Work in progress: First homebrew emulator for the Xbox360, MAME360

Posted Mar 5, 2007 at 2:29AM by QJ Staff Listed in: Xbox 360 Tags: emulation, MAME, N64, ScummVM
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It's just been a little less than a week since the hypervisor vulnerability was first reported. In the short time between that and today, we've already seen a "Hello World" Proof of Concept being released. And today, we have a few bits of info about the first emulator for the Xbox 360. This anonymous developer was kind enough to send a few screenshots and describe what he has been up to.

First, a few screenshots:

MAME360 - Image 1  MAME360 - Image 2  MAME360 - Image 3 


Here's what he said about his project:

In light of the recent 360 hack and possibility of widespread homebrew in the future, I wanted to share some news with you and X-S.

I've been working on a port of MAME to the 360. I call it 'MAME360'.


Now for a bit about the project:

  • It's based on MAME 0.112 and is fairly easy to keep up-to-date (doesn't need any messing around with like Mameox on the xbox).
  • Originally it was based on SDLMAME but I've since ported a 360 specific osd layer (so SDL for the 360 exists - as an aside I also have a port of ScummVM in the works too).
  • Mame doesn't include any dynarec cpu emulation on anything other than an x86 platform. So any game that is PSX or N64 based for example doesn't run at all well.
  • Most other stuff (that I've tried) runs pretty well.
  • At the moment it will only run on 360 dev/debug/test kits. Whether it will ever run on a hacked retail box remains to be seen.

Since there isn't much of a difference when you run code on a debug kit and a hacked retail box, it is possible that if the hypervisor vulnerability is fully exploited, it will open up the Xbox360 to a lot of homebrew. Personally, I can't wait for this to show up and be possible to run it on retail boxes as homebrew.

 
 
 

Comments [refresh]

by R Kelly - 2007-03-05 02:12
» Yes

I just peed a little when i read this...damn i cant wait for full speed emulation on xbox360

by poo - 2007-03-05 04:58
» yeah but

"Since there isn't much of a difference when you run code on a debug kit and a hacked retail box"



I might be a bit thick here but what is the difference? Are we talking the DVD Drive firmware hacks or what?



Also yes it's good to hear, but it doesn't offer anything new that you cant do a PC. Mame on a 360 I can pass on. Besides having it on a big screen ( in which case it'll look rubbish ), I'd rahter stick to PC monitor.



But I'm not bashing the guy at all. Good luck to him. It's just not for me.

by PTSnake - 2007-03-05 05:38
» really?

i believe this one is a fake...



show me some videos, them maybe i'll believe on it.

by Gnik3l - 2007-03-05 08:52
» What will this require

Will this require King Kong? or will it work with other games, kind of similiar to the soft modding on the original xbox? Plus, how long before we actually get somewhere and Microsoft develops an update to destroy this vulnerability? )^=

by WTF --- DEFINITELY FAKE - 2007-03-05 10:44
» Remember XNA GSE?

This is obviously a fake or at least a poorly-written and misleading article.



Why wouldn't this person have been able to make the game using XNA code and deploy it with the XNA Creator's Club?



How could the hack possibly help with anything, being that XNA gives a great deal of access already.



How could a man develop an emulator in a matter of days?



There already is homebrew! This is ridiculous!

by dumb ass - 2007-03-06 09:11
» what if

u dont have XNA and dont feel like paying all that money?think about it dumbass

by jake - 2007-03-12 06:44
» hmm

*sniffs* hmm what that smell *sniffs some more* o yeh its BULLSH!7!

all i can say is prove it

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