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Coding 24/7 !

aybe

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Coding 24/7 !
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DTL list

(This is a mirror from https://www.obscuregamers.com/threads/ps-x-playstation-playstation-2-reference-dtl-eb-list.1026/post-9953.html with adjustments to make it render properly)

Here is my own DTL list. I didn't really use existing DTL list to create it. It was created after years of collecting and searching. I still can't confirm some things and I still don't have every thing of course but I have seen or even have the most of these things. The software and documentation here is mostly Japanese because SCEA and SCEE used their own mixes under their own codes and they were mostly the same every time. The books from SCEA and SCEE rarely had any DTL codes.

The list is still raw. Ask any questions. I will try to answer. Post any DTL stuff here if you don't see it in the list or it has "?".

PS-X

@aybe
aybe / SceneReference.cs
Last active November 12, 2025 06:14
Serializable scene reference for Unity 6
using System;
using UnityEngine;
using Object = UnityEngine.Object;
#if UNITY_EDITOR
using System.IO;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEditor.UIElements;
using UnityEngine.UIElements;
@aybe
aybe / DllExportLister.cs
Created December 24, 2022 03:37 — forked from reigningshells/DllExportLister.cs
Simple C# program to list exports of 32 and 64 bit DLLs - output mirrored from dumpbin /exports
using System;
using System.Linq;
using System.Runtime.InteropServices;
namespace DLLExportLister
{
class Program
{
// Can't use sizeof for IMAGE_SECTION_HEADER because of unmanaged type
public const int SizeOfImageSectionHeader = 40;
@aybe
aybe / Roslyn.CodeGeneration.Program.cs
Created December 2, 2022 02:10 — forked from cmendible/Roslyn.CodeGeneration.Program.cs
Create a class with dotnet core and roslyn with using statements outside the namespace
using System;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp;
using Microsoft.CodeAnalysis.CSharp.Syntax;
namespace Roslyn.CodeGeneration
{
public class Program
{
public static void Main(string[] args)
@aybe
aybe / ExampleGame.cs
Created September 29, 2022 22:26 — forked from aethercowboy/ExampleGame.cs
Monogame with IHostedService DI
public class ExampleGame : Game, IGame
{
public Game Game => this;
private readonly ISomeDependency _someDependency;
public ExampleGame(ISomeDependency someDependency)
{
_someDependency = someDependency;
}
# RGBW
v -0.5 -0.5 -0.5 1.0 0.0 0.0
v -0.5 +0.5 +0.5 0.0 1.0 0.0
v +0.5 -0.5 +0.5 0.0 0.0 1.0
v +0.5 +0.5 -0.5 1.0 1.0 1.0
# CMYK
v +0.5 +0.5 +0.5 0.0 1.0 1.0
v +0.5 -0.5 -0.5 1.0 0.0 1.0
v -0.5 +0.5 -0.5 1.0 1.0 0.0
@aybe
aybe / BitCrusher.cs
Created October 16, 2016 16:34 — forked from MattRix/BitCrusher.cs
Crusher
public class BitCrusher : MonoBehaviour
{
[Range (1f,16f)]
public float bits = 16f;
[Range (20f,48000f)]
public float sampleRate = 48000f;
private float phase = 0;
private float last = 0;
@aybe
aybe / RTEase.cs
Created October 16, 2016 16:22 — forked from MattRix/RTEase.cs
RTEase - simple easing equations
public static class RTEase
{
public static Func<float,float> Linear = (t) => { return t; };
public static Func<float,float> Instant = (t) => { return t < 1f ? 0f : 1f;};
public static Func<float,float> QuadIn = (t) => { return t * t; };
public static Func<float,float> QuadOut = (t) => { return 2f*t - t*t;};
public static Func<float,float> QuadInOut = (t) => { return (t <= 0.5f) ? (t*t*2f) : (-1.0f + 4f*t + -2f*t*t);};
public static Func<float,float> CubeIn = (t) => { return t * t * t; };
public static Func<float,float> CubeOut = (t) => { return 1f - CubeIn(1f - t); };
public static Func<float,float> CubeInOut = (t) => { return (t <= 0.5f) ? CubeIn(t * 2f) * 0.5f : CubeOut(t * 2f - 1f) * 0.5f + 0.5f; };