Fixed spelling errors
parent
e38a10c1dd
commit
b37c38f8d8
|
@ -5,51 +5,51 @@
|
|||
We believe Cxbx-Reloaded has a right to exist as a Hybrid emulator, covering the middle-ground
|
||||
between the LLE based emulators and the completely HLE based old Cxbx, which offered one remarkable
|
||||
feature : faster-than-original emulation speed. We intent to keep that speed (mainly contributed
|
||||
by the fact we run code on the native CPU) and improve compatability by using Hybrid emulation of
|
||||
various XBox hardware components.
|
||||
by the fact we run code on the native CPU) and improve compatibility by using Hybrid emulation of
|
||||
various Xbox hardware components.
|
||||
|
||||
# Glossary of terms used in this project:
|
||||
|
||||
## LLE
|
||||
Low Level Emulation, a technique in which an emulated piece of software is executed by way of
|
||||
emulating the original hardware. This is done by a piece of code that replicates as close as possible
|
||||
the behaviour and state of the emulated hardware.
|
||||
the behavior and state of the emulated hardware.
|
||||
|
||||
## HLE
|
||||
High Level Emulation, a technique in which an emulated piece of software is executed without
|
||||
emulating the original hardware. This can done when the emulated system and the host use comparable
|
||||
hardware. In the case of Cxbx, the CPU code is executed as-is most of the time, and hardware acceses
|
||||
hardware. In the case of Cxbx, the CPU code is executed as-is most of the time, and hardware accesses
|
||||
to the video, audio and input/output devices is bypassed using Patches over the original Functions.
|
||||
|
||||
## Hybrid emulation
|
||||
A mix of HLE and LLE, in which some parts are HLE'ed, while other parts are LLE'ed.
|
||||
In the case of Cxbx, we're underway to emulate the graphics and sound hardware using a form of LLE.
|
||||
It won't be complete LLE, as we're planning to interpret hardware accesses and replate their
|
||||
behaviour using native hardware using OpenGL for graphics (and possibly something like OpenAL for
|
||||
It won't be complete LLE, as we're planning to interpret hardware accesses and replace their
|
||||
behavior using native hardware using OpenGL for graphics (and possibly something like OpenAL for
|
||||
audio and OpenIO for input/output).
|
||||
|
||||
## XBox emulation
|
||||
Emulation of the Microsoft XBox console platform. In contrast with many other platforms,
|
||||
there are not many succesfull XBox emulators. The first one was made by Microsoft themselves,
|
||||
for the XBox 360. Others are xqemu and the XBox/Chihiro driver in MAME, which are both quite
|
||||
## Xbox emulation
|
||||
Emulation of the Microsoft Xbox console platform. In contrast with many other platforms,
|
||||
there are not many successful Xbox emulators. The first one was made by Microsoft themselves,
|
||||
for the Xbox 360. Others are xqemu and the Xbox/Chihiro driver in MAME, which are both quite
|
||||
complete, since they both use LLE, but as a result both are also quite slow.
|
||||
|
||||
## XBox hardware
|
||||
The main XBox hardware components are: a 733MHz Pentium 3 CPU, a NV2A GPU, and an MCPX APU.
|
||||
## Xbox hardware
|
||||
The main Xbox hardware components are: a 733MHz Pentium 3 CPU, a NV2A GPU, and an MCPX APU.
|
||||
|
||||
## XBox Kernel (BIOS)
|
||||
Normally present in the BIOS of the XBox, the kernel offers more than 360 basic system functions.
|
||||
## Xbox Kernel (BIOS)
|
||||
Normally present in the BIOS of the Xbox, the kernel offers more than 360 basic system functions.
|
||||
These functions deal with memory reservation, manage kernel objects (like hardware timers,
|
||||
mutexes, semaphores, storage devices, symbolic links, files, etc.) and accesses to hardware
|
||||
(like PCI, EEPROM, etc.). Cxbx contains it's own implementation of the Kernel, as we need our
|
||||
emulator to create it's own 'sandbox' enviroment, so it's native code execution doesn't escape
|
||||
emulator to create it's own 'sandbox' environment, so it's native code execution doesn't escape
|
||||
the sandbox and overloads, or otherwise wreaks havoc on the native system.
|
||||
|
||||
## XBox Development Kit (XDK)
|
||||
A package full of resouces (documentation, tools, source code, etc.) as once distributed by Microsoft to XBox developers.
|
||||
## Xbox Development Kit (XDK)
|
||||
A package full of resources (documentation, tools, source code, etc.) as once distributed by Microsoft to Xbox developers.
|
||||
|
||||
## XBox Executable (XBE)
|
||||
A binary file containing all code for a piece of software that can be run on the XBox.
|
||||
## Xbox Executable (XBE)
|
||||
A binary file containing all code for a piece of software that can be run on the Xbox.
|
||||
An XBE file is generated using a compiler toolchain of either a XDK or an Open Source alternative (like OpenXDK).
|
||||
|
||||
## Library
|
||||
|
@ -58,7 +58,7 @@
|
|||
Later XDK's used only one Version for all it's contained Libraries.
|
||||
|
||||
## Version
|
||||
A four-digit number, indicating the release number of a Library (thus, also of all Symbols orginating from it)
|
||||
A four-digit number, indicating the release number of a Library (thus, also of all Symbols originating from it)
|
||||
|
||||
## Location
|
||||
A unique memory address with contents of an XBE loaded into memory, ready for execution or read/write access
|
||||
|
@ -67,10 +67,10 @@
|
|||
A unique label, indicating either a Global or a Function.
|
||||
|
||||
## Global
|
||||
A piece of data, uniquely indentified by a Symbol (thus, Globals are a subset of all Symbols)
|
||||
A piece of data, uniquely identified by a Symbol (thus, Globals are a subset of all Symbols)
|
||||
|
||||
## Function
|
||||
A piece of code, uniquely indentified by a Symbol (thus, Functions are a subset of all Symbols)
|
||||
A piece of code, uniquely identified by a Symbol (thus, Functions are a subset of all Symbols)
|
||||
|
||||
## XRef
|
||||
A cross-referenced Symbol Location from within a Function
|
||||
|
@ -86,11 +86,11 @@
|
|||
This original Function is found using an OOVPA, resulting in the Location of both Functions
|
||||
and in some cases also XRef-erenced Symbols (thus: either Functions or Globals).
|
||||
Patch are written over the found Function Locations, so a wrongly detected Location
|
||||
will result in incorrecly placed Patches, resulting in incorrect emulation behaviour and
|
||||
will result in incorrectly placed Patches, resulting in incorrect emulation behavior and
|
||||
potential crashes. Also, the implementation of a Patch greatly influences the level of
|
||||
accurateness of emulation. Some Patches don't do anything, whilst others try to mimic the
|
||||
behaviour of the original Function as closely as possible. The end result is sometimes
|
||||
very noticable (beeps & pops, graphics artifacts, etc) and sometimes you can't tell
|
||||
behavior of the original Function as closely as possible. The end result is sometimes
|
||||
very noticeable (beeps & pops, graphics artifacts, etc) and sometimes you can't tell
|
||||
the difference.
|
||||
|
||||
## AliasOovpa
|
||||
|
|
Loading…
Reference in New Issue