Sunday, March 28, 2010

Payout Pertama Dari GagaBux / First Payout From Gagabux

Halo, ketemu lagi sama saya. Udah lama nih gak ngeblog, kali ini saya mau ngepost tentang pengalaman saya dapet Payout dari GagaBux atau bahasa inggrisnya mah "First Payout From Gagabux" hehehe (sok inggris mode on) . Gagabux itu Website PTC, jadi kita dapet $ hanya untuk ngeklik-klik aja link yang di kasih sama mereka, terus kalau udah kekumpul banyak kita bisa request payout (minta gaji lah istilah lainnya).

Langsung aja nih Bukti-bukti pembayaran dari Gagabux.

jadi ingin gak dapet uang dari gagabux ?? caranya juga gampang kok, kita tinggal log-in di website mereka, terus kita klik-klik link yang di kasih sama mereka. setiap klik kita di kasih $0.01 terus kita bisa nge klik banyak iklan sehari, kalau saya biasa dapet 17 iklan sehari. jadinya sehari saya bisa dapet $0.17 . nah kalau kita mau payout yang pertama kita harus ngumpulin dulu sampai $2 . kira-kira 12 hari ngeklik udah bisa request payout.. nah kalau kita mau di hargain lebih mahal kliknya yaitu $0.02 per klik, kita bisa upgrade keanggotaan jadi silver, harganya $9 (kalau gak salah), dan kita bisa dapet lebih banyak klik dalam perharinya.

Sekian dulu deh pengalaman payout pertama saya dari gagabux. jadi yang mau daftar ke gagabux klik aja gambar di bawah ini, atau klik linknya DISINI.

Thanks ^^

Sunday, March 7, 2010

Lockerz, Cuma ngumpulin poin bisa dapet hadiah-hadiah menarik.!

Halo, ketemu lagi sama sayaa. ^^
Kali ini saya mo ngepost tentan "Lockerz". Agan-agan ada yang tau tentang lockerz gak ? klo gak saya post langsung ya about lockerz dari webnya langsung.

Apa itu lockerz ??? Lockerz adalah Website yang member dari website tersebut bisa mengumpulkan pointz atau disebut dengan ptz untuk mendapatkan Hadiah-hadiah menarik seperti : Kaos lockerz, Skateboard, DVD Game, Wii, Xbox, Voucher belanja di, uang dari paypal, MacBook dan hadiah menarik lainnya. Langsung mulai ya penjelasan langsung dari webnya. ^^

What is Lockerz?


Lockerz launches in early 2010. Get in now and start earning PTZ (Pointz)!

Lockerz is an invitation-only website created to connect members through commerce, content and social networking. Once invited, you'll be able to watch exclusive video, buy great products, discover new music, play games, and connect with friends. You'll be able to do this all in one place, AND you'll get rewarded for just doing the things you love. When you watch a video, play a game, or even log in, you'll earn Pointz (or "PTZ") Lockerz own form of currency. Turn around and redeem your PTZ for incredible merchandise, unique experiences and exclusive deals and sales.
Our mission is to be your daily habit, not a site for your parents or grandparents looking for their long-lost friends from kindergarten. Thanks to our millions of members around the world, Lockerz is already taking off beyond our greatest expectations. While still in beta, we've been sending today's most coveted items, from iPods to Xboxes, to members around the globe who have redeemed their PTZ and earned great prizes.
Too good to be true? Why are we doing this? To thank you for joining early. To build a Lockerz community of leaders and trendsetters. To give you a taste of how PTZ will work when we go live in early 2010. And to test out different prizes and PTZ levels. That's key. This version of PTZ Place is a test. PTZ levels will change when the full Lockerz site launches.
We're excited to have our early members join now, and explore and help shape the site before our official launch. We hope you'll join us.

Cukup kan ??? Jadi udah tau tentang lockerz.

Nah sekarang gimana caranya ngedapetin Pointz ???
1. login ke ptz (klik lambang $ di bagian bawah kiri lockerz) = 2 ptz
2. jawab pertanyaan harian (Daily Question) = 2 ptz
3. nonton video (Nonton doang bisa beberapa video di tonton) = 2 ptz
4. invite orang (undang temen-temen buat join di lockerz) = 2 ptz per 1 teman.

Nih saya nemu imagenya dari kaskus..  Thanks to Riddance@kaskus.

Sekarang udah tau kan tentang lockerz ??
tinggal daftar aja langsung!! . tapi kita gak bisa asal daftar ke lockerz, jadi kita harus di invite sama orang lain.
kalo ada yang minat buat join Lockerz kirim aja email ke (email gw atas nama "Ghiffari Hendana"). dengan subject "Daftar Lockerz". nanti saya email balik link buat daftar lockerznya.

kalau enggak bisa comment di postan di blog saya ini, post emailnya juga ya. nanti saya invite lockerz, atas nama "Ghiffari Hendana" dan bukan yang laen,,, hehehehe.
kalo enggak kalian tinggal masuk ke  trus isi emailnya.. entar saya bales email agan sama link invite buat daftar lockerz. kalau udah cek di kotak masuk atau enggak spam.
sekian dulu ya.

Thanks, Kidsshadow. ^^

Wednesday, March 3, 2010

Playstation 2

PlayStation 2

From Wikipedia, the free encyclopedia

The PlayStation 2 (often shortened to PS2) is a sixth-generation video game console manufactured by Sony. The successor to the PlayStation, and the predecessor to the PlayStation 3, the PlayStation 2 forms part of the PlayStation series of video game consoles. Its development was announced in March 1999 and it was released a year later in Japan. Its primary competitors were Sega's Dreamcast, Microsoft's Xbox, and the Nintendo GameCube.
The PS2 is the best-selling console to date, having reached over 138 million units sold as of August 18, 2009 and a software library projected to exceed about 1,900 games in 2009. Several new games are scheduled to be released in 2010, thus continuing the sixth generation. It also holds the dubious record for "First Console in a Nuclear Weapons conspiracy

PlayStation 2
Official PlayStation 2 logo
A PlayStation 2 in the original design
Original model design and logo of the PS2.
Manufacturer Sony Computer Entertainment
Product family PlayStation
Type Video game console
Generation Sixth generation (128-bit era)
Retail availability JP March 4, 2000
NA October 26, 2000
EU November 24, 2000
AUS November 30, 2000

Units shipped 138 million (as of September 1, 2009)
Media DVD, CD
CPU 128-bit "Emotion Engine" clocked at 294.912 MHz (launch), 299 MHz (newer models)
Storage capacity 40 GB Hard Drive , PlayStation and PlayStation 2 Memory cards
Graphics "Graphics Synthesizer" clocked at 147.456 MHz
Controller input DualShock 2
Connectivity 100 Mbit Ethernet/modem adapter, 2x USB 1.1
Online services Dynamic Network Authentication System
Best-selling game Grand Theft Auto: San Andreas: 17.33 million sold (as of February, 2009)
Predecessor PlayStation
Successor PlayStation 3


Only a few million people had obtained consoles by the end of 2000 due to manufacturing delays.Directly after its release, it was difficult to find PS2 units on retailer shelves. Another option was purchasing the console online through auction websites such as eBay, where people paid over one thousand dollars for a PS2. The PS2 initially sold well partly on the basis of the strength of the PlayStation brand and the console's backward compatibility, selling over 980,000 units in Japan by March 5, 2000, one day after launch. This allowed the PS2 to tap the large install base established by the PlayStation — another major selling point over the competition. Later, Sony added new development kits for game developers and more PS2 units for consumers.
A notable piece of advertising for the PS2 launch was accompanied by the popular "PS9" television commercial. It was to be the epitome of development, toward which the PS2 was the next step. The ad also presaged the development of the PlayStation Portable (first released in Japan on December 12, 2004).
Many analysts predicted a close three-way matchup between the PS2 and competitors Microsoft's Xbox and the Nintendo GameCube (GameCube being the cheapest of the three consoles and had an open market of games); however, the release of several blockbuster games during the 2001 holiday season maintained sales momentum and held off the PS2's rivals.
Although Sony, unlike Sega with its Dreamcast, placed little emphasis on online gaming during its first years, that changed upon the launch of the online-capable Xbox. Sony released the PlayStation Network Adaptor in late 2002 to compete with Microsoft, with several online first–party titles released alongside it, such as SOCOM: U.S. Navy SEALs to demonstrate its active support for Internet play. Sony also advertised heavily, and its online model had the support of Electronic Arts. Although Sony and Nintendo both started out late, and although both followed a decentralized model of online gaming where the responsibility is up to the developer to provide the servers, Sony's attempt made online gaming a major selling point of the PS2.
In September 2004, in time for the launch of Grand Theft Auto: San Andreas, Sony revealed a new, slimmer PS2 (see Hardware revisions). In preparation for the launch of the new models (SCPH-70000-90000), Sony stopped making the older models (SCPH-30000-50000) to let the distribution channel empty its stock of the units. After an apparent manufacturing issue—Sony reportedly underestimated demand—caused some initial slowdown in producing the new unit caused in part by shortages between the time the old units were cleared out and the new units were ready. The issue was compounded in Britain when a Russian oil tanker became stuck in the Suez Canal, blocking a ship from China carrying PS2s bound for the UK. During one week in November, British sales totalled 6,000 units — compared to 70,000 units a few weeks prior. There were shortages in more than 1700 stores in North America on the day before Christmas.
Sony announced that starting April 1, 2009, the PS2 would be retailing at the price of $99.99.

Hardware and software compatibility

In addition to PS2 software, the PS2 can read both CDs and DVDs and is backward compatible with PlayStation games. The PS2 also supports PlayStation memory cards and controllers, although the memory cards only work with PS1 games and the controllers may not support all functions (such as analog buttons) for PS2 games.

The PlayStation 2's DualShock 2 controller is cosmetically similar to the original DualShock.
The PS2's DualShock 2 controller is essentially an upgraded PlayStation DualShock; analog face, shoulder and D-pad buttons replaced the digital buttons of the original. Like its predecessor, the DualShock 2 controller has force feedback, which is commonly called the "vibration" function. The standard PlayStation 2 memory card has an 8MB capacity and uses Sony's MagicGate encryption. This requirement prevented the production of memory cards by third parties who did not purchase a license for the MagicGate encryption. Memory cards without encryption can be used to store PlayStation game saves, but PlayStation games would be unable to read from or write to the card - such a card could only be used as a backup.
The console also features USB and IEEE 1394 expansion ports. Compatibility with USB and IEEE 1394 devices is dependent on the software supporting the device. For example, the PS2 BIOS will not boot an ISO image from a USB flash drive or operate a USB printer, as the machine's operating system does not include this functionality. By contrast, Gran Turismo 4 is programmed to save screenshots to a USB mass storage device and print images on certain USB printers. A PlayStation 2 HDD can be installed in an expansion bay on the back of the console, with some exceptions (see Hardware revisions below).


With the purchase of a separate unit called the Network Adapter (which is built into the slimline model), some PS2 games support online multiplayer. Instead of having a unified, subscription-based online service like Xbox Live, online multiplayer on the PS2 is split between publishers and run on third-party servers. Most recent PS2 online games have been developed to exclusively support broadband Internet access. Xbox Live similarly requires a broadband Internet connection.
All online PS2 games released in and after 2003 are protected by the Dynamic Network Authentication System (DNAS). The purpose of this system is to prevent piracy and online cheating. DNAS will prevent games from being played online if they are determined to be pirated copies or if they have been modified. However, methods have been developed to get around this protection by modifying key files in the modified game.
Also, some unofficial modifications have been made on the PS2 software allowing it to be used as a fully-functional web browser or messenger when connecting to a certain network. The PS2 can also run Linux.
The Playstation 2 Network Adapter fits flush into "Expansion Bay" on the backside of the PS2. The Adapter offers for online play through Broadband internet connections. Also LAN gameplay is accessible through using an ethernet cord, and by connection multiple Playstation 2 consoles together. Online gameplay is also accessible by using a standard Dial-Up online connection with select Playstation 2 game titles.
The broadband adapter allows LAN play with XLink Kai, a created unofficial tunneling software that allows for LAN only games to be played over the Internet.

Hardware revisions

The PS2 has undergone many revisions, some only of internal construction and others involving substantial external changes. These are colloquially known among PS2 hardware hackers as V0, V1, V2, etc., up to V18 (as of 2010).
The PS2 is primarily differentiated between models featuring the original case design and "slimline" models, which were introduced at the end of 2004.

Original case design

The original PlayStation 2 design.
Three of the original PS2 launch models (SCPH-10000, SCPH-15000, and SCPH-18000) were only sold in Japan, and lacked the expansion bay (Dev9) of current PS2 models. These models included a PCMCIA slot instead of the Dev9 port of newer models. A PCMCIA-to-Dev9 adapter was later made available for these models. SCPH-10000 and SCPH-15000 did not have a built-in DVD movie playback and instead relied on encrypted playback software that was copied to a memory card from an included CD-ROM. (Normally, the PS2 will only execute encrypted software from its memory card, but see PS2 Independence Exploit.) V3 had a substantially different internal structure from the subsequent revisions, featuring several interconnected printed circuit boards. As of V4 everything was unified into one board, except the power supply. V5 introduced minor internal changes, and the only difference between V6 (sometimes called V5.1) and V5 is the orientation of the Power/Reset switch board connector, which was reversed to prevent the use of no-solder modchips. V7 and V8 included only minor revisions to V6. Assembly of the PS2 moved to the People's Republic of China during the development of V9 (model numbers SCPH-50000 and SCPH-50001). The upgraded console added an infrared port for the optional DVD remote control, removed the IEEE 1394 port, added the capability to read DVD-RW and DVD+RW discs, added progressive-scan output of DVD movies, and added a quieter fan. V10 and V11 were only minor revisions to V9.
The PS2 standard color is matte black. Several different variations in color have been produced in different quantities and regions, including ceramic white, light yellow, metallic blue (aqua), metallic silver, navy (star blue), opaque blue (astral blue), opaque black (midnight black), pearl white, Sakura purple, satin gold, satin silver, snow white, super red, transparent blue (ocean blue) and also Limited Edition color Pink which was distributed in some regions such as Oceania, and parts of Asia.
The small PlayStation logo on the front of the disc tray could be rotated ninety degrees, in order for the logo to be the right way up in both vertical and horizontal console orientations. This feature is also used in the slimlines.


PlayStation 2 slimline
The first PS2 slimline. This was succeeded by another slimline in 2007.
Manufacturer Sony Computer Entertainment
Product family PlayStation
Type Video game console
Generation Sixth generation era
Retail availability October 2004 - Present
CPU 333 MHz
Controller input DualShock 2
In September 2004, Sony unveiled its third major hardware revision (V12, model number SCPH-70000). Available in late October 2004, it is smaller, thinner, and quieter than the older versions and includes a built-in Ethernet port (in some markets it also has an integrated modem). Due to its thinner profile, it does not contain the 3.5" expansion bay and therefore does not support the internal hard disk drive. It also lacks an internal power supply, similar to the GameCube, and has a modified Multitap expansion. The removal of the expansion bay has been criticized as a limitation due to the existence of titles such as Final Fantasy XI, which require the use of the HDD. The official PS2 Linux also requires an expansion bay to function. Currently only the modified Multitap is sold in stores, however these are also compatible with the older versions, and also added support for multiple memory cards on some games. Third-party connectors can be soldered into the unit giving hard drive support, however IDE connections were completely removed in the V14 revision, thereby eliminating this option. Certain mod chips enable the use of a USB hard drive or other mass storage device. As of October 2009 Present Playstation 2 SlimLine Can now use HDD by attaching a modified board and modified mod chip thus require minor soldering techniques.
There are some disputes on the numbering for this PS2 version, since there are actually two sub-versions of the SCPH-70000. One of them includes the old EE and GS chips, and the other contains the newer unified EE+GS chip, but otherwise they are identical. Since the V12 version had already been established for this model, there were some disputes regarding these sub-versions. Two propositions were to name the old model (with separate EE and GS chips) V11.5 and the newer model V12, and to name the old model V12 and the newer model V13. Currently, most people use V12 for both models, or V12 for the old model and V13 for the newer one.
The V12 model was first released in black, but a silver edition is available in the United Kingdom, Germany, Australia, United Arab Emirates and other GCC Countries, France, Italy, South Africa, and most recently, North America. It is unknown whether or not this will follow the color schemes of the older model, although a limited edition console that is pink in colour has become available since March 2007.
V12 (or V13) was succeeded by V14 (SCPH-75001 and SCPH-75002), which contains integrated EE and GS chips, and different ASICs compared to previous revisions, with some chips having a copyright date of 2005, compared to 2000 or 2001 for earlier models. It also has a different lens and some compatibility issues with a different number of PlayStation games and even some PS2 games.

Comparison of the slimline PlayStation 2 design with the PlayStation 2, with an Eye Toy on top.
In the beginning of 2005 it was found that some black slimline console power transformers bought between November and December 2004 were defective and could overheat. The units were recalled by Sony, with the company supplying a replacement model made in 2005.
Later hardware revisions had better compatibility with PlayStation games (Metal Gear Solid: VR Missions operates on most silver models); however, the new Japanese slim models have more issues with playing PlayStation games than the first PS2 revisions.
In 2006, Sony released new hardware revisions (V15, model numbers SCPH-77001a and SCPH-77001b). It was first released in Japan on September 15, 2006, including the Silver edition. After its release in Japan, it was then released in North America, Europe, and other parts of the world. The new revision uses an integrated, unified EE+GS chip, a redesigned ASIC, a different laser lens, an updated BIOS, and updated drivers.
In July 2007, Sony started shipping a revision of the slimline PlayStation 2 (SCPH-79000) featuring a reduced weight of 600 grams compared to 900 grams of the SCPH-77001, achieved through a reduction in parts. The unit also uses a smaller motherboard as well as a custom ASIC which houses the Emotion Engine, Graphics Synthesizer, and the RDRAM. The AC adaptor's weight was also reduced to 250 grams from the 350 grams in the previous revision.
Another refinement of the slimline PlayStation 2 (SCPH-90000) was released in Japan on November 22, 2007, and in the US in late 2008, with an overhauled internal design that incorporates the power supply into the console itself, with a further reduced total weight of 720 grams. SCPH-90000 series consoles manufactured after March 2008 incorporate a revised BIOS, which disables an exploit present in all older models that allowed homebrew applications to be launched from a memory card.


Sony also manufactured a consumer device called the PSX that can be used as a digital video recorder and DVD burner in addition to playing PS2 games. The device was released in Japan on December 13, 2003, and is the first Sony product to include the XrossMediaBar interface. It did not sell well in the Japanese market and was not released anywhere else.


Region Units sold First available
Japan 21 million (as of October 1, 2008) March 4, 2000
North America 50 million (as of December 2008) October 26, 2000
Europe 48 million (as of May 6, 2008) November 24, 2000
Worldwide 138 million (as of August 18, 2009)
On November 29, 2005, the PlayStation 2 became the fastest game console to reach 100 million units shipped, accomplishing the feat within 5 years and 9 months from its launch. This achievement occurred faster than its predecessor, the PlayStation, which took 9 years and 6 months to reach the same benchmark.
The PS2 has sold 138 million sell-in units worldwide as of August 18, 2009, according to Sony. In Europe, the PS2 has sold 48 million units as of May 6, 2008, according to Sony Computer Entertainment Europe. In North America, the PS2 has sold 50 million units as of December 2008. In Japan, the PS2 has sold 21,454,325 units as of October 1, 2008, according to Famitsu/Enterbrain.
In Europe, the PS2 sold 6 million units in 2006 and 3.8 million in 2007, according to estimates by Electronic Arts. In 2007, the PS2 sold 3.97 million units in the US according to the NPD Group and 816,419 units in Japan according to Enterbrain. In 2008, the PS2 sold 480,664 units in Japan, according to Enterbrain.


The PlayStation 2's DualShock 2 controller is largely identical to the PlayStation's DualShock, with the same basic functionality; however, it includes analog pressure sensitivity on the face, shoulder and D-pad buttons, is lighter and includes two more levels of vibration.

The EyeToy.

Resident Evil 4 chainsaw controller compatible with the PlayStation 2.
Optional hardware includes DualShock or DualShock 2 controllers, a PS2 DVD remote control, an internal or external HDD, a network adapter, horizontal and vertical stands, PlayStation or PS2 memory cards, light guns (GunCon), fishing rod and reel controllers. Also available are various cables and interconnects, including the Multitap for PlayStation or PS2, S-Video, RGB, SCART, VGA (for progressive scan games and PS2 Linux only), component and composite video cables, an RF modulator, a USB camera (EyeToy), dance pads for Dance Dance Revolution, In the Groove, and Pump It Up titles, Konami microphones for use with the Karaoke Revolution games, dual microphones (sold with and used exclusively for SingStar games), various "guitar" controllers (for the Guitar Freaks series and Guitar Hero series), the drum set controller (sold in a box set (or by itself) with a "guitar" controller and a USB microphone (for use with Rock Band), Onimusha 3 katana controller, Resident Evil 4 chainsaw controller, a USB keyboard and mouse, and a headset. Unlike the PlayStation, which required the use of an official Sony PlayStation mouse to play mouse-compatible games, the few PS2 games with mouse support work with standard PC-compatible USB mice. Early versions of the PS2 could be networked via an iLink port, though this had little game support and was dropped. The original PS2 multitap cannot be plugged into the newer slim models (as the multitap connects to the memory card slot as well as the controller slot and the memory card slot on the slimline is shallower). New slim-design multitaps are manufactured for these models, however third-party adapters also exist to permit original multitaps to be used. Some third party manufacturers have created devices that allow disabled people to access the PS2 through ordinary switches etc. One such device is the PS2-SAP from LEPMIS, another is for example the JPemulator.

Homebrew development

Sony released a version of the Linux operating system for the PS2 in a package that also includes a keyboard, mouse, Ethernet adapter and HDD. Currently, Sony's online store states that the Linux kit is no longer for sale in North America. However as of July 2005, the European version was still available. The kit boots by installing a proprietary interface, the run-time environment, which is on a region-coded DVD, so the European and North America kits only work with a PS2 from their respective regions.
In Europe and Australia, the PS2 comes with a free Yabasic interpreter on the bundled demo disc. This allows simple programs to be created for the PS2 by the end-user. This was included in a failed attempt to circumvent a UK tax by defining the console as a "computer" if it contained certain software.
A port of the NetBSD project and BlackRhino GNU/Linux, an alternative Debian-based distribution, are also available for the PS2.
Using homebrew programs (e.g. 'SMS Media Player') it is possible to listen to various audio file formats (MP3, OMA, Ogg Vorbis, AAC, FLAC, AC3), and watch various video formats (DivX/XviD, MPEG1, MPEG2, MPEG4-ASP in AVI Container) using the console. Media can be played from any device connected to the console i.e. external USB/Firewire thumb drive/hard disk (FAT32 only), the internal hard disk on early revision consoles, optical CD-R(W)/DVD±R(W) disks (modded systems or patched disks), or network shares (Windows Network or PS2 host: protocol).
Homebrew programs can be launched directly from a memory card on unmodified consoles by using certain software that takes advantage of a long known and used exploit, dealing with the boot part of the EE/IOP process (Independence). A recent development (May 2008) allows homebrew programs to be launched without a trigger disc such as is needed in the older exploit, which also allows use of homebrew on unmodded systems with a dead disc drive (Free McBoot). However, installation of the exploit to each individual memory card requires an already exploited/modded system in order to launch the installer. Copying from one memory card to another will not work. This newer exploit will not work on the very newest PS2s (SCPH-9000x model with BIOS 2.30 and up) but will work on ALL models prior to that, including slimlines.
Homebrew programs can be used to play patched backups of original PS2 DVD games on unmodified consoles, and to install retail discs to an installed hard drive on older models (ESR, HDLoader, USBAdvance). This is illegal in many countries.
Homebrew emulators of older computer and gaming systems have been developed for the PS2 Using these homebrew programs the PS2 can emulate the following: Atari 2600, Atari 5200, BBC Micro, Commodore 64, Game Boy, Mega Drive/Genesis, Sega Master System, MSX, Neo Geo, Nintendo Entertainment System, TurboGrafx-16, and Super Nintendo Entertainment System.

Technical specifications

The specifications of the PlayStation 2 console are as follows, with hardware revisions:

Graphics Synthesizer GPU

Graphics Synthesizer as on SCPH39000.

Older EE+GS that does not incorporate system memory (Found in Older Charcoal Black Slim PS2s. (SCPH-70001).

ASIC that incorporates the EE, GS, and system memory (found in silver slim PS2s. Model SCPH-79000).
  • CPU: 128-bit "Emotion Engine" clocked at 294.912 MHz (299 MHz on newer versions), 10.5 million transistors
    • System Memory: 32 MB Direct Rambus or RDRAM
    • Memory bus Bandwidth: 3.2 gigabytes per second
    • Main processor: MIPS R5900 CPU core, 64 bit, little endian (mipsel).
    • Coprocessor: FPU (Floating Point Multiply Accumulator × 1, Floating Point Divider × 1)
    • Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator × 9, Floating Point Divider × 1), 32-bit, at 150 MHz.
      • VU0 typically used for polygon transformations optionally (under parallel or serial connection), physics and other gameplay based things
        • Parallel performs transformations in parallel in the same moment
        • Serial (series) performs transformations in a series of steps or stages coherent to the design of each VU
          • Stage 1: VU0 does perspective and cam, boning, animations and movement laws per triangle
          • Stage 2: VU1 does colors, lights and effects per triangle)
      • VU1 typically used for polygon transformations, lighting and other visual based calculations
        • Texture matrix able for 2 units (UV/ST)
    • Floating Point Performance: 6.2 gigaFLOPS (single precision 32-bit floating point)
      • FPU 0.64 gigaFLOPS
      • VU0 2.44 gigaFLOPS
      • VU1 3.08 gigaFLOPS (with Internal 0.64 gigaFLOP EFU)
    • 3D CG Geometric transformation(VU0+VU1 parallel): 66 million polygons per second
      • 3D CG Geometric transformations under curved surfaces: 16 million polygons per second
      • 3D CG Geometric transformations at peak bones/movements/effects(textures)/lights(VU0+VU1): 15-20 million polygons per second (dependent on if series or parallel T&L)
      • Actual real-world polygons (per frame):500-650k at 30fps, 250-325k at 60fps
    • Compressed Image Decoder: MPEG-2
    • I/O Processor interconnection: Remote Procedure Call over a serial link, DMA controller for bulk transfer
    • Cache memory: Instruction: 16 KB, Data: 8 KB + 16 KB (ScrP)
  • Graphics processing unit: "Graphics Synthesizer" clocked at 147 MHz
    • Pixel pipelines: 16
    • Video output resolution: variable from 256x224 to 1280x1024 pixels
    • 4 MB Embedded DRAM video memory bandwidth at 48 gigabytes per second (main system 32 MB can be dedicated into VRAM for off-screen materials)
      • Texture buffer bandwidth: 9.6 GB/s
      • Frame buffer bandwidth: 38.4 GB/s
    • DRAM Bus width: 2560-bit (composed of three independent buses: 1024-bit write, 1024-bit read, 512-bit read/write)
    • Pixel Configuration: RGB: Alpha:Z Buffer (24:8, 15:1 for RGB, 16, 24, or 32-bit Z buffer)
    • Dedicated connection to: Main CPU and VU1
    • Overall Pixel fillrate: 16x147 = 2.352 Gpixel/s (rounded to 2.4 Gpixel/s)
      • Pixel fillrate: with no texture, flat shaded 2.4(75,000,000 32pixel raster triangles)
      • Pixel fillrate: with 1 full texture(Diffuse Map), Gouraud shaded 1.2 (37,750,000 32-bit pixel raster triangles)
      • Pixel fillrate: with 2 full textures(Diffuse map + specular or alpha or other), Gouraud shaded 0.6 (18,750,000 32-bit pixel raster triangles)
    • GS effects: AAx2 (poly sorting required), Bilinear, Trilinear, Multi-pass, Palletizing (4-bit = 6:1 ratio, 8-bit = 4:1)
    • Multi-pass rendering ability
      • Four passes = 300 Mpixel/s (300 Mpixels/s divided by 32 pixels = 9,375,000 triangles/s lost every four passes)
  • Audio: "SPU1+SPU2" (SPU1 is actually the CPU clocked at 8 MHz)
  • I/O Processor
    • I/O Memory: 2 MB
    • CPU Core: Original PlayStation CPU (MIPS R3000A clocked at 33.8688 MHz or 37.5 MHz)
    • Automatically underclocked to 33.8688 MHz to achieve hardware backwards compatibility with original PlayStation format games.
    • Sub Bus: 32-bit
    • Connection to: SPU and CD/DVD controller.
  • Interfaces:
    • 2 proprietary PlayStation controller ports (250 kHz clock for PS1 and 500 kHz for PS2 controllers)
    • 2 proprietary Memory Card slots using MagicGate encryption (250 kHz for PS1 cards, up to 2 MHz for PS2 cards)
    • Expansion Bay (PCMCIA on early models for PCMCIA Network Adaptor and External Hard Disk Drive) DEV9 port for Network Adaptor
    • Modem, Ethernet and Internal Hard Disk Drive (single IDE/ATA channel, possible to hook 2 devices to.)
    • FireWire (only in SCPH 10xxx – 3xxxx)
    • Infrared remote control port (SCPH 5000x and newer) — IEEE 1394 port removed and Infrared port added in SCPH-50000 and later hardware versions.
    • 2 USB 1.1 ports with an OHCI-compatible controller.
  • Disc Drive type: proprietary interface through a custom micro-controller + DSP chip. 24x speed (PlayStation 2 format CD-ROM, PlayStation format CD-ROM), 4x (Supported DVD formats) — Region-locked with anti-copy protection. Can't read Gold Discs.
  • Supported Disc Media: PlayStation 2 format CD-ROM, PlayStation format CD-ROM, Compact Disc Audio, PlayStation 2 format DVD-ROM (4.7 GB)(some games on DVD9 8.5 GB), DVD Video (4.7 GB), DVD-9 (8.5 GB Double-Layer). Later models (starting with SCPH-50000) are DVD+RW, and DVD-RW compatible.

Disc Read Error (DRE) Lawsuit

A class action lawsuit was filed against Sony Computer Entertainment America Inc. on July 16, 2002, in the Superior Court of California, County of San Mateo. The lawsuit addresses consumer reports of inappropriate "no disc error" (disc read error) messages and other problems associated with playing DVDs and CDs on the PlayStation 2.
Sony settled its “disc read error” lawsuit by compensating the affected gamers with USD $25, a free game from a specified list, and the reduced cost repair or replacement (at SCEA’s discretion) of the damaged system. This settlement was subject to the courts’ approval, and hearings began in the US and Canada on April 28, 2006, and May 11, 2006, respectively.


See also: PCSX2

Source : Wikipedia


From Wikipedia, the free encyclopedia

The PlayStation (abbreviated PS, PSone, PS1, or PSX) is a 32-bit fifth-generation video game console first released by Sony Computer Entertainment in Japan on December 3, 1994.
The PlayStation was the first of PlayStation series of console and handheld game devices. Successor consoles and upgrades include the Net Yaroze, PS one, PSX, PocketStation, PlayStation 2, PlayStation Portable,and the Playstation 3. The PlayStation was the first "computer entertainment platform" to ship 100 million units, which it had reached 9 years and 6 months after its initial launch.

Playstation logo colour.svg
The original PlayStation was produced in a light grey color.
Original model design and logo of the PS1.
Manufacturer Sony Computer Entertainment
Product family PlayStation
Type Video game console
Generation Fifth generation era
Retail availability JP December 3, 1994
NA September 9, 1995
EU September 29, 1995 AUS November 15, 1995
Discontinued March 23, 2006
Units sold 102 million (as of July 20, 2008)
Units shipped 102.49 million, including 28.15 million PS one units (as of March 31, 2005)
Media CD-ROM
CPU MIPS R3000A-family R3051
@ 33.8688 MHz
Storage capacity Memory card
Best-selling game Gran Turismo, 10.85 million shipped (as of April 30, 2008)
Successor PlayStation 2


An original PlayStation control pad. This model was later replaced by the Dual Analog, and then the DualShock.
The first conceptions of the PlayStation date back to 1986 in Japan where it was created. 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 the 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 a Super Famicom-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 May 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, unbeknownst 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 US 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 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 "PlayStation" 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 "PlayStation" 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, thereby ending Nintendo's involvement with the project.


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 15, 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, Warhawk, Air Combat, and Philosoma, and Ridge Racer. Almost all of Sony's and Namco's launch titles went on to spawn numerous sequels.


The PlayStation console posseses a number of features, in addition to playing games, has the ability to read and play audio CDs. The CD player has the ability to shuffle the playback order, play the songs in a programmed order, and repeat one song or the entire disk. This function, as well as a memory card manager, can be accessed by starting the console without inserting a game, thereby accessing a system menu. The original Playstation and PSone menus differ: the Playstation menu has a dark blue background and buttons that are designed like rainbow graffiti, the PSone has a blocked gray background with 2 icons, one with 2 memory cards on it, the other with a keyboard and some notes. If a game is put in the system at any time on the menu, the game will immediately start.


As of September 30, 2007, a total of 7,918 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 released in the United States was FIFA Football 2005. However, it can be noted that on 07/26/07 in Japan and 03/18/08 in the US, Metal Gear Solid: The Essential Collection was released which contained new printings of the PlayStation 1 game Metal Gear Solid. The discs were in the PlayStation format and playable on PlayStation and PS One's.
The OK and Cancel buttons on most of the Japanese PlayStation games are reversed in their North American and European releases. In Japan, the File:MegadriveLogo.jpg button (maru, right) is used as the OK button, while the X button (batsu, wrong) is used as Cancel. North American and European releases have the X button or the Circle buttons as the OK button, while either the Square or the Triangle Circle buttons are used as Cancel (some titles like Xenogears used the Circle button for cancelling actions and selections). However, a few games such as Squaresoft's Vagrant Story, Final Fantasy VII (with the X button was used for the cancel button), and Final Fantasy Tactics, Namco's Ridge Racer Type 4 and Konami's Metal Gear Solid, have the buttons remain in the same Japanese configurational layout. Some games like Japanese version of Gran Turismo had used different control similar to North American games. 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 had one of the longest production runs in the video game industry. On March 23, 2006, Sony announced the end of production.


Developer's kit PlayStation (PAL)
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 protection.
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.
Earliest series had potentiometers on the board for adjusting the reading mechanism, named BIAS, GAIN and an unknown one. By connecting a voltmeter between the upper-most metering point near the BIAS potentiometer and the chassis, the resulting voltage could be read. The supposed right values are 1.70V when a CD is spinning at 1x speed and 1.85V when a CD is spinning at 2x speed. Further tuning was also possible on the unique potentiometer present on the CD drive. Later series featured an automatic laser calibration mechanism.
Sony then released a version dubbed "Dual Shock", which included a controller with two analog sticks and a built-in vibration-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).
Another version (SCPH-5903) 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 PlayStation could be treated exactly like any other NTSC:J PlayStation.

"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, unofficial 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.
A previous theory was that 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 CD-ROM lasers), and it was theorized that the PlayStation's drive was engineered to require these tinted discs. However, this has been easily disproven, as PlayStation CD-ROMs can be read by most CD drives, and the PlayStation will read most recordable CDs. Nonetheless, 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 PlayStation 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.

Swap Trick

On earliest series, SCPH-100X and SCPH-3000, it was possible to launch games burned on CD-R without any mod-chip. The trick consisted in starting the console with no game, then going to the CD player application. After inserting an original game, using a small object like a match or a spring, make the lid contactor go down to simulate a closed lid. The CD would spin up and stop, after it was exchanged by another game this time burned on a CD-R. After exiting the CD player application, the PlayStation loads the game thinking it's an original CD. On later series, this trick was defeated, though it was still possible to realise a double-swap which consisted of launching an original game, the two times the CD-ROM spins to 2x speed and lowers to 1x speed, the original game was exchanged by a copy, twice. This defeated the tighter verifications on newer series, but at a price of wearing out the CD-ROM motor. A third method is to load a "GameShark" CD, swap discs (keeping the lid switch down), and start the game through the GameShark's menu.

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 PlayStation with no regional lockout; it would play games from any territory. It would not however play CD-R discs, so it was not possible to create self-booting Yaroze games without a modified PlayStation.

PS one

The redesigned PSone with an LCD Screen and DualShock controller
The PS one (also PSOne), launched in 1997, is Sony's smaller, 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. 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.

Summary of 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)

Consumer models

Model: Case: BIOS: Hardware: Region: A/V Direct Out: Parallel Port: Serial Port: Sound Scope: Notes:
SCPH-1000 Original (Grey) Unknown (09/22/94) Rev. A NTSC-J Yes Yes Yes No FMV skipping issues. S-Video direct out.
SCPH-1001 Original (Grey) 2.2 (12/04/95) Rev. B NTSC-U/C Yes Yes Yes No FMV skipping issues.
Based on SCPH-3000 series.
SCPH-1002 Original (Grey) 2.0 (05/10/95) Rev. B PAL Yes Yes Yes No
SCPH-1002 Original (Grey) 2.1 (07/17/95) Rev. B PAL Yes Yes Yes No
SCPH-1002 Original (Grey) 2.2 (12/04/95) Rev. B PAL Yes Yes Yes No
SCPH-3000 Original (Grey) 1.1 (01/22/95) Rev. B NTSC-J Yes Yes Yes No FMV skipping issues. Earliest units had a PU-7 board, further units featured a PU-8 board like SCPH-1002.
SCPH-3500 Original (Grey) 2.1 (07/17/95) Rev. B NTSC-J Yes Yes Yes No FMV skipping issues.
SCPH-5000 Original (Grey) 2.2 (12/04/95) Rev. C NTSC-J No Yes Yes No CD-ROM drive re-located on right side of CD bay.
Lens carriage reinforced and power simplified, fixing FMV skipping issues.
A/V direct out and RFU power connector removed.
Model numbers synchronized worldwide.

A very rare Men in Black promotional model exists with a black case and the film's logo on the CD lid.

Only model capable of playing Video CD movies.
This model also has RCA plugs, like earlier PlayStation models.
SCPH-5001 Original (Grey) Unknown (Unknown) Rev. C NTSC-U/C No Yes Yes No
SCPH-5002 Original (Grey) Unknown (Unknown) Rev. C PAL No Yes Yes No
SCPH-5003 Original (Grey) Unknown (Unknown) Rev. C NTSC-J No Yes Yes No
SCPH-5500 Original (Grey) 3.0 (09/09/96) Rev. C NTSC-J No Yes Yes No
SCPH-5501 Original (Grey) 3.0 (11/18/96) Rev. C NTSC-U/C No Yes Yes No
SCPH-5502 Original (Grey) 3.0 (01/06/97) Rev. C PAL No Yes Yes No
SCPH-5503 Original (Grey) Unknown (Unknown) Rev. C NTSC-J No Yes Yes No
SCPH-5552 Original (Grey) 3.0 (01/06/97) Rev. C PAL No Yes Yes No
SCPH-5903 Original (White) Unknown (Unknown) Rev. C NTSC-J Yes Yes Yes No
SCPH-7000 Original (Grey) 4.0 (08/18/97) Rev. C NTSC-J No Yes Yes Yes DualShock now standard.
Introduction of Sound Scope.
Major manufacturing cost reductions took place from this model onwards.
The number of memory chips and CD-ROM controllers were reduced, other components were simplified.

SCPH-7000, SCPH-7001, and SCPH-7002:
Available in midnight blue as promotional item to celebrate the 10 millionth PlayStation sold.
SCPH-7001 Original (Grey) 4.1 (12/16/97) Rev. C NTSC-U/C No Yes Yes Yes
SCPH-7002 Original (Grey) 4.1 (12/16/97) Rev. C PAL No Yes Yes Yes
SCPH-7003 Original (Grey) 3.0 (11/18/96) Rev. C NTSC-J No Yes Yes Yes
SCPH-7500 Original (Grey) Unknown (Unknown) Rev. C NTSC-J No Yes Yes Yes
SCPH-7501 Original (Grey) 4.1 (12/16/97) Rev. C NTSC-U/C No Yes Yes Yes
SCPH-7502 Original (Grey) 4.1 (12/16/97) Rev. C PAL No Yes Yes Yes
SCPH-7503 Original (Grey) 4.1 (12/16/97) Rev. C NTSC-J No Yes Yes Yes
SCPH-9000 Original (Grey) 4.0 (08/18/97) Rev. C NTSC-J No No Yes Yes Parallel port removed.
Motherboard PCB reduced in size.
SCPH-9001 Original (Grey) 4.1 (12/16/97) Rev. C NTSC-U/C No No Yes Yes
SCPH-9002 Original (Grey) 4.1 (12/16/97) Rev. C PAL No No Yes Yes
SCPH-9003 Original (Grey) Unknown (Unknown) Rev. C NTSC-J No No Yes Yes
SCPH-100 PS one (White) 4.3 (03/11/00) Rev. C NTSC-J No No No Yes Redesigned smaller case.
Controller and memory card ports integrated onto motherboard.
Serial port removed.
Has external power supply.
SCPH-101 PS one (White) 4.5 (05/25/00) Rev. C NTSC-U/C No No No Yes
SCPH-102 PS one (White) 4.4 (03/24/00) Rev. C PAL No No No Yes
SCPH-102 PS one (White) 4.5 (05/25/00) Rev. C PAL No No No Yes
SCPH-103 PS one (White) Unknown (Unknown) Rev. C NTSC-J No No No Yes

Speciality models

Model: Case: BIOS: Hardware: Region: A/V Direct Out: Parallel Port: Serial Port: Sound Scope: Notes:
DTL-H1000 Original (Blue) Unknown (09/22/94) Rev. A NTSC-J Yes Yes Yes No Low quality CD-ROM drive. S-Video direct out. Debugger. Can boot games from any region and CD-R copies.
DTL-H1000H Original (Grey) 1.1 (01/22/95) Rev. B NTSC-J Yes Yes Yes No Low quality CD-ROM drive. Debugger. Can boot games from any region and CD-R copies.
DTL-H1001 Original (Blue) 2.0 (05/07/95) Rev. B NTSC-U/C Yes Yes Yes No Low quality CD-ROM drive. Debugger. Can boot games from any region and CD-R copies.
DTL-H1001H Original (Grey) Unknown (Unknown) Rev. B NTSC-U/C Yes Yes Yes No Low quality CD-ROM drive. Debugger. Can boot games from any region and CD-R copies.
DTL-H1002 Original (Blue) 2.0 (05/10/95) Rev. B PAL Yes Yes Yes No Low quality CD-ROM drive. Debugger. Can boot games from any region and CD-R copies.
DTL-H1100 Original (Blue) 2.2 (03/06/96) Rev. B NTSC-J Yes Yes Yes No Low quality CD-ROM drive. Debugger. Can boot games from any region and CD-R copies. Has external power supply.
DTL-H1101 Original (Blue) 2.1 (07/17/95) Rev. B NTSC-U/C Yes Yes Yes No Low quality CD-ROM drive. Debugger. Can boot games from any region and CD-R copies. Has external power supply.
DTL-H1102 Original (Blue) 2.1 (07/17/95) Rev. B PAL Yes Yes Yes No Low quality CD-ROM drive. Debugger. Can boot games from any region and CD-R copies. Has external power supply.
DTL-H1200 Original (Green) 2.2 (12/04/95) Rev. C NTSC-J Yes Yes Yes No Low quality CD-ROM drive. Debugger. Can boot games from any region and CD-R copies. Will not display PAL video mode.
DTL-H1201 Original (Green) 2.2 (12/04/95) Rev. C NTSC-U/C Yes Yes Yes No Low quality CD-ROM drive. Debugger. Can boot games from any region and CD-R copies. Will not display PAL video mode.
DTL-H1202 Original (Green) 2.2 (12/04/95) Rev. C PAL Yes Yes Yes No Low quality CD-ROM drive. Debugger. Can boot games from any region and CD-R copies. Will not display NTSC video mode.
DTL-H3000 Original (Black) Unknown (Unknown) Rev. B NTSC-J Yes Yes Yes No Low quality CD-ROM drive. Net Yaroze hobbyist development system. Can boot games from any region but not CD-R copies.
DTL-H3001 Original (Black) 2.2 (12/04/95) Rev. B NTSC-U/C Yes Yes Yes No Low quality CD-ROM drive. Net Yaroze hobbyist development system. Can boot games from any region but not CD-R copies.
DTL-H3002 Original (Black) 2.2 (12/04/95) Rev. B PAL Yes Yes Yes No Low quality CD-ROM drive. Net Yaroze hobbyist development system. Can boot games from any region but not CD-R copies.


Sony's successor to the PlayStation is the PlayStation 2, which is backwards compatible with its predecessor in that it can play almost every PlayStation game. Unlike emulators that run on a PC, the PlayStation 2 actually contains the original PlayStation processor, allowing games to run exactly as they do on the PlayStation. For PlayStation 2 games this processor, called the IOP, is used for input and output (memory cards, DVD drive, network, and hard drive). Like its predecessor, the PlayStation 2 is based on hardware developed by Sony itself.
The third generation of the PlayStation known as the PlayStation 3 (abbreviated PS3), was launched on November 11, 2006 in Japan, November 17, 2006 in North America, and March 23, 2007 in Europe. The PlayStation 3 was initially backward compatible with all games that were originally made for the PlayStation and PlayStation 2, but due to the removal of the PlayStation 2 Emotion Engine Chip after the introduction of the 40 GB version, the capability to play PlayStation 2 discs is limited now to software emulation, and the capability to play original PlayStation games is still possible. While PS3 games are not region-locked, PlayStation and PlayStation 2 games still only play on a PS3 console from the same territory. The redesigned "Slim" form factor PS3 introduced in 2009 has had the ability to play PlayStation 2 games entirely removed, though it can still play games from the original PlayStation.
The PlayStation Portable (abbreviated PSP) is a handheld game console first released in late 2004. The PSP is capable of playing PlayStation games downloaded via Sony's online store, and can also play any PlayStation game by using the PlayStation 3's remote play feature while the disc in the PlayStation 3. Sony hopes to release nearly all PlayStation games on a gradual basis. It is also possible to convert original PlayStation disc images into executable binaries using freely available software. These games are then playable on PSPs that have been modified to run unsigned code.


The success of the PlayStation is widely believed to have influenced the demise of the cartridge-based home console. While not the first system to utilize an optical disc format, it was the first success story, and ended up going head-to-head with the last major home console to rely on proprietary cartridges—the Nintendo 64.
Nintendo was very public about its skepticism toward using CDs and DVDs to store games, citing longer load times and durability issues. It was widely speculated that the company was even more concerned with copyright infringement, given its substantial reliance on licensing and exclusive titles for its revenue.
The increasing complexity of games (in content, graphics, and sound) pushed cartridges to their storage limits and this fact began to turn off third party developers. Also, CDs were appealing to publishers due to the fact that they could be produced at a significantly lower cost and offered more flexibility (it was easy to change production to meet demand). In turn, they were able to pass the lower costs onto consumers.

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

Central processing unit

Geometry transformation engine
  • Resides inside the main CPU chip, giving it additional vector math instructions used for 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
  • Theoretical polygon count in optimal conditions given by Sony:

    • 1 million flat-shaded polygons per second;
    • 500,000 texture mapped and light-sourced polygons per second.
Data decompression engine
  • Also residing within 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

An early PlayStation motherboard.

Graphics processing unit

Name unknown
  • Handles 2D graphics processing separate from the main 3D engine on the CPU
  • Features:

Sound processing unit

Name unknown


CD-ROM drive
  • 2x, with a maximum data throughput of 300 KB/s
  • XA Mode 2 Compliant
  • CD-DA (CD-Digital Audio)
  • 32 KB buffer
Operation System
  • Stored on 512 KB ROM
Memory Card

Source : Wikipedia