Unity-like workflow · PS1 target · Mips# scripting

Build PlayStation 1 games in a modern editor.

Mipsync Engine combines a scene editor, asset pipeline, Animator Controller, UI tools, audio, post-processing, and a PS1 build runtime into one workflow.

Mipsync Open project: TheAmazingDigitalCircus
Scene View / Game View / Inspector / Project Browser
Mips# validation, completion, diagnostics
Exported PS1 disc: out/game.cue + PSX.EXE
Test in DuckStation, PCSX-Redux, or real hardware
Editor

Unity-style authoring

Create objects in the Hierarchy, edit components in the Inspector, drag assets into fields, and preview through Scene View or Game View.

Mips#

Game scripting that fits PS1

Use Start/Update, public Inspector fields, Transform, Input, Animator, AudioSource, arrays, and coroutines without pulling in a full .NET runtime.

Animation

Animator and Animation windows

Author transform clips, create controllers, set default states, and drive transitions with parameters from Mips#.

UI

Canvas, buttons, and controller navigation

Build image, text, button, and button-group UI. Buttons can use sprites, cursors, aspect-preserving scaling, and keyboard/controller navigation.

Assets

PS1-aware asset pipeline

Manage models, textures, materials, animation clips, controller assets, audio clips, prefabs, scenes, and Mips# scripts from one Project window.

Build

PS1 and PC Native builds

Export PS1 disc images via PSn00bSDK, or create a PC native build for quick desktop distribution and testing.

class DoorButton : MipsBehaviour
{
    public AudioSource clickSound;
    public Animator animator;
    public string[] scenes = { "scenes/menu.nscene", "scenes/stage1.nscene" };

    void Start()
    {
        StartCoroutine(Blink());
    }

    void Update()
    {
        if (Input.GetKeyDown("Space")) {
            clickSound.Play();
            animator.SetTrigger("Pressed");
            Scene.Load(scenes[1]);
        }
    }

    IEnumerator Blink()
    {
        while (true) {
            Log.Info("waiting...");
            yield return WaitForSeconds(0.5);
        }
    }
}

Post Process Volume

Fog, color grading, vignette, and HDRI skybox are configured through scene Post Process Volume objects, close to Unity's workflow.

IDE integration

VS Code and Cursor integration provides Mips# syntax highlighting, completion, hover, definition support, and diagnostics backed by the engine validator.

Ready to build?

Download Mipsync Hub, install the latest editor release, create a project, and export your first PS1 build.