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EmuCR:Xbox EmulatorsCxbx Reloaded Git (2017/01/05) 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:
* Merge branch 'master' of https://github.com/LukeUsher/Cxbx-Reloaded
* Merge pull request #85 from LukeUsher/Implement_HalReadWritePciSpace
Implemented HalReadWritePciSpace
* Fix accidental compilation breakage while reorganising code.
* Implemented HalReadWritePciSpace
On the Xbox this function calls the X86 in/out opcodes, so this implementation calls IORead/IOWrite functions in EmuX86.
Once In/Out opcodes are implemented, they will also be implemented by calling these new IO functions.
* Merge pull request #80 from LukeUsher/various-bug-fixes
Various bug fixes
* Revert logging changes to XcShaUpdate: This is what broke the dashboard
* Add glew binaries & add a custom build step to copy them to the output directory.
Prevents glew32.dll errors on compiling
* Merge branch 'master' of https://github.com/Cxbx-Reloaded/Cxbx-Reloaded into various-bug-fixes
# Conflicts:
# src/CxbxKrnl/CxbxKrnl.cpp
# src/CxbxKrnl/EmuD3D8.cpp
* Merge pull request #84 from PatrickvL/master
LLE_OpenGL work
* Merge pull request #4 from PatrickvL/LLE_OpenGL
Lle opengl work
* Forwarded EmuX86_Read8 to EmuX86_Read16 to EmuX86_Read32
* Merge remote-tracking branch 'refs/remotes/origin/master' into LLE_OpenGL
* Merge remote-tracking branch 'refs/remotes/Cxbx-Reloaded/master'
* Merge pull request #83 from LukeUsher/Remove_old_files
Remove "Copy" file and old HLE database archive
* Remove "Copy" file and old HLE database archive
* NV2A address and size constants added
* NV2A : More PFB logging and PRAMIN read/write stubs
* Improved logging in NV2A read/write handlers
* Log more NV2A PBUS details
* Prevent NV2A unhandled write log messages when there actually IS a handler
* Implemented KeConnectInterrupt
Also prevented unimplemented log message in MmClaimGpuInstanceMemory and
added comment headers to all function declarations in kernel.h
* Merge remote-tracking branch 'refs/remotes/origin/master' into LLE_OpenGL
* Merge remote-tracking branch 'refs/remotes/Cxbx-Reloaded/master'
* Merge remote-tracking branch 'refs/remotes/origin/master' into LLE_OpenGL
* Fixed logging of nullptr (plus better logging in RtlAssert)
* Merge remote-tracking branch 'refs/remotes/Cxbx-Reloaded/master' into LLE_OpenGL
* Working towards OpenGL initialization (using Dxbx as a reference)
WARNING : This does not compile yet.
* Imported glew
Downloaded from
(see http://glew.sourceforge.net/index.html)
GitHub mirror on https://github.com/nigels-com/glew
* Turns out this instance of _controlfp isn't needed either, just setting it in our Create Thread Proxy is enough for XDK titles.
* This instance was not needed, we only need to set the floating point registers for Xbox threads.
* Fix ExAllocatePool
Although this did not cause any issues (that I know of) (ULONG)"enoN" was creating a null terminated string, and passing a pointer to that string alone
This has been modified to 'enoN' to generate a non-terminated string of chars, and pass the value along.
* CPU Affinity handle fixes broke the dashboard again
This only worked because ALL threads were still running on the same core.
Now they correctly run on different cores, the floating point register needs to be set for each thread!
* More of the same
* More of the same
* SetThreadAffinityMask should take a HANDLE as input
* Fix an issue where g_CPUOthers was being used before being set.

Download: Cxbx Reloaded Git (2017/01/07)
Source: Here

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  1. It's not launch - error 0xc00000ba

    1. Fixed by downloading from emulator sources (or official repository of glew) and putting to emulator folder glew32.dll (32bit).
      Maybe build script noncorrect or something else?


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