This allows XLaunchNewImage to be completely unpatched
This has been tested and working with various titles:
update.xbe no longer crashes, but instead correctly relaunches the
games main xbe
Dashupdate.xbe now correctly reboots to dashboard
Fixed drag-and-drop
F5 now loads the most recently used Xbe if none is loaded yet
Extracted OpenMRU() into a separate function
Simplified OpenXbe()
Compare m_Xbe to nullptr instead of 0
Less usage of m_hwndChild
* Some progress regarding issue #674
* More progress regarding issue #674
* More progress regarding issue #674
* Renamed ExportGameLogoBitmap and applied proposed fixes (thx PatrickvL)
* More and more progress regarding issue #674 (need review)
* Applied proposed fixes to Xbe.cpp and Xbe.h
* Many fixes regarding issue #674 (need review)
* Working ReadS3TCFormatIntoBitmap!
* Game logo is now rendered correctly! (need review and cleanup)
* fix and cleanup (issue #674)
Network connection does not work yet but it satisfies titles enough to stop them crashing.
Tetris Worlds gets to (very broken) gameplay with this
All titles that use Xbox Live, or even System Link are likely to see some improvements.
* Turned g_bEmuException into a thread_local variable (this fixes issue #135)
* Added DirectSoundUseFullHRTF to XTL namespace
This is a requirement for functions to be patched!
(Spotted this by chance while looking at the exports of our Cxbx.exe
using CFF Explorer VIII)
* README updates
* Fixed opaque textures by updating D3DTSS_COLOROP default to D3DTOP_SELECTARG1 (instead of D3DTOP_DISABLE)
* EmuGenerateFS : Still initialize when TLS data copy isn't needed
* Introduced InitXboxThread for consistent Xbox thread initialization
* Rename EmuInitFS into PatchFSOpcodes
* Threading fixes
Keep EmuUpdateTickCount on Xbox core, EmuThreadDpcHandler requires Xbox
thread setup too, removed commented PCSTProxy thread creation.
* Renamed PatchFSOpcodes back to EmuInitFS by Luke's request
* Make EmuUpdateTickCount avoid Xbox1 core for lowest possible latency
Also explained why EmuThreadDpcHandler runs on the Xbox core
* Restore D3DTSS_COLOROP from D3DTOP_SELECTARG1 back to D3DTOP_MODULATE