No news from Klwon. Boomslangz you re in right, when tex_common.bin load the ram is full, in log he takes about virtual memory. But I dont know why vc3.xbe dont crash, and vc3_t.xbe crash for the same reason of ghostsquad. I try to code a patch to increase virtual memory from Mameox code. the best way is the CPX 3, but the source code doestnot availlable.
Thank you to everyone working on this project. Don't give up! Most of the stuff you guys talk about is over my head but I check this thread often for updates. Up until a few weeks ago I had a retail box with 128MB of memory...but it died. I've tried doing the 128MB RAM upgrade twice since then to other boxes but so far I've failed. Apparently I suck at soldering. In any case, I've been thinking about the whole virtual memory thing. How does the chihiro (xbox) mobo see the media board? Any chance it's seen as a D drive? If so maybe the games are trying to use VM on a different (or non-existant) drive letter.
Excellent idea, I am so focus on memory issue, I have not thought about bad address problem. The crash log is not clear about this: "The thread tried to read from or write to a virtual address for which it does not have the appropriate access" process name: xboxkrnl.exe exception code:0xC0000005 But how to patch it? , nobody know the good address?
That is a generic access violation error. Without more detail, such as what assembly instruction or registers are being modified at that point, it's hard to establish cause. Also relevant is whether the instruction pointer is inside the .text section or a statically linked XDK lib. Do you have debug setup to get any sort of stack trace?
I have all of official set up debug, Dr Watson..., but is no very explicit, maybe if exist homebrew debuger more explicit with .xbe
I'd like to try to reduce the size of the Ghost Squad textures. I used offzip to extract the dat files from tex_common.bin but now I'm stuck...anybody know how to extract the texture files? All the tools I've tried so far have failed.
it's impossible, it's a binary cripted file, moreover i(t's not really memory problem, the crash to mislead us, in hexadecimal file from IDA, some reference about D drive appears in vc3_t and vsg.xbe
I've been pretty busy lately but I'm trying to catch back up on this. I have a lot of PM's to respond to so forgive me if I haven't yet responded. Also, remember, that D is actually just the current xbe's working directory, not actually a drive map.
No problem Klwon and thank you for your help. Yes, but maybe for Chihiro D drive is the Dimmboard, nobody try to burn it on DVD, like iso xbox or with folder on the root of DVD? One other idea, with a friend we work on a possibility to increase the virtual memory like on Mameox for the big rom.
Awww, I can't believe I missed all of the action. Let me know if there's any way I can help (although my time/activity in the scene is very limited atm). I learned a lot from working on Cxbx all those years (especially when trying to get Vc3 booting on it) and I also have a debug Xbox hooked up and ready to go (no clue whether it's DTV3 or 4). I was attempting to work on Ollie King earlier this year, but I never could dump the contents from the .chd properly....
S I'm not sure if you read back over the last months posts etc but we got a couple extra games going Outrun 2 Beta and Ghost Squad (sort of) by deleting a texture file you can now play stage 1 and 2 but guns won't show (due to texture file being deleted). kl0wn said that it appears the xbox still has plenty of RAM when it crashes so he's unsure why deleting that texture file makes it boot. I've tried a few other games but they won't boot at all for unknown reasons currently
I would toss an educated guess that these games are sending commands through the SMBUS (LPC PORT) to talk to the SEGA board and when it finds nothing, it detects it's being run on a improper configuration and nukes itself. You reverse engineering wizards could keep an eye at that as it's well possible.
Yes, I did read over the posts I've missed since last time I was here (not thoroughly). But thanks for the summary. I don't think it's quite as simple as that. This is exactly what Vc3 does, but at the same time, we don't have details on what exactly is being checked. I ended up discovering a few ports that aren't accessed (at least don't appear to be) on a normal Xbox, but only in the Jvs functions. Can't remember if I shared that in this thread or the other one though. One final random idea, now that MAME is starting to make progress emulating Chihiro (a few screens from the BIOS and Outrun 2). Might give us some clues as to what is really going on. I won't have any time to touch Xbox or Chihiro stuff for quite a while though.
possible problem check with command for Outrun 2, wheel calibration doesnot work on xbox: dr watson log: I try to burn an iso from Virtua cop 3 extract to xbox format, I rename vc3_txbe to default.xbe, because on HDX decompile file we can see some of reference about D drive. But same issue, game crash after first loading. We nned to why vc3.xbe works and vc3_t.xbe doesnot work, I think this is the solution. Or other hypthesis virtual memory full at this moemnt, but why with vc3.xbe work? It's explicit, vc3_t.xbe call vc3.xbe. NB: when I have time I see ollie king
Edit: I made a mistake, bookeeping is saving data, maybe save about cars can unblock, road... Saving address does not exist on xbox partition and crash.
My guess is that the test mode (vc3_t.xbe) is trying to access the bookkeeping data and test mode settings that would have been saved on the chihiro...since it can't find that data it crashes. We need to figure out how and where the chihiro saves data and emulate this on the xbox. According the OR2 manual, "bookkeeping" data includes total play time and credit information.