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Old August 24th, 2008, 00:27   #1
shogun_nihon
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Cxbx progress

Looking at Cxbx I found that it is updating by someone called "dstien" and as you can see he made a lot of revisions of it, does anyone know him?

Anyway the revision 105 (1 day ago) was made by Caustik is only a copy (Copied remotely) but it probe he still interested in XBOX emulation, correct me if I´m wrong.

So please check the Cxbx SVN:

SourceForge.net Repository - [cxbx] Index of /
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私はヴェクター·インダストリー製,対グノーシス専用ヒト型掃討兵器,KOS-MOS Ver.4です

CV: 鈴木麻里子(すずき まりこ)

"Yo, hecha por la Industria Vector, para uso exclusivo contra GNOSIS, humanoide de armas arrasadoras, soy KOS-MOS version 4".

スゴイ麻里子さん、貴方の声が大好きですよ。
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Old August 24th, 2008, 00:38   #2
Hard core Rikki
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If you mean blueshogun, he just updated his private branch with all signficant progress since last year.

Quoting myself from here

Quote:
Originally Posted by Hard Core Rikki

Blueshogun:
"I finally got a chance to upload my branch to the SVN yesterday. The update includes the changes I've added over the past year. I never had a chance to do this until now. Beware that builds from this branch are still beta and hence not stable enough for a release of any kind. Use them at your own discression.

Now for the changes:

* Increased support for SDK 4627 and all of it's "relatives"
* A minor increase in compatibility for commercial games.
* Started support for DirectSound3D (Highly unstable, not yet fully functional and can cause crashes). Must be enabled in the source prior to compiling.
* Support for many new texture formats.
* Fixed some issues with apps that use DirectMusic. Timing is still inaccurate!
* Added multiple new kernel functions.
* Fixed some SDK 4721 and 4928 "oddities" with certain APIs
* Possibly more things I can't remember.



Some other things that need to be done:

* EmuIDirect3DDevice8_GetProjectionViewportMatrix was added, but needs verification.
* The hex values of some D3DFMTs can change from one SDK to the next. Easy to add, but I always forget
* Add support for multiple thread notifications. This will fix one problem with Blood Wake.
* Add a more SDK 5558 API support so that BattleStar Gakactica NTSC version.
* The shader parsing code really needs to be updated.
* Incomplete NtCreateFile emulation code is STILL giving us major problems (false dirty disc errors)!


link:
https://cxbx.svn.sourceforge.net/svn...te/shogun/wip/

That's all for now.

shogun."
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Old August 24th, 2008, 01:53   #3
shogun_nihon
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Quote:
Originally Posted by Hard core Rikki View Post
If you mean blueshogun, he just updated his private branch with all signficant progress since last year.
No, blueshogun96 call himself "shogun3d" and he made revision 97 to 104, but actually I´m talking about revision 106 to 116 made by this "dstien".
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私はヴェクター·インダストリー製,対グノーシス専用ヒト型掃討兵器,KOS-MOS Ver.4です

CV: 鈴木麻里子(すずき まりこ)

"Yo, hecha por la Industria Vector, para uso exclusivo contra GNOSIS, humanoide de armas arrasadoras, soy KOS-MOS version 4".

スゴイ麻里子さん、貴方の声が大好きですよ。
Suzuki Mariko - Aoni Production

Last edited by shogun_nihon; August 24th, 2008 at 14:31..
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Old August 24th, 2008, 02:27   #4
Nisse
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I maintain the dstien/wip branch. It's derived from Martin's branch as I haven't studied blueshogun96's changes yet. I've mainly targeted Futurama (XDK 5233). Here are some screenshots...
Attached Images
File Type: png Futurama03.png (183.5 KB, 603 views)
File Type: png Futurama08.png (119.9 KB, 79 views)
File Type: png Futurama09.png (201.5 KB, 144 views)
File Type: png CelebrityDeathmatch02.png (211.3 KB, 156 views)
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Old August 24th, 2008, 02:45   #5
shogun_nihon
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I see you are making a great job, finally I know you. Are you planning to improve the emu for more than this 2 games? Cheers
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私はヴェクター·インダストリー製,対グノーシス専用ヒト型掃討兵器,KOS-MOS Ver.4です

CV: 鈴木麻里子(すずき まりこ)

"Yo, hecha por la Industria Vector, para uso exclusivo contra GNOSIS, humanoide de armas arrasadoras, soy KOS-MOS version 4".

スゴイ麻里子さん、貴方の声が大好きですよ。
Suzuki Mariko - Aoni Production
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Old August 24th, 2008, 02:53   #6
Nisse
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Quote:
Originally Posted by shogun_nihon View Post
Are you planning to improve the emu for more than this 2 games?
I don't really have any plans. I'll continue to add changes as long as I can stay focused...
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Old August 24th, 2008, 05:47   #7
Frog186
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Hi Guys I just wanted to say great job in what your doing I appreciate that also could you send me a website link to this latest cxbx emulator your working on right now? well thanks for everything I will talk with you later on see ya later!
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Old August 25th, 2008, 09:36   #8
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hehehe nisse yah screenshots are looking good.

my qeustion is simple.. how you people are working with all those branches ?
is there a root where all changes are comming 2gether.

or are you all yust working your own way and pick the changes from other branhces you like ?
or will there come a root branch where best of all the other code is comming 2gether ?
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Old August 25th, 2008, 14:15   #9
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Quote:
Originally Posted by Nisse View Post
I maintain the dstien/wip branch. It's derived from Martin's branch as I haven't studied blueshogun96's changes yet. I've mainly targeted Futurama (XDK 5233). Here are some screenshots...
wowowow! that came unexpected! nice work!

keep it up!
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Old August 25th, 2008, 22:36   #10
Nisse
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Quote:
Originally Posted by shadow_tj View Post
my qeustion is simple.. how you people are working with all those branches ?
is there a root where all changes are comming 2gether.

or are you all yust working your own way and pick the changes from other branhces you like ?
or will there come a root branch where best of all the other code is comming 2gether ?
The mainline branch isn't being maintained by anyone afaik, and it doesn't look like anyone else are working actively on Cxbx. My work is up to date with Martin's branch and the trunk since neither has changed in a year. blueshogun96's commits didn't contain patches or descriptive commit messages so I don't know much about it apart from what Hard core Rikki quoted.

Quote:
Originally Posted by Frog186 View Post
Hi Guys I just wanted to say great job in what your doing I appreciate that also could you send me a website link to this latest cxbx emulator your working on right now?
The code is in Cxbx' official SVN repository at SourceForge.
Attached Images
File Type: png Futurama10.png (118.9 KB, 99 views)
File Type: png Futurama11.png (170.4 KB, 104 views)
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Old August 25th, 2008, 23:02   #11
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Nisse
Hi Nisse it's Frog I just wanted to say thanks for the link but I was asking for release of the xbox emulator your working on right now like a download link of a revision or an unofficial or official build would you be able to give me that link to it? thanks for your time and patience and thanks for listening I hope you have a great day and thanks for everything!
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Old August 25th, 2008, 23:24   #12
shogun_nihon
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Nisse you are doing a great job there, those pictures of CXBX running FUTURAMA really impressed me and please don´t stop posting images of your progress.
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私はヴェクター·インダストリー製,対グノーシス専用ヒト型掃討兵器,KOS-MOS Ver.4です

CV: 鈴木麻里子(すずき まりこ)

"Yo, hecha por la Industria Vector, para uso exclusivo contra GNOSIS, humanoide de armas arrasadoras, soy KOS-MOS version 4".

スゴイ麻里子さん、貴方の声が大好きですよ。
Suzuki Mariko - Aoni Production

Last edited by shogun_nihon; August 25th, 2008 at 23:52..
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Old August 25th, 2008, 23:40   #13
Frog186
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Nisse
Hi Nisse I just wanted to say to you your doing a great job working on this one I hope to see better results thanks for working on it. If you ever need help let me know I am not a professional but a beginner though I have messed around with the cxbx emulator code before just changed stuff and see what the emulator would do and so much more well I will talk with you later see ya later!
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Old August 26th, 2008, 15:42   #14
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Quote:
Originally Posted by Nisse View Post
The code is in Cxbx' official SVN repository at SourceForge.
so https://cxbx.svn.sourceforge.net/svn...rivate/dstien/
is the correct URL isn't it?

will try it soon, what version of futurama works? PAL or NTSC?


@Frog186:
your posts are ... weird...
don't ask for binaries because its senseless, the SVN gets updated every time so its better to compile it yourself.
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Old August 26th, 2008, 15:55   #15
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WOW now that's some massive improvement Way to go Nissen!
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Old August 26th, 2008, 16:13   #16
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holy cow that a huge improvement to what i saw earlier ie a year back
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Old August 26th, 2008, 18:42   #17
Nisse
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Thanks for the kind words, but the credit should really go to the people who made Cxbx. Futurama is in a way like Turok, where the XDK features used by the title matches those already implemented by the emulator. Apart from a few minor additions, I merely ported function signatures used by Futurama's XDK version to Cxbx. There are several issues to resolve, the biggest ones appears to be exposed by the new compiler version, new games, or a combination. Some games crashes the memory allocation debugger while working fine without alloc tracking. When compiling in debug mode a synchronization issue with the initial proxy thread appears. As for Futurama there are also rendering issues like corrupted shadow maps, missing textures and flickering video playback. And, of course, ADPCM sound is completely ignored.

Although Futurama gameplay appears to be stable (can complete levels), I see no point in distributing binaries at this point as it would only be useful for other developers anyway. If you actually want to play the game, get a console or a PS2 emu.

Quote:
Originally Posted by Frog186 View Post
Nisse
Hi Nisse it's Frog I just wanted to say thanks for the link but I was asking for release of the xbox emulator your working on right now like a download link of a revision or an unofficial or official build would you be able to give me that link to it?
Wow, that was a long sentence. I'll send you a PM...

Quote:
Originally Posted by NexXxus View Post
Indeed.

Quote:
Originally Posted by NexXxus View Post
will try it soon, what version of futurama works? PAL or NTSC?
I have the PAL version myself, but it would be nice if someone could verify if there's a difference. I don't know if this game has been dubbed to other languages, cartoon spin-off games tend to have different regional versions.
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Old August 27th, 2008, 00:39   #18
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Very impressive work Nisse. It is great to see another individual who can bring something to the xbox emulation scene, which now has some tremendous developers.
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Old August 28th, 2008, 23:41   #19
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Hmmm. It's been quite a while since I've had any online time, or else I would have replied sooner. I was thinking about buying Futurama for Cxbx earlier, then I thought to myself, "Futurama? Naw, I bet that game will N-E-V-E-R work!". You proved me wrong, great! I'll try to buy the NTSC version this weekend and see if it works.

If you want to see what changes I made, you'll need to download the source and do a search within the entire solution for my nick (shogun). If you need me to explain things personally, let me know. My online time is serverely limited right now, but I still do have some time on my hands (about 3 hours a day). Thanks and take care.

EDIT: I didn't notice you had got Celebrity Death Match working too. I have that game, but never thought to try it. What debugging techniques do you use?
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Old August 29th, 2008, 02:23   #20
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Can't beleive shogun never had the emu author stars :S
Aniway, I've set you both up with the red stars Looking forward to seeing more from you guys.
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