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Since executable code on the Xbox 360 is digitally signed, and runs underneath a hypervisor, an exploit or hack is necessary in order to execute homebrew code. On the Xbox 360, the first exploit which enabled booting of unsigned code relied on a modified DVD-ROM drive firmware, a modified burned disc of the game King Kong (for Xbox 360), and the target console having either one of two ...
Looks like the Hypervisor vulnerability we reported earlier this week has led to the first real homebrew code running on an Xbox 360. It's nothing to write home about just yet. Created by a hacker ...
A group independent of Microsoft is working on the means to run homebrew code, as part of the Free60 project. Note: The hypervisor vulnerability in the Xbox 360 kernel versions 4532 and 4548 was addressed by Microsoft with the release of the NXE system and dashboard update in 2008. [citation needed]
In August 2024, a savegame exploit affecting multiple consoles and generations called TonyHawksProStrcpy [10] was released, which is present in Tony Hawk's American Wasteland for the Xbox 360. It can be used to execute unsigned code.
The Xbox 360 version of the game has poorly coded shaders, allowing homebrew and unsigned code to run on the Xbox 360 through modified disc images of the game, which exploited the aforementioned shader engine.
Game saves and downloadable content cannot be transferred from an original Xbox to an Xbox 360. [2] Xbox Live functionality for original Xbox games was available until April 15, 2010 until support for original Xbox games were discontinued. [9] System link functionality between original Xbox and Xbox 360 remains available. [5]
The article also revealed that representatives of the three largest Xbox 360 resellers in the world (EB Games, GameStop, and Best Buy) claimed that the failure rate of the Xbox 360 was between 30% and 33%, and that Micromart, the largest repair shop in the United Kingdom, stopped repairing Xbox 360s because it was unable to fully repair the ...
Indie Games were created and added to the Xbox Live service by a four-step process: [2] [18] Create – Games are written in C# or Visual Basic .NET using the XNA Game Studio framework, allowing the developers to debug and test their game internally before release. The final code is compiled into a single binary package.