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Lord Valarion

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  1. Welcome to NGR family! I hope you enjoy your stay here with us but most importantly have fun!
  2. Oh.... nice! i remember having to grind for hours on PSII... Wondering if they are going to have Nei use her original claws or if they are sticking with the USA bars version
  3. Playing Final Fantasy IV, pc version on steam
  4. I'm glad I am able to assist in helping peeps play games that started it all Also added an activision one as well, there are several other arcade packs here.. Knock your self out
  5. Teamwork....
  6. Puberty.. we all go through it...
  7. PSX Console Defined In this part of the site we're going to talk about what probably was one the most important (if not the most)videogames console. This console was the first one in have a 3D Metal Gear Solid game and the one that have the first appearances of now classic characters like Crash Bandicoot, Spyro or Klonoa, it was the console that took the Final Fantasy series to another level when FF7 was released. The PlayStation (abbreviated PS, PSone, PS1, or informally as PSX) is a 32-bit fifth generation video game console released by Sony Computer Entertainment in December 1994. The PlayStation was the first of the PlayStation series of console and handheld game devices. Successor consoles and upgrades include the Net Yaroze, PS one, PocketStation, PlayStation 2, a revised slimline PlayStation 2, PlayStation Portable, a revised PlayStation Portable Slim and Lite, another revised PSP 3000, PSX, and the PlayStation 3 (20GB, 40GB, 60GB, 80GB, and 160GB). On March 31 2005, the PlayStation and PS one reached a combined total of 102.49 million units shipped, becoming the first video game console to reach the 100 million mark. As of July 20, 2008, the PlayStation has sold 102 million units. Sony ceased production of the PlayStation on March 23, 2006, over 11 years since it was first produced. A - HISTORY: The first conceptions of the PlayStation date back to 1986. Nintendo had been attempting to work with disc technology since the Famicom, but the medium had problems. Its rewritable magnetic nature could be easily erased (thus leading to a lack of durability), and the discs were a copyright infringement danger. Consequently, when details of CDROM/XA (an extension of the CD-ROM format that combines compressed audio, visual and computer data, allowing all to be accessed simultaneously) came out, Nintendo was interested. CD-ROM/XA was being simultaneously developed by Sony and Philips. Nintendo approached Sony to develop a CD-ROM add-on, tentatively titled the "SNES-CD". A contract was signed, and work began. Nintendo's choice of Sony was due to a prior dealing: Ken Kutaragi, the person who would later be dubbed "The Father of PlayStation", was the individual who had sold Nintendo on using the Sony SPC-700 processor for use as the eight-channel ADPCM sound synthesis set in the Super Famicom/SNES console through an impressive demonstration of the processor's capabilities. Sony also planned to develop another, Nintendo compatible, Sony-branded console, but one which would be more of a home entertainment system playing both Super Nintendo cartridges and a new CD format which Sony would design. This was also to be the format used in SNES-CD discs, giving a large degree of control to Sony despite Nintendo's leading position in the video gaming market. The DualShock controller. The SNES-CD was to be announced at the June 1991 Consumer Electronics Show (CES). However, when Hiroshi Yamauchi read the original 1988 contract between Sony and Nintendo, he realized that the earlier agreement essentially handed Sony complete control over any and all titles written on the SNES CD-ROM format. Yamauchi decided that the contract was totally unacceptable and he secretly canceled all plans for the joint Nintendo-Sony SNES CD attachment. Instead of announcing a partnership between Sony and Nintendo, at 9 a.m. the day of the CES, Nintendo chairman Howard Lincoln stepped onto the stage and revealed that Nintendo was now allied with Philips, and Nintendo was planning on abandoning all the previous work Nintendo and Sony had accomplished. Lincoln and Minoru Arakawa had, unbeknown to Sony, flown to Philips headquarters in Europe and formed an alliance of a decidedly different nature—one that would give Nintendo total control over its licenses on Philips machines. After the collapse of the joint project, Sony considered halting their research, but ultimately the company decided to use what they had developed so far and make it into a complete, stand alone console. As a result, Nintendo filed a lawsuit claiming breach of contract and attempted, in U.S. federal court, to obtain an injunction against the release of the PlayStation, on the grounds that Nintendo owned the name. The federal judge presiding over the case denied the injunction and, in October 1991, the first incarnation of the new Sony PlayStation was revealed. However, it is theorized that only 200 or so of these machines were ever produced. PlayStation Memory Card. By the end of 1992, Sony and Nintendo reached a deal whereby the "Sony Play Station" would still have a port for SNES games, but Nintendo would own the rights and receive the bulk of the profits from the games, and the SNES would continue to use the Sony-designed audio chip. However, Sony decided in early 1993 to begin reworking the "Play Station" concept to target a new generation of hardware and software. As part of this process the SNES cartridge port was dropped and the space between the names was removed. B - LAUNCH: The PlayStation was launched in Japan on December 3, 1994, North America on September 9, 1995, Europe on September 29, 1995, and Oceania in November 1995. The launch price in the American market was US$299 (a price point later used by its successor, the PlayStation 2), and Sony enjoyed a very successful launch with titles of almost every genre, including Battle Arena Toshinden, Twisted Metal, Tekken, Warhawk, Air Combat, Philosoma, and Ridge Racer. Almost all of Sony's and Namco's launch titles went on to spawn numerous sequels. The PlayStation was also able to generate interest with a unique series of advertising campaigns. Many of the ads released at the time of launch were full of ambiguous content which had many gamers rabidly debating their meanings. The most well-known launch ads include the "Enos Lives" campaign, and the "U R Not e" ads (the "e" in "U R Not e" was always colored in red, to symbolize the word "ready", and the "Enos" meant "ready Ninth Of September", the U.S. launch date). The Enos ad could also be read as Sony written backward with phonetic sound of "E" replacing the "y". It is believed that these ads were an attempt to play off the gaming public's suspicion towards Sony as an unknown, untested entity in the video game market. The PlayStation 3 slogan, "PLAY B3YOND", resembles this slogan, as the 3 is red. The PlayStation logo was designed by Ryan Harrington, who also designed the logo for Sony's VAIO computer products. C - DEMO DISK: The PlayStation shipped with a Demo Disk called "Demo 1" which on the European release (PBPX 95008) included playable demos of: Bust A Groove Crash Bandicoot 3 - Warped Gran Turismo Medievil Kula World Spyro the Dragon Tekken 3 Tombi Tomb Raider III - The Adventures of Lara Croft And contained video previews of: Metal Gear Solid Spice World D - TITLES: As of September 30, 2007, 7,978 software titles have been released worldwide (counting games released in multiple regions as separate titles). As of March 31, 2007, the cumulative software shipment was at 962 million units. The very last game for the system was FIFA Football 2005. But there had been other games released in 2006 or 2007 (most of them rereleases of japaneses games like Final Fantasy 7 or others). The OK and Cancel buttons on most of the Japanese PlayStation games are reversed in their North American and European releases. In Japan, the This image is a candidate for speedy deletion. It may be deleted after Sunday, 21 October 2007. button (maru, right) is used as the OK button, while the This image is a candidate for speedy deletion. It may be deleted after Sunday, 21 October 2007. button (batsu, wrong) is used as the Cancel one. North American and European releases have the X button or the Circle buttons as the OK button, while the Square or the Triangle buttons are used as the Cancel ones. However, a few games such as Squaresoft's Vagrant Story, Final Fantasy VII, and Final Fantasy Tactics, and Konami's Metal Gear Solid, have the buttons remain in the same Japanese configuration in their North American and European releases. These Japanese button layouts still apply to other PlayStation consoles, such as the PlayStation Portable (PSP), PlayStation 2 and the PlayStation 3. This is because in the early years Sony America (SCEA), Sony Europe (SCEE) and Sony Japan (SCEJ) had different development and testing documents (TRCs) for their respective territories. PRODUCTION RUN: Lasting over 11 years, the PlayStation enjoyed one of the longest production runs in the video game industry. On March 23, 2006, Sony announced the end of production. However, the last game for the PlayStation was released on September 29, 2006. VARIANTS: The PlayStation went through a number of variants during its production run, each accompanied by a change in the part number. From an external perspective, the most notable change was the gradual reduction in the number of external connectors on the unit. This started very early on—the original Japanese launch units (SCPH-1000) had an S-Video port, which was removed on the next release. This also led to the strange situation where the US and European launch units had the same part number series (SCPH-100x) as the Japanese launch units, but had different hardware (Rev. C silicon and no S-Video port)—they were the same as the Japanese SCPH-3000, so for consistency should have been SCPH-3001 and SCPH-3002 (this numbering was used for the Yaroze machines, which were based on the same hardware and numbered DTL-H3000, DTL-H3001, and DTL-H3002). Also, the first models (DTL-H1000, DTL-H1001, DTL-H1002) had some problems with printf() function and developers had to use another function instead. This series of machines had a reputation for CD drive problems—the optical pickup sled was made of thermoplastic, and eventually developed wear spots that moved the laser into a position where it was no longer parallel with the CD surface—a modification was made that replaced the sled with a die-cast one with hard nylon inserts, which corrected the problem. With the release of the next series (SCPH-500x), the numbers moved back into sync. A number of changes were made to the unit internally (CD drive relocated, shielding simplified, PSU wiring simplified) and the RCA jacks and RFU power connectors were removed from the rear panel. This series also contained the SCPH-550x and SCPH-555x units, but these appear to have been bundle changes rather than actual hardware revisions. These were followed by the SCPH-700x and SCHP-750x series—they are externally identical to the SCPH-500x machines, but have internal changes made to reduce manufacturing costs (for example, the system RAM went from 4 chips to 1, and the CD controller went from 3 chips to 1). The final revision to the original PlayStation was the SCPH-900x series—these had the same hardware as the SCPH-750x machines with the exception of the removal of the parallel port and a slight reduction in the size of the PCB. The removal of the parallel port was probably partly because no official add-on had ever been released for it, and partly because it was being used to connect cheat cartridges that could be used to defeat the copy prevention. The PS one was based on substantially the same hardware as the SCPH-750x and 900x, but had the serial port removed, the controller / memory card ports moved to the main PCB and the power supply replaced with a DC-DC converter that was also on the main PCB. With the early units, many gamers experienced skipping full-motion video or dreaded physical "ticking" noises coming from their PlayStations. The problem appears to have come from poorly placed vents leading to overheating in some environments—the plastic moldings inside the console would warp very slightly and create knock-on effects with the laser assembly. The solution was to ensure the console was sat on a surface which dissipated heat efficiently in a well vented area, or raise the unit up slightly by propping something at its edges. A common fix for already affected consoles was to turn the PlayStation sideways or upside-down (thereby using gravity to cancel the effects of the warped interior) although some gamers smacked the lid of the PlayStation to make a game load or work. Sony then released a version dubbed "Dual Shock", which included a controller with two analog sticks and a built-in force-feedback feature. Another version that was colored blue (as opposed to regular console units that were grey in color) was available to game developers and select press. Later versions of this were colored green—on a technical level, these units were almost identical to the retail units, but had a different CD controller in them that did not require the region code found on all pressed disks, since they were intended to be used with CD-R media for debugging. This also allowed the use of discs from different regions, but this was not officially supported; different debug stations existed for each region. The two different color cases were not cosmetic—the original blue debug station (DTL-H100x, DTL-H110x) contained "Revision B" silicon, the same as the early retail units (these units had silicon errata that needed software workarounds), the green units (DTL-H120x) had Rev. C hardware. As part of the required tests, the user had to test the title on both. Contrary to popular belief, the RAM was the same as the retail units at 2 MB. The firmware was nearly identical—the only significant change was that debug printf()s got sent to the serial port if the title didn't open it for communications—this used a DTL-H3050 serial cable (the same as the one used for the Yaroze). A white version was also produced that had the ability to play VCDs—this was only sold in Asia, since that format never really caught on anywhere else. From a developer perspective, the white PSX could be treated exactly like any other NTSC:J PlayStation. The PS1 with a model number of SCPH-1001 has been reported to be a very good sounding compact disc player rivaling audiophile CD players from high end audio manufacturers. CHIPPED CONSOLES: The installation of a modchip allowed the PlayStation's capabilities to be expanded, and several options were made available. By the end of the system's life cycle almost anyone with minimal soldering experience was able to realize the modification of the console. Such a modification allowed the playing of games from other regions, such as PAL titles on a NTSC console, or allowed the ability to play copies of original games without restriction. Modchips allow the playing of games recorded on a regular CD-R. This created a wave of games developed without official approval using free GNU compiler tools, as well as the reproduction of original discs. With the introduction of such devices the console was very attractive to programmers and illegal copiers alike. Anyone seeking to create copies of games that would work correctly faced several issues at the time, as the discs that were produced by Sony were designed to be difficult to copy — and impossible to copy on recordable media. Discs were manufactured with a black-colored plastic, transparent only to the infrared radiation used by the CD-ROM drive's laser. This was found to offer little protection. Additionally, the discs were mastered with a specific wobble in the lead-in area. This wobble encodes a four-character sequence which is checked by the CD-ROM drive's controller chip. The drive will only accept the disc if the code is correct. This string varies depending on the region of the disk—"SCEI" for NTSC:J machines, "SCEA" for NTSC:U/C machines, "SCEE" for PAL machines and "SCEW" for the Net Yaroze. Since the tracking pattern is pressed into the disc at the time of manufacture, this cannot be reproduced on a CD-R recorder. Some companies (notably Datel) did manage to produce discs that booted on unmodified retail units, but this required special equipment and can only be done with "pressed" discs. However, inexpensive modchips were created that simply injected the code to the appropriate connections to the controller chip, which provided an easy way of bypassing these measures. The other issue is that most PC drives used Mode 1 or Mode 2/Form 1 (2048 bytes/sector) and the PSX uses a mixed-mode format with most data in Mode 2/Form 1 and streaming audio/video data in Mode 2/Form 2, which most CD-R drives at the time could not handle well. Newer drives were able to correctly handle these variations. The creation and mass-production of these inexpensive modchips, coupled with their ease of installation, marked the beginning of widespread console videogame copyright infringement. Also, CD burners were made available around this time. Prior to the PlayStation, the reproduction of copyrighted material for gaming consoles was restricted to either enthusiasts with exceptional technical ability, or others that had access to CD manufacturers. With this console, amateurs could replicate anything Sony was producing for a mere fraction of the MSRP. NET YAROZE: A version of the PlayStation called the Net Yaroze was also produced. It was more expensive than the original PlayStation, colored black instead of the usual gray, and most importantly, came with tools and instructions that allowed a user to be able to program PlayStation games and applications without the need for a full developer suite, which cost many times the amount of a PlayStation and was only available to approved video game developers. Naturally, the Net Yaroze lacked many of the features the full developer suite provided. Programmers were also limited by the 2 MB of total game space that Net Yaroze allowed. The amount of space may seem small, but games like Ridge Racer ran entirely from the system RAM (except for the streamed music tracks). It was unique in that it was the only officially retailed Sony PlayStation with no regional lockout; it would play games from any territory. It would not however play CDR discs, so it was not possible to create self-booting Yaroze games without a modified Playstation. PSONE: The PS one (also PSone, PSOne, or PS1), launched in 2000, is Sony's smaller (and redesigned) version of its PlayStation video game console. The PS one is considerably smaller than the original PlayStation (dimensions being 38 mm × 193 mm × 144 mm versus 45 mm × 260 mm × 185 mm). It was released on July 7, 2000, and went on to outsell all other consoles—including Sony's own brand-new PlayStation 2—throughout the remainder of the year. Sony also released a small LCD screen and an adaptor to power the unit for use in cars. The PS one is fully compatible with all PlayStation software. The PlayStation is now officially abbreviated as the "PS1" or "PS one."[citation needed] There were three differences between the "PS one" and the original, the first one being cosmetic change to the console, the second one was the home menu's Graphical User Interface, and the third being added protection against the modchip by changing the internal layout and making previous-generation modchip devices unusable. The PS one also lacks the original PlayStation's parallel and serial ports. The serial port allowed multiple consoles to be connected for multiplayer or for connecting a console to debugging software. PLAYSTATION MODELS: The last digit of the PlayStation model number denotes the region in which it was sold: 0 is Japan (Japanese boot ROM, NTSC:J region, NTSC Video, 100V PSU) 1 is USA/Canada (English boot ROM, NTSC:U/C region, NTSC Video, 110V PSU) 2 is Europe/PAL (English boot ROM, PAL region, PAL Video, 220V PSU) 3 is Asia (Japanese boot ROM, NTSC:J region, NTSC video, 220V PSU) QUALITY OF CONSTRUCTION: The first batch of PlayStations used a KSM-440AAM laser unit whose case and all movable parts were completely made out of plastic. Over time, friction caused the plastic tray to wear out—usually unevenly. The placement of the laser unit close to the power supply accelerated wear because of the additional heat, which made the plastic even more vulnerable to friction. Eventually, the tray would become so worn that the laser no longer pointed directly at the CD and games would no longer load. Sony eventually fixed the problem by making the tray out of die-cast metal and placing the laser unit farther away from the power supply on later models of the PlayStation. Some units, particularly the early 100x models, would be unable to play FMV or music correctly, resulting in skipping or freezing. In more extreme cases the PlayStation would only work correctly when turned onto its side or upside down. TECHNICAL SPECIFICATIONS: 1 - Central processing unit MIPS R3000A-compatible (R3051) 32bit RISC chip running at 33.8688 MHz The chip is manufactured by LSI Logic Corp. with technology licensed from SGI. The chip also contains the Geometry Transformation Engine and the Data Decompression Engine. Features: Operating performance of 30 MIPS Bus bandwidth 132 MB/s 4 KB Instruction Cache 1 KB non-associative SRAM Data Cache 2 - Geometry transformation engine This engine is inside the main CPU chip. It gives it additional vector math instructions used for the 3D graphics. Features: Operating performance of 66 MIPS 360,000 flat-shaded polygons per second 180,000 texture mapped and light-sourced polygons per second Sony originally gave the polygon count as: 1 million flat-shaded polygons per second; 500,000 texture mapped and light-sourced polygons per second. These figures were given as a ballpark figure for performance under optimal circumstances, and so are unrealistic under normal usage. 3 - Data decompression engine This engine is also inside the main CPU. It is responsible for decompressing images and video. Documented device mode is to read three RLE-encoded 16×16 macroblocks, run IDCT and assemble a single 16×16 RGB macroblock. Output data may be transferred directly to GPU via DMA. It is possible to overwrite IDCT matrix and some additional parameters, however MDEC internal instruction set was never documented. Features: Compatible with MJPEG and H.261 files Operating Performance of 80 MIPS Directly connected to CPU Bus 4 - Graphics processing unit This chip is separate to the CPU and handles all the 2D graphics processing, which includes the transformed 3D polygons. Features: Maximum of 16.7 million colors (24-bit color depth) Resolutions from 256×224 to 640×480 Adjustable frame buffer Unlimited color lookup tables Maximum of 4000 8×8 pixel sprites with individual scaling and rotation Emulation of simultaneous backgrounds (for parallax scrolling) Flat or Gouraud shading, and texture mapping 5 - Sound processing unit Features: Can handle ADPCM sources with up to 24 channels and up to 44.1 kHz sampling rate 6 - Memory Main RAM: 2 MB Video RAM: 1 MB Sound RAM: 512 KB CD-ROM Buffer: 32 KB Operating System ROM: 512 KB PlayStation Memory Cards have 128 KB of space in an EEPROM 7 - CD-ROM drive Features: 2x, with a maximum data throughput of 300 KB/s XA Mode 2 Compliant CD-DA (CD-Digital Audio)
  8. PSX Accessories Defined Here we're going to talk about some of the different accessories that the Playstation One console got, starting from the first digital pad, to the Dual Shock controller and even to special controllers like the rod controller. This list is not complete since there were too many controllers released for the Playstation one (specially in Japan) but if you got information about a specific one and want it to be listed here please CONTRIBUTE the information, thanks. A - OFFICIAL CONTROLLERS: 1 - SCPH-1010: PAD DIGITAL: The first pad of the japanese Playstation One console, the buttons were in a different order in the first models that were shown to the public than the final model. 2 - SCPH-1030: PLAYSTATION MOUSE: used in adventure games and in games like Tokimeki Memorial. 3 - SCPH-1040: LINK CABLE: Allow to link two consoles. It was used in a few games. 4 - SCPH-1070: MULTITAP - Allow to connect more than one pad to the same console and play some games with 4, 5 or more human players. 5 - SCPH-1080: PAD DIGITAL: The first pad that was released outside Japan. Is a litter bigger than the japanese one. 6 - SCPH-1090 MOUSE WITH LONGER CORD: It's common 2-buttons Mouse for PlayStation format. Got a cord longer than the one in SCPH-1090 7 - SCPH-1110: DUAL ANALOG FLIGHTSTICK: The PlayStation Analog Joystick (SCPH-1110) is Sony's first analog controller for the PlayStation, and is the precursor to the PlayStation Dual Analog Controller. It is often incorrectly referred to as the "Sony Flightstick" (not to be confused with the Flightstick line of joysticks for PlayStation consoles by third-party peripheral manufacturer Hori). Announced to the public in August 1995, the Analog Joystick was released to the public in Japan in early April 1996. The Analog Joystick uses potentiometer technology previously introduced on consoles such as the Vectrex; instead of relying on binary eight-way switches, the controller can detect minute angular changes through the entire range of motion. The stick also features a thumb-operated digital hat switch on the right joystick, corresponding to the traditional D-pad, and used for instances when simple digital movements were necessary. A compatibility mode for the Analog Joystick was included in the Dual Analog Controller, Sony's first analog revision of its original gamepad design. This controller is used in games like Ace Combat, Bogey Dead 6, Armored Trooper Votoms and a few others. 8 - SCPH-1150; DUAL ANALOG PAD: The PlayStation Dual Analog Controller (SCPH-1150 in Japan, SCPH-1180 in the United States and SCPH-1180e in Europe) is Sony's first attempt at a handheld analog controller for the PlayStation, and the predecessor to the DualShock. Their first official analog controller was the PlayStation Analog Joystick (SCPH-1110). Initially announced in a press release in late 1995, The Dual Analog Controller was first displayed under glass at the PlayStation Expo 96-97 which was held from November 1 to November 4, 1996. It was released in Japan in April 1997, coincident with the Japanese releases of analog-capable titles Tobal 2 and Bushido Blade. It was advertised as allowing for more precise and fluid control of the games' fighters, with the rumble feature contributing to a more realistic experience. Before its release in the United States, Sony revealed that vibration feedback would be removed from the controller. According to a Sony spokeperson, "We evaluated all the features and decided, for manufacturing reasons, that what was most important to gamers was the analog feature." It was released in the United States on August 27, 1997; and in Europe in later 1997 with little promotion. A few months later, the first DualShock controller was released in Japan on November 20, 1997. Namco had already released an analog controller for PlayStation called NeGcon. Sony's Dual Analog Controller's analog mode was not compatible with the NeGcon-compatible games such as WipEout and Ridge Racer. However, Need for Speed II, Gran Turismo, and Gran Turismo 2 feature compatibility with both NegCon and Dual Analog control schemes. Fans of a smaller form factor, Japanese gamers complained that the longer grips made the controller too large to be comfortable and the lack of a rumble feature in the U.S. and European models are the most commonly cited reasons that Sony decided to end production of this controller and redesign it.[citation needed] The Dual Analog Controller was discontinued in all three markets in 1998 to be replaced by the DualShock, although some gamers still regard it as the better gamepad, mostly due to its longer hand grips and ridged shoulder buttons. Further, its rarity has made it highly sought after among collectors. Features: If a game was compatible with the Dual Analog Controller, the player would be able to press the "Analog" button located between the analog sticks to activate the analog mode. This was indicated by a red LED. If a game was not analog-compatible, and was switched to analog mode, it simply wouldn't register any button presses or, in some cases, the PlayStation would consider the controller to be detached. The ability to emulate Sony's own FlightStick by pressing the "Analog" button a second time to reveal a green LED (this was commonly referred to as "FlightStick Mode") provided a less expensive alternative to the FlightStick Analog Joystick and retailed for an average of $35 compared to the Flightstick's retail price of $70. 9 - SCPH-1200 DUAL SHOCK: The DualShock (officially DUALSHOCK and occasionally referred to as Dual Shock) is a line of vibration-feedback gamepads by Sony for the PlayStation, PlayStation 2, and PlayStation 3 video game consoles. The DualShock was introduced in Japan in late 1997, and launched in America in May 1998, meeting with critical success. First introduced as a secondary peripheral for the original PlayStation, a revised PlayStation version came with the controller and subsequently phased out the digital controller that was originally included with the hardware, as well as the Sony Dual Analog Controller. The DualShock Analog Controller (SCPH-1200) is a controller capable of providing feedback based on the onscreen action of the game (if the game supports it), or vibration function. The controller is called Dual Shock because the controller employs two vibration motors: a weak buzzing motor that feels like cell phone or pager vibration and a strong rumble motor similar to that of the Nintendo 64’s Rumble Pak. The DualShock differs from the Rumble Pak in that the Rumble Pak uses batteries to power the vibration function while all corded varieties of the DualShock use power supplied by the PlayStation. Some third party DualShock-compatible controllers use batteries in lieu of the PlayStation’s power supply. The rumble feature of the DualShock is similar to the one featured on the first edition of the Japanese Dual Analog Controller, a feature that was removed shortly after that controller was released. The controller was widely supported; shortly after its launch most new titles, including Crash Bandicoot: Warped, Spyro the Dragon, and Tekken 3 included support for the vibration function and/or analog sticks. Some games designed for the original vibration ability of the Dual Analog such as Porsche Challenge also work. Many games took advantage of the presence of two motors to provide vibration effects in stereo including Gran Turismo and the PlayStation port of Quake II. Released in 1999, the PlayStation hit Ape Escape became the first game to require the use of such an item. Like its predecessor the Dual Analog Controller, the DualShock has two analog sticks. Unlike said controller the sticks feature rubber tips in lieu of the grooves recessed into the Dual Analog Controller's sticks. SCPH-110 Dual Shock: was the first & original Dual Shock Model 10 - SCPH-4000: POCKETSTATION: The PocketStation is a miniature personal digital assistant created by Sony as a peripheral for the PlayStation. Released exclusively in Japan on January 23, 1999, it features an LCD, sound, a real-time clock, and infrared communication capability. It also serves as a standard PlayStation memory card. Software for the PocketStation was typically distributed as an extras for PlayStation games, included in the CD-ROM, enhancing the games with added features. Stand-alone software could also be downloaded through the PlayStation console. The software is then transferred to the PocketStation for use. A built-in infrared data interface allows direct transfer of data such as game saves between PocketStation units, as well as multiplayer gaming. Although the system was not widely released outside of Japan, there were apparently plans to do so. A feature on the system appeared in Official UK PlayStation Magazine, for example, and a few games (such as Final Fantasy VIII) retained PocketStation functionality in their localized versions. As a result, the PC version of Final Fantasy VIII added a stand-alone Chocobo World game as part of the installation. There were 2 versions: SCPH-4000 : White SCPH-4000C : Crystal Technical specifications: CPU: ARM7T (32-bit RISC Processor) Memory: 2K bytes SRAM, 128K bytes Flash RAM Graphics: 32×32 dot monochrome LCD Sound: 1 miniature speaker (10-bit PCM) Switches: 5 input buttons, 1 reset button Infrared communication: Bi-directional (supports IrDA based and conventional remote control systems) LED indicator: 1 (red) Battery: 1 CR-2032 lithium-ion battery Other functions: calendar function and identification number. Dimensions: 64 × 42 × 13.5 mm (length × width × height) Weight: Approximately 30g (including battery) 11 - SCPH-4010: VPICK: It's an input device that imitated a guitar-pick, compatible with games like "Aerosmith: Quest for Fame" [1997] or "Stolen Song" [1998]. B - LICENSED CONTROLLERS: 1 - SLEH-00001: ASCII SPECIALIZED PAD: The big brother of Asciiware’s standard AsciiPad, it comes with a complete set of Auto fire and Turbo controls, just enough power to take the skill out of any game you want to play. Add to that its built in slow motion option and you have the complete cheaters dream. Hands-Free Auto TUrbo for rapid firing without pressing a button Independent Turbo control for each of the eight buttons Eight action buttons gives instantaneous response Slow Motion control allows you to slow down the action for better control 2 - SLEH-00002: ASCII ARCADE STICK: Even though it does have several skill avoiding options to choose from this arcade stick does really bring the feeling of the old arcade cabinet machines into the home. Playing Street Fighter using one of these is akin to actually playing it in the arcade, if you don’t use the Turbo options of couse. Auto Turbo can throw up to 36 punches per second, hands free. Adjustable Turbo allows up to 36 punches per second Independant Turbo control for each of the eight buttons. Slow Motion control allows you to slow down the action. Eight action buttons give instantaneous response. 3 - SLEH-00003 / SLPH-0001: NAMCO NEGCON: The neGcon was a third-party controller for the Sony PlayStation manufactured by Namco. The neGcon was an unusual design in that the left and right halves of the controller were connected by a swivel joint and thus the halves could be twisted relative to each other. The full extent of this twist was available to the console as an analogue measurement. Also unusual for its time were the buttons. The regular PlayStation controller of the time featured all-digital controls with a D-Pad on the left; R1, R2, L1, and L2 shoulder buttons; triangle, circle, square, and X buttons on the right; plus select and start buttons in the center area of the controller. The neGcon removed the L2 and R2 buttons as well as the select button. The neGcon replaced the digital circle and triangle buttons with digital A and B buttons, and also replaced the R1 shoulder button with a digital R shoulder button. The neGcon featured the digital D-Pad as one area similar to competing console's controllers and unlike the plus-shaped configuration of the official PlayStation controller. The remaining buttons received more elaborate treatment. The X and square buttons were replaced with analogue ? and ? buttons. These buttons were in a recessed well and had approximately 7mm of travel. The user's thumb could be rested on the edge of the well, with the tip reaching over the edge to press the ? and ? buttons. This allowed the tip of the thumb to be accurately pivoted to depress the ? and ? buttons varying distances. This allowed very precise control with little learning. The L shoulder button was also analogue, with about 5mm of travel. The R shoulder button had a 5mm throw like the L shoulder button but activated only a digital sensor. 4 - SLPH-00002: HORI FIGHTING STICK PS 5 - SLPH-00003: ASCII FIGHTER STICK V 6 - SLPH-00004: SUNSOFT SUNSTATION PAD: Program Function - Simply push one button to use a recorded special attack. Many preset commands also included. Rapid-Fire function - Repeatedly execute a command at high speed: 5, 20, or 30 times a second. Slow Function - Automatically cycles between pause and start to slow down game play (in games that can be paused with the Start Button.) 7 - SLPH-00005: ASCII ASCIIPAD V 8 - SLEH-0020 / SLPH-00126 / SLUH-00059: NAMCO JOGCON: The Namco JogCon is unique among console controllers. It's the first force-feedback controller for any home game system, and it's still the only hand-held one. While several controllers offered 'force feedback' in the form of simple vibration, the JogCon was the first to offer real counter-active force to the player, fighting against the player's inputs to simulate real steering effects. Namco released it in 1998 along with Ridge Racer 4, and was sold both separately and as a bundle with the game. Since its release only one other real force-feedback peripheral has been released for consoles: Logitech's series of racing wheels for Xbox and Playstation. Compatibility: It's not wheel-compatible, so unlike the NeGCon it can't be used for most Playstation racing games. It does work with Ridge Racer 4 and the PS2's Ridge Racer V, but beyond that you'd best assume it doesn't work. Technical: The wheel is free-spinning, and is connected to the motor by a series of gears. The slack in these plastic gears contributes to the overall cheap feel, as the disc rotates a bit before engaging. 9 - SLPH-00007: SANKYO N.ASUKA: 10 - SLPH-00008: SPITAL SANGYO PROGRAMMABLE JOYSTICK 11 - SLPH-00009: HORI FIGHTING COMMANDER 2WAY PAD 12 - SLPH-00010: SUPER PRO COMMANDER 13 - SLPH-00012: HORI FIGHTING COMMANDER 10B PAD 14 - SLEH-00004 / SLPH-00018: NAMCO ARCADE STICK: The Namco Arcade Stick (Sony ID: SLEH-0004) is a third-party PlayStation peripheral introduced by Namco in 1996. The Arcade Stick copies the layout and quality of components typically found in arcade game machines. It is compatible with the original PlayStation control pad protocol therefore it can be used with many Playstation 1 and 2 games. Namco PlayStation games like the Tekken series or Soul Edge/Blade were also labelled as compatible with the peripheral. 15 - SLPH-00014 / SLEH-00005 / SLUH-00017: KONAMI HYPER BLASTER: Light gun controller made by Konami that is supported in games like Area 51, Crypt Killer, Die Hard Trilogy, etc. 16 - SLPH-00015: NAMCO VOLUME CONTROLLER 17 - SLPH-00021: IMAGEGUN 18 - SLPH-00022: A.I. COMMANDER PRO 19 - SLPH-00024: COCKPIT WHEEL 20 - SLPH-00027: ASCII GRIP V 21 - SLPH-00036: WIRELESS DUAL SHOCK: 22 - SLPH-00038: ASCII PAD V JR.: This was merely a PlayStation replacement controller manufactured by ASCII. It offers no turbo functions and has a solid directional pad. 23 - SLPH-00039: ASCII Pad V2: This controller had independent turbo switches and slow motion as well. Often referred to as Special or Specialized in the US to distinguish it from V Jr. (see below) It has a solid directional pad similar to a Sega Genesis instead of the "split-cross" design on standard Playstation controllers. 24 - SLPH-00042: ASCII GRIP V - DERBY STALLION '99 SET 25 - SLPH-00051: TAITO DENSYA DE GO! CONTROLLER 26 - SLPH-00060: ASCII BIOHAZARD "PRIVATE" CONTROLLER / SLEH-00011: RESIDENT EVIL PAD: Developed specifically for use on Resident Evil, Resident Evil - Director’s Cut and Resident Evil 2 (games not included). Includes unique ‘Gun Grip’ - trigger built into handle gives ultimate blasting control. Two-part directional pad provides most accurate character movement possible. Ideal button layout provides the best control available. Specially contoured, ergonomic design provides maximum comfort. Two metre long cable. Special ‘Turbo’ shooting function. 27 - SLPH-00061 / SLEH-00009 ASCII ARCADE STICK V2: This version doesn't have the button effect configuration option. 28 - SLPH-00065: ASCII PAD V PRO: This model featured an LCD screen and allowed for the programming of combinations of button presses to hotkeys in addition to the usual turbo and slow motion capabilities. It has a solid directional pad. 29 - SLPH-00100: 'HANGING' FISHING CONTROLLER: Controller designed specially for fishing games. 30 - SLEH-00005: MAD CATZ STEERING WHEEL: The only drawback of steering wheel systems is having to have a table or solid surface in front of you whilst you play. With most consoles hooked up to the family TV its very hard to find a suitable place to tie down the steering wheel controller and its too hard to use with it balanced on your lap. Still it does work fantastically for racing games, using my guage game of Ridge Racer this game in with the 2nd quickest lap time behind the NegCon. Analog and Digital Steering Wheel with Foot Pedals 31 - SLPH-00034: GUNCON / SLEH-00007: NAMCO G-CON45: The Guncon (often spelled "GunCon"), known as the G-Con in Europe, is a family of light gun peripherals designed by Namco for the PlayStation consoles. The first Guncon (G-Con 45 in Europe) (Sony ID: SLEH-00007) was bundled with the PlayStation conversion of Time Crisis. 32 - SLEH-00012: THE GLOVE: Using The Glove is as simple as pointing. Begin play in a natural, comfortable ‘handshake’ position. What could be more user friendly? Bend your wrist and the game character moves in that direction - you don’t even have to aim. Buttons are located at your fingertips for arcade speed in combo moves. No configuration is required - simply plug The Glove right into the controller port on your PlayStation game console. Works with all your existing games: Digital mode works with games designed for a standard PlayStation control pad Analog mode works with games designed for single analog joystick and driving controllers Simulated-Analog mode gives you analog-type control in most digital games. 33 - SLEH-00021 BEATMANIA CONTROLLER / BEATMANIA DJ STATION PRO: The European edit of Beatmania featuring club classics from the likes of Moloko (Sing It Back), Ruff Driverz (Dreaming) and Les Rythmes Digitales (Jacques Your Body). If you wanna make the DJ hall of fame you’ve gotta make the floor jump. Step up to the decks and take control. ASC-05158B BEATMANIA JUNK: used in games like Beatmania or Guitar Freaks. 34 - SLEH-00023: OFFICIAL DANCE MAT: This is the official dance mat controller from Sony and it actually spans across their first two consoles and all their revisions. It is actually produced by Guillemot/Thrustmaster on behalf of Sony themselves. For use exclusively with PlayStation 2, PlayStation (PS one) and PlayStation Amazing dance-activated peripheral for both children and adults alike Designed to let you play and dance at the same time Use your feet and “dance” your way through any dance game It’s a guarenteed party hit! Transform game-playing into the funkiest dance-groove party. 35 - RU018-J2: GUITAR FREAKS SPECIAL CONTROLLER.
  9. Thou shall not touch...
  10. Washing dishes causes depression...
  11. This thread is dedicated to those moments we say things on the forum or in the chatty that makes us lulz, or make us think wtf, or can be taken the wrong way So when you see something worthy, take a screenie and post it here! Thy Anus is painful but thanks! - Troubleshooting 101 -
  12. http://roms.ga/DntA7