

Even with the all the results below, there’s a lot of games I couldn’t finish, so you can expect even more playable stuff for the next month (as I’m writing this report, I have yet another game running on CxBx-Reloaded on the background, almost finished.). Below is a pic of the dashboard recognizing the MUs:Īs I’ve already mentioned, I got many hours into testing specific games to be sure we had most results that represent the amount of games that improved… but this month was just too much.

#CXBX RELOADED OTOGI CODE#
Regarding the internal code changes, this implements XMountMUA, XMountMURootA, XUnmountMU, XReadMUMetaData and extends the kernel functions NtQueryVolumeInformationFile, NtDeviceIoControlFile and NtFsControlFile to support MUs, in addition to the HDD.

For this cxbxr will now create a new folder called EmuMu in the same location where EmuDisk is created, and inside EmuMu there will be 8 folders, one for each MU. This adds support for a new input device, the memory unit (MU), which becomes available in the input gui when selecting the duke or S controller. (This can probably be raised again once Cxbx-Reloaded switches to D3D11)Īdded support for memory unit devices I'm not sure if certain GPUs will have a lower max than that. Raise max resolution scale to 12x ĭ3D9 has a max texture size of ~8192(?) so this can go a little higher than 8x. Chihiro support is still under major work in progress and being worked on a separate branch. With addition to the changes, a check was added if system/xbe are detected to run as Chihiro type will force failure. Then any rebases on wip Chihiro will be easier for management to continue the work. Hopefully this will be the last pull request to move chihiro relative changes. somehow the release build won't work, seems stuck in the D3DResouce_IsBusy() check. Note: the cache partition must be cleared prior to emulation, or the title would get stuck in D3DResouce_IsBusy() check. Using correct 3D mipmap dimension sizes in all 3 dimensions, and calculate correct source size. Unfortunately, it still crashes later before showing anything when it tries to execute a dpc set by KeSetTimer.įixing 3D mip-map conversion with volume texture Halo 2 tries to load a dsp image with XAudioDownloadEffectsImage from an xbe section called "DSPImage", and it was crashing when it attempted to read the nullptr that we were returning from the function. Fixes Otogi 1, first step of Otogi 2 and PRG2.Īdd support to load dsp images from xbe sections Implements ImageDesc in the DownloadEffectsImage call. Left over commits for fixing vector iterator in DSStream packet The latest and hottest rendering improvement is finally in! This introduces completely rewritten pixel shader emulation, through HLSL.The long story short here is: tons of visual issues fixed and many games became playable… but this isn’t all! This is also another step towards our next big thing. Try to sleep as much as we can get away with without overshooting, and then spin wait. We can use it to reduce the amount of spin waiting which burns CPU. Increases performance a little (at least on certain titles like Buffy: The Vampire Slayer). Constants are synced every draw, but titles may only use a few constants.
#CXBX RELOADED OTOGI UPDATE#

