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EmuCR: FBANext-PS3FBANext-PS3 SVN r452 is released. FBANext-PS3 is a FBANext for PS3. FBANext (Final Burn Alpha) is a multi arcade emulator based on the source code for Final Burn. FBANext is a native port on the Xbox 360 Platform. A port to the PS3 console is currently underway. The goal is to have one source repository for both systems.

These are the currently emulated systems:
- Capcom CPS-1
- Capcom CPS-2
- Capcom CPS-3
- Cave
- Neo Geo
- Sega System 16 (and similar), System 18, X-Board, Y-Board
- Toaplan
- Taito
- Psikyo 68EC020 based hardware
- misc stuff the authors like

FBANext-PS3 SVN Changelog:
r440
(PS3 ) Added PSL1GHT packaging scripts for packaging purposes
(PS3) nBurnLayer and nSpriteEnable are always set to 255 (all bits on) - all
backgrounds
are on, sprites are always on - never toggled off - so just comment out the
branches
to do with these for the PS3 port
r441
Set NO_AUTOFIRE for PS3 build
r442
(PS3) Added define NO_PNG - we will rely on built-in PNGDEC for
PS3 instead of libpng
r443
Preliminary Multiman support - when compiled with
MULTIMAN_SUPPORT set to 1 (note - make_self_wc is
actually ps3tool's make_self).

What currently works: shows up in Multiman
Game tab - you can exit back to Multiman using
the option 'Return to multiMAN' in the ingame menu.

What doesn't work right now - we need some different
way of passing the ROM argument than we do with the
other emulators - it seems we can't pass a filename
path to FBA to let it know the ROM we want to load -
you need to have the index of the ROM. So, currently
can't load ROMs from File Browser or Retro column
r444
Multiman support now working - also some input
optimizations for the PS3 port - bCInputOkay
was always true because AppProcessKeyboardInput
always returned true - so got rid of the ifs
and the variable for the PS3 port - ifdeffed
it with SN_TARGET_PS3
r445
(Ps3) No more function pointer for sound buffer
r446
(PS3) inp_interface improvements - ifdeffed
out things we don't need forthe PS3 port -
macros - joystick axises - and so on -
tested against nearly all major games/platforms
r447
(PS3) Video/audio driver cleanup
r448
Cellframework2 audio
r449
(PS3) No resampling for new Cellframework 2 audio
r450
(PS3) Save state slots - unlimited amount
(PS3) Save state saving/loading fixed - the filename
of the saved state was wrong.
(PS3) VSync on/off option now turns Vsync on/off.
r451
(PS3) Updated/added all new shaders to FBA
(PS3) Shader selection works differently now -
press Left and Right to select, and press X
to select the shader. Having the shader be
loaded every time you press Left or Right
can really slow things down ultimately and
is demanding on the Cg runtime compiler.
r452
(PS3) Frame_count shaders work now - water.cg/noise-mudlord.cg (NOTE -
noise-mudlord is supposed to look a bit like the noise filter in Silent
Hill with scratches and all)

(PS3) Rewritten run.cpp a bit - removing function call overhead where
possible.

EmuCR: FBANext-PS3



Download: FBANext-PS3 SVN r452
Source: Here

1 Comments:

  1. Darius 2 Hangs system, when starts. Any1 else?

    ReplyDelete

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