Luke Usher
3c23011f03
Merge branch 'xboxkrnl-improvements' into LLE
2016-10-23 20:08:00 +01:00
Luke Usher
72c8acbaf9
Add implementations for KeWaitForMultipleObjects & KeWaitforSingleObject
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Add additional nullptr checks within Critical Section emulation
2016-10-23 20:07:27 +01:00
Luke Usher
7d6e206891
Fix compilation issue. EmuNV2A_PTIMER_Read32 got duplicated in previous merge
2016-10-21 22:55:28 +01:00
PatrickvL
bd7e18330d
Merge remote-tracking branch 'refs/remotes/origin/LLE_contrib'
2016-10-21 23:41:16 +02:00
PatrickvL
23de0a544a
tmp
2016-10-21 23:20:56 +02:00
Luke Usher
6b48356773
Merge pull request #12 from PatrickvL/LLE_contrib
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Lle contrib
2016-10-21 20:57:42 +01:00
PatrickvL
eaf487f7a6
Added read32 handlers for all nv2a subcomponents
2016-10-21 17:57:57 +02:00
PatrickvL
a98981399b
Show value too for unhandled Emu*_Write32 calls.
2016-10-21 16:51:32 +02:00
Luke Usher
8258a4bfcb
EmuX86: MOV now works with most operand types
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EmuX86: TEST has been implemented for REGISTER, IMMEDIATE addressing mode
Most tiles now hang polling NV2A memory space, looks like it's time to start implementing that
2016-10-08 22:39:46 +01:00
Luke Usher
c9b02799b7
Merge tag 'v0.0.1-POC' into LLE
2016-10-08 21:18:42 +01:00
Luke Usher
3d23b9aef0
Rebrand to Cxbx-Reloaded and prepare for initial Proof of Concept release
2016-10-07 17:20:30 +01:00
Luke Usher
5fb846368b
Support EDI & ESI registers in EmuX86_MOV
2016-10-07 15:20:46 +01:00
Luke Usher
da6db2258c
D3D8 checks no longer needed in HLEIntercept
2016-10-07 15:19:49 +01:00
Luke Usher
514cce2f6e
Began implementing X86 interpreter fallback for instructions Direct Code execution fails on
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Began setting up LLE structure for NV2A
2016-10-07 10:55:44 +01:00
Luke Usher
0b07ff8600
Disable D3D8 and XGRAPHC HLE
2016-10-07 10:51:43 +01:00
Luke Usher
992da947be
Setting up the structure for LLE
2016-10-06 22:15:19 +01:00
Luke Usher
ce5e94f63a
Minor fixes to EmuX86_DecodeException
2016-10-06 10:43:19 +01:00
Luke Usher
42207a64e2
Don't attempt to decode instructions that are at a lower address than the XBE base address
2016-10-06 09:53:59 +01:00
Luke Usher
ac7c4a3c8c
Add binaries for Zydis, that way there is no need to use CMake to build Cxbx
2016-10-06 08:53:54 +01:00
Luke Usher
0f7ddacfd4
Hmm, this is preperation for something... I wonder what it might be ;)
2016-10-06 08:51:00 +01:00
Luke Usher
27e86ff74a
Add a couple of D3D8 symbols for 3925
2016-10-06 08:38:47 +01:00
Luke Usher
33bccd66de
Remove hack that skips privilages instructions
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These need to be properly emulated eventually, so it's better for them to notify us with a crash than to go unnoticed
2016-10-03 18:31:45 +01:00
Luke Usher
b7d73ccda3
Fix a typo preventing compilation
2016-10-02 20:23:22 +01:00
Luke Usher
8c7a5dd9dc
Removed a hack added to D3D8 HLE Database
2016-10-02 19:45:11 +01:00
Luke Usher
a550f89a8b
Prevent interpreting 0xFFFFFFFE and 0xFFFFFFFF as EmuHandle.
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0xFFFFFFFF = HANDLE_INVALID_VALUE
0xFFFFFFFE = Special HANDLE representing the current thread
2016-10-02 10:09:21 +01:00
Luke Usher
480152ce11
Update README.md
2016-09-30 08:33:33 +01:00
Luke Usher
a160db2c72
XApiVerifyMediaInDrive now passes validation without patches
2016-09-30 06:45:47 +01:00
Luke Usher
cedc176eb6
We don't need to intercept XApiBootDash
2016-09-30 06:45:11 +01:00
Luke Usher
08efaf9e53
Implement Partition0 support
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Adding some kernel functions in preparing to remove more XAPI patches
2016-09-29 12:24:23 +01:00
Luke Usher
45482840ba
Fix a bug in IsEmuHandle
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Crash Bandicoot boots again, many more titles should get further than they did before
2016-09-29 06:56:56 +01:00
Luke Usher
8223e5154c
Show a warning when a title reboots to dashboard
2016-09-29 06:56:11 +01:00
Luke Usher
bc868a4b48
Save LaunchData to the directory of the title to launch, this ensures it will be picked up by the launched title
2016-09-28 20:58:52 +01:00
Luke Usher
0704b81fda
XLaunchNewImage can now be used to reboot to dashboard (if present)
2016-09-28 20:54:48 +01:00
Luke Usher
d142b3ae0e
Dashboard works again
2016-09-28 20:47:09 +01:00
Luke Usher
1d89b04573
Implement proper support for titles using multiple XBEs
2016-09-28 19:22:17 +01:00
Luke Usher
6d30ab5778
XBE Loader removed the need to intercept XAPI Section functions, they just work now
2016-09-28 18:20:19 +01:00
Luke Usher
9b741690b0
Fix a couple of minor issues with Xbe Loading
2016-09-28 18:19:05 +01:00
Luke Usher
a042125b38
XbeLoader: Fixed a few issues, Turok runs again
2016-09-28 16:32:37 +01:00
Luke Usher
0c14e89161
Direct Xbe Loading is present within the Kernel (Prevented CreateThread from failing after XBE Loading thanks to PatrickvL & Dxbx)
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Launching from the UI is not working yet
There are still some bugs to iron out (Turok boots into the Dirty Disc message)
2016-09-28 13:43:21 +01:00
Luke Usher
c1cb6d6248
Xbe Loader stuff
2016-09-27 22:31:10 +01:00
Luke Usher
72d9fecd12
Begin implementing Xbe Loader
2016-09-27 22:30:59 +01:00
Luke Usher
517d411452
Merge branch 'master' of https://github.com/LukeUsher/Cxbx-Reloaded
2016-09-27 15:23:33 +01:00
Luke Usher
031dd92f24
Removed XbeLoader.exe
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This was part of an experiment and should not have been included.
2016-09-27 15:23:19 +01:00
Luke Usher
3e6bea96e5
Update README.md
2016-09-26 22:18:37 +01:00
Luke Usher
aa2167ccb9
Oops
2016-09-26 22:02:10 +01:00
Luke Usher
cd9caa4574
Implemented dummy NtProtectVirtualMemory
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Allows MechAssault to progess further. Still crashes before showing anything
2016-09-26 22:01:56 +01:00
Luke Usher
74a2b3ef0e
Silent Hill 4 now boots
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Crashes after Konami splash
2016-09-26 21:36:05 +01:00
Luke Usher
f44475c96c
Add X_D3DFMT_LIN_A8 conversion.
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ToeJam & Earl 3 no longer crashes Cxbx, but hangs on a black screen callng EmuDirectSoundDoWork & KeDelayExecutionThread in what seems to be an infinite loop
2016-09-26 21:00:11 +01:00
Luke Usher
a45e8c6439
Throw warnings instead of ceasing execution when creating vertex buffers fail.
2016-09-26 20:31:32 +01:00
Luke Usher
04548ad4b6
Remove a ton of game-specific hacks.
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I'd like to get away from requiring hacks.
If they are ever needed again, they can be restored from version control anyway.
2016-09-26 20:04:18 +01:00