How to deal with Enter the Matrix First of all the problems with Enter the matrix are 1 the disk is bigger than a DVD-R (so you can not just pop it on a DVD) 2 the filenames are longer than the box Hard Drive file system will cope with (well some of them) (so you can not just put it on the hard drive) How to fix the files so they will work on Hard Drive First of all copy all the files from the DVD to your PC Hard Drive (Evox dashboard FTP) Next patch the Default.xbe file (make it compatible with the older Xbox Mod Chip BIOSES (X1 etc)) ISOCraxtion-v21 patch utility will do the job just fine Next find all the files with names longer than the 42 Characters the Xbox Hard Drive can use (I FTP'd the files to the Xbox with flashfxp and the ones that did not copy were the ones I was interested in) So we have got a list of the Files with names >42 Characters Next rename the files to get them <42 (I used the following KEY) \Effects\Beat_2_Airport\ particle_B2_AP_03_G_NORTH_POINT_CONCOURSE.txt ptexture_B2_AP_03_G_NORTH_POINT_CONCOURSE.txt NORTH_POINT_CONCOURSE =N_P_C (so particle_B2_AP_03_G_NORTH_POINT_CONCOURSE.txt became particle_B2_AP_03_G_ N_P_C.txt, get the Idea) Here is the full rest of the list particle_B2_AP_03_N_UNDERGROUND_TUNNELS.txt ptexture_B2_AP_03_N_UNDERGROUND_TUNNELS.txt UNDERGROUND_TUNNELS =U_T particle_B2_AP_05_G_REVOLVING_RESTAURANT.txt ptexture_B2_AP_05_G_REVOLVING_RESTAURANT.txt REVOLVING_RESTAURANT =RE_RE particle_B2_SW_01_G_UPPER_MAIN_JUNCTION.txt particle_B2_SW_01_N_UPPER_MAIN_JUNCTION.txt ptexture_B2_SW_01_G_UPPER_MAIN_JUNCTION.txt ptexture_B2_SW_01_N_UPPER_MAIN_JUNCTION.txt UPPER_MAIN_JUNCTION =U_M_J particle_B2_SW_05_G_DEEP_WATER_JUNCTION2.txt particle_B2_SW_05_G_DEEP_WATER_JUNCTION.txt particle_B2_SW_05_N_DEEP_WATER_JUNCTION2.txt particle_B2_SW_05_N_DEEP_WATER_JUNCTION.txt ptexture_B2_SW_05_G_DEEP_WATER_JUNCTION2.txt ptexture_B2_SW_05_G_DEEP_WATER_JUNCTION.txt ptexture_B2_SW_05_N_DEEP_WATER_JUNCTION2.txt ptexture_B2_SW_05_N_DEEP_WATER_JUNCTION.txt DEEP_WATER_JUNCTION =D_W_J \Effects\Beat_3_Chateau\ particle_B3_MC_01_G_GROUND_FLOOR_CENTRAL.txt ptexture_B3_MC_01_G_GROUND_FLOOR_CENTRAL.txt ptexture_B3_MC_01_N_GROUND_FLOOR_CENTRAL.txt particle_B3_MC_01_N_GROUND_FLOOR_CENTRAL.txt GROUND_FLOOR_CENTRAL =GR_F_C particle_B3_MC_04_G_SECRET_PASSAGE_GHOST.txt ptexture_B3_MC_04_G_SECRET_PASSAGE_GHOST.txt SECRET_PASSAGE_GHOST =S_P_G \Effects\Beat_5_Powerplant\ particle_B5_PP_05_G_EXT_CHLOROBROMO_AREA.txt particle_B5_PP_05_N_EXT_CHLOROBROMO_AREA.txt ptexture_B5_PP_05_G_EXT_CHLOROBROMO_AREA.txt ptexture_B5_PP_05_N_EXT_CHLOROBROMO_AREA.txt CHLOROBROMO_AREA =C_A \Effects\Beat_7_Hovercraft\ particle_B7_HC_01_G_HOVERCRAFT_TUNNEL_A.txt particle_B7_HC_01_G_HOVERCRAFT_TUNNEL_C.txt particle_B7_HC_01_G_HOVERCRAFT_TUNNEL_F.txt particle_B7_HC_01_N_HOVERCRAFT_TUNNEL_A.txt particle_B7_HC_01_N_HOVERCRAFT_TUNNEL_C.txt particle_B7_HC_01_N_HOVERCRAFT_TUNNEL_F.txt ptexture_B7_HC_01_G_HOVERCRAFT_TUNNEL_A.txt ptexture_B7_HC_01_G_HOVERCRAFT_TUNNEL_C.txt ptexture_B7_HC_01_G_HOVERCRAFT_TUNNEL_F.txt ptexture_B7_HC_01_N_HOVERCRAFT_TUNNEL_A.txt ptexture_B7_HC_01_N_HOVERCRAFT_TUNNEL_C.txt ptexture_B7_HC_01_N_HOVERCRAFT_TUNNEL_F.txt HOVERCRAFT_TUNNEL =HO_T I then used a Hex Editor to Edit the Default.xbe file And replaced the part filenames with their cut down versions Sliding up the text following the name (until the next 00) and padding the text with 00 So the 2E 33 64 32 00 (.3d2) etc remained on the end of the text. And was careful with the B _A _B etc at the end of some keeping the full name as was with the replacement bits. (basically BLAHBLAHBLAXXX00 became BLBLBLXXX00000000000000000000 with BLAH=BL) I then FTP'd the game to the Xbox, it plays fine (well at least to the Abyss level where I got bored) Hope this helps (You still need IGR turned OFF though)