Chihiro on XBOX

Discussion in 'Chihiro Development' started by Dabman, Mar 14, 2010.

  1. kl0wn

    kl0wn <B>Site Supporter 2013</B><BR><B>Site Benefactor</

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    It crashes shortly after the game loads. If I keep hitting the start button I get a bit further and it'll crash on the same memory location while loading the level.
     
  2. Echelon9

    Echelon9 Member

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    Which D3D API function is the crash in kl0wn? I presume you've got the generic Yates XBOX FLIRT sig?
     
  3. RetroReboot

    RetroReboot Active Member

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    Here's an interesting thing, the Chihiro XGPU is suffixed "S" where the regular Xbox is just labeled "XGPU". I have them in front of me now.

    It could explain why Ghost Squad gets further when models are removed, it might be a slightly higher spec.

    Not sure however if there really is a difference.
     
  4. N64 freak

    N64 freak Robust Member

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    Thats interesting!
    The "XGPU S" is normally found in newer console revisions like a 1.4 or 1.5 if i remeber correctly.
    Till now i have seen 3 different revisions of the Xbox GPU.
    The XGPU is the first revision, the XPU S was the newer revision and the XGPU B was the last revision found in the Xbox V1.6.
    Would be interesting if there are any differences in those GPU's that a game could check for as a security feature.

    DSC04458.JPG
     
  5. kl0wn

    kl0wn <B>Site Supporter 2013</B><BR><B>Site Benefactor</

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    I had no idea this FLIRT sig existed. Thanks!

    D3D:00179810 sub_179810 proc near ; CODE XREF: D3DVertexBuffer_Lock2(x,x)+39p
    D3D:00179810 ; sub_1772A0+Dp ...
    D3D:00179810
    D3D:00179810 arg_0 = dword ptr 4
    D3D:00179810
    D3D:00179810 mov edx, ds:dword_18FA48
    D3D:00179816 test edx, edx
    D3D:00179818 jz short locret_179843
    D3D:0017981A mov ecx, [esp+arg_0]
    D3D:0017981E mov eax, [ecx+8]
    D3D:00179821 test dword ptr [ecx], 780000h
    D3D:00179827 jz short loc_179837
    D3D:00179829 mov eax, [edx+2Ch]
    D3D:0017982C push 2
    D3D:0017982E push eax
    D3D:0017982F call sub_179460
    D3D:00179834 retn 4
     
    Last edited: Aug 11, 2013
  6. RetroReboot

    RetroReboot Active Member

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    Well I picked up an xbox today and installed extra ram, tested vcop3 and it works just fine, it's a pretty fun game.

    OR2 beta however won't load at all. Not sure why, any ideas?
     
  7. RetroReboot

    RetroReboot Active Member

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    Never mind, the file transfer must have failed, reuploaded it to the xbox and it's running great :)

    Now to test JVS with a baseboard!
     
  8. Boomslangnz

    Boomslangnz Spirited Member

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    Someone would of tested these games with a xbox 1.4 or 1.5 though? I think it's only 1.6 that can't have extra ram installed
     
  9. RetroReboot

    RetroReboot Active Member

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    Well it didn't work with my JVS baseboard. It was a freebie though so could well just not work. The game could also need the bios to setup JVS or something else altogether.

    Pretty disappointing as I thought I might be able to play some OR2 on my cab but guess I'll just have to wait until I get a working Chihiro setup.

    If anyone has some insight as to how JVS works on these things I'd be interested to know.

    The test xbe doesn't work at all on this one btw.
     
  10. Borman

    Borman Digital Games Curator

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    Was it powered properly and all that? No one really knows if it is possible to get it all working together.
     
  11. RetroReboot

    RetroReboot Active Member

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    I connected everything.

    All three power status LEDs light up and the red and green LEDs on the filter board represent the RGB LED on the xbox front panel. It also powers the xbox up when the cab is turned on.

    There are some jumpers on the baseboard which connect to the USB chip but no idea what they are for. It's likely they are of no use for this.

    Though I connected up the LPC and IDE cables there's little point as they go directly to the media board. All JVS communication is handled by the baseboard and connects only to the USB headers (controller port headers) on the xbox motherboard. I'd hoped it just translates JVS signals to a gamepad USB interface but it seems there's more to it than that.
     
  12. Boomslangnz

    Boomslangnz Spirited Member

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    What JVS board was it? Certain types don't work with games etc as well
     
  13. kl0wn

    kl0wn <B>Site Supporter 2013</B><BR><B>Site Benefactor</

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    I'm pretty interested in these graphic chips. Though, I can't recreate that same D3D error that Ghost Squad has in other games

    Can we get some more games tested? What games get to menu? Further? Do nothing at all?

    I tried crazy taxi, the bios actually spits out an error when launching the xbe. I hadn't researched it though. Will do so later.

    D3D error with Ghost Squad is also interesting and I don't really understand why it crashes there.
     
    Last edited: Aug 11, 2013
  14. RetroReboot

    RetroReboot Active Member

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    It's an F355 setup. OR2 beta works fine on these boards, FFB and all. It was actually developed on F355 cabinets.
     
  15. Boomslangnz

    Boomslangnz Spirited Member

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    Ive tried
    Crazy Taxi (just boots that it's initializing or something like that, then nothing)
    Ollie King (black screen)
    Outrun 2 (black screen)
    Outrun 2 Special Tours (black screen)
    Sega Golf Club 2006 (black screen)
    and we know about vcop3 and ghost squad

    oh and Retroreboot, well that sucks then!

    Is there anyway to patch the media board test when loading to see if you get further with any of these kl0wn?

    If you copy Outrun2.xbe from Outrun2beta to Outrun 2 it will load (but graphics are a bit messed up). So perhaps that is all that is required? Is to patch the xbe with media board info?
     
    Last edited: Aug 11, 2013
  16. RetroReboot

    RetroReboot Active Member

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    I tried this and just got a black screen.

    Regular outrun 2 btw just throws me back to the dashboard when I run it, same for testmode xbe.
     
  17. Borman

    Borman Digital Games Curator

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    What version MB are you running on btw? I think you had said it was a retail motherboard, but the assumption always was that the USB port on the development kit was meant to be used for JVS related duties.
     
  18. Boomslangnz

    Boomslangnz Spirited Member

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    hm that's odd. It definitely works for me and it doesn't reset back to dashboard. Graphics are messed etc anyway and it locked up after 30 seconds of racing around due to the wrong xbe file anyway but regardless it by-passed whatever security was in place
     
  19. RetroReboot

    RetroReboot Active Member

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    It's a retail modded for 128mb. I forget which version, it has a conexant chip anyway.

    I remember hearing this but never saw where that "USB" port went to. Is there a tear down somewhere of the dev kit with the port?

    Maybe it'll work with the debug bios, who knows. I think I'm stuffed for now anyway.
     
    Last edited: Aug 11, 2013
  20. kl0wn

    kl0wn <B>Site Supporter 2013</B><BR><B>Site Benefactor</

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    Debug bios has some media board references, arcade kernel (which chihiro runs), as it's called, has more.

    Edit: I actually don't see anywhere that literally checks for a media board, or at least fails if it isn't there. There is as check to listen for it, but I don't see anywhere it'd fail. Unless it fails by default trying to reach for it. Since the hardware isn't there maybe it fails. But none of the debut output I have points to that. (kernel debugger)

    Honestly, since no kernel actually says to fail I don't think this has anything to do with it.

    Edit 2: Take this info with a grain of salt. I dont' totally understand it yet
     
    Last edited: Aug 11, 2013
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