mirror of
https://github.com/Abdess/retroarch_system.git
synced 2026-10-10 21:43:23 -05:00
169 lines
9.1 KiB
YAML
169 lines
9.1 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: "2fe66280ac26502261414703bc7187b77dacc8d3"
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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 (emulator.cc:388-397), the XEX2 retail and devkit AES
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keys are constant arrays in the binary (xex_module.cc:58-63), 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 (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 (emulator.cc:718-733); 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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(imgui_drawer.cc:367-377), and xe::EmbeddedBundle decodes the SDL controller
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mappings (sdl_input_driver.cc:148-165), the canary game patches
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(patch_db.cc:304-310), the game-compatibility master.json
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(game_compat_db.cc:47-58) and the x360db games.json (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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(imgui_drawer.cc:39-44, 353-386), mappings_file to the embedded controller DB
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(sdl_input_driver.cc:35-38, 148-152), achievement_sound_path leaves the
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achievement sound silent (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 (imgui_drawer.cc:388-470, 472-556).
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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 (config.cc:43-46),
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patches/*.patch.toml read on top of the embedded set (emulator.cc:383,
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patch_db.cc:34-58), plugins/<title id>/plugins.toml behind allow_plugins,
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which defaults false (plugin_loader.cc:16-38, 58-72), content, cache0, cache1,
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scratch and mu (emulator.cc:1412-1471). 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:556-570).
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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:416-426). 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: dxcompiler.dll
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path: "D3D12/dxcompiler.dll"
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system: microsoft-xbox-360
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required: true
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description: "DirectX Shader Compiler 1.9.2602.24, DXIL compilation for the Direct3D 12 backend"
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source_ref: "src/xenia/ui/d3d12/d3d12_provider.cc:279-322, src/xenia/gpu/d3d12/pipeline_cache.cc:121-134, src/xenia/ui/redist_installer_wx.cc:79-85, 119-122, 594-629"
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note: >-
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Loaded by full path from the D3D12 folder next to the executable, then by
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plain name from the system search path. PipelineCache::Initialize returns
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false without it because guest and system shaders are all DXIL, and that
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failure propagates to "Failed to setup graphics_system!"
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(emulator.cc:430-435). Windows defaults to gpu = "d3d12"
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(src/xenia/app/xenia_main.cc:70) and the backend factory only falls back when
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D3D12GraphicsSystem::IsAvailable() is false, which tests the D3D12 API
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itself, not the redistributable. Taken from bin/x64/dxcompiler.dll in
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dxc_2026_05_27.zip of DirectXShaderCompiler release v1.9.2602.24, pinned
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at sha256 cf658aacf070d3045e31b8f1f8a696c2945f37c1095019481ef7c513368db3b4;
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bin/arm64 on ARM64 builds.
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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 signing and validation library shipped with DirectX Shader Compiler 1.9.2602.24"
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source_ref: "src/xenia/ui/d3d12/d3d12_provider.cc:286-292, src/xenia/gpu/d3d12/spirv_to_dxil_compiler.cc:154-169, 194-200, src/xenia/ui/redist_installer_wx.cc:79-85, 119-122"
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note: >-
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Preloaded by full path so dxcompiler's own plain-name load resolves to it
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and the DXIL leaves signed; spirv_to_dxil queries its validator version to
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stamp the container the validator will accept. Same archive and pin as
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dxcompiler.dll, from bin/x64 or bin/arm64.
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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:325-336, src/xenia/ui/windowed_app_main_win.cc:25-28, src/xenia/ui/redist_installer_wx.cc:87-93, 123-126, 631-676"
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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:357-385, src/xenia/ui/redist_installer_wx.cc:127-134, 678-723"
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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:95-105, 138-142, 725-764"
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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:578-582, src/xenia/ui/redist_installer_wx.cc:144-172, 379-409, 766-875"
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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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