Cxbx Reloaded Git (2017/04/22) 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 #390 from LukeUsher/patrickvl-improvements
Patrickvl improvements
* Disabled D3DVertexBuffer_GetDesc patch
Added X_D3DVERTEXBUFFER_DESC and X_D3DINDEXBUFFER_DESC
Small cleanup
* Introduced GetHost* helper functions
* Added g_ prefix to two global variables
* Change EmuD3DActiveTexture into X_D3DPixelContainer's
* Prefer X_D3DCOMMON_TYPE_TEXTURE over reading EmuResource8
* Use 0, NULL and nullptr correctly
* VertexShader handles no longer (ab)use the high-bit.
Instead, VshHandleIsVertexShader checks if the handle is a high-enough
memory address (lower addresses are FVF's).
* VshHandleIsValidShader must use VshHandleGetVertexShader too
* Renamed p(b)Data variables into p(b)NativeData where applicable
Also corrected D3DVertexBuffer_Lock2 ppVertexBuffer name into
pVertexBuffer
* D3DVertexBuffer_Lock : Corrected ppVertexBuffer name into pVertexBuffer
* Fixed typo SetIndcies > SetIndices
* EmuVerifyResourceIsRegistered skips resources with unknown size or without data earlier
* Merge commit '4d0b4d539e71cd2dfb93b08039d3c011576bc6d5' into patrickvl-improvements
* VshHandleIsVertexShader check doesn't rely on high-bit anymore (although it still gets set)
* Additional VertexPatcher::Restore cleanup
* Use pPatchDesc->hVertexShader instead of g_CurrentVertexShader
* Check actual pointer instead of making indirect assumptions
* Backported Dxbx VertexShader conversion improvements
* Corrected use of NULL, 0 and nullptr
Also some whitespace removal/insertion, indentation updates and
additional comments
* Remove Halo hack
* Remove HACK: Unreal Championship
* D3DDevice_DrawIndexedVertices porting from Dxbx
D3DDevice_DrawIndexedVertices is responsible for the gamepad (which is
currently very glitchy). This code doesn't fix that, so it's probably
caused in either CxbxUpdateActiveIndexBuffer or VertPatch.Apply
* Merge remote-tracking branch 'refs/remotes/Cxbx-Reloaded/master' into glitch_fixes
* Merge remote-tracking branch 'refs/remotes/Cxbx-Reloaded/master' into glitch_fixes
* Various improvements
In EmuFlushIVB:
* Simpler determination of uiStride
* Convert g_IVBTable to g_pIVBVertexBuffer to avoid overwrites
* Detect overflow of pIVBVertexBuffer
In D3DDevice_SetVertexData4f :
* Detect overflow of g_IVBTblOffs
In VshConvertToken_STREAMDATA_REG :
* X_D3DVSDT_FLOAT2H converts to D3DVSDT_FLOAT4 (and corresponding size)
since VertexPatcher::PatchStream relies on that
* Additional VertexPatcher::Restore cleanup
* Use pPatchDesc->hVertexShader instead of g_CurrentVertexShader
* Check actual pointer instead of making indirect assumptions
* Backported Dxbx VertexShader conversion improvements
* Corrected use of NULL, 0 and nullptr
Also some whitespace removal/insertion, indentation updates and
additional comments
* Remove Halo hack
* Remove HACK: Unreal Championship
* D3DDevice_DrawIndexedVertices porting from Dxbx
D3DDevice_DrawIndexedVertices is responsible for the gamepad (which is
currently very glitchy). This code doesn't fix that, so it's probably
caused in either CxbxUpdateActiveIndexBuffer or VertPatch.Apply
* Various improvements
In EmuFlushIVB:
* Simpler determination of uiStride
* Convert g_IVBTable to g_pIVBVertexBuffer to avoid overwrites
* Detect overflow of pIVBVertexBuffer
In D3DDevice_SetVertexData4f :
* Detect overflow of g_IVBTblOffs
In VshConvertToken_STREAMDATA_REG :
* X_D3DVSDT_FLOAT2H converts to D3DVSDT_FLOAT4 (and corresponding size)
since VertexPatcher::PatchStream relies on that
* Merge pull request #389 from LukeUsher/fix-hle-cache-renderstate
Fix HLE Cache
* Only clear .ini files rather than the entire folder contents
* Fix the resource file
* Add a menu option to clear the cache.
* Make sure the HLECache folder exists before writing to it
* Init the file paths much earlier, as soon as the EXE is started
This allows for the GUI to also access the Cxbx path variable.
* Store DeferredRenderState/DeferredTextureState location in the HLE Cache, as well as BuildVersion and other library versions.
Download: Cxbx Reloaded Git (2017/04/22)
Source: Here
2017-04-22
This new build (2017/04/22), emulated Smashing Drive, but after some testing, now only shows a blank screen. Previously I just showed this message "Recieved Exception Code 0x0000005 @ EIP: = 0x6BE7DC17". My system dell xps l502x, CPU: Intel Core i7-2620M 2.70Ghz. Memory RAM: DDr3 6144 MBytes. Graphics Card, Generic PnP Monitor on Intel HD Graphics 3000, NVIDIA GeForce GT 525M GPU: GF108, 1GB RAM. Audio Realtek High Definition Audio
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