The SplashEdit Control Panel¶
The Control Panel (PlayStation 1 -> SplashEdit Control Panel, or Ctrl+Shift+L) is your central hub for everything: dependencies, scene management, and building.
Dependencies Tab¶
Manages the native psxsplash project and toolchain. See Installation for the full setup walkthrough.
Native Project¶
- Download from GitHub - Select a release version from the dropdown, click Clone
- Manual path - Browse to a local psxsplash source directory (must contain a Makefile)
- Shows current version when installed
Toolchain¶
Five status rows showing each required tool with Install/Download buttons. Each shows a green "Ready" badge when detected.
Scenes Tab¶
Your project's scene list. Scenes are exported in order - Scene 0 is loaded first at runtime.
| Action | How |
|---|---|
| Add current scene | Click "+ Add Current Scene" |
| Add any scene | Click "+ Add Scene..." and browse |
| Drag and drop | Drag SceneAsset files from the Project window |
| Reorder | Use the arrow buttons (scene index matters for Scene.Load()) |
| Remove | Click the X button |
Important
Scene indices are assigned by position in this list. If you reorder scenes, any Scene.Load(index) calls in your Lua scripts need to match the new order.
Build Tab¶
Build configuration and the main build button. See Building & Running for full details.
Configuration¶
| Setting | Description | Default |
|---|---|---|
| Target | Emulator, Real Hardware, or ISO | Emulator |
| Mode | Debug or Release | Debug |
| Clean Build | Full rebuild from scratch | On |
| Memory Overlay | Show heap/RAM usage bar at runtime | Off |
| FPS Overlay | Show frame rate counter at runtime | Off |
| OT Size | Ordering table size (depth sorting precision) | 8192 |
| Bump Alloc Size | Per-frame GPU primitive buffer size | 129536 |
Target-Specific Options¶
- Real Hardware: Serial port name and baud rate for Unirom upload
- ISO: Volume label (max 31 chars, uppercase) and optional license
.datfile
Buttons¶
- BUILD & RUN - Export all scenes, compile, and launch
- STOP EMULATOR / STOP PCdrv HOST - Kill the running instance
- Export Only - Export scenes without compiling
- Compile Only - Compile without re-exporting
Memory Report¶
After exporting, a foldout shows per-scene memory breakdown:
- Main RAM usage (ordering table, bump allocator, scene data)
- VRAM usage (framebuffer, texture atlases, CLUTs)
- SPU RAM (audio clips)
- CD Storage (splashpack size, loader pack size)
Memory Report is very approximate
The memory preview in the Control Panel is very limited and very approximate. Do not trust it as accurate. A safe rule of thumb: if it shows 50% usage, you're probably fine. If it shows higher, you may already be at the limit. Always test on real hardware or emulator to verify.