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#1 (permalink) |
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Shogun3D Interactive (TM)
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Unidentified
Posts: 2,091
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Sorry (in advance) if this is really a false alarm here...
And yes, I have read the stickies, like a good boy! I was hanging out at my college today, and I got a bit curious about how cxbx will work on their cool Dell PC's. I brought along some xbe files from various commercial games to see if they would work since cxbx crashes on my pc and works better on theirs. I went through the ones I had, and when I got to Metal Slug 4, I tried it and I think it was REALLY close to running. I think the reason why it didn't run was because the media from the Xbox DVD wasn't there. It tried to access it but after that, it crashed. Since I don't have a modded xbox to rip the contents of the DVD, I had to borrow another. I've tried this on 0.7.8c and the 0.7.9 trace. I've brought the Kernel Debug info, and here it is: Emu (0xB8C): Debug console allocated (DM_FILE). Emu (0xB8C): Debug Trace Enabled. Emu (0xB8C): EmuInit ( pTLSData : 0x00211C64 pTLS : 0x00211C4C pLibraryVersion : 0x00211BDC DebugConsole : 0x00000002 DebugFilename : "C:\Documents and Settings\Student\My Documents\cxbx\XBOX games\Metal Slug 4\Metal Slug 4 KrnlDebug.txt" pXBEHeader : 0x00211180 pXBEHeaderSize : 0x00000958 Entry : 0x0009FCDA ); Emu (0xB8C): Detected Microsoft XDK application... Emu (0xB8C): Beginning HLE Pass 0... Emu (0xB8C): Locating HLE Information for XAPILIB 1.0.4627...Found Emu (0xB8C): 0x000A1EF8 -> EmuRtlCreateHeap Emu (0xB8C): 0x000A231C -> EmuRtlAllocateHeap Emu (0xB8C): 0x000A2AD3 -> EmuRtlFreeHeap Emu (0xB8C): 0x000A197A -> EmuRtlSizeHeap Emu (0xB8C): 0x000A0D05 -> EmuXapiUnknownBad1 Emu (0xB8C): 0x000CEA7C -> EmuXInitDevices Emu (0xB8C): 0x000CF5E4 -> EmuXGetDevices Emu (0xB8C): 0x000CF673 -> EmuXInputOpen Emu (0xB8C): 0x000CF6D5 -> EmuXInputGetCapabilities Emu (0xB8C): 0x000CF8B2 -> EmuXInputGetState Emu (0xB8C): 0x000A06A8 -> EmuXapiThreadStartup Emu (0xB8C): 0x000A03F5 -> EmuXapiInitProcess Emu (0xB8C): 0x000A02A1 -> EmuXapiBootDash Emu (0xB8C): 0x002071F4 -> EmuXapiProcessHeap Emu (0xB8C): 0x000A1EF8 -> RtlCreateHeap Emu (0xB8C): Locating HLE Information for D3D8 1.0.4627...Found Emu (0xB8C): 0x000ABD60 -> EmuIDirect3D8_CreateDevice Emu (0xB8C): 0x000B2280 -> EmuIDirect3D8_KickOffAndWaitForIdle Emu (0xB8C): 0x000ADB80 -> EmuIDirect3DDevice8_GetBackBuffer2 Emu (0xB8C): 0x000ADBF0 -> EmuIDirect3DDevice8_SetViewport Emu (0xB8C): 0x000AF1C0 -> EmuIDirect3DDevice8_SetShaderConstantMode Emu (0xB8C): 0x000ADBD0 -> EmuIDirect3DDevice8_GetDepthStencilSurface2 Emu (0xB8C): 0x000AE270 -> EmuIDirect3DDevice8_SetTileNoWait Emu (0xB8C): 0x000AEFF0 -> EmuIDirect3DDevice8_SetVertexShaderConstant1 Emu (0xB8C): 0x000AF6B0 -> EmuIDirect3DDevice8_SetPixelShader Emu (0xB8C): 0x000AF5D0 -> EmuIDirect3DDevice8_CreateTexture2 Emu (0xB8C): 0x000AE1A0 -> EmuIDirect3DDevice8_SetIndices Emu (0xB8C): 0x000AE020 -> EmuIDirect3DDevice8_SetTexture Emu (0xB8C): 0x000ADAB0 -> EmuIDirect3DDevice8_GetDisplayMode Emu (0xB8C): 0x000AE5F0 -> EmuIDirect3DDevice8_Clear Emu (0xB8C): 0x000B0940 -> EmuIDirect3DDevice8_Swap Emu (0xB8C): 0x000AE550 -> EmuIDirect3DDevice8_CreateVertexBuffer2 Emu (0xB8C): 0x000AD9D0 -> EmuIDirect3DDevice8_BlockUntilVerticalBlank Emu (0xB8C): 0x000AC700 -> EmuIDirect3DDevice8_SetTextureState_TexCoordIndex Emu (0xB8C): 0x000AC270 -> EmuIDirect3DDevice8_SetRenderState_CullMode Emu (0xB8C): 0x000AC320 -> EmuIDirect3DDevice8_SetRenderState_NormalizeNormal s Emu (0xB8C): 0x000AC360 -> EmuIDirect3DDevice8_SetRenderState_TextureFactor Emu (0xB8C): 0x000AC4B0 -> EmuIDirect3DDevice8_SetRenderState_ZBias Emu (0xB8C): 0x000AC1A0 -> EmuIDirect3DDevice8_SetRenderState_EdgeAntiAlias Emu (0xB8C): 0x000AC590 -> EmuIDirect3DDevice8_SetRenderState_FillMode Emu (0xB8C): 0x000AC220 -> EmuIDirect3DDevice8_SetRenderState_FogColor Emu (0xB8C): 0x000AC430 -> EmuIDirect3DDevice8_SetRenderState_Dxt1NoiseEnable Emu (0xB8C): 0x000ABE40 -> EmuIDirect3DDevice8_SetRenderState_Simple Emu (0xB8C): 0x000AD2B0 -> EmuIDirect3DDevice8_SetRenderState_ZEnable Emu (0xB8C): 0x000AD340 -> EmuIDirect3DDevice8_SetRenderState_StencilEnable Emu (0xB8C): 0x000AD630 -> EmuIDirect3DDevice8_SetRenderState_MultiSampleAnti Alias Emu (0xB8C): 0x000AC1E0 -> EmuIDirect3DDevice8_SetRenderState_ShadowFunc Emu (0xB8C): 0x000AD440 -> EmuIDirect3DDevice8_SetRenderState_YuvEnable Emu (0xB8C): 0x000AD7A0 -> EmuIDirect3DDevice8_SetTransform Emu (0xB8C): 0x000AF050 -> EmuIDirect3DDevice8_SetStreamSource Emu (0xB8C): 0x000AF420 -> EmuIDirect3DDevice8_SetVertexShader Emu (0xB8C): 0x000AEBD0 -> EmuIDirect3DDevice8_DrawVertices Emu (0xB8C): 0x000AEA70 -> EmuIDirect3DDevice8_DrawVerticesUP Emu (0xB8C): 0x000ADD50 -> EmuIDirect3DDevice8_SetLight Emu (0xB8C): 0x000AD8B0 -> EmuIDirect3DDevice8_SetMaterial Emu (0xB8C): 0x000ADF30 -> EmuIDirect3DDevice8_LightEnable Emu (0xB8C): 0x000AE5A0 -> EmuIDirect3DVertexBuffer8_Lock2 Emu (0xB8C): 0x000AFE40 -> EmuIDirect3DResource8_Register Emu (0xB8C): 0x000AFD60 -> EmuIDirect3DResource8_Release Emu (0xB8C): 0x000AFDB0 -> EmuIDirect3DResource8_IsBusy Emu (0xB8C): 0x000B3110 -> EmuGet2DSurfaceDesc Emu (0xB8C): 0x000AF5A0 -> EmuIDirect3DTexture8_LockRect Emu (0xB8C): 0x000BDB10 -> EmuD3DDeferredRenderState Emu (0xB8C): 0x000BD7A0 -> EmuD3DDeferredTextureState Emu (0xB8C): Locating HLE Information for D3DX8 1.0.4627...Redundant Emu (0xB8C): Locating HLE Information for XGRAPHC 1.0.4627...Found Emu (0xB8C): Locating HLE Information for DSOUND 1.0.4627...Found Emu (0xB8C): 0x000C86B6 -> EmuDirectSoundCreate Emu (0xB8C): 0x000C8445 -> CDirectSound::CreateSoundBuffer (XREF) Emu (0xB8C): 0x000C84FC -> EmuIDirectSound8_CreateSoundBuffer Emu (0xB8C): 0x000CA5D6 -> CMcpxVoiceClient::SetVolume (XREF) Emu (0xB8C): 0x000C815E -> CMcpxBuffer_SetBufferData (XREF) Emu (0xB8C): 0x000C81EA -> CDirectSoundBuffer_SetBufferData (XREF) Emu (0xB8C): 0x000C8298 -> IDirectSoundBuffer8_SetBufferData Emu (0xB8C): Locating HLE Information for XBOXKRNL 1.0.4627...Skipped Emu (0xB8C): Locating HLE Information for LIBCMT 1.0.4627...Skipped Emu (0xB8C): Beginning HLE Pass 1... Emu (0xB8C): Locating HLE Information for XAPILIB 1.0.4627...Found Emu (0xB8C): Locating HLE Information for D3D8 1.0.4627...Found Emu (0xB8C): Locating HLE Information for D3DX8 1.0.4627...Redundant Emu (0xB8C): Locating HLE Information for XGRAPHC 1.0.4627...Found Emu (0xB8C): Locating HLE Information for DSOUND 1.0.4627...Found Emu (0xB8C): 0x000C8298 -> IDirectSoundBuffer8_SetBufferData Emu (0xB8C): Locating HLE Information for XBOXKRNL 1.0.4627...Skipped Emu (0xB8C): Locating HLE Information for LIBCMT 1.0.4627...Skipped Emu (0xB8C): Resolved 4 cross reference(s) EmuFS (0xB8C): TLS Data Dump... 0x00B855A0: 000000000000 EmuFS (0xB8C): OrgFS=56 NewFS=15 pTLS=0x00211C4C Emu (0xB8C): Initializing Direct3D. EmuD3D8 (0xA84): Timing thread is running. EmuD3D8 (0x5B8): CreateDevice proxy thread is running. EmuD3D8 (0x6E0): Message-Pump thread is running. EmuD3D8 (0xB8C): EmuIDirect3D8_CreateDevice ( Adapter : 0x00000000 DeviceType : 0x00000001 hFocusWindow : 0x00000000 BehaviorFlags : 0x00000040 pPresentationParameters : 0x0034FCC0 ppReturnedDeviceInterface : 0x10028D48 ); EmuD3D8 (0x5B8): CreateDevice proxy thread recieved request. EmuD3D8 (0x5B8): Using software vertex processing Emu (0xB8C): Initial thread starting. EmuKrnl (0xB8C): PsCreateSystemThreadEx ( ThreadHandle : 0x0034FCF8 ThreadExtraSize : 0x00000000 KernelStackSize : 0x00000000 TlsDataSize : 0x00000014 ThreadId : 0x00000000 StartContext1 : 0x0009FC6B StartContext2 : 0x00000000 CreateSuspended : 0x00000000 DebugStack : 0x00000000 StartRoutine : 0x000A06A8 ); EmuKrnl (0xB8C): NtClose ( Handle : 0x00000100 ); Emu (0xB8C): Initial thread ended. EmuKrnl (0x6B0): PCSTProxy ( StartContext1 : 0x0009FC6B StartContext2 : 0x00000000 StartRoutine : 0x000A06A8 ); EmuFS (0x6B0): TLS Data Dump... 0x00B85C80: 000000000000 EmuFS (0x6B0): OrgFS=56 NewFS=15 pTLS=0x00211C4C EmuXapi (0x6B0): EmuXapiThreadStartup ( dwDummy1 : 0x0009FC6B dwDummy2 : 0x00000000 ); EmuXapi (0x6B0): EmuXapiInitProcess(); EmuXapi (0x6B0): EmuRtlCreateHeap ( Flags : 0x00000002 Base : 0x00000000 Reserve : 0x00100000 Commit : 0x00001000 Lock : 0x00000000 RtlHeapParams : 0x012AFF24 ); EmuKrnl (0x6B0): RtlInitializeCriticalSection ( CriticalSection : 0x00207000 ); EmuKrnl (0x6B0): RtlInitializeCriticalSection ( CriticalSection : 0x0020701C ); EmuKrnl (0x6B0): RtlInitializeCriticalSection ( CriticalSection : 0x00207038 ); EmuKrnl (0x6B0): RtlInitializeCriticalSection ( CriticalSection : 0x00207054 ); EmuKrnl (0x6B0): RtlInitializeCriticalSection ( CriticalSection : 0x00207070 ); EmuKrnl (0x6B0): RtlInitializeCriticalSection ( CriticalSection : 0x0020708C ); EmuKrnl (0x6B0): RtlInitializeCriticalSection ( CriticalSection : 0x002070A8 ); EmuKrnl (0x6B0): RtlInitializeCriticalSection ( CriticalSection : 0x002070C4 ); EmuKrnl (0x6B0): RtlInitializeCriticalSection ( CriticalSection : 0x002070E0 ); EmuKrnl (0x6B0): RtlInitializeCriticalSection ( CriticalSection : 0x002070FC ); EmuKrnl (0x6B0): RtlInitializeCriticalSection ( CriticalSection : 0x00207118 ); EmuKrnl (0x6B0): RtlInitializeCriticalSection ( CriticalSection : 0x00207134 ); EmuKrnl (0x6B0): RtlInitializeCriticalSection ( CriticalSection : 0x00207150 ); EmuKrnl (0x6B0): RtlInitializeCriticalSection ( CriticalSection : 0x0020716C ); EmuXapi (0x6B0): EmuRtlAllocateHeap ( hHeap : 0x012B0000 dwFlags : 0x00000008 dwBytes : 0x00000084 ); EmuKrnl (0x6B0): RtlEnterCriticalSection ( CriticalSection : 0x001ACB50 ); EmuKrnl (0x6B0): RtlLeaveCriticalSection ( CriticalSection : 0x001ACB50 ); EmuXapi (0x6B0): EmuRtlAllocateHeap ( hHeap : 0x012B0000 dwFlags : 0x00000000 dwBytes : 0x00000500 ); EmuXapi (0x6B0): EmuRtlAllocateHeap ( hHeap : 0x012B0000 dwFlags : 0x00000000 dwBytes : 0x00000080 ); EmuXapi (0x6B0): EmuRtlAllocateHeap ( hHeap : 0x012B0000 dwFlags : 0x00000008 dwBytes : 0x00000800 ); EmuKrnl (0x6B0): RtlEnterCriticalSection ( CriticalSection : 0x002070FC ); EmuXapi (0x6B0): EmuRtlAllocateHeap ( hHeap : 0x012B0000 dwFlags : 0x00000000 dwBytes : 0x00000220 ); EmuKrnl (0x6B0): RtlLeaveCriticalSection ( CriticalSection : 0x002070FC ); EmuKrnl (0x6B0): RtlEnterCriticalSection ( CriticalSection : 0x002070A8 ); EmuXapi (0x6B0): EmuRtlSizeHeap ( hHeap : 0x012B0000 dwFlags : 0x00000000 lpMem : 0x012B2428 ); EmuKrnl (0x6B0): RtlLeaveCriticalSection ( CriticalSection : 0x002070A8 ); EmuKrnl (0x6B0): RtlEnterCriticalSection ( CriticalSection : 0x002070A8 ); EmuXapi (0x6B0): EmuRtlSizeHeap ( hHeap : 0x012B0000 dwFlags : 0x00000000 lpMem : 0x012B2428 ); EmuKrnl (0x6B0): RtlLeaveCriticalSection ( CriticalSection : 0x002070A8 ); EmuKrnl (0x6B0): ExQueryNonVolatileSetting ( ValueIndex : 0x00000103 Type : 0x012AFF30 Value : 0x012AFF34 ValueLength : 0x00000004 ResultLength : 0x00000000 ); EmuKrnl (0x6B0): RtlEnterCriticalSection ( CriticalSection : 0x002070A8 ); EmuXapi (0x6B0): EmuRtlSizeHeap ( hHeap : 0x012B0000 dwFlags : 0x00000000 lpMem : 0x012B2428 ); EmuKrnl (0x6B0): RtlLeaveCriticalSection ( CriticalSection : 0x002070A8 ); EmuD3D8 (0x6B0): EmuIDirect3D8_CreateDevice ( Adapter : 0x00000000 DeviceType : 0x00000001 hFocusWindow : 0x00000000 BehaviorFlags : 0x00000040 pPresentationParameters : 0x001E461C ppReturnedDeviceInterface : 0x001E4664 ); EmuD3D8 (0x5B8): CreateDevice proxy thread recieved request. EmuD3D8 (0x5B8): CreateDevice proxy thread releasing old Device. EmuD3D8 (0x5B8): Using software vertex processing EmuD3D8 (0x6B0): EmuIDirect3DDevice8_GetDepthStencilSurface2() EmuD3D8 (0x6B0): EmuIDirect3DDevice8_GetBackBuffer2 ( BackBuffer : 0x00000000 ); EmuXapi (0x6B0): EmuXInitDevices ( Unknown1 : 0x00000000 Unknown2 : 0x00000000 ); EmuXapi (0x6B0): EmuXGetDevices ( DeviceType : 0x000CE94C ); EmuXapi (0x6B0): EmuXInputOpen ( DeviceType : 0x000CE94C dwPort : 0x00000000 dwSlot : 0x00000000 pPollingParameters : 0x00000000 ); EmuXapi (0x6B0): EmuXInputGetCapabilities ( hDevice : 0x00000001 pCapabilities : 0x001AFAFE ); EmuKrnl (0x6B0): RtlInitAnsiString ( DestinationString : 0x012AFC64 SourceString : 0x012AFD0C ("D:\Media\Font.xpr") ); EmuKrnl (0x6B0): NtCreateFile ( FileHandle : 0x012AFC6C DesiredAccess : 0x80100080 ObjectAttributes : 0x012AFC50 ("D:\Media\Font.xpr") IoStatusBlock : 0x012AFC5C AllocationSize : 0x00000000 FileAttributes : 0x00000000 ShareAccess : 0x00000001 CreateDisposition : 0x00000001 CreateOptions : 0x00000060 ); EmuKrnl (0x6B0): NtCreateFile Corrected path... Org:"D:\Media\Font.xpr" New:"$XbePath\Media\Font.xpr" Emu (0x6B0): *WARNING* -> NtCreateFile Failed (0xC000003A) EmuKrnl (0x6B0): RtlNtStatusToDosError ( Status : 0xC000003A ); EmuXapi (0x6B0): EmuXapiBootDash ( UnknownA : 0x00000001 UnknownB : 0x00000001 UnknownC : 0x00000000 ); Emu (0x6B0): Recieved Fatal Message -> Emulation Terminated (XapiBootDash) CxbxKrnl: Terminating Process Notice how most of the HLE info was found (is redundant good?). Also take not on where the crash began, after the media check. I'll try to satisfy the desire for the media\font.xpr and see what happens. If anyone of you happen to have a Copy of Metal Slug 4, give a shot; maybe it will work on your PC. Please speak up if I'm right. Again, it this was a false alarm, please forgive me.
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#5 (permalink) | |
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Shogun3D Interactive (TM)
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Unidentified
Posts: 2,091
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Quote:
) First of all, cxbx will automatically detect the XDK version. You can either dump the xbe info, or look at the kernel debug output. Notice where it says Locating HLE information for blah blah blah. It will tell you.
__________________
[Sagat] Windows XP x64 Pro | AMD Athlon 3000+ (~2.0GHz) | NVIDIA GeForce 6600 PCI-E | Realtek AC97 Audio | 512MB Ram | NVIDIA NForce 4-4X chipset | Seagate HDD 160GB | LG 8614 DVD-ROM | HP DVD 1040d CD/DVD -/+ RW w/ LightScribe GeneralEmu - December 27, 2005 and beyond! My programming, emulation and Xbox blog! - Click or die! (Updated June 26, 2008) Visit my YouTube page! http://www.youtube.com/blueshogun96 |
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#7 (permalink) | |
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Shogun3D Interactive (TM)
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Unidentified
Posts: 2,091
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Quote:
This Metal Slug 4 thing is getting confusing because I just heard that Metal Slug 4 doesn't come out for XBOX until 1/3/2005. Maybe I read it wrong. When I loaded the xbe onto Cxbx, it said "Metal Slug 4 by Master Games loaded". I'm beginning to wonder... could it be a port from NeoGeo to to Xbox? If any of you know, please tell me.
__________________
[Sagat] Windows XP x64 Pro | AMD Athlon 3000+ (~2.0GHz) | NVIDIA GeForce 6600 PCI-E | Realtek AC97 Audio | 512MB Ram | NVIDIA NForce 4-4X chipset | Seagate HDD 160GB | LG 8614 DVD-ROM | HP DVD 1040d CD/DVD -/+ RW w/ LightScribe GeneralEmu - December 27, 2005 and beyond! My programming, emulation and Xbox blog! - Click or die! (Updated June 26, 2008) Visit my YouTube page! http://www.youtube.com/blueshogun96 |
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#8 (permalink) |
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Shogun3D Interactive (TM)
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Unidentified
Posts: 2,091
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I think I know the real reason why Metal Slug 4 wont boot. I think the game is trying to make its own xpr and register it with pResource->Register(addr).
And I don't think caustik was able to solve this problem yet.
__________________
[Sagat] Windows XP x64 Pro | AMD Athlon 3000+ (~2.0GHz) | NVIDIA GeForce 6600 PCI-E | Realtek AC97 Audio | 512MB Ram | NVIDIA NForce 4-4X chipset | Seagate HDD 160GB | LG 8614 DVD-ROM | HP DVD 1040d CD/DVD -/+ RW w/ LightScribe GeneralEmu - December 27, 2005 and beyond! My programming, emulation and Xbox blog! - Click or die! (Updated June 26, 2008) Visit my YouTube page! http://www.youtube.com/blueshogun96 |
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#10 (permalink) | |
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Shogun3D Interactive (TM)
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Unidentified
Posts: 2,091
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Quote:
Anyway, I think the retail Metal Slug 3 is around 4627. I'll give it a shot as soon as I get my next paycheck.
__________________
[Sagat] Windows XP x64 Pro | AMD Athlon 3000+ (~2.0GHz) | NVIDIA GeForce 6600 PCI-E | Realtek AC97 Audio | 512MB Ram | NVIDIA NForce 4-4X chipset | Seagate HDD 160GB | LG 8614 DVD-ROM | HP DVD 1040d CD/DVD -/+ RW w/ LightScribe GeneralEmu - December 27, 2005 and beyond! My programming, emulation and Xbox blog! - Click or die! (Updated June 26, 2008) Visit my YouTube page! http://www.youtube.com/blueshogun96 |
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#11 (permalink) |
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Shogun3D Interactive (TM)
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Unidentified
Posts: 2,091
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Yeah, I know that this thread is gettin REALLY old and most of you don't care anymore. Me and a "friend" are still foolin around with this game. So far we've determined that the game will at least execute, but we'll know in a few (days, I hope).
__________________
[Sagat] Windows XP x64 Pro | AMD Athlon 3000+ (~2.0GHz) | NVIDIA GeForce 6600 PCI-E | Realtek AC97 Audio | 512MB Ram | NVIDIA NForce 4-4X chipset | Seagate HDD 160GB | LG 8614 DVD-ROM | HP DVD 1040d CD/DVD -/+ RW w/ LightScribe GeneralEmu - December 27, 2005 and beyond! My programming, emulation and Xbox blog! - Click or die! (Updated June 26, 2008) Visit my YouTube page! http://www.youtube.com/blueshogun96 |
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