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EmuCR:Xbox EmulatorsCxbx Reloaded Git (2018/05/17) 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 #1184 from LukeUsher/set-hasdepthstencil-flag
* SetRenderTarget should update the g_bHasDepthStencil flag
* Merge pull request #1183 from LukeUsher/fix-backbuffer-crash
* Fix a crash when GetHostResource failes within D3DDevice_GetBackBuffer
* Merge pull request #1180 from RadWolfie/warning-fixes
* Remove leftover file (Currently in XbSymbolDatabase project)
* Fix warning messages
* Merge pull request #1179 from RadWolfie/master
* Editorconfig second revision
* Merge pull request #1169 from PatrickvL/SetRenderTarget
* Update D3D8to9 to fix Depth Stencil issue
* Use D3DUSAGE_RENDERTARGET within D3DDevice_GetBackBuffer
* Fix Destination Rect
* Update GetBackBuffer to use the xbox backbuffer surface
* Fix upscaled rendering (dashboard, others)
* Previous approach still had issues... for now lets ignore multisampling and fix it later. This PR is specifically for RenderTarget afterall.
* Fix titles using multisampling without breaking direct backbuffer access
* D3D : Limit viewport scaling for field-rendering to backbuffer only.
* D3D : Try to dither the backbuffer copy
* D3D : Less logging on Swap problems
* D3D : Attempt to render movies on multi-sample back buffers (and some curious notes on that)
* D3D : Fix double-width backbuffer issue, by using D3DMULTISAMPLE_2_SAMPLES too in our host CreateDevice call
* VS2015 compile fix, fixes issue #1170
* D3D : In D3DDevice_SetRenderTarget, pass applicable D3DUsage (D3DUSAGE_RENDERTARGET or D3DUSAGE_DEPTHSTENCIL) as argument to GetHostSurface (and thus also needs to be passed to GetHostResource, EmuVerifyResourceIsRegistered, GetHostBaseTexture and CreateHostResource). This fixes the shadow surface in Dolphin XDK sample (and probably many other situations)
* Oops
* D3D : Cleanup overlay code, acknowledging color-space conversion render state
* D3D : EmuPC2XB_D3DFormat can now return linear (by default) or swizzled formats
* Blit overlay to host backbuffer during swap too (#7)
* SetRenderTarget no longer fails!

Download: Cxbx Reloaded Git (2018/05/17)
Source: Here

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