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Hacking the Xbox

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52<br />

<strong>Hacking</strong> <strong>the</strong> <strong>Xbox</strong>: An Introduction to Reverse Engineering<br />

Finally, it is interesting to note that <strong>the</strong> Gamecube uses proprietary I/O<br />

interfaces everywhere. The game disk format is a mini-DVD format, and<br />

<strong>the</strong> DVD reader connects to <strong>the</strong> mo<strong>the</strong>rboard through a proprietary<br />

connector. Using a smaller DVD media allows Nintendo to reduce <strong>the</strong><br />

latency of data seeks, which means shorter game loading times. The game<br />

controllers and memory cards also use a proprietary signaling format.<br />

Everything in <strong>the</strong> Gamecube is somewhat similar to our familiar PC, but<br />

nothing was directly incorporated into <strong>the</strong> design unchanged.<br />

In addition to optimizing <strong>the</strong> manufacturability and cost of <strong>the</strong> Gamecube,<br />

<strong>the</strong> use of mostly proprietary chips and standards makes <strong>the</strong> console much<br />

more difficult to reverse engineer than <strong>the</strong> <strong>Xbox</strong>. For example, note that in<br />

Figure 2-8, <strong>the</strong>re is no obvious ROM chip in <strong>the</strong> Gamecube. Thus, in order<br />

to even start looking at Gamecube code, one has to hunt down and extract a<br />

ROM hidden somewhere in one of <strong>the</strong> chips on <strong>the</strong> mo<strong>the</strong>rboard! This is<br />

one of <strong>the</strong> rare times where security through obscurity works. Even if <strong>the</strong>re<br />

were no security at all on <strong>the</strong> Gamecube, <strong>the</strong> cost and effort of trying to<br />

burn your own code onto Nintendo’s custom DVD format is just not<br />

worth it for <strong>the</strong> individual enthusiast.

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