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Old June 12th, 2008   #4 (permalink)
patrickvl
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Join Date: May 2008
Location: Netherlands
Posts: 97
I'd like to add my bit to this:

Since I actively joined the Dxbx project, I've done the following things:
- updated the sourceforge website with screenshots, news and (private) tracker items
- defined and applied a coding convention (every project needs one IMHO)
- improved the logging and other low-level code (bit-manipulation was flawed for example)
- fixed the code that did the address-translation in generated EXE's relocation section
- made it possible to switch between three emulation DLL's (cxbx, cxbxkrnl and dxbxkrnl)
- fixed the prologue code, so that the DLL gets actually kicked off (because of this, using cxbx DLL's results in the same level of emulation as cxbx itself - Turok runs!)
- started work on our own emulation DLL, using various usefull units from the Jedi Win32api project
- worked around a difference between C and Delphi, by returning the ThunkTable via a function (Delphi doesn't support declaring records and other variables as 'external')
- translated a few important parts of the initialization code (like EmuFS and EmuLDT)
- made stubs for all 378 (!) known (and unknown) Xbox Kernel APIs (apart from Cxbx, I used OpenXDK and APIReporter as a source for this)
- split up all API's over different units, much like ReactOS has split up the ntoskrnl code
- translated the first few API's that Turok calls (PsCreateSystemThread and CloseHandle)
- (in cooperation with shadow_tj) made Dxbx easier in usage, by converting xbe files dropped onto the dxbx.exe
- currently, I'm busy updating all API signatures (the arguments and their types) so more and more methods that get called will at least return without corrupting the stack (implementing them is a whole different ballpark however ;-) )

Note, that none of this would have gone so fast if we didn't have the _huge_ Cxbx codebase that Caustik has given us! For now, I can only dream of reaching the same level of emulation that Cxbx has...

There's lots and lots of work still to be done before we even get to show our first screenshots of pure-Dxbx emulated games, so all help is welcome!
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