mirror of
https://github.com/Abdess/retroarch_system.git
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Refs written at the new line numbers while the pin still named the old revision left the profile describing two trees at once. The gpu cvar is the clearest case: at the pin it sits in xenia_main.cc, at the revision this profile now names it moved to emulator.cc beside the code that reads it, and citing one against the other reads as a blank line. The rest is a plugins.toml path join that stopped embedding a backslash, and a cvar description that says DXIL validator where it said DXIL shader compiler. 31 refs, all anchored.
162 lines
9.2 KiB
YAML
162 lines
9.2 KiB
YAML
emulator: Xenia Edge
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type: standalone
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core_classification: community_fork
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source: "https://github.com/has207/xenia-edge"
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upstream: "https://github.com/has207/xenia-edge"
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source_commit: "62225fd74061634b17f036b87e20558bbadf05f9"
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profiled_date: "2026-08-10"
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core_version: "edge"
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display_name: "Xenia Edge (Xbox 360)"
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cores:
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- xenia-edge
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systems:
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- microsoft-xbox-360
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mode: standalone
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notes: |
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Xbox 360 emulator forked from Xenia Canary, with a wxWidgets front end, a
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game library, and Direct3D 12, Vulkan and Metal backends. Releases are tagged
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by short commit on the edge branch and ship as xenia_edge_linux.AppImage,
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xenia_edge_macos.dmg and xenia_edge_windows.zip. ES-DE finds it through the
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XENIA-EDGE rule and runs `xenia_edge <rom>`; RetroDECK unpacks the AppImage
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into a xenia-edge component and executes bin/xenia_edge.
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No Xbox 360 system file is read. xboxkrnl, xam and xbdm are C++ HLE modules
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registered at startup (src/xenia/emulator.cc:382-391), the XEX2 retail and devkit AES
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keys are constant arrays in the binary (src/xenia/cpu/xex_module.cc:61-66), and every
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XConfig setting is synthesised from cvars and constants by BuildSetting
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rather than read from a flash image (src/xenia/kernel/xconfig.cc:87-246, 259-272). When the
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launched title is itself a system title the kernel resolves xam.xex, then
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$flash_xam.xex, through the guest filesystem under the \SystemRoot symlink
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pointing at that title's own directory (src/xenia/emulator.cc:737-752); that is a
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companion module inside the dump the user launched, not a host-side lookup.
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The fork's data ships inside the executable. assets/font/Inter-VariableFont
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and assets/icon are linked in by xe_embed_binary_assets and the 33
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assets/locale catalogues are compiled to .mo at configure time and bundled,
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with no .mo written next to the binary (src/xenia/ui/CMakeLists.txt:48-76).
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The UI font is read from that buffer with AddFontFromMemoryTTF
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(src/xenia/ui/imgui_drawer.cc:378-388), and xe::EmbeddedBundle decodes the SDL controller
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mappings (src/xenia/hid/sdl/sdl_input_driver.cc:148-165), the canary game patches
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(src/xenia/patcher/patch_db.cc:304-310), the game-compatibility master.json
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(src/xenia/app/game_compat_db.cc:47-58) and the x360db games.json (src/xenia/app/game_title_db.cc:50-60).
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Three cvars accept a file and name none by default, so nothing is expected at
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a fixed path: custom_font_path falls back to the embedded Inter
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(src/xenia/ui/imgui_drawer.cc:39-44, 364-397), mappings_file to the embedded controller DB
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(src/xenia/hid/sdl/sdl_input_driver.cc:35-38, 148-152), achievement_sound_path leaves the
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achievement sound silent (src/xenia/ui/audio_helper.cc:21-24, 38-52). For glyphs the
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embedded font lacks, the host font comes from the OS: tahoma.ttf and
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msgothic.ttc out of the Windows fonts folder, or the fontconfig sans-serif and
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CJK matches on Linux (src/xenia/ui/imgui_drawer.cc:399-481, 483-567).
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Everything under the storage root is written by the emulator or dropped in by
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the user: xenia-edge.config.toml and per-game .config.toml (src/xenia/config.cc:43-46),
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patches/*.patch.toml read on top of the embedded set (src/xenia/emulator.cc:377,
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src/xenia/patcher/patch_db.cc:34-58), plugins/<title id>/plugins.toml behind allow_plugins,
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which defaults false (src/xenia/patcher/plugin_loader.cc:16-38, 58-72), content, cache0, cache1,
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scratch and mu (src/xenia/emulator.cc:1442-1501). portable.txt next to the executable
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keeps the storage root there instead of the user folder
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(src/xenia/app/xenia_main.cc:524-538).
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On Windows the Direct3D 12 and Vulkan runtimes are not in the release zip,
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which holds only the build output (.github/workflows/build.yml:500-510). The
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emulator looks for them in D3D12/ and Vulkan/ beside the executable and
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offers to download pinned archives from Microsoft and LunarG, gated by
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d3d12_install_missing_runtime, vulkan_install_missing_loader and
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update_vc_runtime, all default true (src/xenia/ui/redist_installer_wx.cc:51-70). Each
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archive is checked against a SHA-256 held in the source before its members
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are extracted, so the hash covers the archive and never the extracted DLL,
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which is why no hash is declared on the entries below. The Linux and macOS
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builds need none of them: MoltenVK is statically linked and the Vulkan loader
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comes from the system (src/xenia/ui/vulkan/vulkan_instance.cc:66-72, 81-83).
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files:
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# -- Direct3D 12 runtime, Windows only --
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- name: dxil.dll
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path: "D3D12/dxil.dll"
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system: microsoft-xbox-360
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required: true
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description: "DXIL signer and validator from DirectX Shader Compiler 1.9.2602.24"
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source_ref: "src/xenia/ui/d3d12/d3d12_provider.cc:227-236, src/xenia/gpu/d3d12/pipeline_cache.cc:105-113, src/xenia/ui/redist_installer_wx.cc:79-87, 120-122, src/xenia/ui/redist_installer_wx.cc:174-182, src/xenia/ui/redist_installer_wx.cc:582-614"
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note: >-
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The only shader library the backend still needs. Loaded by full path from
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the D3D12 folder next to the executable, then by plain name from the
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system search path, because the signer's own plain-name load skips
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D3D12/. D3D12 rejects an unsigned shader, so PipelineCache::Initialize
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stops when IsSignerAvailable() is false and asks for a recent dxil.dll in
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the D3D12 folder; that failure propagates to "Failed to setup
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graphics_system!" (src/xenia/emulator.cc:421-428). Windows defaults to
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gpu = "d3d12" (src/xenia/emulator.cc:109, the cvar having moved
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there beside the code that reads it) and the backend factory
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only falls back when D3D12GraphicsSystem::IsAvailable() is false, which
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tests the D3D12 API itself, not the redistributable. Taken from
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bin/x64/dxil.dll in dxc_2026_05_27.zip of DirectXShaderCompiler release
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v1.9.2602.24, pinned at sha256
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cf658aacf070d3045e31b8f1f8a696c2945f37c1095019481ef7c513368db3b4;
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bin/arm64 on ARM64 builds. It is the single entry the installer extracts
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from that archive.
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- name: D3D12Core.dll
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path: "D3D12/D3D12Core.dll"
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system: microsoft-xbox-360
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required: true
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description: "DirectX 12 Agility SDK 1.619.3 runtime"
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source_ref: "src/xenia/ui/d3d12/d3d12_provider.cc:263-274, src/xenia/ui/windowed_app_main_win.cc:25-28, src/xenia/ui/redist_installer_wx.cc:88-94, 123-126, src/xenia/ui/redist_installer_wx.cc:623-668"
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note: >-
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The binary exports D3D12SDKVersion 619 and D3D12SDKPath ".\D3D12\", so
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d3d12.dll loads it at the first device creation. The provider checks for
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it, offers the download, and returns false when it is still absent. Taken
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from build/native/bin/x64/D3D12Core.dll in the Microsoft.Direct3D.D3D12
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1.619.3 NuGet package, pinned at sha256
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43a7d5a3973812eb4b42623fae5275c790a005b8e48b8d7f5bb43cef39e073c5;
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build/native/bin/arm64 on ARM64 builds. The package version has to match
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the exported number.
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- name: D3D12SDKLayers.dll
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path: "D3D12/D3D12SDKLayers.dll"
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system: microsoft-xbox-360
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required: false
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description: "Direct3D 12 debug layer from Agility SDK 1.619.3"
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source_ref: "src/xenia/ui/d3d12/d3d12_provider.cc:295-323, src/xenia/ui/redist_installer_wx.cc:127-134, src/xenia/ui/redist_installer_wx.cc:670-715"
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note: >-
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Reached only when d3d12_debug is set, which defaults false
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(src/xenia/ui/d3d12/d3d12_provider.cc:23). Fetching it re-extracts D3D12Core.dll alongside,
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since the debug layer only loads under the Agility runtime. Same NuGet
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package and pin as D3D12Core.dll.
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# -- Vulkan runtime, Windows only --
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- name: vulkan-1.dll
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path: "Vulkan/vulkan-1.dll"
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system: microsoft-xbox-360
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required: false
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description: "Khronos Vulkan loader 1.4.350.0 for the Vulkan backend on Windows"
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source_ref: "src/xenia/ui/vulkan/vulkan_instance.cc:84-99, src/xenia/ui/redist_installer_wx.cc:96-106, 138-142, src/xenia/ui/redist_installer_wx.cc:717-756"
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note: >-
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Read only when the Vulkan backend is selected, and the plain-name load
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that follows finds the copy GPU drivers install system-wide, so the folder
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next to the executable is a fallback. Taken from
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VulkanRT-X64-1.4.350.0-Components/x64/vulkan-1.dll in LunarG's
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vulkan-runtime-components.zip 1.4.350.0, pinned at sha256
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23ce69f32cef3e2799617e2b1776cd0c71030d23a91f8375821cc40d76b185b9. The zip
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carries x64 and x86 only, so the ARM64 build never offers the download.
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# -- Visual C++ runtime, Windows only --
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- name: vc_redist.x64.exe
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system: microsoft-xbox-360
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required: false
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validation: [signature]
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description: "Microsoft Visual C++ 2015-2022 redistributable installer"
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source_ref: "src/xenia/app/xenia_main.cc:546-550, src/xenia/ui/redist_installer_wx.cc:144-172, src/xenia/ui/redist_installer_wx.cc:373-403, src/xenia/ui/redist_installer_wx.cc:758-867"
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note: >-
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Not loaded by the emulator. The runtime version is read from
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HKLM\SOFTWARE\Microsoft\VisualStudio\14.0\VC\Runtimes\x64, and when it is
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older than 14.<_MSC_VER - 1900> clamped to 14.44 the installer
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is downloaded to %TEMP%\xenia_vc_redist.exe and run with
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"/install /passive /norestart", after which the process relaunches. What
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the binary actually links is vcruntime140 and msvcp140, resolved by the OS
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loader. vc_redist.arm64.exe on ARM64 builds.
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