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Author Topic: Turning A Retail Unit Into A Debug, Some Questions  (Read 94 times)

ColdReader

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Turning A Retail Unit Into A Debug, Some Questions
« on: April 09, 2005, 09:03:00 AM »

the only difference is the amount of ram between the debug kit and a reatail kit im running the xdk on my retail kit taking screenshots with no problem just follow the tutorials i need to go to work i'll explain better later
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SomLos

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Turning A Retail Unit Into A Debug, Some Questions
« Reply #1 on: April 11, 2005, 05:06:00 AM »

Any help?
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merty

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Turning A Retail Unit Into A Debug, Some Questions
« Reply #2 on: April 11, 2005, 07:12:00 AM »

I use the X3 bios which has debug features that can be turned on and off. No problems for NTSC or PAL. Dunno if 4627 will work.

For the rest of your questions, its not neccesary to patch or hack any of your games to work with the debug bios. (Almost-) all games might work with debug bios. The only thing that the debug bios do is to run a different thread that is dedicated to listening for debug requests from the outside. Furthermore, it will apply some "hooks" for the debugger to catch several API's.
So, the programs aren't patched, its the bios...

The only thing I noticed is that some memory exhaustive games, like HALO2, don't like a second thread occupying memory. So, in my collection of 200 games, this was one that didn't worked in a debug environment...

Final thing, you don't need to install M$ XDK & Visual .Net. if you only need screengrabs. There is a nice utility for it that isn't dependend on XDK&Visual .Net. Keep in mind that some tools you have to install on the xbox, however, are also in the XDK...


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SomLos

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Turning A Retail Unit Into A Debug, Some Questions
« Reply #3 on: April 11, 2005, 08:26:00 AM »

smile.gif
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