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View Full Version : FBANext Emulator Update: r486



GaryOPA
07-09-2011, 11:16 PM
My god, I can't keep updated, I just posted regarding the r478 and then I am told that r486 is out, and even tho it has many improvements that help some games, it also has a few bugs in the auto-shader picker, so it this news update will be short-lived as another version is already in the pipelines.


http://www.ps3crunch.net/forum/images/news/fbanextingame.jpg

Subcon959 has compiled the latest version for everyone, and it includes these wonderful improvements to help you in playing your retro games:


r486 : (Changes since r478)

• 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
• Removed broken shader 2xSaL-HD.cg
• Added Jararaca’s experimental retro shader
• Cleaned up PSGL video driver code
• Added some more aspect ratios from actual arcade games
• Added dot.cg shader
• Bilinear filtering can be turned on/off from the ingame menu
• Added rotation options to ingame menu.
• Changed audio samplerate from 48020 to 48010.
• Commented out VidSScaleImage in all of the rendering functions – is no longer needed
• 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.
• Cleaned up PSGL video driver
• Some video optimizations to do with three nested for loops
• 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.
• 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.


Our Crunching File Library Link: --> FBANext - r486 (http://www.ps3crunch.net/forum/downloads.php?do=file&id=63)

News Source: http://psx-scene.com/forums/content/update-fbanext-emulator-build-r486-1215/