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Author Topic: Ripping Ping Limits From Games  (Read 133 times)

metalmulisha247

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Ripping Ping Limits From Games
« on: June 13, 2007, 05:02:00 PM »

why do u need to do that?
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chorizo1

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Ripping Ping Limits From Games
« Reply #1 on: June 13, 2007, 05:06:00 PM »

QUOTE(metalmulisha247 @ Jun 13 2007, 06:38 PM) View Post

why do u need to do that?


to play games on XBConnect/ Kai etc.

If it ever happens I'm sure It will be in the X-S newspage
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twistedsymphony

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Ripping Ping Limits From Games
« Reply #2 on: July 02, 2007, 01:42:00 PM »

QUOTE(d0ct0r46 @ Jul 2 2007, 03:10 PM) View Post

blink.gif I would have thought someone might have been able to do it by now  blink.gif if anyone is trying to do it. keep pluggin away i'm routing for ya  smile.gif

it would be next to impossible to do... typically it's built right into the code of the game which is not only obfusticated, but compiled and then encrypted and we can't even run unsigned code yet.

It would be a completely different procedure for each and every game too since it's however the devleoper decided to code it.

Basically it will never happen unless

1. We magically get the source code for the game (the only way this happens is if the developers ever decide to willingly release it, and if they do it'll be 10 years down the road like how Quake III was just released last year)

and

2. We can run unsigned code on the 360 to play the modified game code.

unless BOTH of those things happen, youll never see ping limits "ripped" from games.
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twistedsymphony

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Ripping Ping Limits From Games
« Reply #3 on: July 02, 2007, 02:22:00 PM »

QUOTE(d0ct0r46 @ Jul 2 2007, 04:41 PM) View Post

if games like halo 2 & r6 black arrow were hacked on xbox 1 is it not possible to do the same for games on 360?


not necessarily.
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