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FBANext PS3 r424 MC68000 / Z80 Arcade Emulator is Released


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185w ago - 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.





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Comments 161 Comments - Go to Forum Thread »

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NN33NN's Avatar
#131 - NN33NN - 155w ago
Ok, well it's not only me apparently that has this problem others have the exact same problem.

To quote: "I tried to load my FBAnext up and it freezes on a black screen the whole ps3 freezes not even the txt will show of cp1, cp2, neogeo etc.. I still have the roms for it so I'm not worried about deleting it and starting fresh but when I did the samething? Should I just delete the fbznext from my ps3 menu or connect with ftp and delete it all, Any help would be greatful thank you."

A possible fix: "The blank screen happens because it cannot find the rom path, you need to go onto multiman, go to /dev_hdd0/game/FBAN00000/USRDIR/

and copy the xml or (as of 2012) the cfg file. And edit the rom paths. Once the paths are correct, you won't have any more problems."

Thanks for trying to help. Hmm wonder what extra features your firmware has... might it just be a Kmeaw with mfw builder on top...

HeyManHRU's Avatar
#130 - HeyManHRU - 155w ago
Well I don't know what's going on , maybe someone else can help you. I would just stay on r478 for now until there is a way to get newer version to work. I'm on PS3ultimate CFW (3.55 Kmeaw with some extra features).

NN33NN's Avatar
#129 - NN33NN - 155w ago
Tried the r486 version before the r490 version and it freezes the PS3. I cant get those 2 versions to work on my REBUG 3.55.
but r470 and r478 works.

HeyManHRU

HeyManHRU's Avatar
#128 - HeyManHRU - 155w ago
Try installing the "r486" version before you install the "r490" version.

Here ([Register or Login to view links]) is the "r486" version.

NN33NN's Avatar
#127 - NN33NN - 155w ago
r490 and r486 Does not work under REBUG 3.55 on my PS3 60 gb FAT. Gives me a black screen a freez the hole PS3 , I have to hold in power on button to shout it down. Anyone else on Rebug 3.55 that have the same problem with the new versions of this emulator??

If you are on REBUG 3.55 and r490 works for you, can you please zip the folder FBAN00000 and upload it to multiupload.com so I may get it.

Thx

Versions r470 and r478 works just fine on REBUG, but i want the new ones to work too

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