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Jay Yardley last won the day on January 19
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The one and only time i've seen a flubber animation get cut short and glitch was an issue with the DVD drive not being properly connected on an M8+ BIOS. Not much advice to offer you other than to swap out the power cable and see if it works again.
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At a guess, without resources enabled 4Gamers is probably setting aside a little extra time to use stock images (likely from Artwork Installer "XAWI") instead of the custom ones you put in, based on the XBE title ID.
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Because it comes and goes, I've got it hosted on my drive where it'll sit for good. Find the N64 folder, and then go into surreal64. If it should ever disappear, please quote me specifically in this thread and I'll fix it. The link takes you to my folder of every emulator I could find, there's a lot. https://drive.google.com/drive/folders/18ixKjw68PkeNhfFur2EvaDpyrqYGPSXG?usp=sharing
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Would be good to go through this with my xbe CPU patching tool that covers the 3-byte 733 values as well to see if we can squeeze a few more games into the "working" category
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Fix Games Running Too Fast On Cpu Upgraded XBox [ 1ghz , 1.4ghz ]
Jay Yardley replied to neighbor's topic in Hardware Mods
Sorry to ressurect a dead thread but I feel it's valuable enough to mention I've made an xbe patcher that correctly patches CPU frequency values. Mwaterbu's patcher had issues, I corrected them. Here: https://www.jayxbox.com/retail-game-modification/jays-xbe-cpu-patcher -
I suppose it should be, but that depends heavily on if the mapping is done in the xbe or in a config file buried somewhere deep in the baked game source files. There was a patch for Castlevania that reversed the look axis because it was non-sensically inverted by default, so we know that's possible. Here's the patch file in question, see "Camera axis inversion". Assembly knowledge required. https://github.com/JayYardley/Xbox-Magic-Patches-by-Jay/blob/main/Nemesis2000/Castlevania - Curse of Darkness {Widescreen} (NTSC) [Nemesis2000].JMP
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Wish you used my current BrutusOGX online, not the github one I haven't updated in 6 months My tool is less about getting lucky more often and more about allowing a well thought out way to produce files efficiently with single record changes and toggle boxes for enabling/disabling results. I decided a long time ago, doing shit like this: Was far more annoying and less efficient compared to something like toggling this checkbox: Offset Location 0x58355(h) is the same as offset location 361301(d), yet another gripe I had with OGxHD Despite using the older version of BrutusOGX, you could have still achieved the 'sort of' 720p with it like you did with OGxHD, with less steps than what you took. It has a place to enter your own custom values. It also has a place to toggle results. But it also helps to know what you're doing in the first place. Results are configurable, and knowing what to set a window view to, or what values are looked for when enabling the 16:9 checkbox, is only half the process. Many patchers over the years have found processes to work with OGxHD, to set custom offsets to look through so as to not accidentally destroy something else. I am spending 3-4 hours a day for the last 6 months fixing 99% of patches spawned from OGxHD because they are catastrophically malformed. With the exception of entirely removing guesswork and going straight into asssembly, everything that is needed is here, But if you find OGxHD easier and must use the features I've enhanced that's fine I guess. If there are feature requests that look like they need improving/adding on my tool, do let me know. I'll give Brute Force a go tonight, see if I can fix that window view issue (Mozaic 4 screen grid), though by the looks of it, it's just upscaled to 720p canvas like the half-life 2 patch. Might need some nuance, (as they often do).
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Very much looking forward to the progress on this it's been a long time coming but the wheels are turning!
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From what I have just tested, my one does the exact same thing but with an input entry field for your frequency. XBE patcher tool unfortunately does not see 3-byte long frequency entries in .xbe files so technically speaking, thanks to your help, my tool is the more efficient one. I'm going to make some changes to it today but as is, works correctly.
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Thanks for testing, looks like my code didn't work this time round. The 00 was placed in the wrong direction. Classic endian error, my fault. Fixing now. Fixed.
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Help to make Underclocking to 1.4GHz xbox (but I'm noob)
Jay Yardley replied to yair3000's topic in Hardware Mods
I made this patcher that you can use on individual .xbe files to patch for your CPU frequency, though this is not an elegant solution, one by one will be quite time consuming and there's no guarantee it will work every time. https://www.jayxbox.com/retail-game-modification/jays-xbe-cpu-patcher- 8 replies
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I do JayXbox.com
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Making notes in the drive I may actually take a crack at fixing these, I'll have a look tomorrow. Might need your help as I lack a 128MB console
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Only HL2_xbox.xbe is needing to be patched. Default.xbe can be ignored Just to be clear, this patch makes the game output it's small internal resolution onto a 1280x720 canvas. No new pixels are introduced and no significant extra work is being put on the GPU, as a result the performance is roughly the same as retail. It is not true 720p but it's absolutely acceptable and playable. I haven't encountered any bugs related to this patch other than the visible back-buffer bar at the top of the screen which isn't all that distracting to be fair. Some more important things to focus on for HL2 would be improving performance, as it is and always has been dog shit. Eventually I'd like to see features like what grimdoomer's Halo 2 patch has; GPU overclocking, better memory management, making use of 128MB memory (if available), true 480p/720p internal rendering, increased UDMA modes, and perhaps anti-aliasing if it was baked in and disabled. Attached .JMP file can be used to apply against your retail HL2_xbox.xbe over at Jay's Xbox REPO Half-Life 2 (GLOBAL) [Felipe_Developer].JMP
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We knew where the window view value in the xbe was located that affected the output viewport. 8002E00101070788 The 01070788 part could be changed around to seemingly random values until something looked good 020A0B88 is a common value that is used to stretch a game to 1280x720, but in this case it looked terrible on HL2. Felipe happened to find out 02070A88 worked well on real hardware, something I was lacking due to running tests on emulation. This change has strangely no effect on emulation, while 020A0B88 does, which is odd. There are a number of fixes HL2 still needs to be assessed such as FPS delimiter, memory management and a possible GPU overclocking. This patch paired with an upgraded CPU would work wonders.
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