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#21 (permalink) | |
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Registered Mule
![]() ![]() ![]() ![]() Join Date: Apr 2008
Location: Coffs Harbour, Australia
Posts: 819
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Quote:
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"If you wish to make an apple pie truly from scratch, you must first invent the universe." - Carl Sagan
Last edited by snickothemule; May 15th, 2008 at 04:01. |
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#25 (permalink) |
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Just an Emu Nerd.
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2006
Location: Cologne, Germany
Posts: 3,467
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hmmm how can i check with what XDK the games are made? :s edit: Needed Dxbx xdktracker game lists. nvm...
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My System: C2D E6700 @2.67GHz | Asus P5W DH Deluxe | 4GB DDR2 800 | GeForce 8800GT Extreme My EeePC 901 white: Intel Atom 1.6ghz | 2GB DDR2 667@533 | 4GB Main SSD | 64GB Additional SSD! | WinXP Home SP3 | 16GB Transcend SD | Logitech NX50 Laser Mouse My FFXII GSdx Highres Screenshot Gallery (link fixed!) | mixed pcsx2 screenshots If you search for pcsx2 betas, look here (but no support in the forums for it!)
Tutorial: Hardware Antialiasing in PCSX2 (DX9 only) |
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#26 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Unidentified
Posts: 2,220
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List Updated.
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[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 [Raylene] HP dv2000 | Windows Vista Home Premium | Intel Core2 Duo @2.2GHz | NVIDIA GeForce 8400 GS 128Mb (Dedicated) + 1264Mb (Shared) | 3GB Ram | 220GB HDD GeneralEmu - December 27, 2005 and beyond! My programming, emulation and Xbox blog! - Click or die! (Updated Sunday, October 26, 2008) |
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#27 (permalink) |
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Registered User
![]() ![]() Join Date: Mar 2007
Location: Haiphong
Posts: 104
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Why does only PAL version of Battlestar Galactica work? How about NTSC? Could anyone pl tell me what make NTSC version different? I thought PAL and NTSC are just regions, the structure of games are the same. Sad, I only have NTSC version of this game. . Is there any tool help me change NTSC version to PAL so that I can play it?
Last edited by bll0612; 1 Week Ago at 11:52. |
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#28 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2003
Location: Netherlands
Posts: 560
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Wich version has the tested Battlestar gallectica The xdk version wich has been reported in the xdktracker from dxbx has the battlestar galectica a xdk version of 1.0.5558. thats a way lot higher then a turok xdk version thats a 4627. prehaps the Pal version has been build with a lower xdk version. Before i forget wich version of cxbx are you using ? |
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#29 (permalink) | |
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Registered User
![]() ![]() Join Date: Mar 2007
Location: Haiphong
Posts: 104
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Actually, I haven't tried it. From this post: Quote:
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#30 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2003
Location: Netherlands
Posts: 560
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ok found some nice info from Bungie... Re: Update "Tags" disk here they explain why Halo pal and ntsc could not work together over the internet. so probably more games have differances between Pal and Ntsc. |
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#31 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Unidentified
Posts: 2,220
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It's very rare that we get problems with games of different regions. Cxbx can now run the NTSC version, but it's too slow to be playable either way. The problem was that the WBINVD instruction (x86) is located elsewhere inside the .xbe file. Martin's fix was only for the PAL version. I added the NTSC fix to skip it on my branch. I don't remember if I updated my branch since then (it's been a while, I need to do that soon), but it's easy to add if you have visual studio. If you open the source file Emu.cpp, you can look for Martin's Battlestar Galactica fix and add the location of the crash to skip the WBINVD opcode. If you need a better explanation, feel free to ask. Sorry, I forgot to update that detail.
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[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 [Raylene] HP dv2000 | Windows Vista Home Premium | Intel Core2 Duo @2.2GHz | NVIDIA GeForce 8400 GS 128Mb (Dedicated) + 1264Mb (Shared) | 3GB Ram | 220GB HDD GeneralEmu - December 27, 2005 and beyond! My programming, emulation and Xbox blog! - Click or die! (Updated Sunday, October 26, 2008) |
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#32 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: May 2008
Location: Netherlands
Posts: 55
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Hi blue, nice to see you're still around. Wouldn't it be much better to scan all code for illegal opcodes (like WBINVD), and patch them in one big swoop? That way, no more game-specific patches are needed (at least, as far as illegal instructions are concerned). If we would ever build generic opcode patching, we do need to make sure no data is damaged. Worst case, this would imply full-blown branch-analysis (like IDA pro does), but maybe there's an easier way... Any suggestions anyone? I would suggest that this code-patching apparatus should also be used to fixup the FS register offsets, in order to eliminate the EmuSwap calls (and the LDT code that prevents Cxbx from running on Vista). As a matter of fact, Wayo (a Dxbx team member) is already experimenting with this. We've got no concrete results yet but a few months ago, Robert Yates (another Dxbx team member) had already shown us a working prototype for this (!) |
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#33 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Unidentified
Posts: 2,220
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Thanks for the update. Sorry I don't have as much online time as I'd like (even though you see my name in the "Who's online list", chances are I'm afk and idling). That might be a good idea, but the problem is that opcodes can be executed from almost any data section (CS and DS mainly) and that would be a lot of work (from my perspective). I recommend instead catching the proper exception code (this is done in Emu.cpp also) and patching it at runtime. It's easier than it sounds actually. So instead of identifying a hard coded address, just by reading the exception code (usually a code besides 0xC0000005) we can fix it at the current address stored in EIP (usually filling it with NOPs) and moving on regardless of it's location. That's my opinion. Best wishes for Dxbx!
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[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 [Raylene] HP dv2000 | Windows Vista Home Premium | Intel Core2 Duo @2.2GHz | NVIDIA GeForce 8400 GS 128Mb (Dedicated) + 1264Mb (Shared) | 3GB Ram | 220GB HDD GeneralEmu - December 27, 2005 and beyond! My programming, emulation and Xbox blog! - Click or die! (Updated Sunday, October 26, 2008) |
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