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#1 (permalink) |
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Jr. Member
Join Date: Jun 2007
Location: Mass
Posts: 299
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The process for detailing a conversion from 3.0 CTP to Beta is outlined here:
XNA Creators Club Online - xna game studio 3.0 beta readme however, when I did that, the game still restarted the zune. In fact, Microsoft's Alien Game also restarts the zune. So what do we make of this? Can anybody extract the texas holdem or hectic file from the zune so we can decompile it? I think they have added code in the unload content sections. Now, we are leaving them blank, but I think functions are needed there. What else could it be?
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#2 (permalink) |
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Zewbie
Join Date: Jun 2008
Posts: 7
Reputation: 10
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Games that are deployed to the Zune will still restart the device after they exit. Games that we're included with the firmware upgrade do not have this side effect.
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Michael Klucher Program Manager - XNA Game Studio To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. |
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#3 (permalink) |
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Jr. Member
Join Date: Jun 2007
Location: Mass
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Are there any plans to change this? Doesn't it seem a little Microsoft-centric to have this happen?
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#4 (permalink) |
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Experienced Zuner
Join Date: Mar 2008
Location: North Las Vegas
Posts: 182
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There has to be a line of code that will allow us to exit games without restarting our Zunes.
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#5 (permalink) |
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Jr. Member
Join Date: May 2008
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XNA Game Studio was, is, and will continue to be a developer tool for as long as we can tell. It is not meant for end-users such. There is no way to stop the restarting after a game closes as this is done by the framework. The best thing you can do is simply accept that you are using a developer tool that isn't targeted at end-users and therefore is not going to provide an optimal end-user experience. The other option is to wait patiently until Microsoft does launch their end-user plans for the Zune and see if those are better.
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#6 (permalink) | |
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ehh not sure...
zB Programmer
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#7 (permalink) | |
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Posting Disabled
Experienced Member
Join Date: Jun 2008
Posts: 807
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#8 (permalink) | |
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Jr. Member
Join Date: May 2008
Posts: 410
Reputation: 60
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Quote:
I will bet that even when XNA GS 3.0 comes out of beta, you will still see restarts and you will still need a full XNA Game Studio installation. It took them two years to get an end-user system set up for Xbox 360 and it will likely take them some time on the Zune as well. |
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#9 (permalink) | |
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ehh not sure...
zB Programmer
Jr. Member |
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#11 (permalink) |
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Zuner
Join Date: Nov 2006
Posts: 74
Reputation: 9
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> Can anybody extract the texas holdem or hectic file from the zune so we can decompile it?
See this thread: http://www.zuneboards.com/forums/fir...are-3-0-a.html The .zcp files (2 Zune games and runtime) are digitally signed like the rest of the system. > What else could it be? My guess (not confirmed): digitally signed modules have extra privileges. This would include not resetting the device on exit, and potentially other things. Since only Microsoft can sign these modules, it knows what to trust. They use the digital signatures/certificates all over the system to prevent homebrew modules getting into the system. Using it for games makes sense. |
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#12 (permalink) | |
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Jr. Member
Join Date: Jun 2007
Location: Mass
Posts: 299
Reputation: 64
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Quote:
I downloaded it, and extracted it, but I have no clue how do deal with the zcp. A google search revealed nothing - maybe its proprietary and only the installer can deal with it?
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#13 (permalink) | ||
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you lost the game.
zB Programmer
Section Staff Zune Freak Join Date: May 2008
Posts: 1,125
Reputation: 356
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Quote:
Quote:
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#14 (permalink) |
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Zuner
Join Date: Nov 2006
Posts: 74
Reputation: 9
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> but I have no clue how do deal with the zcp. ...
It appears to be a bundle of files. Uncompressed, but optionally encrypted! The runtime.zcp ("ZContent\2\runtimeZune.v3.0.Beta.zcp") is not encrypted, so if you want to look at the structure, start there. The two games appear to be encrypted (or at least scrambled/obscured) QUICK NOTES: (very quick examination, some guesswork, take it FWIW) offset 0x000 - some header, with "NX" in the middle offset 0x1F0 - digital signature/certificate. Dump with 'certmgr'. Extra space padded with ZEROs offset 0x29F0 - Bundle info in record-like format. Includes name, title etc, "PNG" and other interested types in games. Extra space padded with ZEROs offset 0xF000 - approx 4KB of binary data ?? for what? !!!! Extra space padded with ZEROs for runtime.zcp BUT extra space NOT padded with ZEROs for games !!!!! Instead it is a repeating pattern of 16 bytes. NOTE: that typically indicates a 16byte block cipher (the result of 16bytes of zeros being encrypted). It could be something else. My guess is everything after this is encrypted for the games. See the runtime.zcp for an example of non-encrypted data. offset 0x11000 - directory of files in the bundle. Includes "mscoree3_5.dll", "Microsoft.Xna.Framework.dll" and others. Format is relatively easy to figure out. Actual files follow in standard formats. You can dump/disassemble them with standard tools. Since the runtime.zcp is a digitally signed DLL, it can contain native (ARM) code as well as CLR/MSIL interpreted/sandboxed code. I don't know the restrictions on the games (do they allow native code?) As we know, homebrew games are limited to CLR/MSIL interpreted/sandboxed code. Hope that helps. |
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#15 (permalink) | |
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you lost the game.
zB Programmer
Section Staff Zune Freak Join Date: May 2008
Posts: 1,125
Reputation: 356
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Quote:
I and several other developers examined the format a bit, but none documented it à la what you did here. It is clear that untrusted .NET code is heavily locked down. This even affected SIR TET - apparently untrusted applications can no longer use reflection to instantiate or call private/internal functions. This can be nothing except an attempt to prevent leverage of internal XNA functions and P/Invoke declarations for further development.
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#16 (permalink) | |
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Jr. Member
Join Date: Jun 2007
Location: Mass
Posts: 299
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Quote:
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#17 (permalink) | |
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Purger of Ignorance
zB Programmer
Section Staff Super Zuner Join Date: Jun 2008
Location: In my own world
Posts: 1,655
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Quote:
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"Against logic there is no armor like ignorance." - Laurence J. Peter Solitaire for your Zune! To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. Zune Book Reader! To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. ![]() |
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#18 (permalink) |
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Zuner
Join Date: Nov 2006
Posts: 74
Reputation: 9
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> I notice that this post hasn't received a significant amount of attention; maybe you should further develop your findings and post them in a new thread.
FWIW: I lost interest in hacking the Zune a long time ago. I posted my quick notes in case someone found it interesting FWIW. I'll leave it to others if they are interested. I'd suggest: Try something simple like patching a few non-critical bytes in the .ZCP file (eg: the zero padding) and force an update (using the manual update procedure). Then see if the games work. and/or finding the code in the NK.BIN firmware that loads the .ZCP. You should be able to determine if/how the format is encrypted, and at least how to decrypt it (but not reencrypt it) Good luck |
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