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element14's The Ben Heck Show
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element14's The Ben Heck Show
Documents Live Stream: Help Ben Heck Fix a Rare Nintendo Playstation Prototype - Part II!
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element14's The Ben Heck Show requires membership for participation - click to join
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  • Author Author: dorotheadmin
  • Date Created: 27 Mar 2017 8:46 PM Date Created
  • Last Updated Last Updated: 25 Jan 2022 11:44 PM
  • Views 511 views
  • Likes 8 likes
  • Comments 186 comments
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Live Stream: Help Ben Heck Fix a Rare Nintendo Playstation Prototype - Part II!

element14's The Ben Heck Show

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Live Stream Recorded on April 5, 2017: 3 PM- 6PM US CDT!

 

 

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In an earlier live stream event, Ben Heck made progress fixing a rare Nintendo PlayStation prototype before time ran out. Before returning the prototype to Terry and Dan Diebold the team will once again attempt to fix the hybrid console with help from community members!  Tune in live and submit your feedback here to be a part of history as Ben and his team attempt to fix the only known Nintendo PlayStation hybrid!

 

Watch the Progress Made In the Previous Live Stream:

 

Live Stream: Help Ben Heck Fix a Rare Nintendo Playstation Prototype!

 

Watch Ben's Previous Attempts to Fix the Nintendo PlayStation Protoype:

 

Episode 246: Ben Heck's Nintendo-Playstation Prototype Teardown Part 1 Episode

 

Episode 247: Ben Heck's Nintendo-Playstation Prototype Teardown Part 2 Repair Episode

 

Episode 265: Ben Heck's Nintendo PlayStation Update at Portland Retro Gaming Expo

 

Terry and Dan Diebold:

 

https://www.engadget.com/2015/11/06/nintendo-playstation-is-real-and-it-works/

 

Watch the Recorded Live Stream as The Ben Heck Team Make History by Fixing a Rare Nintendo Playstation Prototype!

 

Witness their progress! Comments were fed directly to the team!

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Anonymous

Top Comments

  • miami81
    miami81 over 5 years ago +3

    good luck guys

     

     

    maybe an idea
    my experience with old thing like this makes me think of the motors
    the bearings are stiffer due old age and long storage
    last time the cd played and went to next track after completing…

  • miami81
    miami81 over 5 years ago +2

    we see and hear you

  • tariq.ahmad
    tariq.ahmad over 5 years ago in reply to mayermakes +2

    Hi Clemens,

     

    We're feeding comments directly to the Team!

  • grythith
    grythith over 5 years ago

    I have an scph1001 PS1, that will play audio files just fine, but wouldn't play games... Seeing as this predates that system, and the PS1's laser issues where related to age, and it needed its gain / bias adjusted. This brought some life back to the system, it will now play any game I toss it's way, so it might be worth looking into if you have not already.

     

    How to Calibrate a PS1 SCPH-1001 Laser Assembly • Sony Playstation Tutorials • The Iso Zone

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  • andrebarata
    andrebarata over 5 years ago in reply to bryhaley

    yeah... the winner takes the last slice of pizza and the bottle o whisky

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  • pentadrake
    pentadrake over 5 years ago

    Yeah Street Fighter the movie, with JCvD as Guile and Kylie Minogue.

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  • bryhaley
    bryhaley over 5 years ago

    When are we gonna get a Ben Heck Street Fighter Tournament event

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  • bryhaley
    bryhaley over 5 years ago in reply to bryhaley

    And since I like the Jag, here's another fun fact!

     

    There was no API for interfacing with the Tom (GPU) and Jerry (Audio/Secondary GPU) chips.

     

    These days, we have nice pretty APIs for such things like DirectX, OpenGL/OpenAL, Vulkan, etc.

     

    But on the JAG, you had to write any code you wanted to run on those chips in assembly! Then the assembly code would be passed to Tom and Jerry by the 68k, where it would then run independently.

     

    Therefore, most Jag games consisted of three code-bases: a C application containing the game logic running on the 68k, assembly code for rendering running on Tom, and assembly code for either playing sound and music or to assist in rendering running on Jerry. The JagDoom source code is a great example of this.

     

    Luckily, Tom and Jerry were binary compatible, so at least it was the same assembly language used for both.

     

    As you can imagine, though, most programmers didn't want to bother with that nonsense.

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  • aeorcr
    aeorcr over 5 years ago

    Can you reload the game cd, i lost it

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  • willyd1973
    willyd1973 over 5 years ago

    Shipping a pizza vaccume sealed in a bag becomes a rigged disc

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  • avfusion
    avfusion over 5 years ago

    Started with a broken prototype, ended with Russian Brides.

     

    Great show, best show, 10/10.

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  • bryhaley
    bryhaley over 5 years ago in reply to avfusion

    Speaking of the Jaguar and its bittiness, the idea that it's several 32-bit processors and they just added the bits is actually a long running misconception.

     

    To my recollection, the Jag consists of a main CPU, a "Tom" chip handling graphics, and a very similar "Jerry" chip handling audio, but could also double as an additional GPU.

     

    The main CPU was a Motorola 68k running in 32-bit mode, so by that account it's actually a 32 bit console.

     

    However, the Tom and Jerry coprocessors were 64-bit processors. Now since bits are arbitrary when applied to graphics, Atari decided since the graphics chips were 64-bit and "16-bit graphics" was the big buzzword of the time, they decided to market it as a 64-bit system.

     

    The TurboGrafx16 was the same way - its main processor was 8-bit, but its graphics processing coprocessors was 16-bit, so they marketed it as a 16-bit console.

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  • andrebarata
    andrebarata over 5 years ago

    don't open it... take it apart

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