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EmuCR:Xbox EmulatorsCxbx Reloaded Git (2018/05/13) 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 pull request #1164 from RadWolfie/master
* Temp disable debug message from DSound's volume
* Merge pull request #1163 from RadWolfie/master
* Don't perform find, check if value is 0 by default
* Remove old code
* Workaround fix for time being with LLE enabled
* Merge pull request #1162 from x1nixmzeng/rtl-locale-fixes
* Fixed RtlUpperString case conversion
* Fixed case conversion methods for Xbox locale
* Merge pull request #1161 from jackchentwkh/RalliSport_fix
* Fix RalliSport crash with multiple times of racing.
* Another fix for sln file
* Fix sln file
* Another update in XbSymbolDatabase module
* Final fix for Cxbx-R compile issue
* Update XbSymbolDatabase module to current revision
* Should be final fix
* Remove unused files since had been moved and cause bad build
* Fix build attempt to access invalid files
* Fix old tabs mess
* Replace tabs to spaces
* Add support for output message
* Hopefully this is a final fixup
* Upgrade XbSymbolDatabase with minor update
* Using XbSymbolScan is accurate with XbSymbolDatabase
* Remove local test breakpoint
* Update to sync with XbSymbolDatabase
* Start using XbSymbolDatabase library
* Remove HLEDatabase files
* Merge pull request #1152 from PatrickvL/DrawingPrimitives
* D3D : Added some notes to handling parent-textures for surface-conversion
* D3D : Fix Burnout so it gets in-game again, by checking parent texture type first, before getting it's surface
* D3D : Call GetVerticesInBuffer once instead of per stream. Also let GetVerticesInBuffer loop over entire index buffer (as the highest index could ly before the starting vertex offset)
* D3D : Don't crash hard when SetStreamSource fails (this gets Galleon in-game again)
* D3D : Added comments about a few more reported test-cases
* D3D : Added notes on dynamic textures (which cause unreachable, black mipmap levels)
* Merge pull request #27 from jackchentwkh/DrawingPrimitives
* Fix fading black regression.
* D3D : Fixed JSRF glitches - no more regressions in this branch!!!
* D3D : Refactored the determination of how many vertices are in a vertex buffer
* rebase fix
* D3D : Disabled experiments, trying to get SetRenderTarget working at all times
* D3D : Tiny bits of porting to Direct3D 9
* D3D : Added (also experimental) support for parent-volume textures behind volumes
* D3D : Added (experimental) support for parent-textures behind surfaces
* D3D : Experiment with D3DUsage flags
* D3D : Refactored initialization of supported-format arrays
* D3D : Popup D3DDevice_DrawVertices test-cases for Quad-rendering with a StartVertex above 0
* D3D : Take StartIndex into account when calling WalkIndexBuffer
* D3D : Instead of calling WalkIndexBuffer on pQuadToTriangleIndexBuffer, we can derive the LowIndex and HighIndexes ourselves
* Merge pull request #24 from jackchentwkh/DrawingPrimitives Fix missing diagonal half screen.
* not sleep enough!! :Q
* oops, something wrogn during rebase.
* Fix missing diagonal half screen.
* D3D : Small refactorings
* D3D : Apply WalkIndexBuffer everywhere possible
* D3D : Renamed to g_CachedIndexBase to g_XboxBaseVertexIndex
* Merge pull request #23 from jackchentwkh/DrawingPrimitives Add index buffer walk through for all indexed rendering calls.
* Use WalkIndexBuffer()
* Add index buffer walk through to setup min. index and index vertex span correctly.
* Merge pull request #22 from jackchentwkh/DrawingPrimitives Romove wrong pIndexData assignment
* Romove wrong pIndexData assignment
* Merge pull request #21 from LukeUsher/DrawingPrimitives Fix vertex buffer size calculation: pIndexData wasn't set in DrawContext
* Fix vertex buffer size calculation: pIndexData wasn't set in DrawContext
* Post-rebase fixes
* D3D : Incomplete (!) attempt at fixing cube texture conversion (this needs adjusting). XDK test cases : CubeMap, Fur, FuzzyTeapot, Strip
* D3D : Determine texture dimensions via already existing tooling functions. This fixes the bump texture in BumpEarth XDK sample.
* D3D : Populate (to-patch) stream info directly, instead of via a memcpy
* D3D : Renamed DynamicPatch to Info, making the vertex-conversion code a bit better to understand. Also merged CxbxVertexStreamPatch into CxbxVertexShaderInfo and CxbxVertexShaderElementPatch into CxbxVertexShaderStreamInfo, recuding the number of confusing types.
* Cleaning up and renaming lots of vertex conversion code, towards finding the reason vertex-streams aren't converted correctly (see Dolphin sample)
* D3D : Introduced and used MapXboxVertexShaderHandleToCxbxVertexShader
* D3D : Disabled bNeedRHWReset partially. Added dimensionality to texture-normalization
* D3D : DrawIndexedVertices must pass on the active IndexBase, so GetVertexBufferSize takes it into account
* D3D : Added a few test-cases (removed popups for them)
* D3D : Removed dead code
* D3D : Silence two LOG_TEST_CASE's (because comments already show a few cases)
* D3D : Fixed memory leak, and a mistake in the previous commit (assigning uiHostVertexStride too soon)
* D3D : More cleanup
* D3D : Some more renaming and code cleanup
* D3D : Addressed Luke's review comments (somewhat)
* D3D : New primitive drawing code starts working!
* Rebase fixes
* D3D : Many more renames from WIP_LessVertexPatching branch, and now also most of it's vertex buffer conversion (not everything, yet)
* D3D : Renames, taken from WIP_LessVertexPatching (no functional change yet)
* D3D : Fix after rebase
* D3D : In EmuFlushIVB, call CxbxDrawPrimitiveUP instead of g_pD3DDevice8->DrawPrimitiveUP.
* D3D : Less primitive patching (not finished yet)
* D3D : Copied over CxbxDraw* functions from my WIP_LessVertexPatching branch.

Download: Cxbx Reloaded Git (2018/05/13)
Source: Here

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  1. WOW...Look at all those changes and not one thing works.


    1. A lot of things work, just not perfectly.

      All of the following are working, and I'm sure many more games that haven't been tested are also working. (In this case, Working means either in-game, or in the case of around half of this list, playable).

      Jet Set Radio Future, Burnout, Smashing Drive, Dead or Alive 3, Dead or Alive Xtreme, Morrowind, Virtua Cop 3, Fairly Odd Parents, Indiana Jones, Jedi Knight II, Monopoly Party, Tenerezza, Frogger Beyond, Taz - Wanted, Bad Boys Miami Takedown, Barbie Horse Adventures, Celebrity Deathmatch, Ghost Recon, ExaSkeleton, Cabela's Deer Hunt 2005, May Payne, DDR Ultramix 4, Super Puzzle Pop, Tetris World, Totaled, Midway Arcade tresures



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