Showing posts with label original Xbox. Show all posts
Showing posts with label original Xbox. Show all posts

Wednesday, September 6, 2017

Panzer Dragoon MP4s

I'm [somewhat shamelessly] borrowing these from Driveclub on discord.  He recorded some interesting MP4s of Panzer Dragoon ORTA running in Cxbx-Reloaded that I'd like to share.

Keep in mind that it's not an accurate representation of the emulator's state (for the better looking ones).  Lucas tells me that there's hacks required.  Dunno what they are, I've been out of the loop for a while.






Some really neat stuff gets discussed in the discord chat.  If you haven't already, join it and see what the others are up to!

Shogun

Wednesday, May 3, 2017

Panzer Dragoon is Back!




Just thought I'd inform you all that Panzer Dragoon ORTA is working on Cxbx [Reloaded] again.  After going through the issues, I found out what was causing the game to hang in most places as well as why this game initially worked in Vista only (for those who remember me telling you guys about this with my old branch).  Looks pretty good, the broken geometry has been fixed and that's no longer an issue.

There was a "special" mutex that kept failing to be created, and without that mutex, then the game will not progress.  Since various driver level (and possibly kernel level) APIs were so lazily programmed in regards to error checking, invalid flags and arguments that would normally cause an API to fail simply would not invoke the failure.  This was true for Azurik also.  But by the time Microsoft released Windows 7, they caught the issues and they were fixed so it stopped running.  That was the biggest thing.  Only a few other things were needed to get it ingame again.

And before I forget, I wanted to mention that these are screens from the demo and retail game (respectively).  There's still a threading synchronization issue (at least that's what I assume at this point; don't quote me on that yet) that happens when the game tries to play an FMV.  This is also something that was rarely a problem on Vista, but I'm sure it's fixable once we know what it is.  So the demo goes into the first level, but the retail version won't let me do anything but go through the interactive tutorials at this point.

Of course, don't get your hopes up just yet (or at least, not too high) as several issues still persist from previous builds.  There's still an issue with the sound buffer cache filling up soon after getting ingame.  Also, something is causing the textures to break and a really weird stenciling effect that's almost the same as Turok's.  Since post processing effects are broken, the screen will go black when you try to use glide.  If you want to read some of StrikerX3's thoughts on it, take a look at this old thread on ngemu: http://ngemu.com/threads/svn-rev-159-vs-153-and-panzer-dragoon-orta.134298/

Just thought I'd give you all this quick update.  I sacrificed an entire day for this.  Enjoy.

Shogun.

Saturday, April 8, 2017

JSRF Ingame

First of all, sorry it's been a while since I've updated the blog.  Life hasn't exactly been fair as of late, so to speak.  But since I'm here, I'm going to share this bit of news that surfaced a few weeks ago, so some of you already know about this.


Go ahead and watch the video.  While it's buggy it's still impressive, considering that this is something I've never successfully done in my own lifetime.  I'm actually surprised the music works as well as it does.

Needless to say, SoullessSentinel is definitely better than I am.  He's done several things that I never thought to do and did it better than I could have.  So the torch rightfully belongs to him right now.

Cheers, to SoullessSentinel and Cxbx, the emulator that never says die!

Shogun.

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.