Actually I am not so sure about that. People are able to run a lot of the original Xbox's homebrew emulators on modded 360's using the backwards compatibility emulation layer. So the only way to be sure will be for someone to try it. I don't have a modded 360 myself so I can't. I am a little weary as I use some unconventional tricks that could make it non-functional. For example, the launcher uses AG_Threads for fast threaded server queries and the backend to AG_Threads are pthreads. Instead of writing a CreateThread or _beginthread/ex API backend for AG_Threads I went ahead and ported pthreads-win32 to Xbox to create pthreads-Xbox. I have no idea if that will function properly in the emulation layer. Also, Odamex uses two xbe's with the launcher being default and the launcher calling the odamex.xbe with a command-line. Well, Xbox does not have API for passing command-line parameters around and this is not a conventional thing to do on the Xbox. I created my own launch code for that. I don't know how the emulation layer will respond to that code either.
If someone does try it I would love to know the outcome.
As for whether or not a native 360 port will be produced is another question. I would like to make that happen. Unfortunately it is going to cost a good chunk of change to get the dev gear I will need. With the Xbox you can turn a regular modded Xbox into a dev unit which is what I did for a while before 2 real debug kits were donated to me. I don't foresee anyone donating any 360 dev kit to me. If I find that I can spare the change to swing it I will be all over adding 360 into the codebase right along with the Xbox support.