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Enabling AI on the 360?

Posted: Sat Feb 14, 2009 8:16 am
by ImaGonnaGetYou
Alright, I've got a patch for Turf (Called Flood City, it's an AI mod), but whenever I SPPF it to Turf and inject it into the Xbox, the AI don't show up. All of the effects and such are present, but the AI aren't.

I was wondering if it is possible to fix this problem without opening up my 360. I'm not a fan of voiding my warranty. :|

Re: Enabling AI on the 360?

Posted: Sat Feb 14, 2009 8:23 am
by JK-47
Do you have Yelo?

Re: Enabling AI on the 360?

Posted: Sat Feb 14, 2009 8:24 am
by ImaGonnaGetYou
I don't have Yelo yet, but I'll download it ASAP if I need it.

Re: Enabling AI on the 360?

Posted: Sat Feb 14, 2009 8:54 am
by JK-47
In order to play AI mods, you have to have Yelo.
http://halomods.com/forums/viewtopic.ph ... lo#p465909

Oh wait, I just realized you wanted this on the 360.. as if it wasn't posted everywhere for me to see.
Wow.
Nevermind.

You need a modded xbox in order to run Yelo.

Re: Enabling AI on the 360?

Posted: Sat Feb 14, 2009 9:00 am
by NotZachary82
Yelo does not work on a 360, so there is no way of playing an AI in MP mod on such a console.

Re: Enabling AI on the 360?

Posted: Sat Feb 14, 2009 9:23 am
by ImaGonnaGetYou
NotZachary82 wrote:Yelo does not work on a 360, so there is no way of playing an AI in MP mod on such a console.
Does the same concept apply to modding campaign, so that if I mod the campaign the AI won't spawn?

Re: Enabling AI on the 360?

Posted: Sat Feb 14, 2009 9:29 am
by NotZachary82
I wrote:AI in MP
So yes, you can have AI mods in campaign without any problems as you don't need Yelo running for AI to load in SP.

Re: Enabling AI on the 360?

Posted: Sat Feb 14, 2009 9:32 am
by ImaGonnaGetYou
NotZachary82 wrote:
I wrote:AI in MP
So yes, you can have AI mods in campaign without any problems as you don't need Yelo running for AI to load in SP.
How do I mod the campaign on the 360? I tried modding a campaign level like normal, and using MapConverterPRO to make it read as Backwash. I loaded the map, and it played, but all it did was show me a screen full of water. No character, cinematic, or HUD.

Re: Enabling AI on the 360?

Posted: Sat Feb 14, 2009 9:37 am
by Tural
You cannot do that on a 360 either. The content of the campaign maps are designed such that they must be executed as a campaign map, you cannot simply swap it out such as that and having the scripting execute properly. If you wish to mod the campaign itself, you'll, again need an original Xbox console which is modded.

Re: Enabling AI on the 360?

Posted: Sat Feb 14, 2009 9:40 am
by ImaGonnaGetYou
Tural wrote:You cannot do that on a 360 either. The content of the campaign maps are designed such that they must be executed as a campaign map, you cannot simply swap it out such as that and having the scripting execute properly. If you wish to mod the campaign itself, you'll, again need an original Xbox console which is modded.
That sucks.

Looks like I'll have to buy an Xbox from Gamestop, seeing how both of my previous ones have died.

Re: Enabling AI on the 360?

Posted: Sat Feb 14, 2009 9:57 am
by kornman00
Yeah, Yelo for Halo 2 was only design for usage with a "trainer" (I dont think we ever used any other formats in any public releases) loader dashboard on the Xbox. While we do have some tech for use on the 360 (which is also targeted for 360 based apps), none of it will do you any good unless you can run unsigned code :(

Re: Enabling AI on the 360?

Posted: Sun Feb 15, 2009 12:28 am
by OneZeroOne
What about patching the xbe instead of using a trainer?
I am not sure about the xbox 360 checking for a unique xbe signature for halo 2 but it could work if it doesn't check for the specific original signature and it only checks for a valid signature.

Re: Enabling AI on the 360?

Posted: Sun Feb 15, 2009 2:50 am
by Tural
Could work, but I'm fairly certain that kornman and xbox said they did not wish to release the information from Yelo for that purpose, long ago.

Re: Enabling AI on the 360?

Posted: Sun Feb 15, 2009 7:19 am
by grimdoomer
OneZeroOne wrote:What about patching the xbe instead of using a trainer?
I am not sure about the xbox 360 checking for a unique xbe signature for halo 2 but it could work if it doesn't check for the specific original signature and it only checks for a valid signature.
That would break the RSA signature and it would not run.

Re: Enabling AI on the 360?

Posted: Tue Feb 17, 2009 5:22 pm
by ImpactPro
Tural wrote:You cannot do that on a 360 either. The content of the campaign maps are designed such that they must be executed as a campaign map, you cannot simply swap it out such as that and having the scripting execute properly. If you wish to mod the campaign itself, you'll, again need an original Xbox console which is modded.

Tural, if you were to have a dvd drive mod on your 360 you could backup your retail disk and mod the campaign couldent you?

Re: Enabling AI on the 360?

Posted: Tue Feb 17, 2009 5:24 pm
by grimdoomer
ImpactPro wrote:
Tural wrote:You cannot do that on a 360 either. The content of the campaign maps are designed such that they must be executed as a campaign map, you cannot simply swap it out such as that and having the scripting execute properly. If you wish to mod the campaign itself, you'll, again need an original Xbox console which is modded.

Tural, if you were to have a dvd drive mod on your 360 you could backup your retail disk and mod the campaign couldent you?
Yes, but things like that aren't disscussed here.

Re: Enabling AI on the 360?

Posted: Wed Feb 18, 2009 2:33 pm
by ImpactPro
No problem, I wasent trying to bring that into discussion.