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.
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.
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
Yea,i don't know tha psio will also apply filter to the games.... LOL Also they have stiil using part of gemini source despite having denied permission. I wont start flame war, but: http://tsumi.wordpress.com/2012/11/24/brief-update-on-a-notorious-scammer-taking-over-the-psx-scene/
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.
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!
Why buy a system like this when there's, for example, the psp with CFW that doing the job way better?
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.
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 .
If it's just going to emulate, would rather just run that on my PC and get texture filtering, 3D rendering, anti-aliasing, etc.
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.