What do you think the biggest factor in no Xbox Classic simulation is?

Anarchist420

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I am guessing it is has to do with the lack of public documentation on soundstorm more than anything else (but also the lack of documentation made public on some fixed function features of the geforce 3 derivative).

sorry if i made another thread on this topic before
 

sweenish

Diamond Member
May 21, 2013
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I honestly think it's motivation and crowd size.

I would love an OG Xbox emulator, but I don't have the skills to put one together. There aren't enough that want one and have the skills, let alone the time to do it.

The other consoles have way more people willing to put in the time and resources.
 

Sureshot324

Diamond Member
Feb 4, 2003
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I believe none of the really popular games on it were exclusives, so that kills a lot of the motivation to make an emulator.
 

Dankk

Diamond Member
Jul 7, 2008
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I believe none of the really popular games on it were exclusives, so that kills a lot of the motivation to make an emulator.

+1

Here's a list of exclusive games belonging to the Xbox Classic that are worth emulating:




































.
 

ImpulsE69

Lifer
Jan 8, 2010
14,946
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You misspelled Rallisport Challenge 2 and Metal Wolf Chaos

Who?

There simply is no demand. At all. I hacked mine early on, and even though I had infinite ability, the only thing I ever used it for was emulators. Most of the games were just meh. Most of the better games came out on PC or other platforms, and Xbox360's BC prevented those few from not being available. Much preferred the PS2 myself.
 
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Raduque

Lifer
Aug 22, 2004
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NBA Street Volume 2 is the only Xbox game I still want to play. An emulator to play it on my PC would be amazing.
 

AMD64Blondie

Golden Member
Apr 20, 2013
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The only OG Xbox game I'd want to be able to play on my PC is Midtown Madness 3.

(Yeah,I know it's now 11 years old..but I still want it.)
 

Fox5

Diamond Member
Jan 31, 2005
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Lol at soundstorm being the limitation. It's a sound chip, and it's not even essentially to get it fully emulated to make the game work. The gpu is a far more complex beast, but it's probably just lack of interest. The biggest Xbox games, Halo and Halo 2, are on PC anyway.
 

PrincessFrosty

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Feb 13, 2008
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+1

Here's a list of exclusive games belonging to the Xbox Classic that are worth emulating:




































.

Oh and don't forget these:


























.


Seriously though, emulation takes a lot of time and effort and there's really not a lot of reason to emulate an xbox, the consoles since the xbox era really started to become cut down PCs and multiplatform games started to take off so it's really not worth it.

Besides, accurate emulation takes a lot of processing power and it'd probably be a struggle to get xbox level emulation working very well and at any decent speed on modern PCs
 

TerryMathews

Lifer
Oct 9, 1999
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Lol at soundstorm being the limitation. It's a sound chip, and it's not even essentially to get it fully emulated to make the game work. The gpu is a far more complex beast, but it's probably just lack of interest. The biggest Xbox games, Halo and Halo 2, are on PC anyway.
Its not complicated it the DD licensing fee.
 

SPBHM

Diamond Member
Sep 12, 2012
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even if the original Xbox was a little weak when it comes to exclusives, some were still quite nice like the racing games (PGR, Forza), but another point of interest for me is because the Xbox had the best version of many console only multi platforms from that era, and I would guess that an emulated Xbox would give better results than an emulated PS2?

but I can understand the lack of interested compared to the PS2 (more exclusive and vastly more popular console) and gamecube (nintendo exclusives)
 

Anarchist420

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even if the original Xbox was a little weak when it comes to exclusives, some were still quite nice like the racing games (PGR, Forza), but another point of interest for me is because the Xbox had the best version of many console only multi platforms from that era, and I would guess that an emulated Xbox would give better results than an emulated PS2? but I can understand the lack of interested compared to the PS2 (more exclusive and vastly more popular console) and gamecube (nintendo exclusives)
I actually thought the original Xbox had better exclusives than the X360 did (on the latter, the only two exclusives i found to be excellent were PerfectD 0 and Kameo the former not even being a complete timeless classic like the N64 sequel is).

Anyway, Galleon is the Original Xbox's most underrated game (imo, at least) and even I wasn't too dumb (although i used gamefaqs a little bit and i took quite some time) to beat that damn-fine game back in '04. And Toby Gard made the right choice to not do any sequels or spin-offs and it isn't one that I would replay since I was satisfied with the ending.

Lol at soundstorm being the limitation. It's a sound chip, and it's not even essentially to get it fully emulated to make the game work. The gpu is a far more complex beast, but it's probably just lack of interest. The biggest Xbox games, Halo and Halo 2, are on PC anyway.
Hey, some people want accuracy (it helps compatibility and maybe some programmers get satisfaction from seeing as many people as possible satisfied.. Edward Snowden probably would get satisfaction programming for everyone if he could be free from the clutches of tyranny, anguish, and the threat of torture... his feelings really get hurt when others are not thankful for his work and when others boss him around; myself and others could only request things from him and we should request what is good for more secession) and it could happen one day. Perhaps options of better trilinear filtering, 4x SGSSAA, per pixel depth, per pixel lighting are good ideas. compute shaders doing perfect shadow buffering simulation (and with SGSSAA not breaking it if possible) and compute shaders for perfect SM 1.0/1.1 simulation accuracy are a good idea (if i am not mistaken, int 32 and FP32 compute precision are enough for 100% accurate simulation of the half and less precision shaders used in nv2x). OpenGL is better than DX (one reason is that 32 bit log z is better for w-buffer emulation accuracy in extreme cases like parts of enter the matrix plus the other z formats are still possible in OGL).

All or some of the aforementioned may have just been brainfarts.

And the Xbox Classic ran every game in 480p component natively (as did S/PDIF IIRC) so interlacing issues won't be any more of a problem than they were for byuu (i know i am rather satisfied with the included gl filters other than that the version of higan i am using has some pixelation issues at least with the 3 or so driver sets i have used with it).
 
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sweenish

Diamond Member
May 21, 2013
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Lol at soundstorm being the limitation. It's a sound chip, and it's not even essentially to get it fully emulated to make the game work. The gpu is a far more complex beast, but it's probably just lack of interest. The biggest Xbox games, Halo and Halo 2, are on PC anyway.

I agree that the GPU is probably more complex. However, sound emulation isn't a cakewalk. Do you know how long it took before the SNES got good sound emulation? Most everything was playable, but it wasn't until just before bsnes came out that the sound got nailed. I wouldn't write it off so quickly.

Also, the blank lists are ignorant. The list may be short, but those games are fantastic. Panzer Dragoon Orta, as was mentioned earlier, is surprisingly valuable on ebay.
 

Fox5

Diamond Member
Jan 31, 2005
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I agree that the GPU is probably more complex. However, sound emulation isn't a cakewalk. Do you know how long it took before the SNES got good sound emulation? Most everything was playable, but it wasn't until just before bsnes came out that the sound got nailed. I wouldn't write it off so quickly.

Also, the blank lists are ignorant. The list may be short, but those games are fantastic. Panzer Dragoon Orta, as was mentioned earlier, is surprisingly valuable on ebay.

Sound emulation isn't essential for the games to work. It may be hard to get right, but it doesn't matter how awesome the Xbox audio processor is for the almost complete lack of progress that has been made on Xbox emulators. No one who's thought about writing an Xbox emulator would look at the sound processor and be like "oh too tough, not gonna try."

Imo, it would be the graphics chip if anything that prevents emulation. I think code was compiled directly for the GPU bypassing intermediate languages, meaning you have a custom and undocumented processor to deal with that's really only used on one system, and two generations of nvidia gpus from the time period of 2001-2003.
That said, that alone wouldn't stop it, since the N64 and PS2 suffered from similar issues, but their emulators got pretty far before it became a major factor holding back progress.
 

mmntech

Lifer
Sep 20, 2007
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+1

Here's a list of exclusive games belonging to the Xbox Classic that are worth emulating:

Yep. Most popular games were either already on PC, or received a PC port. So why fuss around with emulation when you can just run the games natively. Especially since a lot of them are available on Steam and GoG with compatibility tweaks baked in.
 

Markbnj

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Wait, wasn't the xBox just a canned PC anyway? Aren't the games all x86 architecture and DirectX? Not a console guy so I am probably missing some hairy detail .
 

Anarchist420

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Wait, wasn't the xBox just a canned PC anyway? Aren't the games all x86 architecture and DirectX? Not a console guy so I am probably missing some hairy detail .
The CPU is easy to replicate but the GPU had a lot of specific functions that would require a lot of compute power. The hardware Fog types, their behavior, and a lot of other effects including but not limited to the shadows and lighting like in the first two Splinter Cell games would have to be emulated with pixel/geometry/vertex/compute shaders. Also, some depth formats would have to be wrapped and openGL would do that better than DX would (32 bit float reverse z-buffers don't allow for as evenly spaced depth as some w-buffer formats do as of which nv2A used at least 1 if not 4 ... I know that nv30 used W24FP, W24INT, W16FP, and W16INT; DX doesn't have 32 bit log z-buffers which are the very best when you need more uniform spacing of objects, have a large scene, and need more precision in the far distance).

and at least some Xbox games use a different texel origin than perhaps modern drivers allow for or maybe even modern texture units allow for.

Basically, Microsoft's DX specifications got more specific with each new DX revision and they mostly rejected backward compatibility unlike the OpenGL board. nvidia and AMD have neglected replicating pre-DX1x HW features in their drivers. Nvidia uses a lot of approximations but they break those from driver to driver... their drivers a huge mess while no generation of nv hardware has been radically different from the one preceding it since G80 succeeded G70 (and G70 had the same hardware feature set as nv40 except maybe improved video decoders and display transmitters.
 
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