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Xbox360 –> Windows Executable Converter (2017)

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Re: Xbox360 –> Windows Executable Converter (2017)

#11
Something like this was even easier for XNA games, since you could download a bundle of C# dlls and exes from your console and then after a quick decryption process, patch them to swap the dependencies. I reverse engineered a couple games this way and was able to boot them part-way within a couple hours (of course, endianness and console-only shader instructions were a problem.)

Re: Xbox360 –> Windows Executable Converter (2017)

#12

Something like this was even easier for XNA games, since you could download a bundle of C# dlls and exes from your console and then after a quick decryption process, patch them to swap the dependencies. I reverse engineered a couple games this way and was able to boot them part-way within a couple hours (of course, endianness and console-only shader instructions were a problem.)

How I miss XNA

Re: Xbox360 –> Windows Executable Converter (2017)

#13
post #7

These (incredibly HLE emulators for Microsoft consoles trying to live off the idea "hey, it can't be that different than Windows, right?") emulators like CXBX for the original Xbox don't tend to work super well. There's such a huge impedance mismatch between the environments expected by this code versus what actual Xbox hardware can provide (remember that games run in kernel mode and quite a few drivers are staticall…

This emulator isn't taking the 'CXBX approach'. CXBX does not recompile the binary and relies on common system/graphics api calls not being inlined and easily replaceable with windows equivalents, which absolutely doesn't exist in any 360 game binary for all the important things.

The point is that it's still HLEing all of the imports (like CXBX). Just going the extra mile and full system emulating pays massive dividends. No, it's not close enough to Windows in super subtle ways, so don't take the bait of the import names being the same.

Re: Xbox360 –> Windows Executable Converter (2017)

#17
post #8

Related: Recompiler: Porting Xbox360 Executables to Windows - https://news.ycombinator.com/item?id=15474393 - Oct 2017 (58 comments)

At this point, is it still worth it to post these manually? Checking all post submissions, keeping only the ones with sufficient engagement, and a little summary line "7 other submissions ignored, the oldest dating from Oct 2018"

Maybe I'm too lazy, but that really sounds like something I would let a computer automatically do.

Re: Xbox360 –> Windows Executable Converter (2017)

#18
post #9

Since Xbox360 is PPC, does this convert to x86_64?

The main README explains their approach. It disassembles PPC, generates equivalent C++ and compiles that into the target ISA (amd64).

Is it not completely crazy that this is even possible? This sounds like wizardry to me.

Re: Xbox360 –> Windows Executable Converter (2017)

#20
post #17
post #8

Related: Recompiler: Porting Xbox360 Executables to Windows - https://news.ycombinator.com/item?id=15474393 - Oct 2017 (58 comments)

At this point, is it still worth it to post these manually? Checking all post submissions, keeping only the ones with sufficient engagement, and a little summary line "7 other submissions ignored, the oldest dating from Oct 2018" Maybe I'm too lazy, but that really sounds like something I would let a computer automatically do.

Technologically the task can be automated by scraping each submission when it’s submitted, calculate the sentence embeddings of the article, and compare the new submissions with other embeddings. However, that’s how you become a Facebook style social network with “more you might like” and whatnot.
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