Alternatives
Products that do what AllPS2BIOS does
PS2 BIOS downloads and emulator setup guides
- 1PP
2020 · psxparty.kosmi.io
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- 5NJ
2023 · nostalgist.js.org
- 6GP
I've been exploring new ways of testing Ghidra processor modules. In this repo, I was able to emulate NES ROMs in Ghidra to test its 6502 specification, which resulted in finding and fixing some bugs. Context: Ghidra is used for reverse engineering binary executables, complementing the usual disassembly view with function decompilation. Each supported architecture has a SLEIGH specification, which provides semantics for parsing and emulating instructions, not unlike the dispatch handlers you would find in interpreters written for console emulators. Emulator devs have long had extensive test…
2023 · github.com
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- 9IR
The Emotion Engine has 32 MB of RAM total, so the trick is streaming weights from CD-ROM one matrix at a time during the forward pass — only activations, KV cache and embeddings live in RAM. This means models bigger than the RAM can still run, they just read more from disc. Had to build a custom quantized format (PSNT), hack endianness, write a tokenizer pipeline, and most of the PS2 SDK from scratch (releasing that separately). The model itself is also custom — a 10M param Llama-style architecture I trained specifically for this. And it works. On real hardware.
Mar 2026 · github.com
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- 23E6
Hi! I'm just posting to announce the release of the source code of the 64-bit version of my hobby OS, ExDOS. My site is here: http://exdos.co.nf/ and my source code is on GitHub: https://github.com/omarrx024/exdos64 It's licensed under GNU GPL v3 and has many improvements over it's old 32-bit version. This one has a truly functional ACPI driver on real hardware, a window-based GUI, a real disk driver independent of BIOS, and some other things.
2016
- 24IR
Recently, I managed to recover some of my earliest work from the ZX Spectrum era from an old audio cassette. It is a mini-game, that I created as a teen, called "Atomix," written in BASIC with a mix of Z80 assembly — some of which I coded myself, while other parts were disassembled from existing games. I put the game in an modern emulator and recorded a screencast. See the video in my linkedin post: https://www.linkedin.com/feed/update/urn:li:activity:7288665...
2025
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