re open online servers in Xbox 360 games. is it possible?

Daniels_-_

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How do we all know the Xbox 360 more and more online games are closing. As happened with the halo, GTA 5, wwe, etc ... I have recently seen PS3 communities like PSone that have reopened online games as if nothing else, how is it possible? could you do something similar with the xbox 360? I listen to your responses.
 

Daniels_-_

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xlink kai probably. that's been on the 360 for over a decade. it's what ps4 users user as well, since they can't go online with an exploited system.
but what happens is that x link kai, it is only for pirate consoles which means that very few players could connect through that option, ps3 what they have recreated works for any console whether or not it is pirated, just modifying the dns and voila the game servers are alive again.
 

FAST6191

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xlink kai does work on stock consoles if the host is JTAG/RGH. The main trouble is the vast majority of games don't have system link support, and what support there is can be quite different to the baseline games.

There are two main models for multiplayer game servers
1) Simple multicast, be it central server or peer to peer (less expensive on bandwidth for the central server setup at the cost of dubious reliability and potentially anti cheat).
2) Central server that actually does something. Serves content, enforces rules, mitigates ping where it can ( https://www.gamedeveloper.com/desig...r-what-i-learned-coding-x-wing-vs-tie-fighter ), maybe calculates some things, holds data on world state (nobody wants to have to download and keep current the whole 100000 player base of a MMO, never mind all 100000).

You can usually work backwards to 1) easily enough. Figure out the handshakes, do some form of lobby/selection, fire data every which way it needs to go. This is what happened for the DS wifi resurrection projects, aided later by further exploits in the SSL/certificate handling.
2) Tends to be for things with leaked server code, server code shared with say PC versions of the game to allow self hosting of servers (rare in this day and age for... I guess control reasons) or simple enough that reverse engineering is possible. Stuff like the World of Warcraft private servers relies on some leaks, some serious efforts and the underlying protocol kind of being similar to a common database format. You don't necessarily have to replicate all of it if you can convince players to turn their ping down and just need positional stuff.

Having unhacked clients join can be tricky as said servers will often use encryption for various reasons -- enforcing bans, anti analysis (see something like pokemon battle analyser on the 3ds, though that was also Nintendo being legend class awful at network security), anti cheat/custom clients, money, control...
If you can break the encryption (unlikely -- I doubt MS did anything like the MD5 hashing we saw some people replicate certs for, and as they also own one of the more popular internet browsers in the world I will assume their handling is reasonably on form here) or work around it (unlikely on stock, the DS stuff being an anomaly really, doable enough if your hacks give you system level control).
 
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Daniels_-_

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xlink kai does work on stock consoles if the host is JTAG/RGH. The main trouble is the vast majority of games don't have system link support, and what support there is can be quite different to the baseline games.

There are two main models for multiplayer game servers
1) Simple multicast, be it central server or peer to peer (less expensive on bandwidth for the central server setup at the cost of dubious reliability and potentially anti cheat).
2) Central server that actually does something. Serves content, enforces rules, mitigates ping where it can ( https://www.gamedeveloper.com/desig...r-what-i-learned-coding-x-wing-vs-tie-fighter ), maybe calculates some things, holds data on world state (nobody wants to have to download and keep current the whole 100000 player base of a MMO, never mind all 100000).

You can usually work backwards to 1) easily enough. Figure out the handshakes, do some form of lobby/selection, fire data every which way it needs to go. This is what happened for the DS wifi resurrection projects, aided later by further exploits in the SSL/certificate handling.
2) Tends to be for things with leaked server code, server code shared with say PC versions of the game to allow self hosting of servers (rare in this day and age for... I guess control reasons) or simple enough that reverse engineering is possible. Stuff like the World of Warcraft private servers relies on some leaks, some serious efforts and the underlying protocol kind of being similar to a common database format. You don't necessarily have to replicate all of it if you can convince players to turn their ping down and just need positional stuff.

Having unhacked clients join can be tricky as said servers will often use encryption for various reasons -- enforcing bans, anti analysis (see something like pokemon battle analyser on the 3ds, though that was also Nintendo being legend class awful at network security), anti cheat/custom clients, money, control...
If you can break the encryption (unlikely -- I doubt MS did anything like the MD5 hashing we saw some people replicate certs for, and as they also own one of the more popular internet browsers in the world I will assume their handling is reasonably on form here) or work around it (unlikely on stock, the DS stuff being an anomaly really, doable enough if your hacks give you system level control).
very good information colleague, but in summary as such today, an xbox 360 console that is not pirated, is there an existing method which says if you can connect to the online game? whose servants have died?
 

FAST6191

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Other than joining a VPN hosted effort (xlink kai being the most common of such services) with a system link game ( https://www.co-optimus.com/games.php# should be able to generate a list) with either a JTAG/RGH/RGH3 as a host, or close enough for the ping not to matter (the ping limit that they added is just about doable for same ISP in same town type setups).

Even for a modified 360 there are private servers that I am aware of -- most people doing anything there playing with stealth services and official xbox live.
 

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