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Author Topic: Reintroducing Kernel Patching - Nkpatcher  (Read 1375 times)

Flame2k

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Reintroducing Kernel Patching - Nkpatcher
« Reply #270 on: May 01, 2005, 05:18:00 AM »

QUOTE(SupaSaru @ Apr 30 2005, 10:21 PM)
I thought it was W98?  Ah well, either way, anything above 95 has NT internals.
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Olipro

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Reintroducing Kernel Patching - Nkpatcher
« Reply #271 on: May 01, 2005, 08:06:00 AM »

cool.gif it's not a good choice for the Xbox.

with regard to that little hack, I'd be interested in the code for that...
have you imbedded it inside of one of the macros already there, or created a separate one for it and then referenced it for each kernel version?
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TheMasterChef

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Reintroducing Kernel Patching - Nkpatcher
« Reply #272 on: May 01, 2005, 08:16:00 AM »

I think anything up to and including NT was DOS based.

So it works by modding the parts that don't need to be signed? Got it.

And the type of exploit you use is what doesn't-have-to-be-signed file you mod, right? (Eg you use a fonts mod you mod the fonts file that doesn't have to be signed.)
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TheMasterChef

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Reintroducing Kernel Patching - Nkpatcher
« Reply #273 on: May 01, 2005, 08:17:00 AM »

I think anything up to and including NT was DOS based.

So it works by modding the parts that don't need to be signed? Got it.

And the type of exploit you use is what doesn't-have-to-be-signed file you mod, right? (Eg you use a fonts mod you mod the fonts file that doesn't have to be signed.)
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TheMasterChef

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Reintroducing Kernel Patching - Nkpatcher
« Reply #274 on: May 01, 2005, 04:29:00 PM »

"rewriting the very thing that requires signing"

"that XBE must be habibi signed since that is the sig that matches the public key injected into the BIOS in memory", so it's been signed?

"that XBE must be habibi signed since that is the sig that matches the public key", mind me saying that really wasn't very clear.
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SupaSaru

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Reintroducing Kernel Patching - Nkpatcher
« Reply #275 on: May 02, 2005, 10:23:00 AM »

QUOTE(Olipro @ May 1 2005, 09:12 AM)
with regard to that little hack, I'd be interested in the code for that...
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TheMasterChef

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Reintroducing Kernel Patching - Nkpatcher
« Reply #276 on: May 03, 2005, 03:18:00 PM »

Just been reading this thread. Don't get when RSA is used... habibi is easily cracked, and the modded fonts get it to crash and only check for habibi, does it not check the fonts file for an RSA signature..?
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PedrosPad

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Reintroducing Kernel Patching - Nkpatcher
« Reply #277 on: May 03, 2005, 03:29:00 PM »

QUOTE(TheMasterChef @ May 3 2005, 09:24 PM)
Just been reading this thread. Don't get when RSA is used... habibi is easily cracked, and the modded fonts get it to crash and only check for habibi, does it not check the fonts file for an RSA signature..?
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SupaSaru

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Reintroducing Kernel Patching - Nkpatcher
« Reply #278 on: May 04, 2005, 04:27:00 AM »

QUOTE(Olipro @ May 3 2005, 05:50 PM)
I'm still interested in that multi-dash code, I've written my own add-in now for setting the colour of the front LED, so that's less of an interest now tongue.gif
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SupaSaru

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Reintroducing Kernel Patching - Nkpatcher
« Reply #279 on: May 04, 2005, 01:46:00 PM »

I'm done.

  nkpatcher10+Saru --
                    Dual Boot
                    LED Color
                    +LED color for both dash and alternate

  Someone tell me where I'm supposed to send this to get it tested and distroed.
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SupaSaru

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Reintroducing Kernel Patching - Nkpatcher
« Reply #280 on: May 04, 2005, 03:35:00 PM »

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slrhsapple

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Reintroducing Kernel Patching - Nkpatcher
« Reply #281 on: May 04, 2005, 05:09:00 PM »

GREAT JOB MAN.  Tested the dual boot & led w/virtualc &eeprom etc... and it works great.  I noticed an error in the comment in config file.

";;; Cheat sheet: Red = 0x0f, Green = 0xf0, Orange = 0xff"

it should be

0x0f = green and 0xf0 is red

btw, how does your blinking system works?  you noted,

;;; 0xf = Constant on, 1,2,4 or 8 blinks.
;;; 0x24 = Alternating off, red, green.
;;; 0x22 = Blinking orange.

ps.  for people who want to use the bat to compile and sign your nkpatcher, you need xbedump.exe & nasmw.exe in your src folder
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SupaSaru

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Reintroducing Kernel Patching - Nkpatcher
« Reply #282 on: May 04, 2005, 06:09:00 PM »

QUOTE(slrhsapple @ May 4 2005, 06:15 PM)
GREAT JOB MAN.  Tested the dual boot & led w/virtualc &eeprom etc... and it works great.  I noticed an error in the comment in config file.
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h1jack3r

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Reintroducing Kernel Patching - Nkpatcher
« Reply #283 on: May 31, 2005, 11:32:00 AM »

Hi,
I have a problem (excuse me for the english but i'm italian)
I have an xbox modded with a homebrew chip Enigmah 29wires, i have also in the same xbox the PBL 1.4 but that don't work like i would.
Can i install NKpatcher without take apart the Enigmah chip?
Thank you for the informations..
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cRACKmONKEY421

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Reintroducing Kernel Patching - Nkpatcher
« Reply #284 on: November 13, 2005, 06:23:00 AM »

Apparently my friend has a magic xbox or something.. I used a Mech Assult software exploit from a Ndure installer and all worked well except eject fix and xbox live protection.  So I thought I'd try PBL-lite along with the iND BFM bios which boasts both those features.  Eject fix didn't work, of course.  So I thought I'd try the next method that had an eject fix.  I copied over nkpatcher10 and ran it after automatically running PBL-lite and whatever bios loader Ndure runs.  I hit eject and it rebooted  blink.gif .  So then I checked the config.inc and took the semicolon out of "%define EJECT_FIX".  Too bad I didn't know that was just part of the source code at the time, but apparently neither did the xbox.  I ran nkpatcher after that and I was able to eject and put in a burned game; it played well.  All this from a save game exploit.  I rebooted and tested it a bunch.  So I came home and tried to recreate the same thing with my modchip turned off.  I can't get the eject fix to work just like everyone else.  I actually broke his installation with a bad link, but tomorrow im going to fix it and hopefully get everything running.  I'll copy all the files needed and post my results if anything good comes of it.
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