<ahref='https://ko-fi.com/nicolasnoble'target='_blank'><imgheight='35'style='border:0px;height:46px;'src='https://az743702.vo.msecnd.net/cdn/kofi3.png?v=0'border='0'alt='Buy Me a Coffee at ko-fi.com'/>
The PCSX-Redux project is a collection of tools, research, hardware design, and libraries aiming at development and reverse engineering on the PlayStation 1. The core product itself, PCSX-Redux, is yet another fork of the Playstation emulator, PCSX. While the work here is very much in progress, the goal is roughly the following:
Please consult [the documentation pages](https://pcsx-redux.consoledev.net) for more information on the emulator itself.
The [tools](tools) directory contains a few tools that can be used to work with PlayStation 1 software. The [wiki](https://github.com/grumpycoders/pcsx-redux/wiki) directory contains a few research information that are not directly related to the emulator itself. The [mips](src/mips) directory contains various pieces of code targeting the PlayStation 1, and importantly, the OpenBIOS project, which is a MIPS R3000A BIOS implementation that can be used to boot PlayStation 1 games without the need for a retail BIOS. And the [hardware](hardware) directory contains various hardware designs that can be used with the PlayStation 1.
> “PCSX-Redux” can’t be opened because Apple cannot check it for malicious software.
You can allow the application to run by doing either of the following. You only need to do this once for freshly downloaded copies of PCSX-Redux.
- Right-click the app and select Open. This signals an explicit decision on your part that you really want to open it, and adds a new "Open" button to the security warning dialog.
- Alternatively, go to macOS Settings > Privacy & Security. Scroll down to see a section that will let you allow the app.
The code is meant to be built using very modern compilers. Also it's still fairly experimental, and lots of things can break. If you still want to proceed, here are instructions to build it on Linux, MacOS and Windows. The code now comes in two big parts: the emulator itself, and [OpenBIOS](https://github.com/grumpycoders/pcsx-redux/tree/main/src/mips/openbios), which can be used as an alternative to the retail, copyright protected BIOS.
Install [Visual Studio 2022 Community Edition](https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?sku=Community&rel=16) using the `Desktop development with C++` workload. Open the file `vsprojects\pcsx-redux.sln`, select `pcsx-redux -> pcsx-redux`, right click, `Set as Startup Project`, and hit `F7` to build. The project follows the open-and-build paradigm with no extra step, so no specific dependency ought to be needed, as [NuGet](https://www.nuget.org/) will take care of downloading them automatically for you on the first build.
Note: If you get an error saying `hresult e_fail has been returned from a call to a com component`, you might need to delete the .suo file in vsproject/vs, restart Visual Studio and retry.
If you want to compile OpenBIOS or other PS1 software, you need to install a MIPS toolchain on Windows. You can do this by copy-pasting the following into a command prompt:
Run `./dockermake.sh appimage`. You need [docker](https://en.wikipedia.org/wiki/Docker_(software)) for this to work. This will create an [AppImage](https://appimage.org/) file, called `PCSX-Redux-HEAD-x86_64.AppImage`, which a self-hosted binary containing all of its required dependencies. Alternatively, if you do not want to use Docker, you can also simply install the dependencies listed below and run `make`.
If you're only interested in compiling psx code, you can simply clone the pcsx-redux repo, then install `g++-mipsel-linux-gnu cpp-mipsel-linux-gnu binutils-mipsel-linux-gnu` then follow the instructions in `/pcsx-redux/src/mips/psyq/README.md` to convert the PsyQ libraries. You might find them pre-compiled online.
- Debian derivatives ( for full emulator compilation ):
The mipsel environment can be installed from [AUR](https://wiki.archlinux.org/index.php/Aur) : [cross-mipsel-linux-gnu-binutils](https://aur.archlinux.org/packages/cross-mipsel-linux-gnu-binutils/) and [cross-mipsel-linux-gnu-gcc](https://aur.archlinux.org/packages/cross-mipsel-linux-gnu-gcc/) using your [AURhelper](https://wiki.archlinux.org/index.php/AUR_helpers) of choice:
Building OpenBIOS on Linux can be done with `./dockermake.sh -C src/mips/openbios`, or using the `g++-mipsel-linux-gnu` package with `make -C src/mips/openbios`. If you have a different mips compiler, you'll need to override some variables, such as `PREFIX=mipsel-none-elf FORMAT=elf32-littlemips`.
You need MacOS Catalina or later with the latest XCode to build, as well as a few [homebrew](https://brew.sh/) packages. Run the [brew installation script](https://github.com/grumpycoders/pcsx-redux/blob/main/.github/scripts/install-brew-dependencies.sh) to get all the necessary dependencies. Simply run `make` to build.
I used to contribute to the PCSX codebase. It is very likely that a sourceforge account of mine still has write access to the old cvs repository for PCSX. A long time ago, I contributed the telnet debugger, and the parallel port support. This means I am fairly familiar with this codebase, and I am also ashamed of the contributions I have done 15+ years ago, as one should.
Since the inception of this codebase, several people have contributed to it. Please refer to the [AUTHORS](AUTHORS) file for a (hopefully) exhaustive list.
When Sony released the Playstation Classic recently, I came to realize two things: first, the state of the Playstation emulation isn't that great, and second, the only half-decent debugging tool still available for this console is that old telnet debugger I wrote eons ago, while other emulators out there for other consoles gained a lot of debugging superpowers. I think it was time for the Playstation emulation to get to better standards with regards to debuggability. I also felt I had a responsability to cleaning up some of the horrors I've introduced myself in the codebase long ago, and that made me cry a little looking at them. Hopefully, I got better at programming. Hopefully.
The codebase still requires a lot of cleanup, and while the product is usable in its current state and lots can be achieved with it, there is still ways to go for reaching the first stable release. If you want to help with localization, you can find the translation project [on transifex](https://www.transifex.com/grumpycoders/pcsx-redux/languages/).