BIOS, Disc Boot Data, and Startup Splash
Polygon Engine creates independent homebrew games compatible with the original PlayStation. It does not supply or download Sony firmware, Sony SDKs, Sony disc boot data, or a Sony development license.
Emulator BIOS
If your emulator requires a BIOS, configure firmware you are lawfully entitled to use in the emulator's settings. For DuckStation, use its BIOS settings. The firmware is not an engine asset and must not be included in your game package. Owning a console does not by itself grant permission to redistribute its firmware.
Disc exports and hardware
The editor exports disc images without Sony disc boot data. There is no import field for that material in Build > Tools & Diagnostics > Tool Paths.... Settings saved by older versions no longer activate it, and the former command-line override is rejected. Rebuild older exports with the current editor before sharing them: updating the editor does not remove material already embedded in a previously generated image.
A completed build is not an authenticated retail disc. Booting on an unmodified retail console is not guaranteed. Test your own content with compatible hardware or an emulator using lawful firmware and deployment methods. Polygon Engine does not provide console access-control bypass tools or instructions, and does not grant permission to copy Sony material or imply Sony approval.
Before sharing a game, read Publishing and Licenses.
Polygon Engine startup splash
Every exported PS1 executable displays the Polygon Engine logo on a black background before the first scene and its scripts start. It lasts four seconds: one second fading in, two seconds visible, and one second fading out. NTSC and PAL builds use the same duration.
The logo and wordmark are centered on a temporary 640 × 480 interlaced screen. Their bounding rectangle occupies approximately 20% of the screen area, with black space around the artwork. The runtime restores the normal game video mode before the loading screen and first scene.
The splash follows the console or emulator's boot process when that process is shown. It is part of the game runtime and also appears when the executable is started directly by a compatible loader. It cannot be skipped with input or disabled through project settings or Lua. Distributed games must retain it under the Polygon Engine license.
The splash runs once per executable start, not on scene changes. Editor Play Mode starts directly for iteration; test startup presentation with an exported build. The normal loading screen can follow the splash while the first scene loads.