Hacking [RELEASE] PFBA: Portable Final Burn Alpha - official thread

  • Thread starter Thread starter cpasjuste
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It needs add dip switch setting/enter service mode. Can't continue in Dodonpachi Daioujou and can't change the setting now.
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
 
yes,konami games(contra,turtles in time,the simpsons...)run full speed on mame2000 without frameskip
in pfba,run very slow without frameskip
with frameskip on,run better but bad because a frameskip
 
Another question from the ignorant PFBA user:
Are PFBA and MAME cores related in any way ?
I'm asking this because I've noticed that The Simpsons (simpsons.zip, system GX072) runs at 59,9 FPS with RetroArch mame2000 core, while it runs at 35 fps on PFBA.
I'm already grateful retroarch and pfba exists at all, I'm not trying to compare those projects, I just want to know if "merging" the cores is doable, because pfba is much more user friendly and mame2000 performances on it would be the best of two worlds.

Off topic, but... Hmmmm.... A MAME standalone emulator would be DOPE.
 
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
thanks xDD
but one problem,changes on service mode don't save,exit game,load another time,setting has been set default
hi-scores same problem,don't save
 
thanks xDD
but one problem,changes on service mode don't save,exit game,load another time,setting has been set default
hi-scores same problem,don't save
What I've experienced with Sunset Riders is: dip switches effect is saved with savestates (I set 9 lives per credit and it's permanent when I reload), but they get reset as soon as I activate dip switches again.
I haven't tried with a regular build of FBA.
 
Has anyone made it so that the second thumbstick can be disabled? Let me know.
Yes it can be done by editing the configuration file pfba.cfg on ux0:data/pfba
Just modify the values in lines 0043 and 0044.
Set
Code:
JOY_AXIS_RX = 12;
JOY_AXIS_RY = 13;
(I just added "1" before the original values in order to easily revert my changes)
This will bind unexistent functions to the right stick. Unexistent as far as I know, the developpers will or will not confirm.
Anyway this quick "hack" gives the expected result.
 
Yes it can be done by editing the configuration file pfba.cfg on ux0:data/pfba
Just modify the values in lines 0043 and 0044.
Set
Code:
JOY_AXIS_RX = 12;
JOY_AXIS_RY = 13;
(I just added "1" before the original values in order to easily revert my changes)
This will bind unexistent functions to the right stick. Unexistent as far as I know, the developpers will or will not confirm.
Anyway this quick "hack" gives the expected result.
Hi,

Yes this is correct to do it this way.
 
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i dont know why cpasjuste ignore me :/ but please add the features of multi-buttons/ macro, expecially for the unused right analog stick, because games like SF are almost unplayable when a moves require 3 punches/ kicks buttons (PPP or KKK) by using 2 psvita buttons + a shoulder button (R or L)
 
i dont know why cpasjuste ignore me :/ but please add the features of multi-buttons/ macro, expecially for the unused right analog stick, because games like SF are almost unplayable when a moves require 3 punches/ kicks buttons (PPP or KKK) by using 2 psvita buttons + a shoulder button (R or L)
be patient haha :)
is very much important add steering
 
i dont know why cpasjuste ignore me :/ but please add the features of multi-buttons/ macro, expecially for the unused right analog stick, because games like SF are almost unplayable when a moves require 3 punches/ kicks buttons (PPP or KKK) by using 2 psvita buttons + a shoulder button (R or L)
You can config that per game in the PFBAlpha's menu?

Enviado desde mi SM-J111M mediante Tapatalk
 
be patient haha :)
is very much important add steering
i don't want to going fast, i only asking if will be possible or not, for not bring up any hope for nothing. I don't ask if possible and RIGHT NOW lol Only for know if that features can be implemented or not in this emulator.
 
I saw that Cpasjuste did some improvements to SDL2 on Vita in the last few days. So I pulled in all of his recent changes to SDL2 as well as his recent changes to PFBA, and recompiled the PFBA_Mod vpk with those changes. Release is here:
www.github.com/rsn8887/pfba/releases

Not sure if it is faster or anything. But worth a try.
 
I saw that Cpasjuste did some improvements to SDL2 on Vita in the last few days. So I pulled in all of his recent changes to SDL2 as well as his recent changes to PFBA, and recompiled the PFBA_Mod vpk with those changes. Release is here:
www.github.com/rsn8887/pfba/releases

Not sure if it is faster or anything. But worth a try.

Does this include the audio improvements that you and Cpasjuste were discussing? Thanks :)
 
For what it's worth, it does seem to have sped up, uh, Kitten Kaboodle. I don't think anyone was itching to get their hands on that one, but it's a start!
 

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