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#21 (permalink) | |
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Shennanigans since 1987
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2008
Location: Coffs Harbour, Australia
Posts: 2,046
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Quote:
Last edited by snickothemule; May 15th, 2008 at 04:01.. |
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#25 (permalink) |
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it'se miku!
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2006
Location: Cologne, Germany
Posts: 3,604
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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 @3.4ghz | Asus P5W DH Deluxe | 4GB DDR2 800 | eVGA Geforce GTX 260 55nm SC-Edition
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: 2,509
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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! Shogun3D Interactive (I try to update it every day now) Shogun's Cxbx Dev Blog |
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#27 (permalink) |
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Registered User
![]() ![]() Join Date: Mar 2007
Location: Haiphong
Posts: 186
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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; November 6th, 2008 at 11:52.. |
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#28 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2003
Location: Netherlands
Posts: 656
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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: 186
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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: 656
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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: 2,509
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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.
__________________
[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! Shogun3D Interactive (I try to update it every day now) Shogun's Cxbx Dev Blog |
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#32 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: May 2008
Location: Netherlands
Posts: 97
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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: 2,509
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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!
__________________
[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! Shogun3D Interactive (I try to update it every day now) Shogun's Cxbx Dev Blog |
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#34 (permalink) |
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Registered User
Join Date: Dec 2008
Location: Hungary
Posts: 1
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Hi um, sorry for asking it again, but I really like to play Oddworld Munch's Oddysee somehow. I got the game, I got an update disk for my Xbox 360 but the only problem is that I don't have a HDD for it. And it's really expensive here in Hungary. So I would like to ask, that if there is some way to be able to play it on my PC then very plz add it to the Cxbx amulator. Thank You.
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#36 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: May 2008
Location: Netherlands
Posts: 97
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First of all, it'd be better to start another topic than to revive an old one. But besides that, as far as I know, the Cxbx developers are not taking requests. So, if you want to have support for 'Oddworld: Munch's Oddysee', you'd have to do it yourself. There's a problem however : it's library versions are (taken from XdkTracker) : D3D8 : 1.0.3925 D3DX8 : 1.0.3911 DMUSIC : 1.0.3941 DSOUND : 1.0.3936 LIBC : 1.0.3911 LIBCI : 1.0.3911 LIBCPMT : 1.0.3911 XAPILIB : 1.0.3911 XBOXKRNL : 1.0.3911 XGRAPHC : 1.0.3911 These are the oldest known XDK versions, which makes them not easy to find. This makes it problematic to analyze them, as having the actual XDK helps a lot in supporting a game. |
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#39 (permalink) | |
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Registered User
![]() Join Date: Aug 2008
Location: USA
Posts: 86
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Quote:
CxBx is still gives the best graphics and performance of any emulator I've ever used, of course, but it's only for one (ok, three) game(s).
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#40 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2003
Location: Netherlands
Posts: 656
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imspecial, 360 emulators will take a long time before they are there. prehaps you can make a request to the ironbabel project, for xbox 360 emulation. there are xextools and stuff but 360 is not that easy to get information from. also is it not easy to setup a 360 to create homebrew stuff... there is not that much information about it. When homebrew gets a head start yah will see more stuff is tried, until that best thing is to buy a original 360. |
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