Pi Pico Breathes New Life Into Original PlayStation

Those gamers who were playing in the mid 1990s may retain a soft spot for Sony’s first PlayStation. The grey console was the thing to have a quarter century ago, but we’re guessing few who had one will have a soft spot for their CD mechanisms. These were seemingly manufactured from Sony’s finest chocolate, and would stop working at the slightest hint of getting warm.

With the hardware now long in the tooth, what is to be done with a dead CD drive? Perhaps [Xrider] has the answer, with a CD Drive emulator board which fits in the space left by the original (French language, translation link).

Doing the hard work is a Raspberry Pi Pico, building on the Picostation project. To that it brings a drive-shaped board, as well as a series of daughterboards for the various different revisions of the Sony motherboard. The games meanwhile are loaded from a micro-SD card.

As single board computers have become ever faster, it’s no surprise that one would be able to emulate a ’90s CD mechanism with ease. What this does raise though is the interesting prospect that the Picostation might be adapted for other less-popular CD-based platforms. For those of us for whom games consoles in the CD era were both work and play, we hope that other consoles will receive this benefit.

Newest PlayStation Exploit Skips The Disc

Last month we brought you word of tonyhax, a clever exploit for the original Sony PlayStation that leveraged a buffer overflow in several of the games from the Tony Hawk Pro Skater series to load arbitrary code from a specially prepared memory card. But now [Bradlin] has taken that idea a step further and developed a software exploit for Sony’s iconic console that doesn’t need to be triggered from a game.

The exploit is considerably more complex this time around, but [Bradlin] does an excellent job of breaking it down for those who want the gritty details. The short version is that missing boundary checks in the PlayStation’s built-in memory card handling routines mean a carefully formatted “block” on the memory card can get the console to execute a small 128 byte payload. That’s not a lot of room to work with, but it ends up being just enough to load up additional code stored elsewhere on the memory card and really kick things off.

Unlike tonyhax, which was designed specifically to allow the user to swap their retail Tony Hawk disc with a game burned to a CD-R, [Bradlin]’s FreePSXBoot is presented as more of a generic loader. As of right now, it doesn’t allow you to actually play burned games, although its inevitable that somebody will connect those last few dots soon.

If you want to check out the progress so far, all you need is wire a PlayStation memory card up to an Arduino, write the provided image to it, and stick it in the slot. [Bradlin] says the exploit doesn’t work 100% of the time (something else that will surely be addressed in future releases), but it shouldn’t take too many attempts before you’re greeted with the flashing screen that proves Sony’s 27 year old console has now truly been bested.

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Nintendo Does Sony, Better Than Sony

Fans of game consoles from the golden era of TV game appliances have been in for a treat over the past couple of years as a slew of official reboots of the stars of the past have reached the market. These so-called “classic” consoles closely follow the styling of the originals, but under the hood they pack modern hardware running an emulator to play a selection of games from ROM. Even better, with a bit of hacking they can run more than just the supplied emulator, people have managed to use them to emulate completely different consoles. Even then, it’s unexpected to find that a PlayStation emulator on a Super Nintendo Classic runs PlayStation games better than the same emulator built in to Sony’s own PlayStation Classic console.

The feat from [8 Bit Flashback] is achieved despite both machines having near-identical hardware specifications based upon the Allwinner R16 system-on-chip. The Nintendo provides smoother action and more responsive controls, making for a far superior gaming experience. How is this achieved? The most significant difference is that the SNES Classic had the RetroArch front end installed upon it, which may have lent some optimisations and tweaks to make the system more efficient.

Readers with an eye for unusual consoles may remember another Nintendo/Sony hybrid, the ill-fated early-1990s prototype SNES with a CD-ROM which was the first machine to bear the name “PlayStation” (or “Play Station” as it was sometimes styled, leading Sony marketeers to be hot on writers using a space between the words a few years later).

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Counting Transistors In The Playstation

Over in Russia there are a few people doing extremely in-depth technical teardowns, and the latest is one of the most ambitious ever seen. The PSXDEV team is tearing into the heart of the original PlayStation (Google translatrix), looking at 300,000 transistors, and re-implementing the entire console in a logic level simulator.

While the CPU in the PSX is unique to that specific piece of hardware, a lot of this custom silicon can be found in other places. The core – a RISC LSI LR33300 – is documented in a few rare tomes that are somehow available for free on the Internet. Other parts of this chip are a little stranger. There is a bizarre register that isn’t documented anywhere, a Bus Unit that handles the access between various devices and peripherals, and a motion picture decompressor.

The reverse engineering process begins by de-encapsulating the CPU, GPU, sound processing unit, and CD-ROM controller, taking very high magnification photos of the dies, and slowly mapping out the semiconductors and metals to figure out what cells do what function, how they’re connected, and what the big picture is. It’s a painstaking process that requires combing through gigabytes of die shots and apparently highlight gates, wires, and busses with MS Paint.

The end result of all this squinting at a monitor is turning tracings of chips into logic elements with Logisim. From there, the function of the CPU can be understood, studied, and yes, eventually emulated down to the gate level. It’s an astonishing undertaking, really.

If this sort of thing sounds familiar, you’re right: the same team behind PSXDEV is also responsible for a similar effort focused on the Nintendo Entertainment System. There, the CPU inside the NES – the Ricoh 2A03 – was torn down, revealing the 6502 core, APU, DMA, and all the extra bits that made this a custom chip.

Thanks [Rasz] for the tip.

An Arcade Controller For The Original PlayStation

I love it when you hit those switches

[Kevin] just finished a project for someone who lives in his apartment complex. This resident loves the game Pop ‘n Music – a Guitar Hero sort of game for the original Playstation and PS2 that uses nine colored buttons instead of five buttons along a fingerboard. His original idea was to wire up a few arcade buttons to a Playstation controller but this plan fell through, forcing [Kevin] to figure out the PSX bus all by his lonesome.

The initial code began with simply bit-banging the PSX controller interface with an AVR. This had a few problems, namely speed, forcing [Kevin] to move onto assembly programming to squeeze every last bit of performance out of a microcontroller.

The assembly route failed as well, dropping some transactions  Looking at the problem again, [Kevin] realized the PSX controller bus looked a little like an SPI bus. There were a few changes required – reversing the order of the bits, and using the MISO line to drive a transistor – but this method worked almost perfectly on the first try.

Now, [Kevin]’s building mate has a custom Playstation controller for his favorite game. Of course all the code is up on github for all your PSX controller emulation needs, but be sure to check out this completely unrelated Pop ‘N Music video from someone who desperately needs a piano.

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.

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Using Classic Game Controllers With A Wii

[Bruno]’s Wii RetroPad Adapter was sent into the tip line, and we’re loving the possibility of using Playstation 2, Genesis, NES and SNES controllers with our Wii.

While there are commercial solutions that connect an NES or SNES controller to a Wii, everything connects to the GameCube port and there is no adapter for Sega or Playstation controllers. For his build, [Bruno] used an ATmega168 to read data from the classic controllers and translate that to the Wiimote I2C bus. Think of it as a new classic controller with the same form factor your 8-year-old self knew and loved.

The schematic for the build is very simple and [Bruno] has all the software out in the open. Even the PCB is single sided and looks like it would be a great candidate for a homebrew PCB. There’s no indication [Bruno] is trying to monetize his creation, so he’s either doing right, or so very wrong. Check out the Dualshock 2/Mario 3 demo of this board after the break.

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