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FBANext PS3 r424 MC68000 / Z80 Arcade Emulator is Released

Category: PS3 Hacks & JailBreak  By: PS3 News - (psx-scene.com)
Tags: fbanext ps3 ps3 mc68000 z80 arcade emulator ps3 emulators ps3 hacking ps3 hacks

115w 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.





Stay tuned for more PS3 Hacks and PS3 CFW news, follow us on Twitter and be sure to drop by the PS3 Hacks and PS3 Custom Firmware Forums for the latest PlayStation 3 scene updates and homebrew releases!

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violentcris's Avatar
#123 - violentcris - 86w ago
Reply
Capcom vs SNK 2 is based on Naomi system, that system is only emulated on pc.

NTA's Avatar
#122 - NTA - 86w ago
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Is this emulator incompatible with games like Capcom vs. SNK 2?

violentcris's Avatar
#121 - violentcris - 86w ago
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Thank you man.

PS3 News's Avatar
#120 - PS3 News - 86w ago
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I have now promoted the news to the main page and +Rep for posting this update here violentcris!

violentcris's Avatar
#119 - violentcris - 86w ago
Reply
Thank you for the rep. At your service

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