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March 6, 2011 // 6:55 pm - 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.



FBANext PS3 r424 MC68000 / Z80 Arcade Emulator is Released

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#2 - Pcsx2006 - October 26, 2010 // 8:55 pm
Pcsx2006's Avatar
Great work, can't wait for the release.

#1 - zeromx - October 26, 2010 // 8:38 pm
zeromx's Avatar
Update: An FBANext Test Version for PS3 is now available for the MC68000/Z80 arcade emulator, which runs at full speed with sound thanks to Lantus... more details are posted HERE with the Source Code HERE followed by FBANext PS3 V1.0.0, FBANext PS3 Test Build r386, FBANext PS3 r399, FBANext PS3 r406 and more updates HERE!

The PS3 developers at French site Logic-Sunrise have been hard at work with the FBANext port for the PS3, and today they shared some screenshots with a list of features to the be implemented.

They also said in the coming weeks they are going to release a working Beta with full 1080p support and 60fps like with the XBox 360 port.

To quote, roughly translated: And now, the job development are continuous way, and it is now fifteen SPF obtained by running the CPS2 ROMS.

A first beta of FBAnext PS3 will be presented in a few weeks time to make the emulator playable, with a target of 60FPS in 1080p, like its counterpart 360.

Place the screenshots, and arm yourself with a little patience for the first release rears its nose.

- Support for Roma Capcom CPS-1
- Support for Roma Capcom CPS-2
- Support for Roma Capcom CPS-3
- Support for Roma Cave
- Support the Neo Geo roms
- Support for Roma Sega System 16 (and similar systems), System 18, X-Board, Y-Board
- Support for Roma Toaplan
- Support for Roma Taito 68k
- Support for Roma Psikyo 68EC020/SH2
- Support for Roma PGM
- Support for Roma Konami
- Support for Sega Megadrive roms (savestates are not supported)
- Support of Other Roma (as the creator liked)
- Support comlete sound and graphics
- Supports Multiplayers (1 to 4)
- 100% speed, with most graphics filters
- Supports savestates
- Ease of use through a simple interface
- Support for almost 3000 Roma
- Support for screenshots Titles and Previews
- Roms filterable
- 13 filters graphics software
- 2 filters graphics hardware
- Aspect Ratio Function
- Support for Dip Switch
- Configurable joystick Buttons
- Source code available
- Supports 16 / 9 Street Fighter 3.2 (CPS3)




FBANext PS3 Emulator WIP Screens and Features, Coming Soon

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