Over at the Sonic Retro forums, user Black Squirrel pointed out that the PlayStation version of Casper has some cheat codes listed on sites like GameFAQs. He was able to get them to work on the Sat…| SEGA SATURN, SHIRO!
Off the back of the success of the Silent Hill 2 Remake – a remake that blew my initial low expectations out of the water completely – Konami has announced that it is working with Bloober Team once more to remake the original Silent Hill from 1999. We don’t yet have a release window, however, with the game being announced as ‘in development’ from Bloober Team and Konami, with no additional details. Read more| VG247 Latest Articles Feed
Silent Hill 2 is being remade by Bloober Team, but that wasn't the only announcement.| Rock Paper Shotgun
Bloober and Konami are collaborating on a remake of the very first Silent Hill from the PS1 era.| Rock Paper Shotgun
Parts of Chrono Trigger work a little like a magic trick. It’s best to see those in action before learning about how they work. Turn-based role-playing games often have strongly player-driven pacin…| Pixpen
I recently (ish) started to work on a PlayStation emulator. Compared to the previous systems I’ve worked on, it’s very different! It definitely feels like jumping forward a generation compared to the Genesis and the SNES. I’ll start off by covering the core of the system, the CPU.| jsgroth's blog
Resident Evil 2, the original 1998 survival horror, is now buyable, downloadable, and yes, even playable on PC via GOG.| Rock Paper Shotgun
When Bloober and Konami announced that they were remaking Silent Hill 2 as part of a comprehensive series reboot, it ma…| Rock Paper Shotgun
This is the fourth and final post in a series on the PlayStation SPU which will cover the remaining major features that were not covered in previous posts. This includes the noise generator (pseudorandom white noise), pitch modulation (dynamic pitch adjustment using another voice’s output), SPU IRQs (trigger IRQ when a specific sound RAM address is accessed), and the capture buffers (record recent samples from CD audio and two specific voices).| jsgroth.dev
This is the third part in a series of posts on the PlayStation SPU (Sound Processing Unit). This post will focus on the SPU’s reverb feature, which can simulate echoes or reverberations. In short, it’s a much more advanced version of the SNES APU’s echo filter.| jsgroth.dev
Where the last post focused on the PlayStation SPU’s audio format and how to implement ADPCM decoding, this post will focus on volume and envelopes. The SPU supports a number of different volume multipliers: some as constant volumes, and some as volumes that automatically adjust themselves over time using what are called envelope generators.| jsgroth.dev
The PlayStation’s SPU (Sound Processing Unit) is definitely not the most logical next thing to work on after implementing a basic triangle rasterizer, but it’s what I feel like discussing next. With my own projects, I don’t feel like an emulator is really online until it supports audio, so here we go!| jsgroth.dev
While the GPU tests I mentioned at the end of my last post are very helpful for validating a lot of GPU rasterization functionality, a new emulator might want the early satisfaction of getting the splash screen’s diamond to render mostly correctly. This post will overview what’s required to make that happen.| jsgroth.dev
This post will overview what is required for a PS1 emulator to get any graphical output from test programs. PS1 test programs are typically designed such that they don’t use most (if any) of the GPU’s rasterization capabilities - they’ll either render their output pixel-by-pixel, or they’ll just copy the frame directly into VRAM using the CPU.| jsgroth.dev
Two of the most useful things for a new PlayStation emulator to implement are EXE sideloading and TTY support. Supporting EXE sideloading makes it possible to load programs before any CD-ROM functionality is implemented, and supporting TTY output makes it possible to see debug output from the BIOS and from test programs.| jsgroth.dev