| 2025-10-15 17:35 | Not a lot. Deciding how I should proceed with debugging. Because with that nothing can occur. | noone | 22 | +1604 | -15687 |
| 2025-10-14 20:03 | I've done some optimizations with inlining functions with the help of Instruments from Xcode blah... and some other things | noone | 19 | +87631 | -46 |
| 2025-10-11 16:45 | Tidying up. Fixed compiler warnings. Following ansi c philosophy. Still compiling with c99 though. Gonna see if integrating lua will help me through my debugging journey | noone | 22 | +1132 | -1458 |
| 2025-10-01 16:03 | Introduced minifb instead of SDL2 for now. (so simple to integrate..) Progress with cdrom Added some misc docs for preservation's sake | noone | 25 | +4667 | -177 |
| 2025-07-05 13:11 | Not much. Just a sync with the repo. Still at cdrom implementation | noone | 12 | +266 | -139 |
| 2025-05-27 17:53 | Skeleton of cdrom (completely incomplete) I won't mess around with the software renderer anymore I think it's ok for now | noone | 11 | +207 | -36 |
| 2025-05-07 14:55 | Some small changes again. At full speed to the CD ROM DRIVE implementation | noone | 4 | +75 | -46 |
| 2025-03-17 22:13 | Long time no see. - I managed to fix the drawing algorithm and now evertything renders pretty much good - Something is wrong though with the upper text of the logo. It's not shown. I have to figure out why.. | noone | 10 | +273 | -329 |
| 2024-12-17 16:54 | Long time.. | Edea Kramer | 8 | +263 | -90 |
| 2024-11-02 20:02 | - Add good debug logging - Modified makefile to work on windows (probably) | root | 5 | +53 | -81 |
| 2024-11-02 18:26 | - Changes default SDL_PIXELFORMAT to RGB888 to represent true color of ps1 (we don't need alpha). - Implemented color implementation on REN_triangle. - Probably we need backbuffering | Edea Kramer | 4 | +143 | -68 |
| 2024-10-24 19:04 | *Finally understood why SDL_PollEvent takes so much time. In fact it takes time but not so much. The problem is that it's really slow to run it every instruction the cpu decodes, so we loop 1 mil times before checking for input * Added playground * Rendering the triangle still requires work | Edea Kramer | 6 | +100 | -179 |
| 2024-10-23 18:03 | SR: Renderer what seems to be the playstation logo.. But the colors are f*ed up. I need to implement gouraud shading to interpolate the colors that the bios sents me. I should tidy up the code as well, as it starts getting messy | root | 7 | +81 | -67 |
| 2024-10-21 19:17 | SR: Moved it to main src/ folder and integrate it into the gpu module. Still a little hard to understand how to correctly draw the triangles and if it's possible with this implementation of the software rasterizer.. we'll see | root | 10 | +488 | -144 |
| 2024-10-19 20:56 | SR: Added triangle function: triangle(vertex 1, vertex 2, vertex3, color) -- draws the triangle | root | 1 | +164 | -152 |
| 2024-10-19 08:08 | SR: Trying to implement the triangle function | Edea Kramer | 4 | +6505 | -48 |
| 2024-10-14 18:52 | Cow is wireframed correctly, looking happy!! | root | 2 | +153 | -128 |
| 2024-10-13 14:49 | Keep going with software renderer under src/sr Finally somewhat understood the Bresenham algorithm for line drawing and now in the process of making a wireframe renderer (an obj file parser to be exact) * Also added psx.pdf to misc | Edea Kramer | 5 | +71153 | -41 |
| 2024-09-29 09:05 | A start for a software renderer??.. | root | 2 | +91 | -1 |
| 2024-09-23 15:32 | Not a lot to add. Trivial renderer implementation. Let's write a software renderer. Should be fun.. | root | 6 | +123 | -1 |
| 2024-07-26 19:51 | According to the guide we finished the implementation of the gpu.. Until the point that we are able to display the boot logo!! | root | 5 | +139 | -20 |
| 2024-07-21 21:48 | progress.. | edea | 6 | +134 | -63 |
| 2024-07-21 13:43 | Got a bit stuck. Because I need to figure out how to typecast my GP0-GP1 functions to a method variable and assign them to the GPU struct as methods. maybe i need to change the declarations of all functions to take only the gpu struct and not needing to take the value as a second parameter. | edea | 8 | +105 | -40 |
| 2024-07-21 09:59 | Progress on the gpu implementation. Implemented some GP0 and GP1 opcodes | root | 5 | +162 | -10 |
| 2024-07-14 08:26 | continuing with GPUSTAT register | edea | 6 | +314 | -167 |
| 2024-04-27 16:53 | Macro for printing and gpu source files | root | 5 | +76 | -3 |
| 2024-04-27 10:08 | COMPLETED DMA. still a lot to cover!! | root | 4 | +164 | -25 |
| 2024-04-26 19:22 | resume work. forgot to push unfinished changes to master | edea | 7 | +280 | -108 |
| 2024-04-07 16:26 | stopped at depth ordering tables of the dma | edea | 7 | +313 | -64 |
| 2024-04-03 13:10 | little dma. | root | 9 | +82 | -12 |
| 2024-04-01 21:50 | implemented all ops. heading for dma | root | 8 | +242 | -35 |
| 2024-03-30 17:03 | Made it through gpu endless loop. Now few ops are left | root | 10 | +454 | -174 |
| 2024-03-24 12:32 | Stuck on load adress | Edea Kramer | 4 | +129 | -39 |
| 2024-03-21 20:24 | half of the opcodes (roughly) | Edea Kramer | 22 | +749 | -188 |
| 2024-03-20 08:15 | First commit | Edea Kramer | 18 | +38199 | -0 |