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Thread: 360 Emulator?

  1. #21

    Default Re: 360 Emulator?

    Quote Originally Posted by Gnash View Post
    Yeah, mods aren't bad.

    The really difficult hing would definitely be a complete emulator...that'd take forever.
    What the heck would you run a computer emulator on? A 360 or something fast enough to handle all of the processing?

    Would you need a fast-ass PC to run a PC emulator?

    Thank you for askin that question...i am gonna be up all night in shambles thinking about that one...

  2. #22

    Default Re: 360 Emulator?

    Quote Originally Posted by satnlafsasurot View Post
    Thank you for askin that question...i am gonna be up all night in shambles thinking about that one...

    Already, another ?...

    If you emulated a PC, would it take all components into account such as sound card, video card, etc?

  3. #23

    Default Re: 360 Emulator?

    ???

    You're replying to your own post?

  4. #24
    ummmm i forget seether9111's Avatar
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    Default Re: 360 Emulator?

    Quote Originally Posted by blueshogun96 View Post
    ???

    You're replying to your own post?
    thats pretty funny:

  5. #25

    Thumbs up Re: 360 Emulator?

    Anyway, back on topic. I've found out that 3D hardware acceleration is available via homebrew for the 360. Click here.

    This information would be extremely helpful for any would-be 360 emu author, but still not enough to run Halo 3 or anything like that. If you want to emulate basic homebrew, that can be done, but not very fast... but I personally think that 360 emulation is not nearly as impossible as everyone says. We just need to find new methods of emulation.

  6. #26
    Abusus non tollit usum FatTrucker's Avatar
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    Default Re: 360 Emulator?

    I don't think thats referring to emulating a 360 its referring to emulating 'on' a 360, as in people making homebrew games for the 360 and perhaps in the future developing emulators (for snes, megadrive etc) to work on a 360.

    Current Processors are nowhere near powerful enough to be able to emulate a 360's processors, and graphics chips in software. Although PC's are very similar in terms of the types of chips etc, thats not how emulation works, everything has to be done in software which is a completely different kettle of fish.

    Saturn emulation is still miles away from being perfect largely because the Saturn had so many different chips doing different things its very challenging to try to emulate those chips accurately in software and retain useable framerates, even with a PC with a really fast processor, and the Saturn is a lot less processor intensive than a current gen console.

  7. #27

    Cool Re: 360 Emulator?

    Quote Originally Posted by FatTrucker View Post
    I don't think thats referring to emulating a 360 its referring to emulating 'on' a 360, as in people making homebrew games for the 360 and perhaps in the future developing emulators (for snes, megadrive etc) to work on a 360.
    Yeah, I'm aware of that. It's the GPU register information that makes it valuable for actually making an emulator. When you are able to write homebrew for a system from scratch, it makes writing an emulator for the target system much easier. For instance, PS2 emulation wasn't even a reality until homebrew from scratch was written for it because that type of homebrew helps document the system.

    Current Processors are nowhere near powerful enough to be able to emulate a 360's processors, and graphics chips in software. Although PC's are very similar in terms of the types of chips etc, thats not how emulation works, everything has to be done in software which is a completely different kettle of fish.
    Yeah, I'm aware of this too. Of course you can see how PS2's vector units kill PCSX2's speed That's why earlier I was suggesting some alternative methods of emulation for 360 earlier in this thread to keep our hopes up.
    FatTrucker has basically put the whole thing (LLE wise) in a nutshell. Right now, there's just absolutely no way the Xbox360, or worse yet the PlayStation3 can be emulated in software. IMO this means we need to search for new methods of emulation. Here's some ideas I was thinking of for a while now, and please note that I'm not an expert on Xbox360's hardware or executable file format (.XEX), only a novice so this might sound rather noobish...

    1. Since we all know that the Xbox360's triple core PPC processor cannot be emulated in software (at least at a reasonable speed) a better solution might be to translate PPC assembly code into native x86-64 code (possibly in the form of a 64-bit .exe file similar to what Cxbx does). Yes that would be alot of work to do because PPC and x86 are two different architectures with little similarities (one big pain in the @$$ would be the big-to-little endian conversion stuff) but the result would be faster than using a standard interpreter or even dynarec.

    2. Xbox360 uses 3 cores right? Well, one solution to that problem might be to split the execution of each core on multiple processors like on a Quad-Core CPU on the PC via threads. Each core could be dedicated to the execution of one processor and the other core could be dedicated to other tasks if it isn't being used. Only one problem remains, the vector units. Each core has it's own vector unit. I'm not sure of a viable solution for those though.

    3. Alright, now that I've gotten the CPU theories out of the way, let's talk about hardware emulation. We could write an emulated Xbox360 kernel for emulated hardware such as GPU, APU, misc I/O devices etc. in the form of a .DLL file so that the more customized HLE/LLE code can be accessed dynamically which makes updating that code easier (again like Cxbx). One way of telling how a certain device is being accessed is allowing the translated PPC to x86-64 code access a certain memory address, catch the exception and emulate the action in software using our HLE/LLE code (whatever you prefer). Or we could use MMU.

    4. Also the memory requirements for this would be rather high. I would recommend at least 1 GB ram and 512MB VRam to be on the safe side because well over 500 MB of system memory would be allocated for the UMA (Universal Memory Architecture) Ram emulation and 10MB for the framebuffer, Z-Buffer, etc. One other issue would be memory alignment because the PC and Xbox360's ram works differently (from what I read in this month's issue of GameDeveloper Magazine) so that would be something to consider.

    These are just some rough ideas. I don't exactly have the skills to implement most of them, they are just thoughts and theories now. I hope this helps bring a little more hope on the subject. Feel free to comment on this.
    There it is just in case you missed it

    Saturn emulation is still miles away from being perfect largely because the Saturn had so many different chips doing different things its very challenging to try to emulate those chips accurately in software and retain useable framerates, even with a PC with a really fast processor, and the Saturn is a lot less processor intensive than a current gen console.
    Yeah, saturn is indeed a byatch emulation wize.

  8. #28
    Say wha??? Jale's Avatar
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    Default Re: 360 Emulator?

    People tend to confuse "360 emulator" and "emulator for 360".

  9. #29

    Wink Re: 360 Emulator?

    BTW, want to see something funny?

    http://www.xbox360emu.com/ <- The worlds most pointless emulation site!

  10. #30
    PSX 4 LIFE :) Youngy 360's Avatar
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    Default Re: 360 Emulator?

    If there is a 360 emulator the first games i'd try would be dead rising or crackdown

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