« PlayStation Portable (PSP) Architecture (index)

PlayStation Portable (PSP) Architecture

Chapter 7: I/O


Table of Contents

  1. Internal interfaces
  2. External interfaces
  3. Commercial accessories
  4. Home console connectivity

The PSP has plenty of connections and sensors to discuss. However, I'm taking this opportunity to also introduce some chipsets that haven't been mentioned yet. These play a big part in managing the circuitry that detects the player's input.

Internal interfaces

Most of the available I/O is linked through the Peripheral Bus. It's only 32 bits wide, which is enough to transfer simple information at a normal pace. This bus has access to the main RAM as well.

The D-pad, joystick, and buttons are handled by a unique chip referred to as System Control or 'SysCon'. This is a common codename across Sony hardware, and it deals with interfacing many internal components - although in the PSP's case, SysCon only handles the physical buttons.

External interfaces

The console features a good amount of connections :

Commercial accessories

The use of a standard port, the USB, incentivised third-parties to design accessories for this console.

Image
Top side of the PSP (model 3000).
Notice the two holes surrounding the mini USB port to hold an accessory.

Examples of commercialised accessories included:

The interesting part is that these types of peripherals were already available in the Pocket PCs and PDAs market as well. This makes you wonder if Sony envisioned the PSP as a Pocket PC for youngsters.

Home console connectivity

After the release of the PlayStation 3, a new feature appeared on the PSP: Remote Play. Using a Wi-Fi connection, the PS3 could be remotely controlled from the PSP.

The idea actually predated the launch of the Wii U. Unfortunately, only a handful of PS3 games supported Remote Play, meaning users could only navigate through the menus, do some multimedia, and play PlayStation 1 games.


Previous: 6. Audio

Next: 8. Operating System


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