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#1 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2003
Location: Netherlands
Posts: 560
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Who wanne help with a cxbx delphi port ?
I`m working in the litle free time i got on some delphi projects. The latest is trying to make a cxbx port to delphi... The progress is litle slo because of the little free time i got for the projects. But who wanne join ? Then i can send my sources, and send sources and updates to each other... Send me a prv message. I don`t wanne place it under sourceforge, because it must stay underground for a litle longer ![]() No big email flow what is playing or not.. just developing the stuff and see how far we get ... |
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#3 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2003
Location: Netherlands
Posts: 560
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testing can be done for now by myself and other developers who wanne help. prehaps picking up the xdk list is some nice thing to have. A list with xdk numbers from the games. I have once build a xdk tool... with a list of games and there xdk numbers. Can you all post a text file with games and there xdk numbers into a prv msg pls. Especially the old games.. Greetings, Shadow_tj |
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#5 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2003
Location: Netherlands
Posts: 560
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Vlado, cxbx was not near completion or even close. it was comming very far in the quest to create a xbox emulator, but there is still lots of work that need to be done to support all the xdk versions. There are still people who are trying to get some things working and make new code for the puzzle... The bigest problem is only that there is no direct contact for delivering changes or ask for information.. but annyone who wanne develop on the cxbx project or the delphi port.. Be free to contact me |
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#6 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Unidentified
Posts: 2,220
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There's an even bigger problem that almost everybody overlooks. Cxbx's number of HLE'd Kernel functions are very low. There are 367 Xbox kernel functions, and only 66 have been implemented (some only partialy) and in order to add them, you must know their parameters and usages first. So even if you get every single XDK version HLE'd, you STILL won't get very many games playable. So perfect kernel emulation is just as perfect DirectX API emulation. A perfect example: The game Unreal Championship uses XDK 4928 (shown as 4627 because of it's similarities), and XDK 4627 is so far the most accurately emulated XDK version. That's great and all, but it crashes because kernel function "NtAllocateVirtualMemory" is not in Cxbx's HLE kernel database. This function is basically the same as the win2k version (only with one of the function parameters removed) and does the same thing, making it very easy to add in. I can't really say I'll be alot of help, but I think I know my way around the xbox kernel well enough to add a large handful of functions to the database. I've managed to do this before a few months ago when I was playing around with the source code, and it's was rather easy to do. Oh yeah, I've been buying some old Xbox games from 2001 to early 2003, so I have tons of good candidates.
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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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#7 (permalink) |
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Registered User
![]() ![]() Join Date: Jul 2003
Location: London, England
Posts: 131
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This may be a silly suggestion and I apoligise if it is, but there is the open-source ReactOS (www.reactos.com) project and it has a free implementation of the "nt" kernels. Even if the code itself could not be used it might be educational and benefit cxbx that way. But if not, I might need to get the dunce cap out again.
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#8 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Unidentified
Posts: 2,220
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You mean the Xbox port of ReactOS? I have a copy of that source. My attatchments below should be helpful. ![]() ntundoc.rar - It's a help file containing documentation on many undocumented Nt functions (i.e. NtCreateSemaphore). undocumented.h - this header file contains documentation on Xbox specific kernel functions. It might be an older version, but I don't know when the last time this thing was actually 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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#9 (permalink) |
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Registered User
![]() ![]() Join Date: Jul 2003
Location: London, England
Posts: 131
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Something similar. Like when there is an unimplemented but known xbox kernel function and reactos has an nt equivalent even partially implemented there may be *some* code (or if not, at least some ideas) that can be borrowed and altered for cxbx rather than starting afresh.
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#10 (permalink) |
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Survivor
![]() ![]() ![]() Join Date: Aug 2006
Location: Raccoon City
Posts: 271
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hallelujah. Thanks Shadow for having the guts to do something for xbox emu after some years. please keep at it. I wish I could be of any help but no worries, I think we can donate if the project begings. at least It's the only thing I can do. I wish u the best of luck.
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Northwood Intel P4 2.8 GHZ; 500MB RAM; MSI nVidia GeForce 5500FX Last edited by S.T.@.R.S; March 21st, 2007 at 21:38. |
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#11 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2003
Location: Netherlands
Posts: 560
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it will be hell of a job... but i`m trying to maske the port.. during this i will add stuff to the original sources also... I don`t have much free time... so all the help is welcome. I asked some support on the sagamedev forums... but not with anny help. Most of us are very bussy with all kinds of projects. |
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#12 (permalink) |
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Registered User
Join Date: Feb 2007
Location: IRAN
Posts: 1
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want testing help?? contact me Xbox System __________________ Width: 11.8' Depth: 7.1' Weight: 8.8 lbs Media Type: DVD-ROM CPU: X86-to-RISC Intel Pentium III or Celeron 733 MHz RAM installed: 64 MB RAM technology: DDR SDRAM Cache size: 128 KB HDD Capacity: 8 GB Video Output: NVidia Xbox GPU 256-bit 2D/3D graphics acceleration Supported Video: NTSC S-Video Installed,Component video Installed,Composite video Installed Max resolution (external): 1920 x 1080 pixels Graphic Effects Shadows,Fog effects,Pixel Shaders,Vertex Shaders,Texture lighting,Bilinear filtering,Trilinear filtering Fill Rate: 4000 million pixels/sec Audio Processor: NVidia Xbox MCP Sound Output Mode: Stereo Memory Card: 8mb Flash Net: Intergrated 100mbps modem/LAN Ports: 1 Xbox AV output Xbox AV connector Installed,4 Game controller,1 Network RJ-45 Installed Windows XP Latest DirectX Pentium 4 2.0Ghz 1024mb RAM Recommended Video Cards: GeForce FX or Radeon 9200 Pro or higher
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My Pc __________________ » AMD Athlon(tm) 64 X2 Dual Core Processor 3600+ « » GeForce 7600 GS 256: 400/800 / Shader Model 3.0 /128 bit « » 1024 MB RAM Dual Channel « __________________ Last edited by Reza684; March 25th, 2007 at 03:58. |
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#15 (permalink) | |
![]() ![]() ![]() ![]() ![]() Join Date: Aug 2006
Location: india<<hyderabad..it rocks>>
Posts: 2,012
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Quote:
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#18 (permalink) | |
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Registered User
Join Date: Aug 2002
Posts: 15
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Even if someone was starting a xbox 360 emulator today, it would take them years to get results. By then, the PC Hardware might have advanced enough to emulate it. Btw.: With the Xbox we're talking API Level emulation not hardware emulation, so the overhead is a lot smaller... @Mkilbride2588: But I want DoA! ![]() I wish I had some time to work on cxbx. Maybe in a few month. Don't care much whether work continues in C/C++ or Delphi, although my Pascal is a bit rusty... |
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#20 (permalink) | ||
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Unidentified
Posts: 2,220
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Quote:
Quote:
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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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