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[RELEASE] PFBA by CPASJUSTE - mod

HENkaku is a native Homebrew Enabler for the PS Vita and PS TV. It lets you run homebrews on the PS Vita
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rsn8887
Posts: 124
Joined: Wed Feb 03, 2016 11:49 pm

[RELEASE] PFBA by CPASJUSTE - mod

Post by rsn8887 » Thu Feb 09, 2017 5:19 pm

PFBA Vita_mod: Modded version of Portable Final Burn Alpha for the Vita
===

The latest mod release .vpk is always here
http://www.github.com/rsn8887/pfba/releases

Quick release with my additions/changes to Cpasjuste's awesome PFBA emulator for Vita.

Big thanks to Cpasjuste for a great codebase. This release page might be ahead or behind Cpasjuste's repository depending when pull requests are merged etc.


Changelog of this modded version (pull request to Cpasjuste has been made)
===

1.06

- added rotation options OFF+FLIP (flipped vertical for handheld portrait mode with pad at the bottom) and OFF+CAB.MODE (non-rotated controls for arcade cabs and vertical monitors)
- fixed FIT 4:3 option so it works even with rotation, and removed the now-unneeded FIT 3:4 option

Below are the contents of the original readme.md: PFBA: Portable Final Burn Alpha
===========================

**The main goals of this [final burn alpha](http://www.fbalpha.com/) port are/were :**

>- have a basic but user friendly user interface on non windows devices
>- use a recent rendering interface for speed and effects support
>- cross-platform and code portability
>- easy updates of fba core (no modifications to the original sources)
>- use arm asm m68k ([cyclone](https://github.com/notaz/cyclone68000)) core on arm devices

-----

**Currently supported devices**

>- Linux (sfml, sdl2)
>- RPI 3 (sfml, sdl2, wip)
>- Ps Vita (vita2d)

-----

**PS VITA**

>- data is located at "ux0:/data/pfba"
>- default rom path is "ux0:/data/pfba/roms/"
>- rom path can be changed in "ux0:/data/pfba/pfba.cfg"
>- preview images can be put in "ux0:/data/pfba/previews/rom-name.png"
>- in the ui: START = gui options + default rom configuration
>- in the ui: SELECT = selected rom configuration
>- in game: SELECT+START = menu
>- in game: SELECT+L = saves states
>- in game: SELECT+SQUARE = service switch
>- in game: SELECT+TRIANGLE = 1P+2P switch
>- in game: SELECT+LEFT/RIGHT = change shader
>- in game: SELECT+UP/DOWN = change scaling

-----

**Linux compilation**

>- mkdir cmake-build
>- cd cmake-build
>- cmake -DBUILD_SFML=ON -DCMAKE_BUILD_TYPE=Release ..
>- make pfba.deps
>- make pfba

**Ps Vita compilation**

>- mkdir cmake-build
>- cd cmake-build
>- cmake -DBUILD_PSP2=ON -DCMAKE_BUILD_TYPE=Release ..
>- make pfba.deps
>- make pfba.vpk

**RPI3 compilation**

>- mkdir cmake-build
>- cd cmake-build
>- cmake -DBUILD_RPI=ON -DBUILD_SDL2=ON -DCMAKE_BUILD_TYPE=Release ..
>- make pfba.deps
>- make pfba

**Developers tips**

There is currently two modifications to the original FBA sources :
>- [ARM: fix nec cpu (irem, raiden...)](https://github.com/Cpasjuste/pfba/commi ... e5993c7eae)
>- [COMMON: fix eeprom (nvram) loading/saving](https://github.com/Cpasjuste/pfba/commi ... 770a2d4ef4)

-----

**Thanks**

>- Xavier for the support (http://www.consolex-bordeaux.fr/)
>- ScHlAuChi for all the advices and testing
>- fba/mame authors (http://www.fbalpha.com/, http://mamedev.org/)
>- xerpi for vita2d (https://github.com/xerpi/libvita2d)
>- frangarcj for vita2d shader support (https://github.com/frangarcj/vita2dlib)
>- people behind the vitasdk (https://github.com/vitasdk)
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Mrgreezy3
Posts: 172
Joined: Sat Apr 21, 2012 1:01 pm

Re: [RELEASE] PFBA by CPASJUSTE - mod

Post by Mrgreezy3 » Sat Feb 11, 2017 5:36 pm

This runs street fighter 3rd strike pretty well 43 fps isn't bad at all . Do you think you can add frameskip options like 1- 4 frameskip and the sound is messed up idk if it's just sf3 cause that's the only rom I have. And my cps2 rom ask me for a .key file they will not load.

Honestly it's the first build and it's great good work. Hope to see more progress..
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Iamnobody
Posts: 1
Joined: Tue Nov 22, 2016 12:55 am

Re: [RELEASE] PFBA by CPASJUSTE - mod

Post by Iamnobody » Fri Feb 17, 2017 1:36 am

Hi,

Is emulation working for PC Engine, Sega Genesis/Megadrive and other non-arcade systems ?
I have added some roms (prefixed by md_, pce_, tg_ ...), they are detected but then I try to run them, pfba just crashes.

Is it normal ?

Thanks !

jotax
Posts: 77
Joined: Mon Dec 20, 2010 3:40 am

Re: [RELEASE] PFBA by CPASJUSTE - mod

Post by jotax » Sat Feb 18, 2017 1:52 am

steering wheel works in this mod? for outrun, cametry ... etc


hi!
themaliciouscodeuser

marios92
Posts: 73
Joined: Thu Aug 21, 2014 3:15 pm

Re: [RELEASE] PFBA by CPASJUSTE - mod

Post by marios92 » Sat Feb 18, 2017 9:50 am

Can you add cheat support and rapidfire settings to your mod? :D

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