r/psx_homebrew

Zelda: Ocarina of Time running on PS1?
▲ 191 r/psx_homebrew+8 crossposts

Zelda: Ocarina of Time running on PS1?

Hi everyone!

After projects like Mario 64 PSX, Half-Life PSX, and the recent PSX Splash Game Jam (new article soon), we have a lot of projects to cover in the PS1 homebrew scene. Today, we are going to talk about Zelda: OOT for the PS1!

Zelda: OOT is still highly experimental, but it’s already playable and includes basic movement, collision, and a surprisingly modern dual-stick camera system (like Dark Souls). The prototype was built using PSYQo, and the developer (u/izzy88izzy) explained the project also serves as a way to better understand PS1 hardware and improve another engine project called BONNIE-32 (check it out).

Performance is still very rough and there are several graphical issues, but considering the scale of Ocarina of Time, it’s already a fascinating technical achievement.

We go into more detail about the project, its technical challenges, and the current state of the prototype in our full article:
👉 Zelda: Ocarina of Time on PS1 Sounds Impossible…

Since nobody seems to have covered the project on YouTube yet, and we don't know how to compile it ourselves, we wanted to help spread the word by uploading gameplay footage recorded by izzy88izzy (full credit goes to the developer) on our channel:
👉 A Zelda Game on PS1?! - Incredible Homebrew Project

u/CyaneCornix01 — 1 day ago
▲ 123 r/psx_homebrew+4 crossposts

We’ve got some great news. The Snake PSX alpha 2.0 is no longer lost!

This version was originally hosted on PSXDev and couldn’t be found anywhere else after the forum went down (only 1.0). Recently, the developer (rubixcube6) himself commented on one of our posts, and we finally have access to version 2.0.

Big thanks to him! He also shared the source code and assets, which is amazing.

Here’s the link to the official page:
👉 Snake PSX

I also wanted to share a short reflection I wrote about how easily homebrew projects can disappear over time and its preservation dilemma. You can read it here:
👉 When PS1 Homebrew Disappears

u/CyaneCornix01 — 12 days ago
▲ 29 r/psx_homebrew+2 crossposts

I've been experimenting with adding original PlayStation 1 asset support to QtMeshEditor, an open-source 3D mesh/material editor and asset pipeline tool I've been building.

Importing CAR.TMD and GRID.TMD

Current progress:

  • .TMD mesh import/export
  • .TIM texture support
  • editing/exporting PS1-style assets
  • generic asset validation already works with imported models

Next step is experimenting with platform-specific validation rules and hardware profiles for retro consoles (PS1 first, maybe N64/DS later).

Long-term idea:

  • PS1 homebrew workflows
  • retro-style indie pipelines
  • CLI/CI asset scanning
  • hardware-aware asset validation

The PS1 assets in the demo are from MB Designs:

https://mbdesigns.itch.io/ps1-homebrew-source-code-rendering-3d-graphics-with-psyq

Project:

https://github.com/fernandotonon/QtMeshEditor

Would love feedback from anyone working with PS1 homebrew or retro pipelines, especially around useful validation rules or formats worth supporting.

reddit.com
u/CyaneCornix01 — 7 days ago
▲ 30 r/psx_homebrew+7 crossposts

We have uploaded a new gameplay to our channel!

In this case, it's a PS1 homebrew project created for the first PSXSPLASH Jam organized by Bandwidth.

Fishing, quick-time events and a big surprise!

We are working on an special article about the jam and this project in particular.

Please, check out our gameplay:

The Lake Giveth

Any feedback would be amazing 😄

u/CyaneCornix01 — 7 days ago