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PlayStation emulators

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{{for|other emulators that run on PS1 hardware|Emulators on PS1}}
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 , 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 proprietary MDEC video compression unit integrated into the CPU, allowing for 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.
It The PS1 was a commercial success, partly due particularly attractive to being relatively easy to program for compared to other consoles at developers because of the time relative ease of programming and because its the low cost of CD-based media was cheaper . Sony also had a more inclusive policy towards third party developers, resulting in more third party games than the competitionN64. 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 generally better than the comparable 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"|<small>[[PlayStation_emulators#Arcade_variations|Arcade<br/>Variations]]</small>! scope="col"|<small>[https://en.wikipedia.org/wiki/PocketStation[#Compatible_games PS1 to<br/>PocketStation]</small>! scope="col"Hardware_features_and_peripherals|[https://en.wikipedia.org/wiki/PlayStation_Link_Cable#List_of_games_compatible_with_the_PlayStation_Link_Cable <small><abbr title="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.">PlayStationHardware features<br/>Link</abbr></small>and peripherals]! scope="col"|<abbr title="Resizable Internal Resolution">RIR</abbr>! scope="col"|<abbr title="Parallel/Precision Geometry Transform Pipeline">[https://emulation.gametechwiki.com/index.php/PGXP PGXP]</abbrsmall>! scope="col"|[[Texture Packs#Playstation|<small>Texture<br/>replacement</small>]]! scope="col"Enhancements|[[Emulation accuracy|AccuracyEnhancements]]! scope="col"|<small>[https://retroachievements.org/gameList.php?c=12 Retro<br/>Achievements]</small>Compatibility
! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>
! scope="col"|Active
! scope="col"|[[Recommended emulators|Recommended]]
|-
! colspan="1510"|PC / x86
|-
|[[DuckStation]]
|align=left|{{Icon|Windows|Linux|Mac}}
|[https://github.com/stenzek/duckstation/releases/tag/preview Preview]<br />[https://github.com/stenzek/duckstation/releases/tag/latest Latest]<br />[https://github.com/stenzek/duckstation/releases/tag/legacy 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>]
|{{✗}}
|{{✗}}|{{~}}<ref group=N>No support for PlayStation Link at the moment but there is a [https://github.com/HeatXD/duckstation-netplay/releases Duckstation fork for GGPO implementation].</ref>|{{✓}}|{{✓}}|{{~}}<ref group=N 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>|High
|{{✓}}
|[https://github.com/duckstation-unoff-issue-tracker-admin/duckstation-unofficial-issue-tracker/issues ?]
|{{✓}}
|{{✓}}
|[{{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>]
|{{✗}}
|{{~}}|{{~}}|{{~}}<ref group=N name=BeetlevsBeetleHW>RIR and [[PGXP]] exclusive to Libretro's "beetle-psx-'''hw'''-libretro" (mednafen_psx_'''hw'''_libretro) core '''but comes with significant [https://docsforum.libretrofobby.comnet/library/beetle_psx_hw/#compatibility issues]'''index. Recommended to use DuckStation for RIR and [[PGXP]]; otherwise use the [https://mednafen.github.io/releases/ mednafen standalone] or [https://buildbot.libretro.com/nightly/ Beetle '''SW''' (mednafen_psx_libretro)].</ref>|{{~}}<ref group=N name=BeetlevsBeetleHW></ref>|{{~}}<ref groupphp?t=N name=Texture></ref>|High|{{~}}<ref groupmsg&th=N name1114&start=RetroAchievementsLibretroEx>[https://docs.libretro.com/guides/retroachievements/#sony Only available on libretro core0& ?]</ref>
|{{✓}}
|{{✓}}
|[https://drhell.web.fc2.com/ps1/xebra221106.zip {{XebraVer}}]
|{{✗}}
|{{~}}<ref group=N name=PK201+XEBRA>Possible with [[PK201]]. [[XEBRA]] is one of the only PlayStation emulators to include compatibility with PocketStation.</ref>|{{✗}}|{{✗}}|{{✗}}|{{✗}}|High
|{{✗}}
|?
|{{✗}}
|{{✓}}
|[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]<br/>[https://gitlab.com/TASVideos/BizHawk/-/pipelines Dev builds]
|{{✗}}
|{{~}}
|{{✗}}
|{{✗}}|{{✗}}|{{✗}}|{{✗}}|High?
|{{✓}}
|{{✓}}
|{{✓}}|{{~}}[https://www.speedrun.com/twl/thread/nl2de *]
|-
|[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]([https://github.com/iCatButler/pcsxr git]Obsolete)<br />[http://www.emucr.com/2019/03/pcsx-reloaded-git-20190307.html WindowsPCSX-R SVN builds](Obsolete)<br/small>[http://consoleemu.com/emulator/pcsx-reloaded macOS]|{{✗}}|{{✗}}''
|{{✗}}
|{{~}}|{{~}}<ref group=N>|[httphttps://ngemudocs.libretro.com/threadslibrary/pcsxr-pgxp.186369pcsx_rearmed/ Only available with PGXP build#compatibility ?]<br/ref>|{{✗}}|<small>[[Recommended_PS1_plugins|(Plugin<br/>dependent)]]|{{~}}<ref group=N>[https://docs.libretro.com/guides/retroachievements/#playstation PCSX-ReARMed supports RetroAchievements.]</refsmall>
|{{✓}}
|{{~}}<ref group=N>[https://docs.libretro.com/library/pcsx_rearmed/ PCSX-ReARMed fork is still active.]</ref>
|{{✗}}
|{{✗}}
|{{✗}}|{{✗}}|{{✗}}|High|{{✗}}[https://ares-emu.net/compatibility 54%<br/><small>90 out of 165 reported titles</small>]
|{{✓}}
|{{✓}}
|{{✗}} <small>(WIP)</small>
|-
|[[No$|NO$PSX]]
|align=left|{{Icon|Windows}}
|[http://problemkaputt.de/psx.htm 2.2]
|{{✗}}
|{{~}}<ref group=N>Possible with [https://emulation.gametechwiki.com/index.php/No$#Emulators NO$GBA] but [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>
|{{✓}}
|{{✗}}
|{{✗}}
|{{✗}}
|Mid-High
|{{✗}}
|{{✗}}
|{{✓}}
|{{✗}} <small>(WIP)</small>
|[https://github.com/grumpycoders/pcsx-redux#where Dev Builds]
|{{✗}}
|{{~}}[https://github.com/grumpycoders/pcsx-redux/issues/1002 *]
|{{~}}
|{{✗}}
|{{✗}}|{{✗}}|Mid[https://github.com/grumpycoders/pcsx-High|{{✗}}redux/issues ?]
|{{✓}}
|{{✓}}
|{{✗}} <small>([https://github.com/grumpycoders/pcsx-redux#what-works WIP])</small>
|-
|[https://sourceforge.net/projects/hpsx64/ hpsx64[No$|NO$PSX]]
|align=left|{{Icon|Windows}}
|[httpshttp://sourceforgeproblemkaputt.net/projects/hpsx64de/files/Source/ {{hpsx64Ver}}] ([http://wwwpsx.emucrhtm 2.com/search/label/hpsx64?&max-results=16 Alt2])
|{{✗}}
|{{~}}
|{{✗}}
|[https://www.psxdev.net/forum/viewtopic.php?t=3848 ?]
|{{✗}}
|{{✓}}
|{{✗}} <small>(WIP)</small>
|-
|[https://sourceforge.net/projects/hpsx64/ hpsx64]
|align=left|{{Icon|Windows}}
|[https://sourceforge.net/projects/hpsx64/files/Source/ {{hpsx64Ver}}]
|{{✗}}
|?
|{{✗}}
|{{✗}}|Mid|{{✗}}?
|{{✓}}
|{{✓}}
|<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/>[https://buildbot.libretro.com/nightly/ libretro core]
|{{~}}[[#Arcade_variations|*]]
|{{~}}<ref group=N name=MAMEPocketStation>|{{~}}|[httpshttp://emulationadb.gametechwikiarcadeitalia.comnet/indexlista_mess.php/PocketStation_emulators PocketStation emulation possible?software_list_name=psx&compatibility= ?] but there is no communication with PS1 system emulation at the moment.</ref>|{{✗}}|{{✗}}|{{✗}}|{{✗}}|High|{{✗}}
|{{✓}}
|{{✓}}
|{{✗}} <small>(WIP)</small>
|-
|[[Avocado]]
|align=left|{{Icon|Windows|Linux}}
|[https://github.com/JaCzekanski/Avocado git]
|{{✗}}
|{{✗}}
|{{✗}}
|{{✓}}
|{{✗}}
|{{✗}}
|Mid
|{{✗}}
|{{✓}}
|{{~}}
|{{✗}}
|-
|[[ePSXe]]
|[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_plugins|(Plugindependent)]]<br/small>dependent]]|{{✗}}
|{{✗}}
|{{✗}}
|{{✗}}
|{{✗}}
|{{✗}}|{{✗}}|{{✗}}|Mid-High|{{✗}}?
|{{✓}}
|{{✗}}
|{{✗}}
|{{✗}}
|?
|{{✓}}
|{{~}}[https://gitlab.com/flio/rustation-ng/-/commits/master <abbr title="Rustation NG still active.">*</abbr>]
|{{✗}}
|-
|[[Avocado]]
|align=left|{{Icon|Windows|Linux}}
|[https://github.com/JaCzekanski/Avocado git]
|{{✗}}
|?|{{~}}<abbr title="Only Resizable Internal Resolution supported">*</abbr>|Mid-High|{{✗}}?
|{{✓}}
|{{~}}
|{{✗}}
|{{✗}}
|{{✗}}|{{✗}}|{{✗}}|Mid|{{✗}}[https://psxemulator.proboards.com/board/4/game-compatibility ?]
|{{✗}}
|{{✗}}
|{{✗}}
|{{✗}}
|{{✗}}|{{✗}}|{{✗}}|[https://web.archive.org/web/20070624204547/http://mac-psx.hansr.net/ ?|{{✗}}]
|{{✗}}
|{{✗}}
|{{✗}}
|{{✗}}
|{{✗}}|{{✗}}|{{✗}}|Low-Mid|{{✗}}[http://www.whipassgaming.com/genesisreviews/Bleemcast/bleemcastcompatibility.htm ?]
|{{✗}}
|{{✗}}
|{{✗}}
|{{✗}}
|{{✗}}|{{✗}}|{{✗}}|?<br/><small>[[Recommended_PS1_plugins|(Plugindependent)]]<br/small>dependent]]|{{✗}}
|{{✗}}
|{{✗}}
|{{✗}}
|-
! colspan="1510"|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 0.1-45685494]<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]
|{{✗}}
|{{~}}|{{✗}}|{{✓}}|{{✓}}|{{✗}}<ref group=N name=UWPAPK>No UWP or APK build for [https://github.com/stenzek/duckstation/pull/2224 DuckStation's texture-replacement-PR] at the moment.</ref>|High
|{{✓}}
|[https://github.com/duckstation-unoff-issue-tracker-admin/duckstation-unofficial-issue-tracker/issues ?]|{{✓}}(<abbr title="Android Only)">*</abbr>|{{~Y}}
|{{✓}}
|-
|[[Mednafen]]<ref groupabbr title=N name=libretro>"Only available on mobile as a libretro core (e.g., [[RetroArch]]Beetle/Beetle HW).</ref><ref group=N">Needs a high-end phone/tablet to run at full speed.*</refabbr>
|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>]
|{{✗}}
|{{~}}|{{~}}|{{~}}<ref group=N name=BeetlevsBeetleHW><[https://ref>|{{~}}<ref group=N name=BeetlevsBeetleHW><forum.fobby.net/ref>|{{~}}<ref groupindex.php?t=N namemsg&th=Texture></ref>|High|{{~}}<ref group=N name1114&start=RetroAchievementsLibretroEx></ref>0& ?]
|{{✓}}
|{{✓}}
|[https://play.google.com/store/apps/details?id=com.dokutajigokusai.xebra {{XebraAndroidVer}}]
|{{✗}}
|{{✓}}<ref group=N name=PK201+XEBRA></ref>|{{✗}}|{{✗}}|{{✗}}|{{✗}}|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]|{{✗}}|{{✗}}
|{{✗}}
|{{~}}|{{~}}|{{✗}}|Mid|{{~}}<ref group=N name=RetroAchievementsLibretroEx><[https://docs.libretro.com/library/pcsx_rearmed/ref>#compatibility ?]
|{{✓}}
|{{✓}}
|{{~}}
|-
|[[ePSXe]]<ref groupabbr title=N name=payware>"Payware. 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>
|{{✗}}
|{{✓}}
|{{✗}}
|{{~}}
|[[Recommended_PS1_plugins|Plugin<br/>dependent]]
|{{✗}}
|{{✗}}
|{{✗}}
|{{~}}
|-
|[https://buildbot.libretro.com/nightly/ libretro core]
|{{~}}[[#MAME_0.254_compatibility_status_for_all_these_variations|*]]
|{{~}}<ref group=N name=MAMEPocketStation></ref>|{{✗}}|{{✗}}|{{✗}}|{{✗}}|High
|{{✗}}
|[http://adb.arcadeitalia.net/lista_mess.php?software_list_name=psx&compatibility= ?]
|{{✓}}
|{{✓}}
|[https://github.com/JaCzekanski/Avocado git]
|{{✗}}
|{{✗}}|{{✗}}|{{✓}}|{{✗}}?|{{~}}<abbr title="Only Resizable Internal Resolution supported">*</abbr>|Mid|{{✗}}?
|{{✓}}
|{{~}}
|{{✗}}
|-
|[http://www.fpsece.net/faq.html FPse]<ref groupabbr title=N name=payware "Payware. Recommended that you use patched versions.">*</abbr>
|align=left|{{Icon|Android}}
|[https://play.google.com/store/apps/details?id=com.emulator.fpse {{FpseAndroidVer}}]
|{{✗}}
|{{✗}}?|{{✗}}|{{✓}}|{{✗}}|{{✗~}}<abbr title="Only Resizable Internal Resolution supported">*</abbr>|[http://www.fpsece.net/compatibility.html ?]<br/><small>[[Recommended_PS1_plugins|(Plugindependent)]]<br/small>dependent]]|{{✗}}
|{{✗}}
|{{✓}}
|{{✗}}
|-
! colspan="1510"|Console
|-
|[[DuckStation]]
|[https://archive.org/details/duckstation-uwp_20221203 20221203-uwp]<br/>[https://buildbot.libretro.com/stable/1.15.0/windows-msvc2019-uwp/x64/ <abbr title="Hard fork and open-source Libretro core implementation of DuckStation">SwanStation</abbr>]<br/>[https://github.com/RSDuck/duckstation git]
|{{✗}}
|{{~}}|{{✗}}|{{✓}}|{{✓}}|{{✗}}<ref group=N name=UWPAPK></ref>|High
|{{✓}}
|[https://github.com/duckstation-unoff-issue-tracker-admin/duckstation-unofficial-issue-tracker/issues ?]
|{{✓}}
|{{✓}}
|{{✓}}
|-
|[[Official_emulators#Sony|Official Sony emulators]]<br/>(POPS)
|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)
|{{✗}}
|{{~}} [https://old.reddit.com/r/ps2/comments/5gdf49/can_i_use_a_pocketstation_with_my_ps2_79001/ (PS2)]|?|{{~}}|{{✗}}|{{~}}<ref group=N name=PlayStationOriginals>No PSX game has trophy support or enhancements for PS2/PS3 or PSP/Vita backwards compatibility but [https://enwww.wikipediapsdevwiki.orgcom/wikips3/High-definition_remasters_for_PlayStation_consoles PSX games that received HD ports], do.PS1_Classics_Emulator_Compatibility_List 99%<br/ref>|Mid-High|{{~}}<ref group=N name=PlayStationOriginalssmall>1354 out of 1367 reported titles</refsmall>]
|{{✗}}
|{{✗}}
|{{✓}}
|-
|[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}}]
|{{✗}}
|{{~}}|{{~}}|{{✓}}|{{✗}}|{{✗}}|Mid|{{✓}}[https://docs.google.com/spreadsheets/d/1pl2bTkzTe736EOaQjk8FBWY9ixfgoNSYSitbm5Gnyqs/edit#gid=0 65%<br/><small>214 out of 327 reported titles</small>]
|{{✓}}
|{{✓}}
|[https://github.com/niuus/WiiSXRX/releases git]
|{{✗}}
|?
|{{✗}}
|{{✗}}|{{✗}}|{{✗}}|{{✗}}|Mid|{{✗}}?
|{{✓}}
|{{✓}}
|{{✗}}
|{{✗}}
|{{✗}}|{{✗}}|{{✗}}|Low-Mid|{{✗}}[http://www.whipassgaming.com/genesisreviews/Bleemcast/bleemcastcompatibility.htm ?]
|{{✓}}
|{{✗}}
|{{~}}
|}
</div>
<references group=N />
===Comparisons===
====PC====
;[[DuckStation]] <small class="plainlinks" style="font-weight:normal;">([https://docs.google.com/spreadsheets/d/1H66MxViRjjE5f8hOl5RQmF5woS1murio2dsLn14kEqo/edit#gid=0 compatibility]) ([https://github.com/duckstation-unoff-issue-tracker-admin/duckstation-unofficial-issue-tracker/issues '''unofficial compatibility'''])</small>:Quickly became a top contender on the basis that it has high compatibility and a built-in modern QT GUI. Its stated goal is to be "as [[Emulation accuracy|accurate ]] as possible while maintaining performance suitable for low-end devices." While PCSX-R has long dethroned ePSXe in features, DuckStation is the first to address all the shortcomings of plugin-based offerings thus far, as all of its features are available out-of-the-box, and no configuration is necessary to get games running outside of obtaining the original system firmware. The graphics emulation core<!-- is a brand new, from-scratch implementation (todo: verify) and--> Duckstation has modern [[#Enhancements|enhancements ]] built-in like PGXP(one of the best emulator when it comes to enhancement capabilities, upscalingsimilar to Mesen, texture filteringBsnes, hardware (D3D11Dolphin, D3D12Flycast, OpenGLBigPEmu, VulkanPPSSPP and PCSX2) and software rendering (both of which have true color (24-bit) support). It also natively supports MAME's Compressed Hunks some of Data (CHD) format (you don't have to extract it)the [[#Hardware_features_and_peripherals|hardware features, which shrinks the size of CDs losslessly while also storing all of its data under a single fileperipherals]]. An Android version is also available, although it doesn't have feature parity with the desktop builds. The unofficial libretro core (swanstation) and standalone version are Retroachievements-compatible.
;[[Mednafen]]
:Is heavily focused on [[Emulation accuracy|accuracy]], which makes and also it has very compatiblegood compatibility. It's even been known to outperform Sony's official PS1 PlayStation emulator in some of the accuracy tests.<!-- Do note if you find an exception, though. --> However, there are a few hurdles to using it; it requires a specific BIOS for each region, and the program interfaces from a shell only; it has no GUI. You can still drag-and-drop CUE files into the executable to load games, and the program will log errors to a text file called <code>stdout</code> whenever a crash happens. External GUI launchers are available.
:;Beetle PSX
::This fork by the RetroArch developers has several experimental modifications and [[#Enhancements|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. See [https://www.maketecheasier.com/retroarch-ps1-emulation/ this 2018 guide] for setting up Beetle HW in RetroArch. Needs high-end specifications to run at full speed for Android and iOS devices.
;[[XEBRA]]
:An emulator made in Japan that also has high compatibilitythough games that require subchannel data are not supported. It is heavily focused on [[Emulation accuracy|accuracy]] similar to Mednafen. The UI is in English, but because it's not the developer's native language, some of the naming conventions may seem weird compared to other emulators (for example, the BIOS is referred to as OSROM). Luckily, there's a [https://www.reddit.com/r/emulation/comments/9a4mwk/xebra_guide_ps1_emulator/ guide] that helps explain how each option works. Games that require subchannel data are Also supports some of the [[#Hardware_features_and_peripherals|hardware features and peripherals]] which is not supported, but most found in other games run flawlesslyrecommended emulators.
;[[BizHawk]]
:Uses two cores ported from [[Mednafen]] for PlayStation emulation: "Octoshock" core (by zeromus) and "[https://github.com/TASEmulators/BizHawk/pull/3093 Nymashock]" core for PSX emulation (ported from mednafen to Bizhawk by zeromusCasualPokePlayer). [https://www.speedrun.com/twl/thread/nl2de BizHawk emulator 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 TASes. The "Nymashock" core is more preferred between the two, with public talks about removing the "Octoshock" core. Further that [https://www.speedrun.com/ctr/forums/sqeu6 only Mednafen and BizHawk accepted for certain games like CTR].
;[[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$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.
;[https://pcsx-redux.consoledev.net/ PCSX-Redux]:Latest iteration of [[PCSX-Reloaded|PCSX]] but without plugin system and create is a single monolithic codebase that handles all aspects of the 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 bios replacement for emulator by the ps1, which works on same team that announced the real hardware and emulatorsfirst Playstation 2 emulator.
:;[[PCSX-Reloaded]]::An open-source, plugin-based emulator based on PCSX-df, itself based on PCSX. It is 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 approval by Sony after being used in the official PlayStation Classic emulation box.<ref>[https://youtu.be/FQWzpnoiLbI?t=103 MVG: The Sony PlayStation Classic - One Week Later]</ref> :;[https://pcsx-redux.consoledev.net/ PCSX-Redux]::Latest iteration of PCSX but without plugin system and create a single monolithic codebase that handles all aspects of the 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 bios replacement for the ps1, which works on the real hardware and emulators. ;[[MAME]]:By nature of supporting arcade systems similar to the PlayStation, MAME's "Sony PlayStation" driver (<code>psj</code>) is considered "preliminary", but it works; it can boot to the BIOS and launch games but expect bugs, especially between hardware revisions. The MAME project as a whole remains active, but there's no incentive for any of its developers to work on the PS1 driver.
;[[ePSXe]]
:Was slated to become an open-source, full-system emulator like DuckStation, with the caveat being that it could load games without a BIOS. That never panned out, as development has largely stopped.
====Backwards-compatible emulators====;[[MAMEPCSX2]]:By nature of supporting arcade systems similar This emulator supports PlayStation 2 backwards compatibility [[PlayStation_2_emulators#Hardware_features_and_accessories|hardware feature]]. However, one thing to note is that backward compatibility in the original PlayStation 2 hardware didn't cover all the games in the PlayStation1 library, MAMEand naturally these limitations carry forward to PCSX2's "Sony PlayStation" driver (<code>psj</code>) is considered "preliminary"emulation, but it works; it can boot to on top of that PCSX2's backwards compatibility emulation still not perfect at the BIOS moment. :See [[PlayStation_2_emulators#Hardware_features_and_accessories|PlayStation 2 emulators hardware features and launch games but expect bugs, especially between peripherals section]] for more information. ;[[RPCS3]]:This emulator supports PlayStation 3 backwards compatibility [[PlayStation_3_emulators#Hardware_features_and_peripherals|hardware revisionsfeature]]. The MAME project as a whole remains activeHowever there is no [[PocketStation_emulators|PocketStation]] communication and [[Official_emulators#PlayStation|ps1_emu]] support at the moment, but thereonly ps1_netemu is supported. [https://twitter.com/rpcs3/status/1125179092507201537?lang=en Tweet from 6 May 2019]: "RPCS3 supports Sony's no incentive for any PS1_netemu as of its developers to work on today. PS2emu is not yet supported. Both these emulators are present in the PS1 driverPS3 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 [[PCSX2PlayStation_3_emulators#Hardware_features_and_peripherals|PlayStation 3 emulators hardware features and peripherals section]]:Support for a hardware feature has been merged into the main project, allowing the same backward compatibility with PS1 games. However, one thing to note is that backward compatibility in the original PS2 hardware didn't even cover all the games in the PS1 library, and these limitations carry forward to PCSX2's emulationmore information.
====Consoles====
* POPS (short for PlayStation On PSP System) is Sony's official PS1 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.
* PCSX-ReARMed is only available on mobile consoles as a libretro core (e.g., RetroArch). It can run on various handheld consoles with fairly strong specs, like the 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) from the mid-2010s to 2019; now it uses a port of PCSX4ALL's Unai renderer, which is less accurate, but much faster (e.g., 10-20 FPS faster). The CHD compression format, which shrinks disc images into more manageable sizes, is enabled on this emulator on the 3DS. 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 PS1 releases on the PlayStation Store 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.
==Emulation Enhancements==''Side note: Please don't bump/spam GitHub threads/issuesand 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=Rendering quirks11 | 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>|-| [[File#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:Cheryl_compared//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.png</small>| {{Y}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|thumb{{N}}[https://youtu.be/bi-Wzl6BwRM?t=476 *]|left-|300pxTrue [[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 '''Leftwhen 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: Native //github.com/stenzek/duckstation/pull/3089#issue-2089318371 *]| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}| {{?}}|-| Scaled [[Dithering|Dithering]]<br/><small>Scales the dither pattern to the resolution and unblended ditheringscale of the emulated GPU. This makes the dither pattern much less obvious at higher resolutions.<br/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_'''Righthw'''_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: Higher internal resolution //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 no ditheringunlikely 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>|-| [[Filehttps:Ps1_jitter//github.gifcom/NVIDIAGameWorks/rtx-remix/wiki RTX Remix]|thumbcolspan=9 |Jittering <small>Implementing RTX Remix technology in games 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 stick 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 more -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 using higher internal resolutionsdisc 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 fullis '''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-color GIF may require 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 view its page [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 see a core running on MiSTer, it basically turns the MiSTer into a GPU for the animationemulator 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]]The | {{✓}}| {{~}}<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 takes shortcuts when rendering as 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 result of making most enhancement feature that allows manipulation of the in-game camera.</small>| colspan=9 | <small>PlayStation did not have hardware availablesupport 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. This 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 cause some quirks that become even more noticeable when 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 internal resolution increasesmoment.|-| [[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/>
Polygons may jitter as a result of low-precision, fixed-point ===Parallel/Precision Geometry Transform Pipeline===PGXP (to the native resolutionParallel/Precision Geometry Transform Pipeline) math, but this is mostly unnoticeable at native resolutions. Emulators an enhancement for PlayStation emulation that produces high precision fully 3D geometry data that can increase was not available on the internal resolution of games have attempted to fix thisoriginal console hardware.
There is no [[wikipedia:Z-buffering|z-buffer]] in the hardware. This can cause things like polygons to pop over others; the limbs of [https://en.wikipedia.org/wiki/Tekken_Features* High Precision Vertex Data (video_gamemore stable geometry) 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. * Reduced Triangle Culling (gpuBladeSoft discussionmore detailed models)* Perspective Correct Texture Mapping (reduced texture distortion) |publisher=forum.emu-russia|accessdate=2018-04-03|date=2011-09-16}}</ref>
When perspective correction isn't applied First, it introduces subpixel precision to textures, certain viewing angles can make them distorted, more so when an object is near eliminate the edge of the camera up close. [https://en.wikipediawobbling polygon issues.org/wiki/Tenchu:_Stealth_Assassins ''Tenchu: Stealth Assassins''] is particularly infamous for texture distortionSecond, most noticeably in it adds perspective correct texturing to stop the [https://www.youtube.com‘texture warping/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 emulatordancing’ issues.
Many PlayStation games dither to varying degrees due to having a low color depth. On most TVs*For mednafen, this dithering would blend in order [[PGXP]] only available to make new colors and smooth gradients. Pluginlibretro's "beetle-based emulators usually have graphical plugins that use a 32psx-bit color depth, which removes dithering, while software'''hw'''-rendered plugins and emulators tend to retain itlibretro" (mednafen_psx_'''hw'''_libretro) core but comes with significant [https://docs.libretro. 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 polygonscom/library/beetle_psx_hw/#compatibility issues]. The emulators that *Recommended to use software rendering and can increase the internal resolution of games can retain dithering DuckStation for [[PGXP]]; otherwise use the shading and texturing aspect[https://mednafen.github.io/releases/ mednafen standalone] or [https://buildbot.libretro.com/nightly/ Beetle '''SW''' (mednafen_psx_libretro)].*For PCSX-Reloaded, and it's made more subtle by shrinking the artifactsPGXP [http://ngemu.com/threads/pcsxr-pgxp.186369/ only available with PGXP build].
===Less-notable games using special Hardware features and peripherals===''ZXE-DSide note: Legend of PlasmalitePlease don't bump/spam GitHub threads/issues and feature request pages.'' requires <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$PSX! ares! PCSX-Redux! PCSX-ReARMed! MAME! [[Official_emulators#Sony|Official Sony emulators]]|-| rowspan=2 | [[Wikipedia:PocketStation|PocketStation]]| [[Wikipedia:PocketStation#Compatible_games|Communication]]| {{N}}| {{N}}| {{Y}}<ref group=N2 name=PK201+XEBRA>Possible with [[PK201]]. [[XEBRA]] is the use of a special peripheral first PlayStation emulator to play include compatibility with PocketStation.</ref>| {{N}}| {{N}}[https://github.com/ares-emulator/ares/issues/1087 *]| {{Y}}[https://github.com/grumpycoders/pcsx-redux/issues/1002 *]| {{N}}| {{N}}| {{Y}} [https://old.reddit.com/r/ps2/comments/5gdf49/can_i_use_a_pocketstation_with_my_ps2_79001/ (PS2)]|-| [[PocketStation_emulators|Emulation]]| {{N}}| {{N}}| {{Y}}<ref group=N2 name=PK201+XEBRA>Possible with [[PK201]]. [[XEBRA]] is the gamefirst PlayStation emulator to include compatibility with PocketStation. It </ref>| {{N}}<ref group=N2>PocketStation emulation is a robot possible only with connectable parts that plug into [[No$#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 slot, which is then replicated in the 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. No emulator has ever focused on it, probably due to a number of reasons">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/>
*It===[[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''s not a well-known game.]]*No thirdThe PlayStation Link Cable (SCPH-party controller and memory card connector has gotten support from emulators 1040) is a peripheral cable for the same way that Nintendo's official GameCube controller adapter hasPlayStation console.*To emulate this purely in software means Utilizing the serial I/O port found on the back of most PlayStation models, it has allows for two consoles to be reverse-engineered, which can take a bit of timeconnected in order to play compatible multiplayer games on separate consoles.
===CD format''Densha De Go!'' controller===PS1 games use Also available for the CD-ROM XA (eXtended Architecture) format[[Nintendo 64 emulators|Nintendo 64]], which ''Densha De Go!'' is based on CDi and allows developers to use both CDa Japan-ROM and CD-DA (audio) tracks on the same disconly train simulator released by [[Wikipedia:Taito|Taito]] that is compatible with an optional special controller.<ref name="PSX_CD-DA_CDsYoutube">[{{cite web|url=https://ipfswww.ioyoutube.com/ipfs/QmXoypizjW3WknFiJnKLwHCnL72vedxjQkDDP1mXWo6uco/wiki/List_of_PlayStation_games_with_CD_audio_tracks.html List of PlayStation games watch?v=xuxf5QhdWIo|title=Densha de Go! gameplay with CDcontroller - Playstation PS1|publisher=Youtube|accessdate=2018-04-DA] (From deprecated Wikipedia article 03|date=2017-05- dated 11/27/2016)05}}</ref>No emulator is known to support it.
Certain image formats ===CD player===PlayStation CD player supports Audio CD and CD dumping methods don't support this PlayStation format correctly and end up with the CD-DA tracks missing or corrupted, hence no audioROM. The ISO format in particular However there is only stores one PlayStation model can play VCDs, and that is the content of a CD-ROM filesystem and cannot store CDPlayStation SCPH-DA tracks at all. So it's generally a very bad idea to use ISO for PS1 games (even though it should work for single-track games). Even running an ISO file based on a PS1 game (i.e.5903, released in Asia only[https://enwww.wikipediapsxdev.org/wiki/Ridge_Racer_(1993_video_game) ''Ridge Racer''], [https:net/forum/enviewtopic.wikipedia.org/wiki/Tomb_Raider#Games ''Tomb Raider''php?t=703] [https://enyoutu.wikipedia.orgbe/wiki/Tomb_Raider_(1996_video_game) ''1''y1vo3-uEBRM]-[https://en.wikipedia.org/wiki/Tomb_Raider_II ''2'They']) with CD-DA audio may often cause an emulator such as '''ePSXe''' and other peers re hard to freeze find and/or hang up, especially during loading of expensive. Also there is a saved data or inthird-game levels and transactions.* However, a mounted image party peripheral called Gamars Movie Card (Using '''Daemon Tools'''similar to Dreammovie for Sega Dreamcast), running from a CD-ROM or using gives you the '''Mooby2''' plugin can solve these CD-DA problems. The MDS/MDF format ability to play Video CDs (VCD) through your PlayStation and it is good for backing up the CD-DA, audio-equipped PS1 games. However, the best Image format for any PS1 game is the CUE/BIN format. The reason being that almost compatible with all the burning programs can read it, types of PlayStations (PAL and the relevant patching programs (i.e.NTSC), '''PPFthis third-O-Matic''') are designed for that format. '''Clone CD''' images in IMH/CCD format provide another ideal option party peripheral is very user friendly as it has virtually works by just attaching the same structure as CUE/BIN format (The IMH file is unit to the same data as a BIN file at the hex level). However, the available burning programs are largely unable to read Clone CD format. '''ISObuster''' and '''ImgBurn''' are good tools for some back 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.epforumsPlayStation.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 copyDuckstation has Audio CD and CD-protection embedded, ROM support 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 you can boot directly your physical discs but there 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 no VCD support at the gamemoment.::The perfect solution possible, at least for the '''ePSXe''' emulator—and perhaps other similar plugins-based emulators—would be *PlayStation 2 and PlayStation 3 (No virtual drive mounting neededbackwards compatibility)::::1. Use the '''Mooby2 2.8''' have support for Audio CD and PlayStation format CD-ROM plugin, and uncheck 'subchannel reading' in the plugin's settings.::(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 discs but no support for Video CD image as the window pops up.)::It's recommended you use the '''Eternal 1.41''' sound plugin with default settings along with this. The '''SaPu''' CDRom Plugin v.1.0/1.3 is good if you're running official CDs. It especially works well with '''Daemon Tools Lite''' or '''Alcohol 120%''' when mounting an image)VCDs.
* 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 --> ==Accessories=====''Densha De Go!'' controller===Also available for the :See [[Nintendo 64 emulatorsHome_Media_Player#Emulators|Nintendo 64this dedicated page]], ''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 for more information about home media playback support itfor emulation softwares===::See [[https://psx-spx.consoledev.net/controllersandmemorycards/#controllers-i-mode-adaptor-mobile-internet I-Mode adaptorRipping_games]===The I-Mode Adaptor cable (SCPH-10180) allows to connect an I-mode compatible mobile phone to the playstation's controller port; granting a mobile internet connection to japanese games. [http://lorezan.free.fr/ps1/iMODE.pdf More info.] Currently no emulators support it.
==[https://www.system16.com/base.php#1 Arcade variations]==
[[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]===
*[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 quirks===
[[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. 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 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 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 usually mitigate this by adding polygons to walls, floors and other scenery, but at the cost of filling the PlayStation's geometry rate. In DuckStation, at least, this problem has been solved.
 
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 of 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 with connectable parts 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 well-known game.
*No third-party controller and memory card connector has gotten support 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 single-track games). Even running an ISO file based on a PS1 game (i.e., [https://en.wikipedia.org/wiki/Ridge_Racer_(1993_video_game) ''Ridge Racer''], [https://en.wikipedia.org/wiki/Tomb_Raider#Games ''Tomb Raider''] [https://en.wikipedia.org/wiki/Tomb_Raider_(1996_video_game) ''1'']-[https://en.wikipedia.org/wiki/Tomb_Raider_II ''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. However, the best Image format for any PS1 game is the CUE/BIN format. The reason being that almost all 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 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). However, the available burning programs are largely unable to read Clone CD 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 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''' emulator—and perhaps other similar plugins-based emulators—would be (No virtual drive mounting needed)::
::1. Use the '''Mooby2 2.8''' CD-ROM plugin, and uncheck 'subchannel reading' in the plugin's settings.
::(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.)
::It's recommended you use the '''Eternal 1.41''' sound plugin with default settings along with this. The '''SaPu''' CDRom Plugin v.1.0/1.3 is good if you're running official CDs. It 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 (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)
 
==See also==
*[[Controllers#DualShock.2FDual_Analog_Controller.2FPlayStation_Controller|DualShock/Dual Analog Controller and PlayStation Controller]]
==Resources==
[[Category:Sony consoles]]
[[Category:PlayStation emulators‎|*]]
[[Category:MAME Driver Status: Preliminary]]
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