kernel compiling

Discussion in 'Xbox (Original console)' started by Lukew, Nov 27, 2015.

  1. weinerschnitzel

    weinerschnitzel Spirited Member

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    I would assume there are multiple versions of the xonline library in an .xbe near you. I guess you would need enough source to come up with a compatible replacement for every popular Live game, or the means to disassemble, patch and reassemble each xonline library. Once finished, I think a Live .xbe patcher is a sufficient solution. Good Luck! I've enjoyed the read.
     
  2. Lukew

    Lukew Rapidly Rising Member

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    I think there could be a way to extract all the data we need using a custom application. Instead of using the pre-compiled lib's, it may be possible to include the library source directly into the application and then it will be a trivial task to create a custom program to display all data used by the key generation routines on the screen.

    I've also just realized that this is not the xbox live thread *facepalm*
     
  3. Lukew

    Lukew Rapidly Rising Member

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    I'm starting to upload the "untouched" Barnabas source to mega and I will get my actual working build environment uploaded soon too :)
     
    CodeAsm, bdawg, fate6 and 1 other person like this.
  4. CodeAsm

    CodeAsm ohci_write: Bad offset 30

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    I cant get a retail dashboard to work yet just like you LukeW , but thanks to you guys I did compile this (removed most if not all compiled stuff to compile it again)
    I did install the DDK and changed the some paths to direct to my ddk install. some tweaking and learning how the compiler switches worked.. dunno why but it works.

    XQEMU seems to work with MCPX version 1.1 !!! most if not all other kernels i tried only like 1.0, but this is an exception to look into... also all my prepared harddrives give a error 13... just like yours, Lukew
    [​IMG]
    (i hope the image is viewable, else ill upload it somewhere else)

    EDIT: changed because I read Lukew got this far aswell.
     
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