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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 .dat file

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.