Difference between pages "DeSmuME" and "PlayStation emulators"

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(Emulators)
(Tags: Mobile edit, Mobile web edit)
 
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{{Infobox emulator
+
{{Infobox console
|logo = Desmume.png
+
|title = PlayStation
|logowidth = 100
+
|logo = sony-1.png
|version = {{DeSmuMEVer}}
+
|developer = [[:Sony]]
|active = Yes
+
|type = [[:Category:Home consoles|Home video game console]]
|platform = Multi-platform
+
|generation = [[:Category:Fifth-generation_video_game_consoles|Fifth generation]]
|target = [[Nintendo DS emulators|Nintendo DS]]
+
|release = 1994
|developer = YopYop156<br/>[http://wiki.desmume.org/index.php?title=DeSmuME:About#DeSmuME_current_team DeSmuME Team]
+
|discontinued = 2006
|website = [https://desmume.org/ DeSmuME.org]
+
|successor = [[PlayStation 2 emulators|PlayStation 2]]
|source = [https://github.com/TASVideos/desmume GitHub]
+
|emulated = {{✓}}
|license = GNU GPLv2
 
 
}}
 
}}
'''DeSmuME''' is an open-source [[Nintendo DS emulators|Nintendo DS emulator]]. It is the most accurate Nintendo DS emulator and is actively developed by the DeSmuME Team. It can be run from the command line directly or as a graphical program.
 
  
The regular version now allows for increasing internal resolution.
+
The '''[[wikipedia:PlayStation_(console)|PlayStation]]''' (frequently referred to in shorthand as the '''PS1''') is a fifth generation console released by [[wikipedia:Sony Computer Entertainment|Sony Computer Entertainment]] on December 3, 1994 in Japan and September 9, 1995 in the US. It was retailed for {{Inflation|USD|299.99|1995}}. It had a R3000 CPU (which was used by NASA for a space craft to take pictures of Mars because of it's reliablity) at 33.8688 MHz with 2MB of RAM and 1MB of VRAM. It used a proprietary MDEC video compression unit, which is integrated into the CPU, allowing for playback of full motion video at a higher quality than other consoles of its generation. It actually had better stereo sound that other stereos at that time.
  
It is also available as a libretro core for [[RetroArch]].
+
It was a commercial success, partly due to being relatively easy to program for compared to others at the time and because its CD-based media was cheaper than the competition.
  
==Download==
+
__TOC__
{| cellpadding="4"
+
==Emulators==
 +
{| class="wikitable" style="text-align: center;"
 
|-
 
|-
|align=center|{{Icon|Win-big}}
+
! scope="col"|Name
|'''[https://desmume.org/download/ Stable & Nightly releases]'''
+
! scope="col"|Platform(s)
 +
! scope="col"|Version
 +
! scope="col"|Plugins
 +
! scope="col"|[[libretro|Libretro Core]]
 +
! scope="col"|<abbr title="Resizable Internal Resolution">RIR</abbr>
 +
! scope="col"|[[Emulation Accuracy|Accuracy]]
 +
! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>
 +
! scope="col"|Active
 +
! scope="col"|[[Recommended Emulators|Recommended]]
 
|-
 
|-
|colspan="3"|<hr/>
+
! colspan="10"|PC / x86
 
|-
 
|-
|align=center|{{Icon|Win-big}}
+
|[[DuckStation]]
|[https://ci.appveyor.com/project/zeromus/desmume/build/artifacts Latest Dev build]<br><small>Requires [https://www.microsoft.com/en-us/download/details.aspx?id=52685  Microsoft Visual C++ Runtime]</small>
+
|align=left|{{Icon|Windows|Linux|Mac}}
 +
|[https://github.com/stenzek/duckstation git]
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|High
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|-
 +
|[[Mednafen]]
 +
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
 +
|[{{MednafenURL|releases/}} {{MednafenVer}}]
 +
|{{✗}}
 +
|{{✓}}
 +
|<abbr title="Exclusive to Libretro, but comes with significant slowdown.">{{✓}}</abbr>
 +
|High
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|-
 +
|[[XEBRA]]
 +
|align=left|{{Icon|Windows}}
 +
|[http://drhell.web.fc2.com/ps1/ {{XebraVer}}]
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|High
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✗}}
 +
|-
 +
|[[PCSX-Reloaded|PCSX-R-PGXP]]
 +
|align=left|{{Icon|Windows|Linux}}
 +
|[http://ngemu.com/threads/pcsxr-pgxp.186369/ PGXP build] ([https://github.com/iCatButler/pcsxr git])
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✓}}
 +
|[[Recommended_PS1_Plugins|Plugin dependent]]
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|-
 +
|[[PCSX-Reloaded|PCSX-R]]
 +
|align=left|{{Icon|Windows|Linux|macOS}}
 +
|[http://www.emucr.com/2019/03/pcsx-reloaded-git-20190307.html Windows]<br/>[http://consoleemu.com/emulator/pcsx-reloaded macOS]
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✓}}
 +
|[[Recommended_PS1_Plugins|Plugin dependent]]
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}}
 +
|-
 +
|[[ePSXe]]
 +
|align=left|{{Icon|Windows|Linux|macOS}}
 +
|[http://www.epsxe.com/download.php {{EpsxeVer}}]
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✓}}
 +
|[[Recommended_PS1_Plugins|Plugin dependent]]
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|-
 +
|PSXACT
 +
|align=left|{{Icon|Windows}}
 +
|[https://gitlab.com/beannaich/psxact git]
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|High
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}} <small>(WIP)</small>
 +
|-
 +
|[[Rustation]]
 +
|align=left|{{Icon|Windows|Linux|macOS}}
 +
|[http://github.com/simias/rustation git]
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✗}}
 +
|High
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|-
 +
|[[Avocado]]
 +
|align=left|{{Icon|Windows|Linux}}
 +
|[https://github.com/JaCzekanski/Avocado git]
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|Mid
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}} <small>(WIP)</small>
 +
|-
 +
|[[pSX]]
 +
|align=left|{{Icon|Windows|Linux}}
 +
|[http://www.emulator-zone.com/doc.php/psx/psx_em.html 1.13]
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|Mid
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|-
 +
|[[No$|NO$PSX]]
 +
|align=left|{{Icon|Windows}}
 +
|[http://problemkaputt.de/psx.htm 2.0]
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|Mid
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|-
 +
|[https://sourceforge.net/projects/hpsx64/ hpsx64]
 +
|align=left|{{Icon|Windows}}
 +
|[https://sourceforge.net/projects/hpsx64/files/Source/ {{hpsx64Ver}}] ([http://www.emucr.com/search/label/hpsx64?&max-results=16 Alt])
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|Mid
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}} <small>(WIP)</small>
 +
|-
 +
|[[MAME]]
 +
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
 +
|[http://www.mamedev.org/release.html {{MAMEVer}}]
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✗}}
 +
|Mid
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}} <small>(WIP)</small>
 +
|-
 +
|Connectix VGS
 +
|align=left|{{Icon|Windows|macOS}}
 +
|1.4.1
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|?
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|-
 +
|[[Bleem!]]
 +
|align=left|{{Icon|Windows}}
 +
|1.6b
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|Low-Mid
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|-
 +
|SSSPSX
 +
|align=left|{{Icon|Windows}}
 +
|[http://www.emulator-zone.com/doc.php/psx/ssspsx.html 0.0.34]
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|[[Recommended_PS1_Plugins|Plugin dependent]]
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|-
 +
|Rustation NG
 +
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
 +
|[https://gitlab.com/flio/rustation-ng git]
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✗}}
 +
|?
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✗}}
 +
|-
 +
|PCSX-Redux
 +
|align=left|{{Icon|Windows|Linux|macOS}}
 +
|[https://github.com/grumpycoders/pcsx-redux git]
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|?
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}} <small>(WIP)</small>
 +
|-
 +
! colspan="10"|Mobile / ARM
 +
|-
 +
|[[DuckStation]]
 +
|align=left|{{Icon|Android}}
 +
|[https://play.google.com/store/apps/details?id=com.github.stenzek.duckstation 0.1]
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|High
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|-
 +
|Avocado
 +
|align=left|{{Icon|Android}}
 +
|[https://github.com/JaCzekanski/Avocado git]
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|Mid
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✗}} <small>(WIP)</small>
 +
|-
 +
|[[Mednafen]]<ref group=N name=libretro>Only available on mobile as a libretro core (e.g. [[RetroArch]]).</ref><ref group=N>Needs a high-end phone/tablet to run at full speed.</ref>
 +
|align=left|{{Icon|Android|iOS}}
 +
|[{{MednafenURL|releases/}} {{MednafenVer}}]
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✗}}
 +
|High
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|-
 +
|PCSX-ReARMed<ref group=N name=libretro/>
 +
|align=left|{{Icon|Android|iOS|Lin}}
 +
|[https://docs.libretro.com/library/pcsx_rearmed/#external-links r22]
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|Mid
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|-
 +
|[[ePSXe]]<ref group=N name=payware>Payware, recommended that you use patched versions.</ref>
 +
|align=left|{{Icon|Android}}
 +
|[https://play.google.com/store/apps/details?id=com.epsxe.ePSXe {{EpsxeAndroidVer}}]
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✓}}
 +
|Mid
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|-
 +
|[http://www.fpsece.net/faq.html FPse]<ref group=N name=payware />
 +
|align=left|{{Icon|Android}}
 +
|[https://play.google.com/store/apps/details?id=com.emulator.fpse {{FpseAndroidVer}}]
 +
|{{✓}}
 +
|{{✗}}
 +
|{{✓}}
 +
|Mid
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✗}}
 +
|-
 +
|[[XEBRA]]
 +
|align=left|{{Icon|Android}}
 +
|[https://play.google.com/store/apps/details?id=com.dokutajigokusai.xebra {{XebraAndroidVer}}]
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|High
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✗}}
 +
|-
 +
! colspan="10"|Console
 +
|-
 +
|[[Official Sony Emulators]]<br />(POPS)
 +
|align=left|{{Icon|PS2|PSP}}<br>{{Icon|PS3|PSV}}
 +
|r13 (PS2)<br />6.60 (PSP)<br />4.82 (PS3)<br />2.60 (PSVita)
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|Mid-High
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✓}}
 +
|-
 +
|PCSX-ReARMed<ref group=N name=libretro/>
 +
|align=left|{{Icon|PSV|3DS|Switch}}
 +
|[https://docs.libretro.com/library/pcsx_rearmed/#external-links r22]
 +
|{{✗}}
 +
|{{✓}}
 +
|{{✓}}
 +
|Mid
 +
|{{✓}}
 +
|{{✓}}
 +
|{{✓}}
 +
|-
 +
|[[Bleem!|Bleemcast]]
 +
|align=left|{{Icon|DC}}
 +
|?
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|Low-Mid
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|-
 +
|[https://code.google.com/p/pcsxgc/downloads/list WiiSX]
 +
|align=left|{{Icon|Wii|NGC}}
 +
|2.1 beta
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 +
|Low
 +
|{{✗}}
 +
|{{✗}}
 +
|{{✗}}
 
|}
 
|}
 +
<references group=N />
 +
 +
===Comparisons===
 +
====PC====
 +
* [[Mednafen]]'s PlayStation emulation is focused on [[Emulation Accuracy|accuracy]], which makes it very compatible, and it's been known to outperform Sony's official PSone emulator in accuracy tests. <!-- Do note if you find an exception, though. --> However, there are a few small hurdles to using it; it requires a very specific BIOS for each region, and the program itself interfaces from the terminal/command-line only; it has no GUI. You can still drag-and-drop cue files on the executable to load games, and the program logs errors to a text file called <code>stdout</code> whenever a crash happens. There are external GUI launchers available like Mednaffe. Both [[RetroArch]] and [[BizHawk]] have cores based on this emulator, and they're easier to use because they have frontends.
 +
** Beetle PSX is the name of the RetroArch fork of Mednafen's PS1 emulation. It has several experimental modifications and enhancements that aren't present in the standalone version, including a widescreen hack, CPU overclocking for smoother framerates, and increasing the internal resolution up to 8x. Increasing the resolution carries a ''heavy'' performance cost, however, since graphics are rendered in software; an alternative core exists for hardware rendering. In [https://www.libretro.com/index.php/beetle-psx-dynarec-accurate-playstation1-emulation-is-about-to-get-a-lot-faster/ late 2019, a dynarec was in development], which makes PS1 games run much faster, & therefore better on systems such as mid range mobile phones, game consoles, older PCs, etc. This also raises the potential for CPU overclocking and runahead latency reduction, both of which use a lot of CPU resources.
 +
::- [https://www.maketecheasier.com/retroarch-ps1-emulation/ How to Set Up RetroArch PS1 Emulation to Play PlayStation Games] (Nov 26, 2018. Makes use of Beetle PSX HW.)
 +
 +
* [[DuckStation]] is focusing on playability, speed, and long-term maintainability. The goal is to be as accurate as possible while maintaining performance suitable for low-end devices. "Hack" options are discouraged, the default configuration should support all playable games with only some of the enhancements having compatibility issues. GUI is similar to that of the Dolphin emulator. Support .CHD file format. Has a Libretro core which is also Retroachievements compatible. An Android version has been started, but is not yet feature complete. Hardware (D3D11, OpenGL, Vulkan) and software rendering. Upscaling, texture filtering, and true colour (24-bit) in hardware renderers. PGXP for geometry precision and texture correction. And much more.
 +
 +
* [[PCSX-Reloaded|PCSX-R]] is an open-source [[Recommended_PS1_Plugins|plugin]]-based emulator. The main reason to use this over Mednafen is that its internal resolution can be raised with little to no performance hits.
 +
** '''PGXP''' is a fork of PCSX-R that adds texture correction, polygon wobble reduction, and polygon culling reduction. It also adds CPU overclocking and allows a hack that was originally disabled in PCSX-R.
 +
** PCSX-ReARMed is an ARM port of PCSX-R, sharing a similar core, but optimized for portable handheld devices. The biggest draw is its NEON software renderer, which is both fast and accurate and has the ability to render at higher resolutions without resorting to HLE plugins.
 +
 +
* [[ePSXe]] is a fairly standard [[Recommended_PS1_Plugins|plugin]]-based emulator like PCSX-R, and as such the accuracy is typically about the same between the two. Its closed-source nature has had it constantly lagging behind in features, which is why it's not recommended. <small>A developer had also edited the [[PS1 Tests]] page in preparation for version 2.0.0, representing a conflict of interest.</small> Since version 1.8.0, ePSXe has also been commercially available on Android, but it's also not recommended.
 +
 +
* [[XEBRA]] is an emulator made in Japan that has high compatibility.  The UI is in English, however, since it's not the developer's first language some of the naming conventions may seem weird compared to other emulators (for example the BIOS are instead referred to as OSROM).  Luckily there is a [https://www.reddit.com/r/emulation/comments/9a4mwk/xebra_guide_ps1_emulator/ guide] that helps explains how each option works.  Games that require subchannel data are not supported, but most other games run flawlessly.
 +
 +
* [[No$|NO$PSX]] has two versions, but standard users will want to use the cut-down gaming version. Made in the same style as [[No$|NO$GBA]], where it handles the PocketStation, it offers decent compatibility with very low spec requirements – the programmer's philosophy is to deliver a working application out of the box.
 +
 +
* [[PSX]]fin is a simpler emulator with a lot of compatibility issues,<ref name="psXcompat">http://psx.silvanthalas.com/psx.html</ref> especially when using different BIOS'. Development has been halted and it remains closed-source. It's really only useful for very old toasters.
 +
 +
* [[Avocado]] is one of the few open-source PS1 emulators that does not require a plugin-based system and is still being actively developed.
 +
 +
* [[MAME]] is a very broad emulator known to support thousands of systems. It has a focus for accuracy, much like Mednafen, but when it comes to the "Sony PlayStation" driver (<code>psj</code>), the developers still call it "preliminary", and have marked it as "Not Working". It can boot to the BIOS and launch games, but much like they say, you can expect bugs, especially between hardware revisions. The MAME project as a whole remains active, but don't expect it to work any time soon.
 +
 +
* [[PCSX2]] is a PlayStation 2 emulator, but emulation of a hardware feature has been merged into the main project that allows the same backward compatibility with PS1 games. However, one thing to note is that backward compatibility in the original PS2 hardware didn't cover all games in the PS1 library, and these limitations still extend to PCSX2's emulation.
 +
 +
====Consoles====
 +
* POPS (short for PlayStation On PSP System) is Sony's official PSone Classics emulator for their PlayStation Store releases. It utilizes [[PSP Eboots|EBOOTs]], a form of binary file for PSP, instead of bin/cue disc dumps, which can be made using a converter if desired. Compatibility is very high due to similar hardware design; although the GPU is emulated, the CPU is close to the PS1 and would naturally speed up performance on its own. It includes support for multi-disc games (within the one EBOOT). Only the native PS1 resolution is supported, with games being stretched to fit the screen as the user wishes.
  
==Issues==
+
* PCSX-ReARMed is only available on mobile as a libretro core (e.g. RetroArch). It is available to run on various handheld consoles with fairly strong specs like the Sony PlayStation Vita, Nintendo 3DS and Nintendo Switch. This emulator in the libretro build initially used the P.E.Op.S. graphics plugin (reasonably accurate, but slow) in mid-2010's to 2019; now it uses a port of PCSX4ALL's Unai renderer, which is less accurate, but much faster (eg. 10-20fps faster). The CHD compression format, that shrinks disc images into more manageable sizes, has been enabled on this emulator on 3DS, and these images will load and run much faster than '.bin/.cue' files - greatly reducing framerate dips, i.e. in FMVs & loading zones.
DeSmuME uses [[Wikipedia:DirectInput|DirectInput]] if an [[Xbox 360 emulators|Xbox 360]] controller is being used. No support for [[Wikipedia:DirectInput#XInput|XInput]] exists. This will be noticeable if an Xbox 360 controller's LT and RT inputs are mapped to emulate the DS's L and R buttons respectively.
 
  
Several features aren't supported by DeSmuME and aren't parts of its future as per the emulator's current design philosophy. They include:
+
* PS2PSXe is an unofficial PS1 emulator for the PS2. However, compatibility is very low. Double disc swapping (using the same method as a real PS1) is required for PS2s with model numbers SCPH-100xx - SCPH-390xx.
*DS Download Play
 
*DS Local Play (local multiplayer)
 
*DS Wi-Fi Play (online multiplayer)
 
*DSi emulation (DSi-enhanced retail, DSi-exclusive retail, DSiWare)
 
*DS/Wii Connectivity
 
  
A DeSmuME fork with online multiplayer, which includes functional code that made it to official version 0.9.7 before being removed, is available and has been improved to allow for limited dumping of online data prior to the server shutdown in 2014, as well as a version allowing for using online play for a select few games and downloading DLC data from alternative servers with the backed-up data.
+
* The PlayStation 3 has a built-in software emulator with very high compatibility, which is used for PSone Classics releases on the PlayStation Store as well as for handling PlayStation discs.
  
At some point in 2010, development on these features was permanently discontinued and the developers distanced themselves from the above-mentioned fork. The official team stance on this is as follows, and is as clear as it can get:
+
* WiiSX is a port of PCSX to the Wii. Compatibility is fairly low due to the weak power of the Wii and the differing hardware designs that make PowerPC requirements a little stronger. It's generally not worth using since it doesn't get updated.
  
::''As you may have come to find, Release versions and WIP builds distributed by DeSmuME developers do not have the Wi-Fi menu enabled, while builds provided by dodgy scener sites or the one your best friend in the whole wide world has handed to you on a USB key does.''
+
==Emulation issues==
::''Officially, DeSmuME DOES NOT support the use of builds with Wi-Fi support.''
+
===Rendering Quirks===
::''As such, though it may come as a shock to you, requests for help or information about it are thus NOT likely to obtain a response to your satisfaction.''
+
[[File:Cheryl_compared.png|thumb|left|300px|'''Left''': Native resolution and unblended dithering.<br/>'''Right''': Higher internal resolution and no dithering.]]
::''The developers have no current interest for furthering the development of the EXPERIMENTAL_WIFI, and the current state of the DeSmuME source code might have even completely broken it.''
+
[[File:Ps1_jitter.gif|thumb|Jittering in games can stick out more when using higher internal resolutions. <small>This full-color GIF may require you to view its page to see the animation.</small>]]
 +
The PlayStation takes shortcuts when rendering as a result of making most of the hardware available, and this can cause some quirks that become even more noticeable when the internal resolution increases.
  
It was also deemed that the Dynamic JIT recompiler was a poor fit for the DeSmuME project and as such a fork called "DeSmuME 0.9.9 JIT" including it was made, and some used to recommend it over the mainline project. Much later, like with the internal resolution feature, a compromise was reached and a slightly different implementation was since included in the main project after 0.9.11.
+
Polygons may jitter as a result of low-precision fixed-point (to the native resolution) math, but this is mostly unnoticeable at native resolutions. Emulators that have the ability to increase the internal resolution have attempted to fix this.
  
==Troubleshooting==
+
There is no [[wikipedia:Z-buffering|z-buffer]] in the hardware. This can cause things like polygons to pop over others; the limbs on Tekken characters are a good example of this. It is theoretically possible to implement this, but it wouldn't be accurate to the hardware.<ref name="forum.emu-russia">{{cite web|url=https://translate.google.com/translate?sl=ru&tl=en&u=http://forum.emu-russia.net/viewtopic.php?p=17237|title=Plugin info, news. / Information about the plugin, news. (gpuBladeSoft discussion) |publisher=forum.emu-russia|accessdate=2018-04-03|date=2011-09-16}}</ref>
If the game is slow:
 
*Enable the '''dynamic recompiler''' in '''Emulation Settings'''.
 
*If it's still slow, you must be running on a toaster. It can't be helped. But try tinkering with things for the fastest settings you can find.
 
*Use frameskip as the absolute last resort.
 
*If your graphics card was designed by Nvidia and the OpenGL Display Method (useful for its filter) is stuttering despite reporting good framerate, open the Nvidia Control Panel and turn off Threaded Optimization for this program. What's happening is sequential OpenGL code is being put on different processors running at different speeds, forcing them to wait for each other repeatedly.
 
If the sound is distorted.
 
*'''Synchronous''' mode is far less buggy. '''Method Z''' seems to work the best in most cases.
 
If the 3D is messed up.
 
*Set it to OpenGL 3.2. Old OpenGL had problems with 3D itself, while SoftRasterizer had alignment issues with 2D. But 3.2 seems to fix most of both.
 
*SoftRasterizer's texture alignment issues are supposedly fixed on a per game basis with the newer TXT hack. It now seems to be more compatible and showing more effects than GL3.2. Etrian Odyssey and Dragon Quest V seem to work best with it over GL3.2.
 
  
==Graphical enhancement==
+
When perspective correction isn't applied to textures, certain viewing angles can make them distorted, more so when an object is near the edge of the camera up close. ''Tenchu: Stealth Assassins'' is particularly infamous for texture distortion, most noticeably in the [https://www.youtube.com/watch?v=5oBeO-cui_c training level] where floor textures appear wavy at oblique angles; developers typically mitigate this by adding polygons to walls, floors, and other scenery, though at the cost of filling the PlayStation's geometry rate. This has been solved in at least one emulator.
After the increased internal resolutions were implemented in the X432 fork, as well as in [[DraStic]] and even the barebones official Nintendo Virtual Console DS emulator on Wii U, the mainline DeSmuME project developers decided to reconsider and include their own implementation for higher internal resolution.
 
  
Official dev builds now have the option to render at a higher resolution as well, and filter textures to boot. Overall, it's more hardware intensive than X432R's implementation.
+
Many PlayStation games dither to varying degrees due to having a low color depth. On most TVs, this dithering would blend in order to make new colors and smooth gradients. Plugin-based emulators usually have graphical plugins that use a 32-bit color depth, which removes dithering, while software-rendered plugins and emulators tend to retain it. While higher color depth can be considered an enhancement, since it results in less noise and smooth gradients, some think of dithering as seen on real hardware as added shading and texture, especially on untextured polygons. The emulators that use software rendering and can increase the internal resolution are capable of retaining dithering for the shading and texturing aspect, and it's made more subtle by shrinking the artifacts.
  
The latest development version of [[RetroArch]] DeSmuME core also has an option to increase internal resolution which can be set using '''desmume_internal_resolution''' in Core Options. This option was added in [https://github.com/libretro/desmume/commit/5e430dfbc22f9d54c77f291304a38352ee1e5a63 August 8, 2015 commit]. This is massively CPU-intensive because only SoftRasterizer exists in RetroArch core.
+
===Less-notable games using special peripherals===
 +
ZXE-D: Legend of Plasmalite requires the use of a special peripheral to play the game. It is a robot that has connectable parts and plugs into the memory card slot, which is then replicated in the game. No emulator has ever focused on it, probably due to a number of reasons:
  
*The OpenGL 3.2 renderer option in 3D Settings supports '''Multisampling Anti-Aliasing (MSAA)'''. Turning it on helps the edges of ultra low-res DS polygons and lines smooth out appear to wobble less during movement, and retain their shape better when viewed from distance. Unlike post-processing effects that modify the still frame after completion and essentially try to guess at the shapes they are smoothing, this effect knows the actual shapes of the polygons themselves.
+
*It's not a common game.
**Versions before r5032 had this option for a long time, but it was only put in the GUI at r5032. To turn it on in older versions you needed to change a value from false to true in the source code and recompile it.
+
*No third-party controller and memory card connector has gotten support by emulators the same way that Nintendo's official GameCube controller adapter has.
*Another thing you can do is filter it. Make sure '''OpenGL''' and '''Filter''' are checked under '''Display Method'''.
+
*To emulate this purely in software means it has to be reverse engineered, which can take a bit of time.
*Finally, there are a variety of post-processing shaders that can be selected under '''Magnification Filter'''. Whether that is simple Nearest 2x or some pixel art scaling filter like HQx or xBRZ is up to you. No post-processing smoothing is perfect, but if you want to use one the xBRZ options are generally the most high-end among smoothing filters present.
 
*macOS version of DeSmuME also has support for multi-pass post-processing shaders and filters which Windows version currently doesn't have.
 
*Leaving it native and aligning it to a CRT (Set to a 384 high resolution) is also an option, if you feel like going through the effort.
 
*Recent DeSmuME revisions now add support for texture filtering, greatly reducing pixelation albeit at the cost of blurrier visuals. Some may find this rather jarring or too N64-esque, so it's a matter of individual preference as there's an option to turn it on or off.  
 
  
===DeSmuME X432R===
+
===CD format===
Mainline DeSmuME didn't offer any options for higher than native internal resolutions at first. DeSmuME X432R is a fork with the option to increase internal resolution. Be warned that this option is very system-intensive. There have been reports of people who can run [[Dolphin]] and [[PCSX2]] at a perfect pace but can't run this at full speed using increased internal resolution, however newer versions are much faster.
+
PS1 games use the CD-ROM XA (eXtended Architecture) format which is based on CDi and allows developers to use both CD-ROM and CD-DA (audio) tracks on the same disc.<ref name="PSX_CD-DA_CDs">[https://ipfs.io/ipfs/QmXoypizjW3WknFiJnKLwHCnL72vedxjQkDDP1mXWo6uco/wiki/List_of_PlayStation_games_with_CD_audio_tracks.html List of PlayStation games with CD-DA] (From deprecated Wikipedia article - dated 11/27/2016)</ref>
  
While generally more accurate, the SoftRasterizer is massively CPU-intensive in this mode, whereas the OpenGL renderer shares the load with your GPU. This can be considered a '''speedup''' option, but it also boasts an MSAA option unavailable to SoftRasterizer.
+
Certain image formats and CD dumping methods don't support this format correctly and end up with the CD-DA tracks missing or corrupted, hence no audio. The ISO format in particular only stores the content of a CD-ROM filesystem and cannot store CD-DA tracks at all so it's generally a very bad idea to use ISO for PS1 games (even though it should work for games which are single track). Even running an ISO file based on a PS1 game (i.e. ''Ridge Racer, Tomb Raider 1-2'') with CD-DA audio may often cause an emulator such as '''ePSXe''' and other peers to freeze and/or hang up, especially during loading of a saved data or in-game levels and transactions.
 +
* However, a mounted image (Using '''Daemon Tools'''), running from a CD-ROM or using the '''Mooby2''' plugin can solve these CD-DA problems. The mds/mdf format is good for backing up the CD-DA audio-equipped PS1 games, although the best Image format for any PS1 game is the cue/bin format, the reason being that almost all of the burning programs can read it and the relevant patching programs (i.e. '''PPF-O-Matic''') are designed for that format. '''Clone CD''' images in img/ccd format provide another ideal option as it has virtually the same structure as cue/bin format (The img file is the same data as a bin file at the hex level), although the available burning programs are largely not able to read Clone CD's format. '''ISObuster''' and '''ImgBurn''' are good tools for some of the aforementioned notes.<ref name="ECM-APE_Guide">{{cite web|url=https://www.epforums.org/showthread.php?57757-ECM-And-APE-Guide|title=ECM And APE Guide |publisher=www.epforums.org|accessdate=2018-Oct-05|date=2011-Feb-16; Last edited: 2017-Jan-15}}</ref>
  
This fork also has some options for configuring sub-screens. This fork is no longer active, and its last version is dated 19-04-2015.
+
* The European regional versions of many PS1 games tended to have a copy protection embedded, so they could cause problems with backing up images in that these game backups could cause hangs or show a black screen infinitely in a typical emulator. A basic way to avoid that problem is to try the US regional versions. Another way is to patch it using a .sbi file which contains the protection information needed to run the game.
 +
::The perfect solution possible, at least for the '''ePSXe''' emulator (and perhaps other similar plugins-based emulators) would be (No virtual drive mounting needed):
 +
::1. Use '''Mooby2 2.8''' cdrom plugin, uncheck 'subchannel reading' in the settings of that plugin.
 +
::(Just in case: also make sure 'repeat all cdda' is checked, and 'cdda volume' is set to something like 50 or 60. Or else you won't hear anything.)
 +
::2. Launch the game with File -> Run CDrom (browse, find and select your cd image as the window pops up.)
 +
::Recommended to use '''Eternal 1.41''' sound plugin with default settings along with this. '''SaPu''' CDRom Plugin v.1.0/1.3 is good if running official CDs (Especially works well with '''Daemon Tools Lite''' or '''Alcohol 120%''' when mounting an image).
  
*[https://web.archive.org/web/20190718184333/http://shikaver01.webcrow.jp/ http://shikaver01.webcrow.jp/] <small>(Wayback Machine)</small>
+
* If running '''ePSXe''' or a similar emulator on an old '''Windows''' OS (Eg. 9x, ME, 2000, XP), use [http://radified.com/ASPI/forceaspi.htm ForceASPI] to initialize the ASPI layer (For your disc drive) and a plugin like '''P.E.Op.S.''' CDR Version 1.4 plugin or similar. Then set the plugin to "W2K/XP IOCTL scsi commands" before running your PS1 CD's.
*Binary of SVN r5043: http://www75.zippyshare.com/v/67167782/file.html
 
  
==Review==
+
<!-- Much of these notes on the troubleshooting and issues for CD images were based off collections of information at www.epforums.org and www.ngemu.com's threads -->
DeSmuME is currently the best available [[Nintendo DS emulators|Nintendo DS emulator]] on PCs. It is far better than [[No$|No$GBA]] when it comes to accuracy, though not flawless. However, it's more hardware intensive than any other DS emulator (either No$GBA or emulated DraStic) and many features are not supported.
 
  
==Gallery==
+
==Accessories==
<gallery>
+
===''Densha De Go!'' Controller===
Internal resolution comparion - Assassin's Creed II Discovery.png|Top: native internal resolution (256x192). Bottom: 4x internal resolution (1024x768)
+
Also available for the [[Nintendo 64 emulators|Nintendo 64]], ''Densha De Go!'' is a Japan-only train simulator released by [[Wikipedia:Taito|Taito]] that is compatible with an optional special controller.<ref name="Youtube">{{cite web|url=https://www.youtube.com/watch?v=xuxf5QhdWIo|title=Densha de Go! gameplay with controller - Playstation PS1|publisher=Youtube|accessdate=2018-04-03|date=2017-05-05}}</ref> No emulator is known to support it.
Kit Mystery Challenge nearest neighbour.png|''Kit Mystery Challenge'' running at 2x internal resolution and nearest-neighbour (i.e. DS-style) texture filtering.
 
Kit Mystery Challenge filtered.png|The same scene in ''Kit Mystery Challenge'', albeit with GL Tex Smoothing enabled. Notice the blurrier floor texture.
 
</gallery>
 
  
==Guides and info==
+
==Resources==
*[https://wiki.desmume.org/index.php?title=Main_Page DeSmuME Wiki]
+
* [http://ns348841.ip-91-121-109.eu/psxdata/sitenews.html PlayStation DataCenter] - Tons of PS1 related things. Emulator files like plugins, game manuals, game configurations, and many tutorials are just some of the things you'll find here.
 +
* [https://archive.org/details/psx_redump_usa_20141221 ReDump PS1] USA set.
 +
* [http://www.racketboy.com/journal/ps1-strength-and-weaknesses-vs-n64-sega-saturn PS1 Strengths and Weaknesses vs N64 and Sega Saturn] (Journal feature at www.Racketboy.com. October 17th, 2017.)
 +
* [https://segaretro.org/Sega_Saturn/Hardware_comparison#Graphics_comparison_table Graphics comparison table] (for Saturn as opposed to PS1, N64, Sega Model 2 arcade hardware and 1995-era PC)
  
<!-- ==References==
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==References==
<references/> -->
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{{Reflist}}
  
[[Category:Emulators]]
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[[Category:Consoles]]
[[Category:Nintendo DS emulators]]
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[[Category:Home consoles]]
[[Category:Windows emulation software]]
+
[[Category:Sony consoles]]
[[Category:Linux emulation software]]
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[[Category:Fifth-generation_video_game_consoles]]
[[Category:macOS emulation software]]
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[[Category:PlayStation emulators‎|*]]

Revision as of 13:59, 7 August 2021

PlayStation
Sony-1.png
Developer Sony
Type Home video game console
Generation Fifth generation
Release date 1994
Discontinued 2006
Successor PlayStation 2
Emulated

The PlayStation (frequently referred to in shorthand as the PS1) is a fifth generation console released by Sony Computer Entertainment on December 3, 1994 in Japan and September 9, 1995 in the US. It was retailed for $299.99. It had a R3000 CPU (which was used by NASA for a space craft to take pictures of Mars because of it's reliablity) at 33.8688 MHz with 2MB of RAM and 1MB of VRAM. It used a proprietary MDEC video compression unit, which is integrated into the CPU, allowing for playback of full motion video at a higher quality than other consoles of its generation. It actually had better stereo sound that other stereos at that time.

It was a commercial success, partly due to being relatively easy to program for compared to others at the time and because its CD-based media was cheaper than the competition.

Emulators

Name Platform(s) Version Plugins Libretro Core RIR Accuracy FLOSS Active Recommended
PC / x86
DuckStation Windows Linux macOS git High
Mednafen Windows Linux macOS FreeBSD 1.32.1 High
XEBRA Windows 22/11/06 High
PCSX-R-PGXP Windows Linux PGXP build (git) Plugin dependent
PCSX-R Windows Linux macOS Windows
macOS
Plugin dependent
ePSXe Windows Linux macOS 2.0.5 Plugin dependent
PSXACT Windows git High (WIP)
Rustation Windows Linux macOS git High
Avocado Windows Linux git Mid (WIP)
pSX Windows Linux 1.13 Mid
NO$PSX Windows 2.0 Mid
hpsx64 Windows v0430 (Alt) Mid (WIP)
MAME Windows Linux macOS FreeBSD 0.265 Mid (WIP)
Connectix VGS Windows macOS 1.4.1 ?
Bleem! Windows 1.6b Low-Mid
SSSPSX Windows 0.0.34 Plugin dependent
Rustation NG Windows Linux macOS FreeBSD git ?
PCSX-Redux Windows Linux macOS git ? (WIP)
Mobile / ARM
DuckStation Android 0.1 High
Avocado Android git Mid (WIP)
Mednafen[N 1][N 2] Android iOS 1.32.1 High
PCSX-ReARMed[N 1] Android iOS Linux r22 Mid
ePSXe[N 3] Android 2.0.17 Mid
FPse[N 3] Android 12.1 Mid
XEBRA Android 24/03/26 High
Console
Official Sony Emulators
(POPS)
PlayStation 2 PSP
PlayStation 3 Vita
r13 (PS2)
6.60 (PSP)
4.82 (PS3)
2.60 (PSVita)
Mid-High
PCSX-ReARMed[N 1] Vita Nintendo 3DS Switch r22 Mid
Bleemcast Dreamcast ? Low-Mid
WiiSX Wii GameCube 2.1 beta Low
  1. 1.0 1.1 1.2 Only available on mobile as a libretro core (e.g. RetroArch).
  2. Needs a high-end phone/tablet to run at full speed.
  3. 3.0 3.1 Payware, recommended that you use patched versions.

Comparisons

PC

  • Mednafen's PlayStation emulation is focused on accuracy, which makes it very compatible, and it's been known to outperform Sony's official PSone emulator in accuracy tests. However, there are a few small hurdles to using it; it requires a very specific BIOS for each region, and the program itself interfaces from the terminal/command-line only; it has no GUI. You can still drag-and-drop cue files on the executable to load games, and the program logs errors to a text file called stdout whenever a crash happens. There are external GUI launchers available like Mednaffe. Both RetroArch and BizHawk have cores based on this emulator, and they're easier to use because they have frontends.
    • Beetle PSX is the name of the RetroArch fork of Mednafen's PS1 emulation. It has several experimental modifications and enhancements that aren't present in the standalone version, including a widescreen hack, CPU overclocking for smoother framerates, and increasing the internal resolution up to 8x. Increasing the resolution carries a heavy performance cost, however, since graphics are rendered in software; an alternative core exists for hardware rendering. In late 2019, a dynarec was in development, which makes PS1 games run much faster, & therefore better on systems such as mid range mobile phones, game consoles, older PCs, etc. This also raises the potential for CPU overclocking and runahead latency reduction, both of which use a lot of CPU resources.
- How to Set Up RetroArch PS1 Emulation to Play PlayStation Games (Nov 26, 2018. Makes use of Beetle PSX HW.)
  • DuckStation is focusing on playability, speed, and long-term maintainability. The goal is to be as accurate as possible while maintaining performance suitable for low-end devices. "Hack" options are discouraged, the default configuration should support all playable games with only some of the enhancements having compatibility issues. GUI is similar to that of the Dolphin emulator. Support .CHD file format. Has a Libretro core which is also Retroachievements compatible. An Android version has been started, but is not yet feature complete. Hardware (D3D11, OpenGL, Vulkan) and software rendering. Upscaling, texture filtering, and true colour (24-bit) in hardware renderers. PGXP for geometry precision and texture correction. And much more.
  • PCSX-R is an open-source plugin-based emulator. The main reason to use this over Mednafen is that its internal resolution can be raised with little to no performance hits.
    • PGXP is a fork of PCSX-R that adds texture correction, polygon wobble reduction, and polygon culling reduction. It also adds CPU overclocking and allows a hack that was originally disabled in PCSX-R.
    • PCSX-ReARMed is an ARM port of PCSX-R, sharing a similar core, but optimized for portable handheld devices. The biggest draw is its NEON software renderer, which is both fast and accurate and has the ability to render at higher resolutions without resorting to HLE plugins.
  • ePSXe is a fairly standard plugin-based emulator like PCSX-R, and as such the accuracy is typically about the same between the two. Its closed-source nature has had it constantly lagging behind in features, which is why it's not recommended. A developer had also edited the PS1 Tests page in preparation for version 2.0.0, representing a conflict of interest. Since version 1.8.0, ePSXe has also been commercially available on Android, but it's also not recommended.
  • XEBRA is an emulator made in Japan that has high compatibility. The UI is in English, however, since it's not the developer's first language some of the naming conventions may seem weird compared to other emulators (for example the BIOS are instead referred to as OSROM). Luckily there is a guide that helps explains how each option works. Games that require subchannel data are not supported, but most other games run flawlessly.
  • NO$PSX has two versions, but standard users will want to use the cut-down gaming version. Made in the same style as NO$GBA, where it handles the PocketStation, it offers decent compatibility with very low spec requirements – the programmer's philosophy is to deliver a working application out of the box.
  • PSXfin is a simpler emulator with a lot of compatibility issues,[1] especially when using different BIOS'. Development has been halted and it remains closed-source. It's really only useful for very old toasters.
  • Avocado is one of the few open-source PS1 emulators that does not require a plugin-based system and is still being actively developed.
  • MAME is a very broad emulator known to support thousands of systems. It has a focus for accuracy, much like Mednafen, but when it comes to the "Sony PlayStation" driver (psj), the developers still call it "preliminary", and have marked it as "Not Working". It can boot to the BIOS and launch games, but much like they say, you can expect bugs, especially between hardware revisions. The MAME project as a whole remains active, but don't expect it to work any time soon.
  • PCSX2 is a PlayStation 2 emulator, but emulation of a hardware feature has been merged into the main project that allows the same backward compatibility with PS1 games. However, one thing to note is that backward compatibility in the original PS2 hardware didn't cover all games in the PS1 library, and these limitations still extend to PCSX2's emulation.

Consoles

  • POPS (short for PlayStation On PSP System) is Sony's official PSone Classics emulator for their PlayStation Store releases. It utilizes EBOOTs, a form of binary file for PSP, instead of bin/cue disc dumps, which can be made using a converter if desired. Compatibility is very high due to similar hardware design; although the GPU is emulated, the CPU is close to the PS1 and would naturally speed up performance on its own. It includes support for multi-disc games (within the one EBOOT). Only the native PS1 resolution is supported, with games being stretched to fit the screen as the user wishes.
  • PCSX-ReARMed is only available on mobile as a libretro core (e.g. RetroArch). It is available to run on various handheld consoles with fairly strong specs like the Sony PlayStation Vita, Nintendo 3DS and Nintendo Switch. This emulator in the libretro build initially used the P.E.Op.S. graphics plugin (reasonably accurate, but slow) in mid-2010's to 2019; now it uses a port of PCSX4ALL's Unai renderer, which is less accurate, but much faster (eg. 10-20fps faster). The CHD compression format, that shrinks disc images into more manageable sizes, has been enabled on this emulator on 3DS, and these images will load and run much faster than '.bin/.cue' files - greatly reducing framerate dips, i.e. in FMVs & loading zones.
  • PS2PSXe is an unofficial PS1 emulator for the PS2. However, compatibility is very low. Double disc swapping (using the same method as a real PS1) is required for PS2s with model numbers SCPH-100xx - SCPH-390xx.
  • The PlayStation 3 has a built-in software emulator with very high compatibility, which is used for PSone Classics releases on the PlayStation Store as well as for handling PlayStation discs.
  • WiiSX is a port of PCSX to the Wii. Compatibility is fairly low due to the weak power of the Wii and the differing hardware designs that make PowerPC requirements a little stronger. It's generally not worth using since it doesn't get updated.

Emulation issues

Rendering Quirks

Left: Native resolution and unblended dithering.
Right: Higher internal resolution and no dithering.
Jittering in games can stick out more when using higher internal resolutions. This full-color GIF may require you to view its page to see the animation.

The PlayStation takes shortcuts when rendering as a result of making most of the hardware available, and this can cause some quirks that become even more noticeable when the internal resolution increases.

Polygons may jitter as a result of low-precision fixed-point (to the native resolution) math, but this is mostly unnoticeable at native resolutions. Emulators that have the ability to increase the internal resolution have attempted to fix this.

There is no z-buffer in the hardware. This can cause things like polygons to pop over others; the limbs on Tekken characters are a good example of this. It is theoretically possible to implement this, but it wouldn't be accurate to the hardware.[2]

When perspective correction isn't applied to textures, certain viewing angles can make them distorted, more so when an object is near the edge of the camera up close. Tenchu: Stealth Assassins is particularly infamous for texture distortion, most noticeably in the training level where floor textures appear wavy at oblique angles; developers typically mitigate this by adding polygons to walls, floors, and other scenery, though at the cost of filling the PlayStation's geometry rate. This has been solved in at least one emulator.

Many PlayStation games dither to varying degrees due to having a low color depth. On most TVs, this dithering would blend in order to make new colors and smooth gradients. Plugin-based emulators usually have graphical plugins that use a 32-bit color depth, which removes dithering, while software-rendered plugins and emulators tend to retain it. While higher color depth can be considered an enhancement, since it results in less noise and smooth gradients, some think of dithering as seen on real hardware as added shading and texture, especially on untextured polygons. The emulators that use software rendering and can increase the internal resolution are capable of retaining dithering for the shading and texturing aspect, and it's made more subtle by shrinking the artifacts.

Less-notable games using special peripherals

ZXE-D: Legend of Plasmalite requires the use of a special peripheral to play the game. It is a robot that has connectable parts and plugs into the memory card slot, which is then replicated in the game. No emulator has ever focused on it, probably due to a number of reasons:

  • It's not a common game.
  • No third-party controller and memory card connector has gotten support by emulators the same way that Nintendo's official GameCube controller adapter has.
  • To emulate this purely in software means it has to be reverse engineered, which can take a bit of time.

CD format

PS1 games use the CD-ROM XA (eXtended Architecture) format which is based on CDi and allows developers to use both CD-ROM and CD-DA (audio) tracks on the same disc.[3]

Certain image formats and CD dumping methods don't support this format correctly and end up with the CD-DA tracks missing or corrupted, hence no audio. The ISO format in particular only stores the content of a CD-ROM filesystem and cannot store CD-DA tracks at all so it's generally a very bad idea to use ISO for PS1 games (even though it should work for games which are single track). Even running an ISO file based on a PS1 game (i.e. Ridge Racer, Tomb Raider 1-2) with CD-DA audio may often cause an emulator such as ePSXe and other peers to freeze and/or hang up, especially during loading of a saved data or in-game levels and transactions.

  • However, a mounted image (Using Daemon Tools), running from a CD-ROM or using the Mooby2 plugin can solve these CD-DA problems. The mds/mdf format is good for backing up the CD-DA audio-equipped PS1 games, although the best Image format for any PS1 game is the cue/bin format, the reason being that almost all of the burning programs can read it and the relevant patching programs (i.e. PPF-O-Matic) are designed for that format. Clone CD images in img/ccd format provide another ideal option as it has virtually the same structure as cue/bin format (The img file is the same data as a bin file at the hex level), although the available burning programs are largely not able to read Clone CD's format. ISObuster and ImgBurn are good tools for some of the aforementioned notes.[4]
  • The European regional versions of many PS1 games tended to have a copy protection embedded, so they could cause problems with backing up images in that these game backups could cause hangs or show a black screen infinitely in a typical emulator. A basic way to avoid that problem is to try the US regional versions. Another way is to patch it using a .sbi file which contains the protection information needed to run the game.
The perfect solution possible, at least for the ePSXe emulator (and perhaps other similar plugins-based emulators) would be (No virtual drive mounting needed):
1. Use Mooby2 2.8 cdrom plugin, uncheck 'subchannel reading' in the settings of that plugin.
(Just in case: also make sure 'repeat all cdda' is checked, and 'cdda volume' is set to something like 50 or 60. Or else you won't hear anything.)
2. Launch the game with File -> Run CDrom (browse, find and select your cd image as the window pops up.)
Recommended to use Eternal 1.41 sound plugin with default settings along with this. SaPu CDRom Plugin v.1.0/1.3 is good if running official CDs (Especially works well with Daemon Tools Lite or Alcohol 120% when mounting an image).
  • If running ePSXe or a similar emulator on an old Windows OS (Eg. 9x, ME, 2000, XP), use ForceASPI to initialize the ASPI layer (For your disc drive) and a plugin like P.E.Op.S. CDR Version 1.4 plugin or similar. Then set the plugin to "W2K/XP IOCTL scsi commands" before running your PS1 CD's.


Accessories

Densha De Go! Controller

Also available for the Nintendo 64, Densha De Go! is a Japan-only train simulator released by Taito that is compatible with an optional special controller.[5] No emulator is known to support it.

Resources

References

  1. http://psx.silvanthalas.com/psx.html
  2. Plugin info, news. / Information about the plugin, news. (gpuBladeSoft discussion). forum.emu-russia (2011-09-16)
  3. List of PlayStation games with CD-DA (From deprecated Wikipedia article - dated 11/27/2016)
  4. ECM And APE Guide. www.epforums.org (2011-Feb-16; Last edited: 2017-Jan-15)
  5. Densha de Go! gameplay with controller - Playstation PS1. Youtube (2017-05-05)