CXBX-Reloaded Showcase And V0.1 - NGEmu

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snickothemule Hello friends, CXBX has some pretty rad news;
Cxbx-Reloaded is currently in the state of 'Feature Freeze' this means that development has temporarily halted on new features, and we're concentrating solely on bug-fixes, performance tweaks, and similar, simple tasks. This is in preparation for our first official stable release (v0.1), which will launch along side a new Website (and compatibility list/database) around the end of June/early July. After this, the feature freeze will be lifted and we'll be full swing in development once again. The purpose of this stable release is to allow users to have a good, stable build to play with, while we work on fixing some fundamental design flaws with the core of Cxbx-Reloaded (that we inherited from the original Cxbx), during which time development builds will be pretty unstable/potentially broken. We have some exiting plans for the near future. We look forward to sharing progress with you. Click to expand...
Source: https://www.patreon.com/LukeUsher On Linux and OpenGL;
The LLE NV2A implementation uses OpenGL, but it's too slow/unstable to be usable yet. We're talking 1-5FPS at best for the titles that work at all. DirectX is used for the HLE implementation, which is the only usable method at the moment. Saying that, OpenGL makes more sense than DirectX for Xbox emulation. It sounds crazy, but it's true. The Xbox version of Direct3D is heavily customised around the Xbox GPU, and is actually closer in functionality to OpenGL.. The HLE aspect is just stuck with DirectX for legacy reasons. Anyway, to answer the initial question: Personally, I'd love to see a Linux build, but a LOT of things need to happen first.
  1. LLE NV2A Implementation needs to become stable and fast enough for regular use (or the whole HLE Direct3D implementation needs rebuilding around OpenGL)
  2. The core emulation of the Xbox kernel functionality needs rewriting, so that instead of forwarding to Windows specific functions, we implement everything in a cross platform way.
  3. Audio: Currently the Sound is implemented by forwarding Xbox DirectSound APIs to Windows. To be cross platform, this needs replacing with either an open API, or LLE emulation of the MCPX APU needs to be implemented, rather than HLE.
  4. Input:Currently Input relies on either DirectInput or XInput depending on config. There are plans to make use of SDL input for this instead.
  5. (For non x86 platforms) we would need to implement emulation of the processor. Currently, we run Xbox code directly, so X86 is a hard requirement.
It's a huge list, but most of these are on the roadmap anyway: It's just a matter of how long they'll take to sort out. Once all of these issues are resolved, there's no other reason we can't be cross platform. Click to expand...
https://old.reddit.com/r/emulation/comments/8q7qrd/cxbxreloaded_showcase/ It's amazing where the emulator is at now. #1 · Jun 15, 2018 (Edited) Hello friends, CXBX has some pretty rad news;
Cxbx-Reloaded is currently in the state of 'Feature Freeze' this means that development has temporarily halted on new features, and we're concentrating solely on bug-fixes, performance tweaks, and similar, simple tasks. This is in preparation for our first official stable release (v0.1), which will launch along side a new Website (and compatibility list/database) around the end of June/early July. After this, the feature freeze will be lifted and we'll be full swing in development once again. The purpose of this stable release is to allow users to have a good, stable build to play with, while we work on fixing some fundamental design flaws with the core of Cxbx-Reloaded (that we inherited from the original Cxbx), during which time development builds will be pretty unstable/potentially broken. We have some exiting plans for the near future. We look forward to sharing progress with you. Click to expand...
Source: https://www.patreon.com/LukeUsher On Linux and OpenGL;
The LLE NV2A implementation uses OpenGL, but it's too slow/unstable to be usable yet. We're talking 1-5FPS at best for the titles that work at all. DirectX is used for the HLE implementation, which is the only usable method at the moment. Saying that, OpenGL makes more sense than DirectX for Xbox emulation. It sounds crazy, but it's true. The Xbox version of Direct3D is heavily customised around the Xbox GPU, and is actually closer in functionality to OpenGL.. The HLE aspect is just stuck with DirectX for legacy reasons. Anyway, to answer the initial question: Personally, I'd love to see a Linux build, but a LOT of things need to happen first.
  1. LLE NV2A Implementation needs to become stable and fast enough for regular use (or the whole HLE Direct3D implementation needs rebuilding around OpenGL)
  2. The core emulation of the Xbox kernel functionality needs rewriting, so that instead of forwarding to Windows specific functions, we implement everything in a cross platform way.
  3. Audio: Currently the Sound is implemented by forwarding Xbox DirectSound APIs to Windows. To be cross platform, this needs replacing with either an open API, or LLE emulation of the MCPX APU needs to be implemented, rather than HLE.
  4. Input:Currently Input relies on either DirectInput or XInput depending on config. There are plans to make use of SDL input for this instead.
  5. (For non x86 platforms) we would need to implement emulation of the processor. Currently, we run Xbox code directly, so X86 is a hard requirement.
It's a huge list, but most of these are on the roadmap anyway: It's just a matter of how long they'll take to sort out. Once all of these issues are resolved, there's no other reason we can't be cross platform. Click to expand...
https://old.reddit.com/r/emulation/comments/8q7qrd/cxbxreloaded_showcase/ It's amazing where the emulator is at now. Sort by Oldest first Oldest first Newest first Most reactions #2 · Jun 15, 2018 In July i will be able to play doa 2 ultimate on my pc ? YES! This is awesome! Thanks for the heads up Snicko! Insert Quotes Post Reply
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