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  1. #101
    Contributor sharp30's Avatar
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    it won't find the roms.. any help? how do i edit the xml file ?

  2. #102
    Forum Moderator PS3 News's Avatar
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    FBANext PS3 - r424 (FW 1.92+/FW 3.15/FW 3.41/CFW 3.55)

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    Today squarepusher2 has updated the MC68000 / Z80 Arcade Emulator to FBANext PS3 r424, which includes many changes as outlined below.

    Download: FBANext PS3 - r424 (FW 1.92+/FW 3.15/FW 3.41/CFW 3.55)

    To quote: Since I now have commit access (thanks to Lantus), I can drop the 'custom' label and instead give you straight version releases.

    This one I committed today - it includes all my changes from the previous three or four custom versions including a ton of additional improvements - this CHANGELOG is probably not very decipherable for the average user, but I'm going to post this here anyway since it would take too long to create a new CHANGELOG:

    CHANGELOG (r424)
    • (PS3) Added waterpaint-normalcontrast.cg, waterpaint-normalcontrast-scanline.cg, waterpaint-highcontrast.cg, waterpaint-highcontrast-scanline.cg shaders
    • (PS3) Optimized crt.cg shader - now runs at 60fps (fullspeed) at 1080p (1920x1080). Also added crt-highgamma.cg.
    • (PS3) Texture references used - far faster graphics code as a result. Also adapted refreshwithalpha so that it looks the same as it did before without texture references.
    • (PS3) Added all the shaders added inbetween r423 and the custom versions
    • (PS3) Replaced inlineASM in burnint.h with intrinsic so that it can be compiled with SNC. Also commented out little endian functions in blargg_endian.h to get SNC to work
    • (PS3) Commented out all exceptions and try - catch blocks in files such as ticpp.cpp and others - SNC by default works with exception support disabled - also exceptions have performance overhead - commenting out the exceptions and the try-catch blocks for both GCC and SNC increased performance.
    • (PS3) Got rid of virtual function call overhead in classes that inherited from a base class with virtual function definitions - such as the Cellframework Audio driver, and FBA's aud_audio.h itself. Led to measurable performance increases and lag reduction.
    • (PS3) Better button responsiveness - in PS3/run.cpp, for some reason button input was only being registered one out of every three frames - commented that out. There were tons of other branches in the interface code that are unnecessary - checking for bDrivOkay for instance in video_interface and vid_psgl - that were commented out for
      PS3. This could similary be applied to FBA 360 for some performance gains - same with the elimination of virtual function call overhead.
    • (PS3) Menu scrolling with the D-pad/analog stick in the ROM browser/settings menu/ingame menu by pressing and holding directional keys.
    • (PS3) Shaders now receive three additional input params for the main vertex program (main_vertex). This allows us to offload some more calculations from the fragment shader which leads to increased performance.
    • (PS3) Added back ability to go to Service menu by pressing R3 button.
    • (Core) - Rygar driver colors are restored again to normal colors - during the update to FBA beta, a swapword statement was left out.
    • (PS3) Makefile works now for either SNC or GCC. Change CELL_BUILD_TOOLS to set either of the two. The best speed I currently get with GCC for some odd reason.
    • (PS3) Makefile and preprocessor statements in the code now let you compile the source and have it detect your SDK version automatically.
    • (PS3) There is a special debug mode you can activate (CELL_DEBUG_CONSOLE = 1) where a Telnet server will be running in the background which you can telnet into - in this mode, you can track variables and/or dump screenshots on the HDD.
    • (PS3) Better speed, far less lag as a result of all of the above. PS. Every change above only affects the PS3 version.


    FBANext PS3 r424 MC68000 / Z80 Arcade Emulator is Released

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  3. #103
    Senior Member SuperSaiyen's Avatar
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    Nice Work! Just out of curiosity, as i see it compiles under GCC. I'm sure it would see a perfomance hit, but would it be possible to compile a version that works under the Other OS Linux?

  4. #104
    Contributor limnique's Avatar
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    Guys, i try to play in Westlemania Arcade and Ultimate Mortal Kombat 3 but emu doesn't see this games, why?

  5. #105
    Forum Moderator PS3 News's Avatar
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    FBANext PS3 - r435 (FW 1.92/FW 3.15/FW 3.41/CFW 3.55)

    PlayStation 3 developer squarepusher2 has updated the MC68000 / Z80 Arcade Emulator to FBANext PS3 r435 today, which includes some performance improvements among the changes outlined below.

    Download: [Register or Login to view links] / [Register or Login to view links] (Mirror)

    FBANext PS3 r435 changelog is as follows:

    FBANext PS3 - r435 (FW 1.92/FW 3.15/FW 3.41/CFW 3.55)
    CHANGELOG:
    • (PS3) Some minor performance improvements and some more lag reduction (CPS3/Sega System 16) - other drivers can show similar improvements as well
    • (PS3) Street Fighter III: Second Impact widescreen toggling has been fixed
    • (PS3) D-pad navigation moves one position down/up like before
    • (PS3) Dip switches now configurable in in-game menu
    FBANext PS3 r435 MC68000 / Z80 Arcade Emulator is Released

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  6. #106
    Contributor Hustla77's Avatar
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    Mar 2011
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    Hey Square is it possible to add a Punch x3 button and a Kick x3, it's a must in Xmen vs Streetfighter also in marvel vs capcom man if i had them buttons then Fba would be complete to me.

  7. #107
    Contributor facelift's Avatar
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    Nov 2006
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    anyone know if robocop ever worked ? the game was a MC68000
    Last edited by facelift; 03-15-2011 at 08:12 AM Reason: Automerged Doublepost

  8. #108
    Forum Moderator PS3 News's Avatar
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    FBANext PS3 r438 - Added Macro Input

    Today the FBANext PS3 emulator was updated to r438 which adds macro input for PlayStation 3 Custom Firmware (CFW) users.

    Download: [Register or Login to view links]

    To quote, roughly translated: The emulator FBANext (based on the source code of the final burn) has just updated his PS3 version, and therefore passes in review R438.

    Remember that these are interim releases, which may contain still lots of bugs.

    As a reminder, this is a multi-console emulator, that is to say, he is able to emulate our beloved PS3 consoles following:
    • Capcom CPS-1
    • Capcom CPS-2
    • Capcom CPS-3Cave
    • Neo Geo
    • Sega System 16 (and similar systems), System 18, X-Board, Y-Board
    • Toaplan
    • Taito 68k
    • Psikyo 68EC020/SH
    • PGM
    • Konami
    • Sega Megadrive (the savestates are not supported)

    Installation:
    • Place your roms in the folder: / dev_hdd0/game/FBAN00000/USRDIR/roms /
    • The first time you launch FBAnext, a file-fbanext ps3.xml will be generated. Ce fichier stock vos options. This file your stock options.
    • If you want to change the path of your roms, edit fbanext-ps3.xml.
    • .Zip/.7z/.rar Extensions are supported.

    In Game:
    • L2 + R1 + R2 Break / Back to menu
    • R3 Service Mode
    • L3 Current Reset Rom

    Changelog:

    FBANext PS3 R438:
    • Added macros input (x3 Punch/x3 Kick etc.)

    FBANext PS3 R435:
    • Some minor performance improvements and reduced lag (CPS3/Sega System 16) other drivers may also show similar improvements.
    • Fixed bug when switching to widescreen on the game Street Fighter III: Second Impact
    • The navigation D-pad moves one position down / up as before.
    • DIP switches now configurable in the menu in-game.


    FBANext PS3 r438 Emulator Updated for CFW, Macro Input Added

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  9. #109
    Contributor Hustla77's Avatar
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    Mar 2011
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    Thank You, now i can go all out on Inf combos on Xmen vs Streetfighter..

    Thank You Again!

  10. #110
    Senior Member Bishoff's Avatar
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    Jun 2010
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    Nice work. I love playing the classics on this emulator.

 
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