3dox Xbox 360 port V0.03 Pre-Release

4DO & Freedo, we have tried playing some 200 games on them - if you have a question we might be able to help!

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lantus
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3dox Xbox 360 port V0.03 Pre-Release

Post by lantus » Tue Jan 01, 2013 8:29 am

Hey guys

first post here

I've ported 3dox (incrediclints port) to the Xbox 360.A year or so in the making (not full time though :D) i feel its finally good/fast enough to release to the masses.

If you have a JTAG/RGH'd Xbox 360 check it out!

here are the release notes for it

Code: Select all

3dox - Xbox 360 New Years Day Pre-Release - V0.03
=================================================

Introduction
============

3dox - A 3DO emulator for your Xbox 360. Based on FreeDO/FourDO/3dox Xbox

About a year ago i became interested in porting FreeDO (the 3DO emulator) to the Xbox 360. It turns out that incrediclint had an Xbox 1 port of FreeDO/FourDO port up and running called 3dox. His source code in turn became the core code that I then used for the majority of my work.

incrediclint stopped working on his Xbox 1 port due to the fact that it would not run at a good framerate due to the limitations of Xbox 1 hardware.

The Xbox 360 port initally did not fare much better. Initially it would not run. The FreeDO codebase is not Big Endian friendly. I quickly got it working on big endian and found out that emulation performance was terrible. Averaging 20-25fps.

Generally speaking, the CEL engine code is the main cause for performance issues. I spent quite some time optimizing functions to be more PPC friendly it helped gain 10-15fps or so.

At that point i tried some multi-threading but nothing seemed to help. So i abandoned the project and tossed it in the "not to release pile" due to the fact that the performance was still not great (35-40ps on average)

Fast forward to December 2012 - I decided to take another look at the sourcecode and see if i can speed it up. Long story short,  with a clear head and a fresh look at the code. The idea was to thread the DSP and CEL emulation. Some pain along the way but threading was implemented and working nicely-  Now emulation is (generally) at 60fps. 

So welcome the new year with a new emulator for the Xbox 360. Remember this is a pre-release :)


Features
========

- Fast 3DO emulation.
- Full graphics/sound support
- NVRam saving.
- Pixel Shader support.
- Big Endian friendly (PS3/Wii/Wii(U) port anyone?)
- Source code released.

Pre-Release Info/Issues
=======================

- 1p controller support only at this time.
- Sound has issues (scratchy/off pitch/generally pretty bad). 
- Random pauses and stutters occur.
- Performance issues with some games.
- Savestates are not implemented.
- .ISO extension and .BIN extension are supported only
- The launcher will load games only. There are currently no other options.
- There are graphics issues. Wrong color palette at times. Theres still endian issues to address.
- Game specific timing fixes are not implemented.
- Pixel shaders are working but you cant select one. For now you need go into the shaders folder and rename/copy the shader you want to use and call it 'default.fx'. I've included CRT, HQ4x shaders to use.


Installation Notes
==================

- Place 3DO bios file inside bios folder. File MUST be called bios.rom
- Roms go in the Roms folder. Files must be .ISO or .BIN otherwise they wont work.
- Run 3doLauncher to start.
- Press 'A' to launch the rom. While in game - right thumbstick to quit back to launcher.


Controller Mapping
==================

 Game Select Screen:
  A: Launches the game.
	
 In-Game:
  B = A
  A = B
  B = C
  Start = P
  Back = X
  Left Trigger = Left Button
  Right Trigger = Right Button
  DPad = DPad
  Right Thumb Stick Click = Exit to launcher
 

and finally check out a WIP video of the emulator in action. The sound still needs work but you get an idea of how its running.

http://www.youtube.com/watch?v=qmx43tplK-E

you can find it at the usual places - source is included

enjoy folks!

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BryWI
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Post by BryWI » Tue Jan 01, 2013 9:09 am

nice!

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3DO Experience
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Post by 3DO Experience » Tue Jan 01, 2013 5:12 pm

Looks really promising. Oh and I would love to see a Wii / Wii U port.
"Wait. You don't have a bag of charcoal in your gaming room???"

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Trev
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Post by Trev » Tue Jan 01, 2013 9:19 pm

Nice.
Most wanted - Eye of Typhoon, 3DO Magazines issues #14 & #15, Pro Stadium, Defcon 5

lantus
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Post by lantus » Tue Jan 01, 2013 9:26 pm

thanks all :)

its not perfect but its a good start. Its showing alot of promise.

i think a Wii port would probably be pretty slow. Probably sitting someone in between the 360 port and the Xbox 1 in terms of performance.

WiiU (whenever homebrew is available) should be pretty sweet. It sounds strange but could possibly run faster than the 360 build

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Austin
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Post by Austin » Fri Jan 04, 2013 12:42 am

This is very cool. :)

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JohnnyDude
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Post by JohnnyDude » Sun Jan 06, 2013 7:53 am

Fantastic job!

I hope you share any performance secrets you come across. Sound like you've already made great progress!

lantus
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Post by lantus » Wed Jan 09, 2013 6:09 pm

will do - you should also know that i released source code with my build and will continue to do so going forward.

Performance is one thing im really interested in increasing. Right now the 360 port generally runs well but there are some exceptions - Need for Speed for instance runs slowly.

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BryWI
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Post by BryWI » Wed Jan 09, 2013 10:32 pm

Need for Speed runs slow on 4DO also. It really uses a lot of the 3DO's power rendering all the scenery around the road. Some parts are ok, while other parts start to crawl.

I don't follow the xbox360 scene truthfully, but is it like how it was in the past with xbox that you really can't share the binary out in the open? Is there a place the source at least can always be found?

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pitsunami
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Post by pitsunami » Thu Jan 10, 2013 12:17 pm

Fantastic work!!!! Thank you so much...

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