Ripping Ping Limits From Games
Posted 13 June 2007 - 09:39 PM
i for one would be very appreciative
Posted 14 June 2007 - 12:06 AM
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
Posted 02 July 2007 - 07:34 PM
Posted 02 July 2007 - 08:42 PM
I would have thought someone might have been able to do it by now if anyone is trying to do it. keep pluggin away i'm routing for ya
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)
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.
Edited by twistedsymphony, 02 July 2007 - 08:43 PM.
Posted 02 July 2007 - 09:05 PM
Posted 02 July 2007 - 09:22 PM
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?
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