Official Playstation 1 Development Kit (Hardware) (2020)
retroreversing.com
retroreversing.com
I will always remember the NDA contract I signed… One of the terms was “If any of the terms of this contract are broken, financial reparation may not be sufficient”.
I’m assuming “your first-born child” or something was what they had in mind, but I was young, single and childless, so … <shrug>
In the case of an NDA, that would mean an injunction to stop you from disclosing.
i'm trying to remember what the OS situation was though. i remember some really thin libc that made syscalls into some rom maybe? or maybe it was just a thin libc. i do remember being able to access the audio device without doing anything super low level...
edit: here we go! the firmware was called caetla and here's a nice 22yr old webpage that describes it: http://hitmen.c02.at/html/psx_faq.html
AFAIK some other console vendors' audio DSPs were used for compute by specific games, though - I recall reading about a console game for one of Sony's competitors using the console's DSP to decompress game data during loads instead of synthesize audio.
Maybe Burning Rangers for SEGA Saturn? That game uses alpha transparency for rendering fire instead of the usual (for the time) SEGA-style mosaic transparency, but it uses the sound processor to do it and has very sparse audio as a result: http://segabits.com/blog/2011/06/05/retro-review-burning-ran...
Instead, the CPU had specific instructions (a coprocessor, in MIPS parlance) to accelerate fixed-point geometry processing. That's where the math happens. So it did have an "FPU" - a fixed-point unit, not a floating-point unit :-)
they also had some weird limitation. it might have just been that your program could only ever run on your yaroze... where the caetla hack meant you could "ship" stuff that would run on chipped playstations.
of course the bigger problem was that the r3k was too slow. (i ported mpg123 over to run in fixed point, but it still was many times realtime to decode a frame). i wish i'd known about this gte vector unit thing, that may have been a way to make it work... but ah well,
The PS2 had an MDEC too. We used it in one game to do the pop-up talking head dialog between characters mid-gameplay with tiny RAM and CPU use.
i wanted to be able to play mp3 collections from psx units attached to home entertainment systems. there really weren't many other options back then.
If I remember right the thing was region free though so I could play imports. I think you could precompile apps and upload them to the yaroze web board and download them but only to other yaroze kits. I think a couple of devs actually managed to get a real shipped game out of it.
Luckily since I kept the whole lot in nice condition they are going for a decent amount on ebay. It is funny keeping the cardboard boxes makes it worth more...
I also had the PS2 kit. Which was in my opinion was more limiting than the yaroze one.
Some other issues of PlayStation Underground and Official PlayStation Magazine (UK) came with other Yaroze games.
"Ez-O-Ray had some cool features like support for the psyq dos debugger (using a TSR to emulate the psx plugin ISA boards)."
On my first day they explained that they were going to release a console. We had one kit at the office that was still marked as a Super Nintendo CD Drive (also built into the NEWS workstation cases). Then we got the NEWS workstation dev-kits, and finally the giant ISA cards.
After a change in management, the head of our division decided we were going to move the office to the Bay Area. There was a weird 3-4 month window where a bunch of people had been laid off, and I was working in a mostly empty office with a Playstation 1 devkit, and the freedom to do whatever I wanted with it. This was months before the Playstation was even announced to the public. This was one of the best experiences that ann 18 year old computer geek like me could have had.
for me at least the fun in consoles was that they were so different from your average x86 PC. it was fun to learn about the internals of the PS1, PS2 or SEGA Saturn back in the day precisely because of their arcane and custom built hardware.
From the same site: https://www.retroreversing.com/net-yaroze
> As Psygnosis had previously published PSY-Q development kits for various consoles by SN Systems, Psygnosis arranged for them to create a development system for the PS based on cheap PC hardware.
> While Sony had provided MIPS R4000-based Sony NEWS workstations for PlayStation development, Psygnosis employees disliked the thought of developing on these expensive workstations. When Psygnosis arranged an audience for SN Systems with Sony's Japanese executives at the January 1994 CES in Las Vegas, Beveridge and Day presented their prototype of the condensed development kit, which could run on an ordinary personal computer with two extension boards. Impressed, Sony decided to abandon their plans for a workstation-based development system in favour of SN Systems', thus securing a cheaper and more efficient method for designing software. An order of over 600 systems followed, and the company supplied Sony with additional software such as an assembler, linker, and a debugger. SN Systems would go on to produce development kits for future PlayStation systems, including the PlayStation 2: it was bought out by Sony in 2005.
It's also said that Psygnosis played a role in developing the console itself:
> Ian Hetherington, Psygnosis' co-founder, was disappointed after receiving early builds of the PlayStation and later recalled that the console "was not fit for purpose" until his team got involved with it. Hetherington frequently clashed with Sony executives over broader ideas. In the months leading up to the PlayStation's launch, Psygnosis had around 500 full-time staff working on various games as well as assisting with software development.
IIRC Psygnosis also functioned as help for external developers, having quite some staff for that—but I can't find the quote right now.