FBANext PS3 Emulator Updated, Custom Build and CFW Support!


169w ago - Today the MC68000/Z80 arcade emulator for PlayStation 3 has been updated to FBANext PS3 Custom Build v2 (Wonderpatch) FIXED r417 and now supports Firmware 1.92 and 3.41 for PS3 JailBreak users and GeoHot Custom Firmware 3.55 as well, followed by r22 with a PARAM.SFO fix and r422 Custom v1 which adds a 1.92 PKG fix and triple buffering.

Download: FBANext PS3 Custom build v2 FIXED r417 / FBANext PS3 r422 / FBANext Custom build v2 r422 Custom v1 / Source Code

Below are the changes, to quote from the list: FBANext PS3 - Custom build v2 - FIXED - r417

CHANGES (as of r417):

  • Resolution switching in Settings menu - select resolution with left and right on D-pad and press X to switch to the resolution.
  • Much better framerate due to audio tweaking - now stays within the 59.900 ballpark and beyond instead of hovering somewhere between 59.200 and 59.900.





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oVERSoLDiER's Avatar
#118 - oVERSoLDiER - 134w ago
Thanks for the link. +Rep for you violentcris.

violentcris's Avatar
#117 - violentcris - 134w 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
#116 - 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
#115 - 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
#114 - Hustla77 - 157w 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.













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