118w ago - As a follow-up to his recent
SNES9x update that included an HD version with shaders,
squarepusher2 has also updated the FBANext r423 Custom v2 PS3 Emulator which now includes a Custom HD Mode as well.
Download:
FBANext r423 Custom v2 PS3 Emulator /
Source Code
FBANext PS3 SVN r423 Changelog:
WHAT'S NEW:
- Core - updated fm.c fmopl.c with to match latest mame.
- PS3 - added triple buffer option (check options to toggle). Triple buffering
will be stored in xml
CUSTOM CHANGES:
- A much faster graphics driver - try CPS3 and CPS2 games and feel and see the difference in terms of speed. Most of the input lag noticed by experienced arcade players should be mostly gone now.
- Triple-buffering is hardforced to be enabled by default - together with the new graphics driver makes the framerate very fast.
- Sysutil OSD is used for some parts of the In-Game menu, such as saving a savestate, saving a button preset, or generating a clrmame.dat file, and so on.
Changelog for Custom r423:
- New input code
- HD shaders – as with SNES9x PS3, 4xSoft-HD looks the best
Included is a diff patch intended for Lantus – so these changes can be carried over into mainline FBA.
Download: http://www.multiupload.com/IN5RL8R2C8 / http://code.google.com/p/fba360/source/detail?r=490 / http://code.google.com/p/fba360/source/checkout
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...
Download: http://www.multiupload.com/9AIZ4U6PSD
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: http://www.multiupload.com/KQQC9P6RBZ
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: http://depositfiles.com/files/td8vy01p5
Changelog for r455
CPS3 bios fix
FBANext PS3 r470 is also released which includes Neo-Geo driver performance improvements.
Download: http://www.filefactory.com/file/cc3f3ca/n/fba-r470.zip / http://code.google.com/p/fba360/source/detail?r=470
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: http://www.multiupload.com/N3DPI90SID / http://code.google.com/p/fba360/source/checkout
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