Ps2 homebrew9/19/2023 The game itself is very small since it was developed entirely on the Net Yaroze and must fit in RAM. When releasing Xi they just added Red Book audio to fill the CD I guess. Since a Net Yaroze game has to fit in RAM there's not much room for PCM sound. If someone reproduced the memory card dongle, maybe it could be done without the official setup. The disc only works in the Net Yaroze version of the PS1, but I guess it would work with the usual region/backup workarounds, as it's just a PS1 disc with its own region code (SCEW instead of SCEI/SCEA/SCEE). ![]() You need the dongle + serial cable, the Net Yaroze PS1 and the Net Yaroze disc to do this, so I'm not sure this can be exploited for homebrew booting on a regular PS1. I don't have a Net Yaroze and don't know the details, but it supposedly comes with a dongle device that you use to hook up the computer to the memory card slot with so that you can load your creations to your PS1's RAM. ![]() The PS1 can't boot programs from the memory card like the PS2 can (which is exploited by Free MCBOOT). IMHO it's exciting just to get arbitrary code to run at all on the system, especially one that uses the hardware features (like 3D in the case of PS1). Good homebrew is a luxury you won't find on most systems except the more popular homebrew systems (like NES and Game Boy). From the way the sound fades out, I think this is actually some SNES-style pitch modulation going on, as I am aware that the PS1's audio system is just an S-DSP+. Turns out when the menu loads the game and then boots me back to the menu, I actually have to load the game again, and then it'll work.Īnd when I booted the game, I heard some weird white noise or something that went on as long as I was on the title screen. I have to try it with an empty memory card next time. Maybe it's because the memory card I used was full, or maybe UniROM just isn't compatible with Net Yaroze, I'm not sure. I just burned that game, and I couldn't get it to work on my softmodded UniROM-equipped PS1. Looks very professional, but it was made by two people who later became professional game developers and are still working in the industry. Pokun wrote: ↑ Wed 6:59 am Magic Castle is an action-RPG-roguelike Net Yaroze homebrew game that was recently released after 23 years since it started being developed. PS1 model format is quirky, the whole machine is a Kutaragi special, its a SPC on steroids BBR included so the audio system is "interesting". You can probably get away with C++ more on the N64, you can do it on the PS1 but really wouldn't recommended it, while the N64 depends on the game, might not be a deal breaker. Disc streaming is a pain and you need to put time and effort into disc optimization and packing data into shared groups so you can load without it taking forever, vs the N64s just point to ROM and go. The CPU is not very powerful so you will need to focus on optimization a lot vs the far more powerful N64 CPU. Poly models have to be really low res, the will wobble and look garbage. The PS1 however has really tight memory limits, most people see "no FPU" as "No I don't want to", dealing with fixed point is a "learning curve". The programmable pipeline stuff is a harder than fixed pipeline, but these days Shaders are common and once you set up a standard code set, not really an issue anymore. ![]() I would say the N64 is ultimately easier to develop for than the PS1, in some regards. Magic Castle is an action-RPG-roguelike Net Yaroze homebrew game that was recently released after 23 years since it started being developed. It's basically the same game on a pressed disc but with added music on the CD. Some games like Xi was originally a Net Yaroze game that got a licensed release. There are compilation discs with Net Yaroze games that can be burned though. Net Yaroze games loads from the memory card slot though (and must fit entirely in RAM), so I don't know what you must do to be able to launch them on a normal unmodified PS1. Well Net Yaroze is homebrew using official tools, and there are a lot of it. I remember there was the Roll Boss Rush homebrew game, but that's about it. It got both official and unofficial devkits as well. The 64 is also supposedly very hard to develop for and it hadn't a good flashcart solution until the Everdrive came (the PS1 had tons of disc-swap tricks and pirate chips since back in the day), yet it has much more homebrew. Considering the Playstation sold better than the Nintendo 64 it's kind of strange that there are so little homebrew for it.
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