PSNee further development

General information to do with the PlayStation 1 Hardware. Including modchips, pinouts, rare or obscure development equipment, etc.
postal2201
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Re: PSNee further development

Post by postal2201 » April 15th, 2019, 4:16 am

rama3 , I meant to replace the built-in functions with direct control of ports, and macros. Do not give up on Arduino. On the contrary, the use of Attiny limits the project.

rama3
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Re: PSNee further development

Post by rama3 » April 15th, 2019, 5:52 am

Nextria:
Search this forum or Google for PSX color oscillator mod. This is what your board needs.
But it is a difficult mod and the result looks pretty bad. I recommend you use a later revision PSX.

postal2201:
The code uses direct port control where speed is required, and can use Arduino functions when not.
Arduino functions are inherently more safe, so using them for non-critical tasks is good.

pewu
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Re: PSNee further development

Post by pewu » June 7th, 2019, 7:53 am

I have a PU-20 NTSC-J frankenstein console with non-NTSC-J bios soldered in place of original, for the purpose of installing this modchip. Unfortunately, PSone PAL was the only chip I could salvage right now. I used Pro Mini clone (Atmega328P) Physical installation went smoothly and PAL games booted just fine, meaning injection worked straight out of the box.

The real ordeal began, when I tried to enable NTSC_fix, so that PSone bios can be patched and boot all region games. At one point it turned out, that when I apply external 3.3V from FTDI board or Raspberry to RX pin on Arduino, BIOS patching code works fine (weird)...

I tried many combination of fuses, to no avail, until I started thinking more logically, and just increased the first delay in NTSC_fix routine to 500 ms. With such setup I tested booting several times, with originals and with backups of those - modchip works flawlessly. My final fuse setup is (E:06, H:DF, L:C2).

Tomorrow I'm going to look for 3.5V source that is drained after reset button press (after all, PSones never had a reset btn, so that was non-issue), but otherwise I finally managed to mod my frankenstein.

Maybe this will save somebody some headache next time.

Nextria
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Re: PSNee further development

Post by Nextria » August 3rd, 2019, 4:40 pm

Hello,

I just wanted to say thanks again for this amazing code, I have done many playstation with is,
and it all works perfect!

I also wanted to share with you my new setup for flashing the Nano chips. this make programming the chips
so much easier and take only seconds !
IMG_2874.jpeg
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damiank94
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Re: PSNee further development

Post by damiank94 » August 11th, 2019, 5:10 am

Hello,

Where can I buy flashed ATtiny for PAL PSone? I know that it doesn't support BIOS patching, but I have spare ONEchip for that. Also I want it as small as possible

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Re: PSNee further development

Post by wanderer » September 2nd, 2019, 12:29 pm

Hello,

I would like to know if the APPLY_PSONE_PAL_BIOS_PATCH define of the PsNee source code would work to patch the bios of a scph-7000 version. Apparently the regional check that were introduced in the PAL psones came from the japanese versions isn't it ? I know that you can get around the regional checks of japanese versions with a bios swap but that would make my scph-7000 not a japanese console anymore in a way. And I don't want to use importplayer or a region patcher either.
So please tell me : would the APPLY_PSONE_PAL_BIOS_PATCH define of the PsNee source code would work to patch the bios of a scph-7000 version ?

superg
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Re: PSNee further development

Post by superg » September 3rd, 2019, 1:22 am

wanderer wrote:
September 2nd, 2019, 12:29 pm
Hello,

I would like to know if the APPLY_PSONE_PAL_BIOS_PATCH define of the PsNee source code would work to patch the bios of a scph-7000 version. Apparently the regional check that were introduced in the PAL psones came from the japanese versions isn't it ? I know that you can get around the regional checks of japanese versions with a bios swap but that would make my scph-7000 not a japanese console anymore in a way. And I don't want to use importplayer or a region patcher either.
So please tell me : would the APPLY_PSONE_PAL_BIOS_PATCH define of the PsNee source code would work to patch the bios of a scph-7000 version ?
I don't think this will work for you. As far as I know, booting games of any region on Japanese PlayStation requires disc boot area to be from a Japanese region.
Please correct me somebody if I am wrong.

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Re: PSNee further development

Post by rama3 » September 3rd, 2019, 6:58 am

It won't work.
Sadly, the NTSC-J bios is very different from the other regions.
It's likely that there isn't a routine in it that can be so easily fooled as the PAL / NTSC-U check.

wanderer
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Re: PSNee further development

Post by wanderer » September 4th, 2019, 1:43 am

rama3 wrote:
September 3rd, 2019, 6:58 am
It won't work.
Sadly, the NTSC-J bios is very different from the other regions.
It's likely that there isn't a routine in it that can be so easily fooled as the PAL / NTSC-U check.
Thanks for this info rama3. I'll go with a bios swap then. I'll swap the bios of my scph-7000 with the bios of a scph-7501.

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Re: PSNee further development

Post by CleveTripp » September 28th, 2019, 4:11 am

Hi..some extra libraries might be required, depending on the board / chip used. This code defaults to multi-region, meaning it will unlock PAL, NTSC-U and NTSC-J machines. You can optimize boot times for your console further. See "// inject symbols now" in the main loop.

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Re: PSNee further development

Post by CleveTripp » September 28th, 2019, 4:32 am

Hi....Some extra libraries might be required, depending on the board / chip used. This code defaults to multi-region, meaning it will unlock PAL, NTSC-U and NTSC-J machines. You can optimize boot times for your console further. See "// inject symbols now" in the main loop.

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Re: PSNee further development

Post by rama3 » September 29th, 2019, 3:15 am

Oh yeah, in case you wonder why it says it "will unlock NTSC-J".
PsNee can and does unlock the CD controller of NTSC-J consoles, so backups are being recognized.
The problem is with the extra BIOS protection only. That prevents booting non Japan region disks from starting through the BIOS shell.
Disks can still be started using an alternative bootloader, such as an NTSC-J boot disk or an Action Replay cart.

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Re: PSNee further development

Post by clevis pin » October 9th, 2019, 1:40 pm

I'm having a little bit of trouble with my PSNee attempt on an NTSC-J PlayStation (SCPH-5500; PU-18 board). It's kind of a bummer that the NTSC-J consoles can't load NTSC-U games even with the aid of PsNee as it sits today, but I'd settle for being able to get working NTSC-J backups.

I used this guide to wire it up, and I've gone back and double checked my wiring a few times to make sure it matches: https://quade.co/ps1-modchip-guide/psnee/pu-18/

I've tried it with two different Arduino-alikes so far, a Digispark knockoff and a Pro Mini knockoff.

With the "Digispark" wired into the VIN pin, it would block any load of anything - legitimate games would get kicked to the audio CD player interface after a short period. If I wired the ~3.45V from the motherboard into the 5V pin, I could play legitimate NTSC-J games but nothing else: no copies (lock up on boot screen while the Digispark's status LED flickered forever), no NTSC-U games. The Digispark knockoffs have bit me a few other times (I should've bought the real ones!), so I went rooting through my junk bin for something that might be a little less squirrelly.

I decided to try and use the Pro Mini knockoff and flashed it with the debug logging turned on so I could try and see what was going on over the serial monitor. The good news is that the Pro Mini is definitely starting up (although its serial is at 250,000 baud instead of the requested 500,000 baud - not familiar enough with the Arduino stdlib to determine if that indicates other problems) and at least trying to inject something.

The Pro Mini also kicks all of my retail discs (J or U) directly to the audio CD player interface right at the end of those logs, and also throws a "this is not a legitimate disc" error for the burned game I made this afternoon to test (didn't log that). I think I need to tinker with the code, but I'm not sure where to start.
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rama3
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Re: PSNee further development

Post by rama3 » October 9th, 2019, 8:00 pm

The logs from both chips look fine, so either the DATA connection isn't correct, or the injection messes up somehow.
Try changing the 3 lines to say inject_SCEX('i') here:
https://github.com/ramapcsx2/PsNee/blob ... e.ino#L409

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Re: PSNee further development

Post by clevis pin » October 10th, 2019, 4:09 am

Thank you for the quick reply; I know debugging at a distance is super annoying.

I've modified the code and didn't see any difference. Just to be sure, I also changed the line inside that function just to read:

Code: Select all

if (readBit(bit_counter, SCEIData) == 0)
I think injection is working, since I also tried changing the function to use SCEAData instead; the JP game and the US game both end up in the audio CD player, which is what an unmodified JP PS1 does if you put in an American game. The burned copy still raises an error message, but I'm beginning to suspect it is a bad burn anyway.

As far as I can tell, the DATA connection is correct (assuming the picture in the repo is also correct). I went back and redid the DATA and GATE wiring just to be sure. In a guide for a different modchip, I saw that the GATE pin was coming from a different place on the motherboard so I tried that position as well - no change.

Probably a red herring, but if I set the delay_between_bits to something really low (2000 vs. the default 4000) I can boot a legitimate Japanese game but it will kick me to the BIOS (not the CD-player like an unmodified JP PS1 would) on an NTSC-U game. This is almost identical behaviour to that I saw on the attiny Digispark-clone board - maybe it was working all along, if my burned copy is defective.

Tweaking the delay_between_injections doesn't seem to affect anything (although I just tried 72, 90, and 100).

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