To quote: I am pleased to finally release my teams port of VBA (Visual Boy Advance) to the public. It is a clean port of the most recent VBA-M emulator, that is fully functional, equal to our teams SNES9X-PS3 and FCEU-PS3 releases.
We spent some time optimizing it. The VBA-M source is not conducive to being run on the PPU. After applying many small optimizations we have obtained 60fps in all the important games. Enjoy GB and GBA with shaders!
From the VBA PS3 Version 0.9.9 readme file:
1. CURRENTLY IMPLEMENTED VBA-M FUNCTIONS
* Saving/loading of SRAM
* Savestate loading/saving support
- Savestate slot selectable in-game
- Up to 10 saveslots
2.1.1 CONTROLS IN ROM MENU
Up - Go up
Down - Go down
Left - Go back five file entries
Right - Go forward five file entries
L1 - Go back one page
R1 - Go forward one page
Cross - (If directory selected) enter directory/ (if ROM selected) start ROM
Triangle - (If ROM selected) start ROM with multitap support
Circle - (If not in root directory) Go back to previous directory
L2 + R2 - (If you previously exited a ROM) return to game
Select - Go to settings menu (see 'CONTROLS IN SETTINGS MENU' section)
2.1.2 CONTROLS IN SETTINGS MENU
Up - Go up one setting.
Down - Go down one setting.
Left - Change setting to the left.
Right - Change setting to the right.
Circle - Go back to ROM menu/Go back to previous Settings screen
Start - Reset the setting back to the default value.
R1 - Go to the next Settings screen
L1 - Go to the previous Settings screen
L3 + R3 - Return back to game (if a ROM is loaded)
2.1.3 CONTROLS IN-GAME
Nothing worth really explaining here -
R3 + L3 - Press these two buttons together while in-game to go back to the ROM browser menu.
R3 + R2 - Save to currently selected save state slot
L3 + L2 - Load from currently selected save state slot
Right analog stick - Left - Move current savestate slot one slot backwards
Right analog stick - Right - Move current savestate slot one slot forward
To play a game with a USB controller as Player 1, start up your PS3 and rather than using the Sixaxis/DualShock3, plug in an USB port before connecting the controller to the PS3 - your USB pad should then become Controller 1.
Visual Boy Advance PS3 1.01 (FW 3.41/Geohot CFW 3.55) Changelog:
• Settings save again - ROM path/SRAM path/savestate path can be changed again.
• UI enhancements - up-to-date with the other emulators (SNES9x PS3/Genesis Plus
GX PS3/FCEU PS3)
• RSound support.
• Configurable controls.
• Geohot 3.55 CFW build.
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!
A few days back PlayStation 3 developer squarepusher2 announced that the Nintendo Gameboy / GBA Emulator PS3 Port known as VBA PS3 would soon become VBANext, and today subcon959 has made available an unofficial VBANext PKG file for PS3 users to try out while awaiting an official release.
Some recent changes from the SVN include the following:
(PS3) Auto-aspect ratio setting + plus more aspect ratios
(PS3) Cleaned up menu code some more.
(PS3) Cut down on some more menu code duplication
(PS3) Uses systemDrawScreen() macro now instead of IFDEF __CELLOS_LV2__ hackery to make a direct call to Graphics->Draw and psglSwap.
(PS3) Cleaned up code duplication in menu code (Core) Doesn't try to set regparm attribute now for non-x86 platforms
Changed blip_med_quality back to blip_good_quality
Patches to PS3 sound driver so it works with the new sound approach
Dumps VBA samples all at once, reports NUM SAMPLES
Rearranged damn headers again - we need a common.h NOW
Added USE_CACHE_PRETCH around instrinsics
Added USE_CACHE_PREFETCH around intrinsics
Had to move some #defines around - broke the build last commit
reordered top of file so headers come first - added string.h and stdio.h under __GNUC__ preprocessor
added string.h and stdio.h #includes under ANDROID preprocessor
Removed unused friend class 'Blip_Reader' from Blip_Buffer
Removed garbage files from PS3 buildtools
(Core) Removed GEKKO defines for cheat code (PS3) Had to add Cellframework1 for FileBrowser and OSKUtil - needs to be rewritten for Cellframework2 though.
Removed reinserted files from unused directory
Removed revert garbage files ending with '.orig'
(Core) USE_AGBPRINT and USE_CHEATS defines can now be used - reinserted files that were necessary for these parts to work.
(Core) There were some calls to doDMA in both the if and else blocks of certain conditionals - cut down on the amount of times this function is called by giving doDMA parameters instead that are defined inside these if-else codeblocks.
(Core) Removed CPUisGBAImage - this was a copy of utilIsGBAImage in GBA.cpp that was strangely never used at all. Perhaps this was never properly refactored and moved to Util.cpp. (PS3) changed buffer.c into buffer.inc and included it into audioport.c.
Expanded iteration macros
Changed NO_DEBUGGER defines to USE_DEBUGGER - no more double-negative define
Cleaned up a lot of header files - Cut down on GEKKO defines - Changed 'FRAMESKIP' define to 'USE_FRAMESKIP' to fit in with the rest of the VBANext switch naming convention. It will automatically define USE_FRAMESKIP if you define 'FRAMESKIP' - so it is backwards compatible in a sense.
Cleaned up a lot of unnecessary includes and cut down on some GEKKO ifdefs.
Added ifdef defines for ppu_intrinsics.h (should be PS3/360 only)
Added 'USE_SWITICKS' define.
Added FRAMESKIP defines and added back frameskipping code to GBA.cpp (but defined)
Initial commit of VBA-PS3 codebase - now VBANext and no longer PS3-specific.