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Archive for the ‘Emulators’ Category

LoveMHz posted new W.I.P. details of Love364 (a Nintendo64 emulator for homebrew 360s) on his blog:
[QUOTE]
First off, I’m sorry that the video didn’t show up on this blog post at first. I fail at posting from my phone. Secondly, sorry for the lack of blog posts, but I haven’t had the time between a crazy life and working on Love364 as much as possible.

The video below is of Super Mario 64 running with full vertex buffering and HLSL shaders. Now this may look like a step backwards from my previous posts before but it’s actually a huge step forward for the project. The main goal of Love364 was not only to write a working N64 emulator for the 360, but also to expend the possibilities of the N64 hardware on the 360. There’s so much that DirectX 9 and 10 offer in terms of graphics, post effects, and overall awesomeness. Something that wasn’t possible 5-10 years ago when N64 emulation started. This also offers me a great operatunity to expand my knowledge of the 360 and DirectX.

There’s plenty left to do. So it’s back to work for me.
[/QUOTE]

Official Site: http://lovemhz.teamxelove.com



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LoveMhz (Team XeLove) posted a video of the progress made on his upcoming Love364 – a Nintendo64 for homebrew Xbox360s:
[QUOTE]
Nothing much new here. Just been busy with life issues so I thought I would show a video of the current status of Love364.. Still a lot of work to be done, but this should help get some people *off*.

[/QUOTE]

Official Site: http://lovemhz.blogspot.com/

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Artik from Logic-Sunrise is announcing the upcoming release of FBAnext – a 1080p Arcade Emulator for homebrew 360:
[quote]
With a secret coder (his name will be featured later), we decided to work on FBAnext, the NExtGen version of Final Burn(info) Alpha emulator. I had many goals when I tought about FBAnext : Emulate 100% speed with sound at 60FPS in 1080P graphic filtered these systems :
- Neo-Geo
- CP System I
- CP System II
- CP System III
- Sega
- Taito

Progress is excellent, we play Neo-Geo, CPS I and II, Sega and Taito games in 60FPS, 1080p graphics and filters enabled (HQ3X for the moment). The sound is emulated as 100%. CPS III will be tested tonight. I will move with the interface screenshots Xbox 360 and a video soon. There is still no GUI, it’s the next step.

We also wish to help the world of emulators on the Xbox 360. the few emulators do not support 1080P, graphic filters, etc.. Therefore, we suggest downloading the sources when they will be available, to help other developers to code optimized emulators on Xbox 360.

Video and screens…….

Read the rest of this entry »

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Artik from Logic-Sunrise is announcing the upcoming release of FBAnext – a 1080p Arcade Emulator for homebrew 360:
[QUOTE]
With a secret coder (his name will be featured later), we decided to work on FBAnext, the NExtGen version of Final Burn(info) Alpha emulator. I had many goals when I tought about FBAnext : Emulate 100% speed with sound at 60FPS in 1080P graphic filtered these systems :
- Neo-Geo
- CP System I
- CP System II
- CP System III
- Sega
- Taito

Progress is excellent, we play Neo-Geo, CPS I and II, Sega and Taito games in 60FPS, 1080p graphics and filters enabled (HQ3X for the moment). The sound is emulated as 100%. CPS III will be tested tonight. I will move with the interface screenshots Xbox 360 and a video soon. There is still no GUI, it’s the next step.

We also wish to help the world of emulators on the Xbox 360. the few emulators do not support 1080P, graphic filters, etc.. Therefore, we suggest downloading the sources when they will be available, to help other developers to code optimized emulators on Xbox 360.
[/QUOTE]

Official Site: xbox-360.logic-sunrise.com



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Now off to rewrite my rendering code ;D

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I was really tempted not to show off these screens due to the texture issue.. But I thought you guys would still love them. So here it is.. Super Mario 64 now rendering 3D.







Now for me to lay off the acid, get my vision straight, and fix the textures. xD

E> LoveMHz

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Still sorting through all of the issues in RDP, mostly little/big endian conversion.. Also I’ve got controllers somewhat working so I can make it ingame on Super Mario 64. Should help since I’ll be able to pause the game and look for more constant data coming from the RDP.

In other news, another game boots =)

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Super Mario 64 running on the Xbox360..
Guys this is a first =)

I just want to say thanks to the most amazing girl in the world, Andrea my girlfriend and future wife. The one person that keeps pushing me to keep trying and trying. Even after failing many times. If it wasn’t for her then none of this would have happened. I love you baby.

Also thanks to everyone that has supported me on IRC and everyone that has donated.

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From LoveMhz’s (Team XeLove) Blog:
[QUOTE]
About Love364, yes I changed the name ;D Currently we have the core, RSP, and audio implemented. Alot of work so far. Now what about video? Well it seems that every video plugin out there either uses OpenGL or DirectX with Fixed Pixel Pipelines which the Xbox360 does not support. Also due to the differences between Fixed Pixel Pipe-lining and HLSL a simple rewrite isn’t possible. So with the advice and over look of Zezu I have decided to write my own up to date graphics and RDP part of the emulation instead of hacking around Rice’s video code. Not much progress so far, expect I have been able to process and sort out the commands coming from the RSP. Still a lot of work todo. And thus the reason there isn’t any screenshots yet.

The general scoop of this is simple massive. Things can easily go wrong with around 20 basic commands and over 1,000 calls a second just for graphics. I easily I have my work cut out, even when I’m spending 10-12 hours a day coding.

Writing my own graphics plugin and RDP code has it’s pros, even though this just seems like a major set back.

Pros and Ideas:
* High Anti-aliasing Support
* HLSL per texture scripting
* Shaders, Bloom, and HDR possibilities.
* Texture Scaling via HLSL.

So in general Love364 will hopefully redefine how N64 emulation looks and runs.

Current Emulation Status
Currently we are still running on one CPU core with little to no optimization with everything run minus graphics at around %50 of the N64 speed. I’ve yet to look into dynrec or inline function calling, but when the time comes there’s no reason why we shouldn’t be able to easily hit 100% speed on emulation.
[/QUOTE]

Official Site: http://lovemhz.blogspot.com



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Yes, that’s right.. Mario is on the Xbox360.

Lack of blog posts, argh.. I told myself when I started this blog that I would update often (atleast every 3 days at the latest).

About Love364, yes I changed the name ;D Currently we have the core, RSP, and audio implemented. Alot of work so far. Now what about video? Well it seems that every video plugin out there either uses OpenGL or DirectX with Fixed Pixel Pipelines which the Xbox360 does not support. Also due to the differences between Fixed Pixel Pipe-lining and HLSL a simple rewrite isn’t possible. So with the advice and over look of Zezu I have decided to write my own up to date graphics and RDP part of the emulation instead of hacking around Rice’s video code. Not much progress so far, expect I have been able to process and sort out the commands coming from the RSP. Still a lot of work todo. And thus the reason there isn’t any screenshots yet.

The general scoop of this is simple massive. Things can easily go wrong with around 20 basic commands and over 1,000 calls a second just for graphics. I easily I have my work cut out, even when I’m spending 10-12 hours a day coding.

Writing my own graphics plugin and RDP code has it’s pros, even though this just seems like a major set back.

Pros and Ideas:

  • High Anti-aliasing Support
  • HLSL per texture scripting
  • Shaders, Bloom, and HDR possibilities.
  • Texture Scaling via HLSL.

So in general Love364 will hopefully redefine how N64 emulation looks and runs.

Current Emulation Status
Currently we are still running on one CPU core with little to no optimization with everything run minus graphics at around %50 of the N64 speed. I’ve yet to look into dynrec or inline function calling, but when the time comes there’s no reason why we shouldn’t be able to easily hit 100% speed on emulation.

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