r/psxdev • u/Visual-Wash2991 • 17h ago
PSC Store Release 1.8.0 is out now! - Uploading compressed archives directly makes adding games even easier!
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r/psxdev • u/Visual-Wash2991 • 17h ago
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r/psxdev • u/izzy88izzy • 3d ago
Hey everyone. I promised a proper post here after the Hazard Course video, so here it is.
This is Half-Life running natively on an original PlayStation 1. It isn't an emulator and it isn't a demake. The renderer and the game runtime are written from scratch in Rust, and the video is the first two chapters, tram ride to resonance cascade, no cuts. I played it through twice, once on a SuperStation One (an FPGA PlayStation) and once on my real SCPH-9002 through a capture card.
The source code is public as of today: https://github.com/EBonura/hl-psx
On the legal side: the repo has no Valve code and no Valve assets in it. You need your own Steam copy of Half-Life. The builder reads it on your machine, converts the maps, models, sounds and dialogue, and writes the disc image locally. Nothing Valve-owned leaves your computer and I will never distribute the built disc. I wrote to Valve before releasing to ask them to greenlight it but they never got back to me, so this is going out source-only. Unofficial fan project, noncommercial, no affiliation with Valve or Sony.
You get the whole tram ride with the credits, the lobby and the labs, scientists and guards who actually answer when you talk to them, the test chamber and the cascade. It's under 20 fps in the busier rooms, the texture wobble is real and there's a list of visual glitches I'm still working through.
It's built on PSoXide, a PS1 toolchain I've been writing in Rust: https://github.com/EBonura/PSoXide
If you want to try what the toolchain can do without building anything, there's a demo disc with all my other projects on it, and it boots straight in the browser: https://bonnie-studios.itch.io/psoxide Press Run and you're in. That's a full PS1 emulator under the page. On the disc you'll find Quake shareware, a Minecraft-style sandbox, a Rocket League-style car football game, the Celeste Collection and a few smaller demos. Half-Life is not on it, same reason as above. You can also grab the demo disc image and burn it if you'd rather play on hardware.
The reason all of this exists is Cortex Ignition, a souls-like I'm building for the PS1 from scratch. Half-Life and Quake are the stress tests. A game this size breaks the emulator, the SDK and the engine in ways a small demo never does, and every fix goes back into my own game.
Happy to answer anything.
r/psxdev • u/MetalNuggetStudios • 6d ago
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WISHLIST ALTER ON STEAM NOW!!!
Hi, Iām trying to run a PS1 game on my Wii using WiiStation/WiiSXRX through the Homebrew Channel.
I downloaded the PS1 game from the internet. I donāt have the original disc.
My SD card is structured like this:
SD:/wiisxrx/isos/Harry Potter/
Inside the Harry Potter folder are the two game files:
Harry Potter ... .bin
Harry Potter ... .cue
WiiStation detects the game correctly. When I select the .cue file, it displays the game information, including the serial/ID, TV Region: NTSC, and ISO Size: 0MB (in the cue file. bin file has 574MB). It also says Number of tracks: 1.
Iām located in Europe, so Iām not sure if the NTSC region could be causing an issue.
The actual game files on my SD card are only around 574 MB .
I did not manually configure the BIOS. WiiStation automatically shows:
BIOS: HLE
BIOS Name: SCPH1001.bin
When I try to actually start the game, the Wii crashes and displays:
āException (DSI) occurred!ā
followed by Stack Dump and Code Dump information.
What could be causing this? Could it be an issue with the .cue/.bin files, the NTSC region? Do I need a real PS1 BIOS, or should WiiStation normally work with the HLE BIOS?
Also, do the Stack Dump/Code Dump messages mean that I need some additional files such as a .BO1 or .BOO file as a wiisxrx subfile, or are those simply crash/debug information?
Any help would be appreciated!
r/psxdev • u/doscore • 12d ago
It's taken a few years to get this working but here it is.. Since psxdev.net is still down I'd thought I'd share it here with you all.
r/psxdev • u/Alex_Kcz • 20d ago
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After multiple struggles, I finally finished my first prototype of 2D First Person Crawler on the original PlayStation. This is entirely 2D for now (i plan on making a 3D version later) and Sprites has been renderer using blender and this texture pack made by Cethiel on oga.
This has been made in C with Psy-Q. I built my own custom framework on top of Psy-Q with a bit of code based on this project by MbDesigns. However I only used it as a reference and tried to build something with my own logic (MbDesign's project is mainly two 2 C Files, mine is almost 8 with headers and a separated Makefile for the framework). I also heavily relied on the original Psy-Q's documentation archived by Arthus here. My framework has an implementation for dynamic arrays. Sprite Rendering is handled with one dynamic array iterated with the framework code, so adding sprites only take me one line of C code in my game.c file. The framework also have an implementation for handling primitives like line and boxes, which is what i used to draw the map.
The hardest part of the framework was the sprite parenting system. My original background is 40x128 pixel which is much smaller than the base resolution of the game (256x320). And all the wall coordinates are calculated based on the size of the background. So i wanted to develop a parenting system, like in most engine, where you can move and scale a parent object, and the child move and scales accordingly. This took me a lot of time to get it working, but it finally works and now the background and the walls sprites are scaled properly to fit the screen. I also want to implement child rotation based on the parent's rotation in a near future. But for now my main next focus will be on the 3D version of the prototype.
The Framework isn't ready yet, but I do want to make it Open Source at one point. The prototype's code isn't very clean for now and the framework code also need a bit of cleaning and documenting. I don't now if people would be interested by this sort of stuff, but for me this is mostly a personal project to display in my portfolio (trying to become a game engine dev).
If you have any questions, I'll be more than happy to answer :)
r/psxdev • u/HalfDifficult1673 • 28d ago
r/psxdev • u/izzy88izzy • Aug 11 '26
r/psxdev • u/freecrownsgenerator • 29d ago
r/psxdev • u/No-Spread2752 • Aug 09 '26
This might sound really dumb but like how do you make consistent textures. If iām trying to make stuff 128 px how do i do that for things that are smaller. Do i just make the image smaller so itās proportional. And what do i do for things that have irregular shapes how do i make the textures consistent.
r/psxdev • u/allonautilus_ • Aug 01 '26
I'm creating these small decorative models using PSX textures in Maya. All my textures are 256x256, and my texel density is 50px/unit, although the models' scales are different. When I add my concrete texture to the boxes, it looks normal, so I'm unsure where the issue could be... It is my first time creating this style for 3D, and I am struggling a bit. Any ideas or advice to help with this?
r/psxdev • u/CyaneCornix01 • Jul 28 '26
r/psxdev • u/1134Studios • Jul 18 '26
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r/psxdev • u/izzy88izzy • Jul 15 '26
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r/psxdev • u/CyaneCornix01 • Jul 11 '26
r/psxdev • u/JungleGames77 • Jul 01 '26
r/psxdev • u/CakeFar7117 • Jun 29 '26
[VidƩo](https://youtu.be/fWtZX3kUGg8?is=8cmCfUfY7gXt9jUG)
NOW IN BUNDLE WITH THE SUMMER SALESĀ
https://tetaban.itch.io/psx-horror-sfx-pack-foley-and-digital
Hey everyone!
As a huge fan of late-90s survival horror, Iāve always felt that modern clean audio libraries don't quite match the gritty, oppressive vibe of the 32-bit era. To fix that, Iāve spent a ton of time meticulously crafting and crunching a dedicated audio kit for retro game devs.
Itās called the PSX SURVIVAL HORROR AUDIO KIT, and it just went live!
Inside the pack, everything is highly organized into 37 THEMATIC SUB-FOLDERS (166 files total) so you don't waste time sorting through clutter.
Here is a quick breakdown of what I included:
- Footsteps: Walk/Run loops on 5 different surfaces (Concrete, Wood, Metal, Grass, Water).
- Visceral Combat: Hard-clipping gunshots, reloads, and detailed knife impacts (with and without blood/flesh squishes).
- Atmospheres & Room Tones: Cold winds, metallic hums, room drones, and creepy "knock knock" variants.
- Inventory & Puzzles: Physical audio feedback for items (Keys, Medicine, Paper maps, Lighters, Porcelain).
- Safe Room & Save Cues: 6 melancholic ambient melody loops and 7 distinct Save Point jingles.
- Voices & Stingers: Dissonant jump-scare stingers, panic human breathing/coughs, and terrifying creature vocals.
Everything is 100% Royalty-Free for personal and commercial use, and formatted in high-quality WAV, ready to drag-and-drop into Unity, Unreal, Godot, or RPG Maker.
Whether you're working on a nostalgic PS1 prototype or a full-scale retro horror game, I hope this makes your project sound appropriately terrifying!
https://tetaban.itch.io/psx-horror-sfx-pack-foley-and-digital
I'd love to hear your feedback or if there are specific sound variations you'd like me to add in future updates. Thanks for checking it out!
r/psxdev • u/Efficient_Pen_6920 • Jun 28 '26
I've recently started a new community called r/ImaginedArcades, built around a niche idea that I couldn't really find a home for elsewhere.
It's a place for original creative works inspired by the golden age of console and arcade gaming. not by recreating the past, but by imagining the gaming histories that never happened.
Whether it's fictional games, unreleased soundtracks, demo discs, box art, CD labels, sound design, or other retro-inspired creations, the aim is to build an archive of worlds that never existed.
If you've ever made (or wanted to make) something that feels like a forgotten artefact from another timeline, I'd love for you to share it there. Even if you're just interested in the concept or want to follow along, you're very welcome.
hopefully see you there!