PSX clones now a reality!

Discussion in 'Rare and Obscure Gaming' started by americandad, Jun 18, 2013.

  1. wattywatts

    wattywatts Member

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    I seem to remember reading a while back about a mod where the ps1 drive was replaced with an hdd. Can't find anything about it now however.
     
  2. Bad_Ad84

    Bad_Ad84 The Tick

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    Because it didnt happen. You might be thinking of the 3DO.
     
    Last edited: Jun 18, 2013
  3. Tricky

    Tricky Robust Member

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    There is the PSIO project. I know Haunted has far from the best reputation here, but from the few videos he's shown so far, it looks like it might actually turn out to be legitimate.
     
  4. master991

    master991 Enthusiastic Member

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    LOL
     
  5. smf

    smf mamedev

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    From what I can tell the person who actually did all the work is going to finish it.

    https://www.youtube.com/watch?v=gE9J4g5TYPw
     
  6. rob black

    rob black <B>Site Supporter 2013</B><BR><B>Site Supporter 20

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  7. master991

    master991 Enthusiastic Member

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    Last edited: Jun 19, 2013
  8. blotter12

    blotter12 <B>Site Supporter 2014</B>

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    PSX emulation is hard, even on modern hardware. It seems like I have to tweak the settings for every disc I pop in for it to run perfectly. For an emulator in a box to be worthwhile, you'd have to maintain a list of all these settings for EVERY PS GAME. Good luck putting that list together... A clone would probably be better than an emulator :) but it would also be much harder/more expensive to produce.
     
    Last edited: Jun 19, 2013
  9. menzo95

    menzo95 Member

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    JXD M1000 BEST CONSOLE I have one that I bought on dealextreme, there is also the JXD 3000 handheld ps1, it's been that was released this console!

    IMG_20130619_164144.jpg IMG_20130619_164203.jpg IMG_20130619_164217.jpg IMG_20130619_164246.jpg
     
    Last edited: Jun 19, 2013
  10. master991

    master991 Enthusiastic Member

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    Why buy a system like this when there's, for example, the psp with CFW that doing the job way better?
     
  11. americandad

    americandad Familiar Face

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    So how are the games running on it, and is it in fact emulation based?
    ps. love that controller!! <3
     
  12. Fandangos

    Fandangos <B>Site Supporter 2013</B>

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    yet.... :))
     
  13. Bad_Ad84

    Bad_Ad84 The Tick

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    PSone has no parallel port.
     
  14. la-li-lu-le-lo

    la-li-lu-le-lo ラリルレロ

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    I've always wondered if it would be possible to make a PS1 emulator that would eliminate polygon bending. That's the really annoying thing about PS1 emulators - at higher resolutions, you start to really notice the polygon bending, even more so than on the original system. It seems like there ought to be some way to do that.
     
  15. americandad

    americandad Familiar Face

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    Unless he calls all PSX consoles for PSone, in which case phat "PSone" has parallel port :) .
     
  16. Bad_Ad84

    Bad_Ad84 The Tick

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    PSone = slim

    Phat was always PS1 or PSX
     
  17. HEX1GON

    HEX1GON FREEZE! Scumbag

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    That is the future of "XBOX ONE" confusion. Can't we all see that coming or what?
     
  18. americandad

    americandad Familiar Face

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    Maybe he likes to call any iteration of the original playstation console for PSone?

    People are saying that these are arm based emulators, but i have yet to see any kind of actual confirmation. Even though it sound plausible, this question still intrigues me.
    Oh and here's the nesforums thread which pointed me to this: http://www.nesforums.com/showthread.php?t=6487 .
     
    Last edited: Jun 20, 2013
  19. Greg2600

    Greg2600 Resolute Member

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    If it's just going to emulate, would rather just run that on my PC and get texture filtering, 3D rendering, anti-aliasing, etc.
     
  20. TriMesh

    TriMesh Site Supporter 2013-2017

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    You could do it, but it would require a series of tweaks for individual games. The basic problem is that in order to do perspective correct texturing you need Z axis information for each vertex after is has been transformed to display space - and the PSX GPU is a purely 2D device with no Z buffer, so it never gets to see that Z information at all - all it gets (for a tri) are the (post transform) (X,Y) positions and and (U,V) texture coords of each of the 3 vertices. This is enough information to texture the poly, but not enough to perspective correct it.

    Fixing this would require you to go further back in the rendering pipeline where the Z information is still available:

    <Game creates list of primitives in 3D space>
    <List is sent to GTE (COP2) and transformed into screen space>
    <Game does post processing on list - at the least, it's Z-sorted so it displays correctly> *
    <Z-Sorted list is sent to GPU (normally via DMA)>

    The problem is the step I've marked with a * - an emulator can't know the exact details of what's going on here, so even if it buffered all the transformation results from the GTE it would still have to work out how to map the saved Z-coord onto the data that's later being sent to the GPU. Since this is dependent on code that's specific to each game, there is really no general solution.
     
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