Your favorite emulator programmer, squarepusher
has brought you another new update to the arcade based emulator, FBANext PS3
. The new build from him is now an official release, as he has just got commit access from the original author, Lantus, on FBANext's official source code page. You can read below a long list of changes in the new build version.
(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 (1920Χ1080). 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 FBAs 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.
Source: PSX-Scene via PS3Crunch Forum via manster (Thanks!)
As always, use the Install Packages function on the XMB menu to install the package file and running the emulator. We did not provide the ROMs, but you can always search it on the net.