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Hack the Wii-OS (?)

Doomulation

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I don't know what you're trying to say. The conversion is done only once and not at runtime. Therefore, it is static, not dynamic.

Well, maybe it's a mix of both. As sir Exophase said, the .exe file is generated once before runtime. That .exe file generated is linked to Cxbx's emu kernel (CxbxKrnl.dll or Cxbx.dll) and all of the hijacked DirectX APIs and Kernel APIs are used instead of the actual Xbox's. So most of the HLE emulation takes place in the .dll file, not the .exe as you might expect. When Cxbx converts the .xbe, basically what it does is removes/alters the .xbe headers to conform to standerd .exe (PE) and inserts some customized code so that it can be run on windows, nothing else is really changed.

Alright, well this is a tough one.
It seems to use static recompilation to convert instructions and to hijack API calls to its own APIs. This is static recompilation. But a full static recompilation is very lengthy.
But then it wraps API calls from XBOX DirectX to Windows DirectX. It's basically the same API, but the interfaces are incompatible, hence it needs to wrap the API.
But again, it uses HLE because it's not simulating low level hardware and is using libraries (eg DirectX), to do most API calls. The wrapper part is making it High Level Emulation.
What do we call it then? Static Emulator/Wrapper?
 

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