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Final Burn Neo => FBN Development => Topic started by: CaptainCPS on November 10, 2010, 06:35:04 AM

Title: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on November 10, 2010, 06:35:04 AM
Can't wait for this to come out for my new JailBreaked PS3 xD LOL...

http://psx-scene.com/forums/f6/final-burn-alpha-ps3-%5Bcoming-soon%5D-68868/

I can do beta testing for you Lantus >__> xD haha! (I have: Slim PS3 160GB, 3.41 fw, hermes 4b / pl3, TI-84+)

Good job :), keep the good progress!

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus][coming soon]
Post by: lantus on November 11, 2010, 10:15:46 AM
its coming soon :)

right now im struggling with the audio code, i get the occasional annoying pop or skip during emulation and its bugging me. But most of everything else is completed. First release probably will be missing lots of UI options that the 360 version has but the goal is to get them in sync on one codebase.



Title: Re: FB Alpha for PS3 [by Lantus][coming soon]
Post by: CaptainCPS on November 21, 2010, 09:05:57 PM
Woot! Checking news at PSGroove.com I found out that FBANext for PS3 (PlayStation 3) is out! ^^ Excellent work Lantus! Im gonna test it ASAP and if I get the time in some days I might setup the environment to compile it and experiment a couple of things I have in mind =)

FBANext-PS3 Working Test Version

Quote
FB Alpha (formerly Final Burn Alpha), based on the original Final Burn source code, is a multi-arcade emulator.

Capcom CPS-1 /// Capcom CPS-2 /// Capcom CPS-3
Cave /// Neo Geo /// Sega System 16 /// Toaplan /// Taito /// Psikyo 68EC020
Plus Other Misc Great Arcade Systems

ROMS: Put your roms on a usb stick in > /FBANext-ROMS/

CONTROLS:

    * SELECT - Insert Coin
    * START - Start
    * L2 - Return to browser

SOURCE: https://code.google.com/p/fba360/

PACKAGE: FBANEXT-PS3-R364 (http://www.multiupload.com/O83Y942VJD) (via) Multiupload

I recommend restarting the emulator between games to avoid stability issues.

Thanks to Lantus for all the amazing improvements!

Who needs GT5 when you can enjoy the likes of Final Fight, Metal Slug, Street Fighter Alpha!

http://psx-scene.com/forums/f6/fbanext-ps3-working-test-version-71078/

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: lantus on November 22, 2010, 12:25:23 AM
Someone built a codebase against the current unfinished WIP on my source repository so its far from completed and there are many bugs.

In any case enjoy it and watch out for a proper build coming soon (ie with 4p controller support/savestates/button mappings/dip switches etc)
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on November 22, 2010, 06:11:04 AM
Someone built a codebase against the current unfinished WIP on my source repository so its far from completed and there are many bugs.

In any case enjoy it and watch out for a proper build coming soon (ie with 4p controller support/savestates/button mappings/dip switches etc)

Oh now I see! :), I tested it and at least the emulation part is going very well ^^. Input mapping would be so awesome! and of course everything else you mentioned.

Again, I have to say excellent work Lantus, I am very motivated to get some free time to explore PS3 Homebrew development so I can help with FBANext, at least in what Im good, User Interface ^^.

Btw, what SDK do you use to build your source? AerialX's one (PSL1GHT)? or the other one?

Take care man!

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: lantus on November 22, 2010, 11:14:21 AM
Its the official one - for now

if and when PSL1GHT matures, i will probably move it over, or at least maintain another port.

i should take the opportunity here to thank the fba dev team - kev specifically for the work we did earlier this year to make FBA big endian friendly and get the xbox 360 port running - those changes worked well for the PS3 build and should carry over easily to other big endian platforms, wii for example
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on November 22, 2010, 12:04:22 PM
Its the official one - for now

if and when PSL1GHT matures, i will probably move it over, or at least maintain another port.

i should take the opportunity here to thank the fba dev team - kev specifically for the work we did earlier this year to make FBA big endian friendly and get the xbox 360 port running - those changes worked well for the PS3 build and should carry over easily to other big endian platforms, wii for example

Thanks for the info ^^ I am setting up my environment now, btw I found a very nice PS3 SDK documentation (PS3_SDKDoc_e.chm [CRC32: D0194036]), I bet you know about it already but if you don't have it, just let me know and I will reach your PM inbox :).

Btw, is the SDK around 156mb compressed and ~500mb uncompressed? I found out this one (v160.008)

When I finish setting it up, Im gonna try compiling a sample application to see if everything is good, before trying to compile FBANext :)

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: kev on November 22, 2010, 02:01:15 PM
Cool, Good work man :)

And I just wish I had some more time to help out - i've not even had chance to turn my PS3 on for about a month which really sucks. If it weren't for the money I would hate being a contractor lol.
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on November 22, 2010, 02:21:40 PM
OMG >.< Im having a hard time making a PKG file using PS3_PKG_Tool_v0.5, LMAO, I made the PARAM.SFO and have the EBOOT.BIN ready with the package.conf in place but it is giving me some errors about MSYS.

Im running Win7 x64 now, prolly it has to do something with it.

Lantus, I will appreciate if you shared with me how do you compile your source and make the PKG file? Im not used to all this process xD LOL to build a simple 'Hello World' application

Thanks in advance man! I just wanna start coding stuff and testing :p

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on November 22, 2010, 04:40:07 PM
Finallly I was able to make a PKG file and avoid the errors, :) Imma try it now and see what I get ^^

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on November 22, 2010, 05:40:25 PM
For some reason when I finish compiling FBANext and making a package, the final PKG size is not around 16MB, it is around 33MB... O__O

I bet it is because I am using MSYS console to compile [?] and maybe its making a complete build of both 360 + PS3 code [?] xD LOL

I will try to build it using the MSVC project file instead of MSYS and see what happens :p

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on November 22, 2010, 06:31:56 PM
Lantus, I will wait until you make some kind of compiling documentation because Im still getting compilation issues, like for example MSVC cant find some header files like 'pthread.h' and 'unistd.h' and I have tried many things but keep getting errors :(, I adjusted my system environment variables to match FBANext project ones.

I will give up for today but tomorrow I will probably try again

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: lantus on November 22, 2010, 09:20:51 PM
The MSVC project file wont work unless you have the PS3 SDK with Visual Studio Integration. You want to use the Makefile as you did previously. The final pkg being 33 meg is kinda strange - that is the EBOOT.BIN size i get before the ppu-lvl2-strip command strips it down to 15meg.

did you do a make clean;make;make pkg ?

Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on November 22, 2010, 10:00:07 PM
The MSVC project file wont work unless you have the PS3 SDK with Visual Studio Integration. You want to use the Makefile as you did previously. The final pkg being 33 meg is kinda strange - that is the EBOOT.BIN size i get before the ppu-lvl2-strip command strips it down to 15meg.

did you do a make clean;make;make pkg ?

WOOT! That was it! I made a 'make clean' then 'make' then finally 'make pkg' .. thanks Lantus now the final PKG is ~16MB :D, the package installs successfully on the PS3 and runs well too!

btw, I was making my pkg file manually, but this way its easier ^^

Thanks so much man! Now I can start trying a few things! :D

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on November 23, 2010, 11:26:50 AM
Just posting to share my modified ICON0.PNG with fixed aspect ratio and a simple title text.

You can use it Lantus, later I will make a better one when I manage to re-install Photoshop :)

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: lantus on November 23, 2010, 01:53:23 PM
very nice thanks!

you able to make a PIC1.PNG as well? that would be great
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on November 23, 2010, 02:30:33 PM
very nice thanks!

you able to make a PIC1.PNG as well? that would be great

Sure it will be my pleasure ^^

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: lantus on November 30, 2010, 11:56:53 AM
SVN has been updated with the release 1 codebase..have fun :)
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on November 30, 2010, 01:27:32 PM
Great! Lantus I will test it out ASAP! :D

Btw, here you have the new PKG PNG's , you can upload them using the FTP to the FBAN folder at 'game' dir (faster than repacking)

You can use them for your next releases if you like ^^

Take care!!

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on November 30, 2010, 03:55:54 PM
I love this official release! It is very stable and organized ^^

I have tested couple of games and they run great! ^^ Can't wait for the Input Mapping update hehe :D

Take care Lantus and keep up the excellent work with FBANext!

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: Mature on December 01, 2010, 08:53:13 AM
thanks ofr the fantastic job lad. big ups for you!
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: lantus on December 01, 2010, 03:29:11 PM
I love this official release! It is very stable and organized ^^

I have tested couple of games and they run great! ^^ Can't wait for the Input Mapping update hehe :D

Take care Lantus and keep up the excellent work with FBANext!

SeeYaa!
 :biggrin:

working on mappings and dipswitches now..and something that has bugged me for a while..sound is broken on some drivers..i think its endian related again. For example New Zealand Story has no sound at all on both 360/PS3 but obviously fine on Win32

Where it gets tricky is the TNZS sound driver is used in other rom that run fine.
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on December 01, 2010, 03:39:13 PM
working on mappings and dipswitches now..and something that has bugged me for a while..sound is broken on some drivers..i think its endian related again. For example New Zealand Story has no sound at all on both 360/PS3 but obviously fine on Win32

Where it gets tricky is the TNZS sound driver is used in other rom that run fine.

Maybe KEV, or IQ can help you with the 'endian' stuff, I never worked with that aspect of programming but Imma do a little research and see if I can help on anything :).

Oh, btw, have you tried messing with the Sound Frequencies, lowering or raising them ? I don't know but sometimes simple things solve big problems xD, anyway I hope you can fix those :), you have already done an amazing job with FBANext ^^

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on December 03, 2010, 01:30:16 AM
Hi Lantus! Nice work fixing sound for 'd_tnzs.cpp' on your FBANext "revision 373" :D

https://code.google.com/p/fba360/source/detail?r=373

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: iq_132 on December 03, 2010, 02:06:07 AM
This is really cool! Wish I had a ps3 to try this with. ^^
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: lantus on December 03, 2010, 10:18:12 AM
d_armedf.cpp driver has no sound also, thought it was a FBAnext issue , it occurs on Windows also

and iq_132, if you get a ps3..i have a spare dongle you are welcome to have :)
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on December 03, 2010, 03:49:34 PM
I been trying to understand the input aspect of FBANext source code, but I am very lost hehe :p, there is nothing wrong with the code, the problem I have is that I am used to the Windows source code core, this port has many new things and different approaches.

I been trying to figure out where should I modify the code so I can change the default inputs manually to something I want, like for example remapping the inputs via code, until the input mapping feature is completed. :)

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: dude on December 08, 2010, 12:19:02 AM
Is it me or do scanlines drop fps to 30
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: dude on December 11, 2010, 11:37:40 PM
Lantus can we get the new addition to pgm in here ;)
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on December 12, 2010, 01:17:45 PM
Lantus can we get the new addition to pgm in here ;)

I am working on that atm (thanks to IQ for the code :))

This is my WIP so far, still working with a few little things to finish compilation:

Quote
Latest PGM updates by IQ_132, Implemented on FBANext core by CaptainCPS-X

- To avoid the huge load of warnings regarding 'char*' at BurnDriver structure I added "-Wno-write-strings" to the compiler parameters on the Makefile
- Commented some incompatible elements from the BurnDriver structure of d_pgm.cpp since FBANext use an older FBA core
- Commented some incompatible code segments in 'pmg_run.cpp' since FBANext use an older FBA core
- Added some definitions in burn.h
- Added the new FBANext XMB icon and background PNGs I recently made.

Compiled with latest revisions of Lantus code:

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

r370       
PS3 - Release 1.0.0 checkin
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: dude on December 12, 2010, 01:43:34 PM
Sweet cant wait to rock the doj bl on my ps3
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: manliodp on December 12, 2010, 03:13:03 PM
Hi guys,
just out of curiosity but could it be possible to make a linux variant?
Dunno but the changes made for x360 and PS3 shoudn't make this easier to do?
Only asking..

Thank you for your continuous effort!

P.S.: can we expect a gift for Christmas? (hint: new rel :) )
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on December 12, 2010, 05:24:55 PM
I honestly dont know much about linux development, I am a native Windows developer xD.

Anyway, I was able to compile the updated FBANext with the things I mentioned previously but there is something weird, it doesn't want to detect the new PGM romsets for some reason.

I am building a Windows binary now to see if there is a problem with the romsets, its easier to verify on windows than on PS3 xD

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on December 12, 2010, 11:10:04 PM
I was able to compile an updated windows build with the PGM updates after changing a few things, and was able to detect and run the Cave drivers.

Now after verifying my FBANext source code I found a few weird things, and I think for some reason my SVN program is not getting the latest updated files from google code, and eventually many things doesn't work fine, like for example when I run a game I get a black screen.

But I am gonna keep checking whats going on and post back.

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on December 13, 2010, 12:00:32 AM
I am going to send what I have so far to Lantus because for some reason the 3 drivers I tried (ket, ddp3, ddp3blk) load but display only a black screen (on Windows everything goes fine).

I hope he can check whats going on ^^, so we can enjoy this on our PS3s as well.

SeeYaa!
:biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: dude on December 13, 2010, 12:47:33 AM
Bada bing pm me when its done please.
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: lantus on December 13, 2010, 07:58:05 AM
i just commited the button mapping menu code..enjoy :)
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: lantus on December 13, 2010, 08:18:03 AM
I am going to send what I have so far to Lantus because for some reason the 3 drivers I tried (ket, ddp3, ddp3blk) load but display only a black screen (on Windows everything goes fine).

I hope he can check whats going on ^^, so we can enjoy this on our PS3s as well.

SeeYaa!
:biggrin:

its endian related, ill get them fixed and commited

Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on December 13, 2010, 09:35:32 AM
its endian related, ill get them fixed and commited

Nice! I will get a look to your changes when you finish, I want to learn about endian stuff, and how to port such code :).

btw, great work with the latest revisions! ^^ Im gonna test the input mapping now! hehe

Take Care!

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on December 13, 2010, 12:39:43 PM
Man I have to say that your latest revision is awesome ^^, button mappings work great, and like your first release it is so organized.

I will take this opportunity to report a GFX bug on "xmvsf" driver, I think there is a problem with raster effects [?] on the stage where police is in the background and the floor breaks, on the main stage (not the sewers) the buildings have the top part missing, but when you make a high jump the top part appears, then when you fall eventually they dissapear again :p.

Maybe is a little thing that can be fixed later, it is not a big problem tho.

PS: I sent you the PM :)
PS2: If you notice that my english a bit weird, it is because my main language is spanish xD, so sorry if I say something that doesn't sound right hehe.

Take care! and keep up the awesome work!

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: lantus on December 14, 2010, 02:38:33 AM
ok they are commited . Enjoy :)

Note - i managed to get olds.zip working too. However kov2sh.zip will not get past PGM real time clock screen. Confirmed on windows
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: iq_132 on December 14, 2010, 03:02:12 AM
Good find on the kov2 and the olds fix. :)  I don't have the same problem with kovsh though. :S
And I'm still researching the issue with drgw2. :S
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on December 14, 2010, 06:27:32 AM
ok they are commited . Enjoy :)

Note - i managed to get olds.zip working too. However kov2sh.zip will not get past PGM real time clock screen. Confirmed on windows

Excellent stuff Lantus! :D I am compiling the latest revision now to test it

I feel honored that you used the PNGs I made for you as well :)

Take Care!

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on December 14, 2010, 07:11:04 AM
Tested!, It is working great Lantus with bgm, sfx and everything xD! ^^

:)

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: dude on December 14, 2010, 08:29:50 AM
Can i get a compiled ps3 version with the cave goodies please.
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: lantus on December 14, 2010, 09:42:05 AM
Hi guys,
just out of curiosity but could it be possible to make a linux variant?
Dunno but the changes made for x360 and PS3 shoudn't make this easier to do?
Only asking..

Thank you for your continuous effort!

P.S.: can we expect a gift for Christmas? (hint: new rel :) )

The 360/PS3 codebase shouldnt impact a linux build at all. It should be possible with the current windows codebase - however, not by me. Im not really a big fan of linux
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: lantus on December 14, 2010, 09:48:18 AM
Good find on the kov2 and the olds fix. :)  I don't have the same problem with kovsh though. :S
And I'm still researching the issue with drgw2. :S

oops i meant kov2p.zip rather than kovsh..that works fine
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: dude on December 14, 2010, 02:02:36 PM
Has the pgm stuff been implanted  in the newest ps3 build?
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: JacKc on December 14, 2010, 03:53:15 PM
Has the pgm stuff been implanted  in the newest ps3 build?

Damn...6 posts on 3 claiming and or/requesting new PGM CAVE stuff  and/or if it has been added to latest ps3 build...
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on December 14, 2010, 06:06:33 PM
Damn...6 posts on 3 claiming and or/requesting new PGM CAVE stuff  and/or if it has been added to latest ps3 build...

LMFAO! xD

Well for those asking if there is a new build or not, I can confirm that there hasn't been a official release by Lantus, if anyone want to make their own build you can do so by using a SVN client and making a Checkout of the latest FBANext revision.

Since the preparation of the environment to compile PS3 applications takes some time, I can't make a tutorial right now (I am short on time sorry, had lot of work today :( ). But after everything is setup is very easy to compile.

Anyway I think the easiest thing to do by the end-users is to wait for an official release ^^, or if Lantus authorizes me I can build a RC (Release Candiate) version from time to time, but without his permission I will not do unofficial releases.

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: dude on December 14, 2010, 09:56:14 PM
Hey its cool i have the mame build running full pgm.
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: lantus on December 14, 2010, 09:57:28 PM
its open source. feel free to RC or do whatever you like :)
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: iq_132 on December 14, 2010, 10:43:12 PM
You guys should build one of those auto-compiled auto-uploaded builds like they do with the dolphin svn builds.
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: CaptainCPS on December 14, 2010, 11:22:49 PM
Here it is :)

FBANext - Test Build - r386

http://www.mediafire.com/?bls1so02xtmskzx

Quote
-----------------------------------------------------------------------

 FBANext - Test Build [r386]

 Compiled by CaptainCPS-X and released with Lantus blessing :)

 Note: This release is not final, so you may experience bugs.

 Source Code: https://code.google.com/p/fba360/

-----------------------------------------------------------------------

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

Enjoy! ^^

SeeYaa!
 :biggrin:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: lantus on December 16, 2010, 02:36:14 AM
savestates are in (only 1 per rom currently)

also fixed a nasty controller bug, now slapfight and other d_tigerheli.cpp driver roms work correctly. It also fixes an issue i noticed where in ddp3blk you could never select version-b in the game
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: Shin on December 16, 2010, 01:29:21 PM
hi, thanks for you work Lantus!

I know I wont get support on a build version, but just wanted to ask before reporting in the google code, because maybe I'm the one doing something wrong here... so I don't have L3 or R3 because I use an arcade stick but I set the service mode to L2, and when I press it nothing happens (tried under SFIII3s and both DDP3s)

I wanted to use the service mode because both DDP3s seem to be stuck with no auto fire, no continues and easy mode. apparently you can set all that in  service mode instead, but I just couldn't get there myself.

I think this and other bugs have been reported here, but it's for the mame build>
http://shmups.system11.org/viewtopic.php?f=1&t=34513&start=30
(on another note, the scanline filter looks really funky with vertical game on horizontal display, but are fine if not rotated, would it also be possible to have the scanline options back from the 360 port ? I mean 25%-50%-75% scanlines, thanks!  )
sorry if it's something on my part and thanks again for your work !
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: BritneysPAIRS on January 04, 2011, 09:36:37 PM
Due to recent activities in the PS3 scene I would like to offer my help GUI wise with this project....I have worked in the past with gogo and have a reasonable understanding of design and GUI concepts...I have alot of code I have written around this with CoinOPS for the Xbox including pixel perfect, favorites and the list goes on and on....I have done alot of work on other projects like XBMC as well mainly on the GUI side...as its looking like a good alternative to my old xbox now I would like to offer a hand on the project....

PS I havent looked at this at all but will wish to work on Arcade and Media Playback stuff like I have for years on the Xbox....
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: yamazato on February 12, 2011, 10:19:52 AM
 :smilie: :smilie:
Title: Re: FB Alpha for PS3 [by Lantus]
Post by: BritneysPAIRS on February 21, 2011, 04:06:17 AM
its endian related, ill get them fixed and commited

I have added pgm latest drivers into xbox mame (thanks to iq for those) and the only one that didnt work was ddp3 and ddp3blk or ddp3v100 it boots and then exits but it displays as a black screen?

can anyone tell me how you guys fixed this please....ill supply the cpps if needed