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[发布] Cxbx Reloaded Git (2017/05/03)

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签到天数: 542 天

[LV.9]以坛为家II

发表于 2017-5-4 11:41:20 | 显示全部楼层 |阅读模式
本帖最后由 powre 于 2017-5-4 11:43 编辑

Cxbx Reloaded Git Changelog:
* Merge pull request #424 from LukeUsher/regression-testing
Remove unnecessary breakpoint, the EmuWarning should be sufficient
* Remove unnecessary breakpoint, the EmuWarning should be sufficient
* Merge pull request #234 from LukeUsher/vs2017
Update project to VS 2017
* Update appveyor.yml
* Update project to VS 2017
* Merge pull request #423 from PatrickvL/PaletteSize
Palettesize
* Merge remote-tracking branch 'refs/remotes/Cxbx-Reloaded/master' into PaletteSize
* Derive palette size from resource field
* Merge pull request #421 from PatrickvL/d3d_stuff
CentralizeD3DResourceAccesses
* Merge branch 'master' into d3d_stuff
* Merge pull request #420 from PatrickvL/debugging
Debugging
* Merge branch 'refs/heads/master' into debugging
* Extended EmuPrintStackTrace with symbols from HLE cache
* Merge pull request #422 from PatrickvL/master
Recieved/Received
* Spelling : received (not recieved)
See http://recieved.co.uk/
* Merge remote-tracking branch 'refs/remotes/Cxbx-Reloaded/master'
* Cleanup and fixes (Turok runs just as far as in master again)
As it turns out, D3DSurface_LockRect can also be called with textures
(not just surfaces)
* Extended EmuPrintStackTrace with symbols from HLE cache
* Removed all usage of D3DResource Lock unions (EmuSurface8, EmuTexture8, etc)
Next step is to store the host resources entirely outside the
D3DResource, so the Lock field becomes Xbox-native again.
* Merge remote-tracking branch 'refs/remotes/Cxbx-Reloaded/master' into d3d_stuff
* Removed all usage of EmuTexture8 (instead use SetHostTexture)
Also a few more renames
* Prefixed Host pointer variables with 'p'
* Forwarded D3DDevice_GetPersistedSurface2 to D3DDevice_GetPersistedSurface
* Merge branch 'd3d_stuff' of https://github.com/PatrickvL/Cxbx-Reloaded.git
* Applied Get/SetHost* functions
* Applied Get/SetHost* functions
* Added SetHost* functions
* GetHost* updates
* Remember D3DDevice_SetStreamSource arguments for D3DDevice_GetStreamSource2
* D3DDevice_SetStreamSource doesn't return anything
* Remove EmuUpdateActiveTexture, which is never called
* Remove EmuUnswizzleActiveTexture from EmuExecutePushBuffer(Raw) and instead use EmuUnswizzleTextureStages

https://mega.co.nz/#!e8hUgRTI!SX ... HUmi2eSoYPqFr3OFK9Q

没去测试,估计模拟的效果不高,

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发表于 2017-5-5 12:02:18 | 显示全部楼层
xbox一代现在除了360模拟没有任何办法,同时代的ps2和ngc都已经接近完美了...
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签到天数: 1860 天

[LV.Master]伴坛终老

发表于 2017-5-5 21:46:25 | 显示全部楼层
因为微软对NV2A等资料完全封锁得死死的,靠猜是完全没可能的模拟好的
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发表于 2017-5-6 14:41:43 | 显示全部楼层
MS在法律这一块似乎也管得很严,实际360模拟XB1也不完美,有拖慢或者黑屏等问题(洛城犯罪2也就是睡狗前身出了练习场就黑屏了;锐击NEO也需要特殊改版的XB1引导器才能正常运行,貌似使用后还不兼容其他XB1游戏),PS4模拟PS2也有不少状况;幸好俺XB1还没扔掉,虽然也没几个可玩的...
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