for Fast Iteration Testing

Problems or feedback about the NO$PSX emulator by Martin Korth
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getawaycar
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for Fast Iteration Testing

Post by getawaycar » May 12th, 2025, 5:48 pm

Does anyone here integrate NO$PSX into their build process for quick testing of small code changes? How do you typically load your compiled executables or data into the emulator efficiently for rapid debugging cycles?
I'm an embedded systems on this company and low-level software engineer with a deep appreciation for retro hardware — especially the original PlayStation. I’ve worked professionally in firmware development, reverse engineering, and custom hardware design, and I enjoy applying those skills to explore the architecture of classic consoles.

Looking forward to learning from this amazing community!

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nocash
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Post by nocash » May 13th, 2025, 7:28 am

Ctrl+R to reload the executable or disc image.

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gwald
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Post by gwald » May 13th, 2025, 6:51 pm

getawaycar wrote: May 12th, 2025, 5:48 pm Does anyone here integrate NO$PSX into their build process for quick testing of small code changes? How do you typically load your compiled executables or data into the emulator efficiently for rapid debugging cycles?
Welcome!
I use the previous version where the command line works and launch via makefile and ESC out.
I use Net Yaroze, so I package the siocons script (data with RAM addresses and exe) into a single executable using yarexe:
https://github.com/gwald/Yarexe
But it also works with ccpsx's CPE or PSX-EXE files.

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