Sunday, February 28, 2010

GTA:IV SCO Script File Decoding


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First off, sorry for the lack of updates.. Been terrible busy with issues going on in my personal life and also been working on XeBoyAdvance(More details about that tomorrow).

I thought I would share with everyone some code I wrote awhile back for decrypting GTA:IV missions files. Hopefully it will help someone ;)

Thursday, February 18, 2010

Reading debuginfo.com



I'll be back later...

Wednesday, February 17, 2010

OpenJazz360 Release


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I'm proud to finial release the first version of OpenJazz360, based off of the OpenJazz project. As stated already this is the first version so please don't kill me if you run into any bugs. Simple just leave me note in the comments.
About:
Jazz Jackrabbit is a platform game produced by Epic MegaGames. The game features six episodes; each episode consists of three worlds, with two levels and a boss level. Jazz has a life bar; when enemies shoot or come in contact with him, he loses health that must be replenished by collecting carrots. If his health falls to zero, Jazz turns to ash and the level restarts from the last checkpoint. Also, instead of jumping on enemies Jazz must shoot his enemies with a blue gun he always carries. A variety of different bullet types can be found in the game and do varying amounts of damage.

Install:
Run like any other XEX on your 360. The shareware files are included. If you own the full game simply copy the files into the OpenJazz360 folder.

Greetz:
IceKiller
BLAZE
ScrawnyB
Sascoo
AU Andy
Alias
AnnexxEmpire
Lo$er
SonicISO
Uberfry
and many many more. (Sorry if I forgot you again)

Coded by: LoveMHz of XeLove
Site: http://lovemhz@blogspot.com/
Update: It's up on Xbins so go grab a copy and get to playing.
http://www.xbins.org/nfo.php?file=xboxnfo1793.nfo

Tuesday, February 16, 2010

XeDebug Plugin Preview


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First off I want to give huge props to sascoo for his work on porting XeDebug to C# and doing a amazing job of cleaning the code up (Both on the server and client side).

Now about XeDebug.. I personally haven't had much time to work on XeDebug lately, despite wanting to finish it up and add more features. But it seems like I don't have much of an option seeing as Jazz Jackrabbit is simply being a pain in the ass to debug..

Well today I have successfully got the XeDebug plugin for Visual Studios finished. Now off to add variable watching and maybe a few more surprises before releasing the next version. Note none of this would be possible without the support and help from sascoo. Thanks bro E>

Monday, February 15, 2010

Check Out Our Affliates and Help Us



That's right, we need your help! So check out our friends at ElectronicsMod, seriously they have the love ;) By ordering with them not only do you get quality products, but you also help XeLove reach it's goal of being able to purchase a Dev 360.

Thanks for the supports guys.

Note on Jazz Jackrabbit. The two bugs I was talking about yesterday seem to be a bigger problem than I originally thought. Luckly they are the same fault, but it's being a bitch to debug. A dev 360 would help me resolve this bug in a matter of minutes. I'm currently a few hours into debugging... Well that seems like enough for today :P

Sunday, February 14, 2010

Teaser Part 2


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Nothing much else to post for today. Jazz Jackrabbit makes it ingame now, but still having issues with the controller. If I can't sort it out tonight then it's back to work on XeDebug for abit.

Update:
I've managed to sort out the controller issues. (Issue with threads, whoops ^_^). Now I'm down to two bugs. Dieing and beating the level both cause crashes. Not that huge of a bug, in terms of fixing. So hopefully if everything goes as planned then OpenJazz360 will be released tomorrow.


Saturday, February 13, 2010

Teaser

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Well not too much to post today, but to keep with my goal of posting atleast once a day I thought I would give everyone a little teaser. The screen capture above is from Xbox360 running through my capture card.

Friday, February 12, 2010

Part 2: Skype Phone.


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Well I've had more time to play around with my Skype Phone today. Pretty much all of the reverse engineering is done. Screen drawing, keypad input, and LED are all documented.
KEY_TopLeft1 = 00 01 01 00 01 01 01 01 01
KEY_TopRight1 = 00 01 0D 00 01 01 01 01 01
KEY_TopLeft2 = 00 01 02 00 01 01 01 01 01
KEY_TopRight2 = 00 01 0E 00 01 01 01 01 01
KEY_CenterUp = 00 01 13 00 01 01 01 01 01
KEY_CenterDown = 00 01 16 00 01 01 01 01 01
KEY_1 = 00 01 03 00 01 01 01 01 01
KEY_2 = 00 01 09 00 01 01 01 01 01
KEY_3 = 00 01 0F 00 01 01 01 01 01
KEY_4 = 00 01 04 00 01 01 01 01 01
KEY_5 = 00 01 0A 00 01 01 01 01 01
KEY_6 = 00 01 10 00 01 01 01 01 01
KEY_7 = 00 01 05 00 01 01 01 01 01
KEY_8 = 00 01 0B 00 01 01 01 01 01
KEY_9 = 00 01 11 00 01 01 01 01 01
KEY_Astk = 00 01 06 00 01 01 01 01 01
KEY_0 = 00 01 0C 00 01 01 01 01 01
KEY_Pad = 00 01 12 00 01 01 01 01 01
KEY_F = 00 01 1A 00 01 01 01 01 01
KEY_Mute = 00 01 1B 00 01 01 01 01 01
KEY_RELEASE = 00 01 00 00 01 01 01 01 01

Byte 1 - First Nibble
bit 4 = Backlight --- Value 8
bit 2 = Red Light --- Value 2
I started talking about the LCD in yesterday's post, but seemed to have had a few mistakes in the documentation. These have been fixed in the first. I decided to draw up alittle chart to help describe the block draw format of the Skype Phone even more.

Also I've managed to port a simple Chip8 emulator to the Skype Phone. Pretty much still an alpha version at the moment though. Due to it only draw to one forth of the screen (64x32 the native resolution of the device.), but neither the less it's a steps forward. Below are a picture of Blinky, PacMan clone, running. **Sorry for the blurry photo. I'll take a better one later**


Source Code:
http://www.digitalreality.co.nz/xbox360/dev/XeServer/USB_Phone.rar

Thursday, February 11, 2010

Hello + Alittle Bruteforcing


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Fuck.. I hate writing these. Ok well I've already written one blog introduction post straight up as hello, one as pretending to actually care about blogging, and the last one I was doing exactly this (Going on and on about how much I hate writing the first blog post).

So my handle is LoveMHz and I'm the lead programmer for XeLove. I also run a few other smaller groups outside of the Xbox Homebrew'ing scene, but that's a story for a different day. Currently the only program I've released is XeDebug, but it won't stay that way for long ;)

------
Well that seems like enough for an introduction post.. Now on to what I've been working on today. A few years back I purchased a USB Skype phone off of eBay, or simply named "USB PHONE" as printed on the device. Sadly since then I've managed to lose the drivers. No biggy right? Negative. Google'ing for the hardware ID and product vendor returned everything and anything but what I was looking for. That was pretty much the first half of my day.

The next few hours included resoldering the broken SMD mini USB port on the phone. Who's idea was it to design a phone, use a SMD connector, and ONLY HOLD IT IN PLACE BY THE PINS. **If it was you then it's best I don't find you, just sayin**

Then the fun part, seriously. Reverse engineering the protocol. Now the way the phone works is quite simple. Included with the CD, remind you I lost this, is an application that draws the menus to the phone. So just a simple I/O situation. Too bad I don't have the program. Would be as simple as capturing the USB data packets. So my idea was to bruteforce the first few bytes and see what happens.

After a few test runs I noticed that while the first byte was set to 3 it was only changing the LED and the screen's backlight. Now while it was set to 4 it was changing the LCD data. After a few hours I came up with this.
OutputReport[0]=0; // Always 0.
OutputReport[1]=0x03; // Type. 3 = Draw Screen. 4 = Control LEDs/Blacklight
OutputReport[2]=0x00; // Unknown
OutputReport[3]=0x7; // Offset Block Y 0 - 7. 0 is bottom
OutputReport[4]=0x40; // Offset Pixel X 0 - 0x70 or so. 0 is left side
// To draw to the screen we must do it block by block.
// A block is 7x8. Each byte sent is a column. And each bit of that is a pixel.
OutputReport[5]=0x00; // Pixel Data -- Left most column
OutputReport[6]=0x00; // Pixel Data
OutputReport[7]=0xFF; // Pixel Data
OutputReport[8]=0xFF; // Pixel Data
OutputReport[9]=0xFF; // Pixel Data
OutputReport[10]=0xFF; // Pixel Data
OutputReport[11]=0xFF; // Pixel Data
OutputReport[12]=0xFF; // Pixel Data
OutputReport[13]=0xFF; // Pixel Data -- Right most column
Now I haven't exactly finished this since I still have to write up the docs for the keypad and the backlight/LED. More on that later and maybe some more source.

Postnotes: Nothing much was found on the MCU, Holtek HT82A832R, besides the public datasheet.