The PRNG exponentiation scheme is essentially Diffie-Hellman.
> Modifying the fire duration does not seem to have any effect
Including, e.g., plasma pistol?
Very cool investigation and writeup.
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The PRNG exponentiation scheme is essentially Diffie-Hellman.
> Modifying the fire duration does not seem to have any effect
Including, e.g., plasma pistol?
Very cool investigation and writeup.
Earlier quoted context omitted.
The game was actually close to ship without multiplayer, it was an afterthought. Some devs have talked about this (iirc, Marty O’Donnell was one of them).
I’ve heard this was also the case for Goldeneye on the N64
This isn't to say the campaign mode isn't good, but the ability for boys to play a shooter game against each other on the same console is what made that game.
"age in a bot" might be a truncated form of "message in a bottle." The PRNG exponentiation scheme is essentially Diffie-Hellman. > Modifying the fire duration does not seem to have any effect Including, e.g., plasma pistol? Very cool investigation and writeup.
Yeah, that makes sense, it is a very odd sentence otherwise. Truncating on "bot" might be a play on words for game AI/NPC.
> The PRNG exponentiation scheme is essentially Diffie-Hellman.
Ah, of course, yes, I was thinking it reminded of public-key cryptography.
> Including, e.g., plasma pistol?
Yeah, it seems so, that was the first weapon I was thinking it to be used for. I tried e.g. setting the duration to zero and charging the plasma pistol. It still shoots like normal and does not seem to affect visual effects, audio or damage for neither host nor guest. It is still possible that it is used for something else that I have not noticed. Modifying the host's fire duration does not cause a desync so it might not affect the game state.
> Very cool investigation and writeup.
Thanks!
Earlier quoted context omitted.
They were probably already working on it
The game was actually close to ship without multiplayer, it was an afterthought. Some devs have talked about this (iirc, Marty O’Donnell was one of them).
It's a shame it's proprietary, but there's a neat service[1] that's been around for over a decade that reverse engineered System Link and similar protocols to make them Internet-enabled. [1]: https://www.teamxlink.co.uk/
I wonder if it is enough for XLink to simply send the packets through a networked tunnel or if it actually needs to modify the packet payload somehow. The consoles might be able to handle everything as long as they are able to communicate with each other?
It's a shame it's proprietary, but there's a neat service[1] that's been around for over a decade that reverse engineered System Link and similar protocols to make them Internet-enabled. [1]: https://www.teamxlink.co.uk/
I haven't tried this out, I wonder how well the Halo 1 net protocol works over a less reliable connection. I encounter issues as soon as I momentarily minimize the emulator and it does not recover without starting a new game. I wonder if it is enough for XLink to simply send the packets through a networked tunnel or if it actually needs to modify the packet payload somehow. The consoles might be able to handle everyt…
It's a shame it's proprietary, but there's a neat service[1] that's been around for over a decade that reverse engineered System Link and similar protocols to make them Internet-enabled. [1]: https://www.teamxlink.co.uk/
Great RE work!
Disclaimer: I created a proof of concept implementation of the Xbox Live server infrastructure here: https://github.com/xombieonline/xombie
Earlier quoted context omitted.
The game was actually close to ship without multiplayer, it was an afterthought. Some devs have talked about this (iirc, Marty O’Donnell was one of them).
The game being an FPS was an afterthought, too. Originally, they were working on an RTS .