Making Playstation 1 Modchips (2018)
blog.kchung.co
blog.kchung.co
For the sales, it was actually a rather good business, I had between 1 and 3 console a week to mod, for almost a year, and I didn't even put an ad.
It ended because someone with the latest model (SCPH 8xxx if memory serves) inisted I try to mod his PS1 despite me not having proper equipement to solder at the needed accuracy. It did failed obviously. I had a hard time making it work again, it was so stressful that I ended up stopping it altogether except 2 or 3 times after that for some close friends.
So I think flash card readers for the PlayStation are a much more interesting technology.
Instead of needing a mod chip, you could jam the internal open/close switch mechanism closed. Allowing you to open the disc tray while it was still spinning. You'd let a legitimate game boot up to pass the DRM, then swap in a burnt disc. I wondered if it contributed to the drives failing.
Also to your point, is Disc Rot itself attacking original discs.
All these disc swap techniques work the same. The PSX only authenticated discs on boot or after the cover was closed, the latter being easily defeated with a piece of tape. If you could swap an authentic disc for a burned one after it had been authenticated, but before any of the actual data had been read, the PSX would run it. The cheapest option was to just force the motor to stop spinning by hand and swap discs at the correct time in the boot process. Cheat discs/devices like the Gameshark made this process easier because they would spin the drive down once you reached their menu and were designed to launch another disc when commanded so you didn't have to precisely time the swap.
Ah, yes that's why I recall thinking doing the trick caused the disc drives to fail.
>After recording, the CD-R disc satisfies the specifications as written in the chapter DISC SPECIFICATION of the Red Book.
Also it was common knowledge in the modder community that playing with a modchip burned the laser diode. The theory was the CD-Rs reflectivity made it overdrive. It could also be the modchip itself caused the laser to burnout. Most chips were soldered directly to the CDROM controller. And may have been inadvertently overdriving the laser.
I think burned discs are probably one factor but I think general hardware failure or dirty lenses are a more common cause.
I wonder what part of the optical drive is failing.
The PS2's optical drive was clearly failing, it would work with some discs but not others. Cleaning the lens didn't help. The Internet told me it was possible to use a screwdriver to turn something in the console to increase power to the laser (iirc). I tried this, but I ended up bricking the PS2. Oops. No big deal, replaced it the next day.
And yes, I'm very much a 'software person'. You know what they say about the one thing worse than an electronic engineer with a C compiler.
I recall that when replacing it, the electronics exchange place I went to would only sell a used PS2 when bundled with a controller, you couldn't buy the console on its own. I did the obvious thing: I sold them a controller for store credit, then bought a PS2 bundled with a controller.
The Dreamcast had a ROM-based arcade equivalent, the Atomiswave. A dreamcast-talk forum member, "megavolt85", has started to convert the Atomiswave games over to the Dreamcast optical drive emulators (like the MODE, which is a drive emulator for both the Saturn and Dreamcast).
https://www.retrorgb.com/atomiswave-dreamcast-arcade-ports.h...
> Andy had given Kelly a rough idea of how we were getting so much detail through the system: spooling. Kelly asked Andy if he understood correctly that any move forward or backward in a level entailed loading in new data, a CD “hit.” Andy proudly stated that indeed it did. Kelly asked how many of these CD hits Andy thought a gamer that finished Crash would have. Andy did some thinking and off the top of his head said “Roughly 120,000.” Kelly became very silent for a moment and then quietly mumbled “the PlayStation CD drive is ‘rated’ for 70,000.”
I had my Playstation 1 hard modded, at a local shop near the Tacoma Mall.
I "convinced" my dad to buy a CD Recorder because I could "copy my own Playstation games." It was an HP 2X external burner that connected via the printer port.
Our AST Pentium (overdrive) 83mhz didn't cut it, and would produce 1 good copy for every 3 attempts. My dad went out and got a COMPAQ 333MHz Pentium II.
The PSIO has compatibility issues and is rather slow. Here is a good comparison video: https://www.youtube.com/watch?v=LYs_7V2Xh1k
I own a PSIO myself, bought it years ago and I definitely respect it and the person who created it. But it's been topped for sure. Granted, the XStation is currently sold out, but I see no reason to go with an inferior product.
There is no point in a better product that you can't actually buy.
The microcontroller is a well documented off-the-shelf part, so I attempted to emulate it: https://gitlab.com/flio/psx_cd
It's not complete yet unfortunately, I hit weird timing inconsistencies that require more debugging, and then real word got in the way...
The license string described in TFA is emulated here: https://gitlab.com/flio/psx_cd/-/blob/master/src/cdc/cxd2545... and here /https://gitlab.com/flio/psx_cd/-/blob/master/src/cdc/cxd2545...
author's modchip ebay store is no longer active.
I did come up with ways to assemble the chips faster but I couldn't optimize it enough so that I could remove myself from the equation. I ended up selling enough to get rid of all of the inventory I purchased and making enough profit to cover any tool/equipment purchases.
If anyone knows how I could streamline the whole modchip creation process I would be very interested!
I remember feeling distinctly as if it were one of those fake internet things and I was about to get trolled when I was about to try it for the first time. And then it worked.
Funny thing was that it also worked with the PS2 later.
Why bother with PSX systems when you got PSX emulators for the PC that can display in a higher resolution?