Re: Home PSO Server was Re: Yuck. Sega outsourcing...



In article <1158092227.528540.125190@xxxxxxxxxxxxxxxxxxxxxxxxxxxx>,
BelPowerslave <Belpowerslave@xxxxxxx> wrote:
US version 2 is still a problem because I don't have the web server app
that validates Hunter's Licenses. I think I can fake it, but I'm not sure
what interaction the License server has with the ship server, if any. Oh
yes, and there are the usual dumbass problems with dial-up connections as
opposed to broadband connections.

It'd be nice if somehow, someone could hack/find a way to host PSO
games on the Xbox version(Ep1&2). I'm sure it'd require a modded
Xbox(on both sides), but that'd rock. Then one wouldn't have to worry
about finding a BBA for the DC, or any of the issues presented by DC
v2. You'd think it'd *almost* be possible too, with all the homebrew
Xbox tunneling software.

The homebrew programmers that have these tricks at their disposal seem to
be steering clear of the Xbox version. Apparently, the clients checks the
Xbox Live packets so thoroughly that you can't fool it into connecting as
reliably as the other versions. That, and there's nothing in the Xbox
client that isn't already present in the PC or Gamecube versions, which
are more flexible for connecting.

I think an XBox PSO server is possible, but it'd have to be a LAN-only
solution and not available over the Internet like the Dreamcast stuff is.
I definitely should do more research on that.

-KKC, who now has the tool for generating Codebreaker hashes so that
people using dial-up can connect to his server. This is getting
ridiculously serious now.
--
"A band of adventurers must now come together, | kendrick @
bringing each of their varied abilities which | io.com
somehow make them more capable than career soldiers." Dawson's Dragon Tails
Block website ads with no extra software - http://www.io.com/~kkc/hostsfile/
.



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