DIYing a plug that fits the PlayStation's parallel port to boot from a ROM - part 10

Replies to comment by MottZilla

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MottZilla (Archived from PSXDEV.net) | Posted on 2022-02-27 23:59:16 UTC

Yeah, deforming pins/contacts in the console's connector is definitely not good.

Are you planning to just hookup a EPROM with a Action Replay or GameShark ROM? Or the NoCash BIOS?


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prochazkaml (Administrator) | Posted on 2022-02-28 06:20:07 UTC

I know, I have fixed them now. However, if my findings are correct, you shouldn't be able to easily short any two pins inside the motherboard's connector by pushing one in really hard, since they are quite spaced out in front of each other. And the console still boots fine, so no problem I guess.

I'm planning to hook up a simple ROM on which I will burn sioload. Imagine PSXSERIAL, but 9 times faster:

https://github.com/danhans42/sioload


MottZilla (Archived from PSXDEV.net) | Posted on 2022-02-28 20:16:21 UTC

That's certainly a lot faster. With the small amount of development I've done I have always just built an ISO and loaded it up in an emulator for quick tests and then later used PS-IO for real hardware tests. I had thought about the serial cable option but I like being able to load data from CD. But it all depends on what sort of development you're doing.


prochazkaml (Administrator) | Posted on 2022-03-03 06:23:49 UTC

If you're not streaming any data from the CD (CDDA, XA, STR), then you could theoretically write a custom library for universally loading files: if the game is running from a CD, then it would load the requested data from the CD, but if the game is running from memory loaded via serial, then it would talk over serial with a program running on the PC which would send the requested files back to the console. Since it is proven that the PlayStation's serial link can communicate at 1 Mbps (so 100 kB/s – 1 start bit, 8 data bits and 1 stop bit), it wouldn't be that much slower than reading from the CD (the PlayStation's CD drive can run at max. 2x speed, so 300 kB/s max). The method of communication could be #defined somewhere in a header file.

Personally, I haven't done this yet, but I'm looking into it. For now, my projects have always been able to fit into the ~1.7 megabytes of free memory entirely (including all assets), so it wasn't a huge problem for me, but I worry that this might not continue for much longer before I start expanding my projects and I eventually run out of memory.

If I however do stream data from the CD, there is no other option then to just burn the CD (at least for me, I sadly don't own a PS-IO yet), and even that is not easy, the PlayStation is quite picky about the media/burning method (for example, in my instance CDDA sometimes gets corrupted into an earraping loud white noise on the PlayStation, while the same disc works fine in other CD players). So yeah, it depends on what you're doing.


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