xboxscene.org forums

Author Topic: .xex Files Question  (Read 97 times)

_zlinky

  • Archived User
  • Jr. Member
  • *
  • Posts: 56
.xex Files Question
« on: May 04, 2008, 06:02:00 PM »

Hey.  I was wondering if there have been any successful atempts at reversing and documenting the 360's .XEX file format.  I haven't found much information looking on google but I found this: http://www.free60.org/wiki/XEX

So have there been any more attempts to document this file format?  Has the entry point (or the algorithm used to calculate it) even been located?  Thanks.
Logged

wolfienuke

  • Archived User
  • Jr. Member
  • *
  • Posts: 92
.xex Files Question
« Reply #1 on: February 03, 2020, 03:02:00 PM »

QUOTE(_zlinky @ May 4 2008, 05:38 PM) *

Hey.  I was wondering if there have been any successful atempts at reversing and documenting the 360's .XEX file format.  I haven't found much information looking on google but I found this: http://www.free60.org/wiki/XEX

So have there been any more attempts to document this file format?  Has the entry point (or the algorithm used to calculate it) even been located?  Thanks.

Reversing, yes... Documenting, no...

Look at XexTool 5.2 (http://www.xbins.org/nfo.php?file=xboxnfo1659.nfo) by XorLoser (http://xorloser.com/)

You can also check out the source code of XexTool 0.1 by xor37h. Unfortunately XorLoser has chosen not to release the source code for the current version.

I am curious about your intentions...
Logged

_zlinky

  • Archived User
  • Jr. Member
  • *
  • Posts: 56
.xex Files Question
« Reply #2 on: May 22, 2008, 06:49:00 PM »

Sorry for the slow response, I forgot about this thread.

I was really interested in learning if it was possible to write .xex files from scratch like you would with a .xbe file with a ppc assembler similar to nasm.
Logged

scuba156

  • Archived User
  • Hero Member
  • *
  • Posts: 1217
.xex Files Question
« Reply #3 on: May 22, 2008, 09:19:00 PM »

you would need an SDK Dev Kit to be able to write your own Xex's and it would still would not be able to run on a retail kit as it cannot be signed
Logged