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Insignia Project (original XBOX Live 1.0 reimplementation) already shows some games

stranno

Member
Luke Usher (CXBX-Reloaded author) has been showing some gameplay of his new project: Insignia. An attempt to revive XBOX Live for OG XBOX.





Current Beta Plans are something like:
Wave 1 - Devs Only
Wave 2 - some trusted close friends, to test voice chat, and some small game session
Wave 3 - give access to current members of the private channels on Discord. -sign up form opens to allow people to register for private beta-
Wave 4 - selected new testers from the form, invited a few at a time, based on region, etc so we can properly test latancy and get our infrastructure better/improved/suitable for:
Wave 5 - Open Beta for ~1year, anyone can join.
We're not even in wave 1 yet
This plan may change, we'll see.

FAQ

Q: Will hardmodded/TSOP-flashed systems be supported?
A: Assuming your BIOS doesn't block XBL (we'll post compatibility lists etc once we ascertain that information), you should be fine.
Q: What about unmodded/stock systems?
A: As long as you are able to dump your EEPROM keys (a one-time temporary game exploit, or dumping via hardware), you will be able to connect to the service.
Q: What's your stance on cheating?
A: We haven't yet clarified in full, but our general policy will be in private rooms that are invite-only, cheats would be allowed if the host agrees, but please don't cheat/hack/etc in public rooms, it makes the service less fun for us all.
Q: Will you support Xbox 360 Backwards Compatibility?
A: This is unlikely; Fusion (the Xbox 360's original Xbox BC emulator) copies Xbox Live accounts from the 360 and seems to convert them into OGX compatible format - we have no way to dump the keys from these accounts, nor do we wish to support Xbox 360's Live service. As such, it does not currently seem like we will be able to support it.
Q: What are the server requirements? Won't this be expensive to run?
A: Xbox live is suprisingly light on network/processing: Xbox Live (for the most part) only does Authentication, leaderboards, friendlists, and matchmaking lobbies. This isn't true for every game, but MOST games host dedicated servers on your Xbox for actual gameplay, they just use XBL to negotiate a secure connection - The max packet size is ~2,000 bytes, and its not too demanding. (This is a 2001 service, remember)
Q: What keys do you need from the EEPROM? Why do you need them, anyway?
A: We need the Serial Number, HDD Key, and Online Key. These keys are used by the Xbox to communicate with the server, and are not sent over the network. This means it's not possible to simply intercept them, as only Microsoft would have the full list (and we're not Microsoft :3) - we'll provide a way to easily submit these keys, don't worry!
Q: Will you be hosting DLC/Title Updates?
A: No. We do not have the rights to host or distribute either of these, and thus it'd be illegal to do so. If custom maps/other DLC exist for Xbox games that work without smth like signature patches and the creator gives us permission to share said maps, we may consider hosting those
Q: Are you prioritising certain games/What games do you want to focus on?
A: We aren't working just on a game-by-game basis; our plan is to fully reimplement the core MS services most games use, which'll allow a lot of games to just work out of the box. Some games (like Halo 2, PSO, EA games) have custom title servers that are non-standard; we hope to support these of course, but they may not be directly available at launch.
Q: How does this work on an unsoftmodded console? Wouldn't you need keys?
A: The only keys we need are the ones that are unique to your console - there is no special private key Microsoft had for Xbox Live connections - only signed executables (like title updates) which we are not distributing. Using a stock Xbox on Insignia will be possible since you'll need to run an exploit temporarily (as in nothing is installed to your drive and once you restart the Xbox it'll have no changes to it), or use hardware to dump out your EEPROM key file.
 
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