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Glossary

This page explains the acronyms and the SDK terms that the other pages use. The site shows these explanations as tooltips where a term appears.

Acronyms

APC

Asynchronous procedure call: a function queued to run on a guest thread.

APU

The Xbox 360 audio hardware and its register block at 0x7FEA0000.

D3D12

Direct3D 12.

DLL

Dynamic link library. A DLL that a game loads is recompiled as a DLL module.

DPC

Deferred procedure call: work the kernel queues to run on the Kernel Dispatch thread.

EDRAM

The embedded memory of the Xenos GPU that render targets are drawn into.

GDFX

Game Disc File System: the filesystem of an Xbox 360 disc image.

HID

Human interface device. The hid.* settings cover input devices.

IRQL

Interrupt request level of the kernel.

MMIO

Memory mapped I/O: device registers that a game reads and writes at memory addresses. The GPU block is at 0x7FC80000 and the APU block at 0x7FEA0000.

MnK

Mouse and keyboard. The hid.mnk_* settings turn them into a gamepad.

MSVC

Microsoft Visual C++, the compiler that built the game code that ReXGlue recompiles.

PCR

Processor control region: the kernel block for each guest thread.

PM4

The packet format of the GPU command stream.

PPC

PowerPC, the CPU architecture of the Xbox 360.

SDL3

Simple DirectMedia Layer 3: the window, input and audio library behind the -sdl3 driver modules.

SEH

Structured exception handling: __try, __except and __finally.

STFS

Secure Transacted File System: the package format of downloaded content and saves.

SVOD

Secure Virtual Optical Drive: the package format of a disc installed to storage.

TLS

Thread local storage.

TOML

The text format of the manifest and the config file.

VMX128

The vector instruction set of the Xbox 360 CPU, with 128 vector registers.

XAM

Xbox Application Manager: the system library of the services that games use, such as input, UI, content, profiles and achievements. rexxam implements its exports.

XBDM

The Xbox 360 debug monitor module, xbdm.xex.

XDBF

The data section of a title executable with achievements, strings and icons.

XEX

The Xbox 360 executable format.

XInput

The Windows gamepad API behind rexhid-xinput.

XMA

The Xbox 360 compressed audio format, a variant of Windows Media Audio Professional that the console decodes in hardware.

XUID

The 64 bit ID of a user profile.

SDK Terms

Codegen

The step, run by rexglue codegen, that analyzes the PowerPC code of the XEX files in the manifest and writes the C++ that replaces them. See Codegen pipeline.

Console Overlay

The in game overlay that shows the log and takes commands. Its hotkey is the backtick key, set by ui.bind.console. See Overlays and dialogs.

Detour

A function hook whose body can call the original function, which stays callable as __imp__name. See Hooks.

DLL Module

A binary of a project other than the entrypoint, named by its DLL file name without the extension.

Driver

The host implementation a system runs, such as SDL3 audio or Vulkan graphics.

Driver Context

What a driver receives from the SDK: an IDriverContext when it starts, and the game interfaces when a game attaches. See Driver Context.

Driver Module

A shared library that provides drivers, such as rexapu-sdl3, rexhid-xinput or rexgpu-xenos-vulkan. A program loads it by name and never links it.

Entry Point

The address of the function where a binary starts running.

Entrypoint

The main XEX of a project. Every other binary is a DLL module.

Function Table

The table in guest memory that maps a guest address to its recompiled host function. See Function table.

Game Root

The folder that holds the entrypoint and the DLLs of a game, set by [project].game_root or title.game_root.

Graphics Family

The type of graphics driver a program requires: kXenos or kNone.

Guest

The Xbox 360 side: the recompiled code, its memory, threads and paths.

Headless

The state of the UI system when it has no display: ui.driver is none, the UI driver reports no display, or the window failed to open. Message boxes only log, and prompts are canceled. See Headless.

Hook

Host code that replaces or runs inside a recompiled function. A function hook replaces a whole function, a detour calls the original as well, and a mid function hook runs at one instruction. See Hooks.

Host

The PC side: the operating system, the devices and the native program.

Idle Pad

A virtual gamepad on user 0 that never presses anything, so a game that waits for a controller starts without one. See Input.

Interface

A class declared with REX_DECLARE_INTERFACE that a module provides and code finds by name and version. See Interfaces.

Jump Table

The branch targets of a bctr instruction, which codegen recompiles as a switch.

Kernel Export

A host function that takes the place of a function that a game imports from xboxkrnl, XAM or XBDM.

Kernel Module

One of xboxkrnl.exe, xam.xex and xbdm.xex, which the runtime creates. A kernel export belongs to one of them.

Layer

In settings, the source that wrote a value: default, title, file, environment, command line, runtime or lock. A stronger layer overwrites a weaker one. See Layers. In the manifest, the shared layer holds the keys that apply to every binary.

A short name such as game: that stands for a device path. See Links and Mounts.

Log Category

A LogCategory: a named log channel with its own level. See Logging.

Manifest

The TOML file that lists the binaries rexglue codegen recompiles and their settings. See Project manifest.

Module

A library that rex::Init loads, connects and initializes.

Mount

A device path mapped to a provider: a host folder, a container or a null device. See Links and Mounts.

Pin

A reference from IObjectTable::Get that keeps a kernel object valid for the length of a call. See Kernel services.

Present Thread

The thread that makes the present calls of the graphics system and presents frames. See Graphics.

Provider

The class that serves the files of a mount: HostProvider for a host folder and ContainerProvider for an STFS, SVOD or disc image. See Providers.

Recipient

The read and write functions that receive the game's accesses to a GPU or APU register block. See Attaching a recipient.

Register Sharing

A function, such as an SEH funclet, that uses the registers of its caller instead of its own.

rexglue

The command line tool that creates projects and recompiles the XEX of a game into C++. See Command line.

Settings Class

A class derived from SettingOwner that declares settings.

Shared Layer

The manifest keys outside any binary table, which apply to every binary. See Includes.

Shim

An SDK function that replaces a library function inside the game, such as memcpy. A shim is a function hook that the SDK provides. See Shims.

System

One of IInputSystem, IAudioSystem, IUISystem or IGraphicsSystem, which connect the game to the host through drivers.

Title

The Xbox 360 game program that is recompiled and run.

Title Workspace

The memory that XAM allocates from on behalf of the game, through ITitleWorkspace. See Title workspace.

Tool Mode

A runtime built from an image with no code. It loads the kernel and mounts the game files, but installs no recompiled code.

UI Thread

The thread that called App::Init.

User

One of the four controller slots, 0 to 3, that a game reads input from.

Write Watch

A one shot watch on a physical page that calls its listeners on the next write, including host writes through GuestMemory.