Welcome to our page dedicated to PS1 reverse engineering! The PlayStation 1, or simply the PS1, was a popular gaming console released by Sony in 1994, and it became a beloved classic of the gaming world. If you’re interested in learning more about the technical aspects of this console and how it works, you’ve come to the right place.
On this page, we’ve compiled a list of links to other pages that cover various topics related to PS1 reverse engineering. Whether you’re interested in understanding the hardware architecture of the console, analyzing game code, or exploring the many mods and hacks that have been created by enthusiasts over the years, you’ll find a wealth of resources and information on the pages we’ve linked to.
So grab your DualShock controller, and get ready to dive into the exciting world of PS1 reverse engineering!
The PS1 was competing against both the Nintendo 64 and Sega Saturn during its lifetime and in some respects was the underdog in terms of processing power and graphics.
However don’t be disillusioned the PS1 was still a very powerful machine for its time and when programmed correctly games could look stunning, sometimes even better than the Nintendo 64!
PlayStation 1 Hardware Architecture
For more information on the PS1 hardware architecture check out this post.
The main parts of the hardware are:
The Geometry Transformation Engine or GTE was what allowed the Playstation to handle 3D graphics, it specifically designed to do the sort of fast mathematical calculations used for Vertex/Geometry processing. Without it the Playstation hardware would not have been able to pull of the excellent 3D graphics it was known for in its time.
Playstation 1 Geometry Transformation Engine (GTE)
To find out more about the the Geometry Transformation Engine check out this post.
One interesting limitation of the PS1 GPU is that it didn’t have a Z-buffer so polygons needed to be sorted by the PS1 CPU instead, so often the Painters algorithm was used 1.
The Youtuber Scarlet Sprites has a good overview of this rather rare unofficial Chinese PS1 add-on which allowed playing the rather obscure Video CD (VCD) format on retail Playstation 1 consoles:
It plugged into the back of the console via the IO and AV ports without any need for additional power and has a switch on the top to switch between VCD mode and game mode. This suggests that the playstation first boots into the IO port before running the game disc.
Also note that there was an official PS1 model released in Japan that played Video CDs called the SCPH-5903 VideoCD which has additional hardware inside the console.
What would the Sony Playstation be without its excellent line-up of games? It was the games that attracted many people away from the Nintendo 64 and Sega Saturn and on to their very first Sony console.
An excellent way to start reverse engineering is to find games where the developers accidentally left the Debug symbols
in the retail release of the game. While this is not very common it has happened for a few games released for the Playstation One and gives you access to all the original function and variables names that were used in the retail source code.
Playstation 1 Games with Debug Symbols
For a list of PS1 games that have debug symbols available check out this post.
Crash Bandicoot was one of the first 3d platformers that managed to deliver quality gameplay while looking impressive for its time.
It was created by Andy Gavin and Jason Rubin for release on the original Playstation console, and both developers have been kind enough to share ample amount of information on how the game was implemented.
Crash Bandicoot
To find out how Crash Bandicoot was developed check out this post.
Some classic PS1 games have been remastered or remade for more modern consoles, if you are looking to reverse engineer one of these games it may help to look at the modern version to find additional information that may be relevant.
Name | Platform | Notes |
---|---|---|
Ape Escape | PSP | Source Code was ported to the PSP as Ape Escape: On the Loose |
Crash Bandicoot 1-3 | PS4, Switch, PC, XboxOne | Remade in Alchemy engine but tried to be as faithful as possible to the originals |
Crash Team Racing | PS4, Switch, XboxOne | Remade in Alchemy Engine with additional content from Crash Nitro Kart and Crash Tag Team Racing |
Castlevania SOTN | Xbox360, PS4, iOS, Android | Re-Released in Castlevania Requiem compilation |
Final Fantasy 7-9 | PS4, Switch | |
Legend of Mana | PS4, Switch, iOS, Android | Original engine but with higher resolution assets? (confirmation required) |
MediEvil | PS4 | Remade in the Unreal Engine |
Mega Man X 4 | PS4, Switch, XboxOne | Source Code Port of X4 Released in Mega Man X Legacy Collection |
Metal Gear Solid | Gamecube | Remade for Gamecube as Metal Gear Solid: The Twin Snakes |
PaRappa The Rapper | PSP, PS4 | The PS4 version is actually just a the PSP version emulated with higher resolution assets |
Resident Evil 1-3 | PS3, PS4, XboxOne | Does this use original engine with higher resolution assets? |
SaGa Frontier | PS4, Switch, iOS, Android, Windows | |
Spyro 1-3 | PS4, Switch | Remade in Unreal Engine 4 but aims to be as faithful as possible to the originals |
Tony Hawk’s Pro Skater 1+2 | PS4/5, Switch, XboxOne | Remade in Unreal Engine 4 |
Wipeout Omega Collection is one game that did not make the list as its technically not a remaster of the PS1 original. This list also doesn’t include projects such as PS one Classics as they were just emulations of the original PS1 games running on a more modern console and not either a source port or a full remake.
In this video EZScape demonstrates a few speed runs for PS1 games that could never be possible by humans as they require changing the controller input every single frame. He shows techniques such as Zig-zagging in Crash Bandicoot, Pac-Man World and Spyro 3.
If you are interested in creating your own Tool-Assisted-Speedruns then you might want to check the latest version of BizHawk. If you are interested in improving some existing TAS then check out PS1 Tool-assisted movies - TASVideos
Development kits are released to game developers before the launch of the system to allow games to be developed for the system’s launch. These systems would evolve over the systems lifespan and contained useful features for debugging and optimizing games for the platform. These systems were not just limited to the official offerings by Sony as a few other publishers had their own versions of development hardware.
The official development kit for the PS1 was a partnership between Sony and SN Systems which allowed developers to use their PC to interact with the real PS1 hardware.
Official PlayStation 1 Development Kit (Hardware)
For more information on the official Sony Playstation Devkit check out this post.
The official development kit for the PS1 was only available for licensed game developers but there was a stripped-down version available for the general public known as Net Yaroze.
Net Yaroze - The PS1 Consumer Dev Kit
For more information on the consumer development kit known as Net Yaroze check out this post.
The Official Software development kit was developed by a partnership between SN Systems who are known for excellent 3rd party development kits and the Game Studio Psygnosis who are known for excellent quality games.
It was initially called PSY-Q and even although it was owned by Sony it was actually a cross-platform development kit which included support for the Sega Saturn!
Sony later rebranded the SDK to SDevTC at some point in 1998(?).
Official Playstation 1 Software Development Kit (PSYQ)
For more information on Official SDK for the Playstation 1 check out this post.
In August 1998 Sony provided a CD to developers with a bunch of 3D Graphics tools2 such as:
Also provided was the 3D Graphics Tools manual with tutorials on how to use the provided software.
Playstation 1 File Formats
For more information on PS1 File Formats check out this post.
The PS1-EXE (executable) format is detailed in the post below:
PSX-EXE Format
For more information on PS1 EXE File Format check out this post.
Ever wondered how your favourite game artists made assets for Playstation 1? Although the exact software used for most games are still a secret, we have managed to piece together what we know so far about how 3D models and 2D Images were created.
To create 3D models for Playstation 1 games the following tools are known to have been used:
To create textures (and therefore sprites) the following tools are known to have been used:
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