map - PlayStation Specifications - psx-spx
User Memory: KUSEG is intended to contain 2GB virtual memory (on extended MIPS processors), the PSX doesn't support virtual memory, and KUSEG simply contains a mirror of KSEG0/KSEG1 (in the first 512MB) (trying to access memory in the remaining 1.5GB causes an exception). The i-Cache can hold 4096 bytes, or 1024 instructions.
PSX VRAM - Compressed graphics - Romhacking.net
2015年2月13日 · Using the VRAM will require the use of an emulator that can break during a DMA transfer. I am not aware of such emulators (maybe no$psx?). The best way is to dump …
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