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Old September 20th, 2011, 14:16   #401
IvicaMarkovic
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According to blueshogun it's not over yet. However, i'm more eager on Xenoborg project ( that will hopefully bring x64 compatibility and ltcg support ).
I'm not sure but Dead or Alive should be showing intro.
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Old September 21st, 2011, 20:29   #402
Namru
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ah, ok

And what about Shin Megami Tensei NINE?, it's one of the very few RPG on Xbox, I will thank very much the devolopers if the make that game compatible, Along with Shenmue II, I like that game

One question: What's Xenoborg project?
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Old September 22nd, 2011, 20:02   #403
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http://code.google.com/p/xenoborg/

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Old September 23rd, 2011, 07:53   #404
IvicaMarkovic
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[QUOTE=Namru;1998521]And what about Shin Megami Tensei NINE?, it's one of the very few RPG on Xbox, I will thank very much the devolopers if the make that game compatible, Along with Shenmue II, I like that game

QUOTE]

If you have that game, i suppose it's best to try it yourself and tell us. Google for compiled cxbox recent revisions.
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Old November 16th, 2011, 18:49   #405
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Im sorry for my ignorance, I have Midtown Madness 3 for Xbox, I want play on PC with Cxbx ..I have extract the iso but i cant to work it in pc! Can you help me?
thank you very much
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Old November 21st, 2011, 19:14   #406
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why is everyone always asking for game X or game Y to play when the emulators are still in development ??

it almost is like Murphy`s law.. build emu version 0.0.0.1 and people already asking for version 100.999.999, to play game Z
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Old December 2nd, 2011, 05:52   #407
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Are there any plans to create a wiki for the compatibility list? Using a wiki would allow testers to easily update the status of games quicker, and it would remove that task from the devs' workload, and allow them to focus on actual development.

Quote:
Originally Posted by Namru View Post
One question: What's Xenoborg project?
As the Google Code page describes, xenoborg is an Xbox low-level emulator written for Windows. For more on the difference between low-level and high-level emulation, see this thread:

http://forums.ngemu.com/showthread.php?t=54915
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Old December 2nd, 2011, 23:02   #408
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I'd rather not have a wiki because anyone could remove a game based on the fact that it's not working for that individual and that would screw things up. It's not a bad idea, but I'm fine with people reporting to me and letting me add it to the list.
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Old December 3rd, 2011, 01:13   #409
JoaoHadouken
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Quote:
Originally Posted by supergrunt69 View Post
hi im having a lot of problems trying to play dbz budokay tenkaichi 3 on my pc
it starts well but when im in the main menu i get about 30 fps and in battle 15

can u tell me the best plugins for me and were to download them thanks.

MY pc specs are :
windows vista home premium
graphics ATI Radeon hd 3470
3gb Ram
processor intel pentium dual cpu t2390 @1.86 ghz 1.87
The game you're talking about is for PS2, not for Xbox. So you're in the wrong section, go to the PCSX2 section.
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Old December 3rd, 2011, 02:41   #410
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Quote:
Originally Posted by supergrunt69 View Post
hi im having a lot of problems trying to play dbz budokay tenkaichi 3 on my pc
it starts well but when im in the main menu i get about 30 fps and in battle 15

can u tell me the best plugins for me and were to download them thanks.

MY pc specs are :
windows vista home premium
graphics ATI Radeon hd 3470
3gb Ram
processor intel pentium dual cpu t2390 @1.86 ghz 1.87
That game was also released for the Wii. Are you trying to play it in PCSX2 or Dolphin? For either system, please create your own thread in the appropriate forum -- we'll be happy to help you further there. Thanks!
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Old December 3rd, 2011, 06:31   #411
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Post moved here. Please start a new thread in the appropriate forum next time. Thanks.
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Old December 3rd, 2011, 07:21   #412
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Quote:
Originally Posted by blueshogun96 View Post
I'd rather not have a wiki because anyone could remove a game based on the fact that it's not working for that individual and that would screw things up. It's not a bad idea, but I'm fine with people reporting to me and letting me add it to the list.
You could restrict users from removing pages from the wiki, and only give standard users permission to change the data on the page (known bugs, optimum settings, general compatibility, etc.). Since the wiki software keeps a history of all edits, if an inaccurate test was reported, the page could simply be reverted back to when it was most recently accurate.

It's up to you, though. I'm just throwing around some ideas.
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Old December 3rd, 2011, 08:53   #413
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I appreciate it. I guess I can give it some thought.
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Old January 7th, 2012, 18:39   #414
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here some new cxbx screenshots
Attached Images
File Type: jpg antz.jpg (204.2 KB, 53 views)
File Type: jpg azuric1.jpg (171.9 KB, 49 views)
File Type: jpg burnout.jpg (159.3 KB, 43 views)
File Type: jpg bloodwake.jpg (224.5 KB, 50 views)
File Type: jpg dead or alive.jpg (185.5 KB, 55 views)
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Old January 7th, 2012, 19:47   #415
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And what revision would this be? That screenshot of Azurik in svn159 was fully streched.
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Old January 7th, 2012, 21:52   #416
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It's the latest build, and Azurik looks like it's running in 480p (720x480) because adrenium never did tile the background, so you see the splash screen edges.

Wait a minute, how did you get DOAV to show that intro screen? I always get a dirty disc error! Are you using the PAL version? Maybe my dump is bad...
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Old January 8th, 2012, 18:19   #417
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the dirty disc error. yes that happened to me the second time.. then after rebooting the intro was working again.

its only the first text lins. the sea video with the ninja logo is not displayed correct.
oh and i used the clean version of cxbx.. no configuration or annything.. and only the release version. because the debug version was not starting

and indead using the pal version .. not ntsc.
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Old January 9th, 2012, 02:36   #418
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Ah, I see. I can't get it to get to the movie because Cxbx lacks proper fiber support. If Cxbx supported fibers properly, then we wouldn't have a problem getting it to show the video and possibly closer to ingame (same for DOA1 and 3). I've been working on this problem for a few days now and still haven't found a proper solution.

Does Dxbx have support for fibers? I think HLE'ing the Create/Delete/SwitchToFiber threads are a bit too much. It causes Cxbx to hang due to lack of FS register handling. I haven't found a suitable solution yet. Any ideas?
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Old January 9th, 2012, 08:04   #419
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i need to look at the dxbx code for that.

prehaps working together again will introduce some new nice fixes.
i will look into it got some free time again, and willing to spend some time on the projects.
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Old January 9th, 2012, 22:30   #420
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Hm, I looked into the code, and fibers weren't being handled at all. Maybe on Windows 7, not emulating SwithToFiber isn't an issue, and we actually can get away with emulating the kernel stack only...
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