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Thread: PSone dev tools

  1. #1
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    PSone dev tools

    I have a few messages from people wanting to post this info.
    As psone is so old, I will allow it here.

    http://www.snesorama.us/board/showthread.php?t=18779

    It looks like complete tools for psone.

    I think the positive over the negative outweight, so I am posting this.
    Last edited by ASSEMbler; 03-21-2009 at 03:13 AM.

  2. #2
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    lol thxs for posting it! i wasn't sure if i was aloud to post this or not
    Last edited by darkportrait; 04-09-2009 at 04:04 AM.

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    Just curious, but were there ever any low-level docs released by any company or Sony? Something like what Sega did with the Saturn.

  4. #4
    This will undoubtedly show off my lack of experience, but I will ask anyway... is this only good with a dev kit or can it be used to create something and run it with a PSone emulator of sorts?

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    Quote Originally Posted by Trask
    This will undoubtedly show off my lack of experience, but I will ask anyway... is this only good with a dev kit or can it be used to create something and run it with a PSone emulator of sorts?
    You should be able to. So long as the binary is converted to a PS-EXE executable. (The extension is .exe).

  6. #6
    If I were to burn a disk of something made in this, could it be run on a soft-modded ps2? (i did the independence exploit)
    Im interested in jumping into the homebrew crowd here :)
    Last edited by Ed the Nerd; 04-08-2009 at 04:16 AM.


  7. #7
    I definitely am interested in console development, it would be great if I can get these tools to work to create a PSOne style game, even if its just through a PS emulator, as long as its proof of concept/skill worthy. :D

  8. #8
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    Quote Originally Posted by Ed the Nerd
    If I were to burn a disk of something made in this, could it be run on a soft-modded ps2? (i did the independence exploit)
    Im interested in jumping into the homebrew crowd here :)
    Someone slap me if im too far off but i can swear that i've seen a retail game having a PS-EXE as the main executable instead of a standart ELF they seem to use usually.

    so i should conclude that such things would run on a standard (modded) psx atleast, and so,possibly with a ps2 too.

  9. #9
    Quote Originally Posted by Mugi
    Someone slap me if im too far off but i can swear that i've seen a retail game having a PS-EXE as the main executable instead of a standart ELF they seem to use usually.

    ^Root of my gran turismo cd. (ntsc-us)
    Theres a few *.EXE files there.
    Last edited by Ed the Nerd; 04-09-2009 at 03:16 AM.


  10. #10
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    Quote Originally Posted by Ed the Nerd
    ^Root of my gran turismo cd. (ntsc-us)
    Theres a few *.EXE files there.
    SCUS_941.94 is the PSX exe file for that title.
    If the file "SYSTEM.CNF" exists, it's where the PS1 looks for the information on which file it is supposed to load. If there's no "SYSTEM.CNF" file it will look for "PSX.EXE"

    I know that some of the really early japanese Konami games boot from PSX.EXE

    Example:
    Twinbee Puzzle Dama (1994)
    Twinbee Deluxe Pack (1995)
    Parodius Deluxe Pack (1995)
    Tokimeki Memorial (1995)

    Now a bit of randomness here: The PS2 has the bad habit of keeping a log file with the history of all games played on the memory card under the file "Your System Configuration". I remember looking into that file and seeing all my PS1 games logged in it, including the ones which start from PSX.EXE ...

  11. #11
    Quote Originally Posted by l_oliveira
    SCUS_941.94 is the PSX exe file for that title.
    Quote Originally Posted by Piratero
    a PS-EXE executable. (The extension is .exe).
    umm, these to statements conflict.
    Which is right?:shrug:
    Last edited by Ed the Nerd; 04-09-2009 at 05:06 AM.


  12. #12
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    Quote Originally Posted by Ed the Nerd
    umm, these to statements conflict.
    Which is right?:shrug:
    l_oliveira is right. The console opens SYSTEM.CNF in the CD's root directory once it wants to start a game, then looks for the line starting with "BOOT", which specifies the game's main executable.

    PSX EXEs typically use the EXE extension, at least during (early) development; but they need not be named this way on the final media. The PS OS doesn't care about file extensions and will load any file specified in SYSTEM.CNF. If the configuration file is missing, it'll look for PSX.EXE; if its there, the BOOT entry specifies the file to load. For most games I've seen, the boot file is named after the game's product code. I'd expect your Gran Turismo to have "SCUS-94194" printed somewhere on the disc, so its boot file would be named SCUS_941.94.

    Oh, BTW: the development tools ASSEMbler linked to can be used to create PSX EXEs. The linker normally outputs a CPE file, though, which can only be used on a devkit (by using RUN). However, you can use CPE2X, which should be included with the compiler, to convert that file into a regular EXE.

  13. #13
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    Quote Originally Posted by Ed the Nerd
    umm, these to statements conflict.
    Which is right?:shrug:
    We're both correct. He just happened to add more details. :nod:

    I need to get back to developing on the PlayStation.

    Does anyone here still develop on the console?
    Yaul: An awesome open source SEGA Saturn software development kit

  14. #14
    Quote Originally Posted by Piratero
    Does anyone here still develop on the console?
    Yes sir, I do. :dance:

  15. #15
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    Quote Originally Posted by Gemini
    Yes sir, I do. :dance:
    Do you use your own libs or do you depend on any other library other than your own?
    Yaul: An awesome open source SEGA Saturn software development kit

  16. #16
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    Quote Originally Posted by SilverBull
    Oh, BTW: the development tools ASSEMbler linked to can be used to create PSX EXEs. The linker normally outputs a CPE file, though, which can only be used on a devkit (by using RUN). However, you can use CPE2X, which should be included with the compiler, to convert that file into a regular EXE.
    MESS supports loading CPE's. I'm pretty sure none of the CPE conversion programs out there run on vista 64 bit as they are 16bit msdos executables. So I wrote one in .net,
    http://smf.mameworld.info/tools/cpe2x.zip

  17. #17
    Quote Originally Posted by Piratero
    Do you use your own libs or do you depend on any other library other than your own?
    Only official libs. None of the unofficial libs seem to be 100% compatible with the hardware, or even complete. :katamari:
    Last edited by Gemini; 04-13-2009 at 01:08 AM.

  18. #18
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    Quote Originally Posted by Gemini
    Only official libs. None of the unofficial libs seem to be 100% compatible with the hardware, or even complete. :katamari:
    Oh, boo! You`re not writing your own libs?!
    Yaul: An awesome open source SEGA Saturn software development kit

  19. #19
    I prefer coding games rather than reinventing the wheel. The only libraries I care to write are those used for the PC side of the application.

  20. #20
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    Quote Originally Posted by Gemini
    I prefer coding games rather than reinventing the wheel. The only libraries I care to write are those used for the PC side of the application.
    Its more a legal issue than anything else. I understand why you chose to use the official libraries.
    Yaul: An awesome open source SEGA Saturn software development kit

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