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Zoom_Stop
So XPowerPlay 0.2a was released over the summer and there has been very little (none) in the way of cheats developed for it.
But the DashLaunch plugin is in place. Everyone could start using it. We just need cheat files.

So in IRC today the idea was getting kicked around and we really need to try and get the ball rolling here.
We need two types of people for this project:

1. Dev kit owners - who can poke memory addresses and document what they find.
2. JTAG owners who can take those addresses, write the cheat, and test it.

We can use this thread to build a team, not sure where we will do the actual code swapping. We'll see how many people we have. But we need to have people commit in this thread. As far as # of owners go JTAG > DevKit so if you have a devkit please strongly consider helping if you can.

All a commit means is we can send you info in the next week or so on the next steps. No contribution of time will be too small (or too big).

When replying to join please advise if you'll be a DevKit volunteer or a JTAG volunteer (or both)

Links...
Original site post for XPP
XPP pack (good readme info)


XPP uses a very simple cheat file system. Below is a copy of the authors "xppcodetypes.txt". Please comment below if you want to be a part building a cheat database for XPowerPlay. I'll send out PM's to those who do when we are ready for step 2.

Also hoping that if things start moving in the right direction we could have a plugin or module in FSD to handle cheats.

CODE

XPP codetypes (by the2000 [aka extra2000])

This document describes valid codetypes used by XPowerPlay.

**NOTE: All values of X, A, V, & N are in hexadecimal format unless specified
otherwise. Do not prepend values with any prefixes(0x, $, etc.).

================================================================================

Write Commands
================================================================================

0     = 8 bit write
1     = 16 bit write
2     = 32 bit write

Format:
XX AAAAAAAA VVVVVVVV

XX = 0/1/2
AAAAAAAA = address in memory
VVVVVVVV = value

VVVVVVVV is written to memory location AAAAAAAA.

Example:
2 85400010 00FF00FF

The code above writes 00FF00FF(in 32 bits) to 85400010.

================================================================================

And Commands
================================================================================

3     = 8 bit And
4     = 16 bit And
5     = 32 bit And

Format:
XX AAAAAAAA VVVVVVVV

XX = 3/4/5
AAAAAAAA = address in memory
VVVVVVVV = value

The value at memory location AAAAAAAA is bitwise anded with VVVVVVVV. The result
is written to memory location AAAAAAAA.

Example:
4 85400010 0F0F

The code above will obtain the 16 bit value at 85400010, then apply bitwise and
of 0F0F to that value. The resulting value is stored back 85400010 afterwards.

================================================================================

Or Commands
================================================================================

6     = 8 bit Or
7     = 16 bit Or
8     = 32 bit Or

Format:
XX AAAAAAAA VVVVVVVV

XX = 6/7/8
AAAAAAAA = address in memory
VVVVVVVV = value

The value at memory location AAAAAAAA is bitwise ored with VVVVVVVV. The result
is written to memory location AAAAAAAA.

Example:
6 85400010 FF

The code above will obtain the 8 bit value at 85400010, then apply bitwise or of
FF to that value. The resulting value is stored back 85400010 afterwards.

================================================================================

Xor Commands
================================================================================

9     = 8 bit Xor
A     = 16 bit Xor
B     = 32 bit Xor

Format:
XX AAAAAAAA VVVVVVVV

XX = 9/A/B
AAAAAAAA = address in memory
VVVVVVVV = value

The value at memory location AAAAAAAA is bitwise xored with VVVVVVVV. The result
is written to memory location AAAAAAAA.

Example:
B 85400010 FF008800

The code above will obtain the 32 bit value at 85400010, then apply bitwise xor
of FF008800 to that value. The resulting value is stored back 85400010
afterwards.

================================================================================

Increment Commands
================================================================================

C     = 8 bit Increment
D     = 16 bit Increment
E     = 32 bit Increment

Format:
XX AAAAAAAA VVVVVVVV

XX = C/D/E
AAAAAAAA = address in memory
VVVVVVVV = value

The value at memory location AAAAAAAA is added with VVVVVVVV. The result is
written to memory location AAAAAAAA.

Example:
E 85400010 0000FFFF

The code above will obtain the 32 bit value at 85400010, 0000FFFF will be added
to that 32 bit value. The sum will be stored back to 85400010 afterwards.

================================================================================

Decrement Commands
================================================================================

F     = 8 bit Decrement
10    = 16 bit Decrement
11    = 32 bit Decrement

Format:
XX AAAAAAAA VVVVVVVV

XX = F/10/11
AAAAAAAA = address in memory
VVVVVVVV = value

The value at memory location AAAAAAAA is subtracted with VVVVVVVV. The result is
written to memory location AAAAAAAA.

Example:
10 85400010 1010

The code above will obtain the 16 bit value at 85400010. That value will be
subtracted with 1010. The difference will be stored back to 85400010 afterwards.

================================================================================

Equal Test Commands
================================================================================

12    = 8 bit Equal
13    = 16 bit Equal
14    = 32 bit Equal

Format:
XX AAAAAAAA VVVVVVVV NN

XX = 12/13/14
AAAAAAAA = address in memory
VVVVVVVV = value
NN = number of lines to skip/apply

If the value at memory location AAAAAAAA is equal to VVVVVVVV, XPP will
apply the NN lines of codes directly below this code. Else, NN lines of codes
directly below this code will be skipped.

Example:
12 85400010 AA 01
02 8540FF70 0098967F

The code above will obtain the 8 bit value at 85400010. If the value is equal to
AA, then the code below it will be executed. Otherwise it will be skipped.

================================================================================

Not Equal Test Commands
================================================================================

15    = 8 bit Not Equal
16    = 16 bit Not Equal
17    = 32 bit Not Equal

Format:
XX AAAAAAAA VVVVVVVV NN

XX = 15/16/17
AAAAAAAA = address in memory
VVVVVVVV = value
NN = number of lines to skip/apply

If the value at memory location AAAAAAAA is not equal to VVVVVVVV, XPP will
apply the NN lines of codes directly below this code. Else, NN lines of codes
directly below this code will be skipped.

Example:
15 85400010 AA 02
01 8540FF70 0098
01 8540FF72 967F

The code above will obtain the 8 bit value at 85400010. If the value is not
equal to AA, then the 2 codes below it will be executed. Otherwise, these codes
will be skipped.

================================================================================

Greater Than Test Commands
================================================================================

18    = 8 bit Greater Than
19    = 16 bit Greater Than
1A    = 32 bit Greater Than

Format:
XX AAAAAAAA VVVVVVVV NN

XX = 18/19/1A
AAAAAAAA = address in memory
VVVVVVVV = value
NN = number of lines to skip/apply

If the value at memory location AAAAAAAA is greater than to VVVVVVVV, XPP will
apply the NN lines of codes directly below this code. Else, NN lines of codes
directly below this code will be skipped.

Example:
19 85400010 AAFF 04
00 8540FF70 00
00 8540FF71 98
00 8540FF72 96
00 8540FF73 7F

The code above will obtain the 16 bit value at 85400010. If the value is greater
than AAFF, then the 4 codes below it will be executed. Otherwise, these codes
will be skipped.

================================================================================

Less Than Test Commands
================================================================================

1B    = 8 bit Less Than
1C    = 16 bit Less Than
1D    = 32 bit Less Than

Format:
XX AAAAAAAA VVVVVVVV NN

XX = 1B/1C/1D
AAAAAAAA = address in memory
VVVVVVVV = value
NN = number of lines to skip/apply

If the value at memory location AAAAAAAA is less than to VVVVVVVV, XPP will
apply the NN lines of codes directly below this code. Else, NN lines of codes
directly below this code will be skipped.

Example:
1C 85400010 AAFF 04
00 8540FF70 00
00 8540FF71 98
00 8540FF72 96
00 8540FF73 7F

The code above will obtain the 16 bit value at 85400010. If the value is less
than AAFF, then the 4 codes below it will be executed. Otherwise, these codes
will be skipped.

================================================================================

Multi-write Commands (Condensed Codes)
================================================================================

1E    = 8 bit Less Than
1F    = 16 bit Less Than
20    = 32 bit Less Than

Format:
XX AAAAAAAA VVVVVVVV NN SSSS IIII

XX = 1E/1F/20
AAAAAAAA = initial address in memory
VVVVVVVV = initial value value
NN = number of times to write
SSSS = offset from one code to the next
IIII = increment of one value to the next

VVVVVVVV will be written to AAAAAAAA. This will be done NN times, while
incrementing AAAAAAAA with SSSS every iteration, and incrementing VVVVVVVV with
IIII every iteration.

Example:
1F 82550010 0000 04 2000 1000

The code above expands to:
1 82550010 0000
1 82552010 1000
1 82554010 2000
1 82556010 3000

ex0r
I have a JTAG and would be willling to help fill the database with codes.
jordanpower6
Someone has done this but won't release it.

http://www.youtube.com/watch?v=uWimoN3Uw9k

they finished the XeSearch program to read memory addresses then used Xpowerplay to apply the codes.
ex0r
I downloaded the xesearch code, and am attempting to take a look at it right now. I will see if I can see what is involved in getting it to search addresses and etc to do what we need it to do. I can't remember exactly how action replay used to work, or gameshark, so if you could PM me the functionality, I will see about adding it to the project.
jordanpower6
QUOTE(ex0r @ Dec 10 2010, 01:11 PM) *

I downloaded the xesearch code, and am attempting to take a look at it right now. I will see if I can see what is involved in getting it to search addresses and etc to do what we need it to do. I can't remember exactly how action replay used to work, or gameshark, so if you could PM me the functionality, I will see about adding it to the project.


Srry i don't know much about action replay etc other than it hacked memory addresses in RAM Someone i know has been working on Xesearch and has pretty much finished all the coding the only problem is that it keeps freezing when trying to read memory so i am not sure if it will help. however apparently it did work with Grand Theft Auto: Episodes from Liberty City however i don't have the game to test.
admiralxa
I have been waiting for this. XPP came out, then stopped. Xesearch was mentioned then seemed to disappear. Then I heard FSD 2 would have a trainer system built in and I did not see that either:-( I like the Ocarina approach on Wii. A launcher for games can download then apply the codes you want. People made excuses but if you go on XBL, you get banned anyway, and doubtful you could effect values on XBL servers. I doubt codes would work on non-modified dashboards anyway. Still, I think this has existed in the dark but nobody wants to share. I've waited over a year for this as I mentioned above. Started even before XPP was announced.
jordanpower6
QUOTE(ex0r @ Dec 10 2010, 01:11 PM) *

I downloaded the xesearch code, and am attempting to take a look at it right now. I will see if I can see what is involved in getting it to search addresses and etc to do what we need it to do. I can't remember exactly how action replay used to work, or gameshark, so if you could PM me the functionality, I will see about adding it to the project.


Here's a quote from Tatsh:

I tried, after converting the project to VS2005. I fixed a number of dependency issues but it still won't compile as it needs a few headers from the newer SDK. So whatever is dependent needs to be backported; everything in the new SDK is just dependent on the old stuff, wrappers and such. So it should not be difficult, but it will take time.

So it is possible to get XeSearch working on VS2005 here is a link that might be useful there is a guide and a program for converting projects to VS2005 which could also help for other versions.

http://www.fsmpi.uni-bayreuth.de/~dun3/arc...lution/139.html

The program is in the comments.
jordanpower6
QUOTE(admiralxa @ Dec 10 2010, 11:51 PM) *

I have been waiting for this. XPP came out, then stopped. Xesearch was mentioned then seemed to disappear. Then I heard FSD 2 would have a trainer system built in and I did not see that either:-( I like the Ocarina approach on Wii. A launcher for games can download then apply the codes you want. People made excuses but if you go on XBL, you get banned anyway, and doubtful you could effect values on XBL servers. I doubt codes would work on non-modified dashboards anyway. Still, I think this has existed in the dark but nobody wants to share. I've waited over a year for this as I mentioned above. Started even before XPP was announced.


True but hopefully this will be a step forward all we need now is a way to read the addresses and the more people join the more chance there is it will be done the only problem with XeSearch is getting it to work on lower versions of Visual studio it only seems to work on the newest version sad.gif and the freezing when trying to read memory.
offica1 g33k
I have a dev and i'd be willing to help
Reama
QUOTE(offica1 g33k @ Dec 12 2010, 07:28 PM) *

I have a dev and i'd be willing to help


word. I have a dev too and I'd be willing to contribute.
LoveMHz
QUOTE(jordanpower6 @ Dec 11 2010, 07:39 AM) *

True but hopefully this will be a step forward all we need now is a way to read the addresses and the more people join the more chance there is it will be done the only problem with XeSearch is getting it to work on lower versions of Visual studio it only seems to work on the newest version sad.gif and the freezing when trying to read memory.

Shouldn't be a problem to get it working in older versions of VS.. Also make sure you have the .data segments values set correctly.
jordanpower6
QUOTE(LoveMHz @ Dec 14 2010, 07:23 AM) *

Shouldn't be a problem to get it working in older versions of VS.. Also make sure you have the .data segments values set correctly.


Cheers got it working now.
Zoom_Stop
This is great! Lots of interest and plenty of people willing to help. I am especially glad at the number of people who have Dev Kits that are willing to help since most of us only have JTAG's.
jordanpower6's work and progress with XeSearch is awesome, thank you so much for getting that started already!
So just as a really quick (and informal) poll? Where should be collaborate at? In a thread here on X-S? As a group on Google Code? IRC with meeting times? Just let me know your thoughts.
I wanted to let the plea for help stand for a week before closing the request. So on Friday I'll notify everyone that expressed interest via PM and announce where we will work from.
Very excited!
admiralxa
QUOTE(Zoom_Stop @ Dec 14 2010, 10:53 AM) *

This is great! Lots of interest and plenty of people willing to help. I am especially glad at the number of people who have Dev Kits that are willing to help since most of us only have JTAG's.
jordanpower6's work and progress with XeSearch is awesome, thank you so much for getting that started already!
So just as a really quick (and informal) poll? Where should be collaborate at? In a thread here on X-S? As a group on Google Code? IRC with meeting times? Just let me know your thoughts.
I wanted to let the plea for help stand for a week before closing the request. So on Friday I'll notify everyone that expressed interest via PM and announce where we will work from.
Very excited!

Good job guys, I hope to see some trainers and easy-to-use ones at that.
jordanpower6
QUOTE(Zoom_Stop @ Dec 14 2010, 07:53 PM) *

This is great! Lots of interest and plenty of people willing to help. I am especially glad at the number of people who have Dev Kits that are willing to help since most of us only have JTAG's.
jordanpower6's work and progress with XeSearch is awesome, thank you so much for getting that started already!
So just as a really quick (and informal) poll? Where should be collaborate at? In a thread here on X-S? As a group on Google Code? IRC with meeting times? Just let me know your thoughts.
I wanted to let the plea for help stand for a week before closing the request. So on Friday I'll notify everyone that expressed interest via PM and announce where we will work from.
Very excited!


Can't wait for memory hacking on the XBOX 360 i am going to buy or download muhaha.gif Grand Theft Auto: Episodes from Liberty City at the weekend which should help with tests as XeSearch works with it.
madasahat
deadrising 2 had a trainer the first one i had ever seen on a jtag, it needed the plugin for dashlaucnch but it worked well
jordanpower6
QUOTE(madasahat @ Dec 16 2010, 04:03 AM) *

deadrising 2 had a trainer the first one i had ever seen on a jtag, it needed the plugin for dashlaucnch but it worked well


I think that trainer modded part of the XEX.
Reama
Reminds me of the days of EvoX. I miss those days sad.gif
admiralxa
QUOTE(Reama @ Dec 16 2010, 10:14 AM) *

Reminds me of the days of EvoX. I miss those days sad.gif

On the Wii, they keep a centralized place for the codes. Like "The usual place" people reference on here. Then a simple program to apply THOSE CODES to THAT GAME. Could a trainer basically be an xex? Or ONE such XEX? I know the plug-in is there in FSD 2 but want to know more about it. If it would even be possible to set up like Ocarina for the Wii is. Also checking in for any news here:-)
Reama
QUOTE(admiralxa @ Dec 16 2010, 11:03 AM) *

On the Wii, they keep a centralized place for the codes. Like "The usual place" people reference on here. Then a simple program to apply THOSE CODES to THAT GAME. Could a trainer basically be an xex? Or ONE such XEX? I know the plug-in is there in FSD 2 but want to know more about it. If it would even be possible to set up like Ocarina for the Wii is. Also checking in for any news here:-)


i'm not sure about making the trainer a stand alone xex, or built in to the xex. If its going to work like EvoX did then it'd be like a temp. patch that was applied directly to the xex. Feel free to correct me if I'm wrong on any of this as I havent talked to anyone, just seen the videos put up.
admiralxa
QUOTE(Reama @ Dec 16 2010, 01:44 PM) *

i'm not sure about making the trainer a stand alone xex, or built in to the xex. If its going to work like EvoX did then it'd be like a temp. patch that was applied directly to the xex. Feel free to correct me if I'm wrong on any of this as I havent talked to anyone, just seen the videos put up.

Ocarina for the Wii is basically a "Game Genie", "Game Shark", "Pro Action Replay" device that stands alone but hacks the memory addresses you give to it. Most know about the SAVES approach to games but this gets annoying and is not as easy as, if it works this way; choose game, it finds codes for that version, downloads text version of codes, applies to "Trainer engine" then you get whatever you chose. Infinite life, health, magic, etc. I have two kids and love sports games but for other games, I just don't have time to put into them. I enjoy a good shooting game, but I want the graphics and story, and have no time to spend 3 hours working on one scene.
Zoom_Stop
The path we are thinking is using XPowerPlay which is a DLL that can run on the Xbox and will patch memory addresses on the fly with cheats.
The cheat file is expected to be a very small TXT style file (so much more efficient than patched XEX or saves).

If we can do this right, I see this working as a plugin (or native) in FreeStyle Dash. We create a s*itload of code files, put them up into a "usual place" and refer to them by the title ID. Then the FSD plugin can grab the cheat file from the "usual place" and use the DLL to patch memory addresses at launch.

That is the ideal way we could do this. We can still write cheats and use them using XPowerPlay and DashLaunch though.
jordanpower6
QUOTE(Zoom_Stop @ Dec 16 2010, 11:58 PM) *

The path we are thinking is using XPowerPlay which is a DLL that can run on the Xbox and will patch memory addresses on the fly with cheats.
The cheat file is expected to be a very small TXT style file (so much more efficient than patched XEX or saves).

If we can do this right, I see this working as a plugin (or native) in FreeStyle Dash. We create a s*itload of code files, put them up into a "usual place" and refer to them by the title ID. Then the FSD plugin can grab the cheat file from the "usual place" and use the DLL to patch memory addresses at launch.

That is the ideal way we could do this. We can still write cheats and use them using XPowerPlay and DashLaunch though.


If it is XEX modding via searching addresses in the XEX then i think the codes will be limited a lot of game's cheat codes require searching for which action replay etc did. It dumped/read all the memory addresses from the RAM.
DarkLord33
Yeah, if i can help i'm with you!
talking in general there is a god mode hack for any game?
And no, i'm not interested in cheating online sleeping.gif
I've found just an iso hack for dantes inferno but seem the only one biggrin.gif
jordanpower6
QUOTE(DarkLord33 @ Dec 19 2010, 06:47 PM) *

Yeah, if i can help i'm with you!
talking in general there is a god mode hack for any game?
And no, i'm not interested in cheating online sleeping.gif
I've found just an iso hack for dantes inferno but seem the only one biggrin.gif


If you dumped/read all the memory addresses then yes you would be able to mod health in pretty much every game.
admiralxa
QUOTE(Zoom_Stop @ Dec 16 2010, 02:58 PM) *

The path we are thinking is using XPowerPlay which is a DLL that can run on the Xbox and will patch memory addresses on the fly with cheats.
The cheat file is expected to be a very small TXT style file (so much more efficient than patched XEX or saves).

If we can do this right, I see this working as a plugin (or native) in FreeStyle Dash. We create a s*itload of code files, put them up into a "usual place" and refer to them by the title ID. Then the FSD plugin can grab the cheat file from the "usual place" and use the DLL to patch memory addresses at launch.

That is the ideal way we could do this. We can still write cheats and use them using XPowerPlay and DashLaunch though.
this soUnds great. Any progress?

jordanpower6
XeSearch just in case anyone wants to try and get it working

http://www.megaupload.com/?d=TLFAEWUZ
admiralxa
QUOTE(jordanpower6 @ Dec 20 2010, 10:05 AM) *

XeSearch just in case anyone wants to try and get it working

http://www.megaupload.com/?d=TLFAEWUZ

I tried to get that to work with no luck:-( Anyone made progress and is anyone planning a database for cheats or to set up this system?
jordanpower6
QUOTE(admiralxa @ Dec 21 2010, 06:54 AM) *

I tried to get that to work with no luck:-( Anyone made progress and is anyone planning a database for cheats or to set up this system?


Did you get a lot done with it also did it keep freezing when trying to read memory?
jordanpower6
QUOTE(admiralxa @ Dec 21 2010, 06:54 AM) *

I tried to get that to work with no luck:-( Anyone made progress and is anyone planning a database for cheats or to set up this system?


Ya, i have been trying for a while now but still can't get it to work im not sure why it doesn't work it should i tried it with Grand theft auto episodes from liberty city and it worked so i am not sure why it won't for any other games. A tool like this would help a lot with xbox 360 cheats as well. sad.gif
admiralxa
QUOTE(jordanpower6 @ Dec 23 2010, 02:33 PM) *

Ya, i have been trying for a while now but still can't get it to work im not sure why it doesn't work it should i tried it with Grand theft auto episodes from liberty city and it worked so i am not sure why it won't for any other games. A tool like this would help a lot with xbox 360 cheats as well. sad.gif

I had no luck, but was under the impression that for FSD 2, they (developers) had a STANDALONE pack planned. Check teamfsd.com and there was this topic there. I've tried to find a trainer system, it is all I am missing (a browser would be nice also, lol).
admiralxa
http://www.teamfsd.com/showthread.php?138-...-trainer-engine

Above is the link to what I mentioned in a previous post. See, it DOES EXIST but is not released. People claim to do it, have it set, but then it ALL goes away. Repeat, over and over and over again. Sad but true.
jordanpower6
QUOTE(admiralxa @ Dec 24 2010, 08:00 AM) *

http://www.teamfsd.com/showthread.php?138-...-trainer-engine

Above is the link to what I mentioned in a previous post. See, it DOES EXIST but is not released. People claim to do it, have it set, but then it ALL goes away. Repeat, over and over and over again. Sad but true.


Was it released in the latest update also would it allow the user to do the type of cheats you could do with XeSearch? the ones that require searching for like character identifiers etc.
jordanpower6
QUOTE(admiralxa @ Dec 24 2010, 07:42 AM) *

I had no luck, but was under the impression that for FSD 2, they (developers) had a STANDALONE pack planned. Check teamfsd.com and there was this topic there. I've tried to find a trainer system, it is all I am missing (a browser would be nice also, lol).


Ive had a reply on youtube from the user that got it to work he doesn't know a lot of English though:

I do not understand English well.

I downloaded Team Xelove Complete Source Code.
I did the build with visual studio.

XeSearch is imperfect. Maybe,
The retrieval is imperfect.
However, a wonderful function is provided in XeSearch.
It is a memory dump.
The command is dump2xbox.

Besides, I am using IDA Pro.

Good-bye.

Not really a lot of info lol but he says he is using IDA pro with XeSearch somehow.
DarkLord33
Well i can say IDA pro it's prolly the right path...
btw to be real i think we need an fsd plugin... i don't think anything can be done atm... too much cryppled memory....
admiralxa
QUOTE(DarkLord33 @ Dec 24 2010, 09:10 AM) *

Well i can say IDA pro it's prolly the right path...
btw to be real i think we need an fsd plugin... i don't think anything can be done atm... too much cryppled memory....

Did you check link I sent above? Fsd team has it, not releasing. Always happens when some claim success.
admiralxa
No news? I sent a PM to the admin on FSD who replied to the thread I referenced above. What is it with people NOT responding at all?
jordanpower6
QUOTE(admiralxa @ Dec 28 2010, 05:21 AM) *

No news? I sent a PM to the admin on FSD who replied to the thread I referenced above. What is it with people NOT responding at all?


I think they have moved to ether another thread or another website (to discuss the next stage).
node21
QUOTE(admiralxa @ Dec 27 2010, 10:21 PM) *

No news? I sent a PM to the admin on FSD who replied to the thread I referenced above. What is it with people NOT responding at all?


Maybe we are all too busy to respond to the hundreds of PMs asking when it's going to be released?
admiralxa
QUOTE(node21 @ Dec 28 2010, 07:18 AM) *

Maybe we are all too busy to respond to the hundreds of PMs asking when it's going to be released?

On the FSD site, that admin said they have it, it works, but no release date planned. WTF? Others said, "We have it, it works like...no release time planned...concerned about XBL cheating." To that, I always said people would get banned anyway so why worry? Then, no release comes, and then on some other site a person mentions it, then it is once again revealed to exist then the process repeats. If something is done, f_(*&ing release it. It is not a matter of PROGRESS so much as people say "It is done, we use it, but are not going to share it." Pathetic, at lease other scenes share things. @Jordan; what site now?
node21
QUOTE(admiralxa @ Dec 28 2010, 03:38 PM) *

On the FSD site, that admin said they have it, it works, but no release date planned. WTF? Others said, "We have it, it works like...no release time planned...concerned about XBL cheating." To that, I always said people would get banned anyway so why worry? Then, no release comes, and then on some other site a person mentions it, then it is once again revealed to exist then the process repeats. If something is done, f_(*&ing release it. It is not a matter of PROGRESS so much as people say "It is done, we use it, but are not going to share it." Pathetic, at lease other scenes share things. @Jordan; what site now?


I think this will be the last time I'll bother responding to you...since you very clearly are unable to understand. Just because a developer claims to "have it", and that "it works", doesn't mean it's in any form whatsoever for anyone else to use. In many cases in FSD we implement features that can *only* be invoked via debug commands that do not exist in released versions. There is no user interface, there is no way to set options, there is no way to configure it. Think about it for a minute. If you were writing code (I know, this is a stretch) and you had no idea if it would ever work...would you spend ANY time on making sure it was presentable, or usable by anyone else?

However, we "have it", and "it works." Does that make sense to you? There are TONS of things sitting in my dev environment that "work" but are in no way ready for anyone else to use.

Unfortunately, taking something from the stage where it "works" to the stage where other people can use it is a huge percentage of the total effort. We're working on a lot of other things in FSD at the moment...when we get time, and the trainer engine makes it to the top of the priority list...it'll receive some attention. Kids like you complaining that admins aren't responding to your PMs does not, in any way, positively affect the release date of features.

DaBuisneZ
Right on Node, thats a straight up response. Its great to see your not letting the newcomers get to you. I personally have a ? for ya. Are you planning on merging the xm360 with fsd anytime soon? Xbox to Xbox thru FSD would be great aswell as content management.
admiralxa
From FSD site:

"Well that's because there hasn't been an official announcement about it. =) Right now I have tested it and it seems to work great, but we do not have a scene in FSD to manage them just yet. So before we are 100% sure its gonna be in the next release, we decided we didn't wanna give much info about it out yet. Its basically a patch written in assembly that will be loaded right before the game is executed, that will allow you to patch the game code. Right now it has support for multiple options meaning the trainer author can have different patches for different things all in one trainer, and the user can just simply use a check-box to choose what options they would like to enable. It also has support for patches that will ALWAYS run which don't have a option, that was put in place in-case there was some code that had to be patched for any of the other optional code to run properly.

Once we know for sure that we will have it in the next release, there will be some more info on how to create a trainer for FSD released along with a tool (if we have time to code one) to make creating of them easier."

Now, if you track most 360 sites, you will find what I said is true; people come out and offer things like what is mentioned above, then disappear. Funny on the "kids" comment, and likely you are one of those people who have it going but then don't release it. xpowerplay came out MONTHS ago, and through discussing that, others said, "We have the search tool for memory, and can now write trainers for games...BUT WE DONT WANT OTHERS TO CHEAT ON XBLIVE SO WE WON"T RELEASE IT." So just grow a pair and stop trying to be condescending.
node21
QUOTE(DaBuisneZ @ Dec 28 2010, 10:55 PM) *

Right on Node, thats a straight up response. Its great to see your not letting the newcomers get to you. I personally have a ? for ya. Are you planning on merging the xm360 with fsd anytime soon? Xbox to Xbox thru FSD would be great aswell as content management.


Somewhat off-topic for this thread, so let's not carry on any further discussion about it here...but the short answer is "it has been discussed". I think that we all agree that the "collection management" features don't belong in the dash, but other things, like FSD to FSD transfer make some sense. I'd love to do it eventually...but there are other higher priority things going on right now.

And, admiralxa, no, I *don't* have the trainer engine running. I honestly couldn't care less about trainers. I don't have any time to play games anyway...
admiralxa
On a positive, fsd is the best. few bugs but massive progress. Thanks for clarifying and work team fsd has done.
admiralxa
Amazing progress and help (lol). As predicted, this went nowhere. No site, no news, no updates, no trainer tools released, etc. Pathetic.
node21
I said I wouldn't bother responding to you anymore, but I'm bored this morning...

In my opinion, and I'm guessing many others...The only thing that's "pathetic" here is you and your complaining about people not doing what *you* want them to do. It's somewhat humorous in a sad, "pathetic" way.

Let's imagine, for a second, that the FSD team has five features that it is planning on working on. All five are equally interesting (from a development perspective), all five are equally difficult to implement, and all five have been requested by the people who do such things. Now, one of those five things happens to be a feature that some kid is complaining about never being delivered, saying the 360 scene is garbage because of it, and that our failure to deliver said feature is "pathetic." Can you guess which one of those five features will be worked on *LAST* because of that?
admiralxa
QUOTE(node21 @ Jan 7 2011, 07:19 AM) *

I said I wouldn't bother responding to you anymore, but I'm bored this morning...

In my opinion, and I'm guessing many others...The only thing that's "pathetic" here is you and your complaining about people not doing what *you* want them to do. It's somewhat humorous in a sad, "pathetic" way.

Let's imagine, for a second, that the FSD team has five features that it is planning on working on. All five are equally interesting (from a development perspective), all five are equally difficult to implement, and all five have been requested by the people who do such things. Now, one of those five things happens to be a feature that some kid is complaining about never being delivered, saying the 360 scene is garbage because of it, and that our failure to deliver said feature is "pathetic." Can you guess which one of those five features will be worked on *LAST* because of that?

You are taking this all wrong. FSD is looking awesome, I enjoy using it and seeing it progress. However, for those who posted xpowerplay, said they had memory search tools they would release, who said they want to get the trainer system going (mentioned in this very thread), it is sad to see this always end up the same way. Goes dead, goes totally quiet. My understanding is this was not a Team FSD thread here. If you dev on that, cool, you guys put stuff out and it is looking more impressive with every release. So the pathetic part is that people don't follow through or share. VARIOUS sites have had people boast about memory search tools, or fixing some, or getting some things from lovemhz to work, etc. Then, nothing, not on xbins, not on any site I can find.
Reama
QUOTE(admiralxa @ Jan 7 2011, 03:02 PM) *

You are taking this all wrong. FSD is looking awesome, I enjoy using it and seeing it progress. However, for those who posted xpowerplay, said they had memory search tools they would release, who said they want to get the trainer system going (mentioned in this very thread), it is sad to see this always end up the same way. Goes dead, goes totally quiet. My understanding is this was not a Team FSD thread here. If you dev on that, cool, you guys put stuff out and it is looking more impressive with every release. So the pathetic part is that people don't follow through or share. VARIOUS sites have had people boast about memory search tools, or fixing some, or getting some things from lovemhz to work, etc. Then, nothing, not on xbins, not on any site I can find.


Well, as he said before. Even though someone "may have it" doesn't mean it's really usable. As an example. I have a car with a new engine just put in. Problem is, it's running in limp mode. Does 0-60 in about 120 seconds. You'd be better off walking. Now I "have it" yet it's running like shit and isn't even worth using. Coding on a 360 is most certainly not anywhere near as easy as building a program for a windows machine, I don't think you understand that. I personally haven't contributed to the project because this task is way over my head as I don't know where to start when coding for the 360. You need to take in to consideration how few contributers there are to the 360 scene, and even smaller within that scene are people interested in coding something such as this. Even if they did release some half-assed, buggy as hell code that is hard to use and understand, how many people do you think would want to take on something that someone started then just left? Let alone they're doing it for free, and there are few people with dev kits out there so on top of the small scene, the few people working on this also have lives to attend to. So I'd imagine it's not going very far as a small, unfunded, and almost not worth while (seeing as jtags are not nearly in as large of a number as when the original modded xboxes were around with the EvoX dash) project. Come on, man. cut them some slack.
Echelo
I've been working on cheats for a few weeks now. So far with no useful patches. I have modded just about everything except the values I'm trying to change. Got different lighting, got different ammo display on hud, but ammo still dropping, and got lots of crashes and errors.

Been getting full dumps with a dev, and would be willing to help anyone who is willing to actually work on this project instead of asking about xesearch.

I also wrote a tool that will generate memory patches based on offsets and value. It just creates random patches for xpp. There is no method to the madness of it, but maybe someone could get lucky using it.

I tell you guys, it sucks to feel like I'm the only one in the world working on making some progress with xpp. There is a ton of memory to look through for each individual game. I've been working on Apache Air Assault for a week or so now.

So, lets get this project rolling!

Go get on Efnet and pm me.
or msn echelo01@hotmail.com
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