ohai copy pasta from the readme xD
It only plays if you deploy and launch using visual studio while on the connect ui, btw
I don't see why noone did this sooner, it was only five patches in a single xex :/
I've been meaning for some time to express my gratitude to you natelroux <3 Nice work
BTW, the correct folder for the LIVE package is Hdd1:\Content\0000000000000000\584E07D1\00080000\
You have to have the XNA extensions for XeDK, which afaik isn't leaked.
That or you could edit XNA Connect to not require you to connect to Xbox LIVE, then debug over that.
It's a pity, the executable file in any ccgame archive is the one produced by the XNA GS compiler, with the characteristics :
FILE HEADER VALUES
14C machine (x86)
3 number of sections
4DF6FFB2 time date stamp Tue Jun 14 08:29:06 2011
0 file pointer to symbol table
0 number of symbols
E0 size of optional header
102 characteristics
Executable
32 bit word machine
i.e. it's merely a Win32 PE executable.
It's not necessarily a blocking point (think: Novell and Mono for c#
MSIL)
Obviously imagexex won't even accept this as an input file because arch's not PPCBE, so I doubt it could be converted to a .xex.
Can anyone with PPC asm skills look at how XNA games are launched on the console after being deployed from a PC's .ccgame? Is there an acknowledgement packet from XBOX Live that allows it?
The console seems to be waiting for a PC command when deployment has completed.
I'm quite positive it could be done offline, since debugging a project (e.g. a starting kit) from the XNA GS IDE auto launches the game.