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MGO1 Breakthrough!
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dfsdaf
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PostPosted: Thu May 12, 2011 10:57 pm    Post subject:  MGO1 Breakthrough!
Subject description: Le Gasp
 

So, through much studying of how other games were able to defeat DNAS, and comparing it with the older DNAS programming choices we've discovered something awesome and hilarious.

The checks done on the MGO disc are solidly pointless. It's merely so the DNAS server can turn you away with a copied disk. It doesn't check for ANY other irregularities other than:

    Disc Region
    Disc Game ID
    UUID (hardware)
    Hardware Region


Then it sends a single packet of data back that either describes the status OR gives an error.

With the knowledge found through this from scouring 2 valid logs and countless invalid test logs (testing on 2 PS2s till they burnt out, and running tests on a third and using the mod chip in it for interesting results) it seems this will be much easier than thought before.
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Elman
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PostPosted: Fri May 13, 2011 7:44 am    Post subject:  

So...

MGO1's return is possible?

Shit.

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dfsdaf
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PostPosted: Fri May 13, 2011 10:58 am    Post subject:  

Yes it is. Entirely, entirely, entirely.

Right now there are 4 of us working on it together, and I made the breakthrough last night.

Unfortunately since my PS2, and a PS2 donated by a friend here in STL have both burnt out or broken I'm unable to run tests myself any longer. There's a dude at Webster College nearby who shot me an email, and I've been setting up the tests on his PS2 and whenever he has time he sets them up. It's a bit of a pain in the ass because it's a 20 min drive, and he has roommates who fuck it up when he's not home so I have to make it frequently, and sometimes I don't hear back from him for more than 7 days, BUT making this progress is encouraging.

With DNAS now conquered, we can move on to handling the Login data, then try to gather what the hell the game needs as far as lobbies.

The documentation I have set up so far outlines a virtual lobby (which you have to be in a lobby to create or join a game) which may always be open for being populated for when bros directly connect to you but also for if you set up the program on a server, all lobbies, not just Snake, will be open. When this happens then many people can make many games in any lobby. You could even (as server host) password lobbies.

One of the things I think would be really nice is to take this opportunity to remove the ability to glitch or make it extremely disadvantageous. Such as, the Host itself actually hosts a couple different games as a static host (which means decent connection, and being able to have the server program monitor the game). For these games, it would be able to recognize glitches and kick them + ban their machine's MAC address from your server. Then people could make user games, and if glitchers try to hide out in there we could handle those via the community. Everyone knows what glitching looks like, and if a person is caught glitching, they could be kicked/banned for it. The plus side is this: on the PC side you could use a special ban command that tells the server it was for glitching. If a person collects so many of these user-glitching bans they will be banned from the server.
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The Man
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PostPosted: Fri May 13, 2011 12:31 pm    Post subject:  

This better not be a giant cock tease.
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dfsdaf
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PostPosted: Fri May 13, 2011 12:44 pm    Post subject:  

It's not. It will take quite a bit of time, but I believe if we toss enough data and give enough fake data we can have a direct client-to-client connectivity program in a month or so. That's assuming we can get the code and conduct the tests in a timely matter. Unfortunately as of now I'm the only one conducting tests actively, and I have to go through a proxy to do so without my own PS2 for now.
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The Man
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PostPosted: Fri May 13, 2011 12:46 pm    Post subject:  

If you get this to work you are the coolest fucking guy on the internet.
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Nitroid
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PostPosted: Fri May 13, 2011 6:46 pm    Post subject:  

I've read reports from a lot of people who have claimed to have a plan for getting MGO1 running again, but this is the first one that actually seems plausible. Assuming that you're going to follow through with this, is there anything that the community can do to help? Personally speaking, I have plenty of web server space and bandwidth to spare if you need a project hub, but I'm sure there are other people who would be willing to contribute in some way.

If this is true, it's awesome. Keep us updated!
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Ravi Singh
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PostPosted: Fri May 13, 2011 6:52 pm    Post subject:  

This definitely more of an anticipated project than the Metal Gear 2 port.

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PostPosted: Fri May 13, 2011 7:02 pm    Post subject:  

The Metal Gear fan community might have some badass hacking-work under their belt yet!
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Old Shinobi
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PostPosted: Sat May 14, 2011 4:01 am    Post subject:  

Change PSN with MGO1 =



Made by GAF^.
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The Man
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PostPosted: Sat May 14, 2011 6:55 am    Post subject:  

MGO has changed.

It's no longer about skill, competition, or fun. It's an endless series of survival battles fought by neckbeards and pros.

MGO - and its consumption of life - has become a well-oiled machine.

MGO has changed.

Stat-Boosted players carry un-restricted weapons, use RWD shop gear. Aimbots inside their controllers enhance and regulate their abilities. Artificial control. Headshot control. Butthurt control. Battlefield control. Everything is monitored and kept under control.

MGO has changed.

The age of entertainment has become the age of control...All in the name of averting catastrophe from angry neckbeards. And he who controls the server...controls history.

MGO has changed.

When the server is under total control...MGO becomes routine.
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John
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PostPosted: Sat May 14, 2011 7:16 am    Post subject:  

Welp, looks like I might need to buy MGS3: Subsistence after all.

I swear, hackers will save the world one day.
Nitroid wrote:
I've read reports from a lot of people who have claimed to have a plan for getting MGO1 running again, but this is the first one that actually seems plausible. Assuming that you're going to follow through with this, is there anything that the community can do to help? Personally speaking, I have plenty of web server space and bandwidth to spare if you need a project hub, but I'm sure there are other people who would be willing to contribute in some way.
We could do a KPN server/clan.

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Last edited by John on Sat May 14, 2011 7:17 am; edited 1 time in total
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dfsdaf
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PostPosted: Sat May 14, 2011 7:17 am    Post subject:  

Nitroid wrote:
I've read reports from a lot of people who have claimed to have a plan for getting MGO1 running again, but this is the first one that actually seems plausible. Assuming that you're going to follow through with this, is there anything that the community can do to help? Personally speaking, I have plenty of web server space and bandwidth to spare if you need a project hub, but I'm sure there are other people who would be willing to contribute in some way.

If this is true, it's awesome. Keep us updated!


I appreciate the offer, and promise 100% that I will be taking you up on it. The client has to be hosted somewhere, and most software hosts require you either release the source or agree to stupid terms.

Secondly, before I started I went around shaking hands with some of the supposed "MGO1 Revivers" including the ones who claimed to already have a server up and running. After confirming that they didn't even understand the first step on the staircase (DNAS) it became evident that they just wanted attention at the time and didn't think beyond "Well, they realized it's a lie. What do we do now?" and sunk into the background.

I've been forwarded to savemgo.com several times, only to find when I actually dove in and asked admins, etc that if I were to start coding that it would be the first effort, period. Some people tried to remake it in the UDK (Unreal Development Kit) but got nowhere, but that's the extent of the work there. After talking with the site owner, and getting what data he had (he seems to understand more than some people I've talked with, and had some relevant data/observations) I had a good starting point, and got started.

The part I'm in now, is assembling return values in lists and feeding them to the program which returns them to the PS2 when it receives data from the PS2. I'd invite others to test, but at this point it's just repeatedly attempting to connect to DNAS and recording the values given by the PS2 AND program. Each list has hundreds of values, and I have to make the lists given on the results of the last one. This is why I was automating the PS2 before. Unfortunately, this was the death of 2 PS2s (albeit old, crusty ones) so we're going with the old fashioned method since the current one isn't mine.

With the amount of hoo-haa this is stirring here, I think it's a safe bet that when we're able to connect client to client, we'll have plenty of testers.

I was doing status updates on savemgo.com, but I think I'm going to migrate them here, since there isn't nearly as active, and my theories on anti-glitching aren't as welcome there.
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The Man
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PostPosted: Sat May 14, 2011 7:21 am    Post subject:  

John wrote:


A Man?!?!? wrote:
Epic speech
I love you.


Thank you, I try.

Also, I have my copy of subsistence, a PS2 and PS3, and way too much fucking time on my hands.


If you guys want me to try joining the server for testing purposes or anything like that I'm down.
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Tanooki
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PostPosted: Sat May 14, 2011 9:39 am    Post subject:  

Same here, I'm down for anything. I'll do whatever I can.
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