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[NEWS]FBANext-PS3 r486: Emulateur multi plates formes : News - PS3-Infos

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Les news du Hack PS3 postées sur PS3 Infos

[NEWS]FBANext-PS3 r486: Emulateur multi plates formes

Messagepar Attila » Lun 11 Juil 2011 17:39

imageL'avalanche d'émulateur continue sur PS3. C'est l'émulateur FBAnext qui est porté sur PS3. Les roms tournent à 60 FPS et toutes les options sont implémentées.
Image


r486
(Core) Speed improvements to burn.cpp and burnint.h - static functions which are only used once in one function inserted straight in - in particular, biggest improvement came from turning DrvClearOpposites into a macro. Button input is now blisteringly fast - tested on both PS3 and 360.
r485
(PS3) Some video optimizations to do with three nested for loops (Core) CPS3 - Palette change was only being done when loading/saving a state - putting this inside the Draw Frame function was unnecessary when cps3_palette_change was only set to 1 once in cps3Scan - so moved the color palette changing to cps3Scan and out of the main frame function. Tested on both 360 and PS3 - nothing is affected by this.
r484
(PS3) Cleaned up PSGL video driver
r483
(PS3) Auto-aspect ratio modes - select this aspect ratio to automatically determine the correct aspect ratio for the game you're loading and then automatically use it. There are two automatic aspect ratio modes - 'Auto' and 'Auto FBA' - 'Auto' does some calculations to arrive at the correct aspect ratio while 'Auto FBA' uses FBA's built-in aspect ratio settings for each game.
r482
(PS3) Added rotation options to ingame menu. (PS3) Changed audio samplerate from 48020 to 48010. (PS3) Commented out VidSScaleImage in all of the rendering functions - is no longer needed
r481
(PS3) Added dot.cg shader (PS3) Bilinear filtering can be turned on/off from the ingame menu
r480
(PS3) Added Jararaca's experimental retro shader (PS3) Cleaned up PSGL video driver code (PS3) Added some more aspect ratios from actual arcade games
r479
(PS3) Set audio samplerate from 48030 to 48020 - still no audio crackles (PS3) Cleaned up PSGL video driver - cut down on code duplication, made a lot of the OpenGL namespace static functions into macros (so they can be inserted straight into vid_psgl.cpp - where they are needed) - moved the static variables from vid_psgl.h to vid_psgl.cpp (PS3) Removed broken shader 2xSaL-HD.cg

r470
(PS3) Neo Geo driver performance improvements - nBurnBpp is always 4 for PS3 (32bit color) - so the function pointers for sprite and text layer rendering are not necessary and the switches can be avoided
r469
(Core) CPS1/CPS2 performance improvements - CPS2 games now have their own Frame function - Cps2Frame - also removed a lot of the CPS1/CPS2 branches that occurred along the way - cut down on function pointer usage
r468
(Core) Neo-Geo - Split up NeoFrame into two - one is for games that do not render line by line (the vast majority of the games - NeoFrame) and the other is for the games that do (Zedblade, Neodrift, and another game).
r467
(PS3) Cleanups in RunMessageLoop - performance improvement for all drivers (PS3/360) - Made PutPix into a macro
r466
(360/PS3) Replaced most sound-related while loops into do-while
r465
(PS3/360) Performance improvements for CPS1/CPS2 driver - moved qs_z and qs_c.cpp to qs.cpp - made a lot of static functions into macros - plus did some other optimizations. A lot faster now on PS3. (PS3) Ifdeffed all branches for nInterpolation - is always set at 1 - so we can avoid the branches per frame. Will perhaps make for a nice optimization for 360 as well.
r464
(PS3/360) Made more SH2 opcodes into macros
r463
(PS3/360) Turned most SH2 opcode inline functions into macros. NOTE: This is necessary on PS3 because the compiler doesn't inline shit and dabbling with the inlining limit switches only ends up with worse performance - ghetto inlining/macroizing functions is the most reliable way of inlining. Should not have any adverse effects on 360. Improved performance on PS3.
r462
(PS3) Audio driver performance optimizations - big lag decrease
r461
(PS3/360) InputTick only used once - so dropped straight into place where it's called.
r460
(PS3 / 360) Avoid most of the indirect function calls for input / video
r459
(360) - Debug build now compiles up correctly
r458
(360) Added vcxproj.filter file for VS2010 (this was necessary - otherwise, all the files would be lumped together in the root of the solution file hierarchy)
r457
(360) Added/updated vcxproj file so it's VS2010-compatible
r456
(360) Added missing needed variable for the 360 version - would not compile

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.

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.

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.

r439
- Optimisation des performances et réduction du lag
- Optimisation du code

r435
- Améliorations mineures sur les performances et réduction de lags (CPS3/Sega System 16) - les autres drivers peuvent également en bénéficier
- Correction du passage en écran large sur Street Fighter III: Second Impact
- Changement des déplacement pour la croix directionnelle afin de déplacer le curseur d'une seule position pour le haut et le bas
- Possibilité de configurer les switches DIP à partir du menu lorsque l'on est en jeu

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.

r423 Custom HD 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 1440×1080 to get the best results (if you have triple buffering on – else it’s 960×1080 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.

r423 Custom HD v2:
New input code
HD shaders – as with SNES9x PS3, 4xSoft-HD looks the best

r386
PS3 - added PIC1.PNG

r385
Core - merged in IQ_132s PGM WIP code. Thanks CaptainCPS-X ! Note: kov/olds were broken - fixed, however kov2 does not run - investigate

r384
PS3 - added In Game Menu and Button Mapping screen

r383
PS3 - added key map definitions

r382
PS3 - slightly reduced sleep time on pause

r381
Core - fixed sound in d_powerins

r380
Core - fixed sound issue in d_mitchell

r379
Core - fixed endian issue in d_blockout

r377
Xbox - displays detailed error message if rom doesnt load

r376
Xbox - added proper rom auditing back in..ps3 is next

r374
Xbox - no longer reset d3d each time a rom loads

r373
Core - working sound on d_tnzs.cpp

r372
added shaders folder for linux build

r371
Xbox - removed DebugMsg() call


Les caractéristiques de cet émulateur sont les suivantes :
- Support des roms Capcom CPS-1
- Support des roms Capcom CPS-2
- Support des roms Capcom CPS-3
- Support des roms Cave
- Support des roms Neo geo
- Support des roms Sega System 16 (et systèms identiques), System 18, X-Board, Y-Board
- Support des roms Toaplan
- Support des roms Taito 68k
- Support des roms Psikyo 68EC020/SH2
- Support des roms PGM
- Support des roms Konami
- Support des roms Sega Megadrive (savestates ne sont pas supportés)
- Support des roms Autres (celles que le créateur aimait bien)
- Support comlet du son et des graphismes
- Support du multiplayers (de 1 à 4)
- 100% de la vitesse, avec la plupart des filtres graphiques
- Facilité d'utilisation grâce à une interface simple
- Support de presque 3000 roms
- Roms filtrables
- 13 filtres graphiques software
- 2 filtres graphiques hardware
- Code source disponible
- Support du mode 16/9


Vous devez mettre vos roms dans le dossier /dev_hdd0/game/FBAN00000/USRDIR/roms/

Contrôles


- L2 + R2 + R1 Pause/Retour au menu
- R3 Service Mode
- L3 Reset Rom actuelle

Versions compatibles 1.92, 3.41 ou 3.55 (CFW) :
télécharger Télécharger FBANext-PS3 r486: Emulateur multi plates formes

http://code.google.com/p/fba360/Code source : http://code.google.com/p/fba360/
http://psx-scene.com/forums/f6/fbanext-v1-0-0-rev-451-a-88341/Source : http://psx-scene.com/forums/f6/fbanext-v1-0-0-rev-451-a-88341/
http://www.ps3-addict.fr/forum/viewtopic.php?f=13&t=3652Source : http://www.ps3-addict.fr/forum/viewtopic.php?f=13&t=3652
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Attila
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Re: [NEWS]FBANext-PS3 r486: Emulateur multi plates formes

Messagepar bidulos12 » Lun 11 Juil 2011 23:51

Fonctionne pas sur mas PS CFW 3.55 :(
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Re: [NEWS]FBANext-PS3 r486: Emulateur multi plates formes

Messagepar Attila » Mar 12 Juil 2011 10:53

cfw waninkoko?
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Re: [NEWS]FBANext-PS3 r486: Emulateur multi plates formes

Messagepar bidulos12 » Mar 12 Juil 2011 11:04

Non , j'ai installer avec ton tuto via MDFW avec ps3mdfw v0.2 version avant qa flag, Mais quand je le lance maintenant j'ai un black screen
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Re: [NEWS]FBANext-PS3 r486: Emulateur multi plates formes

Messagepar Attila » Mar 12 Juil 2011 19:06

tiens lis ça, la réponse y est peux être :
http://psx-scene.com/forums/f6/article- ... ndex5.html
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Re: [NEWS]FBANext-PS3 r486: Emulateur multi plates formes

Messagepar bidulos12 » Mar 12 Juil 2011 23:27

J'ai essayer de virer les shaders, et ou de mettre un bios dans le dossier des roms et rien toujours black screen
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