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Releases: crazyriddler/xbased
Releases · crazyriddler/xbased
Release list
xbased 1.0.28
1.0.28 (2026-11)
Changes
- 1.0.27's change for Prince of Persia: The Two Thrones on AMD graphics
cards is taken back. It wasn't tested on AMD hardware and it isn't what
draws the blocks, so images read before anything wrote them behave as in
1.0.26 again. The blocks are still being looked into.
xbased 1.0.27
1.0.27 (2026-11)
Fixes
- Prince of Persia: The Two Thrones on AMD graphics cards: the screen
filled with blocks of other images over the menus and the game. Its glow
shrinks the frame through targets down to 10x7 and samples them before
all of them are drawn; an image read before anything wrote it held the
memory's leftovers, which NVIDIA's drivers clear and AMD's don't. Such an
image now reads as zeros (a depth buffer as its far plane) on every GPU.
xbased 1.0.26
1.0.26 (2026-11)
New
- Console memory, 64 MB (retail) or 128 MB (debug kit), for all games or
one (Settings › System, or a game's settings): betas, demos and debug
builds made for a debug kit's 128 MB (StarCraft: Ghost's beta, Halo 2's
E3 2003 demo and others) get it. A game marked for 64 MB keeps 64, as a
debug kit runs it (given 128, a retail Halo drew nothing). The GPU
reports the memory as well. On the command line:ram=128. - Play a game file without adding it to the library: Settings › Interface
› Play a game file, or drop the disc image on xbased's window.
xbased 1.0.25
1.0.25 (2026-11)
Fixes
- 3D sound (Halo, Grand Theft Auto San Andreas and every game with
positional effects and voices): muffled, smeared and too quiet. The
console's HRTF filters, the head-related responses DirectSound loads
for 3D voices, come as sign-and-magnitude bytes; they were read as two's
complement, so a small negative tap (0x81, -1) became -127 and each
response turned to noise across its 31 taps. Each was then divided by
the sum of its taps' sizes, which left 3D voices 8 to 10 dB under the
rest of the mix (dialogue among them). The taps are read as the
hardware reads them and weighed as it does: the frontal response passes
speech at about unity, and the sides show the head's shadow and the
ear's resonance as they should. Savestates from before are converted as
they load.
xbased 1.0.24
1.0.24 (2026-11)
New
- A game with a frame rate patch of its own (60 or 120 fps, in Mods &
patches) says so when the frame rate is unlocked: the patch is made for
the game and keeps its speed right, where lifting the console's pace can
break it. The frame rate option's help says so too.
xbased 1.0.23
1.0.23 (2026-11)
New
- Cheats for 500 games: the Xbox scene's cheat files (.etm and .xbtf,
the ones EvolutionX, Avalaunch and XBMC4Xbox ran as trainers) ship in
cheats/, about a thousand of them, by title ID. A game's Mods & patches
lists each file's options as[cheat]entries; switched on, the file's
code runs once before the game's entry point and patches it, as the
console's loader ran it..xbtffiles get the helper routines XBMC4Xbox
loads for them. Your own files go incheats/<TITLE ID>/. - Over 160 widescreen, 60 fps and 480p patches ship in
mods/<TITLE ID>/
(icup321's and Slippy2k's XboxGraphicalPatches, matched to their games
through xemu's title database; the 720p ones, which their authors call
unstable, left out). They were made for the USA releases: a patch made for
another release of a game can break it. - Widescreen 16:9 (database) for 90 games: OgXHD's widescreen patterns,
searched for in the disc's executable and written where they're found
(their old bytes checked), so they hold across releases where the code is
the same and do nothing where it isn't.
xbased 1.0.22
1.0.22 (2026-11)
New
- CHD disc images (
chdman createdvd, from an XISO or a full dump): in the
library and on the command line, like an ISO, read through libchdr. - Desktop shortcuts (a game's page › Create desktop shortcut): xbased with
the game's image as its argument, which boots the game straight away, with
the game's own icon. Windows: a shortcut on the desktop; Linux: a desktop
entry there and in the applications menu. Steam and other front ends take
the same command:xbased "<image>". - A game's page: Name (rename it; left empty, the disc's own name again),
Choose cover image (a PNG or JPEG of your own as its box art) and Hide
game. Settings › Interface › Show hidden games brings them back, dimmed. - Settings › Interface › 12-hour clock (the dashboard's clock and the save
dates). - Downloaded content and title updates copied in by hand
(hdd/Partition1/TDATA/<title id>/$c, $u) are signed for this console as
the game starts. Signed for another console, or by a tool with another
key, a game called them damaged.
Fixes
- The frame rate counter wobbled between 58 and 62 at a steady 60: it
counted frames in fixed half seconds, where one frame more or less is
2 fps. It now measures the time between the frames themselves, over a
second.
xbased 1.0.21
1.0.21 (2026-11)
Fixes
- The King of Fighters: Maximum Impact (Maniax): a black screen at boot.
The game closes each file by waiting on it until it is signalled, a
file it read nothing from too. A file object's event was signalled only
once an I/O of its own completed, so a file opened and closed unread
was waited on forever. As on the console (the open's request completes
on that event), a file is now signalled from its open: the game boots,
plays its movies and reaches its menus and fights.
xbased 1.0.20
1.0.20 (2026-11)
New
- Frame rate, per game (the game's Mods and patches): Original (the
console's pace), Up to 60 fps, Up to 120 fps or Unlocked. The limits let
a game draw faster than the console did but no faster than the chosen
rate. Anything other than Original can break a game (its speed, physics
or cutscenes), and the option's help says so. Fast forward lifts the
limit while held. A game set to the old Unlocked stays Unlocked.
xbased 1.0.19
1.0.19 (2026-11)
Fixes
- The Lord of the Rings: The Return of the King: walls and floors turned
into a smear of another level's textures after playing for a while
(a savestate loaded there showed them right). A texture is defined
again when its memory is written, and that was seen through dirty
page bits any other user of the same memory could take in first (another
texture over it, a render target's copy). Each texture now also keeps
its pages' write counts, which only grow, and is defined again when
they change.