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VBA PS3 Port v0.9.9 - GB / GBA Emulator with Shaders Arrives


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211w ago - Today halsafar has released a VBA PS3 port v0.9.9 which is a GameBoy / GBA Emulator that includes shaders followed by some updates below.

Download: VBA PS3 v0.9.9 Port (3.41 FW only) / VBA PS3 v0.9.9.1 Port (3.41 FW only) / [Register or Login to view links] / [Register or Login to view links]

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. CONTROLS

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:

V1.01
• Settings save again - ROM path/SRAM path/savestate path can be changed again.

V1.0
• 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.





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#25 - PS3 News - 177w ago
PS3 News's Avatar
Below is another unofficial update to VBANext PS3 which includes Custom Scaling and FBO from kristian696969: elotrolado.net/hilo_visualboyadvance-port-para-ps3-11-1-2011_1522934_s80#p1725511943

Download: [Register or Login to view links] / [Register or Login to view links]

Improvements:

  • FBO mode - Corrected Cg params for shader 1/2
  • Went through code with debugger/disassembler - got rid of a lot of LHS penalties

#24 - PS3 News - 179w ago
PS3 News's Avatar
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.

Download: [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links]

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.


More PlayStation 3 News...

#23 - PS3 News - 180w ago
PS3 News's Avatar
For those following, here is an update from squarepusher2 on the launch of VBANext PS3: blackbird.usask.ca/wordpress/?p=159

As of today, VBA PS3 has evolved into VBANext. All future development will happen on this page: [Register or Login to view links]

In short, VBA PS3 is dead – long live VBANext. The same will happen to SNES9x PS3 shortly when it blossoms into SNES9x Next (new name for SNES9x Slim).

Platforms

This new project will be a faster, slimmed-down version of VBA-M that is currently aimed at three platforms:

  • PlayStation 3
  • Xbox 360 (WIP)
  • Mobile (WIP)

It will replace both VBA PS3 on PlayStation 3 and Lantus’ VBA360 0.03 on Xbox 360. In addition to that, a port to mobile platforms is tentatively in the works.

A few screenshots (taken from the PS3 version) can be viewed here: imgur.com/a/VcQNr#zgXsT

PlayStation 3

As for the PS3 port – a lot of progress has been made over the past few weeks. Super Game Boy border support is now in – when you select a game that is Super Game Boy-compatible from the ROM menu, it will display the border that would be visible on a real SNES with a Super Game Boy add-on cart.

It will perhaps be possible to add fourplayer gamepad support at a later date for Super Game Boy games as well – certain games like Wario Blast made use of the Super Gameboy’s access to the host hardware (SNES) to allow for multiplayer support with regular SNES pads. VBA-M supports this out of the box – so it would be a shame to let it go to waste.

On the display front – FBO mode will be added – this will allow for two shaders to be selected at once. All the features that are currently in SNES9x PS3 and other emulators will be added as well – for instance, border support (different from the Super Game Boy border support which is built into VBA-M) and possibly game aware shaders as well.

Porting

The porter can define many compile-time switches that will let him/her rip out huge parts of the original VBA-M codebase. A list of the defines and what they do can be read here: [Register or Login to view links]

#22 - PS3 News - 182w ago
PS3 News's Avatar
The VBA (GBA) emulator for PS3 has been updated to Build 97b00.

Download: [Register or Login to view links]

Changelog:

  • InGame menu savestate loading fixed

PS3 VBA / Game Boy Advance (GBA) Emulator VBAM-C7116 Update:

Download: [Register or Login to view links]

Changelog:

  • Various optimizations
  • Bug fixes
  • Triple buffering option in settings menu

#21 - rdurbin - 211w ago
rdurbin's Avatar
it works, you just gotta wait a while for it to unzip, takes me like 2 mins. It might be better to just unzip your gba games.

another update:

Download: [Register or Login to view links]

 

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