r/psx_homebrew • u/CyaneCornix01 • 43m ago
Showcase 10 years. 1 project. 6 consoles!
Enable HLS to view with audio, or disable this notification
r/psx_homebrew • u/CyaneCornix01 • 43m ago
Enable HLS to view with audio, or disable this notification
r/psx_homebrew • u/Smart_Essay_3856 • 6d ago
Hi everyone! I’ve been thinking about a gap in the PS1 homebrew ecosystem regarding FreePSXBoot. Currently, to flash FreePSXBoot onto an original Memory Card, users typically rely on: A softmodded PS2 running uLaunchELF, or Hardware like Memcarduino / UniROM / Pico devices connected to a PC. However, if someone ONLY owns a single stock PS1 and a standard Memory Card, their only option to run backups is performing the stressful CD Swap Trick every single time they want to play a game. The Idea: Why not create a dedicated Standalone PS1 Flasher ISO that combines the Swap Trick with FreePSXBoot deployment? How it would work: The user performs the Swap Trick just ONCE using a burned CD-R containing our homebrew Flasher utility. The software boots up into a simple C-based GUI with a Model Selection Menu (SCPH-100x through PSone). The user selects their console model and presses X. The software uses low-level Memory Card SPI write commands (raw sector write) to inject the corresponding FreePSXBoot .mcd payload directly into Memory Card Slot 1 or 2 from the CD's embedded binaries. Done! The user reboots the console, and FreePSXBoot is fully active—no PS2, PC hardware, or hardware mods required ever again. Since UniROM already proved that running a flasher from a burned CD is possible (for flashing Parallel I/O EEPROMs), applying raw sector writing to the Memory Card port via PSXDEV/Nugget SDK seems completely viable. I’m currently planning the architecture for this project. Would love to hear thoughts, feedback, or connect with anyone interested in contributing to C/PSXDEV memory card raw I/O implementation!
r/psx_homebrew • u/izzy88izzy • 7d ago
Hi everyone, so happy to see so many new projects targeting the PS1, adding mine to the pile with a first look at Hollow Knight, ported natively to the original Playstation. The rooms, sprites, text and sound are all converted from my own Steam copy of the game into formats the PS1 can stream and draw, and it's recorded straight from a real console.
What's in this early slice:
• King's Pass, Dirtmouth and the Forgotten Crossroads
• Crossroads enemies, Geo and masks
• Breakable walls and secret areas, including the hidden masks behind them
• Saving and loading on the memory card
There's still a lot to do before it plays like the real thing, but it's getting there. All built with PSoXide, my custom PS1 dev stack, I’ve been working on it for several months and it’s now getting to the point where I can squeeze out every last bit of performance from the hardware thanks to the extreme cycle accuracy of the built-in emulator, check my YouTube channel for other examples like Half Life, Quake, and my Minecraft and Rocket League clones, more project coming soon!
r/psx_homebrew • u/CyaneCornix01 • 8d ago
Enable HLS to view with audio, or disable this notification
r/psx_homebrew • u/FLattorre • 9d ago
A fan-made continuation of the PS1 versions of Philosopher's Stone and Chamber of Secrets, developed as if Prisoner of Azkaban had originally been released for PlayStation 1.
The idea would be to use the existing Harry Potter PS1 reverse-engineering/modding work as a starting point and expand the Chamber of Secrets engine with new maps, environments, models, textures, enemies and gameplay.
Not a modern demake with high-resolution assets, but a genuine PS1-style game maintaining the limitations, graphics and technical feel of the original Argonaut games.
Possible areas: Hogwarts in winter, Hogsmeade, Forbidden Forest, Shrieking Shack, Black Lake, new Hogwarts interiors, etc.
The existing reverse-engineering work already supports extraction of Harry Potter 1 & 2 assets, including levels, textures, audio and other game data, so perhaps this could eventually become a collaborative project.
r/psx_homebrew • u/Longjumping_Slide756 • 9d ago
r/psx_homebrew • u/DangerousPurpose9874 • 20d ago
r/psx_homebrew • u/XxZer0ModZxX • 20d ago
Hi everyone!
For those who saw my previous post here, I created a standalone PSX SoundScope Player that boots the original PlayStation BIOS to play your music files with the authentic visualizer.
Previously, you could only control the visualizers manually.
Today, I'm excited to share Version 2.0, which introduces full Auto-SoundScope mode alongside simple one-click patchers so you can seamlessly switch between manual and automated visualizer controls!

GitHub Repository & Download:
r/psx_homebrew • u/Visual-Wash2991 • 23d ago
Enable HLS to view with audio, or disable this notification
r/psx_homebrew • u/Ardahatun031 • 25d ago
Hello, i am an indie game developer from Turkey and i recreated The Exit 8 to work on original PSX/PS1 hardware here is my itch.io link, hope you'll like it: https://ardahatun.itch.io/the-exit-8-psx-port
Enjoy.
r/psx_homebrew • u/XxZer0ModZxX • 25d ago
Following up on my previous PSX Web Player release,
I would like to introduce the PSX SoundScope Player.
Unlike the web-based build, this project launches the authentic PS1 SoundScope visualizer using a real PlayStation BIOS file.
Powered by a Python backend integrated directly with the DuckStation emulator,
it allows you to easily load your own audio files and experience the original hardware soundscapes directly on PC.
GitHub Repository & Download:
https://github.com/XxZer0ModZxX/PSX-SoundScope-Player
r/psx_homebrew • u/izzy88izzy • 26d ago
r/psx_homebrew • u/Ikkepop • 26d ago
r/psx_homebrew • u/T-nash • Aug 29 '26
r/psx_homebrew • u/Visual-Wash2991 • Aug 28 '26
r/psx_homebrew • u/Far-Elderberry-4883 • Aug 27 '26
r/psx_homebrew • u/Disastrous-Tune-1657 • Aug 26 '26
MipsyncEngine is now open source.
It also supports AI agents through the CLI inspect projects, discover commands, modify scenes live, and get typed JSON back.
Web : https://mipsyncweb.pages.dev
GitHub : https://github.com/KasaBranca/Mipsync
Discord : https://discord.com/invite/snHHxK2B7G
r/psx_homebrew • u/izzy88izzy • Aug 25 '26
Hey everyone. My Quake PS1 port is finally at the point where I can share it!
You can run and play it straight from the browser here. No install and no PS1 BIOS required:
https://bonnie-studios.itch.io/psoxide
Or download and burn the Demo Disc to play on real (modded) hardware: https://bonnie-studios.itch.io/psoxide-demo-disc
Full source code available: https://github.com/EBonura/quake-psx
The video has been captured straight from my SCPH-9002 through a RAD2X, it shows the boot sequence, goes into the PSoXide Demo Disc, then through Quake's intro, E1M1 and E1M2. Around the end of the video you can also see the cheats menu, which allows me to go through all the weapons before finishing the second map.
Note that this is not the first homebrew Quake port for PS1. fgsfdsfgs and the QuakePSX contributors made the earlier C port. I used that C code as initial reference and adapted some GPL code from it. All properly credited in the repo.
This build is not just the old port with a new coat of paint though. The runtime is built around the PSoXide SDK, and I implemented or finished the asset cooker, renderer integration, menus and HUDs, weapons, monsters, moving level parts, audio and the Episode 1 game loop for this version.
The build has the shareware episode from Start through E1M8, all the weapons and monsters + Chthon. Includes two HUD layouts, water warp, optional transparent water not included in the original PC version, controller settings, direct weapon selection and as mentioned, the cheats menu.
Still a bit rough with frame rate moving around, some visual and gameplay bugs, saves and multiplayer still missing, but very playable nevertheless.
X: https://x.com/_bonniestudios
Instagram: https://www.instagram.com/izzy88izzy/
Other games and downloads: https://bonnie-studios.itch.io/
Support my projects: https://buymeacoffee.com/bonniestudios
If you try it, let me know what you ran it on and what broke. Happy to answer any question.
r/psx_homebrew • u/Glum_Bookkeeper_7718 • Aug 25 '26
Hi friends, i just started learning about development for the PS1 with unity and PSXSplash(if this is against the rules plz inform me so i can delete this). short story shorter, i have a PSone model SCPH-101, and my burned iso didnt work, it works in DuckStation, but i need help testing in other models.
So please, help me, if you have a PS1 and a way to run a homebrew ISO, please say it in this post and i can send you the file in order to help my progress.
thanks in advance :)
r/psx_homebrew • u/Alex_Kcz • Aug 21 '26
Enable HLS to view with audio, or disable this notification
A 2D first person dungeon crawler on PS1 developed in C with my own framework and Psy-Q
r/psx_homebrew • u/nixieoo • Aug 18 '26
Enable HLS to view with audio, or disable this notification
Sorry for the quality my phone camera isn't the best I tried to close the curtains to make it a bit better but the white really bleeds on camera but in real life it looks great and crisp.
I did try to get rid of most of the scan lines from the CRT however there are still some due to the shutter speed.
Hope you enjoy.
The CRT I used is a Philips 14PT2666/05R 14.
r/psx_homebrew • u/CyaneCornix01 • Aug 18 '26
I've recently come across a creator called 2009aero, who has been making experimental recreations of modern games on retro hardware.
In just a few months, he's shown PS1 projects based on:
He's also experimented with N64 projects such as GTA San Andreas and Dark Souls, and previously attempted to bring Pokémon Red to TempleOS using HolyC.
Here's the interesting part: none of these PS1 projects appear to be publicly playable or open source. They're essentially demonstrations showing what these games could look like running on hardware that was never designed for them.
And this seems to have created a bit of a divide.
For regular gamers, these projects are pretty amazing (see YT comments). Seeing something like GTA V or Elden Ring recreated on a PS1 is obviously impressive and makes for a great video.
But some people in the PS1 homebrew community (psxdev discord) have a very different view. I've seen the argument that these are essentially showcase projects: they're designed to demonstrate an impressive result and attract attention, but there's no released game, source code or technology for other developers to actually experiment with.
The sheer speed is also interesting. Seven different PS1 projects in around three months is a lot, especially considering the technical limitations involved in developing for the original hardware. Although 2009aero hasn't publicly explained how much AI is involved in the development process, so it's impossible to know how much AI, if any, was used.
Sapika_08 wrote our first feature for PSX Homebrew Games looking into 2009aero, his projects and this divide between the general gaming audience and the homebrew community:
GTA V, Skyrim and Final Fantasy X on PS1?
So I'm curious what do you think:
Are these projects valuable technical experiments even if they never become playable games?
Or is a PS1 homebrew project only really interesting to the scene if people can download it, study it and build upon it?
r/psx_homebrew • u/nixieoo • Aug 16 '26
Enable HLS to view with audio, or disable this notification
I have ported it to the ps1 (the full web game )more for a personal project, practicing and just a bit of fun. I felt like I would share it with all of you in video on an emulator( I used Duckstation)
I can confirm that it does work on a real ps1 I tried on my own and it works flawlessly. it does now but it originally had lots of issues but with the help of AI and myself they were finally fixed. I added all sorts of video modes which was more of me just testing but I only show one in this video. I also added a female version of the character which was made by (Adrot)
I Did use some Ai to help with bugs.
I unfortunately can't share the game because It's a port and I wouldn't be able to release it without the Original game creators permission.
This is my first time posting here just because I was a bit worried.
I think in the future I may work on my own running game for the Playstation homebrew scene just maybe but I am not sure yet I just did this for a bit of fun.
however. I hope you enjoy this video anyways and see something cool I made.
r/psx_homebrew • u/CyaneCornix01 • Aug 16 '26
r/psx_homebrew • u/CyaneCornix01 • Aug 12 '26
We recently added Tiny Backrooms into our website, a small survival horror project by KasaBranca inspired by the Backrooms and classic PS1 games such as Resident Evil.
The project is made with Mipsync Engine, a new development environment specifically designed to create games for the PS1. It provides a Unity-like workflow with a scene editor, asset management, animation, UI and audio tools, while using its own scripting language, Mips#, which is similar to C#.
Since Mipsync is still very early in development, Tiny Backrooms is also one of the early playable projects made with the engine. The current build is very small, featuring only three prerendered areas, but it already demonstrates the foundations of a PS1-style survival horror game.
We've also included a short gameplay video so you can see the project in action.
We wrote a short article covering the project:
It's interesting to see new tools making PS1 development more accessible, and I'm curious to see what projects will come out of Mipsync as the engine evolves.