The Xbox is a sixth-generation console released by Microsoft on November 15, 2001. Known as the DirectXbox during development, it is notable for the specs having similarities to a PC due to using familiar components around the x86 architecture. It had a custom Pentium III CPU at 733 MHz with 64 MBs of RAM, and a custom Nvidia GPU codenamed NV2A at 233 MHz. The Xbox was often said to be the most powerful console from the sixth generation, and Sega later designed the Chihiro arcade system with the same components.
The Xbox was a modest seller and helped create a brand for Microsoft that would give its successor a stronger market share in the west. Despite Microsoft's best efforts, the original Xbox and succeeding consoles from the company never gained a foothold in Japan for various reasons.[1] It had a number of advantages over other sixth-gen consoles at the time; it was the only console to include a hard disk,[N2 1] meaning it was the first to be able to rip CDs, and it was the first and only console of the lineup to include a unified online service called Xbox Live,[N2 2] prompting Sony to create the PlayStation Network the next generation.
Early in its lifespan, the Xbox had an unusually active modding scene compared to the other consoles (often vindicated by the incredibly short warranty). Upon the first jailbreak by Andrew Huang, the scene ultimately delivered no comprehensive emulation until the mid-2010s[N2 3], as Xbox homebrew typically relied on stolen XDKs rather than true reverse engineering work. Although developers have continued to have issues because, alongside the poorly documented hardware and repeated uses of the simpler but largely failed HLE approach, there has been little motivation to develop an emulator because many of the Xbox's games either came from Windows or were then released for Windows afterward (though it does retain a few exclusives). However, the Xbox emulation scene has been resurging with two emulators at the forefront since mid-2017. Their developers continue to say there's no competition between them, as they're both open-source and have different goals and methods.[2][3]
OG Xbox DVD drive supports Audio CD and XGD discs. Optical disc drives for PCs usually aren't capable to read OG Xbox format DVD-ROM/XGD, you'd need very specific drive and firmware for that. More info in ripping games section and reverse engineering section.
Offline multiplayer gaming on the Xbox home console over a LAN (local area network) multiplayer games, just like LAN tunelling for PlayStation systems. Over time, most private servers have been shut down. However, computer programs such as XBSlink, SVDL and XLink Kai allow users to play multiplayer for LAN supported games by using a network configuration that simulates a worldwide LAN.
Thanks to this peripheral/add-on which is comes with DVD disc and remote controller: it's possible to media streaming (music, photos and videos) with PC using Windows XP MCE. This peripheral/add-on shouldn't be confused with other standalone Windows Media Center Extender devices or Xbox 360's built-in version 2 Media Center Extender functionality and app.
Support is dependent on the game, but apparently Phantasy Star Online does handle generic keyboards for in-game text messaging. XBMC4XBOX builds contains built-in support for some basic USB keyboards and mice that supports the HID (Human Interface Device class) USB standard, this requires you have an Xbox Gameport -> USB adapter. These are available from various suppliers on the web, and there are also tutorials available at the Xbox-Scene.com describing how to make your own convertor. Team-XBMC recommend "media center" keyboards (with built-in mouse) for XBMC use, for that true media-center feel.
The Xbox is infamous in the emulation scene for being the worst case of false advertising. For the projects currently available and active, there's a high barrier to entry for the effort involved, and it's the same reason why consoles using off-the-shelf hardware (or reused hardware) are easier to emulate. To users, being "basically a PC" and "x86-based" is a selling point despite that not being the case, as the Xbox has a number of proprietary elements that are nothing like standard PC hardware (like the eighth-gen "x86-based" consoles). Many aspects of the Xbox's architecture aren't openly documented, making it a major pain to figure out.[8][9][10][11][12] For example, the APU; one of two sound processors on the MCPX southbridge chip of the Xbox chipset, is incredibly powerful and uses complex processing steps that are difficult to figure out using clean-room reverse engineering.
I will try my best to keep this short and sweet, but I got the most recent mame installed and setup and running. I am using this with Bigbox to play on my living room TV, and was wanting to find a quick pre-made XBOX controller config file to get me up and rolling quickly. I know about setting up controls from the General Input and Machine Input, but was hoping to get something that would take care of most of the basic setups for me (trying to work smarter not harder with this).
I already found this post at arcadecontrols.com downloaded both the original version from AldousHxlE as well as the revised version from Kinks. Placed the .cfg files in the ctrlr folder, and added the name to the mame.ini file ( I tried both versions). Only thing is when I go back to check the General Inputs in MAME, all I see are keyboard commands. No joystick commands. I'm using a wireless XBOX One Controller and checking the cfg folder my default.ini file is still in its original state since installation.
Am I missing a step or does the most recent MAME version not support this setup anymore? Am I correct to assume that if the ctrlr file worked properly I should see joystick commands on the proper controller input fields?
I already found this post at arcadecontrols.com downloaded both the original version from AldousHxlE as well as the revised version from Kinks. Placed the .cfg files in the ctrlr folder, and added the name to the mame.ini file ( I tried both versions). Only thing is when I go back to check the General Inputs in MAME, all I see are keyboard commands. No joystick commands. I'm using a wireless XBOX One Controller and checking the cfg folder my default.ini file is still in its original state since installation
My hope/goal is to find a pre-made xbox controller setup that takes care of most setups (the above ctrlr file, they made custom configs for NEO GEO games vs CPS). But when I plug in the ctrlr file in mame.ini I don't see those changes when I open MAME and look at the Input's in either the General or Machine Input menus. All it shows is keyboard setups.
Just load up a game, press tab and then Input (General), in here you can set your all purpose controller setup. Then for individual games if you want a different control scheme instead of Input (general) you go into Input (this Machine).
Thanks Lordmonkus, but was hoping for something possibly quicker. That's why I was seeing if a premade ctrlr ( cfg ) file would take care of most of that setup. Supposedly the one I linked to at arcadecontrols.com works for others, just can't get it to work on mine. Push comes to shove I'll just manually set them up, but was hoping to speed up the porcess.
I'm confused. I assumed that the ctrlr file IS the solution, I was asking to see if anyone here had any idea as to why the ctrlr file isn't adding the changes to my inputs. If this isn't the solution I am looking for (specified in my first post) then let me know, and I will just do it manually. But I hate to spend hours doing everything manually when I have the solution already, I may be missing one simple step to get it to work.
I guess my concern with just a general setup is do the controls translate well between fighting games, NEO GEO games, CPS games and so on? I like the idea of the ctrlr file they made because it looked like they did the grunt work of giving you the best configurations for different button layouts, thus avoiding the pitfall of having to go into the Machine Inputs... can a proper ctrlr file help with that or am I going to have to suck it up and tweak the Machine Inputs as I go along?
Gotcha... good to know. I just assumed that arcade controls would be a bit of a mess in general because there's no universal code or expectation on how to place buttons (like on consoles). Sounds like I was overthinking it a bit (which is good too know).
Agreed, i have a default that is set on my arcade stick, its setup like street fighter 2. I have buttons 1,2 and 3 on the top row, then 4, 5, and 6 on the bottom. That works for 99.9% of games. Then the odd balls that dont i do a machine controller bind.
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