24.5.25

Half Life PSX


Developer: XProger

Release Year: TBA

Graphics: 3D

Genre: Adventure & 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.

 

Media


Project MTP

 

Developer: 

Release Year: TBA

Graphics: 3D

Genre: Horror & 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.


Media

 
 
 
 

Links

Twitter (X) - Youtube - Official Websitte

23.5.25

Sonic The Hedgehog XA


 

Developer: 

Release Date: June, 2024

Last Update: August, 2025

Graphics: 2D

Version: 0.6

Genre: Platformer

Players: 1

Description

Sonic The Hedgehog XA is a 2D platformer designed specifically for the original PSX, developed as an open-source technical experiment to evaluate how Sega-style, high-speed gameplay can be implemented on PS1 hardware. Rather than being a port or remake of an existing Sonic title, the project is a ground-up implementation that recreates the core mechanics, physics, and structure of classic Sonic games within the constraints of Sony’s 32-bit system.


Extra info

Sonic XA is a 2D platformer designed to capture the classic speed and precision of Sonic games while exploring the technical possibilities of the PlayStation. Players control Sonic (or other characters like Tails, Knuckles, and Amy Rose) to navigate through levels filled with ramps, loops, and hazards, collecting rings and defeating enemies along the way. Each character has unique movement abilities and attacks, such as Sonic’s Spindash and Super Peel-Out, or Amy’s Piko Piko Hammer and double jump, allowing for varied exploration and combat strategies. Levels feature dynamic objects, moving platforms, and interactive enemies, emphasizing fast-paced action, precise platforming, and experimentation with character-specific mechanics.

The game was presented at SAGE 2025:

"SAGE is a yearly, non-profit put together by Sonic Fan Games HQ and it's partners to support, promote and celebrate the community's creative efforts."

According to its creator,  this project aims to merge classic 2D Sonic gameplay with the unique capabilities of the original PlayStation hardware. Rather than simply recreating a Mega Drive-style experience, the goal is to explore how Sonic could have felt if the series had received a proper 2D entry on Sony’s 32-bit console during the 1990s.

By leveraging modern open-source tools such as PSn00bSDK, the developer is effectively building a reinterpretation of Sonic mechanics on hardware that was never originally designed for this type of fast-paced, sprite-based platforming. The project respects the core principles of the original games (speed-driven level design, momentum-based physics, and expressive character animation) while experimenting with what the PlayStation can uniquely bring to the formula, particularly in terms of audio and presentation.

It is important to stress that the current build is a demo. The developer clearly warns that this is unfinished, beta-quality software. Large portions of the codebase remain incomplete, performance optimizations have not yet been fully implemented, and many gameplay systems are still in development. As such, players should expect rough edges, missing features, and technical limitations typical of an early-stage build.

 

What Does “XA” Mean?

The “XA” in the project’s title is a direct reference to the XA audio format widely used on the original PlayStation. XA (eXtended Architecture) audio was commonly employed for streaming music and voice data directly from CD-ROM, becoming one of the defining technical features of the console’s sound capabilities.
 
By incorporating “XA” into the title, the developer not only highlights the technical identity of the platform but also reinforces the project’s PlayStation-focused nature. The naming choice adds personality and originality while subtly nodding to Sonic CD, a title well known for its distinctive audio presentation and CD-based enhancements. In this sense, the name serves both as a technical reference and a stylistic tribute.

 

Regional Builds: U, E, and J Versions

The project also includes multiple regional builds, mirroring the traditional distribution model of commercial PlayStation titles. These versions are labeled according to standard regional codes:
  • U – USA

  • E – Europe

  • J – Japan

The U (USA) and J (Japan) versions both run at NTSC 60Hz, providing smoother animation and faster overall gameplay timing. Meanwhile, the E (Europe) build runs at PAL 50Hz, which affects gameplay speed due to the lower refresh rate. Because the game is frame-rate locked, the PAL version may feel slightly slower or more “floaty” compared to its NTSC counterparts.
During that era, it was common for PAL releases to run slower because of the 50Hz refresh rate. Some developers took the extra step of reworking timing and animations to maintain identical gameplay speed to the NTSC versions, but others did not, resulting in slightly slower or “floatier” experiences in certain European releases. 

 

Changelog

V. 0.6

  • Playable Character: Amy Rose. Unlockable after completing all main levels. Features unique vertical movement: higher jumps, slower acceleration, and special abilities. A cheat code allows access without completing the game.
  • Gameplay & Technical Fixes: Player top sensors fixed to prevent clipping, improved hitbox framework, Tails’s flight hitboxes corrected, and spin dash dust effect restored. Animals now render correctly in front of the player.
  • Disc & Audio Updates: Fall-back routines added for disc track loading issues, and disc track count now visible in OPTIONS.
 

V. 0.5.1

  • Offscreen Character Rendering: Major improvement in sprite handling. Characters are now rendered offscreen to prevent rotation distortion and visual gaps, resulting in cleaner and smoother animations.
  • Red Book Audio: Background music now uses CD-quality audio (44.1 kHz), replacing the previous .XA tracks, improving sound clarity and looping.
  • Level-Specific Objects: Each level can now have unique objects with custom behaviors and palettes. Supports solid platforms, spawnable items, doors, switches, and puzzles.
  • Enemies: Fully implemented level-specific enemies, including spawning and de-spawning mechanics. Adds challenge and brings levels to life.
  • Bosses: Two playable bosses added, with independent memory, palettes, and glow-on-hit effects for visual feedback.
  • Memory Management: Improved allocation, with most level data now handled by the screen arena allocator, reducing static memory use.
  • Gameplay Enhancements: Added 1-ups from collected rings (up to 800), pause menu, and audio controls (stereo, reversed stereo, mono, and volume adjustments).
  • Polish and Bug Fixes: Removed debug mode from release build, fixed visual distortions, and refined general gameplay systems.


V. 0.1

  • Updated sprites and extra animations for Sonic.
  • Ramp Rotation: Sonic now rotates on slopes with angle snapping for smoother movement.
  • Character Animations: Added underwater bubble-gulping and improved ledge balancing animations.
  • Super Peel-Out Move: Charge a high-speed dash, faster than the Spin Dash.
  • Playable Characters: Tails and Knuckles are now playable, expanding the game beyond Sonic.


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

V. 0.1V. 0.51 - V. 0.6



Media

 
 

Official Download Links

Official Website - Itch.io - Github

10.5.25

SNAKE

 

Developers: rubixcube6

Release Date: June, 2021

Last Update: July, 2022

Graphics: 3D

Version: Alpha 2.0

Genre: Casual

Players: 1


Description

This project is a homebrew Snake game developed for the original PSX. The game was developed in just over a month and features a mix of 3D environments and 2D sprites, along with custom fonts, sound effects, and CD-quality music, showcasing the versatility of the PSX despite its technical limitations.
 

Extra info

Originally popularized on early mobile phones, Snake is a classic arcade-style game built around simple but increasingly challenging mechanics. Players control a constantly moving snake that grows longer each time it consumes food, while avoiding collisions with walls or its own body. As the snake grows, movement becomes more restrictive, demanding precise control and planning. The concept’s simplicity, combined with its escalating difficulty, has made Snake one of the most recognizable and enduring game designs in video game history.
 
While simple in concept, this project stands as a great example of how even classic game ideas can be successfully adapted to the PSX homebrew scene, highlighting both creativity and technical experimentation on the original hardware. 
 
Due to the shutdown of PSXDev, where the updated version was originally hosted, the Alpha 2.0 version is currently unavailable. At the moment, only the initial release version can be accessed.


Changelog 

 

Alpha 2.0

  • Added speed control using L1 and R1, with 6 different speed levels
  • Introduced a new pre-game screen displaying the control scheme before starting the game

 
 

Media

 
 
 

Official Download Links

PSXDEV.NET - Official Website

FNAF PSX

 


Developers: Soeiz

Release Date: August, 2023 

Last Update: September, 2025

Graphics: 2D

Version: 1.3.1

Genre: Horror

Players: 1 or 2

Description

The original Five Night at Freddy's, but on the Playstation!
 
Five Nights at Freddy’s follows a nighttime security guard working at the seemingly innocent Freddy Fazbear’s Pizza, where animatronic characters roam after hours. Trapped in the office with limited power, you must survive five nights by monitoring cameras, managing doors, and staying one step ahead of the wandering animatronics who behave unpredictably and dangerously once the lights go out.


Extra info

The core gameplay revolves around survival rather than action: players must monitor multiple security cameras, track the movement of animatronics throughout the building, and react quickly to their behavior. Limited power is a constant threat, forcing careful management of doors, lights, and camera usage. As the nights progress, the animatronics become more aggressive and unpredictable, increasing tension and requiring sharper observation and decision-making. The experience is defined by its slow buildup of fear, strategic resource management, and the constant pressure of making the right choice at the right moment.


Some notes from the developer:

"I've made the port of the legendary video game FNaF 1 into the console !

I got this idea from someone that have (maybe) tried to do it many years ago.

The game has unique things that were not on the OG game, such as two player mode, Custom night with far more options, easter eggs, and more!"


Changelog 

 

V. 1.3.1

  • Fixed an issue where Freddy could remain visible after moving from the door back to the hallway.
  • Removed Phone Guy from Custom Night.
  • Adjusted overall power usage balance.

V.1.3.0

Version 1.3.0 delivers another round of maintenance-focused improvements alongside a few notable gameplay changes, prioritizing stability and correctness over additional features:
  • Added fan rotation in the office, completing a long-missing visual detail!
  • Reworked office logic to fix an issue where the left door could open while viewing the right side.
  • Fixed multiple bugs related to light flickering and complete power loss states.
  • Removed the high score system due to memory limitations on PSX hardware.
  • Save system for nights was ultimately discarded, as it proved unreliable and too demanding in terms of development and resources (is recommended to use can Custom Night instead).

V. 1.2.6

  • Significant source code cleanup for better structure and maintainability.
  • Fixed numerous bugs affecting gameplay and stability.
  • Special mode if you enter specific settings: "Set beginning AM to 5. Set night to 6. Set charge to 99. Set 1 hour to 5 seconds. Launch custom night."

V. 1.2.5

  • Adjusted the loading process of several sprites for better visual results.
  • Added the option to mute phone calls during gameplay.
  • Corrected and finalized the placement of all office sprites for proper alignment.
  • Introduced light flickering effects to enhance atmosphere.
  • Rebalanced and adjusted AI difficulty values.
  • Updated and refined jumpscare animations.
  • Addressed CD audio limitations by creating mixed ambient tracks, allowing multiple sound elements to be heard simultaneously despite hardware constraints.
  • Performed additional code cleanup to improve stability and maintainability.

V.1.2.0

  • Improved Golden Freddy’s special scene for a more polished visual presentation.
  • Reworked the power outage sequence, adding subtle footstep sounds when the lights are out.
  • Fixed an issue where the office displayed an incorrect sprite during blackout conditions.
  • Enhanced the quality of several sprites across the game.
  • Added the ability to return to the main menu at any time, without triggering Freddy’s sprite.
  • Heavily optimized memory usage to allow smoother animations and more detailed jumpscares.
  • General bug fixing and code cleanup to improve overall stability.

V.1.1

This update focuses on reworking several gameplay aspects and introducing a major new feature:
  • Added a hit zone to Freddy’s nose.
  • Implemented fade-in and fade-out effects for the Help Wanted poster and during the transition to 6 AM.
  • Added a new 5 AM to 6 AM transition animation.
  • Office visuals improved for a cleaner and more polished look.
  • Source code cleaned and multiple bugs fixed, including animatronic icons overlapping the interface.
  • Added a shortcut to move the camera faster within the office.
  • New Score System: The update introduces a scoring system based on: Remaining power level, Power management efficiency, AI difficulty levels, camera usage and number of times an animatronic is blocked.

V. 1.0.6

Was intended to be the final version unless new suggestions or critical bugs were reported.
  • Source code cleaned up for better readability and maintainability.
  • Internal parameters refined to improve precision and behavior.
  • Clock sprite repositioned for improved visual presentation.
  • Unnecessary files removed from the GitHub repository to streamline the project.

V. 1.0.5

  • Every jumpscare of the original game is included!

V. 1.0.1

This was the first big update after the first release.
  • Added "Help Wanted" scene.
  • Performed a full code cleanup for improved stability.
  • Replaced and resized multiple images; added new ones where needed.
  • Updated menus and remapped controls (now you can press Start instead of Cross in certain menus).
  • Implemented various minor adjustments, additions, and bug fixes.


Media



Official Download Links

Github - PSXDEV - Game Jolt