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September 23, 2013 // 7:06 pm - Following his previous release, today PlayStation 3 developer CaptainCPS-X has made available a FB Alpha RL (Retro Loader) v1.03 for PS3 CFW 3.40 / 3.55 / 4.XX users with details below.

Download: FB_ALPHA_RL_1(2).03_[20130922]_[CEX_34X_4XX]_[BASE].pkg / FB_ALPHA_RL_1(2).03_[20130922]_[CEX_34X_4XX]_[BASE].pkg (Mirror) / FB_ALPHA_RL_1(2).03_[20130922]_[CEX_34X_4XX]_[BASE].pkg (Mirror #2) / FB_ALPHA_RL_1(2).03_[20130922]_[CEX_34X_4XX]_[BASE].pkg (Mirror #3) / FB_ALPHA_RL_1(2).03_[20130922]_[CEX_34X_4XX]_[BASE].pkg (Mirror #5) / FB_ALPHA_RL_1(2).03_[20130922]_[CEX_34X_4XX]_[BASE].pkg (Mirror #6) / / (Mirror) / GIT / AUTOBOOT.iso by Rautz / (Manual) / FB_Alpha_Loader_-_Manual_Installation.pkg

To quote: Introduction - Welcome to the official guide and documentation for FB Alpha Retro Loader!

Before you begin, get comfortable, sit back and chill, because if you like arcade games & PlayStation 3, later on you will be having lots of fun!

In here you will find everything you need to know, so you can enjoy playing your favorite arcade games on your PlayStation 3 system. And not just that!, you will even find out how to enter their "Diagnostics" or "Test" menu, so you can change settings such as "Difficulty", "Free Play Mode", "Enable Blood", "Region Change" and more!

Please, do not throw away this opportunity and take a moment to read this guide. I guarantee that it will make your game experience a lot better!

These are the emulated arcade systems:

  • Capcom CPS-1
  • Capcom CPS-2
  • Capcom CPS-3
  • Cave
  • Data East DEC-0, DEC-8 and DECO IC16 based games
  • Galaxian based hardware
  • Irem M62, M63, M72, M90 and M92 hardware
  • Kaneko 16
  • Konami
  • Neo-Geo
  • Pacman based hardware
  • PGM
  • Psikyo 68EC020 and SH-2 based hardware
  • Sega System 1, System 16 (and similar), System 18, X-Board and Y-Board
  • Toaplan 1
  • Toaplan 2
  • Taito F2, X, Z and others
  • Miscellaneous drivers for lots of other hardware

Latest Release

  • Version: v1.03
  • Released: September, 22, 2013

ChangeLog: v1.02a FB Alpha RL

[Register or Login to view code]

Enabling Neo-Geo Universe Bios (Uni-Bios)

Enabling the option will load Neo-Geo games with these BIOS instead of the standard ones. You must make sure to have the proper "" from MAME v0.149 romset.

What's the difference you might ask? Everything!, Uni-Bios allow you to do so many things, for example:

  • Choose System Region (USA, JAPAN, EURO)
  • Choose Console type (ARCADE / CONSOLE)
  • Enable game cheats for every game! on the fly!
  • SFX / BGM Jukebox
  • More!

Neo-Geo Universe Bios (Uni-Bios) as described at the official Web site:

The UNIVERSE BIOS is for owners of MVS or AES hardware that want an easy way to change country region or between Arcade or Console mode on boot. Also included are other features that are not possible using the standard MVS bios.

The UNIVERSE BIOS is also designed to give easy access to things like inserting coins, test mode and memory card management when using the joystick ports only. Of course the BIOS still allows standard operation too.

F.A.Q - Frequently Asked Questions

Please, before asking any question or reporting a problem, take a moment to read these.

Thank you.

Q - What Custom Firmware (CFW) do I need to have to use FB Alpha RL?
A - Latest release has been signed to work on most CFWs, it has been tested on Rebug REX 4.46 (CEX) and MiraLaTijera CFW 4.46 (Core 3.2.0).

Q - Can I just install the "UPD", or I really need the "BASE" and why?
A - The "BASE" installation is mandatory, it contains all the files, resources and data required by FB Alpha RL to work, the "UPD" package only contains the program or SELF / BIN files (and maybe other extra update data / resources). If you don't do this, don't come asking me why some feature is not working or if you get any other error.

Q - When I try to launch FB Alpha RL from XMB, it kicks me back, why?
A - This is a common problem with homebrews, if this happens to you, post back with detailed information of your PS3 Model and CFW, including if its a CEX or DEX CFW.

Q - When launching a game RetroArch comes up with an error, what happened?
A - Probably you have an incorrect romset or in case of Neo-Geo or PGM, you must make sure to have the BIOS placed in the same directory where the ROMs are located.

Q - Where can I find the proper ROMs / romsets?
A - I cannot help you directly, but Google can.

Q - Some games have bad graphics or eventually lock up my console, why?
A - This happens because not all game drivers have been ported or updated to work on the PS3 system processor architecture. If you find such games, PM me the specific name and romset, I will be working on a compatibility list sooner or later.


This project wouldn't exist if it weren't for all these great people:

  • My buddies Treble Winner (Barry), Kev (tmaul) & iq_132 (current FB Alpha Team <3).
  • Thanks to Sturn and JacKc for the preview images at NeoSource (
  • The Maister / twin aphex / squarepusher / Company (Libretro/RetroArch is just amazing)
  • hellsing9 & GregoryRasputin (for your support and feedback)
  • PS3 Scene Web sites (in no order) such as: PS3HAX / PSX-Scene / ********* / Etc, for you support
  • pete_uk (for your unofficial RetroArch builds)
  • STLcardsWS - (for your support)
  • aldostools (your ps3tools for windows are the best)
  • deank (multiMAN helped me research / debug my application)
  • fail0verfl0w, GeoHot, etc (for all you have done for the PS3 scene)
  • Anonymous (for releasing Sony SDKs)

Thanks to anyone else I forgot that in some way contributed to the PS3 scene and as a result I was able to do this homebrew application.

FB Alpha RL v1.04 Progress

Hi guys, just updated the Git repository with latest updates:

  • Added new module to parse custom FBA ROM Info database (fbarl-rominfo.txt)
  • Added initial ROM Info section to FBA RL, press "Triangle" when selecting a game to see the drivers required roms.
  • Fixed typo on "libretro.cpp" now Uni-Bios settings are read properly from FBA_RL.ini
  • Few other things I don't remember at this moment xD...


ROM Info New section

What is the difference of ZIP info and ROM info?

ZIP info displays the files you currently have, while ROM Info display the files you must have to get the game working right.

In the future ROM Info will check and display if you have incomplete romset or incorrectly named roms. When this happens I probably remove ZIP info section since it will basically be integrated. SeeYa!

FB Alpha Retro Loader - Software Manual Dev Pack (PSD)

Here I release the pack that will allow anyone to contribute with a translation of the Software Manual. I was going to make a RAR, but it turned out very big (~90mb), compared to a 7zip (~17mb). So here you have the download (mirrors are welcome):


When making the translations make sure NOT to change the fonts, sizes, images, colors, everything should be left as it is, if for some reason a block of text doesn't fit, then it is alright to re-size a little.

Some design details to be aware:

  • Font used in for the numbers on the page Headers is "Century"
  • Font used "after" the numbering on each page Header is "Century Gothic"
  • Font used for "question sign" "?" is "Century"
  • Overall font used is "Century Gothic"
  • Yellow color is #FFCC00

Later on I will post the "Installation PKG" so everyone can at last try out the "English Software Manual" for FB Alpha RL. SeeYa!

Update: Ok here it is, FB Alpha Retro Loader - Software Manual PKG


Just install it and when running FB Alpha RL press the PlayStation button and select "Software Manual" from the XMB Game column.

Hope you all like it and find it useful! SeeYa!

Download: FB_ALPHA_RL_SOFTWARE_MANUAL_R1.pdf (22.4 MB)

Hi guys, just posting to let you know that I just updated the Git Repository with the following:

  • Added brand new 24-pages "Software Manual" in DDS format, when installed over FB Alpha RL it can be accessed by pressing the PS button on the controller while running FB Alpha RL or even while playing an emulated game.
  • Removed "psn_package_npdrm.exe" and replaced with "" and other files (requires python 2.7), this one create proper PKGs.
  • Updated Makefile with "Software Manual" PKG creation rules and other small details


Here is the Changelog for the upcoming release: 1.04 (October 4, 2013)

  • Added Background Music playback support (WAV) while using FB Alpha RL (only 1 BGM for now, this is the initial implementation, updates will improve this)
  • Added support for "3x Punch" & "3x Kick" macros for Player 1 & 2 (Forced to L1 / L2 for now)
  • Added new module to parse custom FBA ROM Info database (fbarl-rominfo.txt)
  • Added initial ROM Info section to FBA RL, press "Triangle" when selecting a game to see the drivers required roms.
  • Other Source code improvements.

Finally, after trying many stupid libraries to decode JPG images, I decided to use the good old C library "libjpeg".

So here are the good news for FB alpha RL v1.04! LOL!

  • Added module to decode JPG / JPEG images into OpenGL textures, tested and working.

Expect smaller Installation PKG for future releases. Now lets see if I can finally figure out a nice and simple way to decode MP3 into WAV on runtime, since playing an MP3 is such a mess with Sony SDK.

Added another nice feature for 1.04 that I know many will love.

  • Preview images will now have a nice Animated Zoom-In / Zoom-Out effect.

I am working on cosmetic additions little by little to make the experience a little nicer and will probably add transition effects when switching between FB Alpha RL sections as well, so lets see.

Btw, last release I signed the RELOAD.SELF and fb_alpha.self without compression, at the moment it was a quick solution to make it compatible with any CFW. But for next release I will be using another signing approach, the result will be a much smaller PKG.


[*][build] Signed / Tested on ALL recent CFWs (this time it has been properly compressed).
[*]Added cleanup of "boot_history.dat", "game.dat" and "patch.dat" on exit (from PSNope, thanks to @u$er )
[*]Added MP3 Background Music playback support while using FB Alpha RL.
[*]Added new "Themes" / "Skinning" feature / section, now you can customize FB Alpha RL!
[*]Each Theme / Skin supports up to 5 BGM (Background Music) and a specific set of Navigation SFX (Sound Effects) in MP3 format.
[*]Toggle Music ON / OFF from the options menu.
[*]BGM Title / Song name, Date and Time (Clock) are displayed on the Main Menu.
[*]Change playing BGM music by pressing "L1" or "R1" on the Main Menu.
[*]Added support for 7 controllers to FB Alpha RL (previously only could be used with Controller 1)
  • Preview images will now have a nice Animated Zoom-In / Zoom-Out effect.
[*]Selected games will now have a colored Animation Effect.
[*]Font size increased for listed games, long titles will not be affected since the new Text Ticker effect will make sure you see all of it.
[*]Increased libretro emulated audio sample rate from 32Khz (s.length 534) to 48Khz (s.length 800), tested and working fine.
[*]Added Loading Screen with progress bar when launching FB Alpha RL.
[*]Added animated Text Ticker for long game titles on the Game List.
[*]Added option to Enable / Disable display of Clones on the Game List.
[*]Added support for "3x Punch" & "3x Kick" macros for Player 1 & 2 (Forced to L1 / L2 for now)
[*]Added new module to parse custom FBA ROM Info database (fbarl-rominfo.txt)
[*]Added initial ROM Info section to FBA RL, press "Triangle" when selecting a game to see the drivers required roms.
[*][source] Big clean up to the Makefile, enabled ALL compiler warnings.
[*][source] Fixed ALL issues found by the compiler (see previous note).
[*][source] Fixed ALL memory leaks, now FB Alpha will never crash randomly.
[*][source] Greatly improved rendering code, handling of OpenGL coordinate system and dimensions.
[*][source] Optimized and updated many modules (input, textures, previews, game list cache, etc)
[*][source] Greatly reduced memory allocated for the dynamic game list.
[*][source] Fixed some rare bugs.

PS: More coming up, so stay tuned!

Finally, from Rautz: Maybe someone will find this autoboot iso useful. It autoboots the FBA Retro Launcher program. You'll still need FBA RL v 1.03 installed on your hard drive, this doesnt do much on its own so dont expect the world from it.

If only I could get the PS3 to autoboot into Retro Launcher at System 357 speed I'd be in heaven with my PS3-Arc cab setup.

FB Alpha RL (Retro Loader) v1.03 Beta CaptainCPS-X for PS3 CFW Out

FB Alpha RL (Retro Loader) v1.03 Beta CaptainCPS-X for PS3 CFW Out

FB Alpha RL (Retro Loader) v1.03 Beta CaptainCPS-X for PS3 CFW Out

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#102 - PS4 News - March 6, 2011 // 6:45 pm
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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:


  • (PS3) Added,,, shaders
  • (PS3) Optimized shader - now runs at 60fps (fullspeed) at 1080p (1920x1080). Also added
  • (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.

More PlayStation 3 News...

#101 - sharp30 - February 28, 2011 // 10:22 am
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it won't find the roms.. any help? how do i edit the xml file ?

#100 - Moolers - February 25, 2011 // 2:37 am
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Thanks squarepusher2, FBANext keeps getting better and better. Well done.

#99 - HieiYYH - February 24, 2011 // 11:20 pm
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there will be cheat support?

#98 - PS4 News - February 24, 2011 // 8:55 pm
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I have promoted it to the main page now and +Rep for the update squarepusher2!

#97 - squarepusher2 - February 24, 2011 // 11:08 am
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Here is a new build of FBANext r423 Custom v3 PS3 MC68000/Z80 Arcade Emulator which now includes a big lag reduction among the changes and fixes outlined below.

Download: FBANext r423 Custom v3 PS3 Emulator / Source Code

FBANext PS3 - r423 - Custom - v3


  • Big reduction in lag - also a far more stable FPS as a result of this (due to elimination of virtual function call overhead when a class would inherit from a base class with virtual functions). You will notice the biggest improvements with fighting games for CPS2/CPS3 - but overall all games should benefit from this.
  • A new shader - tv-highcontrast-HD. This basically mimics the look of a high-end CRT monitor. Set 'Hardware Filter' to Linear and select a resolution lower than or equal to 1440x1080 to get the best results (if you have triple buffering on - else it's 960x1080 or lower for best results)
  • Fixed: A hang/freeze would occur after selecting a shader and then changing the resolution.
  • Fixed: You can now go back and forwards in the list when selecting a shader - press Left to go back one entry in the shader list, and press Right to go forward.

As ever, I've included the diff file along with the pkg in the zip file. This includes all the patches I've done since the commit of r423 on Google Code. There will be a new release of SNES9x shortly with similar lag reduction (by doing the same thing - getting rid of virtual function call overhead).

This has proven to be a big win so far - the only thing so far that has actually shown a substantial improvement/difference while trying out several PPC in-order optimization 'tricks'.

More PlayStation 3 News...

#96 - pegasus19 - February 20, 2011 // 8:06 am
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You'll have to access it by FTP server or awesomefilemanager.

#95 - khwaldeh - February 19, 2011 // 4:11 pm
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how can i get the roms work? the program still says no rom found.. i think must copy the roms to dev_hdd0\game\fban00000\usrdir\roms but how can i do that?

#94 - PS4 News - February 18, 2011 // 12:50 pm
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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:


  • 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


  • 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.

More PlayStation 3 News...

#93 - insomniaddict - February 6, 2011 // 8:56 am
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Yup. Install order is 3.41>3.55 OFW>3.55 CFW.

To be honest, I didn't try geohots. I installed Kmeaw and everything has been working great.