blueshogun's Todo list: Emulation: - Continue sorting things out between XDKs 4432 and 4627 for 4531. Some things from 4627 should be moved to 4531 anyway. - Check for similarities in XGRAPHIC library for 4361, 4432 and 4627. - Continue adding support for the Xbox ADPCM codec. Numerous open source projects support it, so I guess it shouldn't be too hard. - Finish adding basic XACT support. - Ensure the Cxbx has some basic support for every XDK. We're close, but 5028, 5120, 5455 and 5788 need further investigation. - The Xbox's version of the .xsb format needs to be reversed for XACT. - Cache xbe section addresses and names for XLoad/FreeSection[ByHandle] - Basic network capabilities? - Some vertex shaders have their constant register usage modified by Cxbx (to balance out the fact that Xbox vertex shaders can use constant values -96 to 96. Adding 96 in SetVertexShaderConstant fixes some samples and Petit Copter, but breaks Turok. - Indexed geometry rendered with D3DPT_QUADLIST is badly broken (Panzer and Robotech: Battlecry). More: - For completion's sake, we're going to have to use Direct3D 9 or OpenGL (OpenGL is better for emulating Xbox, trust me) to emulate all of the missing functionality of Direct3D 8. OpenGL is also closer to NVIDIA's hardware. - An option to disable sound processing. Quantum Redshift may need this... Game Specific: - Azurik: Rize of Perathia (possibly the hardest Xbox game to emulate) has some unusual situations going on (heap corruption, empty shaders, etc.). We need better solutions for such scenarios. - DOA3 is getting close... - Fusion Frenzy: There are some bugs in the D3DFMT_P8 -> D3DFMT_A8R8G8B8 conversion code. - Keep working on Run Like Hell, you might be surprised! - Find out what's causing the stack corruption with Petit Copter.