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EmuCR:Xbox EmulatorsCxbx Reloaded Git (2016/11/16) is compiled. Cxbx-Reloaded is an emulator for running Microsoft Xbox (and eventually, Chihiro) games on Microsoft Windows. The project began life as a fork of Cxbx with added 64-bit support. Work is currently underway to backport some of the improvements from Dxbx. Cxbx-Reloaded is still pretty unstable, don't expect it to run much at this point.

Cxbx Reloaded Git Changelog:
* Restore Cxbx-Reloaded branding
This got removed while dealing with the accidental LLE merge
* Fix compilation in release mode.
_DEBUG_TRACE is undefined in release builds, leading to compiler errors.
* Unimplemented warnings should always log, even if not a debug build
* Merge pull request #18 from PatrickvL/master
here you go
* Split up EmuKrnl.cpp over separate files (just like in Dxbx)
Also pruned unneeded #include's and placed more UNIMPLEMENTED macro's
* Defined UNIMPLEMENTED macro and applied where applicable
Again, not in EmuD3D and EmuSound, as those are going to be LLE'd
sometime soon(ish)
* Proof of concept : Split off xboxkrnl::Av* methods into it's own .cpp file
This seems to work, so I'll probably split off all others too (just like
I did in Dxbx)
* Moved internal NT stuff to NtDll.h
* Swapped SystemTime and InterruptTime to their correct indices
Also defined and used (first part of) KUSER_SHARED_DATA struct
* EXPORTNUM correction and ordering
* Couple the xbox thunks for xboxkrnl::KeInterruptTime and xboxkrnl::KeSystemTime to their actual counterparts on Windows
This way we won't have to spend any time on updating them ourselves, and
still get highly accurate timers!
(Untested. Ported back from Dxbx)
* Added more variables to the kernel thunk table
Last two variables yet to replace : KeInterruptTime, KeSystemTime
* Added a few more variables to the kernel thunk table
* This too (is becoming a habit)
* Corrected a few OpenXDK declarations so they can compile into the kernel thunk table.
* This too
* Added more variables to kernel thunk table
How to solve conflicts with incorrect OpenXDK declarations?
* Added MmGlobalData, registered in kernel thunk table
* Missing newline
* Argument logging now works
Experimenting with rendering specific types, it's starting to look good.
* EXPORTNUM corrections
* Simpler NTSTATUS to string conversion
* Fixed typos
* This too
* Updated and extended thunk table
Used Dxbx as a reference
* Corrections
* Added a few logging overloads for a few types
Eventually, all logged types need to be covered.
* Updated all logging to use new macro's
Removed DbgFunc* variadic macro's.
* Got most of the new Dbg macro's working, except the most important one (the call to DbgFuncHexArg)
* Prevent redefined status warning
* Small cleanuo, macro's not fully functional yet
* Renamed DbgFuncArgs to DbgFuncFmtArgs, added DbgFuncHexArgs
DbgFuncHexArgs doesn't need a format string anymore, because of creative
use of macro defines.
Note : This is not tested yet!
* Small speedup in Mutex::Lock()
* Removed useless #ifdef _DEBUG_TRACE checks surrounding single DbgPrintf statements (since this checks _DEBUG_TRACE itself already)
* Replaced DbgPrintg EmuKrnl with DbgFuncArgs, avoiding typos altogether
* Revert unintentional update with LleContrib
via :
git revert -m1 bd7e183
edit src\Cxbx.h # manually fixed conflict
git add src\Cxbx.h
* Merge remote-tracking branch 'refs/remotes/LukeUsher/master'
* More typo corrections
* Corrected more DbgPrintf typos
* Fix typo
* Merge remote-tracking branch 'refs/remotes/origin/LLE'
* tmp
* Merge remote-tracking branch 'refs/remotes/origin/LLE_contrib'
* Added read32 handlers for all nv2a subcomponents
* Show value too for unhandled Emu*_Write32 calls.
* EmuX86: MOV now works with most operand types
EmuX86: TEST has been implemented for REGISTER, IMMEDIATE addressing mode
Most tiles now hang polling NV2A memory space, looks like it's time to start implementing that
* Merge tag 'v0.0.1-POC' into LLE
* Support EDI & ESI registers in EmuX86_MOV
* D3D8 checks no longer needed in HLEIntercept
* Began implementing X86 interpreter fallback for instructions Direct Code execution fails on
Began setting up LLE structure for NV2A
* Disable D3D8 and XGRAPHC HLE
* Setting up the structure for LLE

Download: Cxbx Reloaded Git (2016/11/16)
Source: Here

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