Hi there,
Wasn't too sure where to post this. I thought this was probably the most appropriate forum.
I'm sure homebrew authors are testing their work via emulators as they build different pieces of their projects. How are you testing the final product on the actual hardware?
Are most burning CDs to be placed in your PlayStation or is sending the game through a NetYaroze communication cable the general practice?
Burning CDs can get time consuming and costly when you find little things that act okay in an emulator but don't act quite right on the real hardware. And with the communication cable; you're limited to what can fit in RAM, right?
I know the PSIO is coming but what do you use now for real hardware testing? Also, how do you confirm your NTSC/PAL conversions work on real hardware? Do you have PAL and NTSC machines to test with before you release?
How do you test your game on a PlayStation?
- t0rxe
- C Programming Expert
- Posts: 139
- Joined: Dec 19, 2012
- Motto: /\OX[]
- PlayStation Model: SCPH-5502
- Location: Australia
Hi. I use an Xplorer with a parallel cable to do communication with my PSX and PC.
The firmware on the Xplorer is CAETLA 0.34, while my parallel port is in SPP mode.
The firmware on the Xplorer is CAETLA 0.34, while my parallel port is in SPP mode.
"Nostalgia isn't a big enough word to describe the PlayStation from my eyes"
-
inc^lightforce Verified
- Psy-Q Enthusiast
- Posts: 266
- Joined: Mar 07, 2013
- I am a: Programmer Windows+PS1, GFX Artist
- PlayStation Model: Black
- Location: Germany
same i do.
in EUROPE we have PAL. if i have a NTSC game it is scaled in Black/white.
to patch, i read some screen "fix Values" from the original NTSC ps1 exe and put it in my main.C --> source.
later i activate it in the "PSX.EXE while pressing "O" on Gamepad ---> now it is correctly displayed and in full colour, but mostly i'll let detect the videosystem automatically .
that's it.
fast codings i test with a pc emu: ePSXe.exe
in EUROPE we have PAL. if i have a NTSC game it is scaled in Black/white.
to patch, i read some screen "fix Values" from the original NTSC ps1 exe and put it in my main.C --> source.
later i activate it in the "PSX.EXE while pressing "O" on Gamepad ---> now it is correctly displayed and in full colour, but mostly i'll let detect the videosystem automatically .
that's it.
fast codings i test with a pc emu: ePSXe.exe
Last edited by inc^lightforce on May 18th, 2013, 7:38 am, edited 1 time in total.
-
Verified
- Legendary Programmer
- Posts: 256
- Joined: Aug 13, 2012
- I am a: Programmer
- PlayStation Model: Net Yaroze
- Location: France
- Contact:
In the library I made, I use data loading over the parallel port cable, so I have 2 mode of testing, one is debugging from PC and loading data from my PC, and the other is from CD when doing a release.
So I'm not limited to the psx memory
I explained it in my playstation coding tutorial:
http://onorisoft.free.fr/psx/tutorial/tuto.htm
So I'm not limited to the psx memory

I explained it in my playstation coding tutorial:
http://onorisoft.free.fr/psx/tutorial/tuto.htm
Retro game development on Playstation and other consoles http://orionsoft.free.fr/
- bizarro2011
- Serious PSXDEV User
- Posts: 118
- Joined: Mar 27, 2012
- Location: Brazil
To write edit end use codeblock.
psyq use to compile.
epsx use emulator to run. and cd-rom
I have 2 and 3 ps1 ps2
I'll try to run homebrew via emulator (psxps2)
psyq use to compile.
epsx use emulator to run. and cd-rom
I have 2 and 3 ps1 ps2
I'll try to run homebrew via emulator (psxps2)
Who is online
Users browsing this forum: No registered users and 6 guests