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#21 |
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Registered User
Join Date: Dec 2006
Location: United Kingdom
Posts: 2
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could somebody compile a win32 version fo this emulator
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#22 |
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Last Xbox Emu Author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Seattle, WA, USA
Posts: 5,843
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Afaik, it's against the rules to do that and start distributing it accross the forums. You'll have to compile it yourself. You can download a copy of Visual C++ express (at least I'm sure you still can), and then compiling is easy. @Chrono, thank you sir. That was awfully nice of you to do that for me ![]() I started working on some fixes for the NTSC version of BattleStar Galactica. It shows the intro and loading screens, but a memory related problem causes it to crash.
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#23 |
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Registered User
![]() Join Date: May 2007
Location: middleofnowhere
Posts: 54
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Somebody already tested Halo? would be glad to see any progress there I remember running an emu that could at least show the titlescreen..
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Testsys1:AthlonXP 2400, 1,2 GB Ram, Radeon 9600,XP Testsys2:P4M 3Ghz, 760MB Ram, Radeon 9700, XP Testsys3:Core2Duo E4500,2GB Ram, Radeon X1600, XP Testsys4: EEE 900A
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#24 | |
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Last Xbox Emu Author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Seattle, WA, USA
Posts: 5,843
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Quote:
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#25 | |
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Registered User
![]() Join Date: May 2007
Location: middleofnowhere
Posts: 54
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Quote:
sorry for beeing stupid..
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Testsys1:AthlonXP 2400, 1,2 GB Ram, Radeon 9600,XP Testsys2:P4M 3Ghz, 760MB Ram, Radeon 9700, XP Testsys3:Core2Duo E4500,2GB Ram, Radeon X1600, XP Testsys4: EEE 900A
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#26 |
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Last Xbox Emu Author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Seattle, WA, USA
Posts: 5,843
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No, please don't take it that way. Just a friendly link, nothing more
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![]() Official Website of Shogun3D's RyuAwai! Shogun3D Game Development Blog Zengjük a Dalt: Manliest Song Ever! ![]() |
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#27 | ||||
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2008
Location: N/A
Posts: 19
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For Cxbx code I use the integrated Visual Studio debugger. To debug game code I export the XBE to EXE with Cxbx and use OllyDbg. To explore and annotate game code there's IDA Pro. Quote:
![]() In it's current state Cxbx is not of much use to others than programmers who just want to play with the source code anyway. You can compile my branch with Visual C++ 2008 Express, MS Platform SDK and DirectX SDK which is freely available (well, at least in a monetary sense) from Microsoft if you have a Windows license. Cxbx still uses the now deprecated D3D8, the August 2007 version of DirectX was the last SDK to include it. I'd like to upgrade to D3D9, some things would be easier to emulate, but others would require new workarounds. Most of all I's like to see backend plug-ins to get rid of the proprietary dependencies, but that's hardly realistic with the current project activity. Interestingly some of the Xbox D3D extensions are available in OpenGL. I guess they were added because Nvidia's chip already conformed to OpenGL. At the moment I'm adding more primitives to the vertex buffer patcher and trying to come up with a sane way to patch vertex shaders that outputs direct screen space coordinates. As for Futurama the biggest remaining problem is all the black surfaces. It appears to be a lighting issue, because adding additional light by blowing up a nearby barrels will light up broken surfaces and show the textures. Well. |
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#28 |
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将軍
![]() ![]() ![]() ![]() Join Date: Feb 2008
Location: 秋葉原
Posts: 558
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Thanks for sharing your work with us Nisse.
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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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#29 |
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Registered User
![]() ![]() Join Date: Jan 2007
Location: Mexico
Posts: 142
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i just wants to say, awesome work, thanks Nisse, and all the team ,
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#30 | ||||
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Last Xbox Emu Author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Seattle, WA, USA
Posts: 5,843
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__________________
![]() Official Website of Shogun3D's RyuAwai! Shogun3D Game Development Blog Zengjük a Dalt: Manliest Song Ever! ![]() |
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#31 | |||
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2008
Location: N/A
Posts: 19
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![]() I have one 3911 game, 4x4 Evo 2. Not an exclusive Xbox title, but I'd like to look deeper into it anyway. |
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#32 | ||||
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Last Xbox Emu Author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Seattle, WA, USA
Posts: 5,843
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__________________
![]() Official Website of Shogun3D's RyuAwai! Shogun3D Game Development Blog Zengjük a Dalt: Manliest Song Ever! ![]() |
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#33 |
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Creative Illusion
Join Date: Sep 2008
Location: in the shell
Posts: 33
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Thanks for your work, i hope you keep it going. I have some questions: Are you using OpenXDK or Microsoft XDK? How do you know which XDK version a game is using? I have Burnout 3 and i'll try to work on it (if i can), tell me the techniques you use and where do i get started. |
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#34 | |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2008
Location: N/A
Posts: 19
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Retail games are required to use Microsoft's official XDK, so that's what Cxbx is targeting. XBE files contains a list of linked libraries and versions. Use Edit -> Dump Xbe Info in Cxbx to list XBE details. Quote:
To get started contributing to Cxbx I guess it's the same procedure as with any other software project; get familiar with the code base and hack away.
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#35 |
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Creative Illusion
Join Date: Sep 2008
Location: in the shell
Posts: 33
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#36 |
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Spriggan
![]() ![]() ![]() Join Date: Apr 2003
Location: Currently stationed at ARCAM's Japanese Branch
Posts: 424
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If you are asking for the Official XDK it seems like you need to read the rules http://forums.ngemu.com/751349-post1.html
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#37 |
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Creative Illusion
Join Date: Sep 2008
Location: in the shell
Posts: 33
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oh sorry!
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#38 |
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Registered User
![]() Join Date: May 2007
Location: middleofnowhere
Posts: 54
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Well, they're a dev team with official MS licence of course ![]() btw: does someone know weather that XDK thing is realy leaked? ( I don't want to know where to get it! )
__________________
Testsys1:AthlonXP 2400, 1,2 GB Ram, Radeon 9600,XP Testsys2:P4M 3Ghz, 760MB Ram, Radeon 9700, XP Testsys3:Core2Duo E4500,2GB Ram, Radeon X1600, XP Testsys4: EEE 900A
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#39 |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2008
Location: N/A
Posts: 19
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Game executables already includes the XDK blobs that needs reversing. In other news, Futurama is getting pretty slick in Cxbx. There are still some minor glitches, but I now consider the game playable. |
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#40 |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Dec 2001
Location: Montreal, Canada
Posts: 8,090
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I'm guessing this means you fixed the black surfaces? Does theses graphic changes affect other xdk's?
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