Half-Life on a Real PlayStation 1 | Black Mesa Inbound + Anomalous Materials

Half-Life running natively on an original PlayStation 1. Not an emulator and not a demake: a renderer and game runtime written from scratch in Rust.

This time it's the first two chapters, Black Mesa Inbound and Anomalous Materials, from the tram ride to the resonance cascade, and you get them twice. The first run is on a SuperStation One, the FPGA PlayStation. The second is a separate playthrough of the same disc on my SCPH-9002 captured through a RAD2X, so you can see the port on two different pieces of silicon back to back. Both are one sitting, no cuts. Frame rate sits below the 20 fps target in the busier sections and the affine texture wobble is very much there. The capture chain adds about 100ms between the pad and the picture, so it plays tighter on the console than it looks here.

The source is public, and the README has the full instructions to build the disc yourself: https://github.com/EBonura/hl-psx

I will not distribute the built disc. Not now, not later, not privately. You need your own lawfully obtained Steam copy of Half-Life: the build reads it on your machine, converts the maps, models, sounds and dialogue, and writes the BIN/CUE locally. Nothing Valve-owned leaves your computer. That's also why the PSoXide demo disc version you can run in your browser does not have Half-Life on it. I'm not allowed to distribute Valve's assets, so hl-psx only exists as source.

Some of what it takes to get here: GoldSrc BSP visibility with room-local streaming so world data stays bounded, world and model projection on the GTE, 4-bit textures in PS1-native pages managed through VRAM checkpoints, models with map-local clip sets and fixed-point bone palettes because there's no FPU, maps, models, dialogue, sprites and sound banks streamed off the CD as the levels need them, and a packer that only compresses a chunk when it actually saves disc sectors. Scientists and guards talk back when you use them, and the crouch hull works on every map.

Built on PSoXide, the PS1 development suite I've been writing in Rust: emulator, SDK, engine and editor: https://github.com/EBonura/PSoXide
Play the demo disc containing all my other projects in your browser, no install, no BIOS: https://bonnie-studios.itch.io/psoxide

The real reason any of this exists is an original souls-like I'm building for the PS1, Cortex Ignition. Half-Life is the stress test: a game this size breaks the emulator, the SDK and the engine in ways a small demo never does, and every fix goes back into my own game.

Timestamps
00:00 SuperStation One boot
00:30 Main menu
00:41 Black Mesa Inbound
07:13 Anomalous Materials
13:44 Resonance cascade
16:05 Unforeseen Consequences
16:27 SCPH-9002 boot
17:02 Main menu
17:23 Black Mesa Inbound
24:24 Anomalous Materials
31:55 Resonance cascade
34:17 Unforeseen Consequences

Previous video, the full Hazard Course: https://www.youtube.com/watch?v=aEaa9CeCsbQ

Unofficial, noncommercial fan project. Not affiliated with or endorsed by Valve or Sony. Half-Life is a trademark of Valve Corporation. PlayStation is a trademark or registered trademark of Sony Interactive Entertainment Inc. All rights to Half-Life remain with Valve Corporation.

hl-psx source: https://github.com/EBonura/hl-psx
PSoXide source: https://github.com/EBonura/PSoXide
Play the demo disc in your browser: https://bonnie-studios.itch.io/psoxide
X: https://x.com/_bonniestudios
Instagram: https://www.instagram.com/izzy88izzy/
Other games and downloads: https://bonnie-studios.itch.io/
Support my projects: https://buymeacoffee.com/bonniestudios

Interested in PS1 dev? Join the PSoXide Discord: https://discord.gg/mvvB5MUtQY

#halflife #ps1 #psx #homebrew

Дата на публикация: 8 септември, 2026
Категория: Игри
Ключови думи: On Black real playstation Mesa Half-Life Anomalous materials Inbound

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