![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQjKNS4xABqSgwAWFsWwNQIBUvGEQmOoZMleAlfZuczGpp69NKqxkCJHRdWjXr2kPgUiMXDLzbobRRYn7g4a6hl0gEqseUy3B1zZQHX81zAKaeZuZEvds-2ie4XGsFZb_Ji-OpfrMPo34/s200/fbanextingame.jpg)
O FbaNext μάλλον ζήλεψε τη δόξα του Multiman και σε σύντομο χρονικό διάστημα ο δημιουργός του μας δίνει μία ακόμα αναβάθμιση στην έκδοση r486 η οποία και αυτή περιλαμβάνει πολλές σημαντικές βελτιώσεις.
(αλλαγές από την r478)
- Cleaned up PSGL video driver – cut down on code duplication, made a lot of the OpenGL namespace static functions into macros (so they can be inserted straight into vid_psgl.cpp – where they are needed) – moved the static variables from vid_psgl.h to vid_psgl.cpp
- Removed broken shader 2xSaL-HD.cg
- Added Jararaca’s experimental retro shader
- Cleaned up PSGL video driver code
- Added some more aspect ratios from actual arcade games
- Added dot.cg shader
- Bilinear filtering can be turned on/off from the ingame menu
- Added rotation options to ingame menu.
- Changed audio samplerate from 48020 to 48010.
- Commented out VidSScaleImage in all of the rendering functions – is no longer needed
- Auto-aspect ratio modes – select this aspect ratio to automatically determine the correct aspect ratio for the game you’re loading and then automatically use it. There are two automatic aspect ratio modes – ‘Auto’ and ‘Auto FBA’ – ‘Auto’ does some calculations to arrive at the correct aspect ratio while ‘Auto FBA’ uses FBA’s built-in aspect ratio settings for each game.
- Cleaned up PSGL video driver
- Some video optimizations to do with three nested for loops
- CPS3 – Palette change was only being done when loading/saving a state – putting this inside the Draw Frame function was unnecessary when cps3_palette_change was only set to 1 once in cps3Scan – so moved the color palette changing to cps3Scan and out of the main frame function. Tested on both 360 and PS3 – nothing is affected by this.
- Speed improvements to burn.cpp and burnint.h – static functions which are only used once in one function inserted straight in – in particular, biggest improvement came from turning DrvClearOpposites into a macro. Button input is now blisteringly fast – tested on both PS3 and 360.
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