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.Map Modding Discussion

This is a discussion about .Map Modding Discussion within the Halo 3 Modding Discussion section, where you will Discuss all aspects of Halo 3 modding.; so say someone figured out how to .map mod, lyke say bungie released the custom kernel or watver is needed to resign the maps, would we have to modify our xbox?? could we just xsata



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Old 08-10-2008, 12:38 AM   #21
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Re: .Map Modding Discussion

so say someone figured out how to .map mod, lyke say bungie released the custom kernel or watver is needed to resign the maps, would we have to modify our xbox?? could we just xsata it??

Last edited by fastmouth808; 08-10-2008 at 12:39 AM.
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Old 08-10-2008, 12:45 AM   #22
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Re: .Map Modding Discussion

Quote: Originally Posted by fastmouth808 View Post
so say someone figured out how to .map mod, lyke say bungie released the custom kernel or watver is needed to resign the maps, would we have to modify our xbox?? could we just xsata it??
I'd have to say no from reading other posts.

Someone else will explain in more detail I'm sure.

Great post by the way, I'm probably one of the few that read it and comprehended it.
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Old 08-10-2008, 12:50 AM   #23
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Re: .Map Modding Discussion

First of all Bungie is not in charge of a custom kernel being released.
A kernel is nothing the game developers such as Bungie can modify. All they can do is make their game work with the Kernel which every game no matter the complexity does. I would give a better explanation of a kernel if it was not 1AM where I live.

Being able to "XSata" it all depends on the exploit if there is ever one found.

Last edited by Supermodder911; 08-10-2008 at 12:57 AM.
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Old 08-10-2008, 12:52 AM   #24
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Re: .Map Modding Discussion

Quote: Originally Posted by Supermodder911 View Post
First of all Bungie is not in charge of a custom kernel.
A kernel is nothing the game developers such as Bungie can modify. All they can do is make their game work with the Kernel which every game no matter the complexity does. I would give a better explanation of a kernel if it was not 1AM where I live.

Being able to "XSata" it all depends on the exploit if there is ever one found.
LOL!

Why would Bungie release it... Their the ones who don't want one released at all..

Just realized the other guy said that..

Last edited by Supermodder911; 08-10-2008 at 12:56 AM.
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Old 08-10-2008, 04:54 AM   #25
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Re: .Map Modding Discussion

Quote: Originally Posted by Supermodder911 View Post
First of all Bungie is not in charge of a custom kernel being released.
A kernel is nothing the game developers such as Bungie can modify. All they can do is make their game work with the Kernel which every game no matter the complexity does. I would give a better explanation of a kernel if it was not 1AM where I live.

Being able to "XSata" it all depends on the exploit if there is ever one found.
Could you maybe do that ?
That hole thing with the Kernel and everything is very interesting for me, and I just want to clear some miss-understoods up for me.

As far as I know the Kernel is something like the Ethical thinking, say what the Player can do and what not.
There is this Security System too, but the kernel is more for the Software based security.
The Kernel Stop us from running unsigned Code, which is a Security feature.

I hope its right so far ...
Im pretty sure you gonna clear some things up for me and please dont hold informations back while describing.
I understand in that case nearly everything, I just cant say what I think bcause Im from germany

greetz
Vene
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Old 08-10-2008, 11:55 AM   #26
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Re: .Map Modding Discussion

Quote: Originally Posted by Supermodder911 View Post
Eazy saying "The executable for Halo 3 uses the RSA public key in your .map files, to verify that they are unmodified." is pretty misleading.

There is no public key in the maps. If there was we could simply generate a new Keypair and sign the map with the private key we generated and simply replace the public key in the map with the public key that we generated.
orly? is that why we can do that with CONs- oh wait we cant
to compute d, the private key, you would use this equation:
d=(1+k<totient n>)/e
we would have e because that is part of the public key
but not only is k A rAnDoM vAlUe created by bungie, but totient of the modulus is (p-1)(q-1), with a 1024 encryption, it takes 100000000000 years to bruteforce the factors of such a number
each public key is in a file, how else do you think it verifies its legitness?
RSAs first intended use was to send your public key to someone to encrypt messages, if it were so easy to generate the private key, RSA would be a worthless encryption
i could be wrong, the public key might be somewhere else such as the xex, but that still doesnt change RSA facts
along with generating our own, there is most likely a digital certificate to it

Last edited by DJ Shepherd; 08-10-2008 at 12:03 PM.
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Old 08-10-2008, 01:01 PM   #27
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Re: .Map Modding Discussion

Quote: Originally Posted by DJ Shepherd View Post
orly? is that why we can do that with CONs- oh wait we cant
to compute d, the private key, you would use this equation:
d=(1+k<totient n>)/e
we would have e because that is part of the public key
but not only is k A rAnDoM vAlUe created by bungie, but totient of the modulus is (p-1)(q-1), with a 1024 encryption, it takes 100000000000 years to bruteforce the factors of such a number
each public key is in a file, how else do you think it verifies its legitness?
RSAs first intended use was to send your public key to someone to encrypt messages, if it were so easy to generate the private key, RSA would be a worthless encryption
i could be wrong, the public key might be somewhere else such as the xex, but that still doesnt change RSA facts
along with generating our own, there is most likely a digital certificate to it
Yes the public key is in the xex. He wasnt saying anything about trying to generate the private key using the public key. He was talking about generating a whole new keypair.

Last edited by shade45; 08-10-2008 at 01:04 PM.
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Old 08-10-2008, 05:30 PM   #28
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Re: .Map Modding Discussion

Quote: Originally Posted by DJ Shepherd View Post
orly? is that why we can do that with CONs- oh wait we cant
to compute d, the private key, you would use this equation:
d=(1+k<totient n>)/e
we would have e because that is part of the public key
but not only is k A rAnDoM vAlUe created by bungie, but totient of the modulus is (p-1)(q-1), with a 1024 encryption, it takes 100000000000 years to bruteforce the factors of such a number
each public key is in a file, how else do you think it verifies its legitness?
RSAs first intended use was to send your public key to someone to encrypt messages, if it were so easy to generate the private key, RSA would be a worthless encryption
i could be wrong, the public key might be somewhere else such as the xex, but that still doesnt change RSA facts
along with generating our own, there is most likely a digital certificate to it
If the public key was inside of the map we would be able to sign them. Not with bungie's key pair but with one we randomly generate. All we would have to do is replace the public key in the map with the public key we generate, generate the signature and write it to the map file. I was only correcting Eazy as he made it seem as if the public key was written to the map file.

The reason we can't do this with CONs is because the public key inside of the CON header is also signed.

Last edited by Supermodder911; 08-10-2008 at 05:30 PM.
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Old 08-10-2008, 05:45 PM   #29
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Re: .Map Modding Discussion

The fall dashboard cant be installed on a current xbox due to kernel issues correct?

if so that means the update is going to need to change the kernel

there for all current custom kernel projects will need to completely restart
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Old 08-10-2008, 06:04 PM   #30
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Re: .Map Modding Discussion

Quote: Originally Posted by Forgoten Dynasty View Post
The fall dashboard cant be installed on a current xbox due to kernel issues correct?

if so that means the update is going to need to change the kernel

there for all current custom kernel projects will need to completely restart

No. If you downgrade your kernel to 1888 you can install the leaked dash.
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Old 08-10-2008, 09:31 PM   #31
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Re: .Map Modding Discussion

k, what is say a bungie employe gets fired for sumthing he didnt do, so he would want to get back at bungie so he comes to this site, and tells everyone how to get pass the security. or wat if bungie put lyke the number to break the code in lyke a obvious spot, but we didnt look there because we would think it owuldnt be there!!
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Old 08-10-2008, 10:30 PM   #32
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Re: .Map Modding Discussion

Quote: Originally Posted by fastmouth808 View Post
k, what is say a bungie employe gets fired for sumthing he didnt do, so he would want to get back at bungie so he comes to this site, and tells everyone how to get pass the security. or wat if bungie put lyke the number to break the code in lyke a obvious spot, but we didnt look there because we would think it owuldnt be there!!

1. He would be sued
2. Bungie wouldn't ruin there own game.
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Old 08-11-2008, 01:51 PM   #33
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Re: .Map Modding Discussion

A question for you, since you know a lot about this.

In Shadow Lag's other real modding thread, he stated somewhere along that XeNoN7 had connections to some sort of hardware. With this hardware he made upgrades to his retail Xbox 360. Thats what Shadow Lag once said, so my question is, what sort of upgrades did he make to his Xbox 360?
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Old 08-11-2008, 01:55 PM   #34
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Re: .Map Modding Discussion

Quote: Originally Posted by Mod4 View Post
A question for you, since you know a lot about this.

In Shadow Lag's other real modding thread, he stated somewhere along that XeNoN7 had connections to some sort of hardware. With this hardware he made upgrades to his retail Xbox 360. Thats what Shadow Lag once said, so my question is, what sort of upgrades did he make to his Xbox 360?
There was no upgrade. Shadow LAG made this lie up because he thought MS would come after him.... there are theories on how it could be done but it has never been done successfully, and the parts cost would be equivalent to dev in the first place.
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Old 08-11-2008, 02:00 PM   #35
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Re: .Map Modding Discussion

Quote: Originally Posted by Eazy B View Post
There was no upgrade. Shadow LAG made this lie up because he thought MS would come after him.... there are theories on how it could be done but it has never been done successfully, and the parts cost would be equivalent to dev in the first place.
I have another question, it may already be stated but I read through the whole thread.

What sort of coding is the XEX compiled from, and would using Action Replay to softmod your 360 work, I asked a question one time pertaing to something else, but I learned that you could softmod your 360 using AR but this may be irrelevant to Halo 3 modding.
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Old 08-11-2008, 02:29 PM   #36
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Re: .Map Modding Discussion

Quote: Originally Posted by leorimolo View Post
Yeah just make sure you have the early splinter cell version
Could it be used to mod Halo 3 somehow?
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Old 08-11-2008, 02:35 PM   #37
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Re: .Map Modding Discussion

He was joking.. don't you think if we could softmod our 360s like the xbox1 we would have done it years ago?
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Old 08-11-2008, 02:35 PM   #38
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Re: .Map Modding Discussion

Quote: Originally Posted by Mod4 View Post
I have another question, it may already be stated but I read through the whole thread.

What sort of coding is the XEX compiled from, and would using Action Replay to softmod your 360 work, I asked a question one time pertaing to something else, but I learned that you could softmod your 360 using AR but this may be irrelevant to Halo 3 modding.
The XEX is compiled from C++ code using Microsoft xbox 360 SDK. You cannot softmod with Action Replay, none of the original xbox games required are backwards compatible, also the hypervisor would probably block it.

Last edited by Eazy B; 08-11-2008 at 02:36 PM.
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Old 08-11-2008, 06:18 PM   #39
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Re: .Map Modding Discussion

Quote: Originally Posted by Eazy B View Post
There was no upgrade. Shadow LAG made this lie up because he thought MS would come after him.... there are theories on how it could be done but it has never been done successfully, and the parts cost would be equivalent to dev in the first place.
From what I was told there is no other hardware required. If official MS discs exist and are leaked for what ever reason, we will be able to.
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Old 08-11-2008, 07:05 PM   #40
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Re: .Map Modding Discussion

Quote: Originally Posted by Supermodder911 View Post
From what I was told there is no other hardware required. If official MS discs exist and are leaked for what ever reason, we will be able to.
Pretty sure that wouldnt work...... Retail hardware running a recovery disk will cause lots of problems. Dev Nand is bigger etc. I can confirm there are no disks used for making things like Demo Kits, they are flashed differently at manufacture. And those leaking would be like Private keys being leaked, very unlikely.
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