PlayStation 1

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Overview

Every Instruction on this page is for Linux.

The PlayStation 1 port is currently under development in the Git "main" branch.

If I use the word PSX it is equivalent to the PlayStation 1.

Requirements

GNU BinUtils

Compiler needs GNU Binutils. Download a recent version from https://ftp.gnu.org/gnu/binutils/ . Then run shell commands:

./tar -xf <binutils.tar.gz>
./cd <binutils>
./mkdir build
./cd build
../configure --prefix=/usr/local/mipsel-unknown-elf --target=mipsel-unknown-elf --with-float=soft
make -j$(nproc)
sudo make install
export PATH="/usr/local/mipsel-unknown-elf/bin:$PATH"

Now you can go two ways:

1) Let the binaries as they are and always use the compiler option

-XP/usr/local/mipsel-unknown-elf/bin/mipsel-unknown-elf-


2) Create symlinks

sudo ln -s /usr/local/mipsel-unknown-elf/bin/mipsel-unknown-elf-as /usr/bin/mipsel-ps1-as
sudo ln -s /usr/local/mipsel-unknown-elf/bin/mipsel-unknown-elf-ld /usr/bin/mipsel-ps1-ld
sudo ln -s /usr/local/mipsel-unknown-elf/bin/mipsel-unknown-elf-objcopy /usr/bin/mipsel-ps1-objcopy

PSY-Q-SDK

To compile something You need the converted PSY-Q-SDK to the ELF format

You can go two ways:

1) Clone it directly

git clone https://key-real@git.code.sf.net/p/psy-q-sdk-elf/code psy-q-sdk

2) Use the original and convert it by your self

- Download the official SDK:

https://www.psxdev.net/downloads.html

- Download the converter:

https://gitlab.com/jype/psyq2elf


from now on I assume the SDK is in following Folder:

/home/ps1/psy-q-sdk

Real Hardware

You need a PlayStation 1 with the MOD CHIP.

Emulator

- I recommend to use PCSX-REDUX https://github.com/grumpycoders/pcsx-redux

(I use Arch Linux and it is in my AUR Repo: pcsx-redux-git)


- DuckStation https://github.com/stenzek/duckstation?tab=readme-ov-file#downloading-and-running

(I use Arch Linux and it is in my AUR Repo: duckstation-git)


- ePSXe https://www.epsxe.com/

(I use Arch Linux and it is in my AUR Repo: epsxe)


PSX BIOS

You can use

a) the original Sony BIOS:

https://gist.github.com/juanbrujo/cf55d223ad01927a48f9ebac9f50bdee

b) OpenBIOS from the PCSX-REDUX project:

https://github.com/grumpycoders/pcsx-redux/tree/main/src/mips/openbios

Building

1) Get the newest version of FPC trunk:

git clone https://gitlab.com/freepascal.org/fpc/source.git fpc

2) Compile and install the the compiler:

make clean

If you created the symlinks to the mipsel binutils just do:

sudo make crossinstall OS_TARGET=ps1 CPU_TARGET=mipsel

If not do:

sudo make crossinstall OS_TARGET=ps1 CPU_TARGET=mipsel CROSSOPT="-XP/usr/local/mipsel-unknown-elf/bin/mipsel-unknown-elf-"

Compiling programs

When compiling programs, you should always enable smartlinking by adding these two options to the compiler:

-CX -XX

and you have to specify the path to the PSY-Q-SDK:

-Fl/home/ps1/psy-q-sdk

so your compile command should look like this:

ppcrossmipsel test.pas -Tps1 -CX -XX -Fl/home/ps1/psy-q-sdk

or if you have no symlinks to binutils:

ppcrossmipsel test.pas -Tps1 -CX -XX -Fl/home/ps1/psy-q-sdk -XP/usr/local/mipsel-unknown-elf/bin/mipsel-unknown-elf-

Hello World example

{$MODE OBJFPC}
uses libstd;
begin

	printf('HELLO from FPC'#10);

end.

Here's what this program produces in the PCSX-Redux emulator when You switch MainMenu->Debug->Show Logs:

HELLO from FPC

Cube example

{$MODE OBJFPC}
uses libstd, libetc, libgpu, libgte;

const
	MODE_NTSC = 0;									
	MODE_PAL = 1;

	OTSIZE = 4096;									// Ordering table size

	vertices : array [0..7] of SVECTOR = (			// Cube
	  (vx: -128; vy: -128; vz: -128; pad: 0 ),
	  (vx:  128; vy: -128; vz: -128; pad: 0 ),
	  (vx:  128; vy: -128; vz:  128; pad: 0 ),
	  (vx: -128; vy: -128; vz:  128; pad: 0 ),
	  (vx: -128; vy:  128; vz: -128; pad: 0 ),
	  (vx:  128; vy:  128; vz: -128; pad: 0 ),
	  (vx:  128; vy:  128; vz:  128; pad: 0 ),
	  (vx: -128; vy:  128; vz:  128; pad: 0 ));

	faces : array [0..35] of smallint = (			// Cube
	  0, 3, 2, // top
	  0, 2, 1, // top
	  4, 0, 1, // front
	  4, 1, 5, // front
	  7, 4, 5, // bottom
	  7, 5, 6, // bottom
	  5, 1, 2, // right
	  5, 2, 6, // right
	  2, 3, 7, // back
	  2, 7, 6, // back
	  0, 4, 7, // left
	  0, 7, 3  // left 
	  );


type

	DoubleBuff = packed record						// Screen
  		draw : DRAWENV;
  		disp : DISPENV;
  		ot : array[0..OTSIZE] of dword;				// Ordering table
 	end;


var

	screen : array [0..1] of DoubleBuff;           	// Struct to hold the display & draw buffers
	currbuff : byte;            					// Holds the current buffer number (0 or 1)

	i : longint;
	otz : longint;									// Current Ordering table Entry

	poly : array [0..11] of POLY_G3;				// Cube

	rotation : SVECTOR;								
    translation : VECTOR;
    transform : MATRIX;

    p : pointer;
    flg : pointer;
    nclip : longint;								// Is cliped?


procedure setRGB0(var c: DRAWENV; r, g, b: byte);
begin
	c.r0:=r;
	c.g0:=g;
	c.b0:=b;
end;


procedure ScreenInit(width, height: dword);
var
	mode : byte;

begin
		
	// Init
  	ResetGraph(0);
	InitGeom();

	SetGraphDebug(0);
	
	// Set Display Mode
	if height = 240 then mode:= MODE_NTSC;
	if height = 256 then mode:= MODE_PAL;
	SetVideoMode(mode);

	// Init Buffers
	SetDefDispEnv(@screen[0].disp, 0, 0, width, height);
	SetDefDispEnv(@screen[1].disp, 0, height, width, height);

	SetDefDrawEnv(@screen[0].draw, 0, height, width, height);
	SetDefDrawEnv(@screen[1].draw, 0, 0, width, height);

	// Set screen Offset
	screen[0].disp.screen.x:= 0;
	screen[0].disp.screen.y:= 0;
	screen[1].disp.screen.x:= 0;
	screen[1].disp.screen.y:= 0;

	screen[0].disp.screen.h:= height;
	screen[0].disp.screen.w:= 0;
	screen[1].disp.screen.h:= height;
	screen[1].disp.screen.w:= 0;

	// Enable background clearing
	screen[0].draw.isbg:= 1;
	screen[1].draw.isbg:= 1;

	// Set the background clear color
	setRGB0(screen[0].draw, 0, 0, 0);
	setRGB0(screen[1].draw, 0, 0, 0);

	
	// Initialize and setup the GTE geometry offsets
	SetGeomOffset(width div 2, height div 2);
	SetGeomScreen(100);
	
	SetDispMask(1);

	// Set the current initial buffer
	currbuff:= 0;
	PutDispEnv(@screen[currbuff].disp);
	PutDrawEnv(@screen[currbuff].draw);

end;


procedure DisplayFrame;
begin
	
	// Set the current display & draw buffers
	PutDispEnv(@screen[currbuff].disp);
	PutDrawEnv(@screen[currbuff].draw);

	// Draw Primetive
	DrawOTag(@screen[currbuff].ot[OTSIZE - 1]);

	// Draw Font
	FntFlush(-1);

	if currbuff = 0 then currbuff:= 1 else currbuff:= 0;

	// Sync and wait for vertical blank
	DrawSync(0);
	VSync(0);

end;


begin
	
	ScreenInit(320, 256);

	// Setup Font
	FntLoad(960, 256);
	SetDumpFnt(FntOpen(0, 100, 200, 200, 0, 512));

	rotation.vx:= 0;
	rotation.vy:= 0;
	rotation.vz:= 0;

	translation.vx:= 0;
	translation.vy:= 0;
	translation.vz:= 500;

	repeat

		// Clear Ordering table
		ClearOTagR(@screen[currbuff].ot[currbuff], OTSIZE);
		
		// Transform
		rotation.vx +=  6;
	  	rotation.vy +=  8;
	  	rotation.vz += 12;

	    RotMatrix(@rotation, @transform);
	    TransMatrix(@transform, @translation);
			
		SetRotMatrix(@transform);
    	SetTransMatrix(@transform);

    	// Draw Polys
	    for i:= 0 to 11 do begin
			setPolyG3(@poly[i]);

			poly[i].r0:= 255; poly[i].g0:=0;   poly[i].b0:= 0;
			poly[i].r1:= 0;   poly[i].g1:=255; poly[i].b1:= 0;
			poly[i].r2:= 0;   poly[i].g2:=0;   poly[i].b2:= 255;

			nclip:= RotAverageNclip3(@vertices[faces[i * 3 + 0]], @vertices[faces[i * 3 + 1]], @vertices[faces[i * 3 + 2]], @poly[i].x0, @poly[i].x1, @poly[i].x2, @p, @otz, @flg);
			if nclip <= 0 then continue;

			if (otz > 0) and (otz < OTSIZE) then addPrim(@screen[currbuff].ot[otz], @poly[i]);
		end;


		FntPrint('Hello from FPC');
		
		DisplayFrame;
		
	until false;

end.

Here's what this program produces in the PCSX-Redux emulator:

psx-cube.jpg

Create a PSX .iso

You need:

https://github.com/Lameguy64/mkpsxiso

and run:

mkpsxiso iso.xml 

File iso.xml:

<?xml version="1.0" encoding="UTF-8"?>
 <iso_project image_name="myimage.iso" cue_sheet="myimage.cue">
  <track type="data">
   <identifiers system="PLAYSTATION" application="PLAYSTATION" volume="MYDISC" volume_set="MYDISC" publisher="MYPUBLISHER" data_preparer="MKPSXISO"/>
   <directory_tree>
    <file name="system.cnf" type="data" source="system.cnf"/>
    <file name="MAIN.PSX-EXE" type="data" source="test.psx-exe"/>	
   </directory_tree>
  </track>
 </iso_project> 

File system.cnf:

BOOT=cdrom:\MAIN.PSX-EXE;1
TCB=4
EVENT=10
STACK=801FFFF0

this file describes the boot process.

Information Sources

- full specification: https://psx-spx.consoledev.net/

- Psy-Q-SDK reference doc: https://dn720005.ca.archive.org/0/items/SCE-RunTimeLibRef-Mar2000/LibRef47.pdf

- MIPS Assembly: https://www.cs.unibo.it/~solmi/teaching/arch_2002-2003/AssemblyLanguageProgDoc.pdf

- Cool Course: https://pikuma.com/courses/ps1-programming-mips-assembly-language

- Discord Server: PSX.Dev