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Old May 15th, 2008   #21 (permalink)
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Quote:
Originally Posted by blueshogun96 View Post
If you want to read your Xbox discs without a modded Xbox, check out this thread: Adaptor allows original xbox games to be read on pc - Emuforums.com

This is what I use to dump my games since my Debug Xbox is crapping out on me. Buy this drive, then flash it with the firmware, and you're all set. btw, if you find out you have any games using XDK 4361 or 4627-5028 (exclude 4831 games), let me know Games with those XDK versions have been hard to come by. In the meantime, I'll see if I can surprise you with another game (hopefully)
Wicked! Thank you so much. I'll do my best to check what XDK numbers I got.

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Last edited by snickothemule; May 15th, 2008 at 04:01.
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Old June 23rd, 2008   #22 (permalink)
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Anyone know if Jet Set Radio Future works?
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Old June 23rd, 2008   #23 (permalink)
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if it is not in the list then its not playable...

thats why its called a compitibility list and shogun updates it frequently when new games are working.
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Old June 24th, 2008   #24 (permalink)
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Quote:
Originally Posted by shadow_tj View Post
if it is not in the list then its not playable...

thats why its called a compitibility list and shogun updates it frequently when new games are working.
ok i guess
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Old June 24th, 2008   #25 (permalink)
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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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Old September 22nd, 2008   #26 (permalink)
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List Updated.
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Old 1 Week Ago   #27 (permalink)
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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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Old 1 Week Ago   #28 (permalink)
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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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Old 1 Week Ago   #29 (permalink)
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Actually, I haven't tried it.
From this post:
Quote:
Originally Posted by blueshogun96 View Post
2. Battle Star Galactica
Status: (*PAL* Ingame, *NTSC* Intros)
Notes: Minor glitches. Crashes on x86 WBINVD instruction.
Screen(s): 1 2 3 4

btw, I just wanted to edit the list and show that only the PAL version of BattleStar Galactica works so far. I just bought the NTSC version this afternoon (along with 3 other games). Is anyone interested in seeing this run at all?
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Old 1 Week Ago   #30 (permalink)
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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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Old 1 Week Ago   #31 (permalink)
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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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Old 1 Week Ago   #32 (permalink)
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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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Old 1 Week Ago   #33 (permalink)
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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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