Xbox Games For Cxbx
Cxbx is completely free and only needs 100KB of space, which is really tiny. This program is very easy to download, install and then use, through its friendly and.
I'm sure this thread might get locked/deleted, but oh well, do what you must. I think it's about time we kept track of what Cxbx is capable of doing so that every new person to Xbox emulation can know what to expect. Also, I'm just crossing off one thing on sir Caustik's todo list. I moved the list to the page below to make it easier for me to maintain. Total Games: 61 Playable: 5 Ingame: 11 Menus: 11 Intros: 29 Nothing: 5 If it's not on the list, then it doesn't work! EDIT: Updated link.
I'll be moving it later on. EDIT2: You'll also notice I've added a new catagory called 'Nothing'. What does this mean? Yes, it's obvious, but there's more to it on this list.
For a game to qualify for the 'Nothing' status, the game must not only do nothing, but not crash either. So far, only a few games do this.
EDIT3: If you find a game that's not on the list with any compatibility with Cxbx, feel free to post screens so I can update the list. And if you do, PLEASE tell us what XDK it uses or attach an xbe dump.
Click to expand.Yeah, I know it's a bit old, but I never did get the skip video hack working for that game yet. With this game it's complicated because it doesn't use anything like bink videos (which are easier to skip), so some more reversing needs to be done to find out what is causing the crash when trying to play the videos. This particular game is rather frustrating to work on because of it's internal complexity, but I haven't given up yet. Sometimes when I get frustrated with a project, I just walk away from it for a while, and end up learning more than I did before. I ended up fixing alot of bugs that way. Btw, I just wanted to edit the list and show that only the PAL version of BattleStar Galactica works so far. I just bought the NTSC version this afternoon (along with 3 other games).
Is anyone interested in seeing this run at all? Yeah, I know it's a bit old, but I never did get the skip video hack working for that game yet. With this game it's complicated because it doesn't use anything like bink videos (which are easier to skip), so some more reversing needs to be done to find out what is causing the crash when trying to play the videos. This particular game is rather frustrating to work on because of it's internal complexity, but I haven't given up yet.
Xbox Games For Xbox One X
Sometimes when I get frustrated with a project, I just walk away from it for a while, and end up learning more than I did before. I ended up fixing alot of bugs that way. Btw, I just wanted to edit the list and show that only the PAL version of BattleStar Galactica works so far. I just bought the NTSC version this afternoon (along with 3 other games).
Is anyone interested in seeing this run at all?
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Are you an emulator developer? If you'd like a user flair reflecting that. Thanks for both the question and the resulting discussion everyone. I too hope the Xbox emulation scene will gain more developers. One thing that bothers me (which has no direct link with Xbox emulation, but more in general) is that it seems silly to run a CPU emulator on the same CPU as the one being emulated. That just doesn't make sense to me. Sure, for portability it's a requirement.
But native code execution just sounds much more efficient to me. Sure, it won't be entirely accurate, and it requires a compatible CPU, but 100% accurate emulation is often not really necessary, and wintel boxes exist in abundance.
I wish there existed an emulator framework that offers the possibility of native code execution of each of it's supported CPUs. (As far as I know, MAME is the only viable project that could offer such a thing, but for them, performance has much lower priority than accuracy.). There is hardware virtualization (which QEMU supports). It's just like running on hardware, but still having flexibility where it matters (mostly. But it's improving still). You also have to account for memory accesses (and MMIO; both handled by hw-virt).
By recompiling code at runtime (as opposed to hw-virt) you can optimize these kind of accesses and reduce overhead of handling page faults. You can also optimize certain routines using newer CPU features (say memset, matrix multiplications,.). What you are describing re-native code execution is already in QEMU / unicorn I believe?
I didn't check, but I guess it's not possible for MAME due to accuracy / timing requirements (they'll have to recompile code anyway then). If that is fine there is also something in LLVM probably. However, the problem with all of these is memory space and minor instruction differences in CPUs (such as rdtsc behaviour or cpuid). Also you can't run all instructions on all CPU priviledge levels, meaning you'd still have to emulate a lot (and go through very slow interrupt / signal handlers if you don't recompile at least those parts). I would have loved to have taken advantage of hardware virtualization in Cxbx-Reloaded, however, Windows requires a kernel mode device driver to be written to take advantage of this. I don't think our users would like the idea of disabling security features such as driver signature enforcement and installing an untrusted kernel driver just for an emulator.
Mac OSX is a good target for hardware virtualization though, Hypervisor.framework in the latest operating systems is pretty damn good! But I have no access to any Mac devices, so I can't experiment with that either. I don't think our users would like the idea of disabling security features such as driver signature enforcement and installing an untrusted kernel driver just for an emulator. Typical users download random DLLs from the Internet and install them system-wide. Anyway, if the code is open source and auditable I would gladly install the driver (assuming it would not render my system unstable) for native code execution of emulated games. It's not like you're forcing them to use it. If they want to use your emulator, they can, and they can compile it themselves if they wish.
I think the right path to take is the one that XQEMU goes with: accuracy of hardware emulation is what matters in the long run. Someone will eventually dump the entire OS, the BIOS and whatever else we need and that will be spread illegally all over the internet sooner or later, same thing happened with the PS2 emulation and it's BIOS. Emulator wouldn't have any issues as long as those aren't distributed (and, of course, wouldn't be distributed) with the emulator itself. IMO there's nothing wrong with dumping and distributing ROMs, BIOS-es etc.
When the hardware is discontinued. Original hardware is already very difficult to find (spare parts, gamepads.). I'd love to see the original OS, dashboard and everything running on the PC even if it takes a few years to get there. Afterwards, the only thing lacking would be Live. I would kill for MS to bring OG Live back online sheds a tear.
Glad to see progress on this, but considering the visuals are all over the place, can I ask for an ELI5 on something? In my, user (who from my understanding is an XQEMU developper), left several comments about how Xbox emulation was already well on its way with XQEMU, and CXBX-Reloaded! Was a sort of gimmick project with a small margin of evolution.
And indeed, when you look at Youtube, XQEMU can run a bunch of Xbox games with proper visuals, including people's favourites like. The thing is of course that they play at absolutely unplayable framerates and videos are sped up like five to ten times to be watchable. JayFoxRox insists that XQEMU is centered around accuracy while CXBX-Reloaded! Is going the cheap route by having playable / in-game games to garner public interest. Now let's be honest, I'm not technical enough to know how accuracy is supposed to be better than a playable game that looks exactly like the original (see playable PS1 emulation that runs on potato smartphones, compared to 'accurate' PS1 emulation that looks the same but has much higher reqs).
To me it sounds like a tech enthusiast's goal, especially if that's what is holding back playable emulators. That said, JayFoxRox seems passionate about it and now I want to know more. Is there a reasonable way to have playable speeds with XQEMU or is it forever going to be slow and require way beyond realistic commercial processor clocks? If it can be playable, what's preventing it at the moment, and what prevented the two teams from working together?
Perhaps can give a TL;DR on why he wasn't satisfied with XQEMU and decided to revive CXBX instead? I really hope I'm not unearthing drama or bitterness here, I'm just a curious patron / user.
Let's (try to) get this right:. My comments are not (intended to be) bitter, they are expressing serious concerns about something I care about deeply.
The speed is fixable in XQEMU and something someone should focus on. XQEMU is centered around accuracy and actual xbox emulation, not just emulating games like cxbx (without underlying hardware). I'm not saying it's a cheap route, it's just an easier route to get games running quickly. I've wandered that path myself in a previous Xbox emu project.
It will eventually result in a dead end and will take a lot of work to actually make the emu work better (at which point it will be the same as XQEMU is now: slow and harder to develop). By no means is it a cheap 'trick' to garner public interest: it just happens. The developers are not to blame, it's the uneducated users who think that faster emulation = better emulation. Xbox is a special case in emulation where the HLE approach (what cxbx does) does not work. This is comparable to N64 where most emus struggle to run games like Donkey Kong 64 and others.
For Xbox this is not 1-2 games but literally hundreds of games which will not work in cxbx. Cxbx-reloaded attempts to solve this issue but doing said changes will turn it into the same project as XQEMU already is. Yes, it's an enthusiastic goal, but also the better one (= the only one actually emulating the Xbox and all of its games). XQEMU already does work on Windows, Mac and Linux and other CPUs (say. Your raspberrypi or smartphone).
At best, cxbx will work on Windows (and maybe on Linux or even Mac with something like Wine). It will not work on other CPUs in the near future either. So cxbx does not preserve the Xbox, it just adds another problem: preservation of old x86 PCs and Windows (both of which are loosing market share at the moment).
XQEMU will gain speed if somebody works on it. Personally I'll focus on making it easier to use legally (which is a nightmare currently) + accuracy so we have all games running (because optimizing before fixing bugs is a horrible idea; that said, there is lots of room for optimizations which can happen already). We try to work together (which is not easy due to fundamentally different approaches) - we are looking into sharing tools. There is also to collaborate on documentation.
Cxbx will also be able to utilize code from XQEMU, but not the other way around probably (except for support tools maybe). My worries about cxbx-reloaded are: it will run half the games as XQEMU would + it will be a lot more work + it will still depend on Windows / x86 + once we have barely acceptable Xbox emulation it will be decades until someone works on better Xbox emulation (something like XQEMU) again, possibly never. So this might be a watershed moment where we decide wether we are fine with cxbx-reloaded running half the Xbox library OR if we want to focus on XQEMU instead. I think one project will die sooner or later as the other one gets every Xbox emu developers attention (or at least slow down considerably, so that progress will take decades).
This happened in the past with Project 64 / UltraHLE or even cxbx (which delayed work on other Xbox emu projects using a different approach) and it will probably happen with cemu vs.