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Someone always gets around to fixing these things, it's just a matter of time ;) I was interested to find that one of the universities round here was using C# for embedded development - something I had never considered before really.
 
It's really taken off in the past few years as Mono was ported to more platforms/architectures, became more stable and and an overall viable alternative to .NET.
 
Just reinstalled xbmc, and compared playing a dl'ed movie. i can't even play in coreplayer but plays well at 32% CPU utilization on a single core, single processor Powerbook G4 1.67 Hires. No stutters, no skips. I guess I will stick with xbmc.

ScreenShot 3.png
 
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What version?I heard that older versions are better.
You can grab them here http://mirrors.xbmc.org/releases/osx/ppc/

v11 same as pilot. Is it using Altivec or GPU acceleration? On my dual 1.42 with nVidia GF Ti card playing 1080 was not as fluid as playing on my PB despite being a dualie.

I played the same movie on my macbook with v12, and the MB uses about 52%. Isn't amazing? XBMC uses less CPU in v11 than on v12?
 
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v11 same as pilot. Is it using Altivec or GPU acceleration? On my dual 1.42 with nVidia GF Ti card playing 1080 was not as fluid as playing on my PB despite being a dualie.

I played the same movie on my macbook with v12, and the MB uses about 52%. Isn't amazing? XBMC uses less CPU in v11 than on v12?
XBMC can use GPU acceleration on a PowerPC Mac? Cool.
 


Just a little update.

I'm still alive, but I've been rather busy moving house and started at a new job this month - so I haven't had much time to get to the bottom of this.

I've got a weekend free and I hope to make some more progress - but it looks like it might take a wee bit longer than originally planned! I've managed to disassemble the binary and now have to pick it apart with a debugger with the aim of figuring out the validation algorithm. This task isn't helped by the fact the disassembled output is 20MB and over half a million lines long. That and the fact I don't know any PPC ASM (fortunately it's RISC, so things should be a little easier to learn).

My usual text editor (TextMate on PB G4) isn't up to the task of picking through this massive file, so I'm SSHing in via my desktop and doing the debugging from there (silly me forgot I was in a local terminal session when launching gdb, hence the i486 reference ;) ).

Figured I owed an explanation to the kind folks who have provided help thus far.

Wish me luck!
 
The process was essentially:

Find serial dialogue in UI files -> Disassemble binary machine code -> Fetch function names from lookup tables in dylibs -> Find reference to relevant UI string -> Find calls to other functions -> Look for those which implement IOKit serial number call.

Now it's just a case of following the code through and figuring out what is happening with all the registers and deciphering the algorithm...
 
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It said it right there? They made it easy... sort of.

Most of the time the validation code gets put in different places and gets cross-checked even between individual files.

I wonder if the coreplayer guys ever payed ilok for their copy protection? lol
 
Regrettably not. I'm part way through modifying my PowerBook's IDE cable to fit in the chassis with an IDE -> SATA adapter attached. I would have used a heat gun to do it, but it's most probable the flex cable would melt, so I have to individually desolder each of the 44 pins, and relocate them. I don't expect it to be done any time soon!
 
Regrettably not. I'm part way through modifying my PowerBook's IDE cable to fit in the chassis with an IDE -> SATA adapter attached. I would have used a heat gun to do it, but it's most probable the flex cable would melt, so I have to individually desolder each of the 44 pins, and relocate them. I don't expect it to be done any time soon!

Youch. Good luck.
 
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