1964...
Ez0n3 was working on it again last year with the help of schibo. It builds nicely using the same codebase as 1964 1.1 for PC, but it hasn't been touched since. The page reads for the rom in virtual memory are called from inline assembly that's been modified. I've spent some time reading up on these instructions and staring at each change and from what I make of it, it looks ok. unless writing to eax,ebx,ecx and edx make a difference in what order they are written to. Aren't they supposed to be general purpose though? I'm willing to spend the time if someone can help me with this.
The big issue lies here in dma.cpp:
CODE
pushad
mov ecx, i //mov eax, i
mov edx, target
//mov ebx, source
align 16
_Label :
//test ecx, ecx //surreal old - 0.85
and ecx, ecx //and eax, eax //surreal new 1.1 - etempp
jz _Label2
push ecx //added
push edx //added
mov ecx, source //mov ecx, dword ptr[ebx]
call ReadUWORDFromROM //added
pop edx //added
pop ecx //added
inc ecx // inc eax //1.1 location //etempp
mov dword ptr[edx], eax //mov dword ptr[edx], ecx
add source, 4 //add ebx, 4
add edx, 4
//inc ecx //0.85 location
jmp _Label
_Label2 :
popad
1964 1.1 Win32 Working:
CODE
pushad
mov eax, i
mov edx, target
mov ebx, source
align 16
_Label :
and eax, eax
jz _Label2
mov ecx, dword ptr[ebx]
inc eax
mov dword ptr[edx], ecx
add ebx, 4
add edx, 4
jmp _Label
_Label2 :
popad
EDIT: Madmab read it for me and more or less confirmed this routine is ok. 1964 has many more changed inline ASM routines, with only a handful being related to XBOX changes. Ez0n3 and schibo left one or two other memory issue markers, this change in dma.cpp being the most significant.
You won't have to wait for this though, PJ64 1.6 works beautifully on the XBOX. The last thing I have to resolve is some issue where I FRAG or FRAO shortly after I load a save state. I've spent a good number of hours playing DK64, already.

Gains are overall compatibility, speed, and stability. Nothing GFX wise has been fixed, nor is expected to be.
The project also intends to move away from the XDK samples in the launcher to let the code out as legit GPL, as it should be. But I am a sucker for XPR fonts and XMV videos.

I'll want to eventually work those in as a patch or something.
I've been posting about my progress on EmuXtras:
http://www.emuxtras....?p=22780#p22780 