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Thread: XBOX live, misc tidbits

  1. #1
    Portable Mammogramistâ„¢ DrUnKtAnK's Avatar
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    Shocked XBOX live, misc tidbits

    Have you guys seen this info yet. I saw it a while ago and couldn't find it until today:

    XboxHacker.net has received some interesting information from an 'anonymous developer'.

    Xbox online stuff

    -every packet sent has overhead of 30-40 bytes per packet, due to DES (30-40 bytes of DES on the packet is for authentication, not encryption. MS was advising developers to make their games send fewer large packets, as opposed to many small ones. That is due to the fact that the 30-40 bytes overhead is sent regardless of packet size, plus the fact that the game needs to send voice data as well as game data. That is for game packets only however, game content(downloadable levels etc.) is encrypted as well as authenticated.
    -Every xbox is verified/has a unique ID.
    -The backend for the service uses SQL.
    -The service will support billable content(e.g. paying for a new level etc.)
    -Content is encrypted(I'd assume with DES) + authenticated.
    -User accounts travel with the player from xbox to xbox(e.g. if you are banned on one xbox, then use your account on a different xbox, you are still banned)
    -The service will have guest accounts.
    -8 accounts per hard drive
    -Game servers must be microsoft certified.
    -Xbox's have a series of ip address's, not just one(don't know how this works)

    Other stuff

    -Visual C++ needs SP5 plus a CPU pack, to compile code for the xbox.
    -No .dlls on xbox
    -Drive E: on the xbox is the debug drive
    -Hard drive is split into three parts-
    utility storage- temp data
    title data- data that persists for all sessions, + downloadable data
    user data - saved games
    -No HAL
    -No Registry
    -No GUI API calls
    -Kernel is in ROM
    -Everything runs at ring 0
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  2. #2
    Registered User
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    Omaha, NE
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    I can't wait to hear all the online plans. Xbox Live should be the *****.

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