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Purchasing legitimate game copies, through the PlayStation Store or through acquiring game discs, and using those copies with RPCS3 is the best way to ensure you will have a clean copy that will work with the emulator. You can use your legal copies with RPCS3 by following the instructions in our Quickstart guide.
We use Discord to house our community. Discord allows us to keep our conversations open and accessible. This applies to users new and old who wish to learn how to use, stay up to date and assist in the project's development.
We're always open to allowing contributors to add to the codebase. Emulators are a complex pieces of software and as such, have many sub-components that require special attention and organization. With your help, you can contribute in taking RPCS3 to the next level.
Our developers are pushing the very boundaries of PlayStation 3 emulation. Our rapid progression would not be possible without our contributors and Patrons. Our patrons not only keep us motivated, but keep our lead developers working on the project full time.
I need to test this on windows to see if it is the same but, on my nvidia shield everything works with my controller, other than playstation. I have tried both cores, and disabled multi-tap, but the controller inputs do not work at all. I can use L3+R3 to open the quick menu, but it looks like the emulator just doesnt recognise the controller. It is paired as SF30 Pro controller, and seems to be the same for both x and d input.
Things got off to a rocky start after an app called iGBA was pulled from the App Store less than a week after its debut over violating spam and copyright violations. The next app to try its luck, an emulator known as Delta, did things the right way and quickly shot to the top of the App Store's free chart.
The next emulator app to step up is Gamma, a Sony PlayStation emulator. The app was developed by ZodTTD, a well-known developer that has been making similar programs for jailbroken iPhones for as long as third party apps have been around.
Gamma is compatible with the iPhone and iPad, and supports both Bluetooth keyboards and game pads. Optionally, users can customize their onscreen controller skins. Google Drive or Dropbox can be used for file backup and save states, we are told. Gamers will be responsible for supplying their own game ROMs, but conveniently, the app will pull artwork in for any games you add to your library.
The prospect of being able to play classic PlayStation games on an iPhone or iPad on the go is especially appealing. Resident Evil, Destruction Derby, Gran Turismo, or Twisted Metal, anyone? Personally, I would be more interested in connecting a Bluetooth gamepad and linking my phone to my television for some big screen action. Sure, I could accomplish the same with my PlayStation Classic, albeit with a limited library of games. I am more interested in simply seeing what the emulator experience is like on a phone after all these years of waiting for official support.
The PlayStation (frequently referred to in shorthand as the PS1) is a fifth-generation console released by Sony Computer Entertainment on December 3, 1994, in Japan and September 9, 1995, in the US, and retailed for $299.99. It had an R3000 CPU (which was used by NASA to take pictures of Mars because of its reliability) at 33.8688 MHz with 2 MBs of RAM and 1 MB of VRAM. It used a proprietary MDEC video compression unit integrated into the CPU, allowing for playback of full-motion video at a higher quality than other consoles of its generation. It had better stereo sound than that of other stereos at that time.
The PS1 was particularly attractive to developers because of the relative ease of programming and the low cost of CD-based media. Sony also had a more inclusive policy towards third party developers, resulting in more third party games than the N64. A PS1 CD had a maximum capacity of 600MB, while the N64's was limited to 64MB.
PlayStation emulation has been available since the late 1990s, and was generally better than the comparable Nintendo 64 offerings despite the use of a plugin system. The plugins and emulators were often closed-source, rarely updated, and of questionable accuracy, but new offerings emerging starting in the mid-2010s offer high accuracy, many enhancements over the original hardware, or both.
PGXP (Parallel/Precision Geometry Transform Pipeline) is an enhancement for PlayStation emulation that produces high precision fully 3D geometry data that was not available on the original console hardware.
The PlayStation Link Cable (SCPH-1040) is a peripheral cable for the PlayStation console. Utilizing the serial I/O port found on the back of most PlayStation models, it allows for two consoles to be connected in order to play compatible multiplayer games on separate consoles.
Also available for the Nintendo 64, Densha De Go! is a Japan-only train simulator released by Taito that is compatible with an optional special controller.[4] No emulator is known to support it.
PlayStation CD player supports Audio CD and PlayStation format CD-ROM. However there is only one PlayStation model can play VCDs, and that is the PlayStation SCPH-5903, released in Asia only[7][8]. They're hard to find and expensive. Also there is a third-party peripheral called Gamars Movie Card (similar to Dreammovie for Sega Dreamcast) gives you the ability to play Video CDs (VCD) through your PlayStation and it is compatible with all types of PlayStations (PAL and NTSC), this third-party peripheral is very user friendly as it works by just attaching the unit to the back of the PlayStation.
There were numerous PlayStation-based arcade systems. Most PlayStation-based arcade games extended the system in different ways. They often had more RAM, ran at higher clock speeds, had additional sound hardware, added additional I/O, and/or used ROM or Flash media rather than CDs. The Konami Twinkle games have a separate DVD player controlled via a serial link to provide background video/audio.[5]
Konami Twinkle is an arcade system based on Sony Playstation hardware, designed for Beatmania IIDX series games, with an extra hard disk for storing (lots of!) sounds and a DVD player for full-motion video.
MAME supports this variation, but the full-motion video won't be shown in the game because the DVD video decoder is yet to be emulated. However, A fork of MAME reads mpg videos as background animations from iidx_videos folder under the root folder of MAME (like how LaserDisc game emulators work), which would solve the issue of lacking full-motion video at the sacrifice of orthodox emulation.
The PlayStation takes shortcuts when rendering as a result of making most of the hardware available. This can cause some quirks that become even more noticeable when the internal resolution increases.
Polygons may jitter as a result of low-precision, fixed-point (to the native resolution) math, but this is mostly unnoticeable at native resolutions. Emulators that can increase the internal resolution of games have attempted to fix this.
There is no z-buffer in the hardware. This can cause things like polygons to pop over others; the limbs of Tekken characters are a good example of this. It is theoretically possible to implement this, but it wouldn't be accurate to the hardware.[6][7]
When perspective correction isn't applied to textures, certain viewing angles can make them distorted, more so when an object is near the edge of the camera up close. Tenchu: Stealth Assassins is particularly infamous for texture distortion, most noticeably in the training level where floor textures appear wavy at oblique angles; developers usually mitigate this by adding polygons to walls, floors and other scenery, but at the cost of filling the PlayStation's geometry rate. In DuckStation, at least, this problem has been solved.
Many PlayStation games dither to varying degrees due to having a low color depth. On most TVs, this dithering would blend in order to make new colors and smooth gradients. Plugin-based emulators usually have graphical plugins that use a 32-bit color depth, which removes dithering, while software-rendered plugins and emulators tend to retain it. While higher color depth can be considered an enhancement since it results in less noise and smooth gradients, some think of dithering as seen on real hardware as added shading and texture, especially on untextured polygons. The emulators that use software rendering and can increase the internal resolution of games can retain dithering for the shading and texturing aspect, and it's made more subtle by shrinking the artifacts.
ZXE-D: Legend of Plasmalite requires the use of a special peripheral to play the game. It is a robot with connectable parts that plug into the memory card slot, which is then replicated in the game. No emulator has ever focused on it, probably due to a number of reasons:
Certain image formats and CD dumping methods don't support this format correctly and end up with the CD-DA tracks missing or corrupted, hence no audio. The ISO format in particular only stores the content of a CD-ROM filesystem and cannot store CD-DA tracks at all. So it's generally a very bad idea to use ISO for PS1 games (even though it should work for single-track games). Even running an ISO file based on a PS1 game (i.e., Ridge Racer, Tomb Raider 1-2) with CD-DA audio may often cause an emulator such as ePSXe and other peers to freeze and/or hang up, especially during loading of a saved data or in-game levels and transactions.
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