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.XBE File Format 1.1 |
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.XBE File Format 1.1Published by caustik on 2003-06-01 Category: PC | Page Views: 33,501
.XBE File Format
.XBE File Format 1.1
XBox Executable Documentation by Caustik (caustik@caustik.com)
This document is, afaik, the most precise .XBE documentation out there (other than official Microsoft documentation). The reason for this is the simple fact that I have done a lot of work with this type of file, and I am very familiar with the format. .XBE files are very similar to .EXE, so you won't have much of a problem using them if you have any sort of experience with .EXE files. Well, here we go..
Note: The author of this document is not responsible for anything you do with this information. This information is solely for entertainment purposes, and the author does not condone any illegal goals you may decide to use this information to achieve.
Image Header | Certificate | Section Header | Library Version | TLS | Logo Bitmap | C Source
.XBE Image Header
Field Name
Description
Size
Offset
Magic Number
This field must always equal 0x48454258 ("XBEH")
0x0004
0x0000
Digital Signature
256 Bytes. This is where a game is signed. Only on officially signed games is this field worthwhile.
0x0100
0x0004
Base Address
Address at which to load this .XBE. Typically this will be 0x00010000.
0x0004
0x0104
Size of Headers
Number of bytes that should be reserved for headers.
0x0004
0x0108
Size of Image
Number of bytes that should be reserved for this image.
0x0004
0x010C
Size of Image Header
Number of bytes that should be reserved for image header.
0x0004
0x0110
TimeDate
Time and Date when this image was created. Standard windows format.
0x0004
0x0114
Certificate Address
Address to a Certificate structure, after the .XBE is loaded into memory.
0x0004
0x0118
Number of Sections
Number of sections contained in this .XBE.
0x0004
0x011C
Section Headers Address
Address to an array of SectionHeader structures, after the .XBE is loaded into memory.
0x0004
0x011C
Initialization Flags
Various flags for this .XBE file. Known flags are:
  MountUtilityDrive  = 0x00000001
  FormatUtilityDrive = 0x00000002
  Limit64Megabytes   = 0x00000004
  DontSetupHarddisk  = 0x00000008
0x0004
0x0124
Entry Point
Address to the Image entry point, after the .XBE is loaded into memory. This is where execution starts.
This value is encoded with an XOR key.
Considering this is far too weak to be considered security, I assume this XOR is a clever
method for discerning between Debug/Retail .XBE files without adding another field to the
.XBE header. The XOR key is dependant on the build:
  Debug = 0x94859D4B, Retail = 0xA8FC57AB
To encode an entry point, you simply XOR the real entry point with either Debug or Retail key, depending on if you want the XBox to see this as a Debug or Retail executable.
To decode an entry point, you XOR with the debug key, then check if it is a valid entry point. If it is not, then you try again with the retail key.
Note: The Kernel Image Thunk Address member of this header must also be encoded as described later in this document.
0x0004
0x0128
TLS Address
Address to a TLS (Thread Local Storage) structure.
0x0004
0x012C
PE Stack Commit
Copied from the PE file this .XBE was created from.
0x0004
0x0130
PE Heap Reserve
Copied from the PE file this .XBE was created from.
0x0004
0x0134
PE Heap Commit
Copied from the PE file this .XBE was created from.
0x0004
0x0138
PE Base Address
Copied from the PE file this .XBE was created from.
0x0004
0x013C
PE Size of Image
Copied from the PE file this .XBE was created from.
0x0004
0x0140
PE Checksum
Copied from the PE file this .XBE was created from.
0x0004
0x0144
PE TimeDate
Copied from the PE file this .XBE was created from.
0x0004
0x0148
Debug PathName Address
Address to the debug pathname (i.e. "D:Nightlybuilds)
Related URL: www.caustik.com |
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