XaviXEmu v0.4.1 is released. XaviXEmu is an experimental, open-source Windows emulator for selected XaviX, XaviX 2000, and XaviX 2 television games. The project focuses on documented hardware behaviour, motion-input emulation, reproducible tests, and preservation of research for systems whose original optical accessories are difficult to use on modern displays.
Features:
Native Win32 front end with Traditional Chinese and English interfaces.
Nearest-neighbour output, window scaling, maximized mode, optional 4:3 presentation, and borderless fullscreen.
Mouse-driven virtual optical input for sword, boxing, and motion profiles, plus early wireless-controller and TV-PC keyboard models.
24C02, 24C04, 24C08, and 24C16 EEPROM models.
Per-game EEPROM and runtime-state files for supported original XaviX and XaviX 2000 profiles.
PNG screenshots generated locally by the user.
Strict ROM size, CRC32, and SHA-1 verification.
ROM-independent automated CPU, video, audio, peripheral, persistence, screenshot, and state tests.
XaviXEmu Changelog:
This release focuses on substantially improved XaviX2 support.
Correct both Super Dash Ball sticks' horizontal direction; add Golf's
configurable Swing/Space action; improve independent Hamtaro circus glove
controls. Correct TV-PC mouse coordinates and require mouse/keyboard input
for Doraemon, Hello Kitty and Tottoko Hamtaro. Update the tested games'
playability classifications.
Include Traditional Chinese setup, controls, all 40 ZIP/title mappings,
and comprehensive 0.4.1 release notes. Distribute the compiled binary and
documentation without publishing the 0.4.1 source code.
Keep the requested game viewport size when narrow windows wrap the menu.
Add -f fullscreen, -w1 through -w4 window scaling, and -s 4:3
stretch launch options with a direct ROM ZIP path. Without -s, use the
original pixel aspect ratio. Preserve existing controller profiles and
avoid saving temporary launch display overrides to the INI.
Simplify About to identify XaviXEmu as an emulator for XaviX, XaviX2000,
and XaviX2. Update the application/file version to 0.4.1 and list all 40
recognized ZIP filenames with their full titles and current library status
in the README.
Keep XaviX2 window zoom on a stable 320x240 display canvas across video
modes and 3D enhancement. Take-copter's 4x window is 1280x960 instead of
doubling to 2560x1920 when its 640x480 startup screen is active.
Mark Choro-Q Byun Byun Racer, Disney Princess, Doraemon Taikan Take-copter,
Ham-chans: Ham Ham Challenge and IDATEN Jump as fully playable following
the maintainer's reports.
Persist Dragon Ball Z2's 1024-byte game EEPROM separately from F5/F7
snapshots. In-game story saves now survive closing and restarting the
emulator; F7 retains the current durable EEPROM instead of rewinding it.
Fix Dragon Ball Z2's lower-panel color flashes while holding a menu arrow.
Empty polygon lists now use the same deferred sprite submission and
completed-frame protection as mixed 3D/2D scenes, keeping one palette
generation per displayed frame.
Calculate XaviX 2 CWD depth and perspective weights for culled polygons
retained in the output list. Dragon Ball's coincident billboard anchors
now supply the character depth read back by the CPU, allowing ordinary
depth ordering to place battle text and attack effects in front. Remove
the tiled-fighter/effect and exact-banner-descriptor ordering workarounds.
Add optional submission/active-line diagnostics and periodic framebuffer
captures to the boot probe without changing runtime-state layout.
Reapply the saved 1x-4x window scale after a game is launched from the ROM
library. A selected 4x window therefore remains 4x after restarting the
application instead of inheriting the smaller 1080x720 library window.
Decode XaviX 2 translucent palette entries as the hardware's interleaved
premultiplied RGB444 plus three-bit Nalpha, rather than fixed one-half
transparency, with Nalpha=7 as the indexed-texture transparent endpoint.
Take-copter's water palette now produces the wide cyan/white
distance haze that hides the sea/sky seam, and its three overlapping cloud
planes no longer form a dark rectangular background. The same generic path
is used by Blue Dragon, Naruto and both Dragon Ball titles. Enhanced 2x
presentation now also retains the 3D contribution beneath partially
transparent foreground sprites, avoiding a presentation-only seam where
Dragon Ball's red energy aura crosses 3D geometry while keeping fully opaque
sprite artwork pixel-sharp. Battle layer ordering now uses the corrected
CWD-derived character depth described above.
Correct XaviX 2 premultiplied alpha composition from SSD's RPU patent.
Take-copter's white/cyan horizon haze and Dragon Ball's shared translucent
layers no longer halve their stored foreground RGB a second time. Match the
Take-copter F7 flight/fade sequence to hardware at one IRQ-7 event per 60 Hz
frame in every display mode; the logo/carousel width no longer incorrectly
doubles GPU submissions and makes menu animation or audio miss real time.
PCM pitch remains on its independent 98,437,488 Hz source. Implement the RPU
sprite Filter=0
four-tap sampler, including interpolation of premultiplied alpha, so the
scaled Take-copter flying characters no longer retain coarse nearest-neighbor
edges. Emulate the title-programmed $e620 2-by-2 Gouraud dither pattern to
soften RGB555 sky gradients without applying an invented whole-frame blur.
Merge Take-copter's GPU0/GPU1 submissions across the $e408/$e414 pair:
its ROM-provided depth-zero full-screen transition now composites after the
clouds and characters, so the entire scene fades toward pale blue/white
together instead of repainting clear sprites over an already-white sky.
Restore the observed Type-1 backdrop then Nalpha-graded Type-0 water
class order, reducing the recent hard white horizon strip.
Add dedicated epo_dtcj Take-copter controls. Keyboard directions, right-
mouse drag, the selected PS/gamepad analogue stick, and Wii pointer input now
feed the firmware's verified 4-by-4 head-tilt receiver; left mouse/Enter
supplies a filtered forward/start gesture, and middle mouse/Space or a
bindable action performs the original quick backward-to-forward boost.
Per-game settings expose forward, backward, left, right, upright, and boost;
the former orange host target is hidden because head tilt is not a screen
cursor.
Add an in-game Escape confirmation: the first press pauses emulation and
audio, a second Escape safely saves EEPROM and returns to the game library,
while Enter resumes without advancing the guest during the prompt.
Add a PCSX2-style game library. Users can save a ROM directory in the local
INI, browse every mounted drive, recursively scan exact supported ZIPs in all
subfolders, view formal title, XaviXEmu's own
verified green/yellow/red support status, release year, XaviX generation,
maker, filename and a 160x120 screenshot thumbnail, then sort by any column.
Double-click/Enter launches; right-click opens a title-specific control guide
and that ROM's independent INI button bindings. F8 screenshots use the ROM
shortname so the first capture is reused as the game's thumbnail.
Recognize rad_mtrk, rad_snow, rad_ssx, rad_sbw, tak_gin,
tcarnavi, and tomthr by exact size/CRC32/SHA-1. Add an original-XaviX
plain-input profile for 1/2/4 MiB boards without injecting Hamtaro wireless
packets, plus independent F5/F7 state identities.
Add keyboard, mouse, and PS/gamepad analogue controls for the seven early
racing/vehicle systems. Model Monster Truck's direction bit and 20 Hz wheel
pulse interrupt, use graduated duty-cycle steering/board lean for fine
analogue corrections, and expose the observed vehicle accessory functions
including throttle, brake, reverse, nitro, horn, key, siren, map, lights,
wipers, menu, and microphone inputs.
Complete host controls for ttv_mx and tom_jump: keyboard and mouse keep
the original digital tilt/buttons, while the PS/gamepad left analogue stick
uses graduated duty-cycle steering for fine corrections. Configured
Primary/Confirm, Secondary, and Special actions map to accelerator, brake,
and pause.
Add Choro-Q wheel, accelerator, brake, and command controls for mouse,
keyboard, and PS/gamepad analog sticks. Keyboard steering now ramps slowly
through the verified useful range, held-button mouse steering is relative
and lower-sensitivity, and PS/gamepad steering uses a centre-precision curve
instead of overdriving the wheel input. Encode the centred virtual wheel
around the hardware's wrapping $ff counter; the earlier $80 neutral value
was interpreted as a half-turn and permanently biased the car. Restore
$6ffa/$6ffb position-register
readback so the game's per-scanline scroll tables bend and scale the road;
partial rendering retains the absolute raster origin so the dashboard is
not repeated and the road remains in the racing viewport.
Correct SSD 2000 ADC/SBC behavior:
the D flag is preserved architecturally, including across interrupts, while
arithmetic remains binary. This fixes both the CPU-car corner search and the
command-ring corruption that previously froze the demo after a few seconds.
Download: XaviXEmu v0.4.1
Source: Here
2026-09-28
Tags:
Official_Build,
Others,
XaviXEmu

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