- Jun 4, 2019
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I recently found out from a reddit thread that Seamus Blackley, the "father of the Xbox", posted 2 years ago in 2017 that there's an undiscovered easter egg in the Xbox's startup animation that apparently has gone undiscovered to this day. I asked him for some clarification via Twitter last week and apparently, it's still undiscovered.
There's been some threads here and there over the years about it, but I'm not sure if it's something where coders have looked into it. Plenty of folks around here have the XDK and know how to use it around. And many hands make light work.
https://twitter.com/SeamusBlackley/status/1182105796676653056

And he's staying tight-lipped about it. Probably trying to encourage folks to get creative with it.

There's been some conversation about this topic on Reddit too.
I wholly realize that it's 2019 and over the past 2 decades, countless talented people have been through the source code and have torn it apart six ways from Sunday. But it's also possible that the easter egg was coded in a way that obfuscates it. So, unless you're specifically looking for it, perhaps it could go overlooked. Also, the animation is spread out over 130 files, some of those files contain thousands of lines of code.
This puzzle fascinated me and after some quick searching around, I found the code for the startup animation sequence and started combing through it for a good 2 hours one night. Other than learning a new appreciation for just how complicated the startup animation is, I didn't really get anywhere. The animation is interesting because it's 100% rendered on-the-fly. The scene, the blobs, even the audio... everything is generated, not pre-rendered, during each startup. It's something I knew just from using hacked bioses for ages and customizing those, but I guess it never hit me how complex it all was and how much work went into designing it.
The first thing that stood out to me (and u/RenderedKnave) was that the code had references to two main "hidden" (disabled) features:
1) The ability to control the animation with a controller. You can pause/loop the animation, control the blob's intensity, control the camera (pan, tilt, etc), and more.
2) There are "shields" that were going to be apart of the animation that were taken out at some point. These are basically added geometry to the scene that looks like shields that cover and rotate around the green "blob" in the middle during the animation.
At first I thought #1 was the easter egg so I went on a tangent trying to figure out how to trigger the controller inputs to be processed. Long story short...
If FINAL_BUILD is defined, controller inputs are NOT processed. In other words, it was put in during development so that they (Pipeworks) could plan out the camera movements without just hard-coding it all. From what I can tell, there's no way to avoid FINAL_BUILD getting defined in the retail kernel. I'm pretty sure the definition is just a line somewhere that is commented or uncommented out as needed.
And item #2 (shields) was probably just something they were planning on adding and decided not to. The shields get rendered if _SHIELD is defined. I can't find where _SHIELD is defined though.
Beyond that, my next guess is that the design of the animation includes something hidden in plain sight. Like the design was inspired by something else, or contains a nod to something. Like the number of blobs represents the number of people in the core Xbox development group, or something like that.
Anyways, I just wanted to see if anyone else is interested in tackling this problem or if there's already a thread somewhere that I've totally missed that already made more progress than I have here. If not, then perhaps someone with enough interest and a debug could do some poking around.
There's been some threads here and there over the years about it, but I'm not sure if it's something where coders have looked into it. Plenty of folks around here have the XDK and know how to use it around. And many hands make light work.
https://twitter.com/SeamusBlackley/status/1182105796676653056

And he's staying tight-lipped about it. Probably trying to encourage folks to get creative with it.

There's been some conversation about this topic on Reddit too.
I wholly realize that it's 2019 and over the past 2 decades, countless talented people have been through the source code and have torn it apart six ways from Sunday. But it's also possible that the easter egg was coded in a way that obfuscates it. So, unless you're specifically looking for it, perhaps it could go overlooked. Also, the animation is spread out over 130 files, some of those files contain thousands of lines of code.
This puzzle fascinated me and after some quick searching around, I found the code for the startup animation sequence and started combing through it for a good 2 hours one night. Other than learning a new appreciation for just how complicated the startup animation is, I didn't really get anywhere. The animation is interesting because it's 100% rendered on-the-fly. The scene, the blobs, even the audio... everything is generated, not pre-rendered, during each startup. It's something I knew just from using hacked bioses for ages and customizing those, but I guess it never hit me how complex it all was and how much work went into designing it.
The first thing that stood out to me (and u/RenderedKnave) was that the code had references to two main "hidden" (disabled) features:
1) The ability to control the animation with a controller. You can pause/loop the animation, control the blob's intensity, control the camera (pan, tilt, etc), and more.
2) There are "shields" that were going to be apart of the animation that were taken out at some point. These are basically added geometry to the scene that looks like shields that cover and rotate around the green "blob" in the middle during the animation.
At first I thought #1 was the easter egg so I went on a tangent trying to figure out how to trigger the controller inputs to be processed. Long story short...
If FINAL_BUILD is defined, controller inputs are NOT processed. In other words, it was put in during development so that they (Pipeworks) could plan out the camera movements without just hard-coding it all. From what I can tell, there's no way to avoid FINAL_BUILD getting defined in the retail kernel. I'm pretty sure the definition is just a line somewhere that is commented or uncommented out as needed.
Code:
A: fog enable/disable
b: shadows enable/disable
x: blob intensity control enable/disable
y: animation speed
white: camera controller - button pressed (?)
black: camera under control enable/disable
Left thumb: "position lookat mode" enable/disable
Left trigger: blob intensity / decrease
Right trigger: blob intensity / increase
And item #2 (shields) was probably just something they were planning on adding and decided not to. The shields get rendered if _SHIELD is defined. I can't find where _SHIELD is defined though.
Beyond that, my next guess is that the design of the animation includes something hidden in plain sight. Like the design was inspired by something else, or contains a nod to something. Like the number of blobs represents the number of people in the core Xbox development group, or something like that.
Anyways, I just wanted to see if anyone else is interested in tackling this problem or if there's already a thread somewhere that I've totally missed that already made more progress than I have here. If not, then perhaps someone with enough interest and a debug could do some poking around.