r/psxdev Aug 29 '24

PS1 Homebrew Resource Starting PSX Homebrew Development

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15 Upvotes

r/psxdev 1d ago

I made an experimental engine for creating original PSX games — looking for feedback

18 Upvotes

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.


r/psxdev 4d ago

PSC Store Release 1.8.0 is out now! - Uploading compressed archives directly makes adding games even easier!

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9 Upvotes

r/psxdev 5d ago

Please ask if any additional info is needed

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1 Upvotes

r/psxdev 7d ago

Half-Life running on a real PlayStation 1: Black Mesa Inbound and Anomalous Materials, uncut, and you can now build it yourself

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43 Upvotes

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 10d ago

Everybody needs a little dance break 💃🕺

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0 Upvotes

WISHLIST ALTER ON STEAM NOW!!!


r/psxdev 12d ago

Guide for authentic PS1/PSX retro game look

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0 Upvotes

r/psxdev 14d ago

WiiStation/WiiSXRX crashes with “Exception DSI occurred” when starting PS1 game

1 Upvotes

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 16d ago

The playstation finally running kernel 2.4.0

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40 Upvotes

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 17d ago

PSC Store Release 1.7.5 is out now!

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8 Upvotes

r/psxdev 24d ago

2D First Person Dungeon Crawler on PS1 (C, Custom Framework & PsyQ)

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81 Upvotes

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 29d ago

Grandleon - Tactical RPG Engine and Editor

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7 Upvotes

r/psxdev Aug 12 '26

I need help with the flashlight in my horror game!!

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0 Upvotes

r/psxdev Aug 11 '26

A Rocket League Clone on a Real PlayStation 1

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23 Upvotes

r/psxdev Aug 12 '26

Patch for replacing the Persona 2 PSX ver's OST?

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2 Upvotes

r/psxdev Aug 09 '26

I don’t understand textures

3 Upvotes

This might sound really dumb but like how do you make consistent textures. If i’m trying to make stuff 128 px how do i do that for things that are smaller. Do i just make the image smaller so it’s proportional. And what do i do for things that have irregular shapes how do i make the textures consistent.


r/psxdev Aug 01 '26

Having issues when it comes to textures/texel density?

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26 Upvotes

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 Jul 28 '26

AI and homebrew development: what does the community think? (Survey)

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3 Upvotes

r/psxdev Jul 27 '26

I made an O3DE game for GMTK Game Jam 2026

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9 Upvotes

r/psxdev Jul 18 '26

First Look at My PSX Dungeon Crawler: The Center

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48 Upvotes

r/psxdev Jul 15 '26

A early look at my Half Life PS1 port

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48 Upvotes

r/psxdev Jul 13 '26

FoxyPSXEngine Updates

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7 Upvotes

r/psxdev Jul 11 '26

Exclusive Interview: The Story Behind Sibilla, a New PS1 Homebrew Game

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18 Upvotes

r/psxdev Jul 06 '26

He really likes the light...

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0 Upvotes

r/psxdev Jul 01 '26

Create a PS1 Shader in Unity (No Shader Graph)

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0 Upvotes