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Where do we stand with .map mods

This is a discussion about Where do we stand with .map mods within the Halo 3 Modding section, where you will Learn how to mod Halo 3, learn how to skin Halo 3, and learn what programs you need to modify Halo 3's content and maps.; Quote: Originally Posted by bob657 never say never if 708 people worked together it would take 3 months to get to 100% that is not so ridiculous You obviously don't understand the complexity of RSA.



 
 
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Old 08-02-2008, 09:26 PM   #21
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Re: Where do we stand with .map mods

Quote: Originally Posted by bob657 View Post
never say never if 708 people worked together it would take 3 months to get to 100% that is not so ridiculous
You obviously don't understand the complexity of RSA.

Remember the original Xbox? The XBE's were also RSA signed and guess what, we still don't have the private key... That key was only 1024 bit so what makes you think we can brute force a 2048 bit key? No matter how many people try it's not going to be brute forced. All logic is against it.
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Old 08-02-2008, 09:33 PM   #22
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Re: Where do we stand with .map mods

well if someone got to 0.14124% in 3 months its not impossible and you dont need to get to 100% you just need to get lucky it is very improbable that the last number you try is going to be the correct one
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Old 08-02-2008, 09:38 PM   #23
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Re: Where do we stand with .map mods

Trust me, it's been about three years since the Xbox 360 was released, if brute forcing was a possibility it would have been done...

If we could sign one boot loader we would be all set... It's completely logic less to try to brute force...

As for someone getting that far, I guarantee you, they have no idea what they're doing.

Last edited by Supermodder911; 08-02-2008 at 09:40 PM.
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Old 08-02-2008, 09:40 PM   #24
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Re: Where do we stand with .map mods

who said anything about signing an XBE why cant we just try to sign the maps?
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Old 08-02-2008, 09:58 PM   #25
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Re: Where do we stand with .map mods

Quote: Originally Posted by bob657 View Post
who said anything about signing an XBE why cant we just try to sign the maps?
Nobody, I was bringing the point that the XBE's used a smaller key and still hasn't been obtained, to show you some of the complexity of brute forcing a RSA key. Either way, read up on RSA PKCS1 signatures.

The maps are signed with the same type of security as the XEX which is a 2048-bit RSA certificate. So if we can't sign a XEX how could we sign a map?... If brute forcing was a possibility it would have already been done.

Last edited by Supermodder911; 08-02-2008 at 10:00 PM.
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Old 08-02-2008, 11:41 PM   #26
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Re: Where do we stand with .map mods

Quote: Originally Posted by itsmethebest View Post
We are no where...In the modding progress...Only .CON resigning... .MAP is impossible right now unless you have a dev-kit....So every1 just wait until some1 smart does something and gets something together for a resigner or get a dev-kit....If u cant wait for a long time just stop waiting then
there is no .con its con files have no extension

devkits dont run unsigned code unless u heavily mod it

Quote: Originally Posted by bob657 View Post
well if someone got to 0.14124% in 3 months its not impossible and you dont need to get to 100% you just need to get lucky it is very improbable that the last number you try is going to be the correct one
those numbers were incoorect its more like were .0000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000001% done with a .map resigner

Last edited by T3AB4GG3R117; 08-02-2008 at 11:41 PM. Reason: Automerged Doublepost
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Old 08-02-2008, 11:45 PM   #27
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Re: Where do we stand with .map mods

Not that I know much about this, but if modding halo 2 with out the private key was possible, then wouldn't it be for halo 3? I mean, I could mod halo 2 on my 360 without doing any custom kernel, hardware mods(Well, I transfer to and from my hard drive), etc... so how is it that the community figured out how to mod halo 2 on the original xbox without the private key? What do we do for halo 2, and could we do it for halo 3?

Last edited by TJF; 08-02-2008 at 11:47 PM.
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Old 08-02-2008, 11:52 PM   #28
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Re: Where do we stand with .map mods

Quote: Originally Posted by TJF View Post
Not that I know much about this, but if modding halo 2 with out the private key was possible, then wouldn't it be for halo 3? I mean, I could mod halo 2 on my 360 without doing any custom kernel, hardware mods(Well, I transfer to and from my hard drive), etc... so how is it that the community figured out how to mod halo 2 on the original xbox without the private key? What do we do for halo 2, and could we do it for halo 3?
halo 2s security was literally about a googel (10^100) times easier to crack
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Old 08-03-2008, 12:12 AM   #29
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Re: Where do we stand with .map mods

Ok, thanks. So basically, besides the private key, bungie put extremely powerful security measures. I personally think that if forge, theater, and file shares didn't exist the modding community would be further in on finding out how to do some real mods.
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Old 08-03-2008, 12:17 AM   #30
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Re: Where do we stand with .map mods

i dont consider usermap mods "real" lol
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Old 08-03-2008, 01:56 AM   #31
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Re: Where do we stand with .map mods

Halo 2 had a checksum that was written to the file. You could use iron forges program to correct the signature, allowing the map to load. There was no encryption or signing involved. Think of Halo 3's system like this : Bungie builds their .map file that they have completed. They then calculate a checksum of the entire file, ( a hash, this verifies the file is unmodified) then write this to a section of the file. Then, they take RSA 2048 keys, and encrypt the hash. This makes it impossible for us to find it, and also verifies that it is unmodified itself. When you load a .map, halo 3 goes to that section, uses the public key to decrypt the hash, then hashes the map file itself and compares. If they match, then the file is deemed unmodded. We cannot resign this because we need the private key to be able to first know the signature, and also the method that it is generated with. These things are impossible to determine without the private key. I will post an example file later to show you this for yourself.
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