With all the retail CON savegame signing going on I have yet to find one for use with a Devkit. I have been reading everything I can on the subject but the problem is pretty much all the info I have found is related to retail systems and using the King Kong exploit and modifying it to extract the KeyVault (KV.bin) file. However I know there has got to be an easier way to get the info needed from a dev box rather than going through all the hassle of using a retail exploit. There are two reason's I am hoping to find a Dev signer. 1. I would love to be able to transfer saves between my Dev box and my Retail one as sometimes I play on one more than the other and that is simply due to game progress. 2. I also think it would be a great tool to have in my dev collection so I could see what types of fun could be had modifying saves for games as testing is so easy with constant access to the box. I know some of you here already have or know exactly what is needed to resign for dev box's so I am hoping I am not alone in my desire for a Dev CON Signer and that we can get one soon too. I also just wanted to say thanks to all those out there who have contributed to the dev community and made such wonderful apps, both on-box and off. :thumbsup: ray:
its the same as retail con signing, most of the released signers use a seperate KV.Bin, so basically just extract the dev KV and put it in an app like CONSign's root directory. Extracting the Dev KV should be pretty simple because you can just use a recovery disk to go to the exploitable kernel.
I was just notified on another forum that I don't need to waste my time finding a dev resigner. I was told to look into xlast more as it would resign already. Now to find the proper .xlast config to sign the file in a CON container. =D
As far as I know, XLAST doesn't sign or create CON files, it creates PIRS/Live files. Everything that I've created comes out as a PIRS file at least.
You dont need to use Xlast, just get your devs KV.bin and put it in CONSign's folder and your done. Xlast doesnt have a KV i believe so it doesnt sign cons.
DIEHARD... Why are you making this hard on yourself and choosing the rediculous way out? Get your KV... Write or get a resigner, resign using that keyvault. It takes like two seconds...
Yes, There are many CON Resigners out there just search around. You will need to know howto dump your keyvault (kv.bin) then put it in the same directory as the resigner as EasyB stated.
Sure it does!... My reasons for looking for a better way: 1. Don't have King Kong 2. Don't have a modified DVD drive. 3. Don't have the recovery CD readily accessible.
So? And XLAST would still need our dev CON keys to sign a CON. Exactly why your making the process harder on yourself. Also if I remember correctly, the KV is read into memory... You can easily dump your memory. Thanks for your sarcasm!..
I already have CONSign if that is what you where going to share. If it's something more than CONSign I wouldn't mind having it, but of course I am still stuck till I can pull my KV from my dev box.
or you can just get someone else to pull theirs. Thats what I did like months ago, and now that CON resigners are public I'd expect to see more people trying to get KVs.
So basically there is no way without special mods to pull the KV.bin from a Dev360 is what I am getting out of this. Assuming I got the the King Kong ISO, i would still have to patch it. However because it's a dev box I would first have to edit the xex in the ISO which would most likely break the patcher I assume. Then there is still the whole I don't have a modded DVD drive let alone a DL DVD to burn the game to anyway. It's way beyond my programing skills but it would really be nice if someone wrote up a quick dev app to pull our NAND/KV. Then no one would have to share there private KV.bin. ;-) All that being said... If anyone is willing to share there Dev KV.bin, please PM me. I would really be grateful. :dance:
Get kk, use xextool to convert to dev, then boot linux on it, change one byte in the flasher tool to make it read a dev nand ( dont know which one it is) then transfer to your hdd using neighborhood
Ok so I can do this if I do the following: 1. Use Recovery disc to downgrade kernel 2. ? Patch King Kong ISO then extract ? 3. Convert retail xex to dev xex 4. ? Run from HDD ? 5. Have Dumping Burnt CD in drive - http://arisme.free.fr/Xbox/Fuse360/ 6. Follow Dumping instructions here - http://arisme.free.fr/Xbox/Fuse360/generate2.php?ip=192.168.0.200&mask=255.255.255.0 Will this work for a DevKit? 7. Take the NAND dump and use Flashtool to extract KV.bin 8. Then either :dance: or :crying: depending on the outcome! Some clarification on the BOLD items would really hemp me out! All the shader patcher's I have seen are for the ISO file and not any of the game files directly. That is why I am assuming if I patch first, then extract. The extracted game should already be patched. I also am not sure if i can run KK from the HDD and have the eFuses for Dummies in the DVD drive. I am hoping the shader code specifically tells it to eject and run from the DVD drive rather than whatever drive King Kong was run from. Thanks for all the replies! It's so nice to be able to talk about my devkit on a forum without everyone asking who/what/where/how to get one or who I work for. :icon_bigg
If you patch the iso, you can either extract it or burn to a disk and run it, xexpatched of course. You will of course need to make sure your dev is running the exploitable kernel, accomplish this by getting a recovery disk. It should work and allow you to dump your NAND, but again like XeNoN said why go through all this when it could very well be in memory when you start up your dev?
You can't boot it off of the hard drive, it will reboot to the XDK launcher when you eject the dvd drive, so you'll have to burn it to a disk.