121 lines
6.9 KiB
Markdown
121 lines
6.9 KiB
Markdown
# Cxbx-Reloaded - Original Xbox Emulator
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[](https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/blob/master/COPYING)
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[](https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/actions?query=event%3Apush+workflow%3A%22GitHub+CI%22)
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[](https://discord.gg/26Xjx23)
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Cxbx-Reloaded is an emulator for running Microsoft Xbox (and eventually, Chihiro) games on Microsoft Windows and Wine.
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## System Requirements
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### Minimum
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* OS: Windows 7+ x64, or x86-64 Linux with Wine. 32-bit is not supported.
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* MacOS with Wine is known not to work, and BSD-based systems are untested.
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* Also note that Wine is relatively unstable, and it might break compatibility with Cxbx-Reloaded at any time without warning.
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* GPU: Direct3D 9.0c with Pixel Shader Model 2.x, and Vertex Shader Model 3.0.
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## Prerequisites
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### Windows
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* [32-bit (x86) Visual C++ 2022 Redistributable](https://aka.ms/vs/17/release/vc_redist.x86.exe)
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* [Npcap *(used for network emulation)*](https://nmap.org/npcap/#download)
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* Make sure to enable winpcap compatibility mode.
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* [WinUSB compliant driver](https://github.com/libusb/libusb/wiki/Windows#Driver_Installation)
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* *Optional, only needed for USB pass-through of original Xbox and Steel Battalion controllers.*
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### Wine
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**Please use the latest stable release version of Wine. If it does not work for you, then roll back to Wine 7.0 which is the last known working version.**<br/>
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**There also exists this known [issue](https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/issues/2314) which currently prevents savings in some games with the most recent Wine 6.8 and later versions.**
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* Winetricks
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* `vcrun2019`
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* Requires the latest winetricks script.
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* `d3dcompiler_47`
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* This may be subject to change.
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* Winpcap is built-in, no installation is required.
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## Automated Builds
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Cxbx-Reloaded doesn't currently have stable builds, but you can obtain pre-release builds from our official website's download page, or the links below:
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* **[Release Builds](https://cxbx-reloaded.co.uk/download)**
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* *[Full build history](https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/actions?query=workflow%3A%22GitHub+CI%22)*
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## Compatibility
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Cxbx-Reloaded has a [compatibility list](https://cxbx-reloaded.co.uk/compatibility).
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If you would like to submit compatibility reports, please request permission in our Discord server.
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## Bug Reports
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Game or software specific issues can be reported in the [compatibility website](https://cxbx-reloaded.co.uk/compatibility).
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For emulation issues that are not specific to any single piece of software, a bug report can be submitted at [the Cxbx-Reloaded issue tracker](https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/issues).
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<!--Make sure to follow the issue template and that it contains:
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* The build tested with, error message displayed (if any)
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* **You can copy and paste any popup messages. However, please keep it clean by pasting and trimming down to only the message itself.**
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* Screenshots
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* Optional unless there are graphic bugs for reference.
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**Failure to follow the template will auto close your ticket.**-->
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## Additional information
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Cxbx-Reloaded has a [wiki](https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/wiki) containing various subjects and background information.
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Chat on [Discord](https://discord.gg/26Xjx23).
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## Contributing
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We welcome contributions, large and small.
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If you want to do some coding, be sure to read the [Developer notes](https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/wiki/Developer-notes).
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**IMPORTANT: Pull-Requests containing code derived from XQEMU will _not_ be approved until an agreement is reached to make work mutually beneficial. This includes updates to existing XQEMU derived code. We should not/will not become a hostile fork.**
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Please contact us before you start working on something, so we can make sure your work is going to be accepted once finished.
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### Main Prerequisites
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1. [Git for Windows](https://git-scm.com)
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2. [CMake](https://cmake.org)
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* Some IDEs already have CMake support, this is optional.
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### Fetching the code
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1. Run the following command in the command line:
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<br>`git clone --recurse-submodules https://github.com/Cxbx-Reloaded/Cxbx-Reloaded.git`
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* Please note the `--recurse-submodules` parameter. This is required to fetch submodules.
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* If Cxbx-Reloaded was checked out without submodules, they can be updated/fetched with the following command:
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`git submodule update --init --recursive`
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### Compiling
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#### Windows
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Don't open `CMakeLists.txt` from Visual Studio, as it won't generate files in the `build` directory.
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##### Prerequisites
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1. [Visual Studio](https://visualstudio.microsoft.com/downloads/) 2022
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* C++ and C# desktop development
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* Windows Universal CRT SDK
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* Windows 11 SDK (10.0.22621.0) or later
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* C++ CMake tools for Windows
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* *Optional if CMake is installed*
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* [Microsoft Child Process Debugging Power Tool](https://marketplace.visualstudio.com/items?itemName=vsdbgplat.MicrosoftChildProcessDebuggingPowerTool)
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##### Generate Visual Studio files
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1. If you don't have CMake installed, open `___ Native Tools Command Prompt for VS 20##`.
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2. `cd` to the Cxbx-Reloaded directory.
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3. Run the following command: `cmake -B build -G "Visual Studio 17 2022" -A Win32` \
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**NOTES**:
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* VS2022 17.0 or later is required.
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* To build the Cxbx-Reloaded Debugger tool, add the variable `-DBUILD_CXBXR_DEBUGGER=ON` to the above command.
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* _This debugger tool is deprecated and will be eventually removed, please use the Visual Studio debugger instead._
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4. Open `Cxbx-Reloaded.sln` from the `build` directory.
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5. Select the Release configuration, then click Build.
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* Debug builds are **significantly slower, and only for developers**.
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#### Linux / macOS
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Currently not supported.
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## Support
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You can support [Luke Usher](https://github.com/LukeUsher), initiator of Cxbx-Reloaded, on [Patreon](https://www.patreon.com/LukeUsher).
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## Special Thanks
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* All contributors to the original Cxbx and [Dxbx](https://github.com/PatrickvL/Dxbx) projects. Without them Cxbx-Reloaded would not exist at all.
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* [XQEMU](https://github.com/xqemu/xqemu) - While the majority of Cxbx-R is our own work (Kernel, HLE, etc), the NV2A LLE and NVNet implementation are primarily the work of the XQEMU developers.
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* [XboxDev](https://github.com/xboxdev) - Providing Xbox hardware research & useful tooling.
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* [XbSymbolDatabase](https://github.com/Cxbx-Reloaded/XbSymbolDatabase) - Providing support to detect symbols across XDK builds from reverse engineered retail titles.
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* [Xbox Kernel Test Suite](https://github.com/Cxbx-Reloaded/xbox_kernel_test_suite) - Making accurate tests on hardware to compare against cxbxr's kernel implementation.
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