30.11.25

Super Mario 64 PSX

 


Developer: malucard

Release Date: November, 2025

Graphics: 3D

Version: Alpha

Genre: Adventure 

Players: 1


Description

A remarkable port of Super Mario 64 rebuilt for the original PlayStation hardware. This project brings Mario’s iconic adventure to Sony’s 32-bit console with impressive accuracy and technical ambition.


Extra info

Super Mario 64, one of the landmark titles that redefined the 3D platforming genre (alongside Tomb Raider), has now been brought to the original PlayStation thanks to the public release of the game’s source code a few years ago.

Porting a game built specifically for the Nintendo 64 to the PSX is no small feat. The N64’s hardware architecture was significantly more advanced in several key areas, giving developers features that the PlayStation simply didn’t offer. First of all, the PSX CPU (R3000A) was a previous generation 32-bit processor compared to the N64's (R4300i). In addition to higher MHz speed (PSX: 33,87 MHz, N64: 93,75 MHz), there were other advantages offered by the N64's own GPU:

  • Hardware Z-buffering, allowing accurate depth calculations.

  • Built-in anti-aliasing, smoothing the jagged edges of 3D models.

  • Perspective-correct texture mapping, keeping textures from warping when viewed at angles.

  • Trilinear filtering and full mip-mapping, producing smoother, cleaner textures at varying distances.

Beyond these GPU-level advantages, the N64 also benefited from using cartridge-based media. Although the format ultimately hurt Nintendo in the long run (CDs were drastically cheaper to manufacture and offered around eight times more storage capacity) cartridges had their own strengths. The most important one for Super Mario 64 was extremely fast read speeds, allowing levels to load almost instantly and enabling the game’s world to be split naturally across several areas without visible loading interruptions.

Given all of these factors, the fact that Super Mario 64 can be made to run on PSX hardware at all is genuinely astonishing. However, the port is still far from complete, and numerous issues prevent it from being considered fully playable in its current state (see the list of known problems below).

With continued development and refinement, there’s hope that this project will eventually deliver a version that captures the original experience as faithfully as possible.


Known issues

  • Trees with a mind of their own: Some environmental objects, like trees, appear underground due to incomplete placement data.
  • Unpredictable animations: Certain Mario animations fail to play correctly — and in rare cases may even crash the game.
  • Music roadblock: Background music can’t be built automatically without manually providing the audio tracks.
  • Odd sound behavior: Sound effects are functional but may play incorrectly, with missing notes or unusual tones.
  • Limited camera control: Many levels lack fully implemented camera movement, leaving the player stuck with default angles.
  • Level-entry crashes: Entering specific stages may cause the game to freeze or crash entirely.
  • The finale fails: The ending sequence crashes as soon as it attempts to load.
  • Lakitu no-show: At the castle bridge, Mario looks up… but Lakitu never appears.
  • Unresponsive poles: Poles don’t move down when ground-pounded as intended.
  • Texture-by-texture loading: With textures loaded individually, certain areas suffer from noticeable stutters and long load times.
  • Stretched textures: PSX hardware constraints cause visible texture stretching on some surfaces.
  • Incomplete tessellation: Large polygons aren’t fully corrected, leading to gaps or imperfect geometry.
  • Texture rendering bugs: Some textures display incorrectly due to unfinished rendering logic.
  • Unfinished title screen: The opening menu isn't fully implemented yet.
  • Pause menu issues: The pause menu is currently non-functional.

Media


Official Download Links

Github

7.11.25

The best way to enjoy Sonic on your PSX - Review of updates 0.5.1 and 0.6

The Sonic the Hedgehog XA project continues to evolve, and its latest versions, 0.5.1 and 0.6, introduce some exciting improvements that make the experience feel closer than ever to a real 16-bit-to-32-bit transition. Built from scratch for original PlayStation hardware, the game keeps growing in ambition, blending authentic retro aesthetics with smoother gameplay and new content that would’ve impressed even in the console’s heyday.


Version 0.5.1 - A Leap in Polish

This version marks a major step forward in both visuals and gameplay refinement, starting with the new off-screen character rendering, which completely eliminates sprite distortion and delivers smoother, cleaner animation. 
The game’s sound has also received a huge upgrade, switching to CD-quality Red Book audio, making every track sound richer and more authentic on real PS1 hardware.
But beyond the technical upgrades, version 0.5.1 also expands the gameplay itself. Players will encounter new, level-specific objects, adding more variety to each stage’s design. From moving platforms to environmental hazards, every zone feels slightly more alive and dynamic.
For the first time, Sonic XA also features fully functional enemies and bosses, complete with unique palettes and animations, transforming the demo into a dynamic experience.

Enemies and bosses are a key feature in Sonic games


Other additions include a pause menu, audio settings, better memory management, and new 1-up mechanics

Altogether, v0.5.1 feels cleaner, faster, and more complete version of one of the best homebrew game available on the PSX!


Version 0.6 — A Pink Flash Joins the Race

If version 0.5.1 was already incredible, version 0.6 further enhances the overall experience. Just when things couldn’t get faster, version 0.6 introduces a major surprise: Amy Rose becomes a playable character. With her signature hammer and distinctive style, she adds variety to the gameplay while expanding the roster beyond Sonic himself. While Amy is slower and less agile than her peers, her vertical range and combat mechanics make her gameplay style unique and rewarding.

You have to finish the game to unlock her!



Other fixes include improved hitboxes, enhanced boss interactions and new visual touches such as animals dancing around the player after freeing them from capsules. Even the spin dash dust effect and OPTIONS menu details have been refined for more polish.

The developer has announced that this will be the final version before SAGE 2025, with only critical bug fixes planned for now, as development shifts temporarily to other projects.
Still, Sonic XA v0.6 stands as a major milestone. It is the proof that the PlayStation can truly keep up with the blue blur’s speed and spirit.


A Promising Future for Sonic XA

Sonic the Hedgehog XA is shaping up to be one of the most technically impressive 2D PSX homebrew projects out there. What started as a curiosity a “what if Sonic had a proper PlayStation release?” is turning into a full-fledged game that captures the energy of Sega’s golden age while honoring Sony’s 32-bit legacy.
If these updates are any indication, the future looks bright and fast for Sonic XA.

Here you can see the main post about the game: Sonic The Hedgehog XA

For more detailed info about the different versions, check official links:

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5.11.25

Yume Nikki PSX

 


Developer: Elias Daler

Release Date: November, 2025

Graphics: 3D

Version: 0.00.2

Genre: Adventure 

Players: 1


Description

Yume Nikki PS1 is a recreation made by Elias Daler (also developer of Project MTP) of the original Yume Nikki game for the PSX, reimagined with a fully 3D presentation. This is a short (~10-15 min) demo containing two dream worlds.


Extra info

Originally released in 2004, Yume Nikki was developed by the enigmatic creator Kikiyama and quickly became a cult classic within the indie scene. Unlike traditional games, it offers a deeply atmospheric and surreal experience with minimal narrative guidance, encouraging players to explore strange dream worlds at their own pace. Its unconventional design and haunting tone have gone on to influence countless indie titles over the years.
 
The PSX version aims to recreate the original experience while adapting it to the constraints of the PlayStation hardware, translating the original 2D visuals into a fully 3D environment. Despite being an early project, it already demonstrates how such an abstract and unconventional game can translate to the console. 
 
Development on Yume Nikki PS1 is currently on a limited basis, as the developer is primarily focused on Project MTP. Sporadic updates may still be released, mainly adding small improvements or fixes to the game. The last updates focused on performance improvements, bug fixes, and gameplay stability, particularly in more demanding areas such as Snow World.
 
The demo has the following features:
  • Two dream areas (Block World and Snow World) and two effects to find (+2 "pseudo" effects). 
  • You can drop effects in Nexus.
  • Jumping mechanics.
  • Photo mode.
  • And much more!

Elias continues to work with the camera, but has stated the following about fixed camera perspective:
"It looks quite pixely in the original PS1's 320x240. Not quite bad though? It runs *really* slow with this render distance on PS1. (~5-10 FPS sometimes). Turns out, Madotsuki moves *really* fast in the OG. 

This kind of perspective is not possible on PS1, sadly... You can't even have normal orthogonal projection on PS1 due to how the hardware works. So I'll experiment with more stuff, but I had to bump the walk speed on this level to 2.5x (!) to make the traversal not as slow...  

There are to many polys for PS1. If there was no culling, the game would have run out of RAM on the first frame."



Example of the fixed camera perspective with issues


An interesting fact about the development:
"Notice how when Madotsuki uses effect/transforms, she temporarily becomes much brighter (to simulate the flashing in the OG).

Kamakurako becomes bright too, but this is a bug... When I looked at it, I thought "Wait, this looks like dynamic lighting!" and decided to leave it."


Both characters have the lighting effect.

Warning: the game might freeze during the loading process when running from CD-R's.


"Unfortunately, many PS1 drives are slowly dying and can have problems reading from CD-R's. Burned CD-Rs use a different technology of encoding the data compared to the licensed pressed CDs.

If the game freezes during the load for you, try restarting and trying again."



Changelog

v0.00.2

  • Improved performance in Snow World, reducing slowdowns when rendering large numbers of primitives.
  • Fixed a crash that could occur when too many elements were displayed in Snow World.
  • Resolved an issue where the game could freeze when entering or exiting the igloo while jumping.
  • Fixed a bug where a chair could incorrectly appear when re-entering Madotsuki’s apartment while using the chair effect.

v0.00.1

  • Significantly increased the render distance in Snow World, improving visibility and overall presentation.
  • Prevented players from dropping eggs while using the snowman effect.
  • Adjusted player behavior so that menu access and sitting actions require the player to remain grounded for a short time.
  • Fixed a bug that allowed free movement while initiating the sitting animation with the chair effect equipped.
 

Media



Official Download Links

Itch.io - YouTube - Twitter (X)