[HN Gopher] Official Playstation 1 Development Kit (Hardware) (2...
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       Official Playstation 1 Development Kit (Hardware) (2020)
        
       Author : pjmlp
       Score  : 325 points
       Date   : 2021-07-01 06:16 UTC (16 hours ago)
        
 (HTM) web link (www.retroreversing.com)
 (TXT) w3m dump (www.retroreversing.com)
        
       | djmips wrote:
       | I worked at Capcom in the nineties and had a set of these ISA
       | boards in my PC at work but we also used the serial port and a
       | debug kit so artists could preview their art without needing
       | expensive dev boards.
        
       | a-dub wrote:
       | there was also custom firmware that someone had written for one
       | of the cheat devices (i think maybe the "gameshark"?) with that,
       | and a $40 mail order ISA board, and some time building a MIPS
       | cross compiling gnu toolchain, you could write programs in C and
       | run them on the consumer/production PS1 as a hobbyist.
       | 
       | i'm trying to remember what the OS situation was though. i
       | remember some really thin libc that made syscalls into some rom
       | maybe? or maybe it was just a thin libc. i do remember being able
       | to access the audio device without doing anything super low
       | level...
       | 
       | edit: here we go! the firmware was called caetla and here's a
       | nice 22yr old webpage that describes it:
       | http://hitmen.c02.at/html/psx_faq.html
        
         | a-dub wrote:
         | one thing i do remember clearly. the r3k cpu was quite slow and
         | there was no fpu! it did have a gpu though, perhaps an early
         | case calling for gpgpu and perhaps i wasn't that smart...
        
           | kevingadd wrote:
           | The GPU didn't really have the kind of muscle you'd need to
           | do gpgpu, since a lot of the rendering workload was handled
           | by dedicated instructions on the CPU instead of special-
           | purpose or general-purpose GPU hardware like we have today.
           | The PS2 inched closer but the PS3 was probably the first time
           | Sony hardware could do anything resembling GPGPU. I don't
           | think you were missing anything obvious :-)
           | 
           | AFAIK some other console vendors' audio DSPs were used for
           | compute by specific games, though - I recall reading about a
           | console game for one of Sony's competitors using the
           | console's DSP to decompress game data during loads instead of
           | synthesize audio.
        
             | Lammy wrote:
             | > I recall reading about a console game for one of Sony's
             | competitors using the console's DSP to decompress game data
             | during loads instead of synthesize audio.
             | 
             | Maybe Burning Rangers for SEGA Saturn? That game uses alpha
             | transparency for rendering fire instead of the usual (for
             | the time) SEGA-style mosaic transparency, but it uses the
             | sound processor to do it and has very sparse audio as a
             | result: http://segabits.com/blog/2011/06/05/retro-review-
             | burning-ran...
        
             | eru wrote:
             | Might have been the Sega Saturn. That one had lots of
             | chips?
        
               | inDigiNeous wrote:
               | At least the Nintendo 64 had a GPU that you could control
               | with microcode, maybe that could be called a GPGPU ?
        
               | monocasa wrote:
               | Eh, that "GPU microcode engine" was a fairly general MIPS
               | with a vector unit like the CPU of the PS1. The GPU
               | itself was just a rasterizer too like the PS1's (albeit
               | more complex, understanding the Z dimensions,
               | antialiasing, and subpixel coordinates). I wouldn't
               | really call it GPGPU.
        
           | marcan_42 wrote:
           | The PS1 didn't really have a GPU in the modern sense. It had
           | a rasterizer. That's it. A thing that draws triangles or
           | quads, with primitive texturing. It doesn't have any vertex
           | processing. It doesn't even understand the Z dimension.
           | Nothing even remotely resembling shaders, of course. At its
           | core, all it does is draw 2D triangles and quads at integer
           | pixel coordinates.
           | 
           | Instead, the CPU had specific instructions (a coprocessor, in
           | MIPS parlance) to accelerate fixed-point geometry processing.
           | That's where the math happens. So it did have an "FPU" - a
           | fixed-point unit, not a floating-point unit :-)
        
         | gxqoz wrote:
         | Sounds similar to Doctor V64. Although mainly used for piracy,
         | it was also a much cheaper dev machine than Nintendo's official
         | Silicon Graphics workstations.
        
         | softwarebouwer wrote:
         | I did have that and the Yaroze (Sony's official homebrew
         | development). I can't recall exactly how or why, but I do
         | remember that compiling/running stuff with the Gameshark was
         | easier than with the Yaroze.
        
           | a-dub wrote:
           | i wanted a yaroze but they were $$$. like $600 or something
           | in 1997 dollars iirc. a few years later i learned of this
           | thing.
           | 
           | they also had some weird limitation. it might have just been
           | that your program could only ever run on your yaroze... where
           | the caetla hack meant you could "ship" stuff that would run
           | on chipped playstations.
        
             | gambiting wrote:
             | Correct. Yaroze programs could only run on other Yarozes,
             | plus the worst restriction was that games had to fit
             | entirely in Ram as Yaroze couldn't run burned discs.
        
               | a-dub wrote:
               | that's right! or access the drive at all. that made it a
               | nonstarter for me as i was trying to build a player for
               | fat32 formatted cd-roms full of mp3s.
               | 
               | of course the bigger problem was that the r3k was too
               | slow. (i ported mpg123 over to run in fixed point, but it
               | still was many times realtime to decode a frame). i wish
               | i'd known about this gte vector unit thing, that may have
               | been a way to make it work... but ah well,
        
               | corysama wrote:
               | One thing the PS1 did have going for it was a MDEC jpeg
               | decoder chip. Pretty much all of the FMV in PS1 games
               | were MJPEG (a stream of independent jpegs). Between that
               | and using the rasterizer to apply motion vectors and
               | color interpolation, the machine was pretty well set up
               | to do MPEG1.
               | 
               | The PS2 had an MDEC too. We used it in one game to do the
               | pop-up talking head dialog between characters mid-
               | gameplay with tiny RAM and CPU use.
        
               | anthk wrote:
               | Playing Mpeg Layer 2 files would be fast enough for the
               | PS1 then.
        
               | anthk wrote:
               | You could play MP2 files just fine.
        
               | a-dub wrote:
               | layer 2 was significantly lower quality at lower
               | bitrates, significantly less computationally expensive to
               | encode or decode and significantly less popular as a
               | format for storing music.
               | 
               | i wanted to be able to play mp3 collections from psx
               | units attached to home entertainment systems. there
               | really weren't many other options back then.
        
             | sumtechguy wrote:
             | I have a yaroze. The kit was rather limited and the tooling
             | was buged out. I also got the codewarrior dev kit which
             | helped a lot. I never got further than some simple demo
             | hello world style applications. I was more interested in my
             | PC at the time. I mostly used it to just play PS1 games. I
             | basically wasted my money on it and should have just bought
             | a normal PS.
             | 
             | If I remember right the thing was region free though so I
             | could play imports. I think you could precompile apps and
             | upload them to the yaroze web board and download them but
             | only to other yaroze kits. I think a couple of devs
             | actually managed to get a real shipped game out of it.
             | 
             | Luckily since I kept the whole lot in nice condition they
             | are going for a decent amount on ebay. It is funny keeping
             | the cardboard boxes makes it worth more...
             | 
             | I also had the PS2 kit. Which was in my opinion was more
             | limiting than the yaroze one.
        
               | phreeza wrote:
               | I seem to remember some later demo disc came with some
               | yaroze games that were playable on normal PlayStations.
        
               | stordoff wrote:
               | PlayStation Underground: Volume 1 Issue 4 came with
               | "Gasgar vs. Gasgar" and "Super Mansion", and were behind
               | this wonderful warning screen:
               | https://i.imgur.com/xntzcFk.png
               | 
               | Some other issues of PlayStation Underground and Official
               | PlayStation Magazine (UK) came with other Yaroze games.
        
             | BBC-vs-neolibs wrote:
             | One of my biggest regrets always was that I as a young
             | student bought an Amiga 4000 (computer of my dreams then)
             | instead of a Yaroze.
        
       | malkia wrote:
       | My first job was port from PS1 -> PC, then next project was
       | another game, but this time port PC -> PS1 - we never got this
       | kit (it was small studio of 4 people). We used (what I think was)
       | the Yaroze... "printf" debugging all the way :) (oh, and when you
       | remove the "printf" things were not working - lol, because
       | printf() kept on clearing math errors, and our PC game was
       | floating point heavy). TLDR: First port (PS1->PC) went really
       | well, second one - we were able to get to the 2nd worst game done
       | for PS1. (back then).
        
       | bsenftner wrote:
       | I was just looking at all my old PlayStation Developer OS CDs -
       | still have the entire set from working on the OS's video
       | subsystem for Sony in Tokyo. That was quite the experience,
       | contributing to the OS, working in Tokyo as a gaijin Midwest
       | transplant, experiencing Sony's unsure corporate attitude they'd
       | be successful with video games...
        
         | mdaniel wrote:
         | I bet the Internet Archive would be keen to have a copy of
         | those CDs, but unfortunately I've never gone through that
         | process in order to offer any getting started steps
        
         | Zenst wrote:
         | Reading your comment, I can't help feel you have more story
         | about this era than all the articles. I'm sure others would be
         | fascinated to know more of that time - any blogs or books down
         | the line?
        
           | bsenftner wrote:
           | I need to write a book. I was also a 17-year old pre-release
           | Mac beta tester, and a Vic-20 game studio founder, also at
           | 17. I worked for Mandelbrot in '85 - that work is in The
           | Beauty of Fractals book. I was at E.A. during the E.A. Spouse
           | Era, and on the Tiger Woods PSX team that had the South Park
           | scandal. I was at Rhythm & Hues Studios too, through 9
           | feature films, leaving just before the collapse. I am also a
           | Deep Fakes pioneer, I wrote the global patent, with a
           | completely working VFX pipeline for them in '08 (but went
           | bankrupt trying to realize Personalized Advertising, and
           | refused to do porn.) After my 3D Avatar / Personalized
           | Advertising efforts crashed and burned, I went into facial
           | recognition and became a lead engineer. Yeah, I need to write
           | a book.
        
             | ElCapitanMarkla wrote:
             | At the very least you need to start a blog, what a career
             | :D
        
               | mywittyname wrote:
               | Hell, just start a twitter a la Carmack.
        
             | Zenst wrote:
             | I look forward too it as a show HN one day.
        
             | onepointsixC wrote:
             | Please do. Your career sounds like quite the adventure!
        
             | chaoticmass wrote:
             | I'd love to hear more about you working with Benoit
             | Mandelbrot. I hope you find time to write your book
             | someday.
        
       | Daegalus wrote:
       | I owned a PS1 Debugging Station. sold it recently to a collector.
       | my dad bought it at a pawn shop when I was a kid, we didn't know
       | what it was until I learned it could play burned games without a
       | modchip. it was fun.
        
         | Lammy wrote:
         | I ran into one of these at a flea market a few years ago, once
         | owned by Maxis if anonymous marker scribbles are to be
         | believed: https://i.imgur.com/8M8qMHI.jpg
        
           | MaxBarraclough wrote:
           | Somewhat related: I have a copy of SimCity 2000 for PS1. An
           | interesting novelty, but it's basically unplayable. The
           | framerate is atrocious, and that's on top of clunky controls
           | where the controller simulates a mouse.
        
             | stavros wrote:
             | Have you sent it anywhere for archival? I can imagine
             | archive.org would want it.
        
               | AnIdiotOnTheNet wrote:
               | IIRC several groups have full NTSC-US sets dumped.
               | SimCity 2000 is at least in the Redump set. It weighs in
               | at 39MB compressed.
        
               | stavros wrote:
               | Oh aha, thanks!
        
             | AnIdiotOnTheNet wrote:
             | I have that one too. I played it a lot as a kid and didn't
             | find it unplayable, but the only PC I had at the time was
             | an ancient IBM XT so I didn't have anything to compare it
             | to. The control issues were mitigated by the fact that I
             | also own the Playstation mouse, because I also have XCOM
             | and there's no way I was going to play that with a
             | controller.
        
               | ant6n wrote:
               | Sim city was atrociously slow on my 386 / 33 MHz (and
               | 16MB of ram). Mmh brother had a 486 with 66 MHz, that's
               | what you needed to actually play the game.
        
             | eru wrote:
             | In contrast, SimCity on the SNES was surprisingly playable.
        
               | bluedino wrote:
               | It helps that the game was originally done on a C64 and
               | ran on lots of other low-end platforms. There was also
               | and unreleased NES version.
        
               | MaxBarraclough wrote:
               | There was also a homebrew city builder for GameBoy Colour
               | called _uCity_ : https://www.nintendolife.com/news/2017/0
               | 8/game_boy_color_tit...
        
               | salamandersauce wrote:
               | Because it was developed by Nintendo and not Maxis.
        
       | spacedcowboy wrote:
       | I had one of these, in the UK at the time. We (myself and two
       | other guys) put together a demo loosely based on "Rollerball",
       | which Sony were very encouraging about, but that's not the point
       | of this post.
       | 
       | I will always remember the NDA contract I signed... One of the
       | terms was "If any of the terms of this contract are broken,
       | financial reparation may not be sufficient".
       | 
       | I'm assuming "your first-born child" or something was what they
       | had in mind, but I was young, single and childless, so ...
       | <shrug>
        
         | appleflaxen wrote:
         | I'm almost surprised you are allowed to disclose those facts to
         | us today.
        
         | jandrese wrote:
         | I'm pretty sure they were insinuating that they can tell the
         | cops to put you in jail over a civil contract violation. Might
         | be true if they pulled some weird legal maneuver with copyright
         | law.
        
           | mywittyname wrote:
           | This was the era of Peak Sony.
        
             | elsonrodriguez wrote:
             | Lik Sang remembers.
        
         | RichEO wrote:
         | This language is here because it (arguably) assists Sony with
         | seeking non-financial "equitable" orders from a court.
         | 
         | In the case of an NDA, that would mean an injunction to stop
         | you from disclosing.
        
       | [deleted]
        
       | gambiting wrote:
       | Ha, that's super cool. I have a person on my team who has been in
       | the games industry for 28 years now, and he's worked with most of
       | these personally developing early PS1 games. I've only been in
       | the industry 8 years, but working with console devkits has always
       | been the most exciting thing for me, I love this kind of "secret"
       | stuff and actually using it for work, I hope one day there will
       | be a post like this detailing all the early PS5 prototypes as I
       | think it would be cool for the public to know. MS/Sony/Nintendo
       | still produce a lot of very custom, very specialized hardware
       | just for devs, but very little of it is every publicly talked
       | about, until years and years later.
        
         | datenarsch wrote:
         | Consoles these days are just glorified PC's though so they are
         | totally boring IMO.
         | 
         | for me at least the fun in consoles was that they were so
         | different from your average x86 PC. it was fun to learn about
         | the internals of the PS1, PS2 or SEGA Saturn back in the day
         | precisely because of their arcane and custom built hardware.
        
           | najima44855 wrote:
           | What about consoles by Nintendo? Their controllers have
           | motion control and all sorts of craze that PCs don't have.
        
             | jandrese wrote:
             | The switch is not that far off from a tablet with some
             | bluetooth controllers.
        
               | corysama wrote:
               | The Switch is 90% an Nvidia Shield Tablet. One of the
               | best Android tablets ever and it barely sold. Get
               | Nintendo to market it and it sells at a rate matching 50%
               | of the _global tablet market_ every year.
        
               | jandrese wrote:
               | Turns out the secret to a successful gaming tablet is to
               | actually have games for it.
        
               | AnIdiotOnTheNet wrote:
               | That's sort of Nintendo's console strategy in a nutshell.
               | Why chase specs when you can just create the best $250
               | hardware you can and then make amazing games for it?
               | Bonus, since you don't have to care much about being a
               | port target for 3rd parties you can experiment with input
               | methods and other innovations.
        
               | TillE wrote:
               | It's a good plan, I just wish the hardware were slightly
               | nicer. Like, every smartphone on the planet has had
               | scratch-proof glass for years and years, but the Switch's
               | screen is this cheap plastic which is very easy to ruin.
        
           | gambiting wrote:
           | People keep saying this, but I honestly don't think it's
           | true, at least on PS5. Yes, the consoles are built upon x86
           | foundations but that's basically where similarities end with
           | PC. It's still like in the "old" days - if you want to get
           | maximum performance out of the kit, you need to get right
           | down to the metal and use all kinds of special APIs and
           | features which either just don't exist on PC or are such
           | niche hardware that no one codes for it. The way you allocate
           | memory, the way you manage your rendering pipeline, the way
           | you do IO, the hardware accelerated decompression, even the
           | audio chip - it's nothing like on PC. Xbox S/X are far closer
           | to PC since Microsoft is really trying to unify all the APIs,
           | but Playstation isn't anywhere near that. I'm not saying if
           | it's better, but it's definitely not a "glorified PC", at
           | least not in my view, and I'm leading a PS5 development team
           | specifically.
        
             | veltas wrote:
             | Yeah, not every board with an x86 CPU is "your average x86
             | PC".
        
               | tenebrisalietum wrote:
               | FM Towns Marty, for example.
        
       | Pulcinella wrote:
       | There was also the Net Yaroze, an official consumer version of
       | the PS1 dev kit.
       | 
       | From the same site: https://www.retroreversing.com/net-yaroze
        
         | mr_sturd wrote:
         | I remember one magazine used to bundle people's Net Yaroze
         | games on to demo discs here in the UK. Some of them were great!
        
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