E-Vader
06-28-2002, 05:48 AM
N64 emulation on the Xbox, I found this on XboxAU
http://daedalus.boob.co.uk/
Ok, I thought it was time to post some more interesting news.
A few months ago I was a bit bored after work and I thought I'd have a go porting Daedalus to run on the Xbox. Initially I was expecting it to take a couple of weeks, but I managed to get it up and running within a couple of hours (most of the time was just spent stripping out Windows specific code). Since then I've added a couple of cool features to take advantage of the Xbox's hardware: namely a couple of directly defined pixel shaders that precisely simulate the N64's combiner and blender. I've also managed to get fogging to work correctly for the first time, as well as the second detail texture that's used for certain special effects. I'm now looking at adding these features to the PC version of Daedalus too. You can see some of the first screenshots here.
I've not yet decided what I'm going to do about a release yet, as I'm pretty sure my employer won't be keen for me to release an executable (I'm guessing it goes against our developer's license with Microsoft). I've been playing around with MAME-X this week and I'm interested to see what happens with that. When I get around to releasing the next version of the source for Daedalus I'll probably also post a set of diffs in order to make the Xbox build, for any other Xbox developers out there to play around with. In the meantime I'll keep posting screenshots and progress reports up here.
http://daedalus.boob.co.uk/xbox_screenshots.shtml
http://daedalus.boob.co.uk/
Ok, I thought it was time to post some more interesting news.
A few months ago I was a bit bored after work and I thought I'd have a go porting Daedalus to run on the Xbox. Initially I was expecting it to take a couple of weeks, but I managed to get it up and running within a couple of hours (most of the time was just spent stripping out Windows specific code). Since then I've added a couple of cool features to take advantage of the Xbox's hardware: namely a couple of directly defined pixel shaders that precisely simulate the N64's combiner and blender. I've also managed to get fogging to work correctly for the first time, as well as the second detail texture that's used for certain special effects. I'm now looking at adding these features to the PC version of Daedalus too. You can see some of the first screenshots here.
I've not yet decided what I'm going to do about a release yet, as I'm pretty sure my employer won't be keen for me to release an executable (I'm guessing it goes against our developer's license with Microsoft). I've been playing around with MAME-X this week and I'm interested to see what happens with that. When I get around to releasing the next version of the source for Daedalus I'll probably also post a set of diffs in order to make the Xbox build, for any other Xbox developers out there to play around with. In the meantime I'll keep posting screenshots and progress reports up here.
http://daedalus.boob.co.uk/xbox_screenshots.shtml