11.5.26

Zelda: Ocarina of Time on PS1 Sounds Impossible… Yet Here We Are

The PS1 homebrew scene simply never stops. We already looked back at what 2025 meant for the community and, in retrospect, it was easily one of the strongest years the PS1 homebrew scene has ever had. But surprisingly, 2026 is shaping up to be just as exciting, if not even bigger.

In only a few months, we’ve already seen the appearance of several ambitious projects: a fully playable Geometry Dash-inspired clone for PS1, a port of The Secret of Monkey Island, and a major update for the already impressive Five Nights at Freddy's PSX project. And that’s without mentioning several other projects we still plan to cover soon, including a mysterious new project centered around Serial Experiments Lain.

One of the biggest milestones for the community this year has also been the release of PSX Splash 2.0, the evolution of Bandwidth’s Unity-based toolset that allows developers to create PlayStation games directly from Unity workflows. The tool recently received its own Game Jam event, which alone produced nine brand-new PS1 homebrew titles. We’ll continue covering these projects individually, and we’re also preparing a dedicated article focused entirely on the Game Jam itself.

And yet, even with all of that happening, another massive surprise has just appeared.

Last year already gave us one of the most ambitious PS1 homebrew projects ever attempted: a port of Super Mario 64 for the original PlayStation. While still far from complete, that project already features a functional alpha where most of the game’s levels can be explored on Sony’s 32-bit hardware.

Now, the developer Bonnie Games (who previously brought Celeste Classic to PS1 using PSYQo) revealed an even more ambitious idea: The Legend of Zelda: Ocarina of Time running on the original PlayStation.

At the moment, the project is still highly experimental, but it is already playable and accompanied by early gameplay footage showing some surprisingly promising results. Much like the Mario 64 PSX project, this is clearly an early prototype rather than a near-finished conversion, but the fact that it already works at all is impressive considering the scale and complexity of the original game.

The prototype, also built using PSYQo, already includes basic player movement and collision detection, allowing players to explore a simple 3D environment. One of the most interesting technical aspects shown so far is the camera system. The camera can be rotated freely and is controlled independently from movement using both analog sticks, resulting in a surprisingly modern dual-stick control scheme that almost recalls games like Dark Souls.

Naturally, the project still has a long road ahead. Performance is currently very low, and several graphical issues are visible throughout the footage. Textures are not yet mapped correctly onto polygons, and players can see through walls, exposing parts of the map that should normally remain hidden. However, these problems are completely expected at such an early stage and mainly highlight how technically challenging it is to adapt a game like Ocarina of Time to PlayStation hardware.

According to the developer, the project is not only intended as a port attempt, but also as a learning exercise to better understand the original PlayStation architecture. The experience gained from this experiment is expected to support another ongoing project called BONNIE-32, an engine designed to reproduce authentic PlayStation-style graphics natively.

Bonnie Games has also shown interest in similar community efforts, particularly the Super Mario 64 PSX project, studying its codebase to better understand how these kinds of conversions can be approached. Still, the developer openly acknowledges that Ocarina of Time is a much more complex game, making a full and faithful adaptation considerably more difficult.

Even with all its current limitations, this prototype already represents an exciting first step. If development continues, this could eventually become one of the most ambitious PS1 homebrew ports ever attempted. Projects of this scale remain extremely rare and, alongside experiments such as Super Mario 64 PSX or Half-Life PSX, they demonstrate just how far the modern PS1 homebrew scene continues to evolve.

Check out the original post for more details, and make sure to follow Bonnie Games on his social media for future updates.

 

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9.5.26

The Secret of the Monkey Island PSX

 


Developer: Mark Bauermeister

Release Date: April, 2026

Graphics: 2D

Version: Alpha 

Genre: Point & Click

Players: 1

 

Description 

The most iconic graphic adventure game of all time is now receiving a PS1 port that aims to bring the original experience to Sony’s 32-bit console. More than 30 years after its original release by LucasArts, The Secret of Monkey Island is finally making an unexpected arrival on the original PlayStation through a new homebrew project.

 

Extra Info 

The Secret of Monkey Island was originally released in 1990 by LucasArts and quickly became one of the defining titles of the point-and-click genre thanks to its humor, memorable characters, and clever puzzle design.

Like the original game, this homebrew project is a point-and-click adventure focused on exploration, dialogue, and puzzle solving. Players take control of Guybrush Threepwood, a young man whose dream is to become a pirate. Throughout the adventure, players must explore different locations, interact with characters, collect objects, and solve puzzles in order to progress through the story.

One of the elements that made the game so iconic was its humor and writing. The dialogues are full of jokes, absurd situations, and memorable exchanges that helped define the identity of LucasArts adventure games during the 1990s. Unlike action-focused titles, the gameplay is much slower and relies heavily on observation, experimentation, and logical thinking.

From a technical perspective, the current PS1 homebrew port is still in an early stage of development. The first footage shows the introduction sequence running at 320x239 resolution, with performance currently hovering around 5–6 FPS. The developer is testing the project using DuckStation configured to simulate 8MB of RAM, suggesting that optimization work is still ongoing. Despite these early limitations, the project already demonstrates the ambition of bringing a classic point-and-click adventure to original PlayStation hardware.

An alpha version of the project is currently available through the developer’s Patreon (around €4), giving early supporters a chance to try it out.


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Official Download Links

Patreon - YouTube 

5.5.26

Green Herb Engine PSX

 


Developer: t0fuzzer

Release Date: TBA

Graphics: 3D

Genre: Survival Horror

Players: 1

 

 

Description

The Green Herb Engine is a game engine for the original PlayStation (PSX) that aims to replicate the look and feel of the original Resident Evil. Its long-term goal is to provide a foundation for creating a classic survival horror experience, reminiscent of the genre-defining titles released on Sony’s 32-bit console.

At the moment, most of the available information comes from a series of videos published by the developer on YouTube, where progress is showcased on a regular basis. In addition, the developer maintains a Patreon page, where supporters can receive updates, gain access to more detailed information, and even test the engine depending on their subscription tier.

 

Extra Info 

Based on the footage shared so far, the engine already allows players to control Jill Valentine using her original PS1 model, moving through environments that closely resemble the iconic Spencer Mansion. Several enemies have also been implemented, including Hunters and Tyrants, which can be seen roaming the environment, chasing the player, and attacking to deal damage.

Player movement appears to closely match the original game, successfully capturing the distinctive feel of classic survival horror controls. However, some elements are still incomplete: certain enemy animations are missing, and their behavior has yet to fully replicate the complexity of the original AI.

The developer has clarified that the use of assets from the original game is temporary, meaning that original characters, enemies, and environments are expected to replace them in the future.

The engine also includes several debug and performance indicators displayed on screen. These include the engine name, a real-time FPS counter (consistently running at around 30 FPS), animation sequence data, enemy AI states, and character health values.

One of the most impressive aspects shown so far is the camera system, which accurately reproduces the fixed camera angles of the original Resident Evil games. As the player moves through specific areas, the camera dynamically changes along with the background, closely mimicking the classic presentation style.

Sound has also been implemented, with the engine already capable of playing audio, including music from the original title.

 The Green Herb Engine is still a work in progress, but it already demonstrates a strong understanding of the technical and artistic foundations behind classic survival horror on the PlayStation. If development continues at this pace, it could eventually become a powerful tool for creating new experiences inspired by the golden age of the genre.

 

Recent Experiments

In a recent Patreon post, the developer shared one of their latest experiments: rendering two Tyrants on screen simultaneously. While there is no detailed performance data available yet, a screenshot suggests that it is technically possible, although further optimization may be required.

Another notable experiment involves the use of masking techniques, allowing sprites to appear correctly in front of 3D characters. This is a key feature for accurately recreating the visual layering seen in the original games.

 

Some questions to the Developer 

 

Coop mode possible?

Funny you ask — I actually have a TCP networking layer already working via DuckStation injection, so the groundwork is there. Co-op is deep in the backlog but it's definitely something I want to explore down the line. But for local co-op with secondary joystick. Absolutely yes to that.

Wait this is amazing. There's so much that could be done if completed! How long did it take you to get this far?

Thanks! Research started very long time ago, then on off. Then simple things, then gradually improving. Early engine ideas started April 2022 when I managed to load Jill's head.

I wonder if you can make an Alone in the Dark: the New Nightmare demo with this same engine.

I have been analyzing this game, and of course I played it, very nice lightning effect there with flashlight. From what I can tell they created two version of prerendered backgrounds, the normal and illuminated version, and light is just unmasking the illuminated background + lightning effects. While this is not part of Resident Evil engines, I would be possible to work on this. I am very curious what community has say on these topics. Thanks!

Very impressive. What sdk are you using? And about how much time did this take to implement?

I am using all glory original PsyQ 4.6. Old compiler. This is result of many years of research, of course I was off a bit too, dayjob you know. But I took deeper dive at R3000 assembly and C, and then started experimenting more and more. The animation thing was a big blocker for me, once I got to understand this, it became much easier. Never thought I get that far actually....

this on the githubs?

Not yet, its planned at some point, I will release soon tool to build custom iso based on orignal game assets and my engine. So I dont get too much of Capcoms attention

 

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Official Download Links

Patreon - YouTube - Reddit