

With this fixed, the entire game can be played properly. Then last month we had it fixed, should be playable now… but nope, a regression made night vision break the entire rendering (black screen of “try again later, bye bye progress”). 2 months ago we had 1 major gamebreaking issue: not being able to create a character profile to save your progress. Night vision regression fixed! The game is now fully playable. PR'ing it because maybe it'll get some other game in-game. It does not make the game usable (still not rendering anything), but looking at the data the newly patched function receives I can tell it's correct. Indiana Jones and Buffy menus).Īdd a new LTCG variation of D3DDevice_SetStreamSource įound in Juiced. In theory, this is enough to make sure titles using xbox live have the ability to go into the xbox live dashboard and back properly.Ĭheck to make sure device is null before creating it, avoids losing device due to unneeded recreation (eg.

Kernel: implement title mount path įinally, it is here! Ability to remember first load title (from CdRom0/Mbfs devices). With this fix, DoA 1 Ultimate's profile creation no longer crashes.

After adding a test for the xbox kernel test suite, we have fixed any possible result for success and failure in the process of fixing Cxbx-Reloaded's RtlUnicodeStringToAnsiString bug. When one attempt was made to create a profile from DoA 1 Ultimate's online section, it caused a fatal crash due to incorrect unicode to string size which led to buffer overflow exception.
#LATEST BUILD OF CXBX RELOADED PATCH#
Obs: this also removes the patch menu completely and also the SaveXbe(As) options as well.įix RtlUnicodeStringToAnsiString bug In addition, the patch is only done to the xbe loaded in memory, and won't have any effect if the patched xbe is not saved back to disk before launching the emulation. All it does is toggling the bLimit64MBflag in the xbe, and VMManager only checks for that if the xbe type is debug, and ignores it if it's retail or chihiro. This, because it's misleading, as it suggests that, when you turn it on, cxbxr will use 128 MiB of ram, which is not true. This removes the Allow >64MB option in the patch menu. Removed patch menu and SaveXbe(As) options from GUI With F1 hotkey toggle to show our ImGui overlay, all inputs into the title are ignored. ○ Also will be remembered to keep ImGui focus as well
#LATEST BUILD OF CXBX RELOADED WINDOWS#
F1 permanent hotkey to toggle overlay view, any opened windows will remain open.Ability to remember windows last position in memory and file (currently disabled) on start and restart of emulation.○ Audio Buffer Cache (was from console prints) ○ Vertex Buffer (was from console prints) Known games that improved:īasic ImGui introduction support into Cxbx-Reloaded as emulation overlay GUI. Dead or Alive series) and some cel shaded ones as well. This change improved shadows in many games (eg. Some old options (heritage from the old CxBx original project behavior) were removed, visual issues were fixed in many games and some game breaking issues were fixed bringing us another 3 playable games. Many people probably saw ImGui being used as the main GUI in emulation projects, and this month it’s part of our own graphical interface bringing some interesting new features, including some nice debug information in real time.
