Nyan Cat: the PlayStation game

We’d bet you didn’t know there was a Nyan Cat game for the original PlayStation. Well, there wasn’t one until very recently. This isn’t a title that has been licensed by Sony, and we bet you won’t spend hours playing such a thing. But the concept has let [Haunted] hone his development skills.

We’re not certain how he’s getting around the copy protection for PSX games, but we know there are a few different exploits out there. If you happen to have your own method playing homebrew games you can even download the bin/cue files to try this out for yourself.

After the break you can watch a demo clip of the game. It boots like normal until you hit a black screen with white text which displays a loading percentage. This is followed closely by the rainbow spewing feline pastry. The sound takes a minute to play but you can be sure it’s there. Currently there’s no scoring system but that’s in the works for a future revision.

Comments

  1. DanAdamKOF says:

    I’ll have to run this on one of my modded playstations during an upcoming game night :)

  2. Skitchin says:

    Hah! Nice, glad to see someone is still carrying the torch for PSX dev! I learned C on the PSX, used to dev with a group of guys under the name PlayNation. Think there’s still a few demo’s floating around online? Me and one of the guys made a Peanut Butter Jelly Time demo.

    I have to wonder on the legality of the website he gives the URL of during the loading screen – has full downloads of PSY-Q SDK + docs, also the Net Yaroze SDK, in case anyone is looking to dust off their old PS1

  3. DanAdamKOF says:

    Looks like the guy who made this is also heading the PSIO “flash cartridge”-like device, posted earlier on HAD.

  4. Ameh says:

    The scene is most likely older than you.

  5. mur1010 says:

    Nice build, remembers me why PS1 and PS2 are better than PS3…unlocked…OOOOOOO

  6. RazzleDazzle says:

    He is “heading” the PSIO Team. Meaning he recruited talent and bad mouthed anyone who dared to criticize the work.

    He has a very nasty habit of “quitting” websites in a fit due to his age.

  7. tony t says:

    isnt the protection easily bypassed by loading an original game, and swapping the cd precisely after psx logo? I thought this was easily done with a spring assist on tray button.. maybe it was with action replay… so foggy are these memories..

    • eil says:

      The swap trick worked, but was sketchy. Only worked sometimes (have to get the timing just right) and you stood a good chance of damaging the mechanical gubbins of the console if performed too frequently.

      Modchips were cheap and easy install, although a tiny bit of soldering skill was required.

      • Frogz says:

        swap trick only worked relyably in gen 1 psx
        gen 2 sort of fixed it
        gen 3+ was nearly impossible
        with the release of the gameshark CDX
        it became as easy as a gen 1 playstation with cheats enabled
        there was also the rare “plugmods” that plugged into the back of the psx through the weird long black paralel port(gamesharks used it too as well as the psx modem for multiplayer through phone line, i forget what it was called, VERY few games used it) back then, game developers allowed multiple people to play on 1 system and 1 tv instead of forcing everyone to have a seperate ps3, tv, net connection, etc, to play multiplayer) which was removed from the back of the psx around gen 3 or 4, same time they went from standard rca ports to their propriotary connector
        ironically, i never spent the ~$20 on a mod chip

  8. Alucart says:

    It’s just some lame demo even badly programmed and with huge chunks of garbage data in order to make the ISO way bigger than it should ever be. The scene is pretty much dead and this is proof of that.

    • DanAdamKOF says:

      Do you really not understand what dummy data is for? It’s for padding an image to be read by an actual disc drive. For emulation or similar, yes it’s not needed, but it’s extremely common for discs.

      • Alucart says:

        Garbage data doesn’t mean padding in this case. I was referring to the audio track being there with a 29 minute loop (even poorly executed) when it could have been done smaller and even compressed with XA. That’s why I call it ‘garbage’, because it stinks.

    • Frogz says:

      ……….it isnt even dummy data, its cd-da audio…..you know….AUDIO CD FORMAT? uncompressed pcm

  9. Tjoppen says:

    Actually, the scene has been quite busy porting Nyan Cat to various obscure platforms. Everything from Atari 2600, Sharp MZ-700, Amstrad CPC etc. up to Nintendo Wii :)

    This was in 2011 though – in 2012 Nyan Cat prods will only receive thumbups if done for really obscure hardware like the Panasonic JR-200UP.
    Most of the ones linked (and findable via the search on pouet) have video captures, if you’re curious. But I agree, this port is crappy.

  10. John says:

    “We’re not certain how he’s getting around the copy protection for PSX games, but we know there are a few different exploits out there.”
    He’s using a modchip.

  11. shibunoa says:

    Agreed. This is a poorly programmed demo.
    But the scene isn?t dead, it is just really really quiet? I am the author of the PSXSDK, a free and open source SDK for the PlayStation, which you can get at http://code.google.com/p/psxsdk

    The homebrew I wrote or ported can be likewise be found at http://code.google.com/p/psxbrew. Yes, I made even the svgalib game ZBlast run on the PlayStation. :)

    The 2D part of the SDK is almost complete but memory card support is broken and 3D support is almost non existing. This is a hobby project, and I am also an university student so I don?t have a lot of time to give to the project. But, and this is the important part, ANYONE can improve on it and release improved versions of it.

    • DanAdamK0F says:

      You’re SDK is rubbish compared to PSYQ. Stop posting spam. I don’t see you on Hack a Day or making something as cool as Nyan Cat for the PlayStation 1.

      • Alucart says:

        Makes me even wonder if you have an idea of what it means to write an SDK. Just because PSXSDK is not as complete as Psy-Q it doesn’t mean it has poor code or it’s useless. But hey, self-proclaimed legends all the way!

        • code says:

          Well, to me the scene, just like the demoscene is still alive and kicking. What I hope is that “we” who know the ps1 will introduce “kids” these days to “Make yourself” a game/demo/app/whatever. Not by making tutorials that easy, but by making stuff ourselves and share, especially share info on how, what and sometimes why.

          I cant prove im a ps1 coder, but I like to learn. So even this guy makes “another” nyan cat demo, and he is sometimes quit a website, or making a scene(or cause of) its stil awesome people react and showing what they are doing (most of them more awesome then others). So, create, share and love what you do.

  12. nextvolume says:

    Agreed. This is a poorly programmed demo.
    But the scene isn?t dead, it is just really really quiet? I am the author of the PSXSDK, a free and open source SDK for the PlayStation, which you can get at http://code.google.com/p/psxsdk

    The homebrew I wrote or ported can be likewise be found at http://code.google.com/p/psxbrew. Yes, I made even the svgalib game ZBlast run on the PlayStation. :)

    The 2D part of the SDK is almost complete but memory card support is broken and 3D support is almost non existing. This is a hobby project, and I am also an university student so I don?t have a lot of time to give to the project. But, and this is the important part, ANYONE can improve on it and release improved versions of it.

  13. Code says:

    @ Alucart Build a ps1 game/demo/app and we talk.
    And while im not realy active, I see lot more activity lately (new sdk versions, new source codes. his website, and people on irc)

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