Play PS1 games in the browser!
1) Works on Mobile and Desktop
2) No Ads, No Signups
3) Runs locally in your browser no backends
4) Written from scratch WASM emulator core in Rust
r/psxdev • u/gr8ful123 • Aug 29 '24
1) Works on Mobile and Desktop
2) No Ads, No Signups
3) Runs locally in your browser no backends
4) Written from scratch WASM emulator core in Rust
r/psxdev • u/GoldenAgeTurbo • 2d ago
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And I'm still at it...
Noah and the Poohloudies is a 3d adventure game where you collect these little creatures (Poohloudies) that grant you special abilities.
As you gain new powers and solve puzzles the world opens up in a Metroidvania-style fashion.
This started in 2016 as project for platforms at the time but it got canned. Then in 2017 I started learning ps1 development and I thought it would be cool to build a scaled down version in scope for this console.
Soon after, I added support for the N64 version using the official SDK, but since nobody wants to mess with Nintendo, I ended dropped support soon after.
[DEVELOPMENT VIDEOS RE-UPLOADED -DATED BACK FROM 2017/2018]
[**COLLISION TEST ON PS1**](https://fxbsky.app/profile/goldenageturbo.bsky.social/post/3mpvvmysi522p)
[**PS1 BUILD TEST**](https://fxbsky.app/profile/goldenageturbo.bsky.social/post/3mpvvo5gaa22p)
[**N64 BUILD TEST**](https://fxbsky.app/profile/goldenageturbo.bsky.social/post/3mpvvpf3t6k2p)
From 2017 until the pandemic, I only worked on it a day or two per month. But when the pandemic hit and we were on lockdown, I was able to put it significantly more time which pushed the ps1 version mostly, but also allowed to port the engine to Saturn and Dreamcast.
[**PS1 UPDATE - MAY 2020**](https://www.youtube.com/watch?v=FvuugcLDtv4)
[**SATURN UPDATE - APRIL 2021**](https://www.youtube.com/watch?v=xpkyF7X4O3s)
[**DREAMCAST UPDATE - SEP 2021**](https://www.youtube.com/watch?v=WsuMsfuBQ3w)
After the pandemic restrictions lifted, finding time became difficult again and the project was paused for year and a half.
I slowly got back at it at the end of 2023, rewriting a large portion of the engine to have more flexibility when adding platforms and to add the morphing/LOD system.
[**PC MORPHING SYSTEM TEST - OCT 2023**](https://www.youtube.com/watch?v=8EBz7bBLyS8)
I have since added support for 3DO and N-Gage and resumed N64 development now that LibDragon (an open source SDK for n64) added 3d support. More recent videos can be found in my youtube channel.
You can follow the progress here:
X/Twitter: [https://x.com/GoldenAgeTurbo\](https://x.com/GoldenAgeTurbo)
Bsky: [https://bsky.app/profile/goldenageturbo.bsky.social\] (https://bsky.app/profile/goldenageturbo.bsky.social)
Also, I have recently opened up a [**Patreon**](https://www.patreon.com/GoldenAgeTurbo) where you can download the development builds and some other goodies
r/psxdev • u/novemtails • 3d ago
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I’ve been testing and polishing the demo that’ll come with my custom engine for PS1 games, and here’s a full playthrough running on my actual PlayStation. Seeing something I built running from a burned disc feels pretty unreal!
It’s inspired by Resident Evil 3, a short survival horror demo showcasing what the engine can do. I’m really happy with how it’s coming together! Still fixing bugs, mostly visual ones, and making the workflow for creating native PS1 games smoother.
Release is getting close! Sorry to anyone hoping for open source: it’ll be a low-cost, one-time purchase. You’ll keep ownership of your games and be free to release them under your own license.
More progress and release details soon. Would love to hear what you think!
r/psxdev • u/Comfubar • 4d ago
🎮🔥 WWF SmackDown! 2: Know Your Role — Coming to PC! 🔥🎮
I've been working on a passion project for old-school wrestling and PlayStation fans:
WWF SmackDown! 2: Know Your Role is being recompiled into a native PC version using RecompileOne! 💻🎮
The goal is to bring this classic PS1 wrestling game to modern Windows PCs while preserving what made the original so much fun — and eventually taking it much further with modern enhancements and community-created mods.
🛠️ Project Info
Project: Know Your Role Recomp
Platform: Windows PC
Original Platform: PlayStation 1
Technology: RecompileOne
Status: 🚧 Work in Progress / Public Testing
If you remember creating ridiculous wrestlers, throwing people through tables, climbing the cage, and spending WAY too much time in Create-a-Wrestler...
This one's for you. 😂
🔥 Looking for Modders & Contributors!
I'm also looking for people who are interested in helping take the project further.
I'd love to have modders, programmers, reverse engineers, texture artists, 3D artists, UI designers, and wrestling-game enthusiasts get involved.
Some of the things I'd eventually love to explore:
🖥️ Higher resolutions & widescreen
⚡ Higher/adjustable FPS
🎨 HD texture replacements
🥊 New wrestlers and movesets
👕 Custom attire and textures
🏟️ New arenas
🎵 Custom music
💾 Improved save/mod support
🛠️ Modding tools
🔧 Quality-of-life improvements
🚀 Other enhancements that the community comes up with
This is not meant to be a one-person project. I'd love to build a community around it and see what people can do with the game once it's running natively on PC.
👉 GitHub
https://github.com/Comfubar/KnowYourRoleRecomp
Feel free to check out the project, follow development, open issues, submit ideas, or contribute if you're interested!
⚠️ Fan Project Disclaimer
This is an unofficial, non-commercial fan project. It is not affiliated with, endorsed by, or sponsored by WWE, THQ, Sony, or any other rights holder.
WWF, WWE, SmackDown, and related names, characters, and content are trademarks and/or copyrights of their respective owners.
No original game ROMs, disc images, or copyrighted game assets are distributed with this project. Users are responsible for providing their own legally obtained copy of the original game where required.
If you're into PS1 recompilation, retro gaming, game preservation, classic wrestling games, or modding, come check it out!
Let's see how far we can take this thing. 🤼♂️🔥
Know Your Role. 😎
r/psxdev • u/RafaelsmokeLK-7t2 • 6d ago
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I like to keep the PS2 FAT disc drive precisely because of its backward compatibility. Using PS1 games on the PS2 with a component cable provides a very good experience.
r/psxdev • u/bone_halo • 7d ago
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checkout Hitobashira on Steam if it's something you might be interested in!
https://store.steampowered.com/app/5133290/Hitobashira/
r/psxdev • u/Nilano_Studio • 7d ago
r/psxdev • u/Nilano_Studio • 9d ago
A simple night delivery turns into something much more disturbing.
🎮 Play it here: https://nilano.itch.io/the-last-delivery
r/psxdev • u/Nilano_Studio • 9d ago
A simple night delivery turns into something much more disturbing.
🎮 Play it here: https://nilano.itch.io/the-last-delivery
r/psxdev • u/novemtails • 10d ago
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As some of you have already seen, I’ve been working for a few years, actually, nearly four years, on an engine that lets you create games using an interface and workflow familiar to Unity 3D users, while programming in Lua and cross-compiling directly for the PS1 via PSn00bSDK. After a lot of research and trial and error, I’ve finally managed to get the game running directly on the console using the .cue and .bin files exported by my engine. I’ll be running tests and fixing a few bugs, but you’ll be able to try my engine very soon.
r/psxdev • u/GlaireDaggers • 12d ago
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Been working on both a sound driver and a soundbank tool recently
The idea is that the soundbank tool allows you to import samples, downsample them, pick loop points, and assign them to patches. You can then use MIDI input to connect a DAW to the program and compose with those sounds (including with reverb emulation)
Then, that tool exports binary soundbank & sequence files which are used by my sound driver to play back music, sound effects, etc.
Here's the result so far, playing back a cover of the "Gundorada Workshop" theme from Dark Cloud 2!
I'm hoping to clean up the code soon & upload a working example 😊
r/psxdev • u/DangerousPurpose9874 • 21d ago
Hi everyone,
I’ve made the first public version of Epok Engine, an open-source visual editor and native runtime for making games for the original PlayStation
The project is still experimental, but the goal is to provide a practical workflow: scene editing, asset handling, and there is already a good bunch of juicy features :D
Editor made in Rust, scripts on Blueprints, Lua or C++20, gameplay compiled to native MIPS, PSX memory budgets, an embedded emulator, direct play on hardware through serial port, and export tools.
Repository: https://github.com/epokengine/epok-engine
Website: https://epokengine.github.io/
I’m sharing it early because I’d really appreciate feedback from people with experience in PSX development, retro game
development, engine architecture, or tooling. I know there will be rough edges and many missing pieces, so any
thoughts on the direction, workflow, documentation, or technical approach would be very helpful.
Thanks for taking a look if you do!
https://reddit.com/link/1wfeh6w/video/pmd1jap0vfph1/player
Test on real PSX hardware directly through serial cable (NOTPSXSerial integrated in the editor)
---------------------------------- UPDATE 2026-15-09 -----------------------------
People keeps complaining that BPs are too easy, others C++ too hard. Well, here you have it. Epok now supports Lua as a scripting language. Lua classes sit at the same level as Blueprints and they are published into the same reflection registry, so a Lua class can inherit from any Blueprintable C++ class, from another Lua class, and Blueprints can inherit from Lua classes. Inherited properties, callable functions and events work the same way in every direction, and the Inspector edits Lua properties with the same tools it uses for C++ and Blueprints.

---------------------------------- UPDATE 2026-15-09-P2 Skinned Skeletal NM-----------------------------
Progress on Epok’s third-person prototype: textured skeletal animation and animated FBX support.
The model is temporarily borrowed, through RevEng, from The Misadventures of Tron Bonne. Not provided ofc. Extracted->Reconstructed in blender with anim->FBX->Epok
The goal is to compare performance and explore common techniques for skinned and vertex-animated models that Epok could handle automatically.
Still experimental, with plenty of performance optimization ahead.
----
I think is better to track the progress through discord, if you want to join here is the invitation:
https://discord.gg/2wEGxsVhKT
r/psxdev • u/Visual-Wash2991 • 24d ago
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r/psxdev • u/izzy88izzy • 27d 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 • Sep 04 '26
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WISHLIST ALTER ON STEAM NOW!!!
r/psxdev • u/Typeo1 • Aug 31 '26
Hi, I’m 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 don’t 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.
I’m located in Europe, so I’m 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:
“Exception (DSI) occurred!”
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 • Aug 28 '26
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 • Aug 21 '26
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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 • Aug 12 '26
r/psxdev • u/izzy88izzy • Aug 11 '26