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5.6.25

Celeste Classic PS1 (psn00bsdk)


 

Developer:  wildmonkeydan

Release Date: July, 2023

Last Update: July, 2023

Graphics: 2D

Version: 1.1

Genre: Platformer

Players: 1

Description

This is a portable Celeste Classic C source port, adapted specifically for the original PlayStation using psn00bsdk, the open-source SDK for PSX development.


Extra info

Celeste Classic is the original prototype of Celeste, created by Maddy Thorson and Noel Berry during a game jam. This version represents the foundation of what would later become one of the most acclaimed indie platformers of all time. Built with a minimalist approach, Celeste Classic focuses on tight controls, precise platforming, and a pure gameplay loop, showcasing the core ideas that would define the full commercial release.

Unlike the later versions, Celeste Classic features simple pixel art, a limited color palette, and a condensed structure, offering a raw and challenging experience that emphasizes skill and mastery over narrative and presentation.

This project is built using cceleste, a C source port of the original PICO-8 release, combined with psn00bsdk, an open-source development kit for the original PlayStation. Together, they make it possible to faithfully bring this minimalist platforming experience to PS1 hardware.

It is important to note that the game does not support pausing or save states. Attempting to use save states will result in a crash.

It's also worth noting that the game has issues when emulated (for example, with DuckStation) since it gets stuck on the PlayStation logo. The developer recommends playing the game directly on modded hardware.


Changelog

V. 1.1

Minor update fixing a couple of bugs:
  • Fixed an issue where the ending statistics were not displayed after completing the game.
  • Corrected the Celeste Mountain Memorial, restoring both the missing text and sound elements to ensure the scene plays as intended.


Media

 

Official Download Links

Itch.io - Github - PSXDEV

24.5.25

Half Life PS1


Developer: XProger

Release Year: TBA

Graphics: 3D

Genre: FPS

Players: 1

Description

This ambitious homebrew project brings the legendary Half-Life 1 experience to the original Sony PlayStation by XProger. This adaptation reimagines Gordon Freeman’s iconic journey through the Black Mesa Research Facility within the technical limits of the PS1 hardware.


Extra info

Rather than being a simple port, this project is a full reimplementation of the original 1998 PC classic. The goal is not to emulate the PC version, but to rebuild the experience specifically for PS1 hardware. This distinction is important: the project does not use the original GoldSrc engine. Instead, it reinterprets the game’s systems, rendering pipeline, and level handling to work natively on PlayStation architecture.

Bringing Half-Life to the PS1 presents major challenges, particularly regarding memory limitations, geometry handling, and loading times. However, the developer has outlined several clever solutions.

 

Streaming Instead of Traditional Load Zones

When asked about the RAM limitations and whether the game would require heavy segmentation into loading areas, XProger explained that he plans to rely on streaming:

"Each location will require about 2 seconds to load at full x2 CD speed, so unless you're bunny-hopping through levels, loading gaps should be barely noticeable."

This approach aims to reduce visible loading screens, maintaining immersion while staying within the PS1’s limited memory constraints.

 

Polygon Handling and GPU Constraints

Interestingly, optimization on the PS1 does not always mean reducing polygons. According to the developer:

"The PS1 GPU actually requires increasing the number of polygons."

Because of the console’s rendering architecture, which relies on affine texture mapping and lacks hardware perspective correction, meshes need to be structured differently compared to PC geometry. 

This is a clear example of how porting to PS1 is not about “downgrading,” but about restructuring assets to fit a fundamentally different rendering pipeline.

 

BSP Conversion and Custom Tools

One of the most technically fascinating aspects of the project is level conversion.

The original Half-Life uses BSP (Binary Space Partitioning) level files. Instead of directly using those files, XProger developed:

  • A Blender importer for original BSP files

  • Tools for geometry tile splitting

  • Room assignment systems

  • Portal placement tools

  • UV adjustment utilities

  • A custom exporter to the PS1-specific format

He also noted that the original BSP geometry is not ideal for direct use, requiring significant restructuring for optimal PS1 performance. This toolchain effectively creates a translation layer between GoldSrc-era level design and PlayStation-compatible rendering.

 

Storage and Format Consideration

When asked how many CDs the project might require, XProger pointed out that the PS1 natively supports ADPCM audio and 4-bit textures, both space-efficient formats. In fact, he suggested that, in theory, the entire game could fit within 64MB.

This highlights how much optimization is possible when building directly around the console’s native capabilities rather than attempting a raw asset conversion.


 

Why This Project Matters

The original Half-Life never received an official PlayStation 1 release. While a Dreamcast port was developed (but never officially released), the PS1 never saw Gordon Freeman’s Black Mesa incident on its hardware.

This makes the project especially significant within the PSX homebrew scene. It represents:

  • A full engine reimplementation

  • A technically complex FPS adaptation

  • A large-scale modern project targeting original hardware

  • A demonstration of how far PS1 homebrew has evolved

If completed, this would stand as one of the most technically impressive FPS projects ever attempted on original PlayStation hardware.


News


New Half-Life 1 Port Running on the PS1
Jul 16, 2026 - CyaneCornix01
Bonnie Studios has brought Half-Life to the original PlayStation with a native fan port running on real hardware. Discover how the project works, watch gameplay footage, and learn more about its current development progress.

 

Media




 

Official Links

Twitter (X)

 

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3D Games - FPS Games - Upcoming Games - PS1 Ports

Project MTP PS1

 

Developer: 

Release Year: TBA

Graphics: 3D

Genre: Adventure

Players: 1

Description

Project MTP is currently one of the most ambitious and closely followed PSX homebrew projects in development. Although the game still does not have an official title, it has already gained significant attention within the retro development community thanks to its unique concept and consistent public progress updates.


Extra info

At its core, the project blends life simulation mechanics with psychological horror elements, an unusual combination for the original PlayStation. The game draws inspiration from cozy, routine-driven social experiences (Animal Crossing) while layering them with subtle tension, eerie atmosphere, and unsettling undertones (Silent Hill). What initially appears to be a calm town environment gradually reveals strange details and darker implications beneath the surface.
 
Rather than relying purely on jump scares or traditional survival horror mechanics, Project MTP seems to focus on mood, environmental storytelling, and the contrast between familiarity and discomfort. The idea of merging daily life simulation with psychological horror gives it a distinctive identity within the PSX homebrew scene.
 
The developer, Elias Daler, documents the project’s progress almost daily on Twitter. His posts include gameplay clips, technical experiments, rendering improvements, lighting tests, AI behavior, and insights into the development pipeline. This level of transparency has helped build a dedicated following of retro hardware enthusiasts, programmers, and indie developers who are interested not only in the game itself, but also in the technical challenges of developing for original PlayStation hardware in the modern era.
 
Developing for the PS1 remains a demanding process, particularly compared to other retro platforms that now benefit from mature open-source tools and extensive libraries. Elias has openly shared his frustrations about the limited ecosystem available for PS1 development, once stating:
“I’m jealous of what N64 devs have: all the tools, tons of libraries, and a platform that is pretty powerful. Doing PS1 stuff is like doing a Primitive Technology programming. And this is why my game development doesn’t progress that fast. But I won’t give up.”

This persistence and commitment to pushing the hardware’s limits is part of what makes Project MTP stand out. The project is not only an intriguing horror experience in development, it is also a live demonstration of what modern developers can still achieve on Sony’s 32-bit console.


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Official Links

Twitter (X) - Youtube - Official Websitte

 

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3D Games - Adventure Games - Upcoming Games