Showing posts with label blueshogun. Show all posts
Showing posts with label blueshogun. Show all posts

Monday, January 2, 2017

The macOS experiment (Part 1)

Lately, I haven't been doing much emulation wise.  Well, to be frank, I haven't done any serious emulation work in a long time (and just incase you're reading this JayFox, I'm not talking about xqemu, nor have I ~ever~ said I was doing any real work on it aside from a few work arounds here and there; hell I've even stated that I'm not an xqemu dev multiple times, so pleeeeeeeeeease spare me of your usual "3 lines of code" lecture because I'm really not in the mood, thanks and no disrespect), but since I'm in between jobs/paid projects yet again, I decided to pick up one of the previous experiments I started before out of curiosity.

What is this experiment?  Well, the goal of this little coding experiment was to claim the typical base address of 0x10000 that every .xbe uses.  For those who don't quite see what I'm getting at, let's take a look at how both Cxbx and Xeon, the first two Xbox emulators, worked from an internal perspective.  They both use HLE, yeah that's right sherlock, in order to run code natively on the host CPU, they both use a .exe to reserve the memory range beginning at 0x10000 and at least 64mb beyond that.  For Cxbx, the generated .exe from the .xbe has the base address set when the header is written.  For Xeon, the main .exe simply reserves that memory address range by forcing it to load at 0x10000 w/ a big global static array and it's overwritten with the .xbe contents.  The actual emulator code is run from a .dll that's loaded into memory well out of that range.  That's the only way they knew how to do it at the time (for windows at least).  Naturally, I started to wonder how would one do that on a Mac?

Since similar experiments for this have already been done on Linux, so I figured Mac could do it also with similar methods.  So I started a thread on ngemu a long while back, and asked for suggestions, hints and ideas.  At the time, I was quite new to Mac development, but at the time of writing this, I have grown to be quite experienced with it (although still not quite as knowledgeable of the lower level and kernel level aspects).  Instinctively, my first try was to use mmap() directly, or vm_allocate().  That didn't work.

Among one of the respondents to my thread back then was Ben Vanik, the author of Xenia.  He was running linux, and recommended this code:

#include 
#include 

namespace {
    void * const MEMORY_ADDRESS = reinterpret_cast(0x10000);
    size_t const MEMORY_SIZE = 1 << 20;
}

int main() {
    void * p = mmap(MEMORY_ADDRESS, MEMORY_SIZE, PROT_EXEC | PROT_READ | PROT_WRITE, MAP_FIXED | MAP_PRIVATE | MAP_ANONYMOUS, 0, 0);
    if (p != reinterpret_cast(-1)) {
        std::cout << "Memory allocated" << std::endl;
        munmap(p, MEMORY_SIZE);
    } else {
        std::cout << "Memory could not be allocated" << std::endl;
    }
}

It worked for him, but still didn't work for me on macOS (OSX), so I was still back where I started.  Keep in mind that all these flags were necessary.  I needed to be able to read, write and execute from this memory range.  It also needed to be at that exact address (hence the MAP_FIXED flag), and so forth.  Many were against that last bit, which I'll explain in a moment.

After that, I eventually forgot about it and moved on to other projects.  Mostly working on this indie game that I started less than 2 months of starting that thread.  I eventually did get it working, and the reason it wasn't working was actually quite a testament to my ignorance and stupidity... I forgot to switch the compiler setting from x86_64 to i386!  Duh, no wonder it wasn't working.  I wanted to slap myself afterwards.  IIRC, there's a flag called MAP_32BIT which allows 64-bit programs to access the 32-bit memory address space, but it appears to only be available in Linux, not macOS.  Oh well, no big loss for now.

Now, what I mean by "work" is that mmap() stop failing.  I would finally get that base address, but it would simply crash on a call to std::cout.  Even commenting this out, unmapping the pointer and letting it return from main also resulted in a crash.  I'm sure you could theorize why, but finding a solution was what I was interested in.

Since there weren't many Mac devs on your every day emulation/gaming forum (most of them are extremely anti-Mac; many for ignorant and uninformed reasons, and few for legitimate and well thought out reasons) so I ended up going to a forum that was dedicated to Mac related programming topics; macrumors.com.  While most of them did give me some sound advice, they didn't quite understand why I needed this exact functionality.  Many would suggest removing MAP_FIXED but that would give me a memory address out of the range I'm looking for and would essentially defeat the purpose.  I had to start two threads altogether, and only one person actually understood what I was trying to do, as he was also in the need to write a basic VM while lacking the proper resources to do it.  He tried this code in XCode, and it worked for him, but only after adding the following compiler flag in the "other linker flags" section:

-pagezero_size 0x10000000 -segprot __PAGEZERO rwx rwx

Frankly, I do not fully understand what this did, even though it generally looks pretty obvious.  A google search didn't yield much results either, but it worked.

Now, I understand that what I'm doing is considered "unsafe" and risky.  Even on Linux, it is considered the same to do so.  It's all part of some experiment I put a bit of free time into.  Was there any particular goal to it?  Well, for starters, I wanted to see at one point whether it were at all feasible or possible to bring Cxbx to Mac since using WINE wasn't enough to do it due to the memory map requirements (my assumption; it always crashed for me).  Another idea was to provide proof of concept that HLE and direct code execution was indeed possible on an Intel Mac without the need for a VM library or driver.  There's a VM framework for macOS now, but it requires a 2010 Mac with 10.10+ installed.  Since neither of my comps meet the former requirement, that wasn't an option for me.  Third, I've had the itch to implement just enough APIs in an attempt to run Azurik: Rize of Perathia on my Mac.  I am greatly intrigued by the possibility of playing this game in some hacked form of 1080p or 4k using certain Apple exclusive OpenGL extensions, but hesitant to re-live the pain of trying to get this game working on Cxbx.

So far, it appears to work without issues, but I'm sure there could be some hidden caveats somewhere.  What I'd like to do later on is experiment with a simple .xbe that simply creates a D3D device, and clears the screen and HLE that as proof of concept.  I don't really plan on going too much farther than that, but I am curious to find out if there's anything else that can evolve out of this, even if it doesn't mean emulating Xbox.  Who knows?  Maybe an HLE emulator of something else?  Like one of Sega's recent arcade hardware machines like Europa?  Hey, I just like to learn, and emulating Xbox even on an HLE level has helped me tremendously personally and in my professional career (which is part of the reason I have this job interview coming up; I'll blog about what I mean about this statement later).

I know it's late but happy new year, and happy coding.  It's late so I'm off to bed.

Shogun.

Tuesday, June 10, 2014

XQEMU Compatibility List (Updated July 21, 2015)

Okay, I've gotten a few requests/inquiries for XQEMU's compatibility, so I'm going to write and maintain a compatibility list.  Personally, I'd like to keep it focused on commercial games right now.

The following is a representation of progress made with all 3 major branches between espes, JayFoxRox, and myself.

IF IT'S NOT ON THE LIST, THEN IT'S LIKELY UNTESTED!  I CAN'T STRESS THIS ENOUGH!

Total Games: 58
Playable: 2
Ingame: 11
Menus: 14
Intros: 16
Nothing: 15


1. 4x4 Evo 2
Status: (Ingame) (*)

2. AMF Bowling
Status: (Intros) (**)

3. Conker: Live and Reloaded (Demo)
Status: (Intros)

4. Dave Mirra Freestyle BMX (Demo)
Status: (Intros)

5. Forza (Demo)
Status: (Intros) (**)

6. Rollercoaster Tycoon
Status: (Menus) (**)

7. Smashing Drive
Status: (Playable)

8. Sonic Heroes (E3 Demo)
Status: (Ingame) (*)

9. Tony Hawk's Pro Skater 2X (Demo)
Status: (Intros)?

10. Wreckless: The Yakuza Missions (Demo)
Status: (Ingame) (*)

11. Jet Set Radio Future
Status: (Intros)

12. Panzer Dragoon
Status: (Playable) (*)

13. Panzer Dragoon ORTA
Status: (Menus)

14. Antz
Status: (Ingame) (*)

15. Aquaman
Status: (Ingame) (*)

16. Apex
Status: (Nothing)

17. Azurik: Rize of Perathia!
Status: (Menus)

18. Blinx
Status: (Nothing)

19. Broken Sword
Status: (Nothing)

20. Brute Force
Status: (Intros)

21. Castlevania: Curse of Darkness
Status: (Nothing)

22. Cel Damage
Status: (Menus)

23. Conflict Vietnam
Status: (Menus)

24. Crazy Taxi III
Status: (Ingame)

25. DaiSenryaku
Status: (Nothing)

26. Dead to Rights
Status: (Intros)

27. DeusEx
Status: (Intros)

28. Dead or Alive 3
Status: (Nothing) (***)

29. Dead or Alive Xtreme Beach Volleyball
Status: (Nothing) (***)

30. Dragon's Lair 3D
Status: (Nothing)

31. Dynasty Warriors 3
Status: (Intros?) (***)

32. EggMania
Status: (Intros?) (***)

33. Finding Nemo
Status: (Nothing)

34. Fusion Frenzy (Demo)
Status: (Menus)

35. Gun Valkyrie
Status: (Menus) (*)

36. Gun Griffon Allied Strike
Status: (Menus)

37. Halo (Demo)
Status: (Menus)

38. House of the Dead 3
Status: (Nothing) (**)

39. Innocent Tears
Status: (Ingame) (*)

40. Kameo (Beta)
Status: (Intros?) (***)

41. Lamborghini (Demo)
Status: (Nothing)

42. Mademan (E3 Demo)
Status: (Nothing)

43. Oddworld: Munch's Oddyssee (Demo)
Status: (Menus)

44. Myst III
Status: (Intros)

45. Nakashima Tetsunari no Othello Seminar
Status: (Intros)

46. Namco Museum
Status: (Ingame)

47. Otogi
Status: (Menus)

48. Outrun 2
Status: (Intros)

49. Petit Copter
Status: (Menus)

50. Pinball Hall of Fame
Status: (Intros)

51. Quantum Redshift (Demo)
Status: (Menus)

52. Rayman Arena
Status: (Ingame)

53. Shenmue II (Demo)
Status: (Nothing) (***)

54. Toe Jam and Earl III (Demo)
Status: (Nothing)

55. Unreal Championship
Status: (Ingame) (*)

56. Unreal Championship 2
Status: (Intros)

57. Whacked
Status: (Nothing)

58. Zapper
Status: (Ingame)

(*) Distorted gfx
(**) Hangs or crashes
(***) No idea what it's doing (flashy or distorted colours, etc).

Now, I won't stop anyone from making requests, but on a serious note, I can't cater to everyone's personal preferences at once.  This list will be updated periodically, so check back every so often.

Shogun.

Tuesday, April 29, 2014

XQEMU: Smashing Drive Ingame




Okay, we're moving along here faster than I anticipated.  Just a few moments ago, I added a few texture related fixes to XQEMU, and now Smashing Drive goes ingame!  Although there isn't too much visually impressive in this game, it's proof that LLE is a feasible idea.

In my experience, Smashing Drive has always been the easiest Xbox game to emulate (the game is only 90mb, making it the smallest known commercial Xbox game that I know of!), so I'm not really too surprised it's working this well.  You're probably wondering why the colours are inverted, lack of colour keying and depth testing, etc.  The emu actually doesn't appear to implement any render states at all at the moment, and we're still working out how certain texture formats should be interpreted in OpenGL.  Other than that, everything runs with minimal issues, minus the random freeze likely caused by race conditions.

So, just wanted to give you all a quick update on XQEMU's progress as of late.  Thanks for reading!

Shogun.

Sunday, April 27, 2014

XQEMU: Sonic Heroes (E3 Demo) *Almost* Goes Ingame!





Quick update everyone.  Just wanted to share with you all a bit of progress that's happening with XQEMU.  So after spending some time chatting with espes and JayFoxRox, I took a little time this weekend to dive into the code a bit.  So, I fooled around a little, and eventually Sonic Heroes started booting up, and went straight to the menus.  There's no screenshot of the menu here because the screen flickers too much, so I couldn't get any screens of that.  Since the emu isn't stable enough, there are sometimes race conditions that cause it to randomly freeze, so it's not guaranteed to get that far on your first run.

The primary reason I'm so impressed with this is that I never could get this to work at all in Cxbx to save my life, and yet this new emulator comes along (which barely runs any content so far) and puts me to shame!  It's a bit humiliating, but I'm glad to be humiliated for the sake of progress!

And now I have to run out the door.  Later guys!

Shogun.

Tuesday, March 30, 2010

New Panzer video



I forgot to put this on youtube but, but oh well. What's so great about it? This video actually shows solid 3D ingame gfx of Panzer. The fullscreen quad still covers up the 3D scene from time to time, but at least you can see what's going on for a while. What's the difference between this build and other build featured in the old video? This video was taken in Release mode [from visual studio] rather than Debug. It turns out that Release builds are more stable and less buggy when running Panzer Dragoon ORTA and Robotech: Battlecry. Both games had similar problems. Speed is still an issue, and me and Defiance have tracked it down to the PushBuffer emulation (IDirect3DPushBuffer8, Xbox only). The problem is that it uses a combination of Indexed Geometry and Quad Lists (D3DPT_QUADLIST, Xbox only) and that appears not to have been perfected in push buffers.

Robotech: Battlecry, however, did not use push buffers but did use the same types of primitives using indexed geometry. Defiance fixed that (for the most part). Okay, getting slightly off-topic, but the two games are related though. I'll try to make a video of that soon. Fraps can't record it properly, so I'm using another tool to do so.

So while it's not really news, it's a slight improvement that I want you all to be aware of.

Shogun.