Cxbx Reloaded Git (2018/02/17) 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 #921 from PatrickvL/kernel_rtl
* Kernel : Rtl indenting cleanup
* Kernel : Removed NtDll namespace from files that don't use it
* Kernel : Replaced NtDll usage in all (but one) Rtl* functions by actual implementations, from various sources (OpenXbox, Wine, ReactOS)
* Kernel : Move Ki* symbols to own files
* Merge pull request #923 from PatrickvL/NV2A_Split
* Kernel : Cleaner output for DbgPrint()
* Kernel : Log IRQ level as string too.
* NV2A : Log NV2A messages in similarly to other logging
* Kernel : Start thread at PASSIVE_LEVEL IRQ level initially (turned up as an RtlAssert warning when running a debug build of the CreateDevice XDK sample)
* NV2A : Fixed hanging PFIFO (all that was needed, was to lock cache_lock at the start of the while loop in pfifo_puller_thread).
* NV2A : Renamed all unique_lock's around cache_lock to cache_unique_lock, to avoid confusion between the two
* NV2A : Renamed lock to pgraph_lock, and _lock to pgraph_mutex to avoid confusion
* NV2A : Tiny corrections
* NV2A : Fixed unactive typo
* Merge pull request #20 from LukeUsher/nv2a-split-tweaks Fix lock related crashes
* Fix lock related crashes
* NV2A : Renamed `flid_3d` to `flip_3d_cond` (so all condition_variable's have a `_cond` suffix)
* NV2A : Hide less code behind COMPILE_OPENGL
* NV2A : Updates some code, from a comparison with XQemu
* NV2A : Make m_nv2a_state a pointer type, so that it can be zeroed during construction of the NV2ADevice (memset on the variable caused damage to the mutex-es and condition_variable's, so this is a work-around). A zeroed-out state prevents a crashes early in the unpatched CreateDevice code sequence.
* NV2A : Construct unique_lock mutex wrappers once (and avoid any other use of the mutex'es)
* NV2A : Name vblank thread too
* NV2A : Trying to fix locking (not very successful atm)
* NV2A : Moved a few functions inside our device class
* NV2A : Copied over all PGRAPH code from XQEMU / OpenXbox. All OpenGL-calls are still disabled.
* NV2A : Updated locks
* NV2A : Copied over more OpenXbox stuff
* Big refactoring, reintroducing state-arguments, moving lots of code from old to OpenXbox-comparable locations, all the while keeping it all compiling
* Remember and use PRAMIN memory pointer in favor of calculating it every time
* Picked some comments from OpenXbox
* NV2A : Removed no-longer used defines
* NV2A : Split up in the same way as OpenXbox. This makes differences between the two easier to spot.
Download: Cxbx Reloaded Git (2018/02/17)
Source: Here
2018-02-17
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