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XM360 v0.7 *Update v1.4b Final* |
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| miller420 |
Mar 22 2010, 09:23 PM
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X-S Young Member

Group: Members
Posts: 46
Joined: 26-May 03
Member No.: 40455
Xbox Version: v1.0
360 version: v2 (zephyr)

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QUOTE(node21 @ Mar 22 2010, 01:40 PM)  The way it's currently implemented...nothing is stopping you from doing that. I honestly hadn't considered it though. I haven't exposed the ability to "pull" files though, so the idea of someone setting up a 360 connected to the internet, running XM360 with all available content on it in one place won't work. ;-)
What we need is a good ftp client/server setup like UnleashX for the original Xbox for Xbox-Xbox tranfers, I used it all the time. I never tried connecting to an "outside" Ftp server with it though. They also had automatic updates for it through the internet as well. I'm not sure how its implemented or if it possible even on the 360. Being able to update XM360 or Freestyle or any other app through the internet and have xbox-xbox ftp would kick ass. I'm running 4 jtags and to keep all of them up-to-date is next to impossible.
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| node21 |
Mar 22 2010, 10:52 PM
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X-S X-perience
 
Group: Dev/Contributor
Posts: 470
Joined: 26-November 06
Member No.: 313949
Xbox Version: unk
360 version: unknown

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QUOTE(miller420 @ Mar 22 2010, 04:23 PM)  What we need is a good ftp client/server setup like UnleashX for the original Xbox for Xbox-Xbox tranfers, I used it all the time. I never tried connecting to an "outside" Ftp server with it though. They also had automatic updates for it through the internet as well. I'm not sure how its implemented or if it possible even on the 360. Being able to update XM360 or Freestyle or any other app through the internet and have xbox-xbox ftp would kick ass. I'm running 4 jtags and to keep all of them up-to-date is next to impossible.
Yeah, that would be cool. ;-) I just don't have the time or inclination to take on something so grand without an xbox devkit...As is, I'm struggling...I have to pick and choose what to work on. Stuff I feel is feasible without a real debugger... That being said, I'll probably make my ftp client code available since it's mostly a direct port of code that was on the intertubes (albeit with BUGS that I had to find and fix!). Anyone could turn that into an ftp client/server if they wanted to.
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| node21 |
Mar 24 2010, 09:27 PM
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X-S X-perience
 
Group: Dev/Contributor
Posts: 470
Joined: 26-November 06
Member No.: 313949
Xbox Version: unk
360 version: unknown

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A little follow-up.
Things are developing well with ftp. It does look like complete xbox to xbox transfer (of all things XM360 knows about) will be included (both push and pull). I'm beginning to work on how this fits into the U/I, but I think users will like it.
Because of this, I've developed a new minor feature (with huge impact). XM360 now stores the results of it's initial scan in a binary format in a configurable location. What this means is that each time you restart it after that, you don't have to rescan everything again. And, all features are available. This makes it much more practical to use as a launcher (which I still do), because re-running it after exiting a game no longer has to rescan everything.
Of course, if you know, or suspect, that something has changed, you can always rescan again. What that allows me to do under the covers is that when you connect one XM360 to another remote XM360 this file is transfered automatically. And now your local XM360 can display everything that is on the remote 360 as well. It's pretty sweet.
There's a lot more work involved (mostly U/I) so this probably won't make it in time to be released this weekend. Certainly not much longer after that though.
-node21
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| node21 |
Mar 25 2010, 12:23 PM
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X-S X-perience
 
Group: Dev/Contributor
Posts: 470
Joined: 26-November 06
Member No.: 313949
Xbox Version: unk
360 version: unknown

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QUOTE(syntaxerror329 @ Mar 24 2010, 09:21 PM)  So i will be able to have 2 xbox 360's on my network and send files back and forth with something like flashfxp!
Well, no. That's not what I'm talking about...but I guess I don't see why that doesn't already work? Maybe there's something different about the fxp protocol? Anyway, I think what I'm doing is better. The problem with content on the xbox is that you don't know WTF you are looking at because the filenames are are gobbledygook. So, imagine XM360 running on one of your 360s, and XM360 running on another 360. You tell one of them to connect to the other and then the U/I that you are used to now shows you content on the local 360, as well as content on the remote 360, and a clear way to see which is which. Then, with the press of a button you can pull remote content locally, or push local content to the remote 360. All without ever knowing or caring about the filename, or where it lives. -node21
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| DaBuisneZ |
Mar 25 2010, 01:01 PM
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X-S Member

Group: Members
Posts: 99
Joined: 5-May 08
Member No.: 380392

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Always the man node. Your finnaly making this to good to ignore. It needs to be part of freestyle bro. Anyway great example of why what your doing is so grand.... Back in the day a friend of mine in another state wanted to network play on our old modded xbox1s. So we wipped up the emu only to find out he was missing contra. So off to unleash we went. i ftped to his xbox , transfered over contra and wam off to laggy ass network play for us:) Its the little things that can be amazing ya kno?Now if you could jus get around to making that save manager so we can all swap saves.......  P.S Were has distruk been? worried bout that little guy and heyyyy i guess after you release app i got first dibs on your collection right 
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| dschu012 |
Mar 25 2010, 09:23 PM
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X-S Member

Group: Members
Posts: 121
Joined: 9-April 08
Member No.: 378121

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QUOTE(node21 @ Mar 25 2010, 03:41 PM)  Yeah, if you read back through this thread you would understand that this is a general problem...There is nothing to uniquely identify DLC except for the "name". And the "name" is very often different on the marketplace (the database) from what the DLC actually calls itself (the name embedded in the file). What you might choose to do (and what I do), is when I find content that I have that isn't in the database...I find the entry in the database that should have been a match, and mark it as "ignore." What that means is my list of "missing" becomes more accurate.
I know how to get the name of the file that the DLC is stored in off the web, which you could compare with the file names on the xbox. It would just require you to add some extra data that your scrap. Typically when I download DLC to put on my xbox the file name is kept the same. Let me know if you want to know the process to get the file name and I'll PM it to you, since it would be a fairly long post if I post here. This post has been edited by dschu012: Mar 25 2010, 09:47 PM
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| node21 |
Mar 28 2010, 02:25 PM
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X-S X-perience
 
Group: Dev/Contributor
Posts: 470
Joined: 26-November 06
Member No.: 313949
Xbox Version: unk
360 version: unknown

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XM360 version 1.4 PREVIEW uploaded
Version 1.4 Preview -- Mar 28th, 2010
* There has been a TON of work put in recently, and I wanted to get a "preview" version out so that I can start hearing the bug reports/feature requests * Instead of scanning the drive every single time, XM360 now stores the results of the scan in a local file after the scan is completed. This is important for the following reasons: 1) If you don't "rescan" after you know there have been changes, those changes WILL NOT be reflected in XM360... So, remember to "rescan" if you have added or removed content. 2) Currently, you can't choose where this file gets stored. It could be slow on a USB stick, and break completely if you try to turn XM360 into a LIVE package. * There is now major support for transfering content between 360s that are running XM360. Make sure each one has a recent "rescan". And see the config file for information on how to configure XM360 to find your 360s on the network. You can "push" content to another box, or "pull" content to your local box. All content is displayed with a big "L" if it is local, and a big "R" if it is remote. Currently, this is only implemented for XBLA titles (not DLC or TU yet). * Transfers are initiated by clicking down on the right thumbstick. Anyone get a better icon for this than the one I made? * Transfer status is shown at the bottom of the screen. I suggest you don't do anything *wrong* why the transfer is working (like launching a title). Also, you can start multiple transfers, since it is all threaded...but in this version it really confuses the transfer status at the bottom of the screen. * A GREAT BIG HUGE thanks to dschu012 of x-s for altering the fetchMS_DLC.pl script. It brings the ability to match DLC based on filename instead of the title that is inside the content (which often didn't match the marketplace). I had to make substantial changes inside XM360 to use this new format, but it was all worth it. DLC collection management is considerably better because of this. I suggest you remove your dlc_ignored.csv if you have one, and start over. Also, since the format changed, make absolutely sure that if you had an alternate path set up for DLC_titles.csv that you overwrite the file that is there with the one included in this release of XM360. * XM360 now treats 0x7000 content as XBLA, so the "gameroom", and other things will show up on the first screen. * REMINDER: This is a "preview" release. There are a bunch of things left on my list: *** Add more status when connecting to remote ftp ie."Fetching Content" *** Add a better U/I for ftp transfers (instead of using the status bar?) *** Add display of Local/Remote to DLC and TU *** Add Transfers to DLC and TU *** Update the generated content.bin automatically when ftp transfers are done.
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| node21 |
Mar 28 2010, 02:43 PM
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X-S X-perience
 
Group: Dev/Contributor
Posts: 470
Joined: 26-November 06
Member No.: 313949
Xbox Version: unk
360 version: unknown

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QUOTE(tstein @ Mar 28 2010, 09:33 AM)  Can't wait to try this...was going to spend a few hours working on my collection today so I might as well wait till I get ahold of this preview. Matching to title name is HUGE.
Oh, one thing I forgot to mention in the README. The previously available feature to "restore" filenames *really* comes in handy now. I had some content that didn't match...fixed the filenames, and rescanned, and all was good again. :-) And, make sure you thank dschu012 as well. I would never have gotten around to doing the DLC by filename until *after* all of the ftp stuff was completed. But he did the hard work for me, so I went ahead and made the changes to support them. This post has been edited by node21: Mar 28 2010, 02:46 PM
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