FBANext PS3 r424 MC68000 / Z80 Arcade Emulator is Released


162w 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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oVERSoLDiER's Avatar
#118 - oVERSoLDiER - 133w ago
Thanks for the link. +Rep for you violentcris.

violentcris's Avatar
#117 - 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
#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 - 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.













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