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PlayStation emulators

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The '''[[wikipedia:PlayStation_(console){{for|PlayStation]]''' (frequently referred to in shorthand as the '''other emulators that run on PS1''') is a fifth generation console released by [[wikipedia:Sony Computer Entertainmenthardware|Sony Computer Entertainment]] Emulators on December 3, 1994 in Japan and September 9, 1995 in the US. It was retailed for {{Inflation|USD|299.99|1995PS1}}. 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.
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, and retailed for {{Inflation|USD|299.99|1995}}. It had an R3000 CPU (which was used by NASA to take pictures of Mars because of its reliability) at 33.8688 MHz with 2 MBs of RAM and 1 MB of VRAM. It used a commercial successproprietary MDEC video compression unit integrated into the CPU, partly due to being relatively easy to program allowing for compared playback of full-motion video at a higher quality than other consoles of its generation. It had better stereo sound than that of other stereos at that time. The PS1 was particularly attractive to others at developers because of the time relative ease of programming and because its the low cost of CD-based media . Sony also had a more inclusive policy towards third party developers, resulting in more third party games than the N64. A PS1 CD had a maximum capacity of 600MB, while the N64's was limited to 64MB. [[History_of_emulation#PlayStation|PlayStation emulation has been available since the late 1990s]], and was cheaper generally better than the competitioncomparable Nintendo 64 offerings despite the use of a plugin system. The plugins and emulators were often closed-source, rarely updated, and of questionable accuracy, but new offerings emerging starting in the mid-2010s offer high accuracy, many enhancements over the original hardware, or both.
__TOC__
==Emulators==
<div style="overflow-x:auto;width:100%">{| class="wikitable" style="text-align: center;width:100%"|-
! scope="col"|Name
! scope="col"|Platform(s)
! scope="col"|Version
! scope="col"|Plugins! scope="col"|<small>[[libretro#Arcade_variations|Libretro CoreArcade<br/>Variations]]</small>! scope="col"|<abbr title="Resizable Internal Resolution"small>[[#Hardware_features_and_peripherals|Hardware features<br/>RIRand peripherals]]</abbrsmall>! scope="col"|[[Emulation Accuracy#Enhancements|AccuracyEnhancements]]! scope="col"|Compatibility
! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>
! scope="col"|Active
! scope="col"|[[Recommended Emulatorsemulators|Recommended]]
|-
! colspan="10"|PC / x86
|[[DuckStation]]
|align=left|{{Icon|Windows|Linux|Mac}}
|[https://github.com/stenzek/duckstation git/releases/tag/preview Preview]<br />[https://github.com/stenzek/duckstation/releases/tag/latest Latest]<br />[https://github.com/stenzek/duckstation/releases/tag/v0.1-4918 Legacy]<abbr title="If you are having problems with the new builds, you can use this one instead.">*</abbr><br/>[https://buildbot.libretro.com/nightly/ <abbr title="Hard fork and open-source Libretro core implementation of DuckStation">SwanStation</abbr>]
|{{✗}}
|{{~}}
|{{✓}}
|{{✓}}|High[https://github.com/duckstation-unoff-issue-tracker-admin/duckstation-unofficial-issue-tracker/issues ?]
|{{✓}}
|{{✓}}
|[[Mednafen]]
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|[{{MednafenURL|releases/}} {{MednafenVer}}]<br/>[https://buildbot.libretro.com/nightly/ <abbr title="This is port of Mednafen PSX core to the libretro API.">Beetle/Beetle HW</abbr>]
|{{✗}}
|{{~}}|<abbr title="Exclusive to Libretro, but comes with significant slowdown.">{{~}}</abbr>|High[https://forum.fobby.net/index.php?t=msg&th=1114&start=0& ?]
|{{✓}}
|{{✓}}
|[[XEBRA]]
|align=left|{{Icon|Windows}}
|[httphttps://drhell.web.fc2.com/ps1/ xebra221106.zip {{XebraVer}}]
|{{✗}}
|{{~}}
|{{✗}}
|?
|{{✗}}
|{{✓}}
|{{~}}
|-
|[[BizHawk]]
|align=left|{{Icon|Windows|Linux}}
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br/>[https://gitlab.com/TASVideos/BizHawk/-/pipelines Dev builds]
|{{✗}}
|High{{~}}
|{{✗}}
|?
|{{✓}}
|{{✓}}
|{{~}}
|-
|[https://docs.libretro.com/library/pcsx_rearmed/ <abbr title="Only available as a libretro core.">PCSX-ReARMed</abbr>]<br/>''<small>[[PCSX-Reloaded|PCSX-R]]/[[PCSX-Reloaded|PGXP]] (Obsolete)</small>''
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://buildbot.libretro.com/nightly/ PCSX-ReARMed]<br/>''<small>[http://ngemu.com/threads/pcsxr-pgxp.186369/ PGXP build] (Obsolete)<br />[http://www.emucr.com/2019/03/pcsx-reloaded-git-20190307.html PCSX-R SVN builds] (Obsolete)</small>''
|{{✗}}
|{{~}}
|{{~}}
|[https://docs.libretro.com/library/pcsx_rearmed/#compatibility ?]<br/><small>[[Recommended_PS1_plugins|(Plugin dependent)]]</small>
|{{✓}}
|{{~}}<ref group=N>[https://docs.libretro.com/library/pcsx_rearmed/ PCSX-ReARMed fork is still active.]</ref>
|{{~}}<ref group=N>If you have a potato/low-end tier setup or incompatibility issues with [[DuckStation]]/[https://buildbot.libretro.com/nightly/ <abbr title="unofficial libretro core">SwanStation</abbr>], [[mednafen]]/[https://buildbot.libretro.com/nightly/ <abbr title="This is port of Mednafen PSX core to the libretro API.">Beetle/Beetle HW</abbr>] or [[XEBRA]] try your luck with [https://buildbot.libretro.com/nightly/ PCSX-ReARMed].</ref>
|-
|[[PCSX-Reloaded|PCSX-R-PGXPares]]|align=left|{{Icon|Windows|Linux|macOS}}|[httphttps://ngemugithub.com/threadsares-emulator/pcsxr-pgxp.186369ares/ PGXP buildreleases {{aresVer}}] (<br >[https://github.com/iCatButlerares-emulator/ares/pcsxr actions git])|{{✗}}|{{✗}}|{{✗}}|[https://ares-emu.net/compatibility 54%<br/><small>90 out of 165 reported titles</small>]|{{✓}}
|{{✓}}
|{{✗}} <small>(WIP)</small>
|-
|[https://pcsx-redux.consoledev.net/ PCSX-Redux]
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://github.com/grumpycoders/pcsx-redux#where Dev Builds]
|{{✗}}
|{{~}}
|{{✗}}
|[https://github.com/grumpycoders/pcsx-redux/issues ?]
|{{✓}}
|[[Recommended_PS1_Plugins|Plugin dependent]]
|{{✓}}
|{{✗}} <small>([https://github.com/grumpycoders/pcsx-redux#what-works WIP])</small>
|-
|[[No$|NO$PSX]]
|align=left|{{Icon|Windows}}
|[http://problemkaputt.de/psx.htm 2.2]
|{{✗}}
|{{~}}
|{{✗}}
|[https://www.psxdev.net/forum/viewtopic.php?t=3848 ?]
|{{✗}}
|{{✓}}
|{{✗}} <small>(WIP)</small>
|-
|[[PCSX-Reloaded|PCSX-R]https://sourceforge.net/projects/hpsx64/ hpsx64]|align=left|{{Icon|Windows|Linux|macOS}}|[httphttps://www.emucr.com/2019/03/pcsx-reloaded-git-20190307sourceforge.html Windows]<brnet/>[http:projects/hpsx64/consoleemu.comfiles/emulatorSource/pcsx-reloaded macOS{{hpsx64Ver}}]|{{}}|?
|{{✗}}
|?
|{{✓}}
|{{✓}}|{{✗}} <small>(WIP)</small>|-|[[MAME]]|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|<abbr title="Latest development version">git artifacts</abbr><ref group=N>[https://nightly.link/mamedev/mame/workflows/ci-windows/master CI-Windows] [https://nightly.link/mamedev/mame/workflows/ci-linux/master CI-Linux] [https://nightly.link/mamedev/mame/workflows/ci-macos/master CI-Macos]</ref></br>[http://www.mamedev.org/release.html {{MAMEVer}}]<br/>[Recommended_PS1_Pluginshttps://buildbot.libretro.com/nightly/ libretro core]|Plugin dependent{{~}}[[#Arcade_variations|*]]|{{~}}|{{~}}|[http://adb.arcadeitalia.net/lista_mess.php?software_list_name=psx&compatibility= ?]
|{{✓}}
|{{✓}}
|{{✗}}<small>(WIP)</small>
|-
|[[ePSXe]]
|align=left|{{Icon|Windows|Linux|macOS}}
|[http://www.epsxe.com/download.php {{EpsxeVer}}]
|{{✓}}
|{{✗}}
|{{~}}|{{~}}<abbr title="Only Resizable Internal Resolution and Widescreen hack are supported">*</abbr>|[https://www.ngemu.com/threads/compatibility-list-for-epsxe-1-6-0.49711/ ?]<br/><small>[[Recommended_PS1_PluginsRecommended_PS1_plugins|(Plugin dependent)]]</small>
|{{✗}}
|{{✗}}
|{{✗}}
|{{✗}}
|High?
|{{✓}}
|{{}}|{{✗}} <small>(WIP)</small>
|-
|[[Rustation]]
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://gitlab.com/flio/rustation-ng#build git](Rustation NG)<br/>[http://github.com/simias/rustation git]|{{✗}}
|{{✗}}
|{{✓}}
|{{✗}}
|High?
|{{✓}}
|{{~}}[https://gitlab.com/flio/rustation-ng/-/commits/master <abbr title="Rustation NG still active.">*</abbr>]
|{{✗}}
|-
|[https://github.com/JaCzekanski/Avocado git]
|{{✗}}
|?
|{{~}}<abbr title="Only Resizable Internal Resolution supported">*</abbr>
|?
|{{✓}}
|{{~}}
|{{✗}}
|{{✓}}
|Mid
|{{✓}}
|{{✓}}
|{{✗}} <small>(WIP)</small>
|-
|[[pSX]]
|{{✗}}
|{{✗}}
|Mid[https://psxemulator.proboards.com/board/4/game-compatibility ?]
|{{✗}}
|{{✗}}
|{{✗}}
|-
|[[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
|{{✗}}
|{{✗}}
|[https://web.archive.org/web/20070624204547/http://mac-psx.hansr.net/ ?]
|{{✗}}
|{{✗}}
|{{✗}}
|{{✗}}
|Low-Mid[http://www.whipassgaming.com/genesisreviews/Bleemcast/bleemcastcompatibility.htm ?]
|{{✗}}
|{{✗}}
|align=left|{{Icon|Windows}}
|[http://www.emulator-zone.com/doc.php/psx/ssspsx.html 0.0.34]
|{{✓}}
|{{✗}}
|{{✗}}
|[[Recommended_PS1_Plugins|Plugin dependent]]
|{{✗}}
|?<br/><small>[[Recommended_PS1_plugins|(Plugin dependent)]]</small>
|{{✗}}
|{{✗}}
|-
|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|Pyra}}|[https://www.duckstation.org/android/ Beta]<br/>[https://github.com/stenzek/duckstation #android git]</br>[https://play.google.com/store/apps/details?id=com.github.stenzek.duckstation 0.1-45625494]<br/>[https://buildbot.libretro.com/nightly/android/latest/ <abbr title="Hard fork and open-source Libretro core implementation of DuckStation">SwanStation</abbr>]<br/>[https://pyra-handheld.com/repo/apps/177 0.0.1.02 Pyra]
|{{✗}}
|{{~}}
|{{✓}}
|[https://github.com/duckstation-unoff-issue-tracker-admin/duckstation-unofficial-issue-tracker/issues ?]
|{{✓}}<abbr title="Android Only">*</abbr>
|{{Y}}
|{{✓}}
|High-|[[Mednafen]]<abbr title="Only available on mobile as a libretro core (Beetle/Beetle HW).">*</abbr>|align=left|{{Icon|Android|iOS}}|[https://buildbot.libretro.com/nightly/ <abbr title="This is port of Mednafen PSX core to the libretro API.">Beetle/Beetle HW</abbr>]|{{✗}}|{{~}}|{{~}}|[https://forum.fobby.net/index.php?t=msg&th=1114&start=0& ?]
|{{✓}}
|{{✓}}
|{{✓}}
|-
|Avocado[[XEBRA]]
|align=left|{{Icon|Android}}
|[https://githubplay.google.com/JaCzekanskistore/Avocado gitapps/details?id=com.dokutajigokusai.xebra {{XebraAndroidVer}}]
|{{✗}}
|{{~}}
|{{✗}}
|{{✓}}|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|{{✓}}|{{✓}}|{{✓~}}
|-
|[https://docs.libretro.com/library/pcsx_rearmed/ <abbr title="Only available on mobile as a libretro core.">PCSX-ReARMed<ref group=N name=libretro/abbr>]
|align=left|{{Icon|Android|iOS|Lin|Pyra}}
|[https://docsbuildbot.libretro.com/librarynightly/pcsx_rearmed/#external-links r22libretro core]</br>[https://pyra-handheld.com/repo/apps/42 0.1 Pyra]
|{{✗}}
|{{~}}
|{{~}}
|[https://docs.libretro.com/library/pcsx_rearmed/#compatibility ?]
|{{✓}}
|{{✓}}
|Mid|{{✓}}|{{✓}}|{{✓~}}
|-
|[[ePSXe]]<ref groupabbr title=N name=payware>"Payware, recommended . Recommended that you use patched versions.">*</refabbr>
|align=left|{{Icon|Android}}
|[https://play.google.com/store/apps/details?id=com.epsxe.ePSXe {{EpsxeAndroidVer}}]
|{{}}|{{~}}|{{~}}<abbr title="Only Resizable Internal Resolution and Widescreen hack are supported">*</abbr>|[https://www.ngemu.com/threads/compatibility-list-for-epsxe-1-6-0.49711/ ?]<br/><small>[[Recommended_PS1_plugins|(Plugin dependent)]]</small>
|{{✗}}
|{{✓}}
|Mid{{~}}|-|[[MAME]]|align=left|{{Icon|Android|iOS}}|[https://buildbot.libretro.com/nightly/ libretro core]|{{~}}[[#MAME_0.254_compatibility_status_for_all_these_variations|*]]|{{~}}
|{{✗}}
|[http://adb.arcadeitalia.net/lista_mess.php?software_list_name=psx&compatibility= ?]
|{{✓}}
|{{✓}}
|{{✗}} <small>(WIP)</small>
|-
|[http://www.fpsece.net/faq.html FPse[Avocado]]<ref group=N name=payware />
|align=left|{{Icon|Android}}
|[https://play.googlegithub.com/storeJaCzekanski/apps/details?id=com.emulator.fpse {{FpseAndroidVer}}Avocado git]|{{✓}}|{{✗}}|{{✓}}|Mid
|{{✗}}
|?
|{{~}}<abbr title="Only Resizable Internal Resolution supported">*</abbr>
|?
|{{✓}}
|{{~}}
|{{✗}}
|-
|[[XEBRA]http://www.fpsece.net/faq.html FPse]<abbr title="Payware. Recommended that you use patched versions.">*</abbr>
|align=left|{{Icon|Android}}
|[https://play.google.com/store/apps/details?id=com.dokutajigokusaiemulator.xebra fpse {{XebraAndroidVerFpseAndroidVer}}]
|{{✗}}
|{{✗}}?|{{~}}<abbr title="Only Resizable Internal Resolution supported">*</abbr>|High[http://www.fpsece.net/compatibility.html ?]<br/><small>[[Recommended_PS1_plugins|(Plugin dependent)]]</small>
|{{✗}}
|{{✓}}
! colspan="10"|Console
|-
|[[Official Sony EmulatorsDuckStation]]<br />(POPS)|align=left|{{Icon|PS2|PSP}}<br>{{IconNX|PS3XB1|PSVSXS}}|r13 (PS2)[https://archive.org/details/duckstation-uwp_20221203 20221203-uwp]<br />6[https://buildbot.libretro.com/stable/1.15.60 (PSP)0/windows-msvc2019-uwp/x64/ <abbr title="Hard fork and open-source Libretro core implementation of DuckStation">SwanStation<br /abbr>4.82 (PS3)]<br />2[https://github.60 (PSVita)com/RSDuck/duckstation git]
|{{✗}}
|{{~}}
|{{✓}}
|[https://github.com/duckstation-unoff-issue-tracker-admin/duckstation-unofficial-issue-tracker/issues ?]
|{{✓}}
|{{✓}}
|{{✓}}
|-
|[[Official_emulators#Sony|Official Sony emulators]]
|align=left|{{Icon|PS2}}<br/>{{Icon|PSP}}<br/>{{Icon|PS3}}<br/>{{Icon|PSV}}
|r13 (PS2)<br/>6.60 (PSP)<br/>4.82 (PS3)<br/>2.60 (PSVita)
|{{✗}}
|{{~}}|Mid-High{{~}}|[https://www.psdevwiki.com/ps3/PS1_Classics_Emulator_Compatibility_List 99%<br/><small>1354 out of 1367 reported titles</small>]
|{{✗}}
|{{✗}}
|{{✓}}
|-
|[https://docs.libretro.com/library/pcsx_rearmed/ <abbr title="Only available as a libretro core.">PCSX-ReARMed<ref group=N name=libretro/abbr>]|align=left|{{Icon|PS4|}}<br/>{{Icon|PSV}}<br/>{{Icon|3DS|Switch}}|[https://docswww.libretroretroarch.com/library/pcsx_rearmed/#external-links r22?page=platforms {{RetroArchVer}}]
|{{✗}}
|{{~}}
|{{~}}
|[https://docs.google.com/spreadsheets/d/1pl2bTkzTe736EOaQjk8FBWY9ixfgoNSYSitbm5Gnyqs/edit#gid=0 65%<br/><small>214 out of 327 reported titles</small>]
|{{✓}}
|{{✓}}
|Mid{{✓}}|-|WiiSXRX|align=left|{{Icon|NGC|Wii|WiiU}}|[https://github.com/niuus/WiiSXRX/releases git]|{{✗}}|?|{{✗}}|?
|{{✓}}
|{{✓}}
|{{✗}}
|{{✗}}
|Low-Mid|{{✗}}|{{✗}}|{{✗}}|-|[httpshttp://codewww.googlewhipassgaming.com/pgenesisreviews/pcsxgcBleemcast/downloads/list WiiSXbleemcastcompatibility.htm ?]|align=left|{{Icon|Wii|NGC}}|2.1 beta|{{✗}}|{{✗}}|{{✗}}|Low|{{✗}}|{{}}
|{{✗}}
|{{~}}
|}
</div>
<references group=N />
===Comparisons===
====PC====
* ;[[MednafenDuckStation]]'s PlayStation emulation :Quickly became a top contender on the basis that it has high compatibility and a built-in modern QT GUI. Its stated goal is focused on to be "as [[Emulation Accuracyaccuracy|accuracyaccurate]], which makes it very compatible, and it's been known to outperform Sony's official PSone emulator in accuracy tests. <!as possible while maintaining performance suitable for low-- Do note if you find an exception, thoughend devices. " While PCSX--> HoweverR has long dethroned ePSXe in features, there are a few small hurdles DuckStation is the first to using it; it requires a very specific BIOS for each region, and address all the program itself interfaces from the terminal/commandshortcomings of plugin-line only; it has no GUI. You can still dragbased offerings thus far, as all of its features are available out-andof-drop cue files on the executable -box, and no configuration is necessary to load get games, and running outside of obtaining the program logs errors to a text file called <code>stdout</code> whenever a crash happensoriginal system firmware. There are external GUI launchers available like Mednaffe. Both Duckstation has modern [[RetroArch#Enhancements|enhancements]] and [[BizHawk]] have cores based on this emulator, and they're easier to use because they have frontends.** Beetle PSX is the name built-in (one 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 best emulator when it comes to 8x. Increasing the resolution carries a ''heavy'' performance costenhancement capabilities, 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-similar to-get-a-lot-faster/ late 2019, a dynarec was in development]Mesen, which makes PS1 games run much fasterBsnes, & therefore better on systems such as mid range mobile phonesDolphin, game consolesFlycast, older PCsBigPEmu, etc. This also raises the potential for CPU overclocking PPSSPP and PCSX2) and runahead latency reduction, both supports some of which use a lot of CPU resources.::- the [[https://www#Hardware_features_and_peripherals|hardware features, peripherals]].maketecheasier.com/retroarch-ps1-emulation/ How to Set Up RetroArch PS1 Emulation to Play PlayStation Games] (Nov 26An Android version is also available, 2018. Makes use of Beetle PSX HWalthough it doesn't have feature parity with the desktop builds.)
* ;[[DuckStationMednafen]] is focusing :Is heavily focused on playability, speed[[Emulation accuracy|accuracy]], and long-term maintainabilityalso it has very good compatibility. The goal is It's even been known to be as accurate as possible while maintaining performance suitable for lowoutperform Sony's official PlayStation emulator in some of the accuracy tests.<!--end devicesDo note if you find an exception, though. "Hack" options --> However, there are discourageda few hurdles to using it; it requires a specific BIOS for each region, and the default configuration should support all playable games with program interfaces from a shell only some of ; it has no GUI. You can still drag-and-drop CUE files into the enhancements having compatibility issues. GUI is similar executable to that of load games, and the Dolphin emulator. Support .CHD program will log errors to a text file formatcalled <code>stdout</code> whenever a crash happens. Has a Libretro core which is also Retroachievements compatibleExternal GUI launchers are available. An Android :;Beetle PSX::This fork by the RetroArch developers has several experimental modifications and [[#Enhancements|enhancements]] that aren't present in the standalone version has been started, but is not yet feature completeincluding a widescreen hack, CPU overclocking for smoother framerates, and increasing the internal resolution up to 8x. Hardware (D3D11Increasing the resolution carries a ''heavy'' performance cost, OpenGLhowever, Vulkan) and since graphics are rendered in-software , an alternative core exists for hardware rendering. Upscaling, texture filtering, and true colour (24See [https://www.maketecheasier.com/retroarch-ps1-bit) emulation/ this 2018 guide] for setting up Beetle HW in hardware renderersRetroArch. PGXP Needs high-end specifications to run at full speed for geometry precision Android and texture correction. And much moreiOS devices.
* ;[[PCSX-Reloaded|PCSX-RXEBRA]] :An emulator made in Japan that also has high compatibility though games that require subchannel data are not supported. It is an open-source heavily focused on [[Recommended_PS1_PluginsEmulation accuracy|pluginaccuracy]]-based emulatorsimilar to Mednafen. The main reason UI is in English, but because it's not the developer's native language, some of the naming conventions may seem weird compared to use this over Mednafen other emulators (for example, the BIOS is that its internal resolution can be raised with little referred to no performance hitsas OSROM).** Luckily, there'''PGXP''' is s a fork of PCSX-R that adds texture correction, polygon wobble reduction, and polygon culling reduction[https://www.reddit. It also adds CPU overclocking and allows a hack com/r/emulation/comments/9a4mwk/xebra_guide_ps1_emulator/ guide] that was originally disabled in PCSX-Rhelps explain how each option works.** PCSX-ReARMed is an ARM port Also supports some of PCSX-R, sharing a similar core, but optimized for portable handheld devices. The biggest draw is its NEON software renderer, the [[#Hardware_features_and_peripherals|hardware features and peripherals]] which is both fast and accurate and has the ability to render at higher resolutions without resorting to HLE pluginsnot found in other recommended emulators.
* ;[[ePSXeBizHawk]] is a fairly standard :Uses two cores ported from [[Recommended_PS1_Plugins|pluginMednafen]]-based for PlayStation emulation: "Octoshock" core (by zeromus) and "[https://github.com/TASEmulators/BizHawk/pull/3093 Nymashock]" core (by CasualPokePlayer). [https://www.speedrun.com/twl/thread/nl2de BizHawk emulator like PCSX-R, is accepted by Speedrun community] and actually more preferred compared to other recommended emulators because: it's more suitable for catching those who try and pass off RTA runs as such the accuracy TASes. The "Nymashock" core is typically about the same more preferred between the two. Its closed-source nature has had it constantly lagging behind in features, which is why it's not recommendedwith public talks about removing the "Octoshock" core. <small>A developer had also edited the Further that [[PS1 Tests]] page in preparation for version 2https://www.0speedrun.0, representing a conflict of interest.<com/ctr/forums/small> Since version 1.8.0, ePSXe has also been commercially available on Android, but it's also not recommendedsqeu6 only Mednafen and BizHawk accepted for certain games like CTR].
* ;[[XEBRANo$|NO$PSX]] is an emulator made in Japan that has high compatibility:Has two versions, but standard users will want to use the cut-down gaming version. The UI is Made in Englishthe same style as NO$GBA, howeverwhere it handles the PocketStation, since it's not offers decent compatibility with very low-spec requirements – the developerprogrammer's first language some philosophy is to deliver a working application out of the naming conventions may seem weird compared to other emulators (for example the BIOS are instead referred to as OSROM). Luckily there is a [https://www.reddit.com/r/emulation/comments/9a4mwk/xebra_guide_ps1_emulator/ guide] that helps explains how each option works. Games that require subchannel data are not supported, but most other games run flawlesslybox.
* [[No$|NO$PSX]] has two versions, but standard users will want to use the cut-down gaming version. Made in ;PCSX:PCSX is a playstation emulator by the same style as [[No$|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 team that announced the boxfirst Playstation 2 emulator.
* :;[[PSXPCSX-Reloaded]]fin ::An open-source, plugin-based emulator based on PCSX-df, itself based on PCSX. It is a simpler emulator with a lot no longer recommended, as DuckStation has all the same benefits as PCSX-R without needing to use forks or old plugins.::;PCSX-ReARMed:::An ARM fork whose biggest draw is its NEON software renderer, which is both fast and accurate and can render at higher resolutions without resorting to HLE plugins. It was given the seal of compatibility issues,approval by Sony after being used in the official PlayStation Classic emulation box.<ref name="psXcompat">http[https://psx.silvanthalasyoutu.combe/psx.htmlFQWzpnoiLbI?t=103 MVG: The Sony PlayStation Classic - One Week Later]</ref> especially when using different BIOS'. Development has been halted and it remains closed-source. It's really only useful for very old toasters.
* :;[[Avocadohttps://pcsx-redux.consoledev.net/ PCSX-Redux]] is one ::Latest iteration of PCSX but without plugin system and create a single monolithic codebase that handles all aspects of the few playstation emulation. Heavily focused on development, debuggability, and reverse engineering, but still perfectly usable to run PlayStation 1 titles. PCSX-Redux also supports [https://github.com/grumpycoders/pcsx-redux/tree/main/src/mips/openbios OpenBIOS] - a free, truly open-source PS1 bios replacement for the ps1, which works on the real hardware and 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 :By nature of supporting arcade systems. It has a focus for accuracy, much like Mednafen, but when it comes similar to the PlayStation, MAME's "Sony PlayStation" driver (<code>psj</code>), the developers still call it is considered "preliminary", and have marked but it works; 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 donthere't expect it s no incentive for any of its developers to work any time soonon the PS1 driver.
* ;[[PCSX2ePSXe]] :Despite having widespread name recognition, it is a PlayStation 2 unfortunately not an emulatorwe recommend using on PC anymore. The [[source code]] is closed, meaning development is beholden to the original developers. Updates have brought it on par with PCSX-R, but emulation that isn't enough. They are also selling a paid Android port. ;[[PSX]]fin:A simpler emulator with a lot of a hardware feature compatibility issues.<ref name="psXcompat">http://psx.silvanthalas.com/psx.html</ref> Development has been merged into halted, and it remains closed-source. It's really only useful for very old toasters. ;[[Avocado]]:Was slated to become an open-source, full-system emulator like DuckStation, with the main project caveat being that allows the same backward it could load games without a BIOS. That never panned out, as development has largely stopped. ====Backwards-compatible emulators====;[[PCSX2]]:This emulator supports PlayStation 2 backwards compatibility with PS1 games[[PlayStation_2_emulators#Hardware_features_and_accessories|hardware feature]]. However, one thing to note is that backward compatibility in the original PS2 PlayStation 2 hardware didn't cover all the games in the PS1 PlayStation 1 library, and naturally these limitations still extend carry forward to PCSX2's emulation, on top of that PCSX2's backwards compatibility emulation still not perfect at the moment. :See [[PlayStation_2_emulators#Hardware_features_and_accessories|PlayStation 2 emulators hardware features and peripherals section]] for more information. ;[[RPCS3]]:This emulator supports PlayStation 3 backwards compatibility [[PlayStation_3_emulators#Hardware_features_and_peripherals|hardware feature]]. However there is no [[PocketStation_emulators|PocketStation]] communication and [[Official_emulators#PlayStation|ps1_emu]] support at the moment, only ps1_netemu is supported. [https://twitter.com/rpcs3/status/1125179092507201537?lang=en Tweet from 6 May 2019]: "RPCS3 supports Sony's PS1_netemu as of today. PS2emu is not yet supported. Both these emulators are present in the PS3 Firmware for backwards compatibility." [[Official_emulators#PlayStation_2|ps2_emu]] used for PlayStation 2 emulation, [[Official_emulators#PlayStation|ps1_emu]] used for disc based PlayStation games and [https://github.com/RPCS3/rpcs3/issues/14632 ps1_netemu for PlayStation Classics from PSN]. :See [[PlayStation_3_emulators#Hardware_features_and_peripherals|PlayStation 3 emulators hardware features and peripherals section]] for more information.
====Consoles====
* POPS (short for PlayStation On PSP System) is Sony's official PSone Classics PS1 emulator for their PlayStation Store releases. It utilizes [[PSP Eboots|EBOOTs]], a form of binary file for PSP, instead of binBIN/cue 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 consoles as a libretro core (e.g. , RetroArch). It is available to can run on various handheld consoles with fairly strong specs , like the Sony PlayStation Vita, the Nintendo 3DS , and the Nintendo Switch. This emulator in the libretro build initially used the P.E.Op.S. graphics plugin (reasonably accurate, but slow) in from the mid-2010's 2010s to 2019; now it uses a port of PCSX4ALL's Unai renderer, which is less accurate, but much faster (ege.g. , 10-20fps 20 FPS faster). The CHD compression format, that which shrinks disc images into more manageable sizes, has been is enabled on this emulator on the 3DS, and these . 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 PS1 releases on the PlayStation Store as well as and for handling PlayStation CD-ROM 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.
 
==Enhancements==
''Side note: Please don't bump/spam GitHub threads/issues and feature request pages.''
<div style="overflow-x:auto;width:100%">
{|class="wikitable" style="text-align:center;vertical-align:middle;width:100%"
|- style="font-weight:bold;"
! colspan=2 | Name
! Duckstation
! Mednafen
! XEBRA
! No$PSX
! ares
! PCSX-Redux
! PCSX-ReARMed
! MAME
! [[Official_emulators#Sony|Official Sony emulators]]
|-
| rowspan=11 | Graphics
| [[Resolution|Resizable Internal Resolution]]
| {{✓}}
| {{~}}<ref group=N3 name=BeetleHW>Standalone [[mednafen]] do not support these features while Beetle libretro core does. Keep in mind that graphics enhancements exclusive to Beetle '''HW''' core.</ref>
| {{✗}}
| ?
| {{✗}}
| {{✓}}
| {{✓}}
| ?
| {{~}}<ref group=N3 name=PlayStationOriginals>No PSX backwards compatible game has trophy support or enhancements for PS2/PS3 or PSP/Vita via these official emulators. But [[Wikipedia:High-definition_remasters_for_PlayStation_consoles#PlayStation_4|PSX games that received HD '''ports''' for PS4]], do.</ref>
|-
| [[#Parallel.2FPrecision_Geometry_Transform_Pipeline|Parallel/Precision Geometry Transform Pipeline]]
| {{✓}}
| {{~}}<ref group=N3 name=BeetleHW></ref>
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| ?
| {{✗}}
| {{✗}}
|-
| [[Texture_filtering|Texture filtering]]<br/><small>(Nearest-Neighbor, Bilinear, JINC2, xBR)<br/>Textures on the PlayStation are typically displayed with "blocky" edges due to lack of texture filtering.<br/>This enhancement is software-based solution that can significantly enhance texture appearances.</small>
| {{Y}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
| [[Wikipedia:24-bit_color#True_color_(24-bit)|True Color]] Rendering<br/><small>In practice [https://youtu.be/bi-Wzl6BwRM?t=246 PlayStation games stored colour in 15 bits. 24 bit colour mode was mostly used for still images].<br/>This enhancement forces the precision of colours output to the console's framebuffer to use the full 8 bits of precision per channel.<br/>It is useful especially on non-CRT [[Displays|displays]], producing nicer looking gradients.</small>
| {{Y}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{N}}[https://youtu.be/bi-Wzl6BwRM?t=476 *]
|-
| True [[Wikipedia:Colour_banding|Color Debanding]]<br/><small>Applies modern [[Dithering|dithering]] techniques (performed during rendering as opposed to a post-processing step) to further smooth out gradients '''when true color is enabled'''.<br/>You can use one of the existing deband post-processing shader for this, but this one works with internal rendering which makes it both faster and more precise. No loss of detail occurs, and no tweaking of thresholds is required.</small>
| {{Y}}[https://github.com/stenzek/duckstation/pull/3089#issue-2089318371 *]
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
| Scaled [[Dithering|Dithering]]<br/><small>Scales the dither pattern to the resolution scale of the emulated GPU. This makes the dither pattern much less obvious at higher resolutions.</small>
| {{Y}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
| [[Widescreen_hacks#PlayStation|Widescreen Hack]]
| {{✓}}
| {{~}}<ref group=N3 name=BeetleHW></ref>
| {{TBD}}
| ?
| ?
| ?
| ?
| ?
| {{~}}<ref group=N3 name=PlayStationOriginals></ref>
|-
| [[Texture Packs#PlayStation|Texture Replacement]]
| {{~}}<ref group=N3 name=Texture>Both [https://github.com/stenzek/duckstation/pull/2224 DuckStation's texture-replacement-PR] and [https://docs.libretro.com/library/beetle_psx_hw/#texture-replacements-vulkan-only beetle-psx-'''hw'''-libretro (mednafen_psx_'''hw'''_libretro)] support this feature but still work-in-progress/experimental and incompatible with each others implementation.</ref>
| {{~}}<ref group=N3 name=Texture></ref>
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{~}}<ref group=N3 name=PlayStationOriginals></ref>
|-
| Pre-rendering AA<br/><small>(MSAA, SSAA)</small>
| {{Y}}
| {{?}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{?}}
| {{✗}}
| {{?}}
|-
| Ray-tracing<br/><small>([https://devblogs.microsoft.com/directx/announcing-microsoft-directx-raytracing/ DXR], [https://www.khronos.org/blog/ray-tracing-in-vulkan VRT] and [https://developer.apple.com/documentation/metal/metal_sample_code_library/accelerating_ray_tracing_using_metal MRT])</small>
| colspan=9 | <small>Implementing ray-tracing in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.<br/>However you can try "[[Shaders_and_filters#Notable_ReShade_shaders|Screen-Space Ray Traced Global Illumination]]" shader using ReShade.[https://www.youtube.com/watch?v=tyOkw2efQPM][https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access]</small>
|-
| [https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix]
| colspan=9 | <small>Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.<br/>Besides, DuckStation already supports most of RTX Remix features such as texture replacement and post-processing effects etc.<br/>On top of that you can use ReShade for post-processing.</small>
|-
| rowspan=5 | Performance
| [[Overclocking#PlayStation|Overclock]]
| {{✓}}
| {{~}}<ref group=N3 name=BeetleHW></ref>
| {{✗}}
| ?
| {{✗}}
| ?
| {{✓}}
| {{✗}}
| {{✗}}
|-
| [[30/60_FPS_cheat_codes#PlayStation|Internal Framerate Hack]]
| {{Y}}
| {{~}}<ref group=N3 name=BeetleHW></ref>
| ?
| ?
| ?
| ?
| ?
| {{✗}}
| {{✗}}
|-
| [https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/ Frame generation technologies]<br/><small>([https://store.steampowered.com/app/993090/Lossless_Scaling/ LSFG], [https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-G], [https://www.techpowerup.com/316835/extrass-framework-paper-details-intels-take-on-frame-generation ExtraSS] and [https://community.amd.com/t5/gaming/amd-fluid-motion-frames-is-out-now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF])</small>
| colspan=9 | <small>Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future, however post-processing techniques such as [[Wikipedia:Motion_interpolation|motion interpolation]] is quite possible. [[Input_lag|Input latency]] will be a crucial factor, but its impact likely varies depending on the specific technique employed, it's recommended to use '''after applying the "Internal Framerate Hack"'''.<br/>While '''AFMF''' or '''LSFG''' could be used with DuckStation or Mednafen?, please be aware that some visual glitches and artifacts may occur at this time.
|-
| Preload [[Wikipedia:Template:Disk_images|optical disc image]] to RAM<br/><small>For users with sluggish multi-platter HDDs or plagued by horrible seek times, this enhancement '''might''' offer smoother experience, potentially reduced power consumption; it also shines when disc images reside on a network drive.<br/>Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity.</small>
| {{Y}}
| {{Y}}[https://mednafen.github.io/documentation/mednafen.html#cd.image_memcache *]
| ?
| ?
| ?
| ?
| ?
| ?
| {{✗}}
|-
| Rendering latency reduction technologies<br/><small>([https://github.com/ishitatsuyuki/LatencyFleX LatencyFleX], [https://developer.nvidia.com/performance-rendering-tools/reflex Reflex] and [https://www.amd.com/en/products/software/adrenalin/radeon-software-anti-lag.html Anti-Lag'''+'''])
| colspan=9 | <small>While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn't currently feasible. This is '''likely''' doesn't offer enough benefit to justify the development effort.</small>
|-
| rowspan=6 | Post-Processing
| [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering AA]]<br/><small>(FXAA, TXAA and MLAA/SMAA)</small>
| {{Y}}<abbr title="Thanks to reshade .fx implementation it's possible to use post-rendering AA such as FXAA.">*</abbr>
| {{Y}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
| [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]<br/><small>(Sharp bilinear, Lanczos and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 1]])</small>
| {{Y}}
| {{Y}}[https://mednafen.github.io/documentation/#Global+Settings+Reference *]
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
| [[Shaders_and_filters|Filters]]
| {{✓}}
| {{✓}}
| ?
| ?
| {{✓}}
| ?
| {{✓}}
| {{✓}}
| {{✗}}
|-
|[[Shaders_and_filters#AI-powered filters|AI-powered filter compatible]]<br/><small>([https://www.nvidia.com/en-us/geforce/news/gfecnt/nvidia-freestyle-ansel-enhancements-geforce-experience-article/ Freestyle])</small>
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
| [[Shader_Presets|Shader Chain]]
| {{✓}}<ref group=N3>Has glsl and [https://github.com/stenzek/duckstation/commit/8a40c7bf944b3a4209d90134a379c9d1f0cc7e20 built-in ReShade .fx] shader chain support.</ref>
| {{~}}<ref group=N3 name=BeetleHW></ref>
| {{✗}}
| {{✗}}
| {{Y}}[https://github.com/ares-emulator/ares/pull/1397 *]
| {{✗}}
| {{Y}}
| {{Y}}
| {{✗}}
|-
|[[High_dynamic_range#Inverse_tone_mapping|Inverse tone mapping compatible]]
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
| rowspan=5 | [https://tasvideos.org/Emulatorresources/Features TAS features]
| [[Wikipedia:Macro_(computer_science)|Macros/Scripts]]/[https://tasvideos.org/LuaScripting Lua]
| {{✓}}
| {{N}}
| ?
| ?
| ?
| ?
| {{N}}
| {{Y}}[https://docs.mamedev.org/plugins/inputmacro.html *]
| {{N}}
|-
| Rewind
| {{✓}}
| {{✓}}
| ?
| ?
| ?
| ?
| {{Y}}
| ?
| {{N}}
|-
| Fast-Forward/Turbo Speed
| {{✓}}
| {{✓}}
| ?
| ?
| ?
| ?
| {{Y}}
| ?
| {{N}}
|-
| Savestates
| {{✓}}
| {{✓}}
| ?
| ?
| ?
| ?
| {{Y}}
| ?
| ?
|-
| [https://tasvideos.org/Movies Movie recording/playback]
| {{Y}}
| ?
| ?
| ?
| ?
| ?
| ?
| ?
| ?
|-
| rowspan=3 | Controls
| [[Controllers#True.2Fdual_analog_control|True/dual analog control]]
| {{Y}}[https://github.com/VanLaser/analog-controls-for-armored-core-ps2#qol-enhancements-analog-controls-for-armored-core-ps1-series-ac1-ac-project-phantasma-and-ac-master-of-arena *]
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
| [[Controllers#Mouse_Injectors_for_Emulators|Mouse Injector Compatible]]
| {{Y}}[https://github.com/garungorp/MouseInjectorDolphinDuck *]
| {{~}}[https://github.com/garungorp/MouseInjectorDolphinDuck *]
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| {{Y}}[https://github.com/garungorp/MouseInjectorDolphinDuck *]
| {{N}}
| {{N}}
|-
| [[Input_lag|Input lag-mitigating technique]]
| {{✓}}
| {{~}}<ref group=N3 name=BeetleHW></ref>
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| ?
| {{N}}
| {{N}}
|-
| rowspan=9 | Quality of life
| Built-in [[Mods,_hacks_and_fan-translations#Built-in_graphics_mod_editor.2Fmanager_for_emulators|Graphics mod editor/manager]]
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
|-
| Built-in [[Cheats_and_patches|Cheat Manager]]
| {{✓}}
| {{✓}}
| {{?}}
| {{?}}
| {{N}}[https://old.reddit.com/r/emulation/comments/1ay6fm1/ares_v136_released/krslaki/ *]
| {{?}}
| {{✓}}
| {{✓}}
| {{N}}
|-
| Built-in [http://forum.arcadecontrols.com/index.php/topic,106405 Custom resolution/CRTSwitchRes]<br/><small>For using this on Windows OS you need [http://geedorah.com/eiusdemmodi/forum/viewtopic.php?pid=1009#p1009 CRT Emudriver].<br/>Another option is using EDID editor tool such as "Custom Resolution Utility".</small>
| colspan=8 | <small>Exclusive to [https://docs.libretro.com/guides/crtswitchres/ libretro cores] and [[GroovyMAME]] at the moment.<br/>Also there is a [https://github.com/psakhis/Groovy_MiSTer project] for achieving software emulators like libretro cores and GroovyMAME send the raw RGB data over a network to a core running on MiSTer, it basically turns the MiSTer into a GPU for the emulator allowing for easy setup and use with CRT TVs/Arcade monitors.</small>
| {{~}}<abbr title="PlayStation 2 via composite/RCA/AV or PlayStation 3 via component video out.">*</abbr>
|-
| [[Save_disk_space_for_ISOs#PlayStation_1|Streamable compression format]]
| {{✓}}
| {{~}}<ref group=N3 name=BeetleHW></ref>
| {{N}}
| {{✓}}
| {{N}}
| {{N}}
| {{✓}}
| {{✓}}
| {{N}}
|-
| Per-Game Profiles
| {{Y}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
| Command Line Options
| {{Y}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
| On-Screen Display<br/><small>Showcases messages, controller input state which is useful for speedrunners, performance data, active settings, and various notifications.</small>
| {{Y}}
| {{Y}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
| [[Wikipedia:Variable_refresh_rate|Variable Refresh Rate compatible]]
| {{Y}}[https://github.com/stenzek/duckstation/commit/a1d7d214cfb7491b8ba54081b5c40825055f4bc7 *]
| {{~}}<ref group=N3 name=BeetleHW></ref>
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{Y}}
| {{Y}}[https://docs.mamedev.org/usingmame/commonissues.html#gsync-freesync *]
| {{N}}
|-
| [[Frontends#Graphical_User_Interfaces_.28GUIs.29|Big Picture Mode]]
| {{Y}}
| {{~}}<ref group=N3 name=BeetleHW></ref>
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
| rowspan=5 | Misc
| [[Netplay#PlayStation_1|<abbr title="Shouldn't be confused with PlayStation Link, see #Hardware Features and Peripherals section for more information.">Netplay</abbr>]]
| {{~}}<ref group=N3>There is a [https://github.com/HeatXD/duckstation-netplay/releases Duckstation fork for GGPO implementation] and also [https://github.com/stenzek/duckstation/pull/3000 Pull request for rollback netplay implementation].</ref>
| {{~}}<ref group=N3 name=mednafenstandalone>Libretro version do not support netplay while standalone [[mednafen]] version does. Also standalone version has more advanced debugging features.</ref>
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| {{N}}
|-
| [https://retroachievements.org/gameList.php?c=12 RetroAchievements]
| {{✓}}
| {{~}}<ref group=N3 name=RALibretro>[https://docs.libretro.com/guides/retroachievements/#sony Only available on libretro cores]</ref>
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| {{Y}}
| {{N}}
| {{~}}<ref group=N3 name=PlayStationOriginals></ref>
|-
| Free Look<br/><small>Free Look is a enhancement feature that allows manipulation of the in-game camera.</small>
| colspan=9 | <small>PlayStation did not have hardware support for a Z-buffer or floating-point operations. However, the system used various techniques to giving the appearance of depth[https://www.quora.com/Playstation-1-does-not-have-z-buffer-and-floating-points-yet-how-could-it-play-3D-games].<br/>You can use cheat menu for [https://www.youtube.com/watch?v=Nis-qVSSzEw certain games] to use Free Look.<ref>[https://old.reddit.com/r/RetroArch/comments/q4is0t/is_there_a_free_camera_cheat_for_n64_andor_ps1/ Reddit Thread: Is there a free camera cheat for N64 and/or PS1?]</ref>Also you can use dedicated tools like [https://github.com/FranklyGD/Spyro-Scope Spyro Scope].</small>
|-
| [[Virtual_reality#VR_game_room_simulations|EmuVR support]]
| colspan=9 | Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores] at the moment.
|-
| [[Wikipedia:Category:Debugging|Debug Features]]
| {{✓}}
| {{~}}<ref group=N3 name=mednafenstandalone></ref>
| {{✗}}[https://www.psxdev.net/forum/viewtopic.php?t=1517 *]
| {{✓}}[https://problemkaputt.de/psxspx-contents.htm *]
| ?
| ?
| {{~}}[https://docs.libretro.com/development/retroarch/debugging/ *]
| ?
| {{✗}}
|}
</div>
<references group=N3/>
 
===Parallel/Precision Geometry Transform Pipeline===
PGXP (Parallel/Precision Geometry Transform Pipeline) is an enhancement for PlayStation emulation that produces high precision fully 3D geometry data that was not available on the original console hardware.
 
Features
* High Precision Vertex Data (more stable geometry)
* Reduced Triangle Culling (more detailed models)
* Perspective Correct Texture Mapping (reduced texture distortion)
 
First, it introduces subpixel precision to eliminate the wobbling polygon issues. Second, it adds perspective correct texturing to stop the ‘texture warping/dancing’ issues.
 
*For mednafen, [[PGXP]] only available to libretro's "beetle-psx-'''hw'''-libretro" (mednafen_psx_'''hw'''_libretro) core but comes with significant [https://docs.libretro.com/library/beetle_psx_hw/#compatibility issues].
*Recommended to use DuckStation for [[PGXP]]; otherwise use the [https://mednafen.github.io/releases/ mednafen standalone] or [https://buildbot.libretro.com/nightly/ Beetle '''SW''' (mednafen_psx_libretro)].
*For PCSX-Reloaded, PGXP [http://ngemu.com/threads/pcsxr-pgxp.186369/ only available with PGXP build].
 
==Hardware features and peripherals==
''Side note: Please don't bump/spam GitHub threads/issues and feature request pages.''
<div style="overflow-x:auto;width:100%">
{|class="wikitable" style="text-align:center;vertical-align:middle;width:100%"
|- style="font-weight:bold;"
! colspan=2 | Name
! Duckstation
! Mednafen
! XEBRA
! No$PSX
! ares
! PCSX-Redux
! PCSX-ReARMed
! MAME
! [[Official_emulators#Sony|Official Sony emulators]]
|-
| rowspan=2 | [[Wikipedia:PocketStation|PocketStation]]
| [[Wikipedia:PocketStation#Compatible_games|Communication]]
| {{N}}
| {{N}}
| {{Y}}<ref group=N2 name=PK201+XEBRA>Possible with [[PK201]]. [[XEBRA]] is the first PlayStation emulator to include compatibility with PocketStation.</ref>
| {{N}}
| {{N}}[https://github.com/ares-emulator/ares/issues/1087 *]
| {{Y}}[https://github.com/grumpycoders/pcsx-redux/issues/1002 *]
| {{N}}
| {{N}}
| {{Y}} [https://old.reddit.com/r/ps2/comments/5gdf49/can_i_use_a_pocketstation_with_my_ps2_79001/ (PS2)]
|-
| [[PocketStation_emulators|Emulation]]
| {{N}}
| {{N}}
| {{Y}}<ref group=N2 name=PK201+XEBRA>Possible with [[PK201]]. [[XEBRA]] is the first PlayStation emulator to include compatibility with PocketStation.</ref>
| {{N}}<ref group=N2>PocketStation emulation is possible only with [[No$#Emulators|NO$GBA]].[https://problemkaputt.de/gbatek-pocketstation-emulation.htm Martin Korth hasn't got around to implement ARM emulation in no$psx yet], the Pocketstation is currently emulated as part of the no$gba project (eventually it might be moving from no$gba to no$psx someday in future).</ref>
| {{N}}
| {{N}}
| {{N}}
| {{Y}}[http://adb.arcadeitalia.net/dettaglio_mame.php?game_name=pockstat *]
| {{N}}
|-
| colspan=2 | [[#PlayStation_Link|PlayStation Link]]
| {{N}}
| {{N}}
| {{N}}
| {{✓}}[https://old.reddit.com/r/EmuDev/comments/15kxu0i/playstation_1_link_cable_plugin_emulation/ *]
| {{N}}
| {{~}}
| {{N}}
| {{N}}
| {{TBD}}
|-
| colspan=2 | [[Early_Online_Services#i-mode_.28PS1.29|i-mode adaptor]]
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| {{N}}
|-
| colspan=2 | [[#CD_player|CD player]]
| {{~}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{~}}
|-
| colspan=2 | [[Wikipedia:DexDrive|DexDrive]]
| {{~}}<ref group=N2 name=BuiltinMemCardManager>There is no emulation for DexDrive but these emulators have built-in memory card editor anyway.</ref>
| {{N}}
| {{N}}
| {{N}}
| {{N}}
| {{~}}<ref group=N2 name=BuiltinMemCardManager></ref>
| {{N}}
| {{N}}
| {{N}}
|-
| rowspan=9 | Input
| ''Densha De Go!'' controller
| {{N}}
| {{N}}
| ?
| ?
| ?
| {{TBD}}
| {{TBD}}
| ?
| ?
|-
| [[Wikipedia:Pop'n_Music#Gameplay|Pop'n Music Controller]]
| ?
| {{Y}}
| ?
| ?
| ?
| {{TBD}}
| {{TBD}}
| ?
| ?
|-
| [[Wikipedia:PlayStation_Mouse#List_of_games_compatible_with_the_PlayStation_Mouse|PlayStation Mouse]]
| {{Y}}[https://github.com/stenzek/duckstation/blob/master/src/core/playstation_mouse.cpp *]
| {{Y}}[https://mednafen.github.io/documentation/psx.html#Settings+Reference *]
| ?
| ?
| ?
| {{Y}}[https://github.com/grumpycoders/pcsx-redux#what-works *]
| {{Y}}[https://docs.libretro.com/library/pcsx_rearmed/#core-options *]
| ?
| ?
|-
| [[wikipedia:Namco_Arcade_Stick|Namco Arcade Stick]]
| ?
| ?
| ?
| ?
| ?
| ?
| ?
| ?
| ?
|-
| [[wikipedia:Jogcon|Jogcon]]
| ?
| ?
| ?
| ?
| ?
| ?
| ?
| ?
| ?
|-
| [[wikipedia:NeGcon#Supported_games|<abbr title="Namco's unconventional twisty racing-game-oriented gamepad; NPC-101.">neGcon</abbr>]]
| {{Y}}[https://github.com/stenzek/duckstation/blob/master/src/core/negcon.cpp *]
| {{Y}}[https://mednafen.github.io/documentation/psx.html#Settings+Reference *]
| ?
| ?
| ?
| {{TBD}}
| {{Y}}[https://docs.libretro.com/library/pcsx_rearmed/#core-options *]
| ?
| ?
|-
| [[Wikipedia:GunCon#PS_games|<abbr title="Namco's light gun; NPC-103.">GunCon</abbr>]][https://en.wikipedia.org/wiki/List_of_light-gun_games#PlayStation]
| {{Y}}[https://github.com/stenzek/duckstation/blob/master/src/core/guncon.cpp *]
| {{Y}}[https://mednafen.github.io/documentation/psx.html#Settings+Reference *]
| ?
| ?
| ?
| {{TBD}}
| {{Y}}[https://docs.libretro.com/library/pcsx_rearmed/#core-options *]
| ?
| ?
|-
| [[Wikipedia:Konami_Justifier#PlayStation|Konami Justifier]][https://en.wikipedia.org/wiki/List_of_light-gun_games#PlayStation]
| {{Y}}<ref group=N2>You can use nixxou's [https://github.com/nixxou/duckstation?tab=readme-ov-file#duckstation---lightgun-edition DuckStation LightGun Edition] fork.</ref>
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
| [[Wikipedia:PlayStation_Multitap#Supported_games|Multitap]]
| {{Y}}[https://github.com/stenzek/duckstation/blob/master/src/core/multitap.cpp *]
| {{Y}}[https://mednafen.github.io/documentation/psx.html#Section_multitap *]
| ?
| ?
| ?
| {{TBD}}
| {{Y}}[https://docs.libretro.com/library/pcsx_rearmed/#core-options *]
| ?
| ?
|}
</div>
<references group=N2/>
 
===[[Wikipedia:PlayStation_Link_Cable|PlayStation Link]]===
:[[Wikipedia:PlayStation_Link_Cable#List_of_games_compatible_with_the_PlayStation_Link_Cable|''List of games compatible with the PlayStation Link Cable'']]
The PlayStation Link Cable (SCPH-1040) is a peripheral cable for the PlayStation console. Utilizing the serial I/O port found on the back of most PlayStation models, it allows for two consoles to be connected in order to play compatible multiplayer games on separate consoles.
 
===''Densha De Go!'' controller===
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.
 
===CD player===
PlayStation CD player supports Audio CD and PlayStation format CD-ROM. However there is only one PlayStation model can play VCDs, and that is the PlayStation SCPH-5903, released in Asia only[https://www.psxdev.net/forum/viewtopic.php?t=703][https://youtu.be/y1vo3-uEBRM]. They're hard to find and expensive. Also there is a third-party peripheral called Gamars Movie Card (similar to Dreammovie for Sega Dreamcast) gives you the ability to play Video CDs (VCD) through your PlayStation and it is compatible with all types of PlayStations (PAL and NTSC), this third-party peripheral is very user friendly as it works by just attaching the unit to the back of the PlayStation.
 
*Duckstation has Audio CD and CD-ROM support so you can boot directly your physical discs but there is no VCD support at the moment.
*PlayStation 2 and PlayStation 3 (backwards compatibility) have support for Audio CD and PlayStation format CD-ROM discs but no support for Video CD/VCDs.
 
::See [[Home_Media_Player#Emulators|this dedicated page]] for more information about home media playback support for emulation softwares.
::See [[Ripping_games]].
 
==[https://www.system16.com/base.php#1 Arcade variations]==
There were numerous PlayStation-based arcade systems. Most PlayStation-based arcade games extended the system in different ways. They often had more RAM, ran at higher clock speeds, had additional sound hardware, added additional I/O, and/or used ROM or Flash media rather than CDs. The Konami Twinkle games have a separate DVD player controlled via a serial link to provide background video/audio.<ref>[https://old.reddit.com/r/emulation/comments/137ic8b/why_ps1_emulation_ignores_ps1based_arcades/jiuptk5/ "cuavas" comment about arcade variations].</ref>
 
===[https://www.system16.com/hardware.php?id=540 Namco System 10], [https://www.system16.com/hardware.php?id=533 Namco System 11] and [https://www.system16.com/hardware.php?id=535 Namco System 12]===
Namco System 11/12 is an arcade system based on Sony Playstation hardware, with surface-mounted ROM chips as storage rather than CD-ROM.
 
[[MAME]] and [[ZiNc]] provides support for this variation.
 
[https://old.reddit.com/r/emulation/comments/12zx5xw/mame_0254/ The first batch of Namco System 10 games have been emulated with 0.254 version.]
[https://old.reddit.com/r/emulation/comments/164s992/mame_0258/ Two quiz games (Derby Quiz My Dream Horse, and Kaiun Quiz) running on Namco’s System 12 are now working with 0.258 version.]
 
===[https://www.system16.com/hardware.php?id=796 Capcom ZN-1] and [https://www.system16.com/hardware.php?id=797 Capcom ZN-2]===
Capcom ZN-1/2 is an arcade system based on Sony Playstation hardware, with ROM chips as storage rather than CD-ROM and an extra Capcom Qsound chip for audio.
 
[[MAME]] and [[ZiNc]] provides support for this variation.
 
===[https://www.system16.com/hardware.php?id=827 Konami Twinkle]===
Konami Twinkle is an arcade system based on Sony Playstation hardware, designed for Beatmania IIDX series games, with an extra hard disk for storing (lots of!) sounds and a DVD player for full-motion video.
 
[[MAME]] supports this variation, but the full-motion video won't be shown in the game because the DVD video decoder is yet to be emulated. However, A [https://github.com/987123879113/mame/tree/bemani fork] of MAME reads mpg videos as background animations from <code>iidx_videos</code> folder under the root folder of MAME (like how [[LaserDisc]] game emulators work), which would solve the issue of lacking full-motion video at the sacrifice of orthodox emulation.
 
===[https://www.system16.com/hardware.php?id=582 Konami System 573]===
 
[[MAME]] provides support for this variation.
 
===[https://www.system16.com/hardware.php?id=577 Konami GV & Baby Phoenix]===
 
[[MAME]] provides support for this variation.
 
===[https://www.system16.com/hardware.php?id=576 Konami GQ]===
 
[[MAME]] provides support for this variation.
 
===[https://www.system16.com/hardware.php?id=672 Taito G-NET]===
 
[[MAME]] provides support for this variation.
 
===[https://www.system16.com/hardware.php?id=669 Taito FX-1A] and [https://www.system16.com/hardware.php?id=670 Taito FX-1B]===
 
[[MAME]] and [[ZiNc]] provides support for these variations.
 
[https://old.reddit.com/r/emulation/comments/137ic8b/why_ps1_emulation_ignores_ps1based_arcades/jj2kiik/ MAME Developer "cuavas" comment about ZiNc emulator]: "No-one should be using ZiNc any more. MAME now does everything ZiNc did better, and supports more games."
 
;MAME {{MAMEVer}} compatibility status for all these variations
*[http://adb.arcadeitalia.net/lista_mame.php?game_sourcefile=ksys573.cpp&arcade_only=0&current_version=0 KONAMI System 573]<br/>
*[http://adb.arcadeitalia.net/lista_mame.php?game_sourcefile=twinkle.cpp&arcade_only=0&current_version=0 KONAMI Twinkle]<br/>
*[http://adb.arcadeitalia.net/lista_mame.php?game_sourcefile=namcos10.cpp&arcade_only=0&current_version=0 namco System 10]<br/>
*[http://adb.arcadeitalia.net/lista_mame.php?game_sourcefile=namcos11.cpp&arcade_only=0&current_version=0 namco System 11]<br/>
*[http://adb.arcadeitalia.net/lista_mame.php?game_sourcefile=namcos12.cpp&arcade_only=0&current_version=0 namco System 12]<br/>
*[http://adb.arcadeitalia.net/lista_mame.php?game_sourcefile=zn.cpp&arcade_only=0&current_version=0 Capcom ZN-1/2]<br/>
*[http://adb.arcadeitalia.net/lista_mame.php?game_sourcefile=taitogn.cpp&arcade_only=0&current_version=0 Taito G-Net]<br/>
*[http://adb.arcadeitalia.net/lista_mame.php?game_sourcefile=konamigq.cpp&arcade_only=0&current_version=0 Konami GQ]<br/>
*[http://adb.arcadeitalia.net/lista_mame.php?game_biosof=konamigv&arcade_only=0&current_version=0 Konami GV & Baby Phoenix]<br/>
*[http://adb.arcadeitalia.net/lista_mame.php?game_biosof=coh1000t&arcade_only=0&current_version=0 Taito FX-1A and Taito FX-1B]
==Emulation issues==
===Rendering Quirksquirks===
[[File:Cheryl_compared.png|thumb|left|300px|'''Left''': Native resolution and unblended dithering.<br/>'''Right''': Higher internal resolution and no dithering.]]
[[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 . 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 can increase the internal resolution of games have attempted to fix this.
There is no [[wikipedia:Z-buffering|z-buffer]] in the hardware. This can cause things like polygons to pop over others; the limbs on of [https://en.wikipedia.org/wiki/Tekken_(video_game) 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><ref>[https://www.quora.com/Playstation-1-does-not-have-z-buffer-and-floating-points-yet-how-could-it-play-3D-games Playstation 1 does not have z-buffer and floating points, yet how could it play 3D games?]</ref>
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. [https://en.wikipedia.org/wiki/Tenchu:_Stealth_Assassins ''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 usually mitigate this by adding polygons to walls, floors, and other scenery, though but at the cost of filling the PlayStation's geometry rate. This In DuckStation, at least, this problem 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 games can retain 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 with connectable parts and plugs that plug 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 well-known game.*No third-party controller and memory card connector has gotten support by from 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.<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> 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>
* The European regional versions of many PS1 games tended to have a copy protection embedded, so they could cause problems Certain image formats and CD dumping methods don't support this format correctly and end up with backing up images in that these game backups could cause hangs the CD-DA tracks missing or show a black screen infinitely corrupted, hence no audio. The ISO format in particular only stores the content of a typical emulatorCD-ROM filesystem and cannot store CD-DA tracks at all. A basic way So it's generally a very bad idea to avoid that problem is to try the US regional versions. Another way is to patch use ISO for PS1 games (even though it using a should work for single-track games).sbi Even running an ISO file which contains the protection information needed to run the based on a PS1 game(i.e., [https://en.wikipedia.org/wiki/Ridge_Racer_(1993_video_game) ''Ridge Racer''], [https:The perfect solution possible, at least for the //en.wikipedia.org/wiki/Tomb_Raider#Games ''Tomb Raider''] [https://en.wikipedia.org/wiki/Tomb_Raider_(1996_video_game) 'ePSXe'1'' emulator (and perhaps other similar plugins]-based emulators) would be (No virtual drive mounting needed)[https:::1//en.wikipedia. Use org/wiki/Tomb_Raider_II ''2'']) with CD-DA audio may often cause an emulator such as 'Mooby2 2.8''ePSXe' cdrom plugin, uncheck 'subchannel reading' and other peers to freeze and/or hang up, especially during loading of a saved data or in the settings of that plugin-game levels and transactions.::* However, a mounted image (Just in case: also make sure Using '''Daemon Tools''repeat all cdda' is checked), and running from a CD-ROM or using the '''Mooby2'cdda volume' is set to something like 50 or 60. Or else you won't hear anythingplugin can solve these CD-DA problems.)::2The MDS/MDF format is good for backing up the CD-DA, audio-equipped PS1 games. Launch However, the best Image format for any PS1 game with File -> Run CDrom (browseis the CUE/BIN format. The reason being that almost all the burning programs can read it, find and select your cd image as the window pops uprelevant patching programs (i.e.)::Recommended to use , '''Eternal 1.41PPF-O-Matic''' sound plugin with default settings along with this) are designed for that format. '''SaPuClone CD''' CDRom Plugin vimages in IMH/CCD format provide another ideal option as it has virtually the same structure as CUE/BIN format (The IMH file is the same data as a BIN file at the hex level).1.0/1However, the available burning programs are largely unable to read Clone CD format.3 is good if running official CDs (Especially works well with '''Daemon Tools LiteISObuster''' or and '''Alcohol 120%ImgBurn''' when mounting an image)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>
* If running The European regional versions of many PS1 games tended to have copy-protection embedded, so they could cause problems with backing up images. These game backups could cause hangs or show a black screen infinitely in a typical emulator. An easy 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''' or a emulator—and perhaps other similar emulator on an old plugins-based emulators—would be (No virtual drive mounting needed)::::1. Use the '''WindowsMooby2 2.8''' OS CD-ROM plugin, and uncheck 'subchannel reading' in the plugin's settings.::(Eg. 9xJust in case: also make sure 'repeat all cdda' is checked, MEand 'cdda volume' is set to something like 50 or 60, 2000, XPor else you won't hear anything.), use [http:://radified.com/ASPI/forceaspi2.htm ForceASPI] to initialize Launch the ASPI layer game with File → Run CDrom (For browse, find and select your disc driveCD image as the window pops up.) and a ::It's recommended you use the '''Eternal 1.41''' sound plugin like with default settings along with this. The '''SaPu'''PCDRom Plugin v.E1.Op0/1.S3 is good if you're running official CDs.It especially works well with '''Daemon Tools Lite''' CDR Version 1.4 plugin or similar. Then set the plugin to "W2K/XP IOCTL scsi commands" before running your PS1 CD's''Alcohol 120%''' when mounting an image.
* If running '''ePSXe''' or a similar emulator on an old '''Windows''' OS (E.g., 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 CDs.
<!-- 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 -->
For more information about PlayStation hardware and reverse engineering;
* MVG: [https://www.youtube.com/watch?v=x8TO-nrUtSI Why PlayStation 1 Graphics Warped and Wobbled so much], [https://www.youtube.com/watch?v=7HOBQ7HifLE How the Sony PlayStation PS1 Security was defeated], [https://www.youtube.com/watch?v=bi-Wzl6BwRM Why did the PlayStation 1 have so much Dithering?], [https://www.youtube.com/watch?v=rtE5hmlrcBo How the Sony PlayStation Net Yaroze DevKit brought Indie Game Development to Consoles]
* [https://www.copetti.org/writings/consoles/playstation/ Rodrigo Copetti: PlayStation Architecture analysis]
* [https://youtu.be/XUwSOfQ1D3c Technology Connections: Sony's Clever but Flawed PlayStation Copy Protection--And How They Might Have Fixed It]
* [https://psdevwiki.com/ps1/ PSDevWiki: PlayStation 1]
* [https://ps1.consoledev.net/reverse_engineering/ consoledev: PlayStation 1]
* [https://problemkaputt.de/psxspx-contents.htm no$psx: Playstation Specifications]
* [https://discord.com/channels/976404869386747954/976414353161080832 ares discord channel ps1 group]
* DuckStation discord channel (invites are disabled at the moment)
==AccessoriesSee also=====''Densha De Go!'' Controller===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://wwwControllers#DualShock.youtube2FDual_Analog_Controller.com/watch?v=xuxf5QhdWIo|title=Densha de Go! gameplay with controller - Playstation PS1|publisher=Youtube2FPlayStation_Controller|accessdate=2018-04-03|date=2017-05-05}}<DualShock/ref> No emulator is known to support it.Dual Analog Controller and PlayStation Controller]]
==Resources==
* [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)
[[Category:Consoles]]
[[Category:Home consoles]]
[[Category:Fifth-generation_video_game_consoles]]
[[Category:Sony consoles]]
[[Category:Fifth-generation_video_game_consoles]]
[[Category:PlayStation emulators‎|*]]
[[Category:MAME Driver Status: Preliminary]]
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