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Rodrigo_Todescatto2010

@Rodrigo_Todescatto2010

Joined June 6th, 2026

  • 10Devlogs
  • 7Projects
  • 2Ships
  • 30Votes
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6h 58m 27s logged

Hi! I’m back with some stuff:

  1. Happy Dungeons (an console exclusive game) now boots with WinDurango!

  2. I’m working very hard at the moment on Forza Horizon 2 and Forza Motorsport 5 (which are my goals…) and I hope to have new stuff to share about them soon!

And… That’s it for today, there isn’t anything else to say 😭

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9h 28m 46s logged

Hey there! It has been a few days since the last devlog (again) but we are still cooking some stuff!

  1. Another Minecraft: Xbox One Edition version is now playable! The version is 1.22.904.0/CU34 or earlier? Not sure about the exact CU. Another playable one is 1.18.781.0!

  2. While this one can’t be shown yet (or heard… there’s nothing!), I’m heavily working on emulating (I think we could put it like that?) the Xbox One’s ACP (Audio Co-Processor), which is used for decoding XMA (Xbox Media Audio) and processing audio in general (heavily used by FMOD and Wwise). While some games don’t depend on it specifically (such as Minecraft, LIMBO, Sonic Mania etc), the majority of the games depend on it (Unity, Unreal Engine and Cryengine use it), and if you don’t emulate it, most of the games will basically either hang at some point waiting for audio to be processed (e.g. Forza, Happy Wars, Halo 5) and won’t have audio at all. This is the part I’m focusing the most currently and I’m very stomped on it, which is also why there isn’t much progress going on, but hopefully I get some progress with it to share with y’all!

That’s it for today, I really hope to have new stuff to share with everyone soon! But for now, that’s pretty much it… 😭

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12h 17m 55s logged

Hello there! Has been a while since my last devlog (a few days… long ago, huh?), but that does not mean there’s no progress going on, because there is!

  1. Draw Bundles are currently being worked on, which means more geometry rendering for some games! It still needs some optimization (mainly on RAM usage) and placement update still needs a few tweaks, but welp, at least we are getting some progress overall!

  2. Minecraft: Story Mode now boots! And it looks very broken I know and I’m investigating what can be done for fix that, but as far as I’ve seen, this is happening because of the game updating buffers with UpdateSubresource1 and passing what seems like (not sure if that’s actually the case!) constant offsets in pSrcBox + passing passing unaligned constants when setting a constant buffer with SetConstantBuffers1, which was actually allowed back in D3D11.X, Xbox’s D3D11 version. Note that Minecraft: Story Mode isn’t the only game that does that, there are some games such as Forza Horizon 2 that also do so! And believe me, there are way more trickeries that were allowed and could be done back in D3D11.X…

That’s it for today! I don’t have anything else to say and this is all the progress I got, I’ve been quite busy with some school exams but they will end soon (in 2 days) and hopefully I can get some more progress to share here!

See ya! :)

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Ship

Hey there! This is WinDurango, an Xbox One translation layer (you can call it a high level emulator too if you want...) for Windows 10/11. Currently, support for games such as Forza Horizon 2, Forza Motorsport 5, Halo 5 and others is being actively worked on, while some few others like Minecraft: Xbox One Edition (older versions), Sonic Mania and LIMBO are fully playable! Note that I'm not the only developer in this project (I work on rendering/audio mostly and WinRT a few times), as @dexrn (works mostly on the GitHub/Social Media management part) and @CT5 (works mostly on the WinRT part).

(screenshot from Forza Motorsport 5 with WinDurango in ForzaVista mode, showing the car interior).

  • 3 devlogs
  • 13h
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  • 239 Stardust
Try project → See source code →
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5h 54m 13s logged

Hello again! Today I’ve made some progress with 3D rendering with Placement Resources and got some 3D stuff in Forza rendering! Most of the scenario and the track won’t really render at all because I haven’t implemented Draw Bundles yet, but I plan on working on it soon! That’s it for today, hope yall like it :)

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5h 16m 24s logged

Hello again! Today I’ve made some progress with tiled textures/placement resources (a Xbox One’s D3D11.X exclusive feature similar to placed resources in D3D12), I’m still working on it but results are already quite satisfactory… The first screenshot shows how the texture looks now and the second one shows how it looked like before, the third one is an extra screenshot from the game title screen! (it also looked like a mess before!)

See ya! :)

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1h 39m 38s logged

Hello World! This is WinDurango, a Xbox One Translation Layer for Windows 10/11. Today I got Forza Motorsport 6 booting. It didn’t require much thankfully but I noticed our ID3D11DeviceX vtable might be wrong for it’s D3D11.X version. Right after the Turn 10/Microsoft Studios intro (bink video), the game hangs on a black screen due to unimplemented audio things (ACP commands). More updates to come in the next days from other games as well! :)

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Ship

I made a simple Slack bot, it has 5 commands:

/dsb-teststring: Prints a string saying the bot is working
/dsb-pingpong: Tests the time the bot takes to respond to a command
/dsb-funcatfact: Prints out fun cat facts
/dsb-extremelyfunnyjoke: Prints out a joke
/dsb-help: Prints all commands and their usage

Try project → See source code →
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26m 22s logged

Hello world! Here it is, Ohne Bot. A simple yet funny bot! It doesn’t do anything that special but cmon, it’s funny! (even if it’s not, please act like it is…)

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2h 8m logged

Hello World! This is the first day working on Super Cube Adventures, a 2D platformer game with heavy inspiration in 2010s platformer games (such as Super Meat Boy, which is kind of visible seeing the speed and wall jumping…), being made in Unity 6.4.

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