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Old June 3rd, 2009, 11:01   #141
shadow_tj
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turok is running ok... even on a p4 with geforce 2 gpu.
panzer dragon, was bit strange.. but go it running.

other games... mm dump the log files to disk and see what errors you get.
most commen problem is the KSetTimer error issue.

but on x64 in most cases the conversion from xbe to exe is not even working correct.
this because x64 uses a other structure then x32.


but most important is to dump the debug files to disk so you know what is happening.
for exmple.. do you have ksettimer errors.. then your game is not supported yet.

is the bmp24 conversion not working.. then your game is not yet supported.

do you ave problems with directx initilization.. then your gpu does not support dx8
(however this not commen)...

shaders are a commen item for ladtops. these are using software shaders in cxbx.
this will slowdown cxbx.

but these items are all very well good described into the debug logging.


to set debuglogging to disk... goto edit, dump xbe info to. file
set both options to disk. for example to your desktop.

( Remember, the debug logging files can become huge... for 5min playing turok 300mb log files are a commen thing... so store your debug logs to a place where you got space availible).

If you play turok... yust wait for screens... after few seconds you need to see the intro.

WARNING: log files can go large. and 500mb log files are not supported by viewers like notepad and notepad++. opening these large files can hang your pc. and only way to stop is to reboot your system.


hope this will help..

greetings,

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Old June 3rd, 2009, 13:01   #142
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good news
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Old June 3rd, 2009, 16:27   #143
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good news
News?
What news?
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Old June 3rd, 2009, 18:58   #144
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The http://forums.ngemu.com/members/23205.html said's before:
turok is running ok... even on a p4 with geforce 2 gpu.
...
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Old June 3rd, 2009, 20:53   #145
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hehe is not a news, i don`t understand why the dxbx is not exactly or better because has a lot of dumps, all the progres only is bellow the words of patrick....i `m crazy for to see a dxbx video i make me old waiting hehe
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Old June 3rd, 2009, 20:59   #146
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sorry...
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Old June 3rd, 2009, 21:10   #147
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i was looking the xeon emulator and has a log with a lot of specifications for halo game is posible make or use this implements in cxbx ? can be any utility?
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Old June 4th, 2009, 01:39   #148
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hehe is not a news, i don`t understand why the dxbx is not exactly or better because has a lot of dumps, all the progres only is bellow the words of patrick....i `m crazy for to see a dxbx video i make me old waiting hehe
The xbe dumps used to help dxbx are also being used to help cxbx. Also as far as I know they DON'T contain masses of info. However the info they do have is also available to cxbx devs. Dxbx currently only executes Cxbx code to run xbox games anyway so some devs are naturally working on Cxbx more so that compatibility is raised.
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Old June 6th, 2009, 11:45   #149
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artoor32: SourceForge.net: Find and Build Open Source Software
insert cxbx or dxbx in the search and you find the webpages for downloading the sources.

You need a tool like tortoise svn to get the sources from the servers.

In the menu public on the pages, there you browse the svn.
if you select the option above you see some text and somewhere there is a test like
pserver:anomenious@cxbx.sourceforge.net etc.... insert that into your tortiose svn and branch insert a . then you will get all the sources from cxbx or dxbx.


Macamba: Have you tried turok evolution or yust a other game ??
try turok first when you see stuff you know it works. thats the basic step. insert turok see stuff.
then you know everything works.. then you can test other games.
hi shadow_tj
ok.
can't dxbx or cxbx run dino crisis3 ?? is true??? thanks.
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Old June 6th, 2009, 15:00   #150
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hi shadow_tj
ok.
can't dxbx or cxbx run dino crisis3 ?? is true??? thanks.
Let me give you a hand so you could understand a little the state in what Xbox emulation is right now, dxbx can´t run any game at this moment, Cxbx only run a few games which are present here, this led us to the following conclusion:

Dino Crisis 3 do not work neither in Dxbx nor Cxbx

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

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Old June 8th, 2009, 07:52   #151
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saintseiya: we are stuck on dxbx with a exception somewhere in the threading.
prehaps some pointers are switched or a procedure call is not yet translated.

its taking alot of time to find the problem, and thats the bigest problem..
free time is a thing we dont have at the moment.

when i got the time i spend time on learning new directx stuff.
so this will help dxbx alot, but its not much because with this exception we can not display things.

the initialization is working, thats why you see a black window.
thats a windows called by the dll with a init of your gpu. but the next call is lost in translation :P

hopefully got some free time next month .. then i got vacation
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Old June 8th, 2009, 20:15   #152
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shadow_tj
Emu author.....well friend is your vacation is time for you give a revolution with you´re dxbx..or maybe you can to learn better c++ and write changes in cxbx or traslating dxbx progress about xdk and xbe dumps to cxbx, cxbx has winappi input and all this solved, ram and memory solved, sdk aplication and good interfase graphics, bios ok.

you´ve seen the changes for unreal maked for blues, well there area internal crash fuc....the progress but maybe you can make a lot of changes, is a idea for you friend?

we will be very grateful with you, i know that you´re a excellent dev, and if you see more posibility of change to cxbx port and code is better because is more advanced in ide and aplications hehe...well at least xbox emulation is something alive ..
thanks to all xbx emu coders...the problem for this codes is that i´dont understand analize to binary codes..

1.- can be usefull the chip8 emu for to learn to understand the codes hex to binaries?
2.- how do you know if the arows and columns of codes that show debug is 3d graphics to give a declaration interfase 3d in cxbx or dxbx ?.....

if you´ve some tutorial i will be very grateful

Last edited by saintseiya; June 8th, 2009 at 20:28..
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Old June 26th, 2009, 22:15   #153
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there are a long time of silence for cxbx devs...well is very sad this, maybe is up coming , we´re waiting for a new svn changes, specially the cxbx fans,

but there are nothing...but all the lilfe is a surpise like dead of michael jackson maybe
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Old June 27th, 2009, 20:03   #154
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I'm sure Blueshogun is still working on it, but he's a busy man so he has little coding time and even less time to post about it.
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Old July 2nd, 2009, 17:45   #155
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bigig i try with visual2005 and never did can compile cxbx, with visual 6.0 is possible to compile the old sources right? i´ve vc 6.0 and sdk 8.1 something like this, but the old sources need microsoft platafform mandatory too?
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Old July 3rd, 2009, 22:34   #156
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I'm sure Blueshogun is still working on it, but he's a busy man so he has little coding time and even less time to post about it.
TBH, that's really the best and yet simplest way to put it. I wish it weren't so, but life isn't fair; it's sad but it's true. Soon I might end up busier then before... getting a second job!

I haven't completely forgotton about Cxbx and nor have I stopped working on it completely. The last major update I can recall adding is support for Dot3 bumpmapping (used extensively in Halo2). It was just a missing "Deferred Texture State"; easy to fix. The D3DDeferredRender/TextureState code hasn't been updated in ages (afaik) and some values need to be changed.

I still have future plans for updates.
  • Fix issues with 'dph' instruction for vertex shaders. This instruction is exclusive to Xbox, but looks easy to add. Just use a dp3 and add the w component of the second source operand to each field (xyzw) to the first source operand.
  • There are more deferred texture states that need to be added/changed. Hopefully not too hard to track down. This can be tested against the XDK examples (try the BumpMap demos to see what I mean).
  • The values of some D3DFORMAT enumerants can change from one XDK to the next, so that needs to be addressed. It can make the code a bit messier, but whatever works.
  • Add basic support for every known XDK. Full support for unavailable XDKs will require tedious work (mostly trial and error) so don't expect JetSetRadio Future anytime soon. The main one I'm working on is 4531. Since it's a relative of both 4432 and 4627 at the same time, simply cross referencing it isn't going to work like other cross referenced XDKs (3944, 4039, 4721, 4831, 4928, 5028, 5344, 5455, 5659, 5788 and 5933). This XDK is used in Morrowind, Conflict Desert Storm and Enclave (possibly more).
  • Improve 5849 support. There are more 5849 games than any other out there.
  • Add support for D3D8LTCG (5849). Needed for Warpath, Halo2, Unreal Championship II, and many more.
  • Impliment code to actually give us DirectSound3D capabilities and add an xboxadpcm -> pcm decoder (Xeon does this). No sound drives me crazy!
  • Oh yeah, I still want to port this to OpenGL!

Wow, I typed more than I originally planned. I have a 3 day weekend so maybe I'll have some time soon. No garuntees, but Cxbx isn't dead until I (or Caustik) says it is!

Quote:
Originally Posted by saintseiya View Post
bigig i try with visual2005 and never did can compile cxbx, with visual 6.0 is possible to compile the old sources right? i´ve vc 6.0 and sdk 8.1 something like this, but the old sources need microsoft platafform mandatory too?
I recommend you dowload the express edition of vs2008 from microsoft because 2005 won't work because now Cxbx takes advantage of vs2008 features.
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Last edited by blueshogun96; July 3rd, 2009 at 22:34.. Reason: Automerged Doublepost
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Old July 5th, 2009, 16:33   #157
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Glad to hear you are still around blues, keep up the good work and I´m looking forward for your nexts updates .
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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 July 6th, 2009, 14:52   #158
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Yeah glad to know you're still there. Good luck with the 2nd job even if it means less time for c/dxbx.
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Old July 4th, 2011, 20:18   #159
neroXnero
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thanks you all guys
i traied to hard really hard but i still have this problme
i am sorry i must stop work
i try play ninga gaiden black
but same error thanks guys
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Old July 7th, 2011, 05:54   #160
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Sorry for double post, internet died and I tried to reload the page.

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