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Significant progress made on Xbox 360 recompilation

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Re: Significant progress made on Xbox 360 recompilation

#21
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Crazy that it has taken so long. I understand these are small teams trudging off in the dark but you could have imagined there would have been more eyes on this and hands tinkering in the time when the Xbox 360 was being sold than today. Right at that same time in history the iPhone was getting cracked basically every iOS release, sometimes by teenagers. Seems like there were a ton of hackers around back then.

Most people just want emulation which was solved a while ago. Recompilation is mostly for modders which is a very small community.

The whole decomp and recomp scene has really started popping off this past year in the emulation community. The N64 recomp tool was the first one to really get interest going.

Re: Significant progress made on Xbox 360 recompilation

#22
post #17

Years ago I was searching for why emulators don't recompile to native bytecode and it seemed like the consensus at the time was that JIT etc was faster. I can't find it now, but IIRC I remember replies from maintainers saying it was a bad idea. What changed since then, since this seems to be a trend? Is this more for more modern systems that have more static code?

Static code. Also, very fine details of the machine because less important.

When emulating a NES (for example), you really have to emulate every register, how registers change, and also weird effects like instructions that take longer to read or write values, as games rely on that stuff. Once you have modern systems where much of the code was originally C, it becomes less important to ensure every register has exactly the right values when a subroutine finishes in most cases, you can rely that (most) of the code follows standard calling conventions.

Re: Significant progress made on Xbox 360 recompilation

#23

The blog post reminds me of similar efforts with Shockwave. There's people building decompilers, and runtimes, and if you join enough Discords, you will notice the people in them are cross-contaminating between communities if you will, they share insights with one another, in their efforts towards specific goals. They're hyper focused on making one game or another come back. There's Habbo Hotel, and Coke Studios, as…

I have a lot of respect for little communities where people gather to work obsessively over a goal like this. It's fun to see projects like this that would never see this much effort applied if not for the passion of a few dedicated people. Many of the smartest people I've known got their starts in little communities like these: Obsessively learning new things that would normally be beyond their academic or career le…

Its what started me on the path of my career really. Understanding how systems work. I still enjoy finding cheats in offline games for myself just to see how far I can push game engines.

Re: Significant progress made on Xbox 360 recompilation

#25

The blog post reminds me of similar efforts with Shockwave. There's people building decompilers, and runtimes, and if you join enough Discords, you will notice the people in them are cross-contaminating between communities if you will, they share insights with one another, in their efforts towards specific goals. They're hyper focused on making one game or another come back. There's Habbo Hotel, and Coke Studios, as…

I'm indirectly involved / hear about a project that buys up old feature phones, mainly from Japan, to try and find ones that have data for old imode games on them, notably a FFVII spinoff called Before Crisis. It's difficult because they would release the game in separate data packs, the idea being people can remove data packs for parts of the game they already played to save space (also a feature on modern smartphone games). But since the servers are long gone, they need to find phones with the data on them to extract it.

But they've made really good progress in recent years, to the point that the game is now playable. Not sure if it's complete, but it's playable. See e.g. https://www.oldschoolgamermagazine.com/work-begins-on-restor... for info.

Re: Significant progress made on Xbox 360 recompilation

#26
post #17

Years ago I was searching for why emulators don't recompile to native bytecode and it seemed like the consensus at the time was that JIT etc was faster. I can't find it now, but IIRC I remember replies from maintainers saying it was a bad idea. What changed since then, since this seems to be a trend? Is this more for more modern systems that have more static code?

It depends on the platform you're targeting.

Something like a SNES will always have the same hardware no matter what (okay, leave out the expansion chips inside cartridges, or fold them into "same hardware").

Something like a PC will have any old random shite you care to plug into it.

Something like an Xbox 360 is kind of halfway between.

With a SNES you can rely on the fact that a vertical blanking interrupt will happen 50 times a second no matter what, and you get so many instructions before your video output is halfway down the screen no matter what, and then if you want to play silly games like changing a PPU register to dick about with the screen mode you can. You have to take into account things like it taking more time for certain types of memory access like if you cross a 256-byte page boundary, but since when you get down this far you're doing it all in assembler you can place your code and data exactly where you want to get exactly the behaviour you want.

When you emulate this, you must emulate every aspect of this behaviour correctly or things will fall apart. Think about things like the "open bus bugs" that trip up emulation - some games rely on silly tricks like expecting the capacitance on the pins of the chips to hold a value like a crazy single-byte DRAM for a moment while they look somewhere else. If your emulator just goes "okay no devices are enabled so the bus is simply pulled high to 0xff" that will fail.

With a PC you've got a wider variety of hardware, and a deeper level of abstraction. You don't have to care about flipping registers at just the right time, you just throw some textures and polygons at the GPU and let it do its thing. It'll tell you when it's ready for more. This is why you get the same experience between your AMD GPU, your NVidia GPU, your Intel GPU, and hell why not just have software OpenGL too (because it's slow but that's how we used to do it in the olden days).

So if you wanted to run a SNES game on modern hardware you'd be better off emulating the hardware directly, bugs and all, and then running the "real" game binary.

But if you wanted to run something like an Xbox 360 game - written using "modern" development techniques, where a lot of the hardware is abstracted away behind drivers and libraries - you might well just break it down into functional blocks of code, rewrite them for your native CPU, and shim the calls to the libraries to talk to the ones you have on your native system.

A bit of code that rotates a set of vertices and flings them at the GPU will look pretty much the same in C on any platform, but it'll compile to very different assembly language. That's okay though! If you understand how the instructions relate to the data you can just kind of translate one set of opcodes to another and expect it to be more-or-less right. You can even (kind of) do this automatically!

Re: Significant progress made on Xbox 360 recompilation

#27

Earlier quoted context omitted.

You take an Xbox game designed to run on an Xbox 360, a 64 bit PowerPC system and decompile its binaries back into source code. You now have the ability to modify the game as well as port it to other systems and architectures such as Windows on X86_64 or Linux on ARM64.

Seeing this [1], I thought it was something related to taking assembly instructions in the original code, emitting C statements that match the instruction, and then compiling that C code. [1] https://github.com/N64Recomp/N64Recomp

Ah, you are right. I haven't looked at the details of the recomp efforts.

Re: Significant progress made on Xbox 360 recompilation

#28

Hey, that's my newsletter -- thanks for sharing! :D Some exciting stuff has already happened in the week since I wrote the interview. Here's Viva Pinata: Trouble in Paradise: https://www.youtube.com/watch?v=Kih42KlocII

How does the static recompiler handle self modifying code?

Re: Significant progress made on Xbox 360 recompilation

#29
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Earlier quoted context omitted.

It's more nuanced than that; the approach you're describing is usually called "decompilation." The difference is how far one goes in hoisting the "source code;" in this "recompliation" approach the source code, while C++, is basically an IR (intermediate representation) between the original game's assembly and a host platform, and the hardware itself is emulated (for example, the original architecture's CPU registers…

> In a "decompilation" approach the game logic is converted (using a decompiler, like IDA or Ghidra's) back into something which resembles the original source code to the game itself, and the source code is usually hand analyzed, marked up, rewritten, and then ported across platforms There definitely is a lot of scope to apply LLMs here

no one

absolutely no one

not a single soul on this Earth

LLM nut: OMG LLM!!!!!!!

Can’t you just drop it, please?

Re: Significant progress made on Xbox 360 recompilation

#30
I wonder whether this "recompilation" technology could be used to run Windows software on Linux, as an alternative/complementary technique to Wine.

Back in the day (year 2000, until 10-15 years ago) we had Project Odin to dynamically translate Windows software to run on OS/2: https://github.com/netlabsorg/odin32

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