Author Topic: FB Alpha for PS3 [by Lantus]  (Read 48167 times)

Offline lantus

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Re: FB Alpha for PS3 [by Lantus]
« Reply #15 on: November 23, 2010, 01:53:23 PM »
very nice thanks!

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

Offline CaptainCPS

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Re: FB Alpha for PS3 [by Lantus]
« Reply #16 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!
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Offline lantus

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Re: FB Alpha for PS3 [by Lantus]
« Reply #17 on: November 30, 2010, 11:56:53 AM »
SVN has been updated with the release 1 codebase..have fun :)

Offline CaptainCPS

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Re: FB Alpha for PS3 [by Lantus]
« Reply #18 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!
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Offline CaptainCPS

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Re: FB Alpha for PS3 [by Lantus]
« Reply #19 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!
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Offline Mature

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Re: FB Alpha for PS3 [by Lantus]
« Reply #20 on: December 01, 2010, 08:53:13 AM »
thanks ofr the fantastic job lad. big ups for you!
I Am Legend

Offline lantus

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Re: FB Alpha for PS3 [by Lantus]
« Reply #21 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.

Offline CaptainCPS

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Re: FB Alpha for PS3 [by Lantus]
« Reply #22 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!
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Offline CaptainCPS

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Re: FB Alpha for PS3 [by Lantus]
« Reply #23 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!
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Offline iq_132

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Re: FB Alpha for PS3 [by Lantus]
« Reply #24 on: December 03, 2010, 02:06:07 AM »
This is really cool! Wish I had a ps3 to try this with. ^^


Offline lantus

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Re: FB Alpha for PS3 [by Lantus]
« Reply #25 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 :)

Offline CaptainCPS

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Re: FB Alpha for PS3 [by Lantus]
« Reply #26 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!
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Offline dude

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Re: FB Alpha for PS3 [by Lantus]
« Reply #27 on: December 08, 2010, 12:19:02 AM »
Is it me or do scanlines drop fps to 30

Offline dude

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Re: FB Alpha for PS3 [by Lantus]
« Reply #28 on: December 11, 2010, 11:37:40 PM »
Lantus can we get the new addition to pgm in here ;)

Offline CaptainCPS

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Re: FB Alpha for PS3 [by Lantus]
« Reply #29 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