Bene, avete finalmente la vostra amata XBOX RGH e/o una più vecchia e performante XBOX JTAG e vi state chiedendo quali EMULATORI ci siano a disposizione per la vostra beneamata e "liberata" console?
Ecco un elenco completo che può tornare molto utile in fase di ricerca e che cercherò di tenere aggiornato nel tempo, magari anche grazie alle vostre segnalazioni:
LEAKED XDK COMPILED EMULATORS:
AMIGA - AMIGA360 v1.0 by Lantus
Amiga360 - P-UAE 2.3.3 for Xbox 360 Console
===========================================
Features
========
- Based off P-UAE V2.3.3
- Simple and easy to use GUI
- Full Mouse/Keyboard support
- OCS/ECS/AGA/Picasso96 emulation
- Hardfile emulation
- Savestate support
- BSD Socket Emulation (experimental)
- Filesystem emulation (experimental)
- Drive click support
- Prebuilt config files included.
- Tested and working with Amiga-SYS, ClassicWB and AIAB
Installation
============
The package contains 2 files.
Amiga360.xex – if you are running a retail (JTAG) console. Use this version.
Amiga360-Dev.xex – if you have access to a devkit, this version will replace the analog stick mouse with real mouse support. Plug in a mouse into any USB port.
Note – you cannot run Amiga360-Dev.xex on a retail console.
Requirements
============
Before you can run Amiga360. You need at least one valid KickStart rom image. It needs to be called 'kick.rom' and live in the KickStarts/ subfolder.
Once in place Amiga360 will now boot up to the KickStart screen.
Pressing Left Trigger at any time during emulation will pause Amiga360 and bring up the Menu.
Directory Structure
===================
Roms/ - Place adf images here. Use 'Disks' menu option to insert disk images. Use 'Hard Disk Images' menu options to mount/unmount harddrive images.
Hardfiles/ - Place harddisk (hdf) images here. Use 'Hard Disk Images' menu to mount hdd images.
Config/ - Place config files here. Use the 'Config Files' menu option to select/load and save a config
KickStarts/ - Place kickstart rom images here. Use the 'KickStart' menu option to select and use a rom. To use Amiga360 you will need at least one kickstart rom called 'kick.rom' to exist in this folder.
Save/ - This is the location of any savestates.
Mounting Filesystem Drives
==========================
An example is in the config file 'Amiga-Sys'
filesystem2=rw,DH0:Usb0:\System,0
filesystem=rw,System:Usb0:\System
filesystem2=rw,DH1:Usb0:\Work,0
filesystem=rw,Work:Usb0:\Work
This example is mounting 2 Amiga volumes DH0 and DH1 with volume names System and Work and are mapped to Usb0:\System and Usb0:\Work
Notes
=====
UI Configuration is not complete. For the more advanced tasks options you will need to directly modify configuration files.
BSDSocket emulation is not 100%. Tested and working apps include AWeb, Voyager, IBrowse, AmiIRC, YAM, AmiRSS, AmiTradeCenter and others. There are a small number of tcp/ip apps that do not work correctly.
Currently the GUI will only display roms in Game:\Roms
Bugs and Issues
===============
- There are slowdowns with certain games/demos. For now to workaround setting frameskip to 2 on this titles should be sufficient.
- Picasso96 16/32bit screenmodes color pallete is incorrect. For now use 24 bit screens only.
- Filesystem disk geometry size is incorrect.
- There is no CD/CD32/CDTV support (yet)
Important Links
===============
Amiga360 Sourcecode - [URL]https://github.com/lantus/Amiga360[/URL]
P-UAE Sourcecode - [URL]https://github.com/GnoStiC/PUAE[/URL]
ClassicWB - [URL="http://classicwb.abime.net/"]Classic Amiga Workbench[/URL]
Greets and Thanks
=================
Gnostic, coz, cancerous, Razkar, Artik and Logic-Sunrise, idc and all Amiga fans worldwide!
ARCADE MULTIEMU - MAME360 V0.72R2[Xbox 360] MAME 0.72 Release 2
==============================
This is a port of MAME V0.72 for your Xbox 360 Console.
Whats New
=========
- Fixed sound issues
- Added basic options screen.
- Removed software filters and Added Pixel shaders. Additional filters will be added later.
- Source code has been included in this release.
Features
========
- Easy to use UI
- Previews
- Full graphics and sound
- 4 players supported
- Cheat menu support
- Hiscore.dat support
- Pixel shader filters
Usage
=====
You will need to find roms that work with MAME 0.72
By default roms will go into GAME:\roms
The mame.ini [Directories] option can be modified so that will hold up to 4 seperate rom paths. Valid devices are:
Usb0:
Usb1:
Usb2:
Hdd1:
Memunit0:
Memunit1:
DVD:
Controls
========
Controls can be configured easily via the mame configuration menu. The defaults set are:
- Back + Start to exit back to menu
- Right Thumb to enter Configuration Mode
- Left Thumb for On Screen Display
Todo
====
- Add additional UI options
- Additional graphics options. Resizing/scaling etc.
Bugs
====
- A small number of roms will crash with a 'Fatal Exception' error.
- Some roms have palette/sprite (endian) issues.
- Some roms have screen aspect ratio issues.
Credits and Thanks
==================
- Thanks to Artik and Logic Sunrise for their continued support.
- Portions of the code is based on MameOX. Credits to the team.
ARCADE MULTIEMU - CPS3 EMU V1.0
--------------------------------------------------------------------------------
Capcom Play System 3 Emulator v1.0 X360 (c)2007 by ElSemi
[URL="http://nebula.emulatronia.com"]Nebula's Homepage[/URL]
graphics by Wesker
--------------------------------------------------------------------------------
ABOUT THIS GAME:
This is an XBox 360 port of an emulator for the Capcom Play System 3 (CPS3).
Details about the original arcade system can be found here:
[URL="http://en.wikipedia.org/wiki/CP_System_III"]CP System III - Wikipedia, the free encyclopedia[/URL]
The system utilzed both a standard flash ROM along with a CD. These images are
included in the ROMs and CHD folders respectively. The system only saw the
release of 6 games, all of which are 2D fighting games:
11-21-1996 Red Earth
02-04-1997 Street Fighter III: New Generation
09-30-1997 Street Fighter III 2nd Impact: Giant Attack
12-02-1998 JoJo's Venture
05-12-1999 Street Fighter III 3rd Strike: Fight for the Future
09-13-1999 JoJo's Bizarre Adventure
The emulator was ported to 360 and posted to xbins by persons unknown. I've
simply collected the ROMs and CHDs to package this together.
--------------------------------------------------------------------------------
RUNNING THIS GAME:
Launch the emulator using XeXMenu/Freestyle/etc. The main menu allows you to
configure 1P and 2P controls as needed. After launching the ROM, click down
on the right joystick to return to the menu.
--------------------------------------------------------------------------------
-compiled by luma, all props to whomever ported this to the 360.
ARCADE MULTIEMU - FBANEXT V0.2.97.28 BY LANTUS
ARCADE MULTIEMU - FBANEXT V0.2.97.28 MAGICSEB CUSTOM
ARCADE MULTIEMU - FBANEXT V0.2.97.28 MAGICSEB CUSTOM 1.1
ATARI JAGUAR - VIRTUAL JAGUAR X360 V1.0.5
WHAT IS THIS
------------
Virtual JaguarX is an Atari Jaguar emulator for Xbox. It is a port of an old version of the Virtual Jaguar emulator (v1.0.5) with some improvements taken from later versions.
NOTE ABOUT 360 EDITION :
========================
You will get the same problems as XBOX 1.
Saves -like Rayman- doesn't work
It just a fast port in spare time, don't expect anymore
Many thanks to HCF for the source of his XBOX1 Port.
MagicSeb 10/19/2012
COMPATIBILITY
-------------
The sound emulation is disabled by default to make the emulation faster (although you can turn on the sound if you want).
With the sound disabled, you can play at full speed (or at least at playable speeed) to some games: Rayman, Flashback, Zool 2, Command and Conquer, Sensible Soccer International, and maybe a few more. I am not sure about Tempest 2000, it seems playable too.
There are other games that run at full speed too, but they occasionally hang: Double Dragon 5, or Raiden.
Other games can be played but they are slow, so you have to use Frameskip (usually Frameskip 1 or 2) to be able to play them: Alien vs Predator, Pitfall, Atari Karts, Dragon, Bubsy in Fractured Furry Tails...
And finally, many other games don't load at all
SOUND EMULATION
---------------
If you want to play with sound, you have two different choices:
* On the one hand, you can enable "real sound", but the emulator will run too slow if you don't have a modified Xbox. So, if you choose to have "real sound", you must use Frameskip too.
* On the other hand, you can choose "overclocked sound" (you can choose to overclock the sound processor x2, x3 or even x4). Overclocked sound has very low quality, but its speed is higher.
Example: if you want to play Command and Conquer, you can do it in three ways:
1) You can play it at full speed without sound (no frameskip is needed)
2) You can choose "real sound", but you must use Frameskip 2
3) You can choose "overclocked sound x2" or "overclocked sound x3" and play the game at full speed without Frameskip.
Each game has its own optimal choice. In this example (Command and Conquer) the last option is good: overclocked sound is very bad as far as music is concerned, but it's very good as far as SFX sounds is related. So, if you choose "overclocked sound" in Command and Conquer, you will listen at the begining a very ugly roar, then a very ugly title song... and after that, the gameplay is almost perfect, because all the SFX sounds (ARGH!, OUCH!, BANG! and so on) are played very well during the game.
RARE CASES:
----------
There are some rare games that need a special configuration to run. For example, the game NBA JAM needs sound emulation to be played. In NBA JAM, I recommend using "overclocked sound" AND Frameskip 2 TOO, and you can play it at a decent speed. It is a very weird game...
IMPORTANT!!!!!
---------------
Roms MUST be placed in the /roms directory, as Virtual JaguarX v0.9 has a very limited GUI, but future releases of this emulator may use a different and wonderfull interface (thanks to the Surreal64 CE team!) so you will be able to put roms wherever you want. But this version must read the roms from the "/roms" folder. Lots of formats are valid, even zipped roms (if you have troubles with a zip, read the final part of this description). Furthermore: be sure that the "/roms" directory contains at least one rom, or the emulator will crash.
KEY MAPPING
-----------
As far as the key mapping is related, you know that the Jaguar has 3 standard buttons (A, B and C) and a numeric keypad. The standard buttons are the most used, and they are mapped in the Xbox buttons A, B and X. After that, we must decide which is the better way to map the numeric pad. At the moment I have mapped the buttons in this way: START = 0, Y = 1, Black = 2, White = 3, Left Trigger = 4, Right Trigger = 5, dPad UP = 6, dPad Right = 7, dPad Down = 8, dPad Left = 9. Anyways, feedback will be very well received, to discuss the best way to map all these buttons.
You can exit of the game pressing START+BACK simmultaneously. You can launch a very limited in-game menu pressing the right stick to change the frameskip. At the moment there are only two options that can be configured by the user:
* Frameskip: The default value is ZERO, because many games run at full speed (or at least at playable speed) without using frameskip. But if you play a game that runs slow, maybe increasing the frameskip can help a bit to make the game playable. Please, be warned that increasing the frameskip in the middle of the game is possible, but decreasing frameskip in the middle of the game can make it crash (you probably will have to re-launch the rom).
* Sound emulation: It is disabled by default because it makes all the games run slow, sometimes they crash, and the sound is choppy. But I have included the option to enable real sound (you will need frameskip, as it is slow!) or overclocked sound. Read above for sound emulation details.
THANKS
------
I want to say thanks to all the people that helped me in the port process: Neobomb, Hyper_Eye, Madmab, Freakdave, weinerschnitzel, XtecuterX73, the Surreal64 CE team, the creators of the original Virtual Jaguar emulator (nwagenaar, Caz, Adam Green, Aaron Giles, David Raingeard, Bernd Schmidt, Sam Lantinga, Ryan C. Gordon, Curt Vendel, Reboot, byuu, and mainly thanks to Shamus for his help!) and the creators of all the libraries for Xbox (like the SDL ones).... Yes, I know that you are thinking "hey HCF, if so many people has worked in this emulator... so, what did you do?"
Besides, big thanks to all the people that make possible the Xbox scene and the emuxtras project, Neobomb (again!), Wimpy, Waal, Perr, Mega Man... Thank you very much for your work!
The sources of the emulator are in the same package, so if anyone wants to see them and try to improve them, it will be very wellcome. You can contact me if you want to do it.
FAQ
---
Q: What about CD support?
A: At the moment it is not supported, sorry.
Q: My rom (in ZIP format) did not work!
A: There are lots of formats valid for this emulator (JAG, J64, BIN...) and it has been added the possibility to compress them in ZIP format, but this ZIP support is very basic: each ZIP file can only have ONE file inside. If you have a ZIP file which contains more than one file, it will probably not work. Besides, I have found roms in internet whose zip file was corrupt. So, my advice if you are having troubles with a compressed rom, is to uncompress it.
Thank you for reading this!
HCF
DOS - DOSBOX 0.74 V1 by Lantus
DosXBox360 0.74
===============
DOSBox is an emulator which emulates an IBM PC compatible computer running MS-DOS. It is intended especially for use with old PC games. DOSBox is free software.
DOSBox is a command-line program, configured either by a set of command-line arguments or by editing a plain text configuration file. For ease of use, several graphical front-ends have been developed by the user community.
DOSBox is a full CPU emulator, capable of running DOS programs that require the CPU to be in either real mode or protected mode. Other similar programs, such as dosemu or VDMs for Windows and OS/2, provide compatibility layers and rely on virtualization capabilities of the 386 family processors. Since DOSBox can emulate its CPU by interpretation, it is independent of its host CPU. However, on systems which provide the i386 instruction set, the option to use dynamic instruction translation is available in DOSBox. Though this setting is less accurate and reliable, it is faster than interpretive CPU emulation.
DOSXbox360 is a native port of DOSBox for the Xbox 360.
Features
========
Full USB and Chatpad keyboard support
Mouse support via left analog stick
Mouse buttons are simulated by 'A' and 'B' buttons
Installation
============
The package contains 2 files.
DOSBox.xex - if you are running a retail (JTAG) console. Use this version.
DOSBox-Dev.xex - if you have access to a devkit, this version will replace the analog stick mouse with real mouse support. Plug in a mouse into any USB port.
Note - you cannot run DOSBox-Dev.xex on a retail console.
Notes
=====
I started out by working with XeDosBox source and fixing the long standing keyboard issue as well as fixing a crash to protected mode games. I decided to just port over the latest 0.74 repository. Compatability should be much improved over XeDosBox.
Websites
========
Release - [URL="http://www.logic-sunrise.com"]Logic-Sunrise : actualités, téléchargements, releases, dossiers et tutoriaux[/URL]
Source code - [URL]http://code.google.com/p/dosxbox360/[/URL]
libSDL360x source code - [URL]https://code.google.com/p/libsdl360x/[/URL]
Thanks
======
Artik & Logic Sunrise
Cancerous for testing and code
LoveMHZ and Team XeLove for XeDosBox
DOS - XEDOSBOX v0.1 Beta by Team XeLove
[ XeDOSBox - Opensource port of DOSBox for the Xbox 360 ]
[ [URL="http://code.google.com/p/xedosbox/"]xedosbox - Xbox 360 DOSBox Port - Google Project Hosting[/URL] ]
Ûßß [ About XeDOSBox ] ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßßÛ
Û Û
² Yet another great project to work with. This is also Team XeLove's first Û
² opensource release. There's still a some bugs left but a few games are Û
² running. Note that this is a beta. Û
² Û
² Wikipedia - Û
² DOSBox is a full CPU emulator, capable of running DOS programs that Û
² require the CPU to be in either real mode or protected mode.[3] Other Û
² similar programs, such as dosemu or VDMs for Windows and OS/2, provide Û
² compatibility layers and rely on virtualization capabilities of the 386 Û
² family processors. Since DOSBox can emulate its CPU by interpretation, it Û
² is independent of its host CPU.[3] However, on systems which provide the Û
² i386 instruction set, the option to use dynamic instruction translation Û
² is available in DOSBox. Though this setting is less accurate and reliable,Û
² it is faster than interpretive CPU emulation." ÛÛ
² Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜßß
Ûßß [ FEATURES ] ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßßßßßßßßÛ
Û Û
² [+] USB Keybaord and Chatpad Support Û
² [+] Config File Support (Should work from CON files) ÛÛ
Û Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜßß
Û Û
Ûßß [ TODO LIST ] ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßßßßßÛ
Û Û
² [-] Fix Bug that causes crash in alot of programs. Û
² [-] Better keyboard support. Û
² [-] Graphical Frontend for loading custom config files(Like the Wii Port) Û
² [-] Mouse Support Û
² [-] And alot more. ÛÛ
Û Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜßß
Û Û
Ûßß [ CONTROLS ] ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßßßßßÛ
Û Û
² [+] Keyboard - USB Keyboard or Chatpad Û
² [+] Chatpad Special functions Û
² Greenkey + F keys = F1, F2... Û
² Greenkey + bksp = Esc ÛÛ
Û Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜßß
Ûßß [ CREDITS ] ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßßßßßßßßßÛ
Û Û
² [*] uberfry : Coding support. Û
² [*] [c0z] : Support with XeDebug Û
² [*] sascoo : Help with XeDebug Û
² [*] lantus : SDL Port, thanks for the audio code bro Û
² [*] mastag22 : Donation. Thanks for helping me get in the scene when Û
² no one else would Û
² [*] NoRemorse : Large Donation Û
² [*] BLAZE1 : Co-Team Leader, Web Hosting and IRC Support Û
² [*] ne0fite : IRC Support and nfo Û
² [*] Sonic-ISO : Support ;D ÛÛ
Û Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜßß
Û Û
Ûßß [ SHOUTOUTS ] ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßßßßßÛ
Û Û
² [*] [c0z] [*] mastag22 [*] Cr4zi3 [*] BLAZE1 Û
² [*] Sonic-Iso [*] PolyMorphiK [*] dstruktiv [*] ne0fite Û
² [*] sascoo [*] el_aprend [*] HoRnEyDvL Û
² [*] Xanax [*] EMAXX [*] AnnexxEmpire Û
² [*] lantus [*] NoRemorse [*] c0nd0m ÞÝ
Û Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜßß
ÜÜÜ [ GROUP NEWS ] ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜÜ
Û Û
² Questions? Comments? Contact us. ²
² ²
² Website: [URL="http://lovemhz.blogspot.com"]LoveMHz[/URL] ²
² IRC: #XeLove, EFNet ²
Û Û
ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßßßßßßßßßßßßßßßßßßßßßßßßßß
SIZE: 75.58MB
RELEASE DATE: 2010-00-00
RIP DATE: 2010-01-31
Downloaded on [URL="http://gx-mod.com"]GX-MOD.com - LE site de hack pour vos consoles de jeux[/URL]
MULTIEMU - RETROARCH360 V0.9.8
RETROARCH CONSOLE
------------------------------------------------------------------------------
v0.9.8
------------------------------------------------------------------------------
- (Android) Initial release of RetroArch Android.
- [LIBRETRO] Added Mednafen NGP and Mednafen VB.
- [LIBRETRO] Added NEStopia Undead (1.44).
- [LIBRETRO] Updated Mednafen PCE Fast and Mednafen Wonderswan to 0.9.28.
- [LIBRETRO] Added PCSX ReARMed for RetroArch Android.
- [FBA] Updated Final Burn Alpha to 0.9.27.28.
- [Gambatte] Updated Gambatte (now has built-in GBC BIOS color palettes).
- [SNES9x Next] Updated SNES9x Next (fixes numerous bugs).
- [FCEUmm] Updated FCEUmm to latest version.
- [Genesis Plus GX] Updated Genesis Plus GX to latest version.
- (360) Gamma correction can now be applied on-the-fly - no longer requires
reboots
- (360) Added new shaders - mudlord-oldtvshader-variant, crt-curved, and
others
- (360) Added 'SRAM dir Enable' option - allows you to save all your SRAM to
game:/sram instead of the ROM directory
- (360) Added 'SRAM dir Enable' option - allows you to save all your states to
game:/savestates
- (RARCH_CONSOLE) Various stability fixes
- (RARCH_CONSOLE) More sane unzipping mode - will temporarily extract file to
HDD and then instantly delete it when it's done with it (ie. when another ROM
gets loaded or when RetroArch shuts down)
- (RARCH_CONSOLE) All console ports now use 59.94Hz for synchronization on
the RetroArch side instead of 59.92Hz as before. All consoles use 59.94Hz
so this agrees better with them.
- (PS3) Added PAL60 temporal PAL mode
- (PS3) Fixed a lot of path issues - SRAM/savestate dir enable now work,
'Default ROM directory' should now work, etc.
- (PS3) Added rewind granularity options
- (PS3) Rewrote video driver from scratch (RGL v2). Faster blitting.
- (PS3) Onscreen keyboard should work again.
- (WII) Made a custom wiiuse input driver and built it in. Slimmed down
and should give better results. Also rejigged input in general.
- (WII) Added rewind option. NOTE: This feature is CPU intensive - a core
might need to at least run at double realtime FPS in order for this option
to be useful.
- (WII) Button combos can now be done ingame. You can do rewinding, fast
forwarding, selecting save state slots and 'save state load/save state save'
all ingame without first going to the menu. For more information, read the
README.txt for the Wii release.
------------------------------------------------------------------------------
v0.9.7.1
------------------------------------------------------------------------------
- (FBAcores CPS1) Sound crackling/popping fixed
- (FBACores CPS2) Sound crackling/popping fixed
- (FBACores NeoGeo) Sound crackling/popping fixed
- (WII) Fixed left/right audio channels being in reverse issue
- (WII) Filebrowser now filters by core supported extensions
- (WII) Fixed filebrowser performance issues in v0.9.7
------------------------------------------------------------------------------
v0.9.7
------------------------------------------------------------------------------
- (XBOX 1/Wii) Made an Xbox 1/Wii port.
- (LIBRETRO) Added Mednafen PCE FAST, and Mednafen Wonderswan cores
- (360) Added Genesis Plus GX to official 360 release
- (Genesis Plus GX) Updated to v1.7.0
- (PS3) Improved GUI
- (360) Improved UI
- (ALL) Improved stability / error trapping
- (ALL) ZIP extract modes expanded - it can extract the contents of a ZIP file to
the current directory, and/or extract to current dir and immediately load the
first ROM/game file.
- Too many things to mention
------------------------------------------------------------------------------
v0.9.6
------------------------------------------------------------------------------
- (PS3/360) Initial release of RetroArch PS3/360.
------------------------------------------------------------------------------
RETROARCH 360 - 0.9.8
------------------------------------------------------------------------------
RetroConsole Level: 2
Author: Themaister, Squarepusher/Twin Aphex
------------------------------------------------------------------------------
------------------------------------------------------------------------------
HOW TO INSTALL THIS
------------------------------------------------------------------------------
Copy the entire folder to your harddrive.
ROMs go into the 'roms' directory, or some subdirectory in the RetroArch-360
directory.
------------------------------------------------------------------------------
HOW TO USE THIS
------------------------------------------------------------------------------
On first startup, RetroArch will select one of the dozen or so
emulator/game cores. The name of the core currently loaded will be
shown at the bottom side of the screen.
You can now select a ROM that this core supports and load it in the Filebrowser.
To select a different core - go to 'Change Libretro core' in the Main Menu.
Press A to go to a filebrowser where you can select a different core. Press A
to switch to the emulator/game core.
------------------------------------------------------------------------------
INGAME CONTROLS
------------------------------------------------------------------------------
During ingame operation you can do some extra actions:
Right Thumb Stick - Down - Fast-forwards the game
Right Thumb Stick - Up - Rewinds the game in real-time
('Rewind' has to be enabled in the 'Settings'
screen - warning - comes at a slight
performance decrease but will be worth it
if you love this feature)
RStick Left + RT - Decrease save state slot
Rtick Right + RT - Increase save state slot
RStick Up + RT - Load selected save state slot
RStick Down + RT - Save selected save state slot
Right Thumb + Left Thumb - Go back to 'Menu'/'Quick Menu'
------------------------------------------------------------------------------
WHAT IS RETROARCH?
------------------------------------------------------------------------------
RetroArch is a modular multi-system emulator system that is designed to
be fast, lightweight and portable. It has features few other emulator
frontends have, such as real-time rewinding and game-aware shading.
------------------------------------------------------------------------------
WHAT IS LIBRETRO?
------------------------------------------------------------------------------
Libretro is the API that RetroArch uses. It makes it easy to port games
and emulators to a single core backend, such as RetroArch.
For the user, this means - more ports to play with, more crossplatform
portability, less worrying about developers having to reinvent the wheel
writing boilerplate UI/port code - so that they can get busy with writing
the emulator/porting the emulator/game.
------------------------------------------------------------------------------
WHAT'S THE BIG DEAL?
------------------------------------------------------------------------------
Right now it's unique in that it runs the same emulator cores on
multiple systems (such as Xbox 360, PS3, PC, Wii, etc).
For each emulator 'core', RetroArch makes use of a library API that we
like to call 'libretro'.
Think of libretro as an interface for emulator and game ports. You can
make a libretro port once and expect the same code to run on all the
platforms that RetroArch supports. It's designed with simplicity and
ease of use in mind so that the porter can worry about the port at hand
instead of having to wrestle with an obfuscatory API.
The purpose of libretro is to help ease the work of the emulator/game
porter by giving him an API that allows him to target multiple platforms
at once without having to redo any code. He doesn't have to worry about
writing input/video/audio drivers - all of that is supplied to him by
RetroArch. All he/she has to do is to have the emulator port hook
into the libretro API and that's it - we take care of the rest.
------------------------------------------------------------------------------
XBOX 360 PORT
------------------------------------------------------------------------------
The Xbox 360 port of RetroArch has the following features:
- Real-time rewinding
- Switching between emulator cores seamlessly, and ability to install
new libretro cores
Included with RetroArch 360 are a bunch of shaders - including the latest
version of the popular xBR shader. It is possible to use two shaders
simultaneously to get the best possible graphical look.
------------------------------------------------------------------------------
EMULATOR/GAME CORES BUNDLED WITH XBOX 360 PORT
------------------------------------------------------------------------------
The following emulators/games have been ported to RetroArch and are included in
the Xbox 360 release of RetroArch.
For more information about them, see the included
'retroarch-libretro-README.txt' file.
- Final Burn Alpha (Arcade - various) [version 0.2.97.28]
- FCEUmm (Nintendo Entertainment System) [recent SVN version]
- NEStopia (Nintendo Entertainment System) [1.44]
- Gambatte (Game Boy | Super Game Boy | Game Boy Color) [version 0.5.0 WIP]
- Genesis Plus GX (Sega SG-1000 | Master System | Game Gear | Genesis/Mega Drive |
Sega CD) [version 1.7.3]
- SNES9x Next (Super Nintendo/Super Famicom)
- VBA Next (Game Boy Advance)
- Prboom (for playing Doom 1/Doom 2/Ultimate Doom/Final Doom)
- Mednafen PCE Fast (PC Engine/PC Engine CD/Turbografx 16)
- Mednafen Wonderswan (WonderSwan/WonderSwan Color/WonderSwan Crystal)
- Mednafen NGP (Neo Geo Pocket Color)
All of the emulators listed above are the latest versions currently
available. Most of them have been specifically optimized so that
they will run better on 360 (some games would not reach fullspeed
without these optimizations).
------------------------------------------------------------------------------
WHAT EXTENSIONS ARE SUPPORTED BY EACH CORE
------------------------------------------------------------------------------
- Prboom WAD|wad
- SNES9x Next smc|fig|sfc|gd3|gd7|dx2|bsx|swc|zip|SMC|FIG|SFC|BS X|GD3|
GD7|DX2|SWC
- Genesis Plus GX md|smd|bin|gen|zip|MD|SMD|bin|GEN|ZIP|sms|SMS|gg|G G|sg|SG|
cue|CUE
- VBA Next GBA|gba
- FCEUmm nes|NES|unif|UNIF
- NEStopia nes|NES|fds|FDS
- Gambatte gb|gbc|dmg|zip|GB|GBC|DMG|ZIP
- Final Burn Alpha zip|ZIP
- Mednafen PCE pce|PCE|cue|CUE
- Mednafen Wonderswan ws|WS|wsc|WSC
- Mednafen NGP ngp|NGP
------------------------------------------------------------------------------
ZIP SUPPORT
------------------------------------------------------------------------------
Selecting a ZIP file will temporarily unzip that file to the harddrive. The
temporary file will be deleted as soon as the game gets unloaded and/or when
you quit RetroArch.
NOTE: For the FBA core (and other cores that have 'block_extract' set to
true) - selecting a ZIP file from the Filebrowser will load that game
directly.
------------------------------------------------------------------------------
Troubleshooting
------------------------------------------------------------------------------
If you find that RetroArch no longer works for whatever reason, there is
a way to get it back to work -
- Remove retroarch.cfg from the 'Retroarch-360' folder, then start up again.
The Libretro management service in RetroArch should automatically pick a
random libretro core and write this to the config file.
------------------------------------------------------------------------------
What can you expect in the future?
------------------------------------------------------------------------------
- Do a Blackberry Playbook/Blackberry 10 RetroArch port
- Do an iOS port of RetroArch (will need hardware for this - gifts appreciated)
- Make the libxenon port release-worthy.
- Add console-friendly features (nicely formatted names for FBA, some better
way to do core switching, etc)
- Fix NxEngine issues on consoles
- Finish up MAME 0.72 port
- Finish up ScummVM port
- Port of VICE to libretro
- More emulators, more games that will run on RetroArch
- Lots of other crazy ideas that might or might not pan out
------------------------------------------------------------------------------
Credits
------------------------------------------------------------------------------
- Mudlord for his Waterpaint/Noise shaders.
- Hyllian for the xBR shader.
- Opium2k for the nice manual shaders (bundled with PS3 release).
- Deank for assistance with RetroArch Salamander on CFW PS3s and
Multiman interoperability.
- FBA devs for adopting the libretro port.
- Ekeeke for help with the Genesis Plus GX port.
- ToadKing for having done a lot of work on RetroArch Wii.
- Freakdave for helping out with the Xbox 1 port.
------------------------------------------------------------------------------
Websites
------------------------------------------------------------------------------
Twitter: [url]http://twitter.com/libretro[/url]
Source: [url]http://github.com/libretro[/url]
Homepage: [url]http://www.libretro.org[/url]
IRC: #retroarch (freenode)
------------------------------------------------------------------------------
MULTIEMU - SCUMMVM V1.4.1
ScummVM 1.4.1 ported by A600
This is a ScummVM port for the Xbox 360, possible thanks to the hard work of
the ScummVM team, the SDLx360 libs by Lantus and the XBDM plugin by Natelx.
It features all the 1.4.1 supported engines, MP3, Vorbis, Flac, AAC,
FluidSynth (tested with up to 250 MB soundfonts) and the MT-32 emu.
The file xbox.patch is the diff patch against the 1.4.1 branch
[URL]https://github.com/scummvm/scummvm.git[/URL]
IMPORTANT NOTE
--------------
Don't use the Guide button because the Xbox 360 will probably hang.
CONTROLS
--------
Left Analog -> Move Cursor
Dpad -> Arrow keys. In the select game dialog, left=pgup, rigth=pgdown
A -> Left Button
B -> Right Button
X -> Escape
Y -> Enter. In Lands of Lore, attack button for all party members (F1+F2+F3)
Back -> R (Rest party in Lands of Lore)
Start -> ScummVM Menu
Left Trigger -> Increases cursor speed while pressed. In Lands of Lore, turn left
Right Trigger -> Decreases cursor speed while pressed. In Lands of Lore, turn right
Left Shoulder -> F5
Right Shoulder -> Virtual Keyboard
Right Analog -> Numeric keypad as shown below
Right Analog Thumb -> KP5
7 8 9
\ | /
4 - 5 - 6
/ | \
1 2 3
SCREEN
------
The xResizer.xex included allows to resize the screen for those with overscan problems.
It generates an xbox.cfg with these default settings:
xpos=0
ypos=0
xstretch=0
ystretch=0
NOTE: for a pixel perfect screen with correct aspect ratio these values
and the 3x* scalers should be used:
xpos=160
ypos=0
xstretch=-320
ystretch=0
-A600-
NINTENDO NES - FCE360 V0.6
NINTENDO SNES - SNES360 V0.32
Snes360 V 0.32 Beta
===================
Super Nintendo Emulation for Xbox 360.
Whats New
=========
- Fixed graphic glitch issue with Metroid, DKC etc
- Aspect Ratio setting now saved correctly.
Features
========
- Graphics/Sound
- Achievements
- XUI user interface
- SRAM save support linked to a user profile
- Filters : Simple2x, Scanlines, TV Mode, Super Eagle, Super 2xSAI, EPX, HQ2x
- Turbo Mode (Right Trigger)
- Aspect Ratio/Stretch Mode support
- SaveStates (currently 1 per rom)
- Previews
Usage
=====
Edit Settings.XML to define where your Roms will go. You can add as many MappedDrive
tags as you need. Valid Devices are:
GAME:
USB0:
USB1:
USB2:
DVD:
HDD:
MEMUNIT0:
MEMUNIT1:
The PreviewPath tag will specify where you want your Preview Images to be stored. Default is hdd:\EMUS\SNES360\Preview\
Toggle through each device my pressing R-Shoulder in the Rom List.
Both sticks during game will pause the current rom and open up the In Game Options
Replace background.mp3 in Media\Sounds with anything you like for the menu background music
Right Shoulder will toggle the background music on/off
Todo
====
- Favorites
- IPS Patches
- Cheats
Greets
======
kl0wn, Odb718, AutoB0t, r0wdy, Redline99, AngerWound, TJ_CRS, Xenon7
MomDad, Direw0lf, idc, Arak0n, Devenic, XanTium.
NINTENDO DS - DSON360 V0.2 ALPHA
Emulator DS on 360 V0.2 By Yoshihiro's
this is another alpha release of Yoshihiro's emulator for xbox360 Based on Dsemume 0.95
Last official release from DsEmume you can use any NDS games and homebrew .
DSon360 uno release of Dsemume .
How to use this emulator :
put every games .nds inside the roms folder
supported formats for nintendo ds : .nds .
Inganme buttons configuration :
A = B
B = A
X = Y
Y = X
LB = L
RB = R
LT = LoadState
RT = SaveState
START = START
BACK = SELECT
Press the Left Thumb for the touch screen and move it for the stylus .
Press the Right Thumb to go back to the roms list.
What's news in this release :
Better speed in 2D games games .
Stylus Added i've used a custome wii cursor ;=).
Strech screen on evry games .
For testing and answered questions
Thanks to : Lantus , r0wdy , Mathieulh ,D-BlooD, Redline99 ,_n3o_ ,SonicIso , CouRieR Momdad, Skorchir, idc, Crazie, _skitzo_, MTW, Xenon7 .
All Thanks go to Dsemume Team for the hardwork done on this good emulator.
official Dsemume website : [URL="http://desmume.org"]DeSmuME - Nintendo DS Emulator[/URL]
please support the original project .
Special Thanks to my sponsor gamefreax.com and xboxgen.fr for Hardware support
PANASONIC 3DO - 3DOX V0.03
3dox - Xbox 360 New Years Day Pre-Release - V0.03
=================================================
Introduction
============
3dox - A 3DO emulator for your Xbox 360. Based on FreeDO/FourDO/3dox Xbox
About a year ago i became interested in porting FreeDO (the 3DO emulator) to the Xbox 360. It turns out that incrediclint had an Xbox 1 port of FreeDO/FourDO port up and running called 3dox. His source code in turn became the core code that I then used for the majority of my work.
incrediclint stopped working on his Xbox 1 port due to the fact that it would not run at a good framerate due to the limitations of Xbox 1 hardware.
The Xbox 360 port initally did not fare much better. Initially it would not run. The FreeDO codebase is not Big Endian friendly. I quickly got it working on big endian and found out that emulation performance was terrible. Averaging 20-25fps.
Generally speaking, the CEL engine code is the main cause for performance issues. I spent quite some time optimizing functions to be more PPC friendly it helped gain 10-15fps or so.
At that point i tried some multi-threading but nothing seemed to help. So i abandoned the project and tossed it in the "not to release pile" due to the fact that the performance was still not great (35-40ps on average)
Fast forward to December 2012 - I decided to take another look at the sourcecode and see if i can speed it up. Long story short, with a clear head and a fresh look at the code. The idea was to thread the DSP and CEL emulation. Some pain along the way but threading was implemented and working nicely- Now emulation is (generally) at 60fps.
So welcome the new year with a new emulator for the Xbox 360. Remember this is a pre-release
Features
========
- Fast 3DO emulation.
- Full graphics/sound support
- NVRam saving.
- Pixel Shader support.
- Big Endian friendly (PS3/Wii/Wii(U) port anyone?)
- Source code released.
Pre-Release Info/Issues
=======================
- 1p controller support only at this time.
- Sound has issues (scratchy/off pitch/generally pretty bad).
- Random pauses and stutters occur.
- Performance issues with some games.
- Savestates are not implemented.
- .ISO extension and .BIN extension are supported only
- The launcher will load games only. There are currently no other options.
- There are graphics issues. Wrong color palette at times. Theres still endian issues to address.
- Game specific timing fixes are not implemented.
- Pixel shaders are working but you cant select one. For now you need go into the shaders folder and rename/copy the shader you want to use and called it 'default.fx'. I've included CRT, HQ4x shaders to use.
Installation Notes
==================
- Place 3DO bios file inside bios folder. File MUST be called bios.rom
- Roms go in the Roms folder. Files must be .ISO or .BIN otherwise they wont work.
- Run 3doLauncher to start.
- Press 'A' to launch the rom. While in game - right thumbstick to quit back to launcher.
Controller Mapping
==================
Game Select Screen:
A: Launches the game.
In-Game:
B = A
A = B
B = C
Start = P
Back = X
Left Trigger = Left Button
Right Trigger = Right Button
DPad = DPad
Right Thumb Stick Click = Exit to launcher
Credits and Thanks
==================
Freedo Team: Alexander Troosh, Maxim Grishin, Allen Wright, John Sammons, and Felix Lazarev @ [URL="http://www.freedo.org"]FreeDO emulator[/URL]
FourDO Team : JohnnyDude - quite alot of 3dox is based off his code.
incrediclint for his Xbox 1 3dox sourcecode.
Artik @ Logic-Sunrise for supporting the 360 homebrew scene
Razkar @ homebrew-connection.org for supporting the 360 homebrew scene!
PCENGINE - PCENGINE360 ALPHA V0.1
PCENGINE360 Gamefreax.com Edition
By Yoshihiro
this is an alpha release, the first one written and coded
for the xbox 360 so this emulator has been only coded in big Endian
it can emulate every Nec PCENGINE games and only the hardware mouse is missing.
This emulator is not a port but a full writen emulator for the xbox360
based on every docs and paterns about PCE hardware and i used
hugo for the arcade Card support.
supergraphx doc , pce sound generator , CDROM io , pads ,VDC , VCE ect.. .
How to use this emulator :
put every games pce , sgx , Arcade CD , cdrom images inside the pceroms folder
dont forget to put the bios rom inside the bios folder renammed as syscard.pce
This emulator needs the SuperCD Card 3.0 bios to play CDROM games .
supported formats for Hucard zip , gz , pce , sgx .
supported formats for CD game images : .iso and .bin.
Every games use 2 buttons with the exception of street fighter 2 which uses 6 buttons.
so the 6 button support is enabled when street fighter2 CE is detected.
Inganme buttons configuration :
A = Button1
X = Button2
Y = Button3
B = Button4
LB = Button5
RB = Button6
LT = SaveState
RT = LoadState
START = RUN
BACK = SELECT
Press the Left Thumb to go back to the roms list.
For testing and answered questions
Thanks to : Lantus , r0wdy , Mathieulh ,D-BlooD, Redline99 ,SonicIso , CouRieR
Momdad, Skorchir, idc, Crazie, _skitzo_, MTW, Xenon7 .
Thanks for docs and patern :
Paul Clifford , Dave , Charles Mcdonald , Zeograd's
Special Thanks to my sponsor gamefreax.com and pspgen.com for Hardware support
PCGAME ANOTHER WORLD - RAWX360
PCGAME BERMUDA SYNDROME - XBERMUDA
xBermuda360 0.1.4 ported by A600
This is a port for the Xbox360 of the Bermuda Syndrome interpreter done by Gregory Montoir
([URL="http://cyxdown.free.fr/bs/"]Bermuda Syndrome engine reimplementation[/URL]) and possible thanks the SDLx libs by lantus and the XBDM plugin
by Natelx.
I have to say that this game is probably my favourite platformer of all times (far better
IMHO than Another World or Flashback) and sadly it didn't get the recognition it deserved.
To make it work, you need to copy the BERMUDA folder from your Bermuda Syndrome CD. The music
will play only if you convert the midis to 22 Khz stereo Vorbis .ogg files and copy them to the
MUSIC folder. You can use this online converter: [URL="http://audio.online-convert.com/convert-to-ogg"]Online OGG converter[/URL]
for that.
This is the list of the midis needed:
midi\flyaway.mid --> track02.ogg
midi\jungle1.mid --> track03.ogg
midi\sadialog.mid --> track04.ogg
midi\caves.mid --> track05.ogg
midi\jungle2.mid --> track06.ogg
midi\darkcave.mid --> track07.ogg
midi\waterdiv.mid --> track08.ogg
midi\merian1.mid --> track09.ogg
midi\telquad.mid --> track10.ogg
midi\gameover.mid --> track11.ogg
midi\complete.mid --> track12.ogg
The xresizer.xex included, allows to resize the screen for those with overscan problems. It
generates a xbox.cfg with this default settings:
xpos=0
ypos=0
xstretch=0
ystretch=0
CONTROLS
--------
Left Analog -> Up / Down / Left / Right
Dpad -> Up / Down / Left / Right
A -> Use Object / Select Option / Select Dialog Line
B -> Up
X -> Use Weapon
Y -> Inventory
Left Trigger -> Display Status Bar
Right Trigger -> Run / Holster Weapon / Hold
Left Shoulder -> Load Game State
Right Shoulder -> Save Game State
Right Analog Up -> Select Game State Slot #1
Right Analog Right -> Select Game State Slot #2
Right Analog Down -> Select Game State Slot #3
Right Analog Left -> Select Game State Slot #4
Right Analog Thumb -> Exit to Dashboard
Start -> Skip Dialog
Back -> Restart Game
Source code (sources.rar) included.
-A600-
PCGAME DOOM - ODAMEX V0.6.2
================================================== =============================
Odamex v0.6.2 for Xbox
[URL="http://odamex.net/"]ODAMEX™ - Setting The Standard in Online Multiplayer Doom[/URL]
Authored by:
Michael "Hyper_Eye" Wood
Revision date: December 12, 2012
================================================== =============================
Table of contents:
1. Introduction
1.1 What is Odamex?
1.2 Xbox Features at a Glance
2. Installation
2.1 Requirements
2.2 Installation - binary download
2.3 Installation - source download
3. Xbox Controls
3.1 Launcher
3.2 Game Client
4. Issues
4.1 TODO
4.2 Known Issues
4.3 Bug Reporting
5. Frequently Asked Questions
6. Acknowledgements
================================================== =============================
Section 1: Introduction
1.1 What is Odamex?
Odamex is a modification of DOOM to allow players to compete with each other
over the Internet using the client/server architecture. Odamex also provides
a feature-rich single-player engine.
Please see the general README provided with Odamex for a thorough description
of Odamex and its features.
1.2 Xbox Features at a Glance
* Supports all online game modes and features that are available on other
platforms
* Game launcher with server browser and solo launcher with wad selector
* Multiple wad search paths can be configured
* Complete analog Xbox controller support with configurable axis assignments,
turn sensitivity, optional freelook, and configurable button bindings
* Support for USB mouse and keyboard
* Saved games and configuration files are stored in UDATA and TDATA paths so
they integrate properly with the official memory manager as well as
homebrew dashboards complete with icons
* Saved games can be deleted using the memory manager
* Saved games can be copied to and from a memory card
* Vanilla 320x200 resolution, multiple SDTV resolutions including 480i, and
HDTV resolutions up to 720p are supported
================================================== =============================
Section 2. Installation
2.1 - Requirements
Odamex requires a modded Xbox in order to operate.
2.2 - Installation - binary download
Binary downloads of Odamex are not available from odamex.net or any site
associated with The Odamex Team. Because Odamex is built with the official
XDK binary builds cannot be provided.
2.3 - Installation - source download
If you are interested in the bleeding edge development of Odamex, you can
access the SVN at [URL]http://odamex.net/svn/root[/URL] with anonymous read access. Be
warned however that it might be incompatible with current release versions,
and stability is not guaranteed.
The following libraries are required:
* SDLx ([URL="http://svn.huntsvegas.org/wsvn/SDLx"]WebSVN - SDLx - Rev 25 - /[/URL])
Additionally the launcher also requires SDLx and the following libraries:
* pthreads-Xbox ([URL="http://svn.huntsvegas.org/wsvn/pthreads-xbox"]WebSVN - pthreads-xbox - Rev 7 - /[/URL])
* Agar ([URL="http://www.libagar.org"]Agar 1.4.1[/URL])
Building the Odamex and AG-Odalaunch source for Xbox requries the use of the
Microsoft Xbox Software Development kit (a.k.a XDK). You must be a Microsoft
approved Xbox developer to gain access to the required software.
================================================== =============================
Section 3: Xbox Controls
3.1 - Launcher
Left Analog Stick - Move Cursor
Left/Right Trigger - Increment/Decrement list selection by 10
D-Pad Up/Down - Increment/Decrement list selection by 1
Left/Right Trigger (Held) - Scroll list selection
D-Pad up/Down (Held) - Scroll list selection
D-Pad Left/Right - Cycle focused widget/button
A Button - Activate cursor selection
B Button - Activate focused widget/button
3.2 - Game Client
The D-Pad is used to navigate the game menus while A activates
items within the menu and B returns to the previous menu.
When the console is down the left and right triggers scroll.
Default Controller Binding:
Left Analog Stick X Axis - Step left/right
Left Analog Stick Y Axis - Move forward/backward
Right Analog Stick X Axis - Turn Left/Right
Right Analog Stick Y Axis - Look Up/Down (Freelook disabled by default)
Right Analog Stick Push Down - Center View
D-Pad Up - Say
D-Pad Right - Team Say
D-Pad Down - Quick Swap to Shotgun & Toggle SG/SSG
D-Pad Left - Spectate/Spy Next
Left Trigger - Walk/Run
Right Trigger - Attack/Fire Weapon
A Button - Activate
X Button - Strafe
B Button - Next Weapon
Y Button - Previous Weapon
White Button - Scoreboard
Black Button - Toggle Automap
Start Button - Menu (Not Configurable)
Back Button - Toggle Console
================================================== =============================
Section 4: Issues
4.1 - TODO
* Virtual (On-Screen) Keyboard
* Configurable overscan in launcher
* Rumble
* Use a DVD as a wad source
* Further optimization (Improve 720p performance)
4.2 - Known Issues
* The game currently cannot be launched from a DVD. This is hampered by a bug
that is very difficult to debug.
* Controller events are not received in the launcher while the master list is
being queried or a complete server list refresh is taking place. Joystick
events are disabled during these tasks because of a mutex issue or race
condition that results in a freeze before processing the final queried
server. The cursor can be moved with a mouse during these tasks.
* The "Query Master On Start" launcher option does not work. It might be that
the Xbox network controller takes a little longer to initialize but I
don't really know at this point.
* You must hit A inside the main launcher window before you can use B to
activate a focused widget. This is due to a window focus issue.
* The version of SDLx used with Odamex supports 1080i but 1080i has been
disabled in the library as it is not currently usable in Odamex. Selecting
1080i results in unplayable framerate and likely a crash when the system
runs out of memory.
* SDLx reports all 4 joystick ports as active regardless of whether or not a
joystick is plugged in. If the active joystick selection is changed to a
port that does not have a joystick plugged in control may be lost and a
reboot is required or the selection must be changed with a keyboard.
4.3 - Bug Reporting
Please report any bugs you find at [URL="http://www.odamex.net/bugs"]Bugzilla Main Page[/URL]
Your bug submissions help us make Odamex better. Thank you!
================================================== =============================
Section 5: Frequently Asked Questions
Q. How do I communicate with other players?
A. Currently there is no way to insert text using the Xbox controller. Xbox
players can communicate by either plugging in a USB keyboard or by using
chat macros. A virtual keyboard is a planned feature.
Q. How do the chat macros work?
A. While in a multiplayer game push either "Say" (default: D-Pad Up) or
"Team Say" (default: D-Pad Right). You can then insert a macro by
pushing D-Pad Up + the macro button that corresponds to the message
you wish to insert. For example, to say "Hi" to everyone in the game
you would press D-Pad Up and then D-Pad Up + A.
The default macros on Xbox are as follows:
A - "Hi."
B - "I'm ready to kick butt!"
X - "Help!"
Y - "GG"
White - "Yes"
Black - "No"
Left Trigger - "I'll take care of it."
Right Trigger - "Come here!"
Start - "Thanks for the game. Bye."
Back - "I am on Xbox and can only use chat macros."
Q. How can I customize the chat macros?
A. You will need to manually change them in your odamex.cfg file.
To do this perform the following steps:
1) Launch the Odamex game client from the launcher (a solo game is fine)
2) Quit Odamex using the game menus (turning off the power without
quitting will discard configuration changes.)
3) Quit the launcher and return to your dashboard.
4) FTP into the machine or use another method of accessing the file system.
5) Copy E:\TDATA\4f444d58\odamex.cfg to your computer.
6) Open odamex.cfg in an editor.
7) Find the "chatmacro" options and change them as desired (note the order
as they correspond to controller buttons above.)
8) Save the file.
9) Copy odamex.cfg back to E:\TDATA\4f444d58\odamex.cfg
Q. How do I change my player name without a keyboard?
A. You will need to manually change the setting for your player name in
your odamex.cfg file. To do this perform the following steps:
1) Launch the Odamex game client from the launcher (a solo game is fine)
2) Quit Odamex using the game menus (turning off the power without
quitting will discard configuration changes.)
3) Quit the launcher and return to your dashboard.
4) FTP into the machine or use another method of accessing the file system.
5) Copy E:\TDATA\4f444d58\odamex.cfg to your computer.
6) Open odamex.cfg in an editor.
7) Find the "cl_name" option and change the name to your desired handle.
8) Save the file.
9) Copy odamex.cfg back to E:\TDATA\4f444d58\odamex.cfg
Q. What is required to use a keyboard and/or mouse?
A. A simple USB-to-Xbox adapter will work. These can be easily obtained
from online stores and auction sites for little cost. A device with a
cable modified to use an Xbox safety release cable will also work.
Q. Is it safe to try all the resolutions listed in the resolution list?
A. SDLx scales all resolutions to 640x480 except for 720x480 and 1280x720.
Only resolutions that are supported by the AV pack and system settings
are shown.
Q. I have a widescreen television but the 720x480 options isn't available?
A. In your Xbox system video settings select "Wide Screen" or "Letterbox".
Q. I have an HDTV and the HDTV AV Pack but the 1280x720 (720p) option isn't
available?
A. In your Xbox system video settings enable the 720p HDTV resolution.
================================================== =============================
Section 6: Acknowledgements
This port would not be possible without the contributions and assistance of
many people. The following especially deserve to be mentioned.
* Undead of Team Assembly - Undead donated 2 Xbox debug kits that proved
to be instrumental in the development of the libraries that Odamex
depends on as well as Odamex itself. HUGE thanks to him for his
kind donation!
* Vedge of Hypertriton, Inc. (Developer of Agar) - Agar is a critical
piece that serves as the cross-platform GUI toolkit behind AG-Odalaunch.
Vedge provided assistance and knowledge as well as bug fixes and feature
enhancements that directly benefited the Xbox and the development of
AG-Odalaunch. He also trusted me with commit access so that I could
more efficiently get code changes into Agar. Thanks for not getting
annoyed while I flooded the channel with my thoughts, inquiries, and
general ramblings.
* Sirlemonhead - Sirlemonhead helped get me set up for development and I
e-mailed him with questions and ideas on many occasions. Also, he made
the AvP port and nobody can thank him enough for that.
* weinerschnitzel - Provided testing and feedback throughout development.
* ldotsfan - Bouncing Xbox development tricks back and forth with him has
been both an enjoyable and educational experience and I look forward
to more of the same.
* Likklebaer - Thanks for your role in Doom-X and for sharing your experience.
* To all those at Xbox-Scene that have provided interest, suggestions, and
great encouragement. I hope you guys love playing this port as much as I
enjoy working on it - Clockface, Cheema201, guybird, ultimate509, neil222,
moonmaster1, lawdawg0931, Mega Man (?), flux2k, Pulsemasta, rubarb, Koooi,
Finker282, Rygrass, trrobin, |11|1VeNoM1|11|, XTecuterX73
* Special thanks to the faithful Odamex bug testers and patch contributers who
put up with our crap on a daily basis because they believe in Odamex and
the philosophies behind it - Spleen, Ladna, HeX9101, tm512, GhostlyDeath,
and a hat tip to blzut3
* To anyone I missed and all the developers in the Xbox development scene that
released source and made it possible to work on the system without being
completely lost. The Xbox Linux guys, XBMC devs, Arnova and the rest of the
XBMC4Xbox devs, XPort, madmab, Team Assembly, RessurectionXtras, Team Evox,
MXM devs, everyone who has contributed to openxdk, and all the rest.
* Finally, all the members of the Odamex development team. Working with you
guys is great. I appreciate the maturity, intelligence, and dedication each
of you has brought to the team. It is the level-headedness and respect that
everyone working on this project maintains that will see Odamex succeed as
a great open-source project and Doom source port - Manc, Russell, Ralphis,
Denis, and NES
================================================== =============================
PCGAME FLASHBACK - REMINISCENE360 V1.01
REminiscene 360
Data Files:
-----------
You will need the original files, here is the required list :
FB_TXT.FNT
GLOBAL.ICN
GLOBAL.FIB
GLOBAL.SPC
*.OFF
*.SPR
*.MAP
*.PAL
*.ANI
*.CT
*.MBK
*.OBJ
*.PGE
*.RP
*.TBN
*.CMD
*.POL
*CINE.*
If you have a version distributed by SSI, you'll have to rename some files :
logosssi.cmd -> logos.cmd
logosssi.pol -> logos.pol
menu1ssi.map -> menu1.map
menu1ssi.pal -> menu1.pal
In order to hear music, you'll need the original music files (.mod) of the
amiga version. Copy them to the DATA directory and rename them like this :
mod.flashback-ascenseur
mod.flashback-ceinturea
mod.flashback-chute
mod.flashback-desintegr
mod.flashback-donneobjt
mod.flashback-fin
mod.flashback-fin2
mod.flashback-game_over
mod.flashback-holocube
mod.flashback-introb
mod.flashback-jungle
mod.flashback-logo
mod.flashback-memoire
mod.flashback-missionca
mod.flashback-options1
mod.flashback-options2
mod.flashback-reunion
mod.flashback-taxi
mod.flashback-teleport2
mod.flashback-teleporta
mod.flashback-voyage
Keys :
Right Stick : Quit
Start : Save state
Back : Load state
Left Stick/D-Pad : move conrad
X : display the options
Y : display the inventory
A : talk / use / run / shoot
B : use the current inventory object
Changelog :
V1.0 : Initial Release
V1.01 : Fix D-Pad can be used now, Save state on Start and Load state on Back
PCGAME JAZZ JACKRABBIT - OPENJAZZ360
Relased: Feb. 17, 2009
Version: 1.0.0
About:
Jazz Jackrabbit is a platform game produced by Epic MegaGames. The game features six episodes; each episode consists of three worlds, with two levels and a boss level. Jazz has a life bar; when enemies shoot or come in contact with him, he loses health that must be replenished by collecting carrots. If his health falls to zero, Jazz turns to ash and the level restarts from the last checkpoint. Also, instead of jumping on enemies Jazz must shoot his enemies with a blue gun he always carries. A variety of different bullet types can be found in the game and do varying amounts of damage.
Instal:
Run like any other XEX on your 360. The shareware files are included. If you own the full game simply copy the files into the OpenJazz360 folder.
Greetz:
IceKiller
BLAZE
ScrawnyB
Sascoo
AU Andy
Alias
AnnexxEmpire
Lo$er
SonicISO
Uberfry
and many many more. (Sorry if I forgot you again)
Coded by: LoveMHz of XeLove
Site: [URL]http://lovemhz@blogspot.com/[/URL]
PCGAME BEATS OF RAGE GAME ENGINE - OPENBOR360 V3.0 BUILD3688 BY A600
OpenBOR360 v3.0 Build 3688 ported by A600
This is an OpenBOR port for the Xbox360, possible thanks to the hard work of
the OpenBOR and Senile teams, the SDLx libs by lantus and the XBDM plugin
by Natelx.
For more info about OpenBOR, check out [URL="http://www.lavalit.com"]Chrono Crash[/URL]
KNOWN BUGS
----------
- The BGM player doesn't work so, for now, is disabled.
- Ogg music isn't played (works but doesn't sound right) so also is disabled.
The only workaround is to convert the .ogg files to .bor: Unpack the pak,
convert the oggs to wav, then use wav2bor with those wavs, rename the final
files to .ogg and repack the pak.
Anyway, only a few paks use ogg music.
CONTROLS
--------
Dpad -> Up/Down/Left/Right
A -> Button1
B -> Button2
X -> Button5
Y -> Button6
Left Trigger -> Button3
Right Trigger -> Button4
Back -> Escape
Start -> Start
Right Analog Thumb -> Screenshot
All controls can be remapped using the "Control Options" menu.
SCREEN
------
If you are using the 720p videomode, to get a correct aspect ratio for those
4:3 paks, select the menu "Video Options" - "Aspect Ratio" and set it to 4:3.
The xResizer.xex included allows to resize the screen for those with overscan problems.
It generates an xbox.cfg with these default settings:
xpos=0
ypos=0
xstretch=0
ystretch=0
Source code (sources.rar) included.
-A600-
PCGAME QUAKE3 - QUAKE3 360 V1.0
Quake3-360 V1.0
***************
****************
* Requirements *
****************
- Quake 3 PC version (place the .pak file from baseq3 folder into the same folder from the release package, you can also place the lastest update => google 'quake3-latest-pk3s.zip')
****************
* What it does *
****************
- It's a port of Q3 for xbox 360 from the PC version
- Auto detect your gamertag name and use it
- Multiplayer
- Virtual Keyboard emulation (press Y in menu)
***********
* Credits *
***********
- Ced2911
- sk1080
- Razkar
*************
* Changelog *
*************
v1.0
- Initial release
PC GAME RICK DANGEROUS - RICK360
NO README RELEASED
PC GAME ULTIMA7 - EXULT360
Exult Documentation
last changed: 21 October 2007(GMT)
The latest version of this document can be found at [URL="http://exult.sourceforge.net/docs.php"]Exult - Documentation[/URL]
0. Changes to the Documentation
0.1. - 21 October 2007
0.2. - 08 April 2006
0.3. - 14 March 2005
0.4. - 14 August 2004
0.5. - 23 May 2004
0.6. - 11 February 2004
0.7. - 12 December 2003
1. Introduction
1.1. Exult Version
1.2. What is Exult?
1.3. Terms we use in regard to Exult and Ultima 7
2. Configurations
2.1. Installation
2.2. Settings in exult.cfg
2.3. Path-Settings
2.4. Further directory customizations
2.5. Command line options
3. Audio
3.1. Music
3.2. Abilities and limitations of the music engine
3.3. Windows MIDI Mapper
3.4. Digital Music
3.5. Installation of the digital music packs
3.6. Digital Wave Sound Effects
3.7. Speech
3.8. Turn off Audio
3.9. Linux and Audio
4. Video
4.1. Resolution
4.2. Scaler
5. Movement and Keys
5.1. Movement
5.2. Keyboard commands
5.3. Cheat keys
6. Game Menu
6.1. Access to the Game menu
6.2. Load/Save Game
6.3. Video Options
6.4. Audio Options
6.5. Gameplay Options
6.6. Combat Options
6.7. Quit
7. OS specific notes
7.1. How to get the Zaurus port working
7.2. Error Log
7.3. Making Digital Sound work on Mac OSX
8. Zaurus Guide
8.1. Author of this Guide
8.2. Sharp Zaurus
8.3. Zaurus SL5x00 and ROMs
8.4. Exult and Zaurus
8.5. Installing new packages
8.6. Using the standard ROM
8.7. Installing the non-required packages
8.8. Using the latest ROM
8.9. Solving the problems with the latest ROM
8.10. Useful tidbits
9. Installing the original Ultima VII games for use with Exult
9.1. Installing the floppy disks of BG/SI on Windows
9.2. Installing the floppy disks of the Add-Ons FoV/SS on Windows
9.3. Installing the floppy disks of BG/SI using DosBox
9.4. Installing the floppy disks of the Add-Ons FoV/SS using DosBox
9.5. Manual installation of the BG floppy disks
9.6. Manual installation of the SI floppy disks
9.7. Installing the CD-ROM versions of Ultima VII
9.8. Fixing permissions of Ultima Collection on *nix systems
10. Credits and Contact
10.1. Thanks
10.2. Contacting us
--------------------------------------------------------------------------------
0. Changes to the Documentation
0.1. - 21 October 2007
* 7.3. Making Digital Sound work on Mac OSX added.
* 9.8. Fixing permissions of Ultima Collection on *nix systems added.
0.2. - 08 April 2006
* 2.1. Installation needed some polishing.
* 2.3. Path-Settings synched the path settings with the new Installation section.
* 9. Installing the original Ultima VII games for use with Exult might help some people.
0.3. - 14 March 2005
* 8. Zaurus Guide Newest ROM instructions updated.
0.4. - 14 August 2004
* 2.1. Installation on Windows you can use Notepad to edit exult.cfg.
0.5. - 23 May 2004
* 1.1. Exult Version I'm confident that the new Version will be 1.2.
* 7.1. How to get the Zaurus port working we shouldn't call our data files shared files..
0.6. - 11 February 2004
* A lot of clean up and small changes, too numerous to list.
* 2.3. Path-Settings fixed some outdated instructions.
* 3.5. Installation of the digital music packs added as the instructions in the music-pack readme.txt are no longer valid.
* 5.1. Movement fixed up a bit.
* 5.2. Keyboard commands fixed up a bit as well.
* 6. Game Menu added screenshots showing the Game menu gumps and removed "Quit to Menu".
* 10.1. Thanks time to thank Sourceforge as well.
0.7. - 12 December 2003
* 2.2. Settings in exult.cfg fixed bad path settings and updated audio settings.
* 2.3. Path-Settings moved stuff over to next point.
* 2.4. Further directory customizations added to give some explanation for Static/Gamedat.
* 3.1. Music updated with 'recent' audio changes.
* 6.4. Audio Options updated with 'recent' audio changes.
--------------------------------------------------------------------------------
1. Introduction
1.1. Exult Version
This documentation is for the 1.2 version of Exult. If you have another Exult version, its documentation can be found where you installed the release.
1.2. What is Exult?
Ultima 7, an RPG from the early 1990's, still has a huge following. But, being a DOS game with a very nonstandard memory manager, it is difficult to run it on the latest computers. Exult is a project to create an Ultima 7 game engine that runs on modern operating systems, capable of using the data and graphics files that come with the game.
Exult is written in C++ and runs on, at least, Linux, Mac OS X and Windows using the SDL library to make porting to other platforms relatively easy. The current version supports all of "Ultima 7: The Black Gate" and "Ultima 7 part 2: The Serpent Isle", allowing you to finish both games. This is only possible due to the work done by other fans who have decoded the various Ultima 7 data files, especially Gary Thompson, Maxim Shatskih, Jakob Shonberg, and Wouter Dijkslag.
Exult aims to let those people who own Ultima 7 (copyright 1993) play the game on modern hardware, in as close to (or perhaps even surpassing) its original splendor as is possible. You need to own "Ultima 7: The Black Gate" and/or "Ultima 7: Serpent Isle" and optionally the add-ons (not required to run) in order to use Exult, and we encourage you to buy a legal copy.
1.3. Terms we use in regard to Exult and Ultima 7
We are using many terms in this documentation, the FAQ and other documentation files that people may have difficulties to understand. Here we will try to give some explanations.
* BG, SI, FoV or SS: we refer to "Ultima 7: The Black Gate" as BG and to "Ultima 7: Serpent Isle" as SI. The add-ons "Forge of Virtue" and "Silver Seed" are called FoV and SS.
* eggs: these are trip-wires that can cause monsters to spawn, execute scripts, play music, change weather, trigger traps or teleport when you get near them.
* flex files: also known as flexes, these are used by the original to store the data files. Also when you choose to not use compressed save games (see save_compression_level in ReadMe.txt) our save games are also "flexed".
* gumps: the windows used in the game interface for containers, characters, menus, etc..
* paperdoll: when pressing 'i' you get the inventory display. It's the picture of your characters body (or the bodies of your party members) onto which you can drag all kinds of equipment. The way this is displayed in SI is what we call paperdoll. We integrated this for BG as well. (see FAQ.txt).
* shapes: shape files are the format used for storage of all graphics elements (from UI buttons to terrain features) of the games Exult supports. Shapes may contain one or more frames (a frame is a single image).
* snapshot: see FAQ.txt. Please note that our documentation usually refers to the latest snapshot.
* usecode: that's the scripting language that drives all of U7 (conversations, objects...).
* Exult data directory: that's the directory where Exult stores its data files (exult.flx, exult_bg.flx and exult_si.flx).
--------------------------------------------------------------------------------
2. Configurations
2.1. Installation
* First you need to get Ultima 7. Either you own it already, or you buy it somewhere.
* You need an installed version of Ultima 7 to run Exult with. At 9. Installing the original Ultima VII games for use with Exult we have a guide on how to install the original games.
* Copy the installed Ultima7 folder to an appropriate folder - see 2.3. for suggestions.
* Download Exult from our download section and install it.
* Now run exult (exult.exe in Windows) and quit it immediately.
* Edit the configuration file with a text editor (e.g. on Windows use Notepad) and enter the correct paths for the game folders - see 2.2. for details
* Run exult and enjoy the game :-)
Word of advice: Don't mix the files from BG and SI.
Note: If you run Exult on an original Ultima7 game which you're actually in the middle of playing, your game will be overwritten. Since Exult's files have a different format, there is no way to convert those original save games.
2.2. Settings in exult.cfg
Exult keeps a configuration file. You can specify where your Ultima 7 installation is, whether you want full screen graphics, or windowed, and midi devices and midi settings. Some of these options can be set from the Setup menu when you run Exult or via the Game Options menu.
If you do not already have a configuration file, Exult will make one for you filling in sensible defaults by itself. The location of this file varies slightly. On UNIX systems you can expect to find it in $HOME/.exult.cfg. In Windows it is 'exult.cfg' in the same directory as the Exult binary. In Mac OS X it is ~/Library/Preferences/exult.cfg.
Note: the settings in exult.cfg are the same on all operating systems (except when explicitly stated below).
The file uses a simple hierarchical XML-like syntax, which should be simple to understand and modify. Take care though. Handling of syntax errors in this file is not well tested.
The default file looks like this (do not copy the **and following - these are my remarks).
Note: yes means enabled, no means disabled
<config>
<disk>
<save_compression_level>
1
**save games are now compressed as zip files. 0 disables compression,
1 enables it, 2 compresses even a bit better. Default is 1.
</save_compression_level>
<data_path>
data
**see 2.3. for pathsettings
</data_path>
<music_path>
data/music
**optional. Location of digital music. See also 3.4.
</music_path>
<game>
<blackgate>
<title>
blackgate
</title>
<path>
./blackgate
</path>
<savegame_path>
./blackgate
**optional. Default is the same as <path>, change to whatever you like.
Also see 2.4. before changing it.
</savegame_path>
<static_path>
./blackgate/static
**optional. See 2.4. before changing it.
</static_path>
<gamedat_path>
./blackgate/gamedat
**optional. See 2.4. before changing it.
</gamedat_path>
<keys>
(default)
**configure custom key bindings or leave the (default)
- see 5.2.
</keys>
<waves>
jmsfx.flx
**optional setting see 3.6. for configuration
</waves>
</blackgate>
<serpentisle>
<title>
serpentisle
</title>
<path>
./serpentisle
</path>
<savegame_path>
./serpentisle
**optional. Default is the same as <path>, change to whatever you like.
Also see 2.4. before changing it.
</savegame_path>
<static_path>
./serpentisle/static
**optional. See 2.4. before changing it.
</static_path>
<gamedat_path>
./serpentisle/gamedat
**optional. See 2.4. before changing it.
</gamedat_path>
<keys>
(default)
**configure custom key bindings or leave the (default)
- see 5.2.
</keys>
<waves>
jmsisfx.flx
**optional setting see 3.6. for configuration
</waves>
</serpentisle>
</game>
</disk>
<debug>
<trace>
<usecode>
no
**options are yes/no/verbose. This is used to trace the
executed Usecode. (You shouldn't need this unless you are a programmer.)
</usecode>
<intrinsics>
no
**options are yes/no. Used to trace intrinsics.
(You shouldn't need this unless you are a programmer.)
</intrinsics>
<combat>
no
**options are yes/no. If enabled, show combat messages.
</combat>
</trace>
</debug>
<gameplay>
<double_click_closes_gumps>
no
</double_click_closes_gumps>
<right_click_closes_gumps>
no
</right_click_closes_gumps>
<cheat>
yes
**enable/disable cheats
</cheat>
<skip_intro>
no
**this skips the in-game intro in BG; Iolo talks to Petre, the Avatar appears,
Iolo talks to you, the mayor talks to you and so on.
</skip_intro>
<skip_splash>
no
**this skips the splash screen, the intro before you get to the
game menu. Disabling it brings you straight to the game menu.
</skip_splash>
<facestats>
0
**activates the status faces and the position on the screen.
-1 disable,0 right, 1 middle, 2 right.
</facestats>
<mouse3rd>
no
**yes enables using of the middle mouse button.
</mouse3rd>
<fastmouse>
no
**yes enables faster cursor movement in full screen mode.
</fastmouse>
<bg_paperdolls>
no
**yes enables SI style paperdolls in BG.
</bg_paperdolls>
<combat>
<difficulty>
0
**0 is default, negative values make combat easier, positive makes it
harder. It affects the chance of a hit, and the HP's lost if a hit occurs.
Ranges from -3 to 3 (easiest to hardest).
</difficulty>
<mode>
original
**original or keypause. On keypause the game pauses when you hit space
so you can make changes in combat.
</mode>
<show_hits>
no
**no is default. With yes you see the hitpoints of NPCs
in brackets after their name.
</show_hits>
</combat>
<gumps_dont_pause_game>
no
**yes doesn't pause the game when gumps are shown.
</gumps_dont_pause_game>
<step_tile_delta>
8
**Controls how far the Avatar will move before Exult recalculates the
Avatar's and the party's movement. Bigger # avoids jerkiness, but may cause other
problems.
</step_tile_delta>
<allow_double_right_move>
yes
**double right-click lets the Avatar walk automatically
to where you clicked.
</allow_double_right_move>
<formation>
no
**yes forces the party to walk in a formation similar to the original game.
</formation>
</gameplay>
<audio>
<enabled>
yes
**enable/disable all audio - this takes precedence over the
other audio settings. (You can change this in game via
'Esc' - the setting is saved.)
</enabled>
<disablepause>
no
**enable/disable the pausing of SFX and digital music when the
game pauses (e.g. not the focused window). MIDI music is currently not paused.
</disablepause>
<force_waveout>
no
**yes forces Exult to use waveout instead of directsound. This may
fix problems some people have with Exult and sound in Windows.
(This is a Windows-only option.)
</force_waveout>
<effects>
<enabled>
yes
**enable/disable sound effects. (You can change this in game via
'Esc' - the setting is saved.)
</enabled>
</effects>
<driver>
normal
**choose your music driver between normal, digital, fmsynth.
See 3.1. for details.
</driver>
<midi>
<enabled>
yes
**enable/disable MIDI effects. (You can change this in game via
'Esc' - the setting is saved.)
</enabled>
<convert>
gm
**see 3.1.
</convert>
<volume_curve>
1.000000
**set volume (kind of at least, best don't change)
</volume_curve>
<win32_device>
-1
**choose the Windows MIDI Device. See 3.3.
</win32_device>
<looping>
yes
**No disables music looping. See 6.4.
</looping>
<dual_opl>
yes
**No disables 'dual' mode for stereo sound when <driver> is set to fmsynth.
</dual_opl>
</midi>
<speech>
<enabled>
yes
**enable/disable speech. (You can change this in game via
'Esc' - the setting is saved.)
</enabled>
</speech>
</audio>
<video>
<width>
320
**here you choose your resolution, it can be as big as your
monitor allows. 320x200 is the resolution of the original.
</width>
<height>
200
</height>
<scale>
2
**2 enables / 1 disables scaling, some scalers support higher values.
See 4.2..
</scale>
<fullscreen>
yes
**do you want to play full screen?
</fullscreen>
<disable_fades>
no
**"no" enables fading between different menu points
</disable_fades>
<scale_method>
SuperEagle
**choose different scalers here - see 4.2.
</scale_method>
<gamma>
<red>
1
**set gamma levels to adjust brightness, same as +/- in game
</red>
<green>
1
</green>
<blue>
1
</blue>
</gamma>
<fps>
10
**Speed setting. Might help when the game seems too slow or too fast.
</fps>
</video>
</config>
2.3. Path-Settings
You have two choices on how to setup Exult.
The first one is very easy, just install Exult to the directory where you have The Black Gate or Serpent Isle installed. Concerning the paths you don't have to configure anything, at least for the game you have installed it to. For the other game you will need to edit exult.cfg.
The other is a little more complicated but appeals to control freaks like me: Make a directory c:\exult make two subfolders named "ultima7" and "serpent" (without the quotes of course) Extract or install the two Ultima 7 games into the appropriate folder ("The Black Gate" to c:\exult\ultima7 and "Serpent Isle" to c:\exult\serpent) Install Exult to c:\Exult. Now you have to edit the file c:\exult\exult.cfg file like this (Non-Windows users please look at 2.2. for the location of exult.cfg):
<config>
<disk>
<data_path>
data
</data_path>
<game>
<blackgate>
<title>
blackgate
</title>
<path>
./ultima7
</path>
</blackgate>
<serpentisle>
<title>
serpentisle
</title>
<path>
./serpent
</path>
</serpentisle>
</game>
</disk>
You can either use the relative (e.g. ./ultima7) or absolute (e.g. c:\exult\ultima7) path to point to the correct directory.
Note: Better don't use spaces in the path (e.g. c:\exult\the black gate\). Some people seem to have problems with that.
Note: path settings in exult.cfg are the same on all operating systems. Of course you need to make adjustments on UNIX based systems when you enter the absolute path.
2.4. Further directory customizations
You can also specify where Exult reads and stores the game specific data, like the files in the Static and Gamedat directory and the save games. This is optional and not required but may be useful if you want to exercise absolute control. Some explanation what these dirs are for:
* Savegames this is where Exult stores your savegames. Normally you find these in the dir set in <path>.
* Static the most important dir. Here you have the data files from the original game. You should never touch these files.
* Gamedat contains the (dynamic) data for the game you're currently playing. It's where the "journey onward" 'savegame' is stored.
If you don't change the location of either the Static or Gamedat directories, Exult expects to find both directories in the path you specified in <path>. Don't ever point these two at the same directory.
My recommendations and example for BG (for SI use the same syntax) are:
<config>
<disk>
<data_path>
data
</data_path>
<game>
<blackgate>
<title>
blackgate
</title>
<path>
./ultima7
</path>
<savegame_path>
./ultima7
</savegame_path>
<static_path>
./ultima7/static
</static_path>
<gamedat_path>
./ultima7/gamedat
</gamedat_path>
</blackgate>
2.5. Command line options
Exult offers some "hidden" command line options:
* -h or --help Shows all the command line parameters in stderr (stderr.txt on Windows systems)
* -v or --version Shows version information in stderr
* -c configfile Specify alternate config file (relative or absolute paths work)
* --bg Starts the game with the Black Gate menu
* --si Starts the game with the Serpent Isle menu
* --nomenu Skips game menu.
* --buildmap x x = 0 shows all roofs, x = 2 pops them all. You have to specify the game first (Example: exult --bg --buildmap 0). Builds the map of the game specified. The map is huge and in pcx format, you will need a lot of ram to even look at this map once it is build (and even that requires a lot of patience) Exult is required to be run in windowed mode and you get the best map if you started a new game before you build the map.
* --nocrc Recently we added a crc check that Exult doesn't start when the exult*.flx files in the data dir aren't the same it got compiled with. This parameter lets the game start nevertheless. Don't try this if you don't know what you are doing.
* --game gamename Loads a game specified in exult.cfg when there are other games made with Exult Studio.
--------------------------------------------------------------------------------
3. Audio
3.1. Music
There are three ways that music is played in Exult. One is using MIDI, which plays the music through any GM MIDI device, Timidity can be used in Linux. Another way is Digital Music encoded into OGG (similar to MP3) which was recorded directly from a Roland MT-32. The third option is FMSynth which emulates Opl2/Adlib. The MIDI files are converted on-the-fly from the original Ultima 7 MT-32 files to General Midi format so that they will be playable on modern General Midi and General Midi/GS supporting sound cards.
The options for changing the Music driver are in the opening Exult menu Setup screen or in the actual game's audio options. Currently only the in game options menu works correctly. You can choose between:
* Normal This setting utilizes the MIDI driver of your system. See the MIDI conversion order below.
* Digital Digital Music plays the OGG files which must be located in the Exult data/music directory. This does not use MIDI but plays the music digitally through any soundcard.
* FMSynth This is a Software FM Synthesizer (also known as a emulated Opl2/Adlib). It has a 'dual'mode for stereo sound. Use "config/audio/midi/dual_opl" set to "yes" or "no" to enable/disable it. Default is "yes". You don't have to restart Exult anymore if you change this in the game.
The order of MIDI conversion quality is:
* none This option will output the music with nothing changed. Because the mapping will be for MT32s you should only use this option if you have a MT32 compatible device or you have replaced the music.
* gs127 This option is for midi devices that have a MT32 patch bank installed in Bank 127. Some GS implementation have this, some don't. Only use this if you know that you have a MT32 implementation on Bank 127.
* gs This will convert the MT32 patches to their equivalent GS patches. This will be a more accurate conversion that straight gm since more of the MT32 patches are in the GS set. However, not all midi devices will support this mode.
* gm This will convert the MT32 patches to standard General Midi patches. Conversion is fairly accurate but some instruments may be different.
NOTE: Currently the conversion to GS and GS127 is not finished and the notes are only mapped to General Midi.
3.2. Abilities and limitations of the music engine
Due to the way the class was constructed input can be in either .mid, .rmi or the Miles Sound System .xmi format. There are no limitations to they types of .mid and .rmi supported. They can be Type 0, 1 and the rarely seen type 2. The loading routine is also fairly lenient of erroneous XMIDI files that do not have correct XMIDI headers.
During the development of the XMIDI class it was found that certain .xmi files in Serpent Isle had the first patch changes after the first note. The converter will attempt to correct these errors. However it may cause problems with some midi files. Currently this can not be disabled and may change in the future.
3.3. Windows MIDI Mapper
You can now tell Exult which MIDI device it should use. Useful if you want Exult to use a different MIDI device than the default Windows device (like an MT-32).
To do this start Exult, on the menu choose "Exit". Now open the file stdout.txt in the folder where exult.exe is located. You will see a listing of the midi devices. For example with an SB Live! in Win2k it will look like this:
4 Midi Devices Detected Listing midi devices: -1: Microsoft MIDI-Mapper 0: A: SB Live! MIDI Synth 1: B: SB Live! MIDI Synth 2: SB Live! MIDI UART
By default Exult uses the Microsoft MIDI-Mapper (which uses the device you choose in the Windows Multimedia Properties). To change the MIDI Device open exult.cfg and change
<win32_device>
-1
</win32_device>
with the device you want to use.
3.4. Digital Music
Exult needs the Digital Music pack to play Digital Music in the game. The music pack contains music for both Black Gate and Serpent Isle, encoded in high quality OGG format. Simon Quinn recorded the current Digital Music pack on an original Roland MT-32 and with this you will experience the music as it would be heard with the original game. Digital Music should work on any platform that supports digital sound and does not use any MIDI, so it is also a good option for platforms with no MIDI support. Additionally, Digital Music supports a number of background atmospheric SFX tracks that are played when no music is playing. These consist of wind, bird etc effects outside and other sound effects when inside a dungeon. These SFX tracks are not available when using MIDI as they play Roland MT-32 specific voices that cannot be mapped to GM/GS. These SFX tracks do not play when the music is switched off.
3.5. Installation of the digital music packs
The Digital Music pack can be downloaded from [URL="http://exult.sourceforge.net/download.php"]Exult - Download[/URL], the files are called Ogg encoded Music files for Exult Part 1(use with 1.1.x snapshot only) (U7MusicOGG_1of2.zip) and Ogg encoded Music files for Exult Part 2(use with 1.1.x snapshot only) (U7MusicOGG_2of2.zip). The readme.txt found in the ZIP files contains installation instructions that are no longer 100% valid and should not be followed. Create a music directory in exult/data (i.e. exult/data/music/) and extract the two ZIP files U7MusicOGG_1of2.zip and U7MusicOGG_2of2.zip into this directory. If you are not sure where the data directory is, search for the file exult_bg.flx on your hard drive as this file is always in the data directory. Now start up Exult and start either a game of BG or SI. Hit 'ESC' to enter the game menu. Here select Audio Options and in the "Music options" set the driver option to digital.
It isn't necessary but you can also customize the location of the music files by adding <music_path> to exult.cfg. Example:
<config>
<disk>
<data_path>
data
</data_path>
<music_path>
data/music
</music_path>
3.6. Digital Wave Sound Effects
Exult needs the so called sfx packs to enable sound effects for Ultima 7. You have to download separate packs for each game as order of the sfx in BG and SI varies a bit and otherwise will sound odd. However there is a little issue with sfx playback in SI: In combat the sfx may be a little wrong as we still haven't figured out all the data in the 'weapons.dat'. Also Exult doesn't yet playback all the sfx that the original did.
Note that configuring your soundfonts is not needed for digital wave sfx.
We currently have two soundpacks for each game. Joseph Morris recorded the original SoundBlaster sfx and Simon Quinn recorded the Roland MT32 sfx. You can find them on our download page at [URL="http://exult.sourceforge.net/download.php"]Exult - Download[/URL].
Extract the zip files into your Exult data directory and write down the name of the pack in your exult.cfg file (see 2.2.). You don't need to set correct paths anymore if the pack is in the data directory. An example of how the relevant part of exult.cfg looks with these packs:
<blackgate>
<waves>
jmsfx.flx
</waves>
</blackgate>
<serpentisle>
<waves>
jmsisfx.flx
</waves>
</serpentisle>
3.7. Speech
Exult can play the Ultima VII's speech through SDL, and its own internal mixer. Configuration is managed through Exult's configuration file.
3.8. Turn off Audio
Press 'Esc' to turn on/off Music, Speech and SoundFX via the in-game menu or change the settings in exult.cfg - see 2.2..
3.9. Linux and Audio
If you want to use the MIDI music option in Exult and use Timidity to play the MIDI, the timidity.cfg file must go into the same directory as the Exult executable, otherwise Timidity will not work.
Apparently Exult has some problem with the sound drivers in the 2.4 kernel, notably with the SoundBlaster Live. Therefore we advice our users to install ALSA (Advanced Linux Sound Architecture) found at [URL="http://www.alsa-project.org"]AlsaProject[/URL]. ALSA is going to replace OSS in the upcoming stable (2.6) Kernel anyway. We are sorry for this.
--------------------------------------------------------------------------------
4. Video
4.1. Resolution
By default Exult runs at 320x200 (which is the resolution the original Ultima VII used). Exult can use different scaling engines to double the size to 640x400 and increase the quality of the graphics.
Using higher resolutions is considered cheating as you can see too much of the surrounding area. Since the game was designed to be played at a specific size, this can actually lead to plot-stopping problems; hence we will not fix any problem caused by your cheating! Don't say we didn't warn you :-) Actually being able to play in higher resolutions is one of the big advantages of Exult but as mentioned above it comes with a price.
Within the game you can use the 'Alt +' and 'Alt -' to switch resolution..
4.2. Scaler
The scalers also work with higher resolutions than 320x200. To change the scaling method either use the Exult menu or change your exult.cfg - see 2.2..
* Scale2x by Andrea Mazzoleni. This is a non-blurring scaler that looks good without soaking up a lot of CPU sycles. Get more information on this scaler at [URL="http://scale2x.sf.net"]Scale2x[/URL].
* SuperEagle by Derek Liauw. Only 2x.
* Super2xSai by Derek Liauw. Only 2x.
* 2xSaI by Derek Liauw. Only 2x.
* BilinearPlus same as Bilinear and it may even be a bit faster..
* Bilinear bilinear interpolation to smooth the result. Slower, but looks better. Only 2x.
* Point simple but very fast scaler. Only duplicates pixels, no fancy interpolation. Can be used for arbitrary integer scales (2x, 3x, 4x...).
* Interlaced identical to point except that it skips every other line to be even faster
The scalers by Derek Liauw are slower but look much better. Try out yourself which one you like most.
More information on the excellent scaling engines by Derek Liauw is available at [URL]http://elektron.its.tudelft.nl/~dalikifa/[/URL].
--------------------------------------------------------------------------------
5. Movement and Keys
5.1. Movement
* Hold right mouse button down to move Avatar.
* Double-click with the right mouse button will make the Avatar find a path to the selected spot.
* Click on objects with left button to identify them.
* Double-click on characters to hold conversations.
* Double-click on doors, shutters with left button to open or close them.
Note that on MacOS you have to hold down the 'Cmd' key and the mouse button to have the functionality of a right mouse button.
Nadir implemented keyboard walking in the post 1.0 versions of Exult. The Avatar can be moved with the arrow keys (or the keypad keys for more precise movement). When you move while holding shift the Avatar runs.
5.2. Keyboard commands
All key commands of Exult can be changed for either BG or SI. However, there is a default setting which closely follows the original with the addition of some improvements.
To change your key bindings first edit the file defaultkeys.txt in your Exult directory, change the bindings and save the file (e.g. as my_keys.txt). Now you have to change exult.cfg to use that file. You can even choose if you want to change your key bindings for BG or SI. See the keys settings at 2.2.. Change (default) to my_keys.txt.
During the game press 'h' to see a help screen with all the keys (for MacOS change Alt for Cmd - the in-game help screen shows the correct key combination for MacOS). 'KP' means keypad.
Default keyboard commands
KP+/- : Change brightness
Alt-KP+/- : Change resolution
F4 : Toggle full screen
right : walk east
left : walk west
up : walk north
down : walk south
KP1 : walk southwest
KP2 : walk south
KP3 : walk southeast
KP4 : walk west
KP5 : recenter map
KP6 : walk east
KP7 : walk northwest
KP8 : walk north
KP9 : walk northeast
Shift-right : run east
Shift-left : run west
Shift-up : run north
Shift-down : run south
Shift-KP1 : run southwest
Shift-KP2 : run south
Shift-KP3 : run southeast
Shift-KP4 : run west
Shift-KP6 : run east
Shift-KP7 : run northwest
Shift-KP8 : run north
Shift-KP9 : run northeast
Ctrl-x : Cut selected object (when in Map Edit mode)
Ctrl-c : Copy selected object (when in Map Edit mode)
Ctrl-v : Paste selected object (when in Map Edit mode)
b : Use spellbook
c : Combat mode
f : Use food
g : Use Abacus
h : Show list of keyboard commands
i : Show inventory
j : SI: Show jawbone
k : BG: Try all keys to unlock a lock
k : SI: Use keyring
Alt-k : SI: Try all keys to unlock a lock
l : SI: Show combat stats
m : Show map
p : Use lockpicks
Alt-q : Exit game
r : Brings up status bars. First three strokes change the location of the bar. The fourth disables it again.
Ctrl-r : Quick restore
Ctrl-Alt-s : Screenshot
Ctrl-s : Quick save
s : Show save/load box
Esc : Show Game menu box and closes all open boxes
t : Target, instead of double clicking, shows a cursor and pauses the game until you click on something
v : About screen
w : Use watch, shows the time if you got a watch
Alt-x : Exit game
z : Show stats
1 : Show inventory for Avatar
2 : Show inventory for character 2
3 : Show inventory for character 3
4 : Show inventory for character 4
5 : Show inventory for character 5
6 : Show inventory for character 6
7 : Show inventory for character 7
8 : Show inventory for character 8
In conversations you have the ability not just click on the answer with the mouse but also to use the numeric keys. The response options aren't numbered visually but logically with the dots. Also press 'Esc' to select "bye" if possible.
5.3. Cheat keys
Press 'ctrl-h' during the game to see a help screen with all the cheat keys. 'KP' means keypad.
Cheat commands
Alt-+/- : Switch resolution( you may have to use the keypad)
Alt-Arrow keys : Scroll map
home : Recenter map
Ctrl-Arrow keys : move selection (x,y coordinates)
Ctrl-Page keys : move selection (z coordinates)
F2 : Cheat screen similar to the originals'. Allows for some level of NPC editing and other cheat options
F3 : Map teleport
F10 : Show endgame
F11 : SI: Play alternate intro
Ctrl-b : Shape browser
Insert : Create object (that is chosen in the shape browser)
Ctrl-d : Delete object
e : Toggle egg display
Alt-g : Toggle God mode
Ctrl-g : Change avatar gender
Ctrl-Alt-h : Resurrect, heal party, cure poison and still hunger
Alt-i : Toggle infravision
Ctrl-l : Level up party
l : Decrement skiplift
Alt-h : Hackmover (you can move all objects around and it disables weight check
Ctrl-Alt-m : Toggle Map editor (useful for Exult Studio)
Ctrl-m : Get 100 gold coins
Alt-Shift-m : Play previous song
Alt-m : Play next song
Alt-n : SI: Toggle naked flag
Alt-p : SI: Toggle Petra mode
Alt-s : SI: Change skin color
Ctrl-Alt-t : Map teleport
Ctrl-t : Advance to next time period
Alt-t : Teleport (to current cursor position)
Alt-w : Toggle archwizard mode (all spells etc.)
Alt-1 : Test music, sfx, speech
Ctrl-Alt-g : Grab NPC for cheat screen
Ctrl-Alt-p : Pick pocket cheat, when enabled double-clicking on a NPC displays the actors inventory
Ctrl-n : NPC number, When enabled, clicking an a NPC will display their number instead of their name. Useful for the cheat screen.
--------------------------------------------------------------------------------
6. Game Menu
6.1. Access to the Game menu
You can access the Game menu either by pressing the disk icon in the Avatar's inventory screen or by pressing 'Esc'. You then have the following options.
6.2. Load/Save Game
This on is pretty straightforward. You can load and save a game, delete a game and view some information of a save game on the right side (a screenshot and some stats). If you have a wheel mouse you can scroll one line up/down by using the wheel. Pressing 'Alt' while using the wheel scrolls by pages. Pressing Cancel exits the Load/Save options.
6.3. Video Options
In this option screen you are able to determine how Exult displays the game.
* Resolution lets you choose between various resolutions. You can choose between 320x200, 320x240, 400x300, 512x384, 640x480 and 800x600. If you want higher resolutions edit exult.cfg outlined in 2.2. Settings in exult.cfg.
* Scaling choose between 1x and 2x. What it does is explained in 4.2. Scaler.
* Scaler lets you choose your favorite scaling engine. Also look at 4.2. Scaler for an explanation.
* Full Screen enable or disable running Exult in full screen.
* OK/Cancel Ok accepts your changes, Cancel discards your changes.
6.4. Audio Options
Look at 3. Audio to see explanation on the settings.
* Audio Enable or disable all Audio in Exult.
* Music Enable or disable music.
* driver choose between Normal, Digital or FMSynth.
* conversion choose between None, GM, GS, GS127.
* effects alters the way the midi is played. Choose between Reverb, Chorus, Both (Reverb and Chorus) or disable it.
* looping Disable restores the (broken) way the original handled the music looping flag.
* SFX Enable or disable digital sound effects.
* Speech Options Enable or disable the speech in the games.
* OK/Cancel Ok accepts your changes, Cancel discards your changes.
6.5. Gameplay Options
* Status Bars You can either disable the status bars or choose its position on the bottom of the screen (left, middle, right).
* Text Background shows a tinted background behind text in conversations to make it easier to read. Either disable it or choose between the colors purple, orange, light gray, green, yellow, pale blue, dark green, red, bright white, dark gray and white.
* Fast Mouse makes the mouse cursor move faster in full screen modes. Enable or disable it.
* Use middle mouse button In the normal game, the middle mouse button activates the target-function (which could also be accomplished by pressing 't'). For modal gumps, the middle mouse acts as 'return', the right button as 'escape', so you can now for example accept the default slider value by just pressing the middle button. The escape function is also available during most other actions like selecting a target or conversations. Enable or disable it.
* Doubleclick closes gumps pretty straightforward, right?
* Right click closes gumps the same but different.
* Double Right Pathfinds Double right-clicking on a spot makes the avatar walk to it.
* Gumps pause games In the original the game got paused when Gumps were shown. Enable/disable it.
* Cheats Enables or disables all the cheats that we implemented in Exult. See 5.3. Cheat keys what those cheats are.
* Speed if Exult seems too fast lower this setting. If it seems to sluggish raising this setting may help.
* Paperdolls only available in Black Gate. Enables or disable Paperdolls (inventory screen) in the style of Serpent Isle.
* OK/Cancel Ok accepts your changes, Cancel discards your changes.
6.6. Combat Options
As many people think that the U7 combat engine is far too easy, too hard or just can't stand the real-time-combat Jeff put in some options to make combat more interesting.
* Difficulty Ranges from Easiest (-3) to Hardest (3). It affects the chance of a hit, and the HP's lost if a hit occurs.
* ShowHits With this enabled you can see the hitpoints of NPCs in brackets after their name when you left-click on them.
* Mode choose between Original and SpacePauses. SpacePauses gives you a little more control of combat. When you hit space the game pauses and you can direct a party member by right-clicking, then clicking on a target to attack. Or change weapons, choose a favourite spell.
6.7. Quit
Exits Exult.
--------------------------------------------------------------------------------
7. OS specific notes
7.1. How to get the Zaurus port working
Some people were confused where to put the Exult and U7 files and this is just a quick guide. The long guide is in the next section.
* BG and SI are expected to be installed in /mnt/cf/exult-data/bg and /mnt/cf/exult-data/si
* Exult binary is in /opt/QtPalmtop/bin/
* the data files (like exult_bg.flx) go into /opt/QtPalmtop/share/exult/
* exult.cfg is can be found as /home/root/.exult.cfg
7.2. Error Log
* MacOS/Win32: Exult generates the files 'stdout.txt' and 'stderr.txt'. These may give you some idea of what is going on under the hood. When Exult suddenly quits, sometimes these files can help.
* UNIX/UNIX clones: the above mentioned logs are shown in the console from which Exult is started. ./exult >&log will send both stderr and stdout to the file named "log".
7.3. Making Digital Sound work on Mac OSX
OSX does not have built-in support for ogg files. You need to go to [URL="http://xiph.org/quicktime/download.html"]Xiph.Org: QuickTime Components :: Downloads[/URL] to download and install xiphqt.
--------------------------------------------------------------------------------
8. Zaurus Guide
8.1. Author of this Guide
This file was written by Artaxerxes (Aurelien Marchand). He can be contacted at artaxerxes2 at iname dot com. Please ask if you want to send attachments no matter what their size.
8.2. Sharp Zaurus
Introduced in April 2002, this PDA is really a pico-computer (one degree of magnitude less than micro). It runs a version of Linux on the ARM processor. It is possible to use cross-compilers to create programs that will run on the Zaurus, even if compiling from a x86 machine. This is notably the case for the Zaurus port of Exult. More information about the Zaurus can be gleaned on [URL]http://www.myZaurus.com[/URL].
8.3. Zaurus SL5x00 and ROMs
Sharp occasionally releases new versions of its ROM for Zaurus. Consider a new ROM like a new Linux distribution: new packages, new look, new kernel etc. It is possible to update the ROM thanks to information found on the Zaurus web site mentioned earlier. The current Exult package for the Zaurus is created for the stock SL-5500 ROM v2.12, but will work with some modifications on more recent ROMs. It has been reported to work on the SL5000-D (the earlier and less capable version). The package will not run of-the-shelf using the latest ROM (no matter what version of the Zaurus you use) unless you make a couple of changes. More detailed information on how to fix this problem will be found further down this document.
8.4. Exult and Zaurus
Exult uses SDL for multimedia access to the computer (music and video in particular). In order to play Exult on your Zaurus, you need to install the SDL library as well as the SDL-mixer library. Do not use the stock versions found on [URL="http://www.libsdl.org"]Simple DirectMedia Layer[/URL]. Rather, use the specially prepared versions for Zaurus found on [URL="http://www.gnurou.org"]gnurou.org | Just your average bearded geek[/URL]. These versions support more features and are the only tested ones.
8.5. Installing new packages
The first step to install a new package is to have the package downloaded and accessible from your Zaurus. I use a method I am comfortable with. If you have your own method and if it works, please keep using it! To copy packages on my Zaurus, I plug the cradle via USB to my Linux machine (Mandrake 10.1). Inserting the Zaurus on the cradle will automatically use the usbnet module to access the Zaurus via USB-over-ethernet. I then assign an IP to the net device usb0. Search the net to find out how. Once the connection is done, I upload the file via FTP to /mnt/cf/Documents/application/ipkg/. Then I start the add/remove package, select add new package and choose the file I just uploaded.
8.6. Using the standard ROM
Using the standard ROM has lead people to some issues. I recommend you install a newer version, in particular v3.10 (at this time of writing). All the current package for Exult and SDL will work fine. Simply install the SDL, SDL-mixer and Exult packages. You will also have to transfer the U7 data files to the Zaurus. I chose to install the data files on my Compact Flash card (/mnt/cf/) on the /mnt/cf/exult-data/si/static directory. Simply copy the content of your U7's static/ dir to this dir and you'll be done. The previous example is for Serpent Isle ("si" as you can see in the file path). For Black Gate, you would put "bg" instead of "si". Only the static dir is relevant. You can copy everything if you want to but it will take space for nothing.
8.7. Installing the non-required packages
Two additional packages exist and are not required. They hold the new musics for Exult and thus can be found on the Exult's download page. If you choose to install them as well, simply copy them to the Zaurus (see 5.1) and install them normally.
8.8. Using the latest ROM
As mentioned earlier, Exult won't run properly on the latest ROM (v3.10 as of 20030801) without some changes. There are a few reason why. I know they have changed the default user to be "zaurus" instead of "root", which mess up the paths and the config file. Indeed, by default, Exult reads its config file on ~/.exult.cfg which gets expanded to /home/root/.exult.cfg on the default ROM but to /home/zaurus/.exult.cfg on the newest ROM. Since the package installs all user-related files to /home/root, Exult won't find them on the latest ROM. Not only ~/.exult.cfg is concerned, but also ~/.exult/ which contains the gamedat (current runing game) and the savegames. Finally, the files' owner is set to "root" so the user "zaurus" won't be able to alter files and directories.
8.9. Solving the problems with the latest ROM
In order to play, you'll have to change the location of the files installed by the package to /home/zaurus/ instead of /home/root/. You'll have to type "su" to be able to change it. "su" is a command to become superuser (root). Not only you want to move the files ~/.exult.cfg and ~/.exult/ to /home/zaurus/ but you also want to edit the ~/.exult.cfg so that every occurrence of /home/root/ is replaced with /home/zaurus. First, open a terminal (install one if you don't have one).
From the terminal, verify who you are by typing ($ is the prompt): $ cd ~/ $ whoami $ pwd
The "whoami" command should return "zaurus". The "pwd" command should return "/home/zaurus/". Then copy the Exult files: $ cp /home/root/.exult* ~/ -rf
And change ownership to yourself. You might have to become root to do so: $ su # chown zaurus:zaurus /home/zaurus/.exult* -R # chown zaurus:zaurus /opt/QtPalmtop/share/exult -R # chown zaurus:zaurus /opt/QtPalmtop/bin/exult* -R # chown zaurus:zaurus /opt/QtPalmtop/pics/exult.png -R # chown zaurus:zaurus /opt/QtPalmtop/apps/Games/exult.desktop -R # exit
The # is the root's prompt. The "exit" command will stop the "su" command and make you return to the "zaurus" user. It is now time to edit the .exult.cfg. A fast way to do it: $ sed -e 's/root/zaurus/' >~/.exult.cfg ~/.exult.cfg_new $ mv ~/.exult.cfg_new ~/.exult.cfg
Normally, you should be able to start and play the game normally. Let me know if I am missing anything.
Updated packages will come up soon so that no additional work will be required.
8.10. Useful tidbits
The key mappings are found in the files /opt/QtPalmtop/share/exult/keys_bg.txt and /opt/QtPalmtop/share/exult/keys_si.txt
The Application keys are mapped this way: 'Calendar' = 'F9' = inventory (like pressing 'I') 'Address Book' = 'F10' = target mode (like pressing 'T') 'Home' = 'F12' = combat mode (like pressing 'C') 'Menu Popup' = 'F11' = use all keys (like pressing 'K' or 'Alt-K') 'Email' = 'F13' = spellbook (like pressing 'B')
Save often. I have not had a crash since I'm using the latest SDL packages but you never know.
Report any problem to the Exult forum at [URL="http://exult.sf.net/forum/"]phorum - Exult Discussion[/URL] or email me (see 8.1.).
--------------------------------------------------------------------------------
9. Installing the original Ultima VII games for use with Exult
9.1. Installing the floppy disks of BG/SI on Windows
Insert Disk 1 in your floppy drive, open explorer and click on the floppy drive (a:\). Doubleclick on install.exe, choose the drive you want to install to, and then in which folder you want BG/SI to be installed to (Let's assume C:\Exult\ULTIMA7 for BG and C:\Exult\SERPENT for SI). Next you choose the sound card, but as this is not relevant for Exult, choose "No sound card". Confirm the settings with "Y" and the installer begins to make noise in your floppy drive... When asked to insert the next floppy disk and hit any key (or ESC to cancel). When the installation is done, the installer will complain, that "something has put your system in protected mode...", ignore that and press any key to continue. Again it will complain that "your current system configuration is not compatible with Ultima VII!...", ignore that as well and press "N" (you don't need a bootdisk for playing U7 with Exult). Finally hit any key to finish your installation. The installer will finish and the game can be found at C:\Exult\ULTIMA7 or C:\Exult\SERPENT.
When installing Ultima VII from floppy disks in Windows you can run into some problems. The installer assumes that all drives in the computer are hard drives and can't cope with drives like CD-Roms and card readers. It tries to read how much free space the drives have and if there is no media in the drive it gives an error and you can't proceed. To solve this you have to insert a CD-Rom in your CD/DVD-Rom drive. If you have a multi card reader disconnect that if possible (or insert cards in all the slots if you have them). If disconnecting the reader is not possible you have to use one of the other ways to install the floppy versions or use a different computer.
Unfortunately it is possible that one of the floppies is no longer working. In that case the installation will fail and the installer might suggest that there is a device error and asks you to reboot your computer. Don't follow that advice a reboot is not likely to fix it.
9.2. Installing the floppy disks of the Add-Ons FoV/SS on Windows
Insert the add-on floppy disk in your floppy drive, open explorer and click on the floppy drive (a:\). Doubleclick on install.exe, and then you first have to choose the drive where you installed the game (BG/SI) to. Default is C:\, the installer will then search in which folder BG/SI has been installed to. This is unfortunately not working on every computer, for some unknown reason the installer might crash at this point. If it doesn't crash the installer will write where it found BG/SI installed to and will ask whether you want to proceed with the installation. Hit "Y" and the installation will begin, at the end press any key to finish the installation and to close the installer.
When installing the add-ons you might run into the same problems as when installing the full games (see above 9.1.).
9.3. Installing the floppy disks of BG/SI using DosBox
DosBox is a program that emulates the old Dos and should run on any operating system that Exult runs on (and more). So this is perfect for users that don't run Windows.
To install Ultima VII with DosBox, download and install DosBox from [URL]http://DosBox.sf.net.Make[/URL] a new folder in your C:\ drive called Exult. Insert Disk 1 in your floppy drive, start DosBox and type the following: mount c C:\Exult mount a a:\ -t floppy a: install
The installer will start and ask you on which drive to install Ultima VII to. Choose c and when it asks for the target directory choose C:\ULTIMA7 for BG or C:\SERPENT for SI (in both cases you can just hit enter). Next you choose the sound card, but as this is not relevant for Exult, choose "No sound card". Confirm the settings with "Y" and the installer begins to make noise in your floppy drive... When asked to insert the next floppy disk and hit any key (or ESC to cancel). When the installation is done, the installer will complain, that "something has put your system in protected mode...", ignore that and press any key to continue. Again it will complain that "your current system configuration is not compatible with Ultima VII!...", ignore that as well and press "N" (you don't need a bootdisk for playing U7 with Exult). Finally hit any key to finish your installation. Close DosBox. The game can now be found at C:\Exult\ULTIMA7 or C:\Exult\SERPENT.
9.4. Installing the floppy disks of the Add-Ons FoV/SS using DosBox
We assume you followed the above guide on how to 0.1. , so you should have BG/SI installed to C:\Exult\ULTIMA7 or C:\Exult\SERPENT.
Insert the add-on floppy disk in your floppy drive, start DosBox and type the following: mount c C:\Exult mount a a:\ -t floppy a: install
Now you have to choose the drive where you installed the game to. Choose C and the installer will find the correct directory of BG/SI and will ask for your confirmation to proceed with the installation. Hit "Y" and the installation will begin, at the end press any key to finish the installation and to close the installer. Close DosBox. FoV is then installed in C:\Exult\ULTIMA7. SS is then installed in C:\Exult\SERPENT.
Unfortunately you might run into a DosBox bug when installing the add-ons in DosBox. You might have to rename the file C:\Exult\ULTIMA7\static\usecode.new to just C:\Exult\ULTIMA7\static\usecode (or C:\Exult\SERPENT\static\usecode.new to just C:\Exult\SERPENT\static\usecode)
9.5. Manual installation of the BG floppy disks
If for some reason you can't use the above guides to install BG, there is also a way to install BG without using the installer.
Copy all the files of your floppy files in one folder (e.g. C:\Exult\BGfloppy). If you are using Windows open a command prompt (run -> cmd.exe) and change into this directory (enter cd C:\Exult\BGfloppy). There enter the following lines and press return after each line: copy /b u7disk00 +U7disk01 + u7disk02 u7disk00.zip copy /b u7disk10 + u7disk11 + u7disk12 u7disk10.zip copy /b u7disk20 + u7disk21 u7disk20.zip
In that directory you can now find 3 zip files. You can use winzip/winrar/any unarchiver now to extract the files (keep folder structure in the settings) to C:\Exult\ULTIMA7. Also copy the files INSTALL.EXE, PKUNZIP.EXE, INSTALL.PRM to C:\Exult\ULTIMA7. Or enter the following lines on the command prompt: pkunzip -d -e u7disk00.zip C:\Exult\ULTIMA7 pkunzip -d -e u7disk10.zip C:\Exult\ULTIMA7 pkunzip -d -e u7disk20.zip C:\Exult\ULTIMA7 copy *.exe C:\Exult\ULTIMA7 copy install.prm C:\Exult\ULTIMA7 Installation is now finished and you can delete the folder C:\Exult\BGfloppy.
9.6. Manual installation of the SI floppy disks
If for some reason you can't use the above guides to install SI, there is also a way to install SI without using the installer.
Copy all the files of your floppy files in one folder (e.g. C:\Exult\SIfloppy). If you are using Windows open a command prompt (run -> cmd.exe) and change into this directory (enter cd C:\Exult\SIfloppy). There enter the following lines and press return after each line: copy sidisk00 sidisk00.zip copy /b sidisk10 + sidisk11 + sidisk12 + sidisk13 sidisk10.zip copy /b sidisk20 + sidisk21 + sidisk22 sidisk20.zip copy /b sidisk30 + sidisk31 sidisk30.zip copy sidisk40 sidisk40.zip
In that directory you can now find 5 zip files. You can use winzip/winrar/any unarchiver now to extract the files (keep folder structure in the settings) to C:\Exult\SERPENT. Also copy the files Also copy the files 386STEP.EXE, INSTALL.EXE, PKUNZIP.EXE, INSTALL.PRM to C:\Exult\SERPENT. Or enter the following lines on the command prompt: pkunzip -d -e sidisk00.zip C:\Exult\SERPENT pkunzip -d -e sidisk10.zip C:\Exult\SERPENT pkunzip -d -e sidisk20.zip C:\Exult\SERPENT pkunzip -d -e sidisk30.zip C:\Exult\SERPENT pkunzip -d -e sidisk40.zip C:\Exult\SERPENT copy *.exe C:\Exult\SERPENT ccopy install.prm C:\Exult\SERPENT Installation is now finished and you can delete the folder C:\Exult\SIfloppy.
9.7. Installing the CD-ROM versions of Ultima VII
There are a couple of CD-ROM versions of Ultima VII. These all come with the add-ons pre-installed so with these you don't have to bother with installing the floppy disk version of the add-ons. To our knowledge the following CD-ROM versions exist:
* Ultima Collection From the CD just copy the folders Serpent and Ultima7 to C:\Exult. Don't bother with the Ultima Collection installer.
* The Complete Ultima VII (EA presents CD-Rom Classics) On this CD-Rom the games are zipped in Serpent.zip and Ultima7.zip. Unzip serpent.zip to C:\Exult\SERPENT and unzip Ultima7.zip to C:\Exult\ULTIMA7.
9.8. Fixing permissions of Ultima Collection on *nix systems
If you are following the above guide and copied the games from the Ultima Collection CD you might run into a permissions problem on *nix systems, including Mac OSX. You need to set group permissions to read and write.
On OSX select both game folders, bring up info, go to Ownership and Permissions, expand details, change Access under Group from read only to read and write, then click Apply.
--------------------------------------------------------------------------------
10. Credits and Contact
10.1. Thanks
* The people of SourceForge without whom this project would not be where it is today.
* The paper by Gary Thompson on the structure of the U7 data files was crucial to the early development of Exult.
* Work by Maxim Shatskih, Jakob Shonberg, and Wouter Dijkslag made the "usecode" interpreter possible.
* Olivier Marcoux's technical document was also crucial in understanding some data files.
* Thanks also go to the person who wrote u7items.txt and the contributor of the "avatar.ttf" font.
* Aurelien Marchand (Artaxerxes) for his extensive guide for the Zaurus.
10.2. Contacting us
You can contact the Exult team and/or get more information from: [URL="http://exult.sourceforge.net/"]Exult[/URL] or [URL="http://sourceforge.net/projects/exult/"]Exult | Free Games software downloads at SourceForge.net[/URL]
10-18-10 v1.405
ported to xbox360
probably tons of bugs
CONTROLS , Maybe
xx/xx/06 v1.4
In-game Notebook with support for automatic notes (notes created by usecode)
Integrated Pentagram(tm) Audio system
New shapes for paperdoll
Multi-map support for new games
Increased limits on resource sizes (shapes, frames, etc)
Moved hard-coded information to configuration files
Greatly improved compiler tools to ease new game development
Tons of bugfixes
06/10/04 v1.2
Official release with all the improvements and bug fixes from
the last two years.
02/29/04 v1.1.10rc2
Fixed a number of crashes
Fixed some Windows-only problems, including resurrection
Added more Black Gate paperdoll art
01/27/04 v1.1.9rc1
Cleaned up non-MIDI music driver support
Cleaned up diagnostic output
Fixed various schedule and pathfinding bugs
Worked around Serpent Staff bug from original SI
Lots of minor bugfixes
10/18/03 v1.1 Beta3
Fixed item duplication
Fixed missing NPCs
Fixed disappearing items
Fixed cosmetic bug in 2xSaI scaler
Fixed resurrection
Improved SFX handling for items
Improved schedule support
08/08/03 v1.1 Beta2
Fixed missing item descriptions in Windows
Fixed missing exultmsg.txt on some platforms
07/20/03 v1.1 Beta1
Party Formation
Improved combat system with pausing, hit display and targeting
Spellbook improvements
Exult Studio improvements and porting to GTK+2
Support for arrow/keypad walking and running
OGG Vorbis music system
FM Synth emulator
Additional paperdoll art (SB-X, Oblivious)
Scale2X scaler (Andrea Mazzoleni)
Ported to the Zaurus (Artaxerxes)
Experimental OpenGL scaling/rendering
Tons of bugfixes (see ChangeLog for details)
06/05/02 v0.99 RC 2
Support for 32 bit usecode (for large usecode functions)
Many changes to Exult Studio (tiles, combos, freetype fonts, etc.)
Improvements to UCC (conversations, etc.)
SFX improvements (thanks to Simon Quinn)
Tons of bugfixes (see ChangeLog for details)
03/12/02 v0.98 RC 1
UCC, Exult's Usecode compiler works again
UCXT, Exult's Usecode decompiler, is now included
Subpackages for Linux distributions can be built (RPM, Debian)
Exult's data files have a CRC now, so it is easier to
detect a mismatch between them and the main executable
Gumps can be dragged even in target mode
SI's intro and ending are complete
Music looping is user-configurable
New scaler from Kreed: BilinearPlus
Configurable combat difficulty
Tons of bugfixes (see ChangeLog for details)
11/26/01 v0.96 beta 1
It is now possible to complete both BG and SI
Savegames are now compressed. They are now actually zip files,
so you can use your favourite tool to open them. This should
make things easier especially when submitting bugs to
SourceForge which has a size restriction on attachments.
Gameplay Options Dialog has been implemented together with a
slew of extra features that can be configured
The speed of the party may be configured
Middle mouse button support
Fast mouse in full-screen modes
Tinted background behind text in conversations
Wheelmouse support for slider gumps
You can now freeze in SI
Multiracial Avatar support in BG (requires SI)
The currently playing music track is stored within savegames
so that it started again on load
Scheduled usecode is now retained between save/load
Endgame and Quotes entries in the menus are now only visible
when appropriate
Allow choice of MIDI device in Win32
Many broken animations were fixed (especially in SI)
Show SFX icon next to BG/SI to show that support for digital
sfx is enabled.
Tons of bugfixes (see ChangeLog for details)
08/25/01 v0.94 alpha 5
Colourless' amazing stats display (press "r" to toggle the
various modes)
Lots of work on performance improvements (faster scalers,
faster renderer, etc.)
Near-perfect dungeon renderer
Lots of work on MacOS by Fingolfin (both Classic and MacOS X),
including MIDI support.
Return to menu option in BG and SI game menus
Detect incorrect/incomplete path settings in the configuration
file and show only valid entries (BG/SI) in the main menu.
If neither game is available, a warning is displayed.
Video Options in-game menu (still incomplete)
Text/speech synch in BG intro and near-perfect butterfly
animation
Support for scale > 2 in Point and Interlaced scalers
Exult now compiles with MS Visual C++
Tons of bugfixes (see ChangeLog for details)
06/28/01 v0.93 alpha 4
There is a new in-game menu (invoked with ESC) from which
various setup actions can be performed. Currently this
includes a nice audio configurator.
The save gump has been improved greatly with support for a
mini-screenshot, save-game details and infinite savegames.
World wrapping has been implemented
Lots of work on SI (spell scrolls, spellbook, jawbone and
combat gumps, keyring, general fixes)
We now have Near Pixel Perfect Maps (tm) which are displayed
when using the teleport cheats.
MIDI SFX are unsupported now by default. The use of digital
SFX is strongly encouraged, even though there are still a few
problems. See the FAQ for details.
Combat has been improved: NPCs now flash red when they are
hit, Protection mode is supported and many bugs have been
fixed
Win32 SMP-safeness
More work on ExultStudio (Linux only for now)
Tons of bugfixes (see the ChangeLog for details)
04/11/01 v0.92 alpha 3
Savegame names have been changed to exultXXbg.sav for the
Black Gate, and exultXXsi.sav for the Serpent Isle.
(The savegames themselves have not changed, so you can rename
them to make them work again.)
Multiple scalers can now be used. Use config/video/scale_method
set to either "2xSaI", "bilinear", "point", "interlaced" and
"SuperEagle". "2xSaI" is the new scaler, "bilinear" is the old
one, "point" duplicates the pixels, "interlaced" is the same
as "point" except misses every other line, "SuperEagle" is
another scaler by Derek (the author of 2xSaI).
New cheat screen (F2) similar to the originals'.
Currently allows for some level of NPC editing.
Pick Pocket cheat (Ctrl-Alt-P). Forces all actors to display
inventory.
Grab Actor cheat (Ctrl-Alt-G). Default Enabled. When enabled
clicking on a NPC will make it the default NPC in the cheat
screen. The default NPC is edited by not entering a npc number.
NPC Numbers cheat (Ctrl-N). When enabled, clicking an a NPC
will display their number instead of their name.
More NPC schedules (sew, lab-work, etc.) implemented.
Many bugs (especially combat/weapons and audio) fixed.
Black Gate paperdoll art by Adam Delman and Philip Gottschalk
02/08/01 v0.91 alpha 2
Dynamic keybindings. Use config/disk/game/(gametitle)/keys
to specify a keybinding-file. See data/default.key for an
example.
Can now use the Serpent Isle paperdolls while playing
The Black Gate. To use, the Serpent Isle path in the
config file must be filled in with an absolute path.
Paperdolls may be a little buggy.
Massive code restructuring and cleanup (use STL wherever
possible, pervasive use of namespaces, more portable C++
conformance, etc.) These changes have the side effect of
improving stability.
Gamma correction (use + and -)
More schedules support
Improved, easier to use shape browser
Serpent Isle paperdolls
Improved weapons support
Support for the French version of BG (Frederic Wagner)
Alpha/Linux cxx support (Christoph Reichenbach)
Allow for disabling/enabling of palette fades
Improved BG intro (plasma screen, animations, etc)
New cheats (Heal, Resurrect, Max Party Level)
Sound Tester (Alt-1)
Screen Shots (Ctrl-Alt-S)
Reworked audio subsystem (including MIDI repeat support for
Timidity)
Loads of bug fixes (Read ChangeLog for details)
11/20/00: v0.90 alpha 1
New scaling code contributed by Derek Liauw Kie Fa
(2xSaI filter)
Exult logo & menu at startup & mouse support in menu
Many more cheats (ArchWizard, Hack-mover, ...)
Key ring for BG (same as original SI)
Improved help
About box
GIMP plugin is functional (load & save)
Better SI support (not playable yet)
Midi Sound Effects (Windows & Timidity only)
Tons and tons of fixes (magic, schedules, weights, dungeons,
missile eggs, explosions, invisibility, protection, ...)
More quotes & credits :-)
8/22/00: v0.40
Note: ALL save games from before this update are now broken.
Games must be restarted.
Better introduction sequence. Can be interrupted by
keypress.
Main menu implemented.
Proper instruments in MIDI music and XMI support.
Cheating mode: any keys which enable additional features can
be disabled/enabled from the config file
'God mode' (alt-G) and teleport (ctrl-alt-t) cheat added.
Support for barges (Flying carpet, ships, carts...)
Teleports.
Combat: Monsters attack, and the music plays.
More shortcuts: 'f', 'w', 'm', 'b'.
Serpent Isle awareness (not useful yet)
Better shape browser.
The usual slew of bug-fixes.
7/6/00: V0.35
Scrolling works like the original. Same for conversations.
First attempt at combat: You can attack/kill monsters, but
generally (with a few exceptions), they don't fight back.
Spellbook and magic (some spells at least) work.
Weather: Storms, clouds.
Scaling: 2X scaling with antialiasing. See README for
details.
6/2/00: V0.30
Save/load implemented.
MIDI improvements in Windows version.
More animations: You can see the weapons being carried.
Better object identification and inventory management.
View the endgame movie by hitting F10.
NPC schedules/pathfinding improved.
Moongates work.
Sleeping works (but animation not done).
5/8/00: V0.26
MIDI in Windows version!!
Correct Avatar/NPC animation frames (finally), and improvements
to 'seashore' animations.
Inventory improved: Armor, etc. goes where it's supposed to
(although there are still a few things to be fixed).
You can now read signs, books, and scrolls.
Much improved shape browser (a development aid).
Many bug fixes.
New pathfinding framework.
New object access API for some data-objects
4/25/00: V0.25
Improved midi support using the timidity binary and patchsets
under linux.
Earthquakes (except in Win32 version)!
In-game scripted introduction.
More animated objects.
Some NPC schedules now implemented.
Lighting and transparency.
Better USECODE support. You can solve the Trinsic murder, and
then answer the mayor's copy-protection questions to get the
password. Also speed, compilation and debugging improvements.
Improved inventory support. You can buy items, and feed
Iolo.
Better support for building win32 targets.
Improved rendering pipeline. Still not perfect, but definitely
a vast improvement.
3/23/00: V0.20
Speech and midi support from Dancer Vesperman, as well as
automatic configuration.
Inventory partly working. You can open bags and boxes, and
drag items in/out of them.
Mouse pointers and fonts from Ultima7 are now used.
Animated objects (like fountains and flags) supported.
2/29/00: V0.12
Fixed crashes at start and after initial conversation, thanks
to Richard Wesley.
Added obstacle detection. You now need to open doors to get
through them, and you can climb up/down stairs.
Replaced XLib and Win32 code with the SDL library. Should make
porting to Windows far easier.
2/20/00: V0.11
Loads of improvements to the USECODE interpreter, especially
with conversations.
2/10/00: V0.10
Added USECODE interpreter.
Removed my previous conversation engine (which I'll use in
another project).
Exult creates the "gamedat" directory and files automatically.
Moved web site to exult.sourceforge.com.
7/5/99: W.J. Palenstijn's WIN32 port!
6/10/99: First attempt at obstacle avoidance.
5/28/99: Wrote a script compiler for NPC's.
5/24/99: Modified conversation engine to handle the notion of a
conversation "topic". Also show character "portraits".
4/23/99: From Tristan Tarrant: Read item names from "text.flx" instead
of trying to enumerate them in the code.
4/14/99: V0.07
First implementation of an NPC conversation engine.
12/21/98: V0.06
Startup memory requirements are reduced dramatically.
A port to MSDOS (320x200 VGA) is added.
12/4/98: V0.05
Added text rendering using the FreeType package and the
"avatar.ttf" font. Left-clicking on many of the game items
now causes their names to show on the screen.
11/5/98: V0.04
2 other characters walk around randomly.
Double-click on doors and shutters to open/shut them.
Program exits gracefully when window is closed.
10/14/98: V0.03
Avatar now walks around using the right-mouse button.
10/6/98: V0.02
Show moveable objects from "ireg" files.
Read in all objects shown. Improves display performance.
Attempt (with partial success) to show objects in proper
z-order.
9/25/98: V0.01
Try to open files first lower-case, then upper (u7open()).
PLAYSTATION - FREEPSX360 V0.1BETA
FreePsx
Greets to [cOz], Lantus, IceKiller, Stk50, Tuxuser, Razkar, Uberfry, Artik and all donators
SEGA MASTER SYSTEM.GAMEGEAR - SMS360 ALPHA RC1
SMS360 Alpha Release By Yoshihiro For XBOX360
Quick and simple Port from PC to XDK to let you see what can be done without an official devkit .
100% Coded on Retail :=) No Need for donations at all
Plays all sms & GG Games
all the roms go inside the smsroms folder
full screen mode
Zip Gz support
Simple rom Browser
Sound support.
SaveState Support
2 player possible .
Buttons mapping :
360 SMS/GG
X = 1
A = 2
Y+LB = LoadState
Y+RB = SaveState
START = Pause
BACK = if you want to go back to the roms list while playing.
TODO :
Add a Nice setting
PS : It's only an Alpha release and i'm alway in psp scene i only want to change my mind
Enjoy Yoshihiro.
Thanks to evryone involved in the scene since 2001
Greetings to : Mathieulh, xboxgen, Team Avalaunch, D-BlooD, r0wdy, Redline99,
idc, mtw, xorloser, Sega, Genyus. All the people I forgot about (you know who you are)
Fuck : Jester, Icekiller, and Freexex.
SEGA MEGADRIVE.GENESIS - GENESIS PLUS 360 V0.18
Genesis Plus 360 V 0.18 Beta
============================
Genesis/Megadrive Emulation for Xbox 360.
Whats New
=========
- Fixed sound issues.
- Fixed crash when adding to favorite when no roms where available.
- Added 6 button support.
- New Skin Added.
- Toggle Music option added.
Features
========
- Graphics/Sound
- Achievements (don't be a dumbass and use this on live, your console will be banned)
- Favorites Support
- XUI user interface
- SRAM save support linked to a user profile
- SaveState support (currently 1 per rom)
- Regular and Enhanced Graphics Filters
- Sound filters
- Threaded Audio
- Aspect Ratio/Stretch Mode support
- Previews
Usage
=====
Edit Settings.XML to define where your Roms will go. You can add as many MappedDrive
tags as you need. Valid Devices are:
GAME:
USB0:
USB1:
USB2:
DVD:
HDD:
MEMUNIT0:
MEMUNIT1:
The PreviewPath tag will specify where you want your Preview Images to be stored. Default is hdd:\EMUS\Genesis360\Preview\
Toggle through each device my pressing R-Shoulder in the Rom List.
Both sticks during game will pause the current rom and open up the In Game Options
Replace background.mp3 in Media\Sounds with anything you like for the menu background music
Not Implemented (Yet)
=====================
- Input Button Mapping
- Pixel Shaders to replace Software filters (speed)
- Cheat support
- Other misc stuff
Notes
=====
This is still an early beta. There are bugs...
More of your favorite emulators/homebrew to come..no donations required...
Greets
======
Team Avalaunch and Arak0n for testing
GAMEBOY ADVANCE - VISUALBOY ADVANCE 360 V0.03
Visual Boy Advance 360 V0.03 Public Beta
========================================
Visual Boy Advance – Gameboy Advance Emulator
VBA is the best and most popular Gameboy Advance emulator around. Emulates GBA, GBC, SGB, GB roms!
Background of VBA
In 2004, Forgotten created the original VBA emulator. At the time, VBA was being released through vba.ngemu.com. Following the initial release, the project was handed over to the VBA team.
Development of the original VBA ceased in 2004 with the release of 1.8 beta 3. However, the project continued through various developers aiming to improve VBA but not united in their efforts to do so. These “forked” versions improved on the original VBA but needed focus and unity to capture all the different improvements being accomplished.
The Rise of VBA-M
In an effort to bring some cohesion to the multiplicity of releases, a version named VBA-M was created. VBA-M is now in active development, with updates as current as November 2009.
In addition to the DirectX version for the Windows platform, there is also one based on SDL, the free, platform-independent, graphics library. VBA is available for a variety of operating systems, such as Linux, BSD, Mac OS X, Xbox, and BeOS. VisualBoyAdvance has also been ported to GameCube and Wii.
About
=====
Visual Boy Advance 360 (VBA360) is a Xbox 360 port of VBA-M from svn version r945. Credit must go to the original authors for their hard work.
Some code parts of VBA-GX are used in VBA360. Credit to the VBA-GX coders for their hard work.
VBA360 uses libSDL360x (SDL libraries for the Xbox 360)
Background and Notes
====================
The scene already has a port of XeBoyAdvance, which is a top class emulator. Props to LoveMHZ for his hard work and efforts, especially considering it was developed on a retail kit. An amazing job. In any case, Visual Boy Advance 360 started out as a simple proof of concept project. The first build of XeBoyAdvance has sound issues with certain games and I wanted to find out if libSDL360x’s audio code was the culprit. It turns out that a simple “quick and dirty” port worked fine without audio problems.
XeBoyAdvance runs at 100% speed, however it runs with some kind of frameskip. I was curious to see how fast my code ran – so i compiled with auto-frameskip off and zero frameskip. Surely the Xbox 360 port would run silky smooth at 60fps with no slow down and zero frameskip right? Wrong! First attempts of VBA-M on the 360 were very poor, around 70-75% speed for most games, skipping audio and slowdown everywhere. Ugh. A minimum of frameskip 2 or 3 was a minimum to get it running at fullspeed.
For days I couldnt figure out why. A 3.2ghz tri-core CPU, running code slower than the Xbox1. Even without multi-threaded code, 1 CPU at 3.2ghz should eat the code up, but was full of fail. I almost convinced myself that 1) I had a broken 360 that didnt run at 3.2ghz 2) MS lied and the core speeds were alot slower and 3) That the CPU cores were locked and needed some assembly calls to unlock them to fullspeed.
I took a step back from the code, and decided to dig into the PPC architecture and learn it. VBA360 became my test project of sorts to apply optimization techniques to. Every so often after reading and learning about something, id go back and apply it to VBA360. Some things worked great, others slowed the emulation down further. In the end I came away from it with a much better understanding of the system hardware.
So i’ve decided to release this build. It’s been a private, friends only build for some time now. I’m proud of the final result in this build. Almost everything runs at 60fps with zero frameskip with filters – there are still some roms that have slowdown – they will be worked on and addressed.
I’ve bundled the source-code in the interests of the scene and GPL zealots everywhere. It’s messy code – remember this was a POC – and there are some dirty hacks in there as well. You have been warned.
Features
========
- Gameboy Advance/Gameboy/Gameboy Color/Super Gameboy emulation
- Graphics/Sound/Controller support
- Savestate and Battery save support
- Enhanced Graphics Filter support
- Bilinear/Point hardware filtering
- Compressed Rom Support (.zip, .7z)
- Favorites Support
- Supports 64k/128k Flash Saves
- Source Code has been provided for your amusement.
- Turbo support (Right Trigger)
- Activate In game menu via right thumbstick.
Credits
=======
VBA, VBA-M, VBA-GX Teams, Team Avalaunch, Team XeLove
GAMEBOY ADVANCE - XEBOY ADVANCE V0.4 BY TEAM XELOVE
[ XeBoyAdvance - VBA based GBA Emulator for the Xbox 360 ]
Ûßß [ About VirtualBoyAdvance ] ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ
Û Û
² It's been a real pleasure to have worked with such a great code base and Û
² the people whom are still active within the group. Without them none of Û
² this would be possible. *Even if they do like to stab me in IRC* Û
² Û
² Wikipedia - "The VisualBoyAdvance project was started by Forgotten.[6] Û
² When this person left the development of the emulator, the project was Û
² handed over to a team named VBA Team, led by hacker kxu. Development on Û
² the original VisualBoyAdvance stopped in 2004 with versions 1.7.2 and Û
² 1.8.0 beta 3, and a number of forked versions were made by various Û
² developers in the years since then." Û
² Û
² Cheat Code Example: (Found in settings.xml) Û
² <Game ROM_Name="SONICADVANC2" DisplayName="Sonic Advance 2" Û
² Checksum="2130634743" LastPlayed="1271112274" TimesPlayed="4" Type="GBA" Û
² Favorite="false"> Û
² <CheatCodes> Û
² <CheatCode Name="MasterCode" Default="true" MasterCode="true"> Û
² <GameShark>8A4B0EDC22B74899</GameShark> Û
² <GameShark>1A706E7DA8A5D009</GameShark> Û
² </CheatCode> Û
² <CheatCode Name="Invincibility" Default="false"> Û
² <GameShark>846754623771FACD</GameShark> Û
² </CheatCode> Û
² <CheatCode Name="Always have 99 rings" Default="false"> Û
² <GameShark>29F860CEFE350599</GameShark> Û
² </CheatCode> Û
² <CheatCode Name="Never Lose Rings" Default="false"> Û
² <GameShark>EA2E1E0B8FCE0633</GameShark> Û
² </CheatCode> Û
² </CheatCodes> Û
² </Game> Û
² Û
² Pokemon Fix: Û
² <Game ROM_Name="POKEMON FIRE" DisplayName="Pokemon - Fire Red Version" Û
² Checksum="3716707868" LastPlayed="0" TimesPlayed="123" Type="GBA" Û
² FlashSize="128" /> Û
² Û
² NES Classic Fixs: Û
² <Game ROM_Name="NES METROID" DisplayName="Classic NES Series - Metroid" Û
² Checksum="2996917187" LastPlayed="0" TimesPlayed="0" Type="GBA" Û
² Favorite="false" Save_Type="1" /> Û
² Û
² Any other game save/load issues can be fixed by playing with the Û
² Save_Type or FlashSize. Or ask in IRC for help ;D ÞÝ
Û Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜßß
Ûßß [ FEATURES ] ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßßßßßßßßÛ
Û Û
² [+] Full speed GB, GBC, and GBA Emulation Û
² [+] Screenshot output Û
² [+] Save/Load States Û
² [+] Ingame Menu via L+R Stick Click Û
² [+] Gameshark CheatCode Support Û
² [+] Gameplay Status Û
² [+] Enulation Fastword Û
² [+] and much much more! ÞÝ
Û Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜßß
Û Û
Ûßß [ New in Version 0.4] ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßßßßßÛ
Û Û
² [+] Added Cheat Code Support Û
² [+] New GUI Û
² [+] Gameboy and GameBoy Color Support Û
² [+] Metroid Graphic/Audio Bugs Fixed Û
² [+] All memory leaks fixed Û
² [+] Gameplay Status Û
² [+] BoxArt Support Û
² [+] And alot more. ÞÝ
Û Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜßß
Û Û
Ûßß [ TODO LIST ] ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßßßßßÛ
Û Û
² [-] Nothing! Û
² ÞÝ
Û Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜßß
Û Û
Ûßß [ CONTROLS ] ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßßßßßÛ
Û Û
² Main Menu Controls: Û
² [+] LB+LR ROM Sorting Û
² Û
² InGame Controls: Û
² [+] Dpad -] Dpad Û
² [+] A -] A Û
² [+] B -] B Û
² [+] L -] Left Bumper Û
² [+] R -] Right Bumper Û
² [+] Start -] Start Û
² [+] Select -] Back Û
² [+] Menu -] L+R Stick Click ÞÝ
Û Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜßß
Ûßß [ CREDITS ] ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßßßßßßßßßÛ
Û Û
² [*] uberfry : Help with XUI and Italian translation Û
² [*] el_aprend : Spanish translation and beta testing Û
² [*] [c0z] : Support with XeDebug Û
² [*] sascoo : Help with XeDebug Û
² [*] lantus : SDL Port, thanks for the audio code bro Û
² [*] mastag22 : Donation. Thanks for helping me get in the scene when Û
² no one else would Û
² [*] Icekiller : Team Leader, thanks for the support Û
² [*] dstruktiv : Support, code, and pretty much alittle of everthing Û
² [*] deadlydat : Support Û
² [*] BLAZE1 : Web Hosting and IRC Support Û
² [*] ne0fite : IRC Support and nfo ÞÝ
Û Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜßß
Û Û
Ûßß [ SHOUTOUTS ] ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßßßßßÛ
Û Û
² [*] [c0z] [*] mastag22 [*] Cr4zi3 [*] BLAZE1 Û
² [*] Sonic-Iso [*] PolyMorphiK [*] dstruktiv [*] ne0fite Û
² [*] sascoo [*] el_aprend [*] HoRnEyDvL Û
² [*] Xanax [*] EMAXX [*] AnnexxEmpire Û
² [*] lantus [*] NoRemorse [*] c0nd0m ÞÝ
Û Û
ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜßß
ÜÜÜ [ GROUP NEWS ] ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜÜÜÜÜÜ
Û Û
² Questions? Comments? Contact us. ²
² ²
² Website: [URL="http://lovemhz.blogspot.com"]LoveMHz[/URL] ²
² IRC: #XeLove, EFNet ²
Û Û
ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßßßßßßßßßßßßßßßßßßßßßßßßßß
XBOX1 - HACKED EMU 5829 NOV2007
Xbox1 Backwards Compatibility v5829 for Devkits
HACKED VERSION!!
:: Overview
This is a devkit version of the retail xbox360 backwards compatibility that
was released November 2007.
To install this, copy the Compatibilty folder to your devkits Y drive.
You may want to remove any existing files, although this should overwrite
all files.
This version has been hacked to play unsupported games, however this doesn't
mean they will work. This release includes a hacked version of the official
frontend, however you may want to try my replacement frontend which allows
you to set emulation options for each game.
At the moment there are 556 officially supported games, (ie games that should work
100% or close to it). A list of these games is available here:
[URL="http://www.xbox.com/en-US/games/backwardcompatibilitygameslist.htm"]Original Xbox Games | Play Original Xbox Games - Xbox.com - Xbox.com[/URL]
:: Hacks
I've attempted to remove any limits on the emulator, although i left in game
ratings checks in case you dont want your little ones to play violent games
This can be toggled in the dashboard anyway. The following hacks were done to
the emulator:
* Xbe signature checks removed (lets you run unsigned code)
* Xbe section hash checks removed (lets u run hacked xbes)
* Game region checks removed (region free baby!)
* Game media checks removed (play games from your hard drive)
* Debug/Devkit xbes supported (run your own xbox1 code)
* Attempt to play unsupported games (doesn't mean it will work hehe)
[URL="http://www.xorloser.com"]xorloser[/URL]
XBOX1 - HACKED EMU 13599 JUL2011
NO README RELEASED
LIBXENON COMPILED EMULATORS:
DREAMCAST - NULLDC360 BY GLIGLI (NOT RELEASED BUT COMPILE WELL)
NO README RELEASED
MULTIEMU - MAME PORTING COMPILED BY ETHEREAL
NO README RELEASED
NINTENDO64 - MUPEN64 360 V0.992BETA
***************************
* Mupen64-360 v0.992 Beta *
***************************
[URL="http://www.libxenon.org/"]LibXenon.org - Index[/URL]
Description
===========
Mupen64-360 is a Nintendo64 emulator for the Xbox 360, it's powered by libxenon and it's a port of Wii64 (which itself was a port of Mupen64).
Usage
=====
Unzip on USB sick, then run from Xell.
Many ROM formats are supported, zipped ROMs also work.
In the browser, the Back button changes the current drive, A selects, B goes to parent dir.
Ingame, Back toggles Framerate limiting, and the Guide button quits to the browser.
Other controls are described in the emulator itself.
The browser background image is loaded from /mupen64-360/bg.png on the USB stick, other backgrounds are provided.
Options
=======
- Controls (l->r):
Changes the way N64 directional controls are mapped to the 360 gamepad, from left to right.
EG: Stick / D-Pad / C-buttons means N64 stick will be mapped on the 360 left stick, N64 D-pad on 360 D-pad, and N64 C-buttons on 360 right D-pad.
- Textures:
Changes the texture enhancement filter, depending on games, some filters will look better than others.
Be aware than the highest settings can slowdown games a lot, or even crash them in some rare cases.
- CPU core:
Controls the speed/compatibility ratio, from fully featured dynarec to interpreter mode.
'No linking' and 'No VM' are new dynarec modes that can make some games work, while still running at playable speed.
- Framerate limiting:
When enabled, games won't go faster than they would on a real N64. Can be toggled ingame with the Back button.
History
=======
v0.992 Beta: Almost a complete rewrite, notable changes:
- Moved to Mupen64 Plus core.
- Moved to Rice video plugin.
- Dynarec overhaul.
- Faster and way more compatible.
- More control over the speed/compatibility ratio (see 'CPU core' option)
- More texture enhancement filters.
- Basic controls remapping.
- GUI improvements.
- Built with recent libxenon/ZLX (more supported filesystems, less bugs, ...)
- /!\ Use the Guide button to quit a game, Back toggles framerate limiting now.
v0.96 Beta: First binary release
Credits
=======
Wii64 / Mupen64 teams (guess why
GliGli (Xbox 360 port)
Ced2911 (GUI library)
Razkar (Backgrounds)
Everyone that contributed to libxenon...
NINTENDO SNES - SNES9X-GX-BETA001
************************************************** *****************************
SNES9X GX Xenon
************************************************** *****************************
-------------------------------------------------------------------------------
General Information
-------------------------------------------------------------------------------
Type.................: Emulator
Platform.............: Xbox 360
-------------------------------------------------------------------------------
Release Notes
-------------------------------------------------------------------------------
Build:Snes9x-Gx-Beta001 2009/09/08
This version of snes9x fixes the ticking sound problem and also swaps the B & A
buttons around.
Build also has wireless pad support so no more wired controllers needed.
Only currently running on the xenon xell hack. Support for other chipsets
are in the works!
Thanks to snes9x-gx and tmbinc for releasing his version of the source.
-------------------------------------------------------------------------------
Install Notes
-------------------------------------------------------------------------------
The program looks for a static filename - SNES9X.SMC
Copy Xenon.elf to the root of your mem stick along with any rom which has been
renamed as SNES9X.SMC
Insert mem stick into xbox 360 & power on.
THIS ONLY WORKS WITH HACKED 360 RUNNING XELL
-------------------------------------------------------------------------------
Thanks to TMBINC- XBH - Free60 - And the rest of the CREW
-------------------------------------------------------------------------------
PCGAME ANOTHER WORLD - NEWRAW by MagicSeb
Hi, i have tried to make a runnable version of RAW -Another world Interpretor-
Actually, these things works :
- Protection Wheel
- In-game save and load
- Joystick
- Audio sound
- Bypass protection test=> on my personal dump
Things doesn't work :
all ok
Things still buggy :
Sound
I have used the latest gligli libxenon, and libSDLXenon from lantus.
Original another world files should be put in "raw" directory on uda:
If someone can fix the latest bugs ?
Fixed :
Most of bugs except sound, still little bit jerky.
....Yes ! Finally it's working !
NO change in my main code, probably a bad compile of libxenon AND:OR bad compile of SDL
Big thanks to Pa0l0ne, for showing me the mistake.
Enjoy now, Another World in a fully libxenon version.
PCGAME BINIAX 2 - BINIAX 2 BY MAGICSEB
Biniax 2 -ported to Libxenon/SDL-
by MagicSeb
1) To compile the code you need
- libxenon and toolchain
- all libs (zlib & libpng)
- libSDLxenon
- SDL_Image
- SDL_Mixer
2) Thanks to :
- lantus for his port of SDL
- gligli for libxenon
- freakdave for his port of Biniax 2 on XBOX 1 (i used inp.c and inp.h)
- Ced2911
- tuxuser
- and, of course, libxenon.org members
3) Usage :
Copy the content of USB_ROOT to your Usb root !
Renames Biniax2.elf32 to xenon.elf if you don't use ZLX browser.
PCGAME FLASHBACK - REMINISCENE-LXN by MagicSeb
Hi,
As promised, I give you REminiscene engine, source and binaries are included (elf and elf32)
copy "DATA" folder from you flashback CD and rename it into "remini"
Need to fix/add :
- Jerky sound
- Save/load using controller
Hope you will enjoy this little contrib
Thanks to lantus for porting SDL on the libxenon
PCGAME PONG - PONG XENON
NO README RELEASED
PCGAME QUAKE - SDL QUAKE V1.0
SDLQuake for LibXenon
=====================
Requirements and Installation
=============================
To compile your own version of SDLQuake you will need to do the following:
Compile libSDLXenon (SDL) - find it at [URL]https://github.com/lantus/libSDLXenon[/URL]
Grab the source and install libSDLXenon first with 'make -f Makefile.xenon install'
Grab the latest SDLQuake source from [URL]https://github.com/lantus/sdlquake-libxenon[/URL]
Use 'make' to build SQLQuake.
Usage
=====
Shareware version .pak file is included. If you want to use the registered Quake, replace pak0.pak with the registered version.
Fire Right trigger
Jump Left trigger
Next weapon DPad up
Prev weapon DPad down
Walk Left stick Y
Strafe Left stick X
Look up/down Right stick Y
Look left/right Right stick X
Controls can be customized via the 'Options' menu, and by editing your config.cfg files.
Issues
======
Currently there is no way to load in custom mods/mission packs etc.
Network code is disabled.
Misc crashes.
Thanks
======
gligli, cancerous, razkar, jqe, ced2911
PCGAME RICK DANGEROUS - XRICK by MagicSeb
Hello,
I have made a very fast port of xrick [URL]http://www.bigorno.net/xrick/[/URL]
It's working as is but, sound is scratched, i think SDL restitution on 8 bit sample is not working or something like that
You can disable sound by modifying config.h in source/main/
* If someone (gligli, tuxuser, ced ) can fix the buggy sound, it will be great *
INSTRUCTIONS :
You need libSDLxenon installed, then make and you got RickLXN,elf32
Put data.zip on root of usb drive (uda:/data.zip)
Then run the baby with zlx browser OR rename RickLXN.elf32 to xenon.elf
PLAYSTATION - PCSXR XENON V0.62
Pcsxr 0.62
Remove ext2/3/4, ntfs support (red screen on some setup)
Bug fixe on gpu plugin
------------------------------------------------------------------
Pcsxr 0.6
New gpu plugin, allow to play game in hd !!
Load game from fat, ext2/3/4, ntfs device
Save states support
Thanks,
Gligli, Razkar, Tuxuser, [c0z], lantus, all the libxenon-dev team
SEGA MEGADRIVE.GENESIS - SEGA GENESIS PLUS GX V0.98 by CED2911
genesis_plus 0.98
first public verion
merry xmas release
VECTREX - VECX360 v0.1b Beta
Vecx-360 0.1b beta (By chemone and Mac1512).
This is a port of Vecx-SDL, originally made by jhawthorn.
Features:
-Overlay support (240x320px and .png extension)
TODO:
-Add sound support
-Add support for more overlay extensions
-Add support for any overlay size
Changelog:
- Fix the error message when a rom start
- Fix the bug with UP button
Know bugs:
-Sometimes the image is cut, reset the emu to fix
Instructions:
-Copy all the archives in a pendrive in fat32
-Place your roms at « Vecx-360_roms »
IMPORTANT: If Vecx-360_roms is empty, then bios (rom.dat archive) Minestorm will be executed.
Controls:
-Movement: Analog or cross
- »A » button is fire on minestorm
-back button: xell
Overlay Instructions:
-The overlays must be 240×320 pixels
-Place the overlay at the same folder and with the same name of your rom;
for example:
Vecx360_roms/Scramble.vecx
Vecx360_roms/Scramble.png
-Execute your rom normally.
Thanks to:
tmbinc: for the SMC hack.
Gligli and Tiros: for the RGH hack.
Lantus: for the SDL libraries.
Ced2911: for the ZLX libraries.
All the people from libxenon.org and elotrolado.net
Segnalibri