Author Topic: XGD3 Backup overview  (Read 1774 times)

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Offline Kulverstukas

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XGD3 Backup overview
« on: August 30, 2012, 08:35:18 pm »
Found this in a torrent NFO. Not sure which release team published this, could be ripped, I dunno. Says "RF" on the torrent, so credits to them I suppose.
Information below is about the security aspects.

This is about the game security against pirating for XBOX games. More about XGD protection in general here: http://en.wikipedia.org/wiki/XGD3


 To end the confusion once and for all, yes, original XGD3 discs
 have a higher linear/track density and therefore a higher physical
 capacity than XGD2 and regular DVDR DL media. As a result, XGD3 ISO
 backups are larger as well

 For XGD3 backup support, c4eva has introduced in LT v2.0 the LT-MAX
 feature, which allows for XGD3 backups to use the maximum possible
 layerbreak for regular DVDR DL media, and therefore all of the
 available space (8,547,991,552 bytes) of a regular DVDR DL disc

 Since there is still not enough space on a regular DVDR DL disc to
 hold the entire XGD3 game partition, not to mention the Layer 1
 Video partition, this is not at all recommended as being safe for
 Xbox LIVE

 XGD3 backups will still boot and play fine on LT v2.0 as long as the
 last approximately 1.7% of the game partition does not contain any of
 the actual game assets, which it usually won t because the end of the
 game partition is near the inner edge of the disc, and developers
 will try to keep their game data near the outer edge (middle of the
 game partition) to maximize read performance

 Another necessary condition to booting and playing XGD3 backups on
 regular DVDR DL media is that the kernel or game code itself must
 not perform any CIV (Content Integrity Verification) checks on any
 part of this last approximately 1.7% of the game partition (or at
 least it must not take any action after CIV failures). Even if there
 are no actual game assets in this area, there is still pseudo-random
 padding data which can be checked through CIV, and such checks can
 even be added later to the game code through title updates, or to the
 kernel through system updates

 Just like XGD2, XGD3 backups still require the correct dashboard
 version-specific AP2.5 replay data. As they ve done previously, MS
 has the ability to change the DAE.bin by way of a system update,
 meaning you may need to re-patch/re-burn at some point. The abgx360
 application and database will be updated accordingly to support XGD3

 BEST PRACTICES AND SETTINGS

 The P2P XGD3 ISO rips that were floating around before this point are
 for ODDEs and are not compatible as-is with LT v2.0. Their PFI, DMI
 and SS sectors are in the wrong PSN (Physical Sector Number
 locations and they are missing the critical AP2.5 replay sector and
 SS replay table. If you intend to play XGD3 backups on a firmware
 flashed 360, it s up to you to make sure you re using proper ISOs
 made with 0800 v3.0, and to double-check by running them through
 abgx360 before burning

 Keep in mind that this is the first of several potential disc-based
 backup solutions for XGD3. As such, it s recommened that all
 subsequent releases maintain the full ISO size and associated
 layerbreak (2133520) in the .dvd, which will help to ensure that they
 will be forward-compatible should any media manufacturers step up
 with new larger-capacity discs (which will be necessary in order to
 make XGD3 backups as safe as possible on Xbox LIVE

 The actual layerbreak for XGD3 ISOs is 2133520. However, when burning
 XGD3 ISOs to regular DVDR DL, ImgBurn will automatically reposition
 limit the layerbreak to 2086912 in accordance with the disc s maximum
 Layer 0 data zone capacity (2,086,912 LBA: 0 - 2086911). The LT-MAX
 feature in LT v2.0 will compensate for this and allow you to play
 XGD3 backups with this wrong layerbreak, and therefore wrong game
 partition data PSN locations

 In the case of growisofs as instructed below, in order to avoid
 errors when burning XGD3 to regular DVDR DL, you may choose to first
 truncate the ISO to 8,547,991,552 bytes, and burn using a reduced
 associated layerbreak of 2086912. This should give you exactly the
 same end result as if you followed the instructions below for ImgBurn
 on Windows.