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Author Topic: Reintroducing Kernel Patching - Nkpatcher  (Read 1349 times)

Deciphile

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Reintroducing Kernel Patching - Nkpatcher
« Reply #90 on: July 02, 2004, 07:48:00 PM »

@ brianbtran


Bro go to gamestop or a place much like it and buy it used. I got MA for like 8 bucks. I've always had great luck at places like these. Never fret my friend there is always a solution when dealing with software and hardware. It definently is a must to have the original game when running gamesave hacks.
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old engineer

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Reintroducing Kernel Patching - Nkpatcher
« Reply #91 on: July 04, 2004, 02:54:00 AM »

sad.gif
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rmenhal

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Reintroducing Kernel Patching - Nkpatcher
« Reply #92 on: July 04, 2004, 05:15:00 AM »

QUOTE (devz3ro @ Jul 2 2004, 06:15 AM)
My only complaint is the "reboot endlessly if a non-m$ signed default.xbe resides in d:". As I stated before, this really is no big deal as you can just boot with the cd tray open, but would be nice if it didn't wink.gif

I'll look into this sometime later. Does everyone have this problem, or with just some xbox/kernel combination?

QUOTE
But then again, who is this more meant for? K:5530+ users who have to boot with the gamesave exploit? or us K:5101- users who can boot from the update.xbe?


Mainly just 5530 and higher, though it should work just the same for all kernels. I think many do like X2 features such as IGR and Live login disabling (and maybe lba48), which aren't in nkpatcher, so anyone who can run PBL will probably want to.
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rmenhal

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Reintroducing Kernel Patching - Nkpatcher
« Reply #93 on: July 04, 2004, 05:25:00 AM »

QUOTE (old engineer @ Jul 4 2004, 11:54 AM)
Well I tried Deciphile's idea of using MXM to exectute nkpatcher...


...No joy though sad.gif

What happened then?

Can you
1. sign C:\evoxdash.xbe with habibi and then execute it just fine via MXM?
2. if the above works, then leave the working C:\evoxdash.xbe there, and execute nkpatcher.xbe via the exact same way in MXM.

The only way I see nkpatcher5 itself causing an error 21, is that the kernel version doesn't match any of the supported kernels. In that case all patching is skipped and nkpatcher launches the dashboard (without patching, the dashboard is C:\xboxdash.xbe which is MS-signed.) So check that your kernel version is exactly 1.00.5713.01. It doesn't look like there are .02 or .03 kernels for any of 3944-5838 (Google).
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krayzie

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Reintroducing Kernel Patching - Nkpatcher
« Reply #94 on: July 04, 2004, 06:05:00 AM »

QUOTE (rmenhal @ Jul 4 2004, 02:15 PM)
I'll look into this sometime later. Does everyone have this problem, or with just some xbox/kernel combination?


I don't experience this at all. My dash loads just fine with a backup in the drive.
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devz3ro

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Reintroducing Kernel Patching - Nkpatcher
« Reply #95 on: July 04, 2004, 08:42:00 AM »

QUOTE (rmenhal @ Jul 4 2004, 02:15 PM)
I'll look into this sometime later. Does everyone have this problem, or with just some xbox/kernel combination?

I have the problem with K:5101 and K:5530. The way I have my box setup is to load the hexed THC dashboard (which direct boots games). This has to be what is causing the problem. My question is, why does PBL go directly to the game and this just reboot? Could be a feature in the x2 4983 bios, if I recall correctly d:\default.xbe is the first path it looks for (I think it was this when I took apart the non-encrypted 4981 bios a while ago). But anyways, thanks krayzie, something as simple as just changing the dash I honestly didn't even think of laugh.gif.

-devz3ro

http://sh0x.tk/
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devz3ro

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Reintroducing Kernel Patching - Nkpatcher
« Reply #96 on: July 04, 2004, 10:35:00 AM »

QUOTE (rmenhal @ Jul 4 2004, 06:22 PM)
Yep, bioses boot d:\default.xbe first. I made nkpatcher5 boot dash, because those who wish to use it from a game save exploit wouldn't like nkpatcher booting back to the game. You can make nkpatcher boot dvd first, then dash, by commenting out the code from "launchdash:" to ".inf" and uncommenting the corresponding piece below it. Then compile and sign with habibi.

Its cool, I have it loading evox, then evox autolaunchs the game (so no more reboots). Just had to replace that ugly looking default skin wink.gif

-devz3ro

http://sh0x.tk/
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PedrosPad

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Reintroducing Kernel Patching - Nkpatcher
« Reply #97 on: July 04, 2004, 11:10:00 PM »

QUOTE (Tomilius @ Jul 5 2004, 01:24 AM)
I guess the only thing that could be added now is IGR

Doesn't EvolutionX already have it's own IGR?  If you choose to use an inferior replacement Dashboard - hassle it's authors. wink.gif
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old engineer

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« Reply #98 on: July 05, 2004, 09:28:00 AM »

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Tsjibbe

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Reintroducing Kernel Patching - Nkpatcher
« Reply #99 on: July 05, 2004, 09:49:00 AM »

QUOTE (PedrosPad @ Jul 5 2004, 08:10 AM)
Doesn't EvolutionX already have it's own IGR?  If you choose to use an inferior replacement Dashboard - hassle it's authors. wink.gif

I've been trying to get this IGR working in evolution-x. But it don't seem to work for me. Did anyone manage to get the igr working with nkpatcher in combination with evox?

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krayzie

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Reintroducing Kernel Patching - Nkpatcher
« Reply #100 on: July 05, 2004, 09:51:00 AM »

sure it works fine for me.
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rmenhal

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Reintroducing Kernel Patching - Nkpatcher
« Reply #101 on: July 05, 2004, 10:08:00 AM »

QUOTE (Tsjibbe @ Jul 5 2004, 06:49 PM)
I've been trying to get this IGR working in evolution-x. But it don't seem to work for me. Did anyone manage to get the igr working with nkpatcher in combination with evox?

It works. Make sure that TSR is set to normal (TSR_Type=1), IGR=Yes and the IGR-section in evox.ini has the button combination you expect.
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Tsjibbe

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« Reply #102 on: July 05, 2004, 10:13:00 AM »

pop.gif
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Master Reefed

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« Reply #103 on: July 07, 2004, 08:58:00 AM »


soo...uhh, whats the chance someone will compile this and put it in "the usual places"
cause I have a 5530 and am having a devil of a time, tryin to compile this code.
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devz3ro

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« Reply #104 on: July 07, 2004, 11:10:00 AM »

QUOTE (Master Reefed @ Jul 7 2004, 05:58 PM)
soo...uhh, whats the chance someone will compile this and put it in "the usual places"
cause I have a 5530 and am having a devil of a time, tryin to compile this code.

no need to, if you decode the code in the first thread, the xbe is there already compiled and ready for use (yes it will work for your kernel).

-devz3ro

http://sh0x.tk/
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