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Posts posted by Swizzy
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On 7/29/2019 at 7:19 AM, Frequency said:Hey I would really love to know what programming language is this written in, i mean Aurora. I had a guess that it was microsoft's own software XNA but i would like to be sure about it!
Thanks
Jamole
It's written in C++ using the XDK to build it.
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On 12/17/2022 at 8:09 AM, jrobiche said:Xbox changed the way that the links work on https://www.xbox.com/en-US/Shell/ChangeLocale so the locale can no longer be parsed from just the HTML
I think the easiest solution would be to just hard code the locale list. I'll try reaching out to Swizzy to see if this is an ok solutionIn the meantime, I built a version with the en-US locale hard coded and attached it to this message
If you want to build it yourself, download the source code and insert the following line between lines 71 and 72 of XboxAssetDownloader.cs
ret.Add(new XboxLocale("en-US", "United States - English"));
A new version has been uploaded with all of the current locales hardcoded - you can find the new version here: https://github.com/XboxUnity/AuroraAssetEditor/releases/tag/v1.3.3
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Xell is likely tied to another bootup method, you could try running XeLLaunch to boot it.
All Trinity motherboards (or slim even) are RGH of some kind.
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On 1/9/2022 at 8:51 AM, leonardolinkin said:mi amigo me podrias ayudar tengo el mismo problema actualize dash 17559 y no lee mas la lectora solo dice dvd y no hay nadie que explique ese problema te agradeceria tu respusta
Try reading the previous answers in the thread, even if they're old - they all still likely apply to you - nothing has really changed with how this all works for years...
If you still have issues, you need to provide some details about your console such as model of console and model of DVD drive
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You are attempting to upgrade a NAND Corona with a MMC corona image...
Read a proper tutorial and you'll be good to go
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The problem with a XEX version of Mupen is the limited resources, with XeLL you have full access to ALL resources, with a XEX version (that runs from the dashboard) you have to share the processor and memory with the dashboard/kernel which is running in the background...
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On 7/16/2018 at 6:07 AM, ocas said:Look sorry for bumping this, but its been a nightmare trying to build the toolchain. I came across the VM you uploaded hoping that it would be the solution to my problems, but the password/username isn't libxenon. I'm completely lost at this point.
So, after downloading it and checking, i figured out what the username/password is... easy...
Username: xell
Password: password- 2
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On 4/29/2019 at 1:46 AM, ThatRGHGuy said:I'm using a virtual machine and don't understand. the file you provided is locked with a username and password, what you said does not work. That link to reset also does nothing for me. Can you upload a newer version that has the password removed? or at least provide one with a working username and password.
- I can shift left click all day long and nothing happens. When I go to enter the password from username and pas, on the pasword side it doesnt let em type anything until I press enter again, and doing that causes a invalid login message.
EDIT: Nevermind I figured it out, the username is Xell, I however changed the pass to 1 lmao. Anyways that VM doesnt do anything for me considering theres no GUI, just shows as a terminal (Not linux savvy) so maybe that's the way that version is supposed to be, I also have no idea how to replace the files in that version of linux to use my custom xell reloaded.. Even if I figured that out, I would have no idea how to even get the files off it..
I have tried using Unbunta and Linux Mint and neither can build the libxenon toolchain, both repeat as a Permission Denied error message...
I was using Live CD's if that matters..
You need to be running as root to install all the required software to compile the toolchain, when you boot into a live CD you don't login as root, you login as a default user in most cases.
"sudo -i" usually works to get you running as root
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On 1/28/2018 at 7:59 PM, gavin_darkglider said:Should be a way to do it with utility scripting on the xbox itself. All you should need is database, and filesystem access. With assest editor, it doesnt know if a game has asset files, just that it is on the console. You can dump empty assets with the with this app, so there is no easy way for it to determine if the files exist or not.
The asset files are generated regardless if the there is anything to store or not iirc - that should mean that we should be able to generate a list of titles without covers
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Most likely it's just cheaper to do it that way, there's less components for that chip as it has no crystal as is required for other chips on corona
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If memory serves me right the 0.993 Beta and 0.993 Beta 2 were really just updated Libxenon toolchain compilations... so 0.992 is the latest emulator code
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On 10/29/2018 at 7:58 PM, BestNoob said:So can you explain my what i should do ? To be safe ? I wont pay again for a Re-Flash xD
With my Xbox360 Slim E with 16,5MB NAND Size. An Winbond Patch ><
XeBuild GUI or xeBuild generate Hacked Image with NAND Backup from Simple 360 NAND Flasher and than use updflash.bin for xell update ?
Because last time..... i used xebuild the WB4G Patch was missed and ******** had to flash it new for me =(
and last time i flashed it myself with J-Runnerso the actual state is a NAND flashed with J-Runner and WB4G Patch.
The main question was why Dashlaunch & xeBuild doesnt recognize that this Patch is needed
my Console is shown as Corona no info about Winbond, also XeBuild GUI select Corona instead of Corona4g
Corona4G is for 4GB NANDS, not 16MB NANDS like you're saying...
I don't remember what exactly is different for Winbond nands, perhaps another bootloader (been too long) if that's the case - it'd be easy to detect and choose the appropriate one
I didn't re-write xeBuild GUI to support reading 4GB nands because i didn't have time/energy to do so... nobody else has decided to read up on my other projects where i actually did write support for detecting which one to use, and also read EVERYTHING from the nands, including the filesystem... i was going to write a 3.0 myself using that project once it was fully implemented (with full support for badblocks etc.) but not enough time/energy anymore to do so...
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On 10/14/2018 at 3:10 AM, Dex9999 said:Here is ver.1.3.1 - compiled from trunk with my fixes (working with xbox.com online assets was broken due http://catalog.xboxlive.com return 404 Server Error now)
Would you mind making a pull request towards https://github.com/XboxUnity/AuroraAssetEditor with the fixes?
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On 9/25/2018 at 11:44 PM, Demetris said:@Swizzy Since i cant PM you can you please check this out and maybe interested in helping out
No, i cannot. I'm not a graphics developer, and i do not wish to work with Retroarch ever again.
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On 9/29/2018 at 1:35 PM, DashingRhythm said:I believe its on the xbox.com side of things as I can download from xboxunity no issue. I think what you are saying about url paramenters changing might be the case as this isn't just happening to me.
Something changed with the xbox.com website, it's no longer accepting the same parameters as it used to, it now returns a 500 internal error meaning the server software was unable to handle the request (it basically crashed) probably due to a missing required parameter that was added or that the format of all the parameters changed
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23 hours ago, Snikers said:Is there another way to add a cover,banner,backgraund using usb?
Perhaps the xbox.com API changed? that doesn't make the whole thing useless, the logs would also tell someone else (like me for instance) what the problem is, it could also be on your computer that the problem exists.
You can still download the background etc. etc. manually and add them to the asset packs.
** EDIT: **
Someone else posted this aswell:
and provided the log, it tells me that something changed on the xbox.com website.
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On 8/26/2018 at 12:18 PM, danial1380 said:The issue is most likely with the cabinet or whatever you have to connect the SSD to your console
Cheap cabinets take shortcuts and don't have a real serial sent to the console. Aurora tracks devices by their serial, if it doesn't get the same serial twice from the HDD/SSD it'll fail to detect it as the same device
The issue is unlikely to be related to "Game" or "Games", it's likely to be related to the cabinet/enclosure used, get another one and it'll probably work... but it could also be the use of a SSD vs. a HDD, a SSD run WAY faster than a HDD does, and the Xbox 360 doesn't really work that well with SSD's
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On 9/15/2018 at 8:39 PM, Ploggy said:GliGli? wasnt GliGli one of the people who originally hacked the 360? This is very good news, my Xbox One was feeling abit neglected recently Hopefully this goes somewhere. I'll definitely be keeping up with developments
Gligli is the guy behind RGH, i don't believe he originally hacked the xbox 360 (JTAG and kingkong shader hack etc.)
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On 8/23/2018 at 2:17 PM, danial1380 said:I managed to make the final file and copied it into the language of Aurora, but Aurora did not identify it.
please help
Did you use the compiler linked above? if not - it's not the correct file format
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13 hours ago, Note said:Most likely it's a false positive, the "name" suggests it's merely executing a Javascript, not entirely sure why you would need such in this, but... could be that it's using a webbased interface under the hood... which could be the reason your antivirus is blocking it...
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On 8/15/2018 at 7:09 PM, Lukemakes said:i understand. i have a program to open the database files. but thats all i can do is to look at them i cant edit them.
I've looked at your program and its looks really cool.I'm assuming you don't know how to do SQL updates?
It's fairly easy, i might write some code for my app to do that, just not sure how long it'll take before it's remotely ready for public usage
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co-op is defined as playing together to reach a goal, that is what the script checks for, based on what is specified in the xbox store (or actually the Aurora DB which is populated from the Xbox store)
What you are looking for might be Offline Multiplayer rather than Co-Op
For that you could use the following script:
GameListFilterCategories.User["Only Local Multiplayer Games"] = function(Content) minco = bit32.rshift(bit32.band(Content.CapabilitiesOffline.LowPart, 0x00FF0000), 16) maxco = bit32.rshift(bit32.band(Content.CapabilitiesOffline.LowPart, 0xFF000000), 24) minp = bit32.band(Content.CapabilitiesOffline.LowPart, 0x000000FF) maxp = bit32.rshift(bit32.band(Content.CapabilitiesOffline.LowPart, 0x0000FF00), 8) return (((minco > 1 or minco == 1) and (maxco > 2 or maxco == 2)) or ((minp > 1 or minp == 1) and (maxp > 2 or maxp == 2))) end
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On 8/6/2018 at 6:24 AM, Lukemakes said:Maybe like add a section where you can add the meta data ( like add a description for the game, the publisher, the genre, the developer)
Things like that maybe?
That information isn't part of the Assets, it's part of the Database, i started working on a tool to do that type of stuff, but didn't complete it...
The code for the tool is available on github here: https://github.com/Swizzy/AuroraDbManager it's incomplete and i'm not currently working on it (not enough time anymore)
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Aurora Asset Editor v1.1 Released
in Aurora releases
Posted
It should work on all versions of Windows from Windows 7 and up atleast, just make sure that you unpack all of the files before you try to run it - if you try to just run it from the ZIP file you downloaded that's likely not going to work.