I've seen very basic descriptions such as its "game specific" - but what does this mean. Is it highly optimized for single games a la bleemcast on the dreamcast? Or is there some equivalent to an ini file that could be used to easily tweak settings of the emulator to apply to a specific game? Is there ever a possibility that unsupported og xbox games could be made to be supported? Some more questions I have: is 360 emulation of the og xbox region locked? IE: If I had a Japanese version of Project Gotham, could it boot on my US 360 without modification?
I am pretty sure with the Xbox Original modded compatibility files everything is playable In disc or xbe format. It would be a modification on the HDD in the HDDX partition, but I have never used them on a retail unmodified console so I have no idea if it's something that can be detected for XBL banning. JTAG/RGH/RGH2/RJTAG and XDK work with it fine.
I am not sure what compatibility files you have, none of the ones I have used on my devkits are xex based. They are 3 files inside the Xbox1 file: cache, udata and tdata of which are bin and xbx files, not xex's.
Those are for title cache and user/title data (game saves and DLC) If memory serves me right they are in a separate partition on the HDD on retails but I can't remember where they are on devs. It was the Y: (XBDM-mounted) partition which I think is flash.
Right. So if I am incorrect, please feel free to correct me, but aren't those title cache and title data what makes the already existing Xbox Original emulator on retail or dev function with ALL games and not the some odd 60% MS allowed to be played on the 360? So if no one is messing about with the xex's in the flash, which if they are stored there a retail unmodded console couldn't get to anyway, wouldn't the hacked comp files be enough on a retail without causing a ban hammer to come-a-swingin'?
Hmm my memory must be off, sorry guys. Haven't fiddled with the 360 for a while. But arent these all .xex's that were modded/hacked? im sure a retail can't run these.
Yeah, I think you are 100% correct. It's been a while since I have used the hacked comp files........
as I recall it, when the hacked compatibility files were originally released, they included a text file mentioning some sort of app to let you select which compatibility xex to actually make use of based on varying compatibility, but the actual loader app wasn't with the files, and I've never heard anything about it since then
It's in the flash on devs only. On retails it's in a separate HDD partition. And no, there are hard coded restrictions in the XEX which I think must be a list of tested and supported title IDs. xor's hack just lifts that restriction and never hits the code that kicks you out I'd imagine. I never did a diff on the compatibility files but if you get the version from the XEX and grab the originals from a recovery you should be able to check. Point is, it's a binary modification. Not an unsigned data file modification. What others are mentioning above is an actual app called "theloader". It was never released publicly.
I have not had a single XDK or XeDK with the original Xbox emulation files on the flash, I have always had to install them manually on the sidecar's hard drive.