Grats to robinsod and the other xbh hackers involved!
(note that you don't need the time attack if you have fw <=4548, of course)
Now, if you are interested in turning your console into an homebrew compatible one, be aware that there is a chance the coming fall update may touch the 2nd row of efuses and will make impossible the time attack.
So, if you are interested in trying this time attack, be sure your firwmare is NOT HIGHER than 5766.
You have been warned.
My personal suggestion is :
- keep resistor in place (if you don't go higher than 5766 that won't prevent you from swapping fw)
- water cool your console (coming homebrew will push GPU to its extreme limit, believe me)
- remove xclamps (see my mod tutorial in the tutorials section, using plastic clamps + mkII)
(all this is easier than soldering all the wires of infectus...)
If the fall update really kills the time attack, the wisest option will be to keep the one you have as a vulnerable one and buy a new one -unmodded- for future games (because there will be an indestructible frontier between fw versions allowing homebrew and fw versions accepting future games, because of the 2BL change, that may occur in fall update, or a later update. 2BL verifies 2nd row efuses, and its done in code, so no way to change it since we don't have the M$ private key for signing code. It's different from 1st row of efuse, compared with a value in a data set that robinsod's flash dump tool 0.81 can change at will).
Have fun with 360 homebrew!
Next interesting release to come on the 360 scene : open 3D demo source allowing accelerated 3D
(No ETA though... Its author -not me- is cleaning up source at the moment... A part to read from fw...)
Here is a snapshot (port of pbkit Demo 04, using the coming 3D demo source), and details :

Xenos Performance : Minimum 10 times faster than XB1 GPU
3.900.000 vertex/frame at 60 fps, measured in my current version of the port
(for comparison : PS2 250.000 vertex/frame, XB1 330.000 vertex/frame)
In short, 3 vertex = 1 face -triangle or polygon with 3 corners-, but if your meshes are well optimized that can go down to around 1 vertex = 1 face (strips).
1 vertex is usually a group of floats, for example : (px,py,pz,nx,ny,nz,tu,tv)
p:polygon corner coordinates
n:normal to the face, from this corner (used for gouraud or phong lighting calculation)
t:associated mapping point coordinates in the mapped texture
- Coming open source 3D Demo gives you GPU Xenos knowledge.
- pbKit Demo 04 (see XB1 development forum, post named "pbKit") gives you the functions that allow you to get all the data from standard 3DSMax files and .bmp.
So, it's not a dream, high quality homebrew is coming on the 360...
But once again, I strongly recommend you jump into the water cooling world... First.
This post has been edited by openxdkman: Sep 18 2007, 10:12 AM