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September 28, 2011 // 1:44 pm - 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)

Finally, from SNK (via maxmodding.it/threads/937/#post-8662) comes FBANext MXM Mod v1.0 with a demo video below:

Download: FBANEXT_MXM_1.0.rar / FBANEXT_MXM_1.0.rar (Mirror)

To quote, roughly translated: Under a user request I decided to make a change in the emulator FBANext PlayStation 3. The emulator was initially made by the coder Squarepusher, this emulator has been amended several times by various users and Developers the PS3 scene, and under the version 1.0.0 we decided to make our changes.

When this emulator was released, I noticed in the various forums of the difficulty many people are able to use it, according to the criticism that at the time they were allocated, I decided to make the process much simpler and easy to use. Let's see in detail the changes...

Features

  • Made from version 1.0.0.
  • Added support for the start of the ROM.
  • Place different directory to start the ROM.
  • Added directory for compatibility with multiMAN from the column back.
  • Replaced ICON0.PNG and PIC1.PNG.
  • Several changes and additions in fbanext-ps3.XML.
  • Compatible with MAME ROM and NEO GEO.




Emulated Arcade Types

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

Changes and use:

  • Fixed black screen before the first time: The first time you start the emulator gave black screen forcing the user to restart the console, if at least one ROM was not included in a directory the problem could not be resolved and therefore we have solved this problem. This generated an XML file (options) that serves to launch the ROM and the configuration menu. We solved this problem by making sure that the file of the setup menu is already there, ready to take you into the emulator menu where you can start your ROM.
  • Changed the icons on display in XMB.
  • Place different directory for placement of ROM.

How to Load the ROM From Internal HDD

"/ Dev_hdd0 / roms" This directory can be exploited to the start of the ROM menu FBANext.

You have to create the folder "roms" in lower case, and upload the folder "/ dev_hdd0 /". You can do this from Filezilla or other FTP server by creating it directly.

"/ Dev_hdd0 / ROMS / fba" This directory can be exploited for the boot ROM of the column back to multiMAN, you must position the ROM folder "fba".

You have to create the folder "ROMS" in uppercase and the folder "fba" in tiny inside "ROMS" folder "fba" you can load your ROM .zip.

From external HDD or USB

Create a folder "roms" in an external HDD or USB, you are going to charge your ROM .zip. This will launch the ROM menu FBANEXT.
We tried to create the directory to start the ROM from multiMAN through external devices but these were not seen we will try to better understand why and if we do another version.

WARNING !!

All ROM MAME and NEO GEO must be loaded in .zip format, it is to be noted that the best compatibility we found for the ROM MAME, in any case many ROM could prove not compatible or even some are not even views from ' emulator. This is not a problem but the emulator itself well by the manufacturer of the ROM, we found greater compatibility from manufacturers such as: Taito corporation, Tecnos Japan, Capcom, Sega, SNK, Namco, Konami and Tad, other manufacturers do not seem to be compatible emulator FBANext.


FBANext PS3 Emulator Port Updated to r490 for PS3 CFW

FBANext PS3 Emulator Port Updated to r490 for PS3 CFW

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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:

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.


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

WHAT'S CHANGED SINCE V2:

  • 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:

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.

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.