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#101 利群 2021-4-21 14:58
等完美了

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#102 利群 2021-4-21 17:28
posted by wap, platform: Samsung
忍龙黑,飞龙,jsrf这三个游戏什么时候能完美啊

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#103 wanghuayong 2021-4-22 09:53
忍龙黑打到岩浆那关花屏,前面一路都还不错。

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#104 LHQJJJGX007 2021-6-2 00:09
啥时候能支持自定义键盘操作就真的接近完美了

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#105 cpspig 2021-6-2 08:32
doa3的cg真心美~



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#106 lencil 2021-6-2 10:36
原帖由 HDE 于 2020-12-22 16:38 发表
posted by wap, platform: Chrome
至今也没人说明白为啥与pc架构最接近的初代xb,反而模拟器进度是最缓慢的,ps3都已经有模有样了,怕是ps4的出来了,这个也好不到哪去。

主要原因还是因为微软,当年几个很有前途的模拟器开发者被微软高薪挖过去了。

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#107 tzenix 2021-6-2 12:01
我当年保存的一篇解释为什么xb初代很难模拟的文章:

http://forums.ngemu.com/showthread.php?t=132032


Originally Posted by blueshogun96
"Xbox is just like a PC, it's easy to emulate!"

Yes, we've all heard this silly and pointless argument a million times and it usually ends in the same, and rather ignorant conclusion (or should I say assumption) that just because the Xbox is PC similar, it's hardware should be relatively easy to emulate. That's a very wrong frame of mind. How hard can it be? Very. Xbox's hardware is very complex and still poorly documented to this day. This requires some explanation.

1. Is a PC easy to emulate? Well, I wouldn't say so myself. Take a look at the source code from bochs. A lot of source code/work isn't it?

2. Emulating an x86 CPU is a lot harder than it sounds. I don't know where this mindless assumption comes from. Yes, there's loads of documentation on how the x86 processor works, but that doesn't exactly make it easy. First of all, the x86 instruction set is M-A-S-S-I-V-E! There can be at least 20 different versions of one instruction (i.e. There are many different versions of the MOV instruction, as well as INC, DEC, ADD, SUB, SHR, SHL, AND, OR, XOR etc.) and it takes time to implement them all. Of course, that's not exactly difficult. The real problem is that any modern x86 processor including the Pentium III can execute multiple instructions at once. So it's not like emulating a Z80 doing one instruction at a time. The actual algorithm and how x86 does this is undocumented and still unknown. In short, the Xbox's CPU can be emulated, but not accurately.

3. Emulating any hardware by NVIDIA is not a walk in the park! The Xbox's GPU, the NV2A is often assumed just a GeForce 3. It's not! It's similar but not identical. It has some GeForce 4 capabilities too, so it's more of a cross between an NV20 and NV25. This is by no means easy to emulate either. NVIDIA's GPUs have very large register sets and afaik not even half of them have been discovered, and a large portion of known registers have unknown purposes. There is little to no documentation on how NVIDIA GPUs work. The best thing to do is to look at similar GPUs such as RIVA, TNT, and older GeForce cards. Some registers are similar, but not identical. The best place to look for information is in open source drivers available on the net. Adding to the dificulty is that no one has ever discovered how pixel shaders work on NV2x cards, vertex shaders yes though. The Xbox GPU also has exclusive registers that are not found in other GeForce cards. Information on the NV2A's GPU registers are just now beginning to be discovered a few months ago. And yet, there's still a long way to go. The GeForce 3 series is the most mysterious of all NVIDIA GPUs (G7x and G8x aside) and the NV2A is alot worse. "But can't you just directly execute the NV2A instructions on another NVIDIA card?". No, I get alot of questions concerning this, and it is impossible. It's MMIO addresses are different and the exclusive registers must be emulated. Plus, in windows, we don't have ring 0 access anyway, so you all can scratch that idea now. Then comes the NForce 2 chipset. This is where it get easier. The NVIDIA MCPX is the control center for things such as audio, USB for input, Network adapters, PCI, AGP, etc. These things are not really that difficult to emulate IMO except for the audio.

4. The Audio system is rather complex. Xbox's audio consists of at least 4 DSPs, and audio codec (AC '97) and an NVIDIA SoundStorm APU. The DSPs shouldn't be a problem (just figuring out what they all are is) nor should the AC '97 but the NVIDIA SoundStorm APU is the really difficult part. So far I haven't found any information on this thing, but right now, it's relevance is low.

5. The Xbox BIOS isn't fully understood. The basic execution process of the BIOS is understood, but details on the process are at a loss. What we do know gives us hints, but before the BIOS can be emulated, we'll need a better understanding of the Xbox hardware layout because the BIOS does some unknown hardware initialization at boot time and writes to the hardware directly without using any XDK stuff. It will take some time, and effort, but I'll eventually get it working.

6. Video Encoder "Hell". Instead of using a RAMDAC for video output, the Xbox uses a Video Encoder. What makes this suck a pain? Microsoft sought the need to change the video encoder every other Xbox version (there are seven in all, 1.0 - 1.6). Why, I dunno, it's a Microsoft thing, they always tend to try to "fix" things that aren't broken >.> AFAIK, there are at least 3 different Video Encoders used: Conexant CX25871, Focus FS454, and Xcalibur. For more information in Xbox video encoders, click here. Emulating all three video encoders is only less than half the battle, the real problem is that BIOSes can be specifically tied to a specific encoder depending on it's version (don't quote me on this though). Like PS2, every Xbox model revision has a updated BIOS and has different expectations. This is a potential problem, but not exactly major.

Basically, I'm trying to get this "Xbox should be easy to emulate because it's just like a PC" crap out of your heads. I'm sure that most of you will disagree with me on this, but for these reasons and more, on a low level, Xbox is harder to emulate than PS2.

^ The exception to that above is that the NV2A is much better documented now, but not fully. There's an open source library for the OpenXDK called pbKit. It interfaces directly with the hardware to fully expose it's potential. This is what Microsoft should have done all along (or at least wrote a low-level OpenGL implementation).

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#108 ydy135 2021-6-4 08:07
严密关注楼主的更新

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#109 jahaman 2021-6-4 09:45
枪女可以DASH了,踢我一脚!:绿脸贱笑:

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#110 ko81e24wy-1 骚(1) 2021-6-12 20:58
原帖由 jahaman 于 2021-6-4 09:45 发表
枪女可以DASH了,踢我一脚!:绿脸贱笑:

CXBX-R可以DASH了,6月11号的版本

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#111 LHQJJJGX007 2021-6-14 14:45
楼主,能不能和作者反馈一下哎,增加键盘自定义功能啊,等了几年了``````````

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#112 ko81e24wy-1 2021-6-15 12:19
原帖由 LHQJJJGX007 于 2021-6-14 14:45 发表
楼主,能不能和作者反馈一下哎,增加键盘自定义功能啊,等了几年了``````````

有人提报过这个功能需求,作者近期并不会添加这个功能,想要改键盘的话只能自编译改键了,我网盘里有一个是改过的

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#113 LHQJJJGX007 2021-6-15 21:47
楼主,你网盘里太多版本,眼睛看花了,也不知道哪个版本屎自编译改键的,晕~~~~~~~~

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#114 ko81e24wy-1 2021-6-15 22:58
原帖由 LHQJJJGX007 于 2021-6-15 21:47 发表
楼主,你网盘里太多版本,眼睛看花了,也不知道哪个版本屎自编译改键的,晕~~~~~~~~

dist0.51-8

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#115 LHQJJJGX007 2021-6-16 19:55
谢谢楼主:绿脸贱笑:

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#116 sonicteam 2021-7-5 03:53
posted by wap, platform: Samsung
看看

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#117 ydy135 2021-7-6 07:12
主线版本严重拖慢,7月5日的版本也一样,用xemuw启动游戏倒是不拖慢,不过铁甲飞龙第二关有不显示准星和子弹的BUG,不知道xemuw的最新更新版本是什么

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#118 ko81e24wy-1 2021-7-7 19:16
原帖由 ydy135 于 2021-7-6 07:12 发表
主线版本严重拖慢,7月5日的版本也一样,用xemuw启动游戏倒是不拖慢,不过铁甲飞龙第二关有不显示准星和子弹的BUG,不知道xemuw的最新更新版本是什么

以后的版本都只有一个执行文件了

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#119 jahaman 2021-8-25 23:28
posted by wap, platform: Android
XEMU开始设置里的mcpx
hard disk image
那里找?
网盘里没找到。。。。

枪女那个dash还是差点 前后无所谓 左右严重影响视线
再等等

本帖最后由 jahaman 于 2021-8-26 17:11 通过手机版编辑

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#120 ydy135 2021-8-26 15:58
哎,好久没有大更了,铁甲飞龙什么时候能完美啊



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#121 madoka 2021-9-27 00:40
posted by wap, platform: Samsung
请问可以更新下xemu的下载链接吗?链接已经失效了。还有请问模拟orta用xemu的哪个版本最好?我在官网下载了最新版,发现开2x的画质就已经非常慢了,而我用cxbx开到4x也可以稳定60帧。

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#122 ko81e24wy-1 2021-9-28 21:43
原帖由 madoka 于 2021-9-27 00:40 发表
posted by wap, platform: Samsung
请问可以更新下xemu的下载链接吗?链接已经失效了。还有请问模拟orta用xemu的哪个版本最好?我在官网下载了最新版,发现开2x的画质就已经非常慢了,而我用cxbx开到4x也可以稳定60帧 ...

已更新,估计被人举报了....
ORTA不是LINUX系统目前还是用CXBX吧

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#123 ydy135 2021-9-30 09:42
原帖由 madoka 于 2021-9-27 00:40 发表
posted by wap, platform: Samsung
请问可以更新下xemu的下载链接吗?链接已经失效了。还有请问模拟orta用xemu的哪个版本最好?我在官网下载了最新版,发现开2x的画质就已经非常慢了,而我用cxbx开到4x也可以稳定60帧 ...

求4x稳定运行ORTA的CXBX。

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