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empyreal96

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Everything posted by empyreal96

  1. (Forgot to add in last post and can't edit) I did decomp into IDA psudocode most functions in the 5933 Kernel, but I do need to go over it and learn how to improve ida's output.. This one is for AvpInitCurrentTvEncoder https://www.github.com/Empyreal96/xboxkrnl-IDA-decomp-test/tree/main/Functions%2FAvpInitCurrentTVEncoder.c Every other function is in the repo's tree
  2. So I have been trawling old x-s forum mirrors, found the original 1.6 thread and there are a few bits of interesting info: https://xbox-scene.xbins.org/forums/index.php/topic,1215.0.html These symbols were extracted from the "latest" 1.6 kernel at the time of the thread, may be handy to look at: AV: Conexant TV encoder _Conexant_CCRegisters Conexant_CCRegisters AV: Focus TV encoder _Focus_MacrovisionHamp Focus_MacrovisionHamp AV: XCalibur TV encoder _XCalibur_RSM53Regs _XCalibur_RSMRegs _XCalibur_RSMRegAddr XCalibur_RSMRegAddr XCalibur_RSMRegs XCalibur_RSM53Regs And some I have stumbled across when looking at the 5933 Kernel: AvpInitCurrentTvEncoder //Not present in available sources AvSendTVEncoderOption I also found Yoshi's asm code for one of his first patches for the xcalibur TV encoder.. // Notes from his post in the x-s link // // "Info Encoder ID : 8A=Conexant , 0D4=Focus & 0E0=Xcalibur " // // "..you need to make a new init table to be able to launch this bios" // // "Support Xcalibur in kernal 5530 extract by Yoshihiro" // .text:80014899 ; --------------------------------------------------------------------------- .text:80014899 .text:80014899 loc_80014899: ; DATA XREF: sub_800148F0+8o .text:80014899 mov eax, ds:xboxkrnl_322 .text:8001489E test ah, 4 .text:800148A1 mov dword_800377F0, offset loc_8001487F .text:800148AB jz short loc_800148BA .text:800148AD push 0Fh .text:800148AF push 4 .text:800148B1 push 4 .text:800148B3 push 0E0h ;ID ENCODER XCALIBUR IN 5530 .text:800148B8 jmp short loc_800148E6 .text:800148BA ; --------------------------------------------------------------------------- .text:800148BA .text:800148BA loc_800148BA: ; CODE XREF: .text:800148ABj .text:800148BA test al, 20h .text:800148BC jz short loc_800148D1 .text:800148BE push 20Fh .text:800148C3 push 2 .text:800148C5 push 0A0h .text:800148CA push 0D4h ;ID ENCODER FOCUS IN 5530 .text:800148CF jmp short loc_800148E6 .text:800148D1 ; --------------------------------------------------------------------------- .text:800148D1 .text:800148D1 loc_800148D1: ; CODE XREF: .text:800148BCj .text:800148D1 push 3Fh .text:800148D3 push 1 .text:800148D5 mov dx, 80D3h .text:800148D9 mov al, 5 .text:800148DB push 0BAh .text:800148E0 out dx, al .text:800148E1 push 8Ah ;ID ENCODER CONEXANT IN 5530 .text:800148E6 .text:800148E6 loc_800148E6: ; CODE XREF: .text:800148B8j .text:800148E6 ; .text:800148CFj .text:800148E6 call sub_800146D1 .text:800148EB mov al, 1 .text:800148ED retn 4 .text:800148F0 For now I am not going to try make sense of this, still learning the basics of this, and just trying to info gather
  3. That's interesting, especially as another thought on the rumour mill was M$ used old/binned chips, and iirc around the time of the 1.6 being spotted SiS chipsets weren't as popular Nice for linking that link, I'll give it a proper tickle later, I guess any registers in the link would be in the `xcalibur-regs.h` file in xbox-linux.. I think I'll try compare that with any that's in the code I have and see if I can make sense of it, I do know that the Xcalibur chip is present at 0xE0 (focus = 0xD4, Conn = 0x8A) but that is all I properly know yet
  4. I'll keep that in mind thanks! Currently still on the digging theough many forums phase trying to compare any info with what I have code wise.. Recently saw someone theorizing that the Xcalibur was a rebranded Connexant chip as some av registers matched, but that could be coincidence/compatibility
  5. Oh you diamond thank you! That's one of the files I was curious in finding
  6. So I haven't been able to dig up much, a couple of files that could be helpful seem to be dead links (mainly .txt files saying certain things like the Xcalibur/1.6 I2C stuff) One thing I am slowly looking into is seeing if I can figure out differences in a 1.6 capable Kernel and the source tree as I have an idea on the functions needed, hopefully any av registers can be extracted, and maybe xbox linux could help? But with no real coding experience it will take some time to piece it together
  7. I was likely gunna take a crack at it myself soon as finally got almost all the bits I need, I'm sure it'll be fine as I had to make a botch up AV cable/extender for another xbox
  8. It's weird I stumbled across the same issue as the OP where upgraded HDD wouldn't boot any disks, not even cold booting an installer disk.. it was an old xbox softmod that I reformatted and setup in my 1.6 chipped, and I did use xbpartitioner with just the F drive.. Symptoms were it booted to the MS dash (so access to C was able) but whenever it tried to load any disk it would halt and start clicking, prior to this, in the old xbox it worked fine loading any disk.. so I think I can vouch with your xbpartitioner theory!
  9. I think shall look into the controller cable and the dvd cable to extend, I have several left over.. could be handy to have standard USB ports in ports 3 and 4 bit that can come later I need to avoid a no dvd bios ideally, the rig I'm setting up needs use of the drive when I swap it in I will have to have a ponder on the power supply scenario I think
  10. Yeah I saw some power extenders on ebay, I thought making them would be the case, ideally 3x the size of the default cable.. it's for the inside of a rather large PC case I think I will fetch a few cables and join them up for the dvd power.. I couldn't find any internal controller extended cables, but I was thinking sourcing the cables from another broken console would do the trick for now One other thing, are there any known power supply units that are known to work with the xbox 1.6? I haven't got the tools to make an enclosure
  11. Hopefully this will be an easy solution.. I'm trying to find extended cables for the insides of a 1.6: - DVD Drive Power cables - Gameport cable extention - PSU power into the mobo Ideally I wanna try find some premade cables/adapters.. but If it has to be a DIY jobby then tips would be much appreciated!
  12. As we all know the Xcalibur encoder in the 1.6 Xbox, was Microshafts in-house built chip.. No public documentation or anything. I'm wanting to find bits and pieces of info that may be round from old dead forum threads, randome files etc.. Sadly I have no Reverse Engineering and little coding know how to be able to pick a newer Kernel apart, but I am thinking I may be able to dump some info from my 1.6 itself while it's running. So if anyone has any ideas please post here!!
  13. Sorry to bump an old thread, but I just found this xbdm.rar file and then in turn found this thread It does seem to have some FTP code yeah, and some comments that state about its configured to connect to crusaders ftp when it's done.. so deffo a development stage of their tests.. Its buildable with no errors in the complex/4400 tree but I'm gunna have a better poke at it this week
  14. For any Debug Kit users who may be interested, the initial update adding the Developer Kit Menu to Easy-Build is now up! Currently it supports the following: • Transfer files to and from the console • Update the console with the 4400 XDK Launcher (Requires XDK Launcher of any kind already set up with xbdm.dll) • Shortcut to install the 4400 XDK • Pop-out console to run Xbox CLI tools (e.g xbmemdump.exe) • Reboot the console from Easy-Build • Launch a debug logging session • Launch Yelo Neigborhood for Functions that provides I will slowly add features and incorporate more tools from the XDK to the DevKit Menu, for now its basic as it's in testing. Some info on the DevKit menu can be found on the repo's wiki. Repo for those who don't know https://github.com/Empyreal96/easy-build-xbox *I have only been able to test this on a 1.6b Retail Converted DevKit (So no 4400 Kernel support for me) but when I recieve the parts I will be able to test on a 1.2 xbox.. This *should* work with actual Debug Kits, but christ take caution as I have no idea on compatibility* Images are the DevKit menu and the 4400 XDK Launcher booted on my box
  15. Currently working on a 'DevKit menu' for Easy-Build.. Now initial plans is to connect to the (retail converted) debug xbox with 'Yelo Neighborhood' and have some kind of FTP connectivity, Coupled with Source tools for XDK management etc.. Plans set out in menu so far: • Connect to debug xbox • Connect to Xbox FTP • Setup Debug Dash files (from source) • Install the built 4400XDK A few things I need assistance with: • Has anyone here used a Retail converted Debug Kit? (Or a debug kit) • What things do you do that could be intergrated to the tool? • Anything that I should make sure to prevent errors? (Like NOT flashing a build XDK Recovery disc on a retail box) I will be setting up a (not ideal) 1.6b retail-debug this week and be having a test myself with any source tools available for XDK management and implementing this all to Easy-Build (Screenshot (if it uploaded as it said it didn't for me) is an in-development view of the Dev menu so far, work only started today)
  16. Thanks, and indeedy that's true! Although I've had to pull the wiki for now (not bad reasons I assure) I don't really have an objective, just seeing what I can do! The build tool is my main focus as that has come on leaps and bounds since I started (that's got it's own wiki on how to modify it, allows people to tinker more) and recently got my chipped xbox set up with my laptop so I can test on real HW! So just really sharing what I learn and improving the build tool
  17. I can't edit the main thread (still getting used to the forum) a revised list of above takes from the wiki I set up: Default set variables This section will have a very brief overview of default variables set when loading the env These are almost always the same for each person, the main one is BUILD_DEFAULT that may differ if you add any compiler or nmake flags and the ones with %USERNAME% are literally your user name BUILD_DEFAULT=ntoskrnl ntkrnlmp xbox daytona -e -nmake -i -w -P //The default 'options' the build env uses BUILD_DEFAULT_TARGETS=-386 //Default target ARCH, usually x86 (Intel 386) BUILD_MAKE_PROGRAM=nmake.exe //The chosen 'make' tool for the buld BUILD_MULTIPROCESSOR=1 //Multiprocessor Builds enabled BUILD_PRODUCT=NT //Xbox OS is NT derived so this tells the env BUILD_PRODUCT_VER=500 //Tells the env it's NT5 Based target IDW_DIR=$:\xbox\public\idw //This tells the env where the IDW folder is INIT=$:\xbox\private\developr\%USERNAME% //Where your Dev Profile is and loaded from MSTOOLS_DIR=$:\xbox\public\mstools //MS Build Tools location NTMAKEENV=$:\xbox\PUBLIC\OAK\BIN //Default location for the NT Makefile NTPROJECTS=public //Related to Projects enlisted to NTTESTENV=$:\xbox\NTTEST //Related to Projects/NT Test items _BINPLACE_ROOT=$:\xbox\xboxbuilds //Main location holding FRE and CHK Built files _BINPLACE_SUBDIR=fre //The folder set for output files (Build type) _NT386TREE=$:\xbox\xboxbuilds\fre //Where the current built files are placed _NTBINDIR=$:\xbox //Source Tree root location _NTDrive=$: //Source Drive _NTRoot=\xbox //Name of the source root _NTUSER=%USERNAME% //Current Build User Non-Default set variables Ones with a * need more information/confirming These are related to targeting "Retail" and trigger quite a few changes during build. RETAILXM3=1 OFFICIAL_BUILD=1 or RETAILXM3P=1 MCP_MODE3P=1 * OFFICIAL_BUILD=1 * This one is to do with targeting DevKits DEVKIT=1 This one caused a load of errors, I didn't look much into this one yet. COVERAGE_BUILD=1 * For some reason this one was never set for the tree I work with, some postbuild scripts require this. _BUILDVER=4400 This one seems to affect more 'closer to production' build options, several postbuild scripts rely on this set. COMPUTERNAME=XBuilds This one needs to be set before razzle gets to "ntuser.cmd" as it specifies build options. NTDEBUG=release Causes:` ltcg ~dm to be added to %BUILD_OPTIONS%NTDEBUG=ntsdnodbgNODEVKIT=1 But setting to: NTDEBUG=free Causes: ltcg profile to be added to %BUILD_OPTIONS% NODEVKIT=1 These are related to Checked builds. BUILD_ALT_DIR=d CHECKED_ALT_DIR= * DBG=1 * FREEBUILD=0 * This one is presumably set on retail builds FREEBUILD=1 * I think this is related to Retail Builds SYS_QT=1 * This one in theory enables some alternative textures and model placements for the dashboard, most likely used during testing. ONLY AFFECTS XAPP/DASH COOL_DASH=1 * This one sets targeting the FOCUS video encoder based machines FOCUS=1 Variables Needing Exploring This one I am not sure on but it causes unresolved exceptions, most likely relating to profiling and testing parts of the xbox system _XBOX_ENABLE_PROFILING=1 * This one I am unsure about its purpose, it's referenced throughout the code.. SILVER=1 * These ones I personally have no idea yet what they do, please add info if you know USE_VC7 ENABLE_LINK_TIME_CODE_GENERATION MSC_OPTIMIZATION MCP_B02XM3 MCP_XMODE2 //I think this is related to actual Debug Kits
  18. I've added a VERY lengthy page on the 'Windows NT Build Environment' from a file 'build.doc' inside the 4400 trunk.. There is not xbox specific info, just NT build environment info (which Xbox OS is structured from) It's worth a read if you want to look into customising your Build Environment and general tips! It's also available to download in Markdown .md files from the repo https://github.com/Empyreal96/xbox-original-info/wiki/Windows-NT-Build-Environment
  19. So I have started a small Wiki on information I know on the xbox source code available It's small and early days so far, but hopefully it will be of help! If anyone knows any info I should add or anything I have got wrong please contribute! So far: Known Environment Variables Root Source Tree Structure https://github.com/Empyreal96/xbox-original-info
  20. Small update I plan to push soon after a few tweaks, the 4400 SDK is fully buildable!! It did need documentation files from the previous August 2001 XDK 3823 and XDK 5933 for the required Kernels and symbols needed from the build.. (only old XDK I had that had the missing files)
  21. Ahh I think I have that yeah! I managed to initiate some kind of build with a few tweaks to the script but damn it's too big for my space atm But I think its x360 Online dash and other bits, still is something I want to look into at some point though as it's a massive codebase compared to the OG Xbox/Complex tree .. it has a funky name for the environment that I cant remember currently though 'Core' somethimg, and setting up the environment is a different precedure than what we know
  22. Thanks for clearing a few of the bioses up for me, Its been a very long time since I was last modding an xbox, I think I may have to consider a variety of BIOSes and let the user choose the 'base's on their preference.. Currently the Complex Tree/Easy-Build targets XDK Signed Bioses as that is what is 'default' in the tree but unsure if Debug bioses are bootable, it also targets XM3 (Retail) though so not too much of a worry Bios size I am aware most are 256kb and what they consist, I mentioned it as some people I've spoke too over the weeks use a 512kb bios for their Retail converted to Debug Kit, though may as well ask lol MCPX side of things I presumed 1.1 as the source built 4400 kernel aimed at 1.1 as far as I know. Yeah sadly I already come to grips with the lack of documentation for most things like this , I've spoke to a few people 'in the scene' currently and that's how Easy-Build has developed the way it has.. XboxDevWili has been a great help already Oh cool thanks I'll pick it apart and test, yeah I was aware the 1.6 issues sadly, I doubt I'll aim at 1.6 bioses because of the incompatiblities.. It's funny you mention LBA48 patches, I recently found an archive with some LBA48 patches (in asm style) and scripts to patch compiled kernels to add support.. yet to test it out fully as sidetracked
  23. I'm currently looking into what BIOS images people prefer to use and which ones are more 'universal' than others.. Why? I want to make sure I hold the best compatibility for BIOSes built with Easy-Build.. Currently it uses the 2bl.img and remainder.img from iND BIOS 5001 (Which I use currently) I need to know what Bios Revision, size of ROM and MCPX version if you know it
  24. Got a different kind of update to Easy-Build: The first TEST version of Easy-Build BVTMonitor! (BVT = Build Verification Testing) This will let the Build VM: • Build and transfer the compiled files to the host. • Configure 'BVT Machine' (xemu is the Virtual BVT) • Start XEMU with the built Kernel All Automatically!. This should, in theory, allow people working on the source to quickly deploy and test changes to their Kernel easily, in the future I hope to enable actual networking between Easy-Build and XEMU! Now this has only been tested on Windows 10 x64.. I will eventually create a linux version (need to brush up on my 'nix skills) but that is a distant milestone for now sadly.. To view more I have a ReadMe set up with more info! https://www.github.com/Empyreal96/easy-build-xbox/tree/main/BVT

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