GameCube emulator for Xbox 360 modded (RGH/JTAG), launched from XeLL with libxenon. The core is portable: it is also compiled on Linux (SDL2 frontend) to develop and test without a console.
License: GPL-2.0-or-later. The code is written for this project based on public hardware documentation (YAGCD) and Dolphin Behavior (GPL), from which it may take code from in the future.
WIP:
https://github.com/caperuisso/emugcxbox360
(No builds yet. Hopefully a departure from xell will happen) (I also hope to see Wii emulation there as well)
English translated partial readme:
"
License: GPL-2.0-or-later. The code is written for this project based on public hardware documentation (YAGCD) and Dolphin Behavior (GPL), from which it may take code in the future.
Tested with The Legend of Zelda: The Wind Waker (PAL, RVZ): title screen rendered correctly with its music, creation of backup on the memory card, file selection menu.
Current limitations: GPU rendering and JIT have not yet been validated on the console (mipmaps absent in GPU mode), no MMU per page table (a few Star Wars games), AX sound not tested due to lack of AX game available.
"
License: GPL-2.0-or-later. The code is written for this project based on public hardware documentation (YAGCD) and Dolphin Behavior (GPL), from which it may take code from in the future.
WIP:
https://github.com/caperuisso/emugcxbox360
(No builds yet. Hopefully a departure from xell will happen) (I also hope to see Wii emulation there as well)
English translated partial readme:
"
emugcxbox360
GameCube emulator for Xbox 360 modded (RGH/JTAG), launched from XeLL with libxenon. The core is portable: it is also compiled on Linux (SDL2 frontend) to develop and test without a console.License: GPL-2.0-or-later. The code is written for this project based on public hardware documentation (YAGCD) and Dolphin Behavior (GPL), from which it may take code in the future.
State
| Block | State |
|---|---|
| Gekko CPU | Complete performer (integers, branches, load/store, FPU, paired singles, psq_l/st, exceptions, decrementer, timebase, locked cache) + pre-decoded block cache + waiting loop skipping (idle skipping). JIT PowerPC → PowerPC on PowerPC host (360): integer instructions, memory, FPU and paired singles in native code, cached registers, generated dispatcher; verified identical to the nearest bit to the interpreter under qemu-ppc |
| Memory | MEM1 24 MB, BAT translation, locked L2 cache, MMIO, write-gather pipe, CPU access to EFB |
| VI | Line counter, display interrupts, state left by BIOS (PAL/NTSC depending on disk), XFB scan-out |
| IF | Standard controller |
| EXI | IPL (RTC + SRAM with flash ID), slot A memory card (picture .raw of 59 blocks created and formatted automatically) |
| DI | Disc playback. Formats: Dolphin ISO/GCM, RVZ and WIA (zstd or no compression; GameCube only) |
| DSP | Microcodes in HLE: ROM, INIT, CARD, GBA, Zelda (full sound: AFC/PCM, filters, Dolby, reverb) and AX (full sound: ADPCM, resampling, AUX bus, compressor) |
| GX (GPU) | Rendered on the Xenos GPU : the TEV is translated into pixel shaders generated on the fly (Xenos microcode assembled by the emulator), EFB into EDRAM, XFB copies presented directly; verified on PC by a microcode simulator (--gpu-sim) |
| GX (software) | Complete 3D rendering software : vertex feeder (all formats), transformation + 8-light illumination, coordinate generation, clipping, perspective rasterization, 16-stage TEV (indirect, fog, z-texture), all texture formats, mipmaps, EFB (blend, logic ops, formats), copies to XFB and to textures. Multi-threaded rasterization |
| Miscellaneous | Save states (bit-specific determinists), function HLE (OSReport) |
Current limitations: GPU rendering and JIT have not yet been validated on the console (mipmaps absent in GPU mode), no MMU per page table (a few Star Wars games), AX sound not tested due to lack of AX game available.
"
Last edited by Vetus_Mundi,







