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Cxbx

78 bytes removed, 10:16, 4 December 2020
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==History==
'''Cxbx''' was first released as a proof of concept in August of 2002. This early version was capable of emulating various lighting effects from the Xbox development kit (xdk) "graphics tutorials". Turok Evolution was the only playable retail game on the original '''Cxbx''' emulator that Caustik left off from. Caustik's work on '''Cxbx''' ended in probably 2004, although, in September 2007, he had a since-disappeared blog report that covered the emulator in small detail. In 2008, another contributor nicknamed '[https://surr.no/cxbx-ds/ dstien]' was shown to have made several patches that got some games to progress better in '''Cxbx''' like making ''Futurama'' playable. Caustik's last news update on his '''Cxbx''' website, that covered blueshogun96's progress work on another '''Cxbx''' branch, was uploaded on November 2009. Independent contributor [http://shogun3d-cxbx.blogspot.com/ blueshogun96] was known to have started improving his fork(s) of '''Cxbx''' from 2008, and have created many blog posts detailing the progress from 2009 up to 2015. His [http://shogun3d-cxbx.blogspot.com/2009/11/cxbx-compatibility-list-updated.html 2012 compatibility list] showed that 5 Xbox games were playable, but, somehow, the playable games count dropped down to just two in his [http://shogun3d-cxbx.blogspot.com/2014/06/xqemu-compatibility-list-updated-june.html 2015 compatibility list] - these two playable games were: ''Panzer Dragoon'' and ''Smashing Drive''.
===Emulation code===
As seen in the Progress page in Caustik's '''Cxbx''' website on the design goals of the original '''Cxbx''' software, quotation is below:
<blockquote>
''The basic theory behind '''Cxbx''' is a tasty blend of HLE ([[High/Low_level_emulation|High Level Emulation]]), and extremely efficient direct code execution. Since the Xbox uses an Intel Pentium processor, a large percentage of the code (most importantly, the code that tends to eat up the CPU) can be executed directly. This means there is no need for DynaRec (Dynamic Recompilation), which saves alot of CPU and RAM. Emulators such as [[UltraHLE]] and [[Project64]] have proven that High Level Emulation is a really great way to achieve high performance. '''Cxbx''' takes this idea and, because of the Xbox's architecture, takes it to the next level by combining it with direct code execution. The result is speed and accuracy.''
</blockquote>
{{Main|http://www.caustik.com/cxbx/about.htm Original developers}} (Cxbx's website. Original team.)
- Original '''Cxbx''' team:
* Aaron Robinson ([http://www.caustik.com/ Caustik])
* Kingofc ([http://www.caustik.com/kingofc/ Dev's Cxbx page])
* [https://www.ngemu.com/members/shadow_tj.23205/ shadow_tj]
Note: Luke Usher (Formerly known as ''SoullessSentinel'', eg. on the NGEmu forums) of [[Cxbx-Reloaded]]'s fame and ''[https://github.com/StrikerX3 StrikerX3]'' (Ivan Roberto de Oliveira) may have worked on one or several private branches of the '''Cxbx''' software, that may not have been released into the wild, long before Luke started working on his more well-known fork.
==Resources==
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