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gavin_darkglider

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Everything posted by gavin_darkglider

  1. While this is cool, documenting all this information in one nice place, I dont see many people wanting it as an app. That being said, there are plenty of things for the 360 that people have wanted forever, and I think efforts would be better placed, changing this app into an online DB, and modifying the app to get the information from there. Much easier to maintain, code wise and information wise, as the app is just a frontend to the data structures you have pre set up. If you did it this way, not only could people use the app on their Xbox 360(Assuming they have a devkit, or RGH/JTAG console), but the rest of the people that do not can access it through a website. This will cut down on app updates, and even better allow you to push updates to the app, and anyone can easily add information to the DB, obviously to be screened for accuracy.
  2. anything that is in brackets like this [ ] in a function definition is optional. So, if you had a progress bar routine function, you could call it from here, and pass data to it to update the progress bar. It shouldnt be needed to copy/move a file. so try something more like this FileSystem.MoveFile( usbMAIN, xboxMAIN, 1);
  3. The only emulator updates that have happened in the 360 scene are some to the mame 0.72 port, PPSSPP, and the retroarch ports for aurora. honestly, outside of stealth services, and aurora there really isnt that much development for the 360. Honestly, the OG xbox gets more consistant dev time than the 360 does, and it is almost 20 years old. For updated stuff, in that console generation, you would have to get a PS3 with CFW. Those are still supported by the Retroarch devs, and other devs as well, as the video system is much easier to work with, as you arent locked down to an antiquated version of DX9, and can use OpenGL directly. Makes development much easier, especially for cross platform compatibility as far as code support goes. That being said, we dont want to go backwards, so I would suggest looking into the nintendo switch scene, as it is getting a ton of attention from developers at the moment. That being said, it is still in its early days, so you arent much better off. This is mainly a porting of the ARM ASM to ARM64 ASM for things like dynarecs for the N64 emulators and such. Natinusala has managed to get around this in linux by compiling the cores with 32bit neon support, and I got around this by using an ARMv7a linux base(Needed for widevine on arm systems, as the library doesnt support AARCH64) Because of these issues, and the fact I wanted to be able to use kodi on the switch to watch netflix and what not, it has been an interesting build. I have kodi working, with retroplayer support, and have most of the retroarch cores built(Some are still giving me issues, but such is life.) The big issue I am having with the build, other than the incomplete hardware support(Sound, USB(host/dev mode, have some ideas that need to be tested), Sleep mode(Not available until warmboot is released, due to signed lp0 code), graceful shutdown(Mainly, because the kernel deinitializes the CPU and hardware, but doesnt send the power off signal to the PMIC), Reboot(will reboot back to RCM, but I think this is another thing that will be fixed by the warmboot exploit, as from what I can tell, if I can get it to warmboot back into coreboot on reboot, then it should work like a computer). I could keep going, but since I am the only person I know that is activly looking into fixing the linux issues on the switch at the moment, and I am not the best programmer, I figure I have my work cut out for me.
  4. Always got to push your build. lol. That being said, I am curious where all of those cht files came from on github, because they werent there when I wrote the cheat manager. lol. There were like 4 cht files, and even then I had to figure reverse extrapolate the structure of the files, as 1 misplaced space broke the cheats. Took me a while to figure that out. lol. it kind of makes me wonder if someone used my cheat manager to generate those files. lol. Then again, when we were working on that DB of cheats, I dont recall adding Nintendo 64 support, as the core doesnt work on the xbox lol. As for Mame 0.72, if I recall correctly, someone was updating that emulator to fix issues in certain games. I dont know if this was added to that version though. I do know that the original developer of the Xbox port of this emulator used that updated version when porting it to the Nintendo Switch, based upon an article on another site I read a couple of months ago(Cant link to it, as I dont remember where it was). I am fairly certain the code for that update was linked here on this forum somewhere, and if the person who was responsible for that update was inclined to add autolaunch support, then you are in luck. I havnt looked over the updates though, so I dont know. I would think that if this were the case, someone would have let me know, as I am some where on the fringes of the front lines of xbox360 hacking an news. lol. I say that not to take credit for stuff that I havnt done, but ask anyone on this site, and I have been in the thick of it for years, hince having moderator priveleges on this site and Xbox unity, and the absurd amounts of PM's I get. lol. Not complaining, as I am happy to help, but I really hate having to link people to guides I have written, on this site, because they dont know how to search. lol.
  5. If xbox live is blocked, then good...... We dont help with stealth services on this site. As for your internet problems, we need so much more information, before we can even think about helping you.
  6. No problem man..... I am waiting on my compiler to finish..... 2 days and counting, and I think I probably have another 2 days easy, before it is done building what it is building, which puts my project at a stand still for now. That being said, I might be one of the only people that has a fully working kodi build for my nintendo switch. lol. Not really that impressive, but since I have to cross compile, or build stuff in an emulator, as I am building for the wrong archetecture to be able to take advantage of widevine(DRM library from google) it complicates the build a bit. lol. All that being said, it seems to work fairly well, as I can watch netflix, amazon prime, play emulators(as long as they dont require hardware acceleration(kodi retroplayer doesnt support this in mainline, though there has been some work there, that probably wont be merged until kodi 19, and kodi 18 is still in the RC phase.) lol. All that being said, it has been a fun project, and I think I might have found the answer to the USB problem in linux as well on the switch, but I am not going to go in to many details, until I can test the changes, and see if there are different results. I will say this though, after months of digging through code, I am fairly certain that when the XHCI driver was ported to Linux mainline, they changed the name of the power supply registers in the code, so the device map is not mapping power correctly for the tegra x10. That being said, I wont know for sure until I can test it, and it still wont be that helpful until I can either find a driver for the ROHM power delivery chip(Without no power to USB devices without dock), and also get the pericom USBC switch working properly(Needed to get docking station graphics to work.) The other big things in the dev process there is integrating Minerva TC into the kernel, and Switch Coreboot(Would be nice to have DRAM training), implementing Warmboot method, which is the key to getting sleep mode to work(Atmosphere and Hekate have code for this on github, but I am not exactly sure what is happening with it, as it is poorly documented, and I dont read memory addresses and patches.) lol. But if you can get coreboot to launch from the warmboot method in atmosphere, it should be possible to keep the signed lp0 code in ram, which should be the key to fixing that problem...... Wow that was more then I was planning on saying.
  7. I was taught when I was doing C/C++ in college, that extra lines that can be removed should be removed, if removing them doesnt effect the end result. My point is that if you move a file over another file, it will overwrite the file, and no deletion is needed. to make the process simple, try something along the lines of this(I have not tested this, as I am writing this code on the fly, and am not near my xbox.) scriptTitle = "Whatever you want to call it" scriptAuthor = "Your name here" scriptVersion = 1 scriptDescription = "Describe your script here" scriptIcon = "icon.png"; scriptPermissions = { "filesystem" } function main() local TOcestinoMAIN = "Xbox360\\System\\Hdd1\\GTA San Andreas Biohazard\\data\\script\\main.scm"; local TOcestinoSCRIPT = "Xbox360\\System\\Hdd1\\GTA San Andreas Biohazard\\data\\script\\script.img"; local TOmainDEL = "Xbox360\\System\\Usb0\\main.scm" local TOscriptDEL = "Xbox360\\System\\Usb0\\script.img" if FileSystem.FileExists(TOcestinoMAIN) then FileSystem.DeleteFile( TOcestinoMAIN ); end if FileSystem.FileExists(TOcestinoSCRIPT) then FileSystem.DeleteFile( TOcestinoSCRIPT ); end wait(1); if FileSystem.FileExists(TOmainDEL) then FileSystem.MoveFile(TOmainDEL .TOcestinoMAIN , 1 ); end if FileSystem.FileExists(TOscriptDEL) then FileSystem.MoveFile(TOscriptDEL .TOcestinoSCRIPT  , 1 ); end end A little debugging, and maybe some tabbing for readablity(I dont think LUA is like python, where tab spacing matters, but it isnt a language I really use much) You could also cut down a decent amount of code, running the file exist if statements in a loop(maybe?) not sure there, as I cant test this, and dont really feel like doing the work for you. Most of this work was copy and paste, between the java you have above, and a the xbox unity github scripts. At the very least it is a starting point for you. The aurora debug app, is really helpful to debug scripts like this, and if you felt so inclined, I would suggest adding error checking for the file operations, and some sort of notifications, especially if you plan on releasing this as a script for others at some point. as it sits now, unless there is an issue with the code syntax, it wont show up in the log and it wont notify you if it succedes or fails. Wish you the best on this, and now I go back to the linux kernel code I have been working on for my nintendo switch. lol. I might have forgot a few semicolons at the end of some of the variable definitions. Easy enough to fix, but it wont let me change the code box now that it has been posted. Which is something I will look into later.
  8. First, use standard blue wire, shielded wire can help, but can also cause issues. Also, for CPU_RST, I have had better luck with the pad on the bottom of the board. it is a decent size pad, and it doesnt modify the signal with a resistor. You could always bridge the resisitor pads, but the bottom is easier. Soldering could be much better as well. I can honestly say I am not surprised it doesnt boot.
  9. All R-JTAG images use a JTAGable SMC image, that is patched. R-JTAG is no different in that sense. As long as it is wired correctly, and you have the dips and jumpers set properly, it should boot, assuming your wiring is correct, which is impossible to tell, since we have no pictures of the work done to the board.
  10. Yes, you should be able to get into xell. Once you do, you can get the proper LDV, and CB version from the fuses. There are some nice guides on rebuilding nand images when you have lost everything, which you havnt, since you still have the KV.
  11. Check the nand info, and see if it updates, when you change the ldv value. there are 2 ldv values, one says 8 one says 9 in the picture above. Put any number in for an ldv, and see if that number appears in the nand info screen. You shouldnt need to build a new image, as this is in the non encrypted boot information on the chip. You just have to get the value right, which should be 1 more than it was previously.
  12. If you started on a dash more than 15574, all you should need to do to fix the problem is to add 1 to the ldv, and then write the new image. This shouldnt require the cpu key, and j-runner has an option for that in one of the menus. So, currently, it is reporting an ldv of 8, change that to 9, and assuming you didnt update the CB version with your update, then you should be good. If you did update the CB version, the only way to fix the console is to glitch it into xell, get the CPU_KEY, and then using your backup image, create a new retail image of the latest dash, and change the ldv to 9. Simple enough..... Then again, Zephyrs are notorious for RROD even if you arent trying to mod them. I would say that 2/3rd of all zephyrs I have attempted to mod have either died in the process of glitching them, or shortly after. I use those and xenon boxes as door stops. lol.
  13. That wont help you read a 4gb nand. Those are handled with SD card readers, and an adapter, or hard wires to a modified SD card reader. If you read what I said, you would have known you wanted a guide for a 4 gb corona. Now, if it turns out to be a bad nand, and you have the equipment and skill to do the nand conversion to 16mb nand image, then the device you bought will be useful.
  14. the ports only really need to pass if you want to host games.
  15. You dont have to put GOD formatted games in the content folder. DLC yes, but Aurora will launch the game fine from the folder that is scanned for games. This sounds like a content patch issue, or a file corruption issue. As for dissassembling nova, not sure what the point in that would be unless you were looking for the netISO code, which was disabled for a reason. lol.
  16. using a version of aurora on a flash drive, copy the settings db, and look for the plaintext "password" if you want to call it that. it isnt super hard, but I am not going to post a guide on dumping the passcode. you could even write a utility script that would dump it for you assuming you didnt lock yourself out of that.
  17. The settings only show what is currently set system wide in ram currently. The config button is tied to the dashlaunch configapp setting. If you set that in the launch.ini to point at the dashlaunch installer, the config button will launch the dashlaunch installer, where you can change the settings in real time. The downfall to this is that dashlaunch uses that config app as a system settings replacement, so if you need to change network config, you cant go to system settings in the hud, but have to navigate through NXE to the system settings. The individual game settings are set in the game settings (Y menu) somewhere..... I dont remember where exactly. Those options are set by aurora on game launch if they are set, and reset back to defaults when aurora relaunches.
  18. It is a simple as doing that, but you will also need to change the guid in the database to match the new hdd. If you dont, you will need to rescan your database, and start over in aurora as far as dlc and covers, as the covers will be greyed out like if the drive is disconnected.
  19. If it still boots xell that is good, and Iwould say dump the chip, especially if it shows the dvd key, which means the KV is intact, Also, being a corona 4g, chances are the nand chip itself is bad. they burn out more than 16mb consoles. There are many guides on conversions if that is needed, but they arent easy jobs, and require a certain amount of skill, and expensive tools the average person wouldnt have laying around. That being said there a tons of guides on the internet for dumping a corona 4g, soI would start there. As for the needed image , from what I can see, that is a standard corona RGH2 wiring, so you will need a corona 4g rgh2 image.
  20. Aurora doesnt edit them, just displays what the values are set to. You need to use the dashlaunch config app, or edit the INI directly to enable that. There is also the per game settings, but ping patch should be system wide generally.
  21. See, you dont need giant text to ask a question. That being said, Aurora and Nova are still being worked on, not much going on at the moment that I know of, but I am sure there is a lot I dont know about.
  22. they need to be uploaded and approved on unity. Or, you can use Swizzy's asset editor, and upload them to your xbox that way.
  23. I have found that on networks which I cant open the ports, I can still connect to other peoples games, I just cant host my own. There is also a bit more lag, but generally it has worked alright.
  24. I dont have an eta, just tested the alpha version of that feature. I think it is planned to be in aurora 0.8b, but it might get pushed further. On top of the current issues that need fixed, the server is for windows, and still needs a bit of work. I was told that the server side was going to be opensourced, so it can be ported to other operating systems, such as linux, so it can be installed on a N.A.S system, etc. Unfortunatly, that will be on the community to do, as the team is not going to focus on multiplatform support.
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