FB Alpha RL (Retro Loader) v1.01 Beta for PS3 CFW 3.40 / 3.55 / 4.XX


61w ago - Following his previous release, today PlayStation 3 developer CaptainCPS-X has made available a FB Alpha RL (Retro Loader) v1.01 followed by patch update v1.01a and v1.02 for PS3 CFW 3.40 / 3.55 / 4.XX users with details below.

Download: FB_ALPHA_RL_1.01_[20130215]_CEX340.rar (56 MB) / FB_ALPHA_RL_1.01_[20130215]_CEX355.rar (56 MB) / FB_ALPHA_RL_1.01a_[20130215]_CEX340_UPD.rar (2.43 MB) / FB_ALPHA_RL_1.01a_[20130215]_CEX355_UPD.rar (2.43 MB) / FB_ALPHA_RL_1.02_[20130915]_[CEX_340_4XX]_[BASE].rar (57 MB) / FB_ALPHA_RL_1.02_[20130915]_[CEX_340_4XX]_[BASE].rar (57 MB - Mirror) / FB_ALPHA_RL_1.02_[20130915]_[CEX_340_4XX]_[BASE].rar (57 MB - Mirror #2) / FB_ALPHA_RL_1.02_[20130915]_[CEX_340_4XX]_[BASE].rar (57 MB - Mirror #3) / GIT

This is a Beta release and has not been tested on cfw 3.55 / 3.40, only confirmed working by me on rogero cfw 4.30 v2.05. Please, if you find issues running this release on specific cfw and / or you know how to sign them properly, post a reply or pm me, thanks!

What is FB Alpha?

FB Alpha is an arcade emulator supporting the following platforms;

  • Capcom CPS-1
  • Capcom CPS-2
  • Capcom CPS-3
  • Cave
  • Data East DEC-0, DEC-8 and DECO IC16 based games
  • Galaxian based hardware
  • Irem M62, M63, M72, M90 and M92 hardware
  • Kaneko 16
  • Konami
  • Neo-Geo
  • Pacman based hardware
  • PGM
  • Psikyo 68EC020 and SH-2 based hardware
  • Sega System 1, System 16 (and similar), System 18, X-Board and Y-Board
  • Toaplan 1
  • Toaplan 2
  • Taito F2, X, Z and others
  • Miscellaneous drivers for lots of other hardware

FB Alpha also has a WIP console drivers for Sega Megadrive/Genesis and also PC-Engine/TurboGrafx 16/SuperGrafx.

FB Alpha (for Windows), can currently be obtained from barryharris.me.uk.

What is FB Alpha Retro Loader ?

FB Alpha RL is a PS3 homebrew application coded from scratch, and not based in any other public source code by other developers. It is a result of many hours of dedication and research.

It is in no way a dirty hack of RetroArch or something similar. By the contrary, FB Alpha RL serves as a independent frontend to RetroArch and provides features not incorporated in it.

I did had to make a modified RetroArch core to be included along my application, so it could process the arguments or new commands that FB Alpha RL will be sending to it.

Objective of FB Alpha RL (Retro Loader):

As a dev from the official FB Alpha Team, FB Alpha RL was made with a objective in mind, to keep the original experience from the official FB Alpha (for Windows OS) on the PS3 system.

Please, read the technical info for more details.

Technical Info:

Signed for CFW 3.40 / 4.XX (should work for everyone).
Tested at 1080p / 720p / 480p resolution via HDMI.

FB Alpha RL uses a custom "burn_drivers.h" header file that was generated by modifying the official windows version of FB Alpha with a routine to generate such file on launch.

The header have a big structure with all the information for all supported drivers in FB Alpha v0.2.97.28.

Information such as:

  • Romset Name (Ex. kof2002)
  • Parent ROM (Ex. sf2)
  • Year
  • Manufacturer (Ex. Capcom)
  • System (Ex. Neo Geo)
  • Max players
  • Game Screen Resolution
  • Game Screen Aspect Ratio

Future release will have a custom generated header with all the ROM information as well, so the application will be able to verify every romset with precise CRC32 checks (as in the official FB Alpha for Windows).

NOTE: You don't need the official RetroArch installed, this already has my own modified build incorporated into FB Alpha RL installation directory. So you can safely install the official RetroArch and it won't interfere.

Usage:

  • Use UP / DOWN to navigate Game List.
  • Use Left Analog UP / DOWN to navigate Game List.
  • Press L1 / R1 to toggle game system filter.
  • Press L2 / R2 for quick Game List navigation.
  • Press [ ] to view ZIP information.
  • Press /\ to view ROM Information.
  • Press to Load the selected Game.
  • Press [SELECT] to return to Main Menu.
  • Press [START] to Rescan ROM(s).

Features:

  • ROMs paths directory browser.
  • Input Preset CFG file browser.
  • Game List cache feature.
  • Missing games listing.
  • Alternate key combo to access RetroArch core menu.
  • 1080p / 720p / 480p display modes supported.
  • Game Preview display feature (hover a game to see its preview).
  • Game System Filtering for easier game selection.
  • Custom Game System Filtering available in the options menu.
  • Auto configure screen Aspect Ratio on game load.
  • Quick ROM(s) scanning / re-scanning in extensive path locations.
  • Romset validation against FB Alpha v0.2.97.28 drivers library.
  • Checking for duplicate ROM(s).
  • Detailed info about listed ROM(s).
  • ZIP Content Information display.
  • Full game name display for easier navigation.
  • Game Information (Year, Company, etc...).
  • Direct loading of ROM(s).
  • Support for Screenshots (press and look in XMB photo column).
  • GUI based on OpenGL / PSGL textures (Thanks to Squarepusher / Twinaphex for the tips).
  • More... (read the change logs for more features)

WIP / Coming on future releases:

  • Display Extended ROM information by pressing .
  • MAME history DAT parsing support.
  • Title / Flyers image display feature.

Changelog:

1.01 (February 15, 2013) (BETA)

  • Added information text display for selected options.
  • Added ROMs path directory browser.
  • Added Input Preset CFG file browser.
  • Added confirmation dialog when exiting FB Alpha RL.
  • Added feature to display Missing Games.
  • Added Game List Cache feature to avoid having to rescan ROMs every time FB Alpha RL is launched.
  • Added option to use alternate key combo to access RetroArch core menu, Main Menu(SELECT + TRIANGLE) and In-Game Menu (SELECT + SQUARE).
  • Updated + Modded latest RetroArch commits (Feb 10, 2013)
  • Updated fba-libretro core with latest commits (Feb 10, 2013)
  • Added Custom System Filter (go to options and select the systems to filter in that category).
  • Added support for 1080p / 720p / 480p display modes (all tested).
  • Added Game Preview display feature (hover a game to see its preview).
  • Included most game previews with package (thanks to Sturn and JacKc at NeoSource forums)
  • Added new Options Menu.
  • Added module to save / read settings to "FBA_RL.ini".
  • Added Option to configure 12 custom directories to scan for ROMs, you decide where you want FB Alpha RL to look for ROMs .
  • Added Option to set / change Input presets for all systems, you just need to do this once.
  • Added Option to Automatically Create basic Input preset configurations for all supported systems.
  • Added Option to enable / disable Auto Aspect Ratio selection on game launch.
  • Added Game System Filter (Press L1 / R1 to toggle game system filters).
  • Added ROM(s) re-scanning module (Press [START] to re-scan ROM(s)).
  • Rewrote FB Alpha RL to make better use of PSGL, now it supports a better GUI based on texture rendering (Thanks to Squarepusher/Twinaphex for the tips).
  • FB Alpha RL will check for important directories needed by RetroArch on launch, and will create them as needed. If you have the official RetroArch installed and it have missing directories as well for some reason, they will be created to make sure everything work fine.
  • Incremented number of displayed games.
  • Added quick list navigation by pressing L2 / R2.
  • Added Analog Stick support to navigate lists.
  • Added Main menu with various useful items.
  • Added ZIP Info feature (press [ ] to view ZIP info).
  • Updated FB Alpha (libretro) core.
  • (FBA core) Fixed graphic problems in CPS-1 driver.
  • (FBA core) Fixed Diagnostic Menu Lock-up in some games.
  • Added Screenshot feature (press and look in Photo XMB column).
  • Improved application core overall and fixed some bugs.
  • FB Alpha RL will not process WIP drivers from now on until compatibility is better(Megadrive, PCE, SNES).

1.00 (January 30, 2013)

  • Initial Release

Thanks to:

  • My buddies Treble Winner (Barry) / Kev / IQ_132 from the original FB Alpha Team <3.
  • Thanks to Sturn and JacKc for the preview images at NeoSource (http://neosource.1emu.net/)
  • PS3 Scene websites (in no order) such as: PS3HAX / PSX-Scene / PS3Crunch / Etc, for you support
  • TheMaister / Twinaphex / Squarepusher / Company - Libretro/RetroArch is just amazing.
  • pete_uk - for your unofficial RetroArch builds.
  • STLcardsWS - for your support
  • aldostools - your ps3tools for windows are the best =)
  • deank - multiMAN helped me research / debug my application
  • fail0verfl0w, GeoHot, etc - for all you have done for the PS3 scene
  • Anonymous - for releasing Sony SDKs

Thanks to anyone else I forgot that in some way contributed to the PS3 scene and as a result I was able to do this homebrew application.

Known Issues (updated):

  • Fixed - Directory / CFG file browser doesn't list other devices, just "dev_hdd0", you can configure paths manually on the FBA_RL.ini for other devices until this is fixed.
  • Fixed - ROM rescan (pressing START on the game list) is not working fine.
  • ROM INFO (/\) was not implemented in this beta release, this is NOT a issue, but I forgot to mention it, so just in case xD.

UPDATE 1: In this current release missing games cannot be hidden, I will work on that soon, my bad. I will release a small update later with these known issues resolved.

UPDATE 2: Good news! USB Storage Devices are correctly scanned now, and I fixed the problem with the ROMs rescanning via START button. I just have to add a feature / option to disable the display of missing ROMs. This will be available as a small update patch later (v1.01a)

UPDATE 3: FB Alpha RL v1.01a is available with the following changes / fixes: 1.01a (February 15, 2013)(UPDATE)

  • Added option to Enable / Disable display if missing games.
  • Fixed USB Storage Device scanning, now they will be displayed correctly on the Directory / CFG file browser.
  • Fixed issue with ROMs rescan, now it will work fine by pressing START button on the Game List.

Source Code: NOTE: Source has not been posted on GitHub yet, but in the upcoming days I will release it as well.

UPDATE 4: Full v1.01a Source Code and documentation (README.md) is available at GitHub now!

Btw, I want to clarify, FB Alpha RL is a separate and completely different application than RetroArch, so this means that my EBOOT.BIN / RELOAD.SELF is a completely independent application with all code written from scratch by me. Now, fb_alpha.SELF is the RetroArch (FB Alpha) core, with simple modifications to receive commands sent via arguments from my application.

I wanted to clarify this so people understand that my work on this application is not a modified RetroArch but a separate frontend, that is why is called a "Loader". Even when FB Alpha RL is a separate application, I have to thank Squarepusher and company for making constant improvements on the RetroArch core, and for making it open source.

FB Alpha RL: github.com/CaptainCPS/FBAlphaRL

SeeYa!

Changelog:

1.02 (September 15, 2013)

  • Updated with latest FBA Libretro Core (v0.2.97.28), it should improve compatibility and emulation performance. If you had a game that presented emulation problems, try it now, it might be fixed on this release.

The makefile was updated and now it is so easy to build everything, with just one command.

To build + sign all:

It will build in the following order:

1 - Libretro (ps3_libretro.a)
2 - RetroArch (fb_alpha.SELF)
3 - FB Alpha RL (EBOOT.BIN / RELOAD.SELF)

To clean (all cores):

That simple!




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Comments 158 Comments - Go to Forum Thread »

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violentcris's Avatar
#118 - violentcris - 133w ago
It's been awhile since the previous release, and today I have compiled the latest FBANext MC68000/Z80 Arcade PS3 emulator port revision 490 for PS3 CFW 3.41 and 3.55 users.

Download: FBANext PS3 Emulator Port r490 / FBANext r490 Changelog / FBANEXT_4.21.rar / SVN

FBANext r490 changes since 486:

  • Revision 490: (PS3) Ms. Pac-Man works again; reverted inconsequential PS3 ifdefs
  • Revision 489: [PS3] updated proj file
  • Revision 488: (PS3) Calculations in setview are no longer being done every frame, but done once outside the main emulation loop - the same goes for rotation.
  • Revision 487: (PS3) Build changes

Supported systems:

  • Capcom CPS-1
  • Capcom CPS-2
  • Capcom CPS-3 Cave
  • Neo-Geo
  • Sega System 16 (and similar systems), System 18, X-Board, Y-Board
  • Toaplan
  • Taito 68k
  • Psikyo 68EC020/SH PGM
  • Konami
  • Sega
  • Megadrive (savestates are not supported)

More PlayStation 3 News...

subcon959's Avatar
#117 - subcon959 - 145w ago
Here is FBANext PS3 r486 update. Changelog: http://code.google.com/p/fba360/source/detail?r=486

(Core) Speed improvements to burn.cpp and burnint.h - static functions which are only used once in one function inserted straight in - in particular, biggest improvement came from turning DrvClearOpposites into a macro. Button input is now blisteringly fast - tested on both PS3 and 360.

PS3 News's Avatar
#116 - PS3 News - 146w ago
Although many may update via multiMAN, here is another update to FBANext PS3, dated 06-11-11 by squarepusher2: psx-scene.com/forums/833978-post15410.html

Download: FBANext PS3 06-11-11

You shouldn't really have any major issues with this - but remember - if this is your first time installing FBA - then install it - first let it run - it should create an XML file then in the USRDIR directory. You need to look at that XML file and see the ROM path it's pointing to (you can also change this if you want). The ROM path it's pointing to needs to be the same as the one in Multiman's INI file (for FBA).

At the moment - you can't launch FBA ROMs from the File Manager - only with the Retro tab. IMO this sucks and we should b e able to launch them from the File Manager in some way - one way to solve this would be that if you were to execute a ZIP file by pressing the X button in the File Manager - it would quickly open the ZIP file and check the first file in the ZIP. If the ZIP file has a SFC/SMC/whatever file in it, then we know it's a SNES ROM - if not, it's FBA. The same could be done for all other emulators that support ZIP files (SNES9x, Genesis Plus, FCEU).
Another update to FBANext v1.0.0 rev 451 is also released with the changelog below.

Download: FBANext v1.0.0 rev 451

r450 Log message

  • (PS3) Save state slots - unlimited amount
  • (PS3) Save state saving/loading fixed - the filename of the saved state was wrong.
  • (PS3) VSync on/off option now turns Vsync on/off.

r451 Log message

  • (PS3) Updated/added all new shaders to FBA
  • (PS3) Shader selection works differently now - press Left and Right to select, and press X to select the shader. Having the shader be loaded every time you press Left or Right can really slow things down ultimately and is demanding on the Cg runtime compiler.

r452 Log message

  • (PS3) Frame_count shaders work now - water.cg/noise-mudlord.cg (NOTE - noise-mudlord is supposed to look a bit like the noise filter in Silent Hill with scratches and all)
  • (PS3) Rewritten run.cpp a bit - removing function call overhead where possible.

FBANext PS3 r455 is also available now, which includes a CPS3 BiOS fix.

Download: FBANext v1.0.0 rev 455

Changelog for r455

  • CPS3 bios fix

FBANext PS3 r470 is also released which includes Neo-Geo driver performance improvements.

Download: FBANext v1.0.0 rev 470 / SVN

Changelog for r470

  • (PS3) Neo Geo driver performance improvements - nBurnBpp is always 4 for PS3 (32bit color) - so the function pointers for sprite and text layer rendering are not necessary and the switches can be avoided

FBANext PS3 r478 is now available, with the FBAnext Multi-Arcade Emulator Build r478 changes as follows:

Download: FBAnext Multi-Arcade Emulator v1.0.0 Build r478 / SVN

Changelog for r478 (since r454):

[*](PS3) Set audio samplerate from 48030 to 48020 - still no audio crackles
[*](PS3) Cleaned up PSGL video driver - cut down on code duplication, made a lot of the OpenGL namespace static functions into macros (so they can be inserted straight into vid_psgl.cpp - where they are needed) - moved the static variables from vid_psgl.h to vid_psgl.cpp
[*](PS3) Removed broken shader 2xSaL-HD.cg
[*](PS3) You can change the aspect ratio now from the ingame menu.
[*](PS3) Aspect ratio revamp of code - the following aspect ratios are now possible - 4:3, 5:4, 7:5, 8:7, 12:7, 16:9, 16:10, 16:15, 1:1, 2:1, 3:2, and Custom (Resized) aspect ratio mode. Custom resize aspect ratio mode is the previously existing resized mode - you can also switch to this resized mode in case you have selected another aspect ratio from the ingame menu by going to 'Screen Resize' and then exiting again.
[*](PS3) Shaders can now be switched from the ingame menu - press left or right on D-pad or analog stick to switch between shaders, and load the shader by pressing the CROSS button.
[*](PS3) Bugfix - when a shader was loaded - only the fragment program was loaded - and the vertex program from the previous shader would remain active. Now both vertex and fragment programs get updated with the ones from the shader being loaded.
[*](PS3) Implemented frame advance in ingame menu - press either the CROSS button or press and hold R2 at your leisure to frame advance.
[*](PS3) Main emulation loop improvements - audio function is now a straight call to audio_check instead of first going through the audio interface class (audio.check) - put the 'case EMULATING:' block inside a do-while loop - not only is this faster (because we don't have to go through the whole switch again to see if GameStatus == EMULATING is true - but it will also allow us to do frame advance from within the ingame menu.
[*](PS3) No more seperate sound class to go through - AudioInterface for PS3 now implements audio_check, audio_init, audio_constructor, audio_destructor and on in its member functions (static functions).
  • (PS3) Neo Geo driver performance improvements - nBurnBpp is always 4 for PS3 (32bit color) - so the function pointers for sprite and text layer rendering are not necessary and the switches can be avoided
[*](Core) CPS1/CPS2 performance improvements - CPS2 games now have their own Frame function - Cps2Frame - also removed a lot of the CPS1/CPS2 branches that occurred along the way - cut down on function pointer usage
[*](Core) Neo-Geo - Split up NeoFrame into two - one is for games that do not render line by line (the vast majority of the games - NeoFrame) and the other is for the games that do (Zedblade, Neodrift, and another game).
[*](360/PS3) Replaced most sound-related while loops into do-while
[*](PS3/360) Performance improvements for CPS1/CPS2 driver - moved qs_z and qs_c.cpp to qs.cpp - made a lot of static functions into macros - plus did some other optimizations. A lot faster now on PS3.
[*](PS3) Ifdeffed all branches for nInterpolation - is always set at 1 - so we can avoid the branches per frame. Will perhaps make for a nice optimization for 360 as well.
[*](PS3/360) Made more SH2 opcodes into macros
[*](PS3/360) Turned most SH2 opcode inline functions into macros. NOTE: This is necessary on PS3 because the compiler doesn't inline and dabbling with the inlining limit switches only ends up with worse performance - ghetto inlining/macroizing functions is the most reliable way of inlining. Should not have any adverse effects on 360. Improved performance on PS3.
[*](PS3) Audio driver performance optimizations - big lag decrease
[*](PS3/360) InputTick only used once - so dropped straight into place where it's called.
[*](PS3 / 360) Avoid most of the indirect function calls for input / video

Hustla77's Avatar
#115 - Hustla77 - 156w ago
Aw man only missing one thing like the newest updates to gen and snes the Custom Soundtracks lol but still thank you for this update.

pepijndamen's Avatar
#114 - pepijndamen - 156w ago
Nice. Thanks for the update. I hope some games are going to be working better with the optimizations in this update













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