Releases: rsn8887/pfba
PFBA Vita_mod v1.05
PFBA Vita_mod: Modded version of Portable Final Burn Alpha for the Vita
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
1.05
- pulled in more changes by Cpasjuste, such as some speedup in SDL library and the re-instatement of smaller audio buffer to completely eliminate all audio lag.
1.04
- pulled all audio changes by Cpasjuste, sound seems to be perfect now on PS Vita.
1.03
- remove unneeded audio buffer hack
1.02
- reduce audio delay thanks to Cpasjuste, and I made a small change to it to hopefully eliminate the distortion/stutter
1.01
- support for multiplayer/multiple controllers on Vita TV. Controllers have to be paired before PFBA is started
1.00
- added "FIT 4:3" and "FIT 3:4" options to force the typical Arcade TV aspect ratio. Many Capcom games have strange resolutions but were designed to fill a 4:3 TV aspect ratio image. Strider and Final Fight are two examples. Without forcing 4:3 aspect these games will look stretched with too much widescreen.
Below are the contents of the original readme.md: PFBA: Portable Final Burn Alpha
The main goals of this final burn alpha 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) 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
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)
PFBA Vita_mod v1.04
PFBA Vita_mod: Modded version of Portable Final Burn Alpha for the Vita
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
1.04
- pulled all audio changes by Cpasjuste, sound seems to be perfect now on PS Vita.
1.03
- remove unneeded audio buffer hack
1.02
- reduce audio delay thanks to Cpasjuste, and I made a small change to it to hopefully eliminate the distortion/stutter
1.01
- support for multiplayer/multiple controllers on Vita TV. Controllers have to be paired before PFBA is started
1.00
- added "FIT 4:3" and "FIT 3:4" options to force the typical Arcade TV aspect ratio. Many Capcom games have strange resolutions but were designed to fill a 4:3 TV aspect ratio image. Strider and Final Fight are two examples. Without forcing 4:3 aspect these games will look stretched with too much widescreen.
Below are the contents of the original readme.md: PFBA: Portable Final Burn Alpha
The main goals of this final burn alpha 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) 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
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)
PFBA Vita_mod v1.01
PFBA Vita_mod: Modded version of Portable Final Burn Alpha for the Vita
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
1.01
- support for multiplayer/multiple controllers on Vita TV. Controllers have to be paired before PFBA is started
1.00
- added "FIT 4:3" and "FIT 3:4" options to force the typical Arcade TV aspect ratio. Many Capcom games have strange resolutions but were designed to fill a 4:3 TV aspect ratio image. Strider and Final Fight are two examples. Without forcing 4:3 aspect these games will look stretched with too much widescreen.
Below are the contents of the original readme.md: PFBA: Portable Final Burn Alpha
The main goals of this final burn alpha 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) 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
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)
PFBA Vita_mod v1.00
Quick release with my additions/changes to Cpasjuste's awesome PFBA emulator for Vita. Thanks to Cpasjuste for a great codebase. These might be ahead or behind Cpasjuste's repository depending when pull requests are merged etc.
Changelog
1.00
- added "FIT 4:3" and "FIT 3:4" options to force the typical Arcade TV aspect ratio. Many Capcom games have strange resolutions but were designed to fill a 4:3 TV aspect ratio image. Strider and Final Fight are two examples. Without forcing 4:3 aspect these games will look stretched with too much widescreen.