What kind of bug ? or do we need to wait a bit (I wonder what breaks now and soon is fixed) Thank you for looking into FatX Jay
I have no idea what exactly might have been broken because of bad extractions. But you probably remember the dirty hacks I had to add for some games. It probably comes down to a bug in the xbox linux documentation which contains an off-by-one in the Cluster count. The actual Cluster count is "Partitionsize/Clustersize+1". That's the value which is used to decided FATX16 or FATX32 and also for FAT size calculations. The FAT Size is Clustercount*FAT_Entry_Size rounded to the next multiple of 4096. I had some bad bugs while writing my thesis because Xbox-Linux documented the cluster count as "Partitionsize/Clustersize" (note the missing +1). [ Source: http://hackipedia.org/Disk formats/...ferences_between_Xbox_FATX_and_MS-DOS_FAT.htm ] The bug is also present in the Linux 2.4 FATX driver. Not sure about 2.6. Let's play this through really quick: Partitionsize: 512MiB = 0x20000000 Bytes Clustersize: 16kiB = 0x4000 Bytes Clustercount (Correct): 0x8001 Clustercount (Xbox-Linux): 0x8000 FAT Size (Correct): 0x10002 Bytes -> (Rounding) -> 0x11000 Bytes FAT Size (Xbox-Linux): 0x10000 Bytes -> (Rounding) -> 0x10000 Bytes As the first Cluster starts at 0x1000 + FAT_Size this is problematic. You will only read 0x1000 Bytes of garbage, 0x3000 Bytes of the correct cluster and so on. If you just add one sector more to your disk size the rounding error will be gone for quite some time. As the Xbox Partitions are 0x177000 Disk-Sectors for example which is 0x2EE00000 Bytes = 750MiB this went unnoticed. For the 750MiB example that means you have 0xBB81 x 16kiB-Clusters. The FAT Size is 0x17700 (Correct) or 0x17702 (Xbox-Linux). Rounded up results eitherway in a FAT Size of 0x18000. What makes the situation worse is that Xbox-Linux does ignore Directory Entries which are marked as unused. It will load 0x1000 Bytes of the FAT and try to read it as directories. As the FAT will most likely be unused in that region you will get 00,00,00,00.. which is interpreted as non existing Directories. So when doing "ls" you will see lots of files / directories without name. Some files still read fine though and I'm not sure yet why. I assume it has to do with alignment in the Xbox-Linux FATX Driver OR I'm mistaken and something else goes wrong with Xbox-Linux. So really the problem only exists for Memory-Units, custom Harddisks or the Chihiro Images.
Has anyone got a lightgun that works fine with Ghost Squad on LCD screen? Ive got EMS TopGun III and they work fine with Virtua Cop 3 except for ES Mode but Ghost Squad it doesn't really work, its all lagging WAAAYYY behind what im pointing at
I have fixed it in my local version but it still doesn't make any sense with the SEGA images. In fact it makes even less sense. The SEGA DIMM must report a size of somewhere from (500M - 4095) to (500M - 1) Bytes. That appears odd to me - but it seems to be the way they do it. Then the image is simply written to the DIMM and the image size in the GDROM doesn't matter. Access to XBAMGD.BIN might clear some things up, but until then we still need manual patching here and there when extracting images. I'll still upload a new version to github soon(tm) but it will still be necessary to specify the DIMM Size.
For ES mode we need change mapping button becaus it's white button on controller and does not exist on EMS gun. For the lag, this is in fact calibration problem, but for now we cannot run game option via vc_t.xbe because when if I understanding the explanation in this thread, when you change a setting eeprom from JVS card is needed and crash. Thanks guy, work? and howto?
ghost squad test mode does load but I don't think it writes the info to anything as you said. It doesn't crash for me when I play with options. Has anyone tried a lightgun with a CRT tv with ghost squad? Does it work fine
Hey guys, Finally got around to setting up my modded Xbox + EMS TopGunIII. Sure, Ghost Squad would be nice to play arcade-perfect, but seems pretty far off right now, and we got a pretty decent Wii port anyway, right? I'm in this for one reason only : Viruta Cop 3! ES mode is all that's missing. Is there a way to re-map the buttons on the TopGunIII for Xbox?
Sorry for the necro guys, but im considering the posibility of adding ram to my Xbox, in order to run some Chihiro games, before starting down that road, has any one tried Wangan Midnight Maximum Tune?,is the only title im interested in. thanks in advance.
One question, for extraction with classic tools we use bin image from gdrom, but we can dump a GD ROM to GDI format from DC disc with SD reader and DC. Maybe we can dump evry GD ROM like disc from Naomi, Chihiro or Triforce with this method. After use GDI builder for extraction?
When I dumped OutRun 2 Chihiro GD ROM, I succes to extract 2 .bin file one for 512Mb and 1 GB version , it's seem the .bin we found on the web. i assume is a FATX format. When I launch the game with extract file from .bin I have the same things: red/orange/green LED. With Crazy Taxi I have this, and freeze:
just finished soldering extra chips to my xbox successfully. can some one show me where to get the vc3 xbe and others in pm or up them on some site for me please? found tons of links thru google but they are all long dead. not sure why isozone took theirs down. and already tried converting chd. as always i will share what i find. thanks.
EDIT: removed links, not sure if legal dunno, but I just extracted it from Virtua_Cop_3_512.rar and found another: somefamouseEMu.website.me/folders_make_it_too_easy_to_google/Virtua_Cop_3_(GDX-0003A)/98978 wich is more original ? and because its "big" and still easy to obtain, i would not (yet) share them on another website. Not sure about legality of sharing this and not sure about your Google search skills, I suggest not just searching for vc3.xbe, try "Virtual Cop 3 Chihiro images". But sometimes loged in google+ or not, and region (Google preferences) or duckduckgo can make a difference. So maybe you just had bad luck. Hope this helps you to keep of the street
thanks but thats my stumbling block and why i gave up extracting,converting,extracting again,renaming,etc all these chd files. there has to be a pre converted file or files that i can just ftp to my xbox. thats confirmed working. if there isnt then thats what i intend to find and share. make life simpler.
I succes to extract SEGABOOT.xbe from two .bin file, the FPR21042_M29W160ET.bin and the SEGABOOT.BIN use in Nintendont for triforce games, with HEX editor. http://uptobox.com/8qd8513b4jvp In same time have two file, as in Triforce, it consists of two versions in the same flash, the first MB of the flash has an older version as backup, and the second MB has the current version. I named any SEGABOOTX.BIN with X = 1 to 4. When I launch SEGABOOT1 & 2 from green menu about my XBOX DEV KIT, I have a crash with red/green LED: Spoiler: log SEGABOOT1 & 2 xbwatson: Connection to Xbox successful. xbwatson: Xbox is restarting. VX: INFO TCR verification disabled (use "vxa /reset" to enable) VX: INFO VerifierX loaded VX: INFO Watchdog thread started Exception: 0x00000004 0xC0000005 0x80030D26 0x00000000 0x00000000 0x79FC552B xbwatson: Xbox is restarting. SEGABOOT3 & 4 is more interesting, when I launch it no LED error, only classic message: "an error occured loading xbox executable" Spoiler: log SEGABOOT3 & 4 xbwatson: Connection to Xbox successful. xbwatson: Connection to Xbox successful. xbwatson: Xbox is restarting. VX: INFO TCR verification disabled (use "vxa /reset" to enable) VX: INFO VerifierX loaded VX: INFO Watchdog thread started Xbox image loaded: \Device\Harddisk0\Partition2\xshell.xbe This XBE was linked with XAPILIB.LIB version 1.00.5849.01 This XBE was linked with XAPILBP.LIB version 1.00.5849.01 This XBE was linked with LIBCMT.LIB version 1.00.5849.01 This XBE was linked with LIBCPMT.LIB version 1.00.5849.01 This XBE was linked with XBOXKRNL.LIB version 1.00.5849.01 This XBE was linked with XONLINE.LIB version 1.00.5849.01 This XBE was linked with D3D8.LIB version 1.00.5849.01 This XBE was linked with D3DX8.LIB version 1.00.5849.01 This XBE was linked with DSOUND.LIB version 1.00.5849.01 This XBE was linked with XGRAPHC.LIB version 1.00.5849.01 , and it's normal, not due code error, but in fact SEGABOOT.XBE called when you launch game with vc3_t.xbe, with VC3 for example, _t it's for option mode. After modify your setting game crash, because not found SEGABOOT. Now we have SEGABOOT, but Ithink we must change the path in vc3_T.xbe with HEX editor for it found SEGABOOT.XBE. If someone can help me to find how to modifiy the hex code about _T.xbe? please