News/Project Deluge: Xbox 360 and Wii: Difference between revisions
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In the beginning, we released almost 800 unique prototype builds for the PlayStation 2. Following that, we released over 500 PlayStation, Sega Saturn, Sega Dreamcast, Microsoft Xbox, and Philips CD-i prototypes. As of writing, we have currently gone over almost 5000 discs. <br> | In the beginning, we released almost 800 unique prototype builds for the PlayStation 2. Following that, we released over 500 PlayStation, Sega Saturn, Sega Dreamcast, Microsoft Xbox, and Philips CD-i prototypes. As of writing, we have currently gone over almost 5000 discs. <br> | ||
This time around we had to contend with Nintendo Wii prototypes that are stored on recordable media known as RVT-R discs. These discs are nothing more than plain DVD-Rs with specific PFI/DMI information created when being manufactured that allow them to work with RVT-R Readers and RVT-R Writers. RVT-R Writers are nothing more than commercial DVD drives flashed with specific firmware that can burn and read scrambled data onto NR and RVT-R discs. RVT-R Readers are developer consoles that can only run developer-signed code and RVT-R discs. Because retail consoles can’t read RVT-R discs, RVT-R Readers along with a version of CleanRip and the Homebrew Channel had to be used in order to dump them. We utilized a custom version of CleanRip that allowed us to save the disc in specific directories, as the default CleanRip build would’ve taken a long time to get through if we haven’t. | This time around we had to contend with Nintendo Wii prototypes that are stored on recordable media known as RVT-R discs. These discs are nothing more than plain DVD-Rs with specific PFI/DMI information created when being manufactured that allow them to work with RVT-R Readers and RVT-R Writers. RVT-R Writers are nothing more than commercial DVD drives flashed with specific firmware that can burn and read scrambled data onto NR and RVT-R discs. RVT-R Readers are developer consoles that can only run developer-signed code and RVT-R discs. Because retail consoles can’t read RVT-R discs, RVT-R Readers along with a version of CleanRip and the Homebrew Channel had to be used in order to dump them. We utilized a custom version of CleanRip that allowed us to save the disc in specific directories, as the default CleanRip build would’ve taken a long time to get through if we haven’t. To make things easier, we created composite checksums of each disc while also hashing the h3 hash table. We were able to eliminate a lot of finals this way. <br> | ||
Thankfully, Xbox 360 prototypes aren’t as proprietary but are much more inconsistent when it comes to how they are mastered and stored. The majority of retail Xbox games are mastered on dual-layer DVDs consisting of a DVD-VIDEO partition (that plays when an Xbox 360 disc is inserted into anything but an Xbox), and a proprietary Xbox “game” partition. This is a consistent partition layout that exists in every retail Xbox game, as far as we know. Prototypes are an entirely different story, however. Possibly because the Xbox platform wasn’t thoroughly established yet, many prototypes are mastered inconsistently. To give you an idea of just how inconsistent, here are the variants in which Xbox prototypes can be mastered. <br> | Thankfully, Xbox 360 prototypes aren’t as proprietary but are much more inconsistent when it comes to how they are mastered and stored. The majority of retail Xbox games are mastered on dual-layer DVDs consisting of a DVD-VIDEO partition (that plays when an Xbox 360 disc is inserted into anything but an Xbox), and a proprietary Xbox “game” partition. This is a consistent partition layout that exists in every retail Xbox game, as far as we know. Prototypes are an entirely different story, however. Possibly because the Xbox platform wasn’t thoroughly established yet, many prototypes are mastered inconsistently. To give you an idea of just how inconsistent, here are the variants in which Xbox prototypes can be mastered. <br> | ||
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* Prototypes can be launched in the following ways: | * Prototypes can be launched in the following ways: | ||
** Straight from the default.xex embedded in the Xbox game partition, if present. | ** Straight from the default.xex embedded in the Xbox game partition, if present. | ||
** From a stray . | ** From a stray .xex located on the root of the disc or inside a separate folder, common if the disc used UDF. | ||
** Forcibly installed onto an Xbox’s hard drive using the game’s own installer. | ** Forcibly installed onto an Xbox’s hard drive using the game’s own installer. | ||
* If prototypes are mastered on a pressed disc (like retail), they are presumed to work on even retail hardware. | * If prototypes are mastered on a pressed disc (like retail), they are presumed to work on even retail hardware. | ||
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