[HN Gopher] Halo 2 in HD: Pushing the Original Xbox to the Limit
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       Halo 2 in HD: Pushing the Original Xbox to the Limit
        
       Author : campuscodi
       Score  : 308 points
       Date   : 2024-04-18 14:01 UTC (8 hours ago)
        
 (HTM) web link (icode4.coffee)
 (TXT) w3m dump (icode4.coffee)
        
       | iBotPeaches wrote:
       | I do really wish the era of Xbox & Halo 2 modding returned in
       | modern times. I owe that point in time to my career choice and
       | still believe Halo 2 was the most innovative online game of all
       | time.
       | 
       | Just buying a simple tool to load game saves and you could have a
       | soft-modded Xbox in minutes. Now consoles blow e-fuses and
       | prevent downgrades on top of tons of other security enhancements.
       | 
       | Was a great read and trip back in time. Pair this with projects
       | like Insignia launching Halo 2 support and its a great time for
       | classic Halo 2.
        
         | Rinzler89 wrote:
         | _> Just buying a simple tool to load game saves and you could
         | have a soft-modded Xbox in minutes_
         | 
         | Because that era Xbox was just a PC built form COTS hardware
         | instead of custom HW. You can still tinker just as well today
         | with a PC, or a PC based console like the Steam Deck, why
         | bother fighting with a proprietary console designed to be
         | locked down? What would you gain? Access to a custom X86
         | hardware that you can buy for cheap on the market anyway?
        
         | Chabsff wrote:
         | It's worth pointing out that what you are fondly remembering
         | from a consumer standpoint was an absolute nightmare from the
         | publishers', and not just for pure greed, though that
         | definitely plays a role.
         | 
         | Game consoles were (and still are to a some degree), by and
         | large, _toys_. Toys that parents buy for their children with
         | the expectation that they can be mostly left to their own
         | devices with them. The ESRB /PEGI/etc. ratings system was put
         | in place so that parents would be able to trust that they know
         | what's in the toy without having to sit over the kids'
         | shoulders every single minute they are playing. In a sense it's
         | not unlike Mattel spending a lot of energy making sure their
         | dolls and action figures don't pose any choking hazards.
         | 
         | Allowing modding breaks that system, and by extension the
         | accompanying trust. This is a _big deal_ for a toy
         | manufacturer. It 's also why Hot Coffee was such a mess despite
         | the content not being normally accessible. Parents don't want
         | to have to care about technicalities.
         | 
         | People like to think of this situation as a "think of the
         | children"-type of hand-wringing, but it's actually more of a
         | "think of the parents", who happen to be the ones with money.
         | 
         | Again, not discounting the greed and DRM aspects of this, and
         | it definitely sucks pretty hard for adult users of the systems,
         | but it's far from all there is to it.
        
           | bri3d wrote:
           | I've never heard of a parent being concerned about console
           | mods, of all things, and I (as a parent) don't really buy
           | this angle. The original Xbox's weak parental controls could
           | be bypassed by pressing X Y Left Trigger X, a tidbit that was
           | quickly distributed throughout my middle school to let
           | everyone launch M-rated Halo discs. Presumably if publishers
           | were actually pressuring Microsoft to make a child-safe
           | device, they'd have come up with a more advanced protection
           | mechanism than that.
           | 
           | Modifiability/vulnerability would not affect my game console
           | buying decision as a parent at all, provided the console had
           | some form of cursory parental controls. I'd probably choose a
           | console that didn't have such a simple bypass as the original
           | Xbox, placed head to head with another console, but if my kid
           | has to go online (!), learn about exploit development, and
           | run some advanced tool to bypass parental controls, that's a
           | valuable learning experience, and they were already on the
           | Internet somehow, a much more dangerous place than an M-rated
           | game anyway.
           | 
           | DRM and cheating are the drivers for game console secure
           | boot. Cheating is getting even more important than DRM,
           | really, IMO - it's one of the places where consoles have a
           | huge edge over PC gaming.
        
             | bordercases wrote:
             | > Presumably if publishers were actually pressuring
             | Microsoft to make a child-safe device, they'd have come up
             | with a more advanced protection mechanism than that.
             | 
             | They did. For the next generation. They updated their model
             | of "child safe".
        
           | robin_reala wrote:
           | Hot Coffee was in GTA: San Andreas, a game that a "Mature"
           | rating in the US i.e. only for people of ages 17+. They cut
           | Hot Coffee to get to Mature from Adults Only (18+). Kids
           | shouldn't have been anywhere near these games if parents
           | cared about what they were looking at.
        
             | Chabsff wrote:
             | At the risk of repeating myself. The issue with Hot Coffee
             | was that it cast a huge shadow on the ESRB system _itself_.
        
             | Jerrrry wrote:
             | Getting GTA San Andreas from the pawn shop was the happiest
             | moment in my pre-pubescent life, and it had nothing to do
             | with the mature aspects of it.
        
             | RGamma wrote:
             | German GTA: SA (and VC) was even more cut. No
             | dismemberment, no blood, no money from corpses.
             | 
             | Austria imports...
        
         | Jerrrry wrote:
         | >and still believe Halo 2 was the most innovative online game
         | of all time.
         | 
         | this is pretty much the only unanimous, uncontroversial
         | absolute statement that can be made in the context of online
         | gaming
        
           | piltdownman wrote:
           | Starcraft as the first eSport Game? WoW as the first mass
           | appeal Western MMORPG? PUBG as the first Battle Royale and
           | catalyst for Fortnite? Minecraft for defining a demographic
           | as much as a genre? Dark Souls, Journey or Nier:Automata for
           | redefining what actually constituted the role of 'online
           | gamer' ?
           | 
           | The path from Quake or Perfect Dark -> Halo 2 was no great
           | paradigm shift compared to the five above imo
        
             | cbdumas wrote:
             | > PUBG as the first Battle Royale and catalyst for
             | Fortnite?
             | 
             | As I recall, H1Z1 actually came out before PUBG (though it
             | has since faded into obscurity). A quick search on
             | Wikipedia seems to back that timeline[0].
             | 
             | [0] https://en.wikipedia.org/wiki/PUBG:_Battlegrounds#Devel
             | opmen...
        
               | sickofparadox wrote:
               | Wasn't H1Z1 a knockoff of DayZ first, which then pivoted
               | to the Battle Royale format after the success of PUBG?
        
           | 0cf8612b2e1e wrote:
           | What novelty did Halo 2 introduce? At a high level, it is
           | just another shooter preceded by all sorts of experiments:
           | Quake, Counterstrike, Team Fortress, Unreal Tournament, etc.
           | 
           | Sure, it had tons of polish and was on consoles, but I never
           | thought of it as genre defining.
        
             | Jerrrry wrote:
             | > was on consoles
             | 
             | > genre defining
             | 
             | you walked right past it
        
               | 0cf8612b2e1e wrote:
               | Wouldn't that innovation belong to the original Halo
               | then? Halo 2 was mostly iterative improvements.
        
             | talldayo wrote:
             | I'm a hardcore Quake/Unreal apologist, but you gotta hand
             | _something_ to Halo and Halo 2. Gorgeous shader-based
             | graphics for the time, vehicles, absurd arsenals, wide-open
             | maps, and 16 player(!!!) LAN play. It 's a game that would
             | have sold like gangbusters on PC, and was only _that much
             | more_ successful for being well-supported on console too.
             | 
             | One might even argue that the success of Halo is what
             | forced arena shooters like Counter Strike and Team Fortress
             | to evolve or die. There was more at stake after it
             | released, and outside the competitive circles there wasn't
             | much demand for the FPS equivalent of Wheaties.
        
               | 0cf8612b2e1e wrote:
               | I have had tons of fun with Halo, but I am fixated on
               | this "innovative" classification. It feels more like
               | right place right time. Had Golden Eye been LAN play,
               | would it have been termed as most innovative?
               | 
               | Edit: I should also give a shout out to Tribes for
               | hitting a lot of those same notes
        
               | coldpie wrote:
               | Halo 2's online multiplayer introduced (or popularized?)
               | party-based matchmaking. So instead of having to
               | coordinate all your buddies joining the same pre-existing
               | server, you'd join up as a party and then drop into a
               | matchmaking queue, which would set up a game against
               | opponents, optionally taking a skill-based ranking into
               | account. They even did a bunch of marketing around this,
               | since it was a new concept at the time:
               | https://www.youtube.com/watch?v=YGSuPZVgxLg
        
               | kipchak wrote:
               | Halo 2 was basically synonymous with Xbox Live and
               | everything that came with it when it launched (for better
               | or worse). For example popularizing voice chat (including
               | proximity!), rapid matchmaking, persistent parties
               | between matches and gamemodes and player ranks and
               | levels. They talk it about it a bit in the second half of
               | this video.
               | 
               | https://youtu.be/YGSuPZVgxLg?si=cQZRaXJGaGFaKuL-&t=172
        
               | kh_hk wrote:
               | Battlefield 1942 comes to mind as some predecessor close
               | to what you describe
        
               | talldayo wrote:
               | Hell, even Perfect Dark before _that_. I 'm not one to
               | defend Halo as the most-innovative, especially with the
               | disproportionate amount of funding and manpower that went
               | into it.
               | 
               | That being said, I think Halo deserves commendation for
               | bringing a lot to the mainstream without compromise. The
               | same people that casually enjoyed Halo were probably not
               | also playing Goldeneye or Arma in their free time. And
               | marketing be damned, Halo is _fun_ even today. Hopping in
               | a match of CE makes me lament how little team-based
               | shooters have progressed in the past 20 years.
        
               | kh_hk wrote:
               | To me it's crazy to think how far ahead of its time in
               | terms of emergent behavior was Battlefield compared to
               | other games, besides battle arenas. Probably it wasn't
               | the first one either, but it's the one that comes to
               | mind.
               | 
               | Picking up a tank or a jeep is one thing, but going for
               | controlling an aircraft carrier or a submarine? Even if
               | the controls were really primitive, it felt amazing!
        
             | nfRfqX5n wrote:
             | halo 2 came out with xbox live and defined the experience.
             | social lobbies, matchmaking, etc
        
               | CYR1X wrote:
               | Clans, ranked based play, integrated voice chat.
               | 
               | That last one was in other xbox live games before it, but
               | Halo 2's Xbox Live brought online gaming to everyone's
               | television room whereas before it was only on the
               | computer.
        
             | fwip wrote:
             | The online multiplayer (party-based matchmaking, including
             | ranked mode) was huge.
        
           | Andrex wrote:
           | I'd probably give the crown to EverQuest (1.0) myself.
        
         | ravenstine wrote:
         | For better or worse, in a lot of ways, I think the last decade
         | of developers have done a lot to kick the ladder out from
         | underneath them.
         | 
         | One of the reasons I'm a software engineer today is because I
         | could easily examine webpages to see how they work, tinker with
         | the memory of programs, open up hardware to see what's inside
         | (relatively low risk of destroying the device), and so forth.
         | And yeah, back in the day of Halo PC, modding the levels taught
         | me a lot about what goes into the game. Knowing what a "BSP" is
         | can be a pretty useless piece of trivia, but it made me feel
         | smart and capable of understanding more.
         | 
         | It's still possible to get into tech and learn things today,
         | but I have a hard time seeing how this can be accomplished by
         | genuine tinkering. Software is way harder to crack/debug today;
         | certainly not impossible, but the barrier of entry is much
         | higher. Plus there's a ton of moving parts that go into getting
         | software to work securely on not just mobile but modern
         | desktops, adding another layer of hassle. You can still examine
         | what a webpage is doing, but even that has changed
         | significantly; so many websites today are div soup (yes, worse
         | than in the early 2000s) to support JavaScript monstrocities
         | that are also minified and obfuscated. When it comes to games,
         | you can almost forget it in some cases because they're so
         | heavily dependent on content streaming from servers. As far as
         | hardware goes, you've either got to face various security hoops
         | that can brick devices, use a heat gun to unglue the bezels on
         | certain things, and face a lot more risk in permanent damage.
         | 
         | All of these changes were made for a reason, but we've also
         | taken the fun out of everything. Even game modding really
         | wasn't what it used to be in spite of some of the tools
         | available today _technically_ being better than those in the
         | past.
        
           | coldpie wrote:
           | I agree with your concern, but I'm quite happy to see what's
           | going on in the retro emulation & decompilation/reverse-
           | engineering scenes[1]. A lot of that is being done and is
           | driven by "the kids". It's an appealing, easy, and low-risk
           | entry point for newer developers who want to dive into low
           | level stuff, and it even has a bit of a "fuck the man" bent
           | to it, which is fantastic. You're right that the environment
           | is different from what we grew up with, it was always going
           | to be. But I think the kids will find their own way.
           | 
           | [1] If you haven't been tuned in, check this out, it's the
           | goddamn Super Mario 64 source code in C, reverse-engineered
           | from the game ROM:
           | https://github.com/n64decomp/sm64/blob/master/src/game/hud.c
           | Similar projects exist for a ton of other classic games. It's
           | jaw dropping what they're doing out there.
        
             | ravenstine wrote:
             | Yeah, I've heard of that decompilation, and have been more
             | closely following the complete decompilation and PC port of
             | Perfect Dark, which is pretty amazing.
        
           | somenameforme wrote:
           | I agree with you in general, but I think it has to be said
           | that we also live in the era of things like the source for
           | Unreal Engine 5 being completely and wholly available, along
           | with a zillion tutorials and extremely well documented
           | source. This is unlike anything we had, and better in
           | basically every single way imaginable. In the hardware world
           | there's Pi's, dirt cheap PCBs that you can have delivered in
           | < 24 hours, and so on endlessly. It's like instead of
           | breaking into a trailer, we've all been granted carte blanche
           | access to a mansion.
           | 
           | But maybe there was something about how counter-culture and
           | esoteric stuff was itself attractive precisely because of
           | that. There was also a lot more reward for a lot less work,
           | largely because so few people were doing it. Now if somebody
           | wants to go learn Unreal then it's just a pretty mundane and
           | common thing, and you'll also be largely incompetent unless
           | you're willing to dedicate years to it. By contrast when I
           | was a kid changing the text in a shareware installer was
           | enough to wow my friends with my leet skills, and that's
           | something that took about 5 minutes to do, and not that much
           | longer to learn. Oh and then creating secret directories by
           | naming them alt+255, and so on. Dumb stuff, but it soon
           | enough led me to much more than parlor tricks.
        
             | ravenstine wrote:
             | > But maybe there was something about how counter-culture
             | and esoteric stuff was itself attractive precisely because
             | of that.
             | 
             | There's definitely that element, but I also think something
             | missed by compartmentalizing hardware "tinkering" to
             | devices designed specifically for the task. Nothing about a
             | Raspberry Pi, for instance, is mysterious. If a person is
             | going to buy one, they already have a significant level of
             | interest and base knowledge. A kid's not gonna have one
             | lying around and get curious about it unless their parent
             | is a geek who owns those things, and even then said kid may
             | have no good reason to even bother with one. Practically
             | nobody today is opening up their laptop or their phone to
             | mod it or even just see what's inside. I'm not saying the
             | modern situation is bad, but a significant amount of it is
             | artificial in a way that wasn't when the devices one would
             | play with were the devices actually being used, and it's
             | not clear to me whether what we have now is actually better
             | in regard to inspiring future generations. Engaging with
             | one's everyday hardware is an exercise in the power process
             | that fewer and fewer generations are experiencing.
        
             | thomastjeffery wrote:
             | The big difference is that people used to mod existing
             | games. That allowed modders to leverage the game's engine,
             | gameplay design, art, and even its existing playerbase.
             | 
             | Having a full-featured open-source game engine is great,
             | but starting with that means starting at square one.
             | 
             | By obsessively enforcing copyright and "anti-cheat", we
             | effectively bury the game-making process 6 feet
             | underground. Every game is declared dead at the very moment
             | of its release. Every decision its creators made up to then
             | is set in stone. The game studio itself must exist in
             | isolation, ignorant of the very world it is creating its
             | games for.
             | 
             | It's no wonder that AAA studios are so out of touch with
             | the people who play their games. Gamers are explicitly
             | excluded from the creative process.
        
             | xkcd-sucks wrote:
             | One consideration is maybe stuff that's "hackable", i.e.
             | immediately accessible, can be incrementally and reversibly
             | modified, is more accessible to "play" while stuff that's
             | extremely capable but has a high activation cost (setting
             | up the environment, learning all the stuff to make
             | something basic etc.) is more accessible only to "focused /
             | goal oriented study" and this has all kinds of implications
             | on who does it, who succeeds, under which circumstances
             | etc.
             | 
             | e.g. my friend tells me you can open game.exe in notepad +
             | change this value to walk on lava, then I fiddle with it
             | and tl;dr make a map of my school, then get frustrated with
             | limitations and start learning a game engine _with some
             | practical background on what these concepts are_ etc.
             | 
             | vs. I decide want to make a game because that's cool, I buy
             | a book on game programming, it depends on these libraries,
             | I install them, I install a compiler, the libraries don't
             | work with the compiler/each other, ......... and give up
             | because the grit in my life is reserved for stuff other
             | than video games.
             | 
             | ... like really, what is the overlap of people that are
             | really mind blowingly creative as artists, and the people
             | that are super type A driven to go through all this
             | frustration up front? less friction, more better art
        
           | radicalbyte wrote:
           | I started coding with an Action Replay cartridge. Press a
           | button and you get dumped into a new context where can fully
           | inspect the machine and running program, and can modify any
           | of it.
           | 
           | That's easier it was later on Windows (which for 15 years was
           | how 99% of people used computers) and anything after.
        
             | mrguyorama wrote:
             | CheatEngine exists on modern systems and can still do a lot
             | of this, though modern game engines are less friendly to
             | the simple "scan for the health variable and set it to
             | 1000" workflow of yesteryear. However, newer versions of
             | cheat engine include C#/monogame decompilers that let you
             | screw around with some unity games
        
           | bee_rider wrote:
           | They've got, with wildly varying levels of skill and
           | investment: unity, unreal, godot, or Roblox.
           | 
           | Not quite as fun as modding though.
        
             | anonymousab wrote:
             | I think adding your own touch to something you're more
             | intimately familiar with helps ease people into it.
             | Touching an asset file to modify a texture and instantly
             | see the results in your favorite game is a lot more
             | approachable (and appreciate-able) for someone starting
             | out, I think.
        
               | bee_rider wrote:
               | 100% agree
        
           | mrandish wrote:
           | > It's still possible to get into tech and learn things
           | today, but I have a hard time seeing how this can be
           | accomplished by genuine tinkering.
           | 
           | I agree and have the same feeling we've lost something as so
           | much computer-centric tech has become relatively inaccessible
           | in the name of 'security' (although much seems like efforts
           | 'secure' business models or IP). As you observed, the tech
           | has also evolved in ways which make it relatively
           | undiscoverable through casual tinkering. Although perhaps we
           | suffer from a generational perspective bias, I think there
           | really was a 'golden era' of computer tech hobbyist
           | accessibility and discoverability.
           | 
           | When Did the 'Golden Era' Begin?
           | 
           | I'd peg it as starting around the late Usenet era.
           | Interestingly, there was definitely a time period in consumer
           | computer tech when it was too early. I know because I started
           | "too early" and missed being a teenager in the golden era
           | because I got my first computer as a teenager in 1981. It was
           | a Radio Shack Color Computer with 4K of memory, a 0.9 Mhz
           | 8-bit 6809 processor and storage via an external cassette
           | tape player. Fortunately, the ROM BASIC on that model was
           | perhaps the most evolved 8-bit ROM BASIC Microsoft ever made
           | (vs the early Commodore & Atari flavors) and Radio Shack did
           | a fantastic job on the large, well-illustrated color manuals.
           | 
           | Unfortunately, 1981 was too early because no one in my
           | family's extended social network had ever touched a computer.
           | So, beyond the BASIC manual in the box, I was on my own with
           | my new computer. While there were a few big magazines like
           | BYTE on news stands, very little in them applied to my
           | computer. I eventually discovered a couple of zine-style
           | publications at a distant big news stand. Although they were
           | essentially overgrown stapled newsletters printed in B&W,
           | they became my lifeline because they had articles written by
           | hobbyists more advanced than I, as well as mail-order ads for
           | cassette tape-based software. This was the key that unlocked
           | the mysterious realm of assembly language for me when I
           | ordered a $12 homebrew monitor program written by some random
           | guy who took out a classified ad. The local library didn't
           | have any books relevant to my new microcomputer, local
           | colleges only offered computer courses under the math dept
           | and those were focused on mainframes and COBOL (I think back
           | then 'real' CompSci was limited to Ivy League and top tier
           | tech unis). Even large bookstores had nothing useful to me I
           | could order other than Osborne's 6809 CPU book which was
           | really an architecture and instruction set reference manual
           | mostly incomprehensible to an isolated teenage hobbyist
           | starting out.
           | 
           | A few years later 300 baud modems became cheap enough for
           | hobbyists to acquire but it took another year or so for BBSes
           | to emerge which were targeted at my computer (most BBSes
           | prior to that were run on CP/M hardware and focused on one
           | platform (not mine)). So dialing BBSes focused on my platform
           | involved long-distance charges which meant short calls.
           | Another year later FidoNet connected larger BBSes and
           | national-level info began to circulate and my local hobby
           | scene stayed pretty much like this for a few years. New info
           | centered around zines, local computer club meetings, mailed
           | tapes & diskettes and short BBS calls. Info was available but
           | it was scarce and you had to work at getting it.
           | 
           | That's why I think the true golden era truly took off in the
           | late Usenet period. That's when anyone could subscribe to a
           | ~$10/mo service providing 1200 baud access to Usenet feeds in
           | their local area code. Before that, unless you were at a
           | university studying CompSci or worked at a uni or large tech
           | company, Usenet was a magical land you only heard about on
           | BBSes or at user group meetings. When random home hobbyists
           | got direct access to the firehose of high-quality, global
           | Nerdverse content that was the Usenet CompSci feeds it felt
           | like the Enlightenment dawning. From there the transition to
           | the early web was pretty natural since a lot of early tech-
           | centric websites were much like a BBS ring. We didn't need
           | search because they mostly linked to each other and people
           | were running them as a hobby so few had ads other than maybe
           | a sponsorship from an ISP or modem company (usually just paid
           | in free service or hardware). Fortunately, the tech hobbyist
           | web wasn't impacted much by the 2001 dot com crash since it
           | was never about revenue. Up until the slow decline gradually
           | started in the mid-2000s, it was pretty great - flashing
           | BLINK tags and all. Honestly, we didn't even realize how good
           | we had it, or imagine that it might someday end.
           | 
           | When Did the 'Golden Era' End?
           | 
           | Having lived through the pre-Golden Era, the early days and
           | through the end, I think the seeds of the Golden Era's slow
           | decline were planted when the modern web business began to
           | emerge from the ashes of the dot com crash. Although things
           | were still pretty hobbyist-discoverable in desktop OSes and
           | the web through 2010-ish, troubling signs were on the
           | horizon. For those paying attention, the rapid dominance of
           | iOS in the late 2000s was ominous. Apple's business model
           | required a walled garden app store and their concept of users
           | was not as active explorers but as purely passive eyeballs
           | for media and app-snacking. Even though a few app developers
           | did well in the early app store, the fundamental model
           | relegated them to the role of sharecroppers working Apple's
           | farm with Apple's tools and selling only to Apple's store
           | (with no access to their app's end-users).
           | 
           | In all, entry-level, home-based tech hobbyists got almost 20
           | really amazing years in the 'Golden Era' from roughly the
           | late 80s to the late 2000s. It would be wonderful if in the
           | distant future that period is known as "The First Golden Era"
           | but right now it's hard to be optimistic. While there is
           | still an enormous amount of hobbyist info available online
           | and more emerging, it's in a context of equally increasing
           | locked down areas and ever decreasing discoverability (though
           | open source and Github-like sites are notable exceptions).
           | 
           | Maybe this is why retro computing and retro gaming are
           | booming now with new people who never experienced it the
           | first time. It's a place where that unique Golden Era ethos,
           | vibe and community still exists. Last year I went to a local
           | user group meeting for Amiga computers, which is what I had
           | mid-80s to early 90s. I met a bunch of enthusiastic Amiga
           | users who hadn't been born when I bought my first Amiga. It
           | was strange to feel both "old" and "OG Cool" at the same
           | moment but also heartening to feel that same open community
           | vibe still beating. :-)
        
           | CYR1X wrote:
           | To be fair you have to realize how much more dependent the
           | global economy is on software nowadays. Halo was a Bungie
           | product, and when Bungie left as Microsoft took it over yeah,
           | the product had loftier business goals that needed to be
           | protected. Smaller devs can't really reach critical market
           | saturation anymore like they used to.
           | 
           | You can criticize where things has gone with MTX but I don't
           | think that was a choice by the game developers. I also think
           | it's a generational thing as you and I are now too old to
           | spend all day fucking around with some game we played a ton.
           | I'm sure the kids of today are tinkering with
           | minecraft/fortnite/whatever replaced those games.
           | 
           | Also to me it's a bit of wanting to try and put the tooth
           | paste back in the tube. When we were teenagers modding Halo
           | we maybe didn't fully understand the impacts it had on the
           | game's community and the overall experience. As an adult I
           | just see how games like Call of Duty appear to be constantly
           | losing the fight against hackers, and using over engineered
           | matchmaking algos with SSBM to try and maximize the typical
           | user's gameplay experience. But I can't regain my naivety and
           | be one of the many younger adults who probably don't even
           | really notice these issues, the way I didn't when I played
           | Halo 3 on Xbox Live which had boosting, standby, and stealth
           | servers.
        
           | dtech wrote:
           | I think you're making the classic mistake of thinking that
           | because your on-ramp isn't available anymore there are no on-
           | ramps anymore.
           | 
           | I read an extremely similar comment two decades or so ago
           | about a dev saying that no-one would learn computers anymore
           | because everyone now used GUIs instead of CLIs...
           | 
           | Yes modding might be harder nowadays, but you have things
           | like Scratch and Hedy, or the freely available Unreal/Unity
           | dev tools with asset stores.
        
         | Zardoz84 wrote:
         | Modding it's pretty alive on PC.
        
         | huntedsnark wrote:
         | > Halo 2 was the most innovative online game of all time
         | 
         | In what ways exactly? Competitive online FPSs with strong
         | modding communities were already more than a decade in full
         | swing on the PC.
        
           | hombre_fatal wrote:
           | Some things Halo 2 had off the top of my head that aren't
           | related to gameplay:
           | 
           | - Matchmaking. Almost all games at the time made you manually
           | join lobbies, and now we take matchmaking for granted.
           | 
           | - Persistent party. You'd invite your friends to your party
           | and then start the match-making process. During the whole
           | process you could chat with your friends, and when the game
           | ended, you were still a party and could talk to each other.
           | 
           | - Chat. Everyone had an Xbox Live headset which came with the
           | service. So everyone was a participant of party chat, in-game
           | team chat, and even "proximity chat" with the enemy. With
           | Halo 2's chat systems + Xbox Live headset ubiquity, it was a
           | highly social game.
           | 
           | - Split screen online. All of the above worked with playing
           | with a friend in split screen. Your friend could come over
           | and you could start Team Slayer matchmaking in split screen
           | which was awesome--the game would have to find two more
           | teammates--, and your guest could even chat. Something that
           | could never be done on PC really.
           | 
           | These dominated the old "look for and join the server" model
           | of past FPS and, frankly, I could never go back to that.
           | 
           | Gameplay wise, Halo 1 had most of the innovations that Halo 2
           | capitalized on but Halo 2 moved to the pure shield-is-your-
           | health-bar system and removed health packs. After each battle
           | you didn't have this scramble for a health pack just to get
           | ready for the next confrontation, so the pacing was better
           | than arena shooters imo.
           | 
           | Finally, Halo 2 didn't need to be the global first on each
           | bullet point to be innovative. But it was probably the first
           | game to have all these in one package. There was a lot of UX
           | polish in setting this standard which you can tell because
           | most games don't reach it even today.
        
             | babypuncher wrote:
             | A lot of people lament the death of community run dedicated
             | servers, but I'm with you here. I don't miss trying to find
             | a _good_ deathmatch UT04 server that wasn 't either super
             | high ping, loaded to the hilt with obnoxious mods, or stuck
             | running Rankin 24/7, only to give up after 40 minutes.
        
               | panopticon wrote:
               | Oh wow, I had totally forgotten about server hunting.
               | 
               | I kept a list of "good" servers (based on ping, map
               | rotation, who played there, mods, etc), but when they
               | were empty finding somewhere else was a complete pain.
               | 
               | I miss the camaraderie on some of those dedicated
               | servers, but I know I wouldn't be able to get into
               | something like that these days.
        
               | babypuncher wrote:
               | I think a lot of that camaraderie and sense of community
               | has moved to places like Discord and Reddit.
               | 
               | I have a group that regularly plays Overwatch together
               | every Friday. Whenever more than 5 people show up, we
               | play custom games. The workshop is surprisingly powerful,
               | so it even gives us some of the experience we used to get
               | with mods for games like Quake and Unreal.
               | 
               | When we have 5 or fewer people though, we really
               | appreciate the game's matchmaking, even though it is far
               | from perfect. It is a lot better at creating balanced
               | matches than any server auto-balance feature ever was,
               | while always keeping us on the same team.
        
             | amatecha wrote:
             | Don't forget the post-game carnage report, which, while
             | first present in Marathon, was refined and provided the
             | best post-multiplayer-game stats of any game I've seen,
             | even years later.
        
               | CYR1X wrote:
               | The telemetry bungie used to popular stats on their
               | website is better than pretty much any modern game today
               | outside of like CS2. I will caveat that by saying modern
               | practices require you put things behind an api with a
               | paywall of some sort, but they had freaking action
               | heatmaps in 2004.
        
               | bombcar wrote:
               | It was not only interesting and fun to look at but also
               | informative- you could learn things about them maps from
               | them, in an era before YouTube.
        
             | huntedsnark wrote:
             | I had interpreted the parent comment to be about gameplay,
             | but those are all fantastic points about matchmaking and
             | the related QoL improvements. It absolutely is taken for
             | granted because I forgot Halo 2 was the first to do _all_
             | of that well, and in one complete package.
        
         | DonnieBurger wrote:
         | I still play Halo 2 on PC all the time, multiplayer included.
         | There's an active community thanks to Project Cartographer:
         | https://halo2.online/home/
        
           | AgentME wrote:
           | It's also still officially supported and popular through the
           | Halo Master Chief Collection which is available on Steam.
        
           | MarkyC4 wrote:
           | (not to be demeaning, but) Why? Halo 2 is playable, with
           | first party support, via The Master Chief Collection today.
           | They've even kept the button combinations (BXR, RRX, etc)
        
       | colesantiago wrote:
       | Is there any reason why there are comments are in there, it would
       | be nice if the functions were self documenting.
       | 
       | Other than the comments being distracting making the code hard to
       | read, this is a great deep dive blog post which is very
       | technically impressive.
        
       | selectodude wrote:
       | This is going to come off as overly cynical - it's a very cool
       | project. But are you really pushing the original Xbox to the
       | limit when you replace and overclock the CPU, increase RAM, add
       | solid state storage, and overclock the GPU?
       | 
       | It's not really an Xbox at that point.
        
         | settsu wrote:
         | Whether it's an Xbox is arguable, but for the purposes of the
         | topic and the post, you're mostly arguing semantics.
         | 
         | If one were to "push a Honda Civic to the limits" with an array
         | of engine and suspension modifications, for purposes of
         | discussion you're going to _sound_ like you 're just splitting
         | hairs by asking "Is it really still a Civic, tho??", even if
         | you could be _technically_ correct.
         | 
         | The author has the right to title their content as they desire
         | and you can just rewrite it as "Modding the OG Xbox to within
         | an inch of its life" in your head...
        
           | Sardtok wrote:
           | If the only original parts of the car, are the chassis, I
           | would say it's not really a Honda Civic anymore.
        
             | MadnessASAP wrote:
             | I'm going to rely on ol' Thseuses ship here and say that as
             | long as you started with a Honda Civic, you get to call it
             | a Honda Civic.
        
         | Ericson2314 wrote:
         | I think using the same motherboard counts for something
        
         | Aurornis wrote:
         | > But are you really pushing the original Xbox to the limit
         | 
         | This is in the context of XBox modding, where "original Xbox"
         | should be interpreted to mean "not an XBox 360". Halo 2 can run
         | at higher resolutions on a 360, so clarifying that this was a
         | modding project on the original Xbox is helpful.
         | 
         | You have to read it in context. It's not literally about an
         | unmodded Xbox, it's a modding project and the target for the
         | mods was an original Xbox.
        
           | landr0id wrote:
           | >Halo 2 can run at higher resolutions on a 360, so clarifying
           | that this was a modding project on the original Xbox is
           | helpful.
           | 
           | This isn't true. It renders exactly the same as it does on
           | the Xbox 360 but the scaler chip handles the higher
           | resolutions.
        
         | xen2xen1 wrote:
         | Getting the most out of existing hardware is a pursuit in
         | itself. See the retro computer scene. Car "nodding" is similar
         | to that. Some want a factory perfect Corvette. Some want a
         | model A with a engine 50 years newer. Taking something known
         | and familiar and twisting it to your will is awesome.
        
         | xyst wrote:
         | Ship of Theseus problem, lol
        
         | bigstrat2003 wrote:
         | Yeah, that was my thought as well. They aren't "pushing the
         | original Xbox to the limit", they are pushing custom hardware
         | to the limit. The title is super misleading.
        
           | mrguyorama wrote:
           | Even worse, it's a commodity desktop CPU! They aren't running
           | "Halo 2" on an "Xbox" in HD, they are running a heavily
           | modified build of Halo 2 on a somewhat custom PC.
           | 
           | We had that already, it's called "Halo 2 for Windows Vista!",
           | and now we have MCC.
           | 
           | Granted, Halo 2 on Vista had way higher hardware requirements
           | to run at 30fps in 720p I think, though most of that was just
           | Vista overhead.
           | 
           | Actually it's worse again, they modified the Xbox kernel too!
           | 
           | This is really impressive work but it's also way more niche
           | than the title wants you to believe.
        
             | shocks wrote:
             | As per the article, the modded CPU isn't required.
        
             | iforgotpassword wrote:
             | Err what? The original CPU is a commodity desktop one as
             | well, I don't see how the CPU swap makes this more of a PC.
        
         | landr0id wrote:
         | You may have missed this (from the GitHub repo):
         | 
         | >You do not need a CPU upgraded console to use this patch and
         | having one does not provide any additional performance gains
         | that I've been able to measure during testing.
         | 
         | And this:
         | 
         | >This provided a 10% increase in transfer speeds for consoles
         | running the stock IDE cable and up to a 300% increase
         | (theoretically, the actual transfer speeds depend greatly on
         | the size of data being transferred) for consoles with an
         | upgraded IDE cable.
         | 
         | And this (again from the GitHub repo):
         | 
         | >If your console has 128MB of RAM this patch will utilize the
         | extra RAM available which will enable use of 720p and 1080i
         | video modes as well as increase the size of in-memory caches
         | for textures and geometry. The size increase for the texture
         | and geometry caches will significantly reduce pop-in issues to
         | the point of being almost non-existent.
         | 
         | For just 480p you can overclock the GPU on a stock console and
         | use a different IDE cable. I think the remark about the SSD was
         | unintentionally misleading -- perhaps he did mean the combo of
         | 80pin + SSD though.
         | 
         | It does not require an overclocked CPU (he states that the CPU
         | was not the bottleneck), and the increased RAM is only required
         | if you want resolutions of 720p or higher.
         | 
         | I relayed the feedback though, he might update the blog post to
         | make these points more explicit.
        
       | orliesaurus wrote:
       | that's a lot of work... wow - interesting that your friend "doom"
       | didnt want to reveal themselves
        
         | echelon_musk wrote:
         | It's almost certainly grimdoomer.
        
           | dako2117 wrote:
           | yes https://x.com/grimdoomer/status/1780260482718573055?s=61&
           | t=0...
        
           | amatecha wrote:
           | grimdoomer is the person who wrote the article
        
           | landr0id wrote:
           | Grimdoomer wrote the article but doom is a different person
           | -- and he's not exactly anonymous. I'm not sure what the
           | other commentator was implying.
        
         | nxobject wrote:
         | Not that it's our place to take speculation seriously, or
         | speculate at all - but I _plausibly_ imagine working in an
         | industry where I'd think twice before connecting my real-world
         | identity to XBox reverse-engineering, just to be on the safe
         | side.
        
         | 867-5309 wrote:
         | Doom9 sprung to mind
        
       | bearjaws wrote:
       | 1. Resolders RAM to upgrade from 64mb to 128mb of vram
       | 
       | 2. Solders new CPU onto console only to discover its gpu bottle
       | necked
       | 
       | 3. Enables OCing the GPU on the original Xbox, only to run into
       | memory bandwidth limits
       | 
       | 4. Reverse engineers Halo 2 source code to set scaling to 720p or
       | 1080p (output is interlaced to 1080i)
       | 
       | 5. Speeds up the hard drive to faster load in textures
       | 
       | My god this man is more dedicated to Halo 2 than Bungie is to any
       | of their IP today.
        
         | strictnein wrote:
         | > My god this man is more dedicated to Halo 2 than Bungie is to
         | any of their IP today
         | 
         | Bungie isn't involved with Halo at all any more. Microsoft owns
         | the IP and it's developed by 343 Industries.
         | 
         | Bungie has Destiny/Destiny 2 now and the upcoming Marathon
         | extraction shooter.
        
           | MisterBastahrd wrote:
           | Most D2 players flat out don't trust Bungie anymore. Not only
           | have they been mailing in their seasonal content for years
           | now, but their last campaign was abysmal. Taking an extra 6
           | months on development won't change things. I've got a group
           | of 12 friends who all have been playing since alpha. One has
           | purchased the next expansion, and nobody else is even
           | considering it. I'm relieved to finally be done with it,
           | personally.
        
             | mrguyorama wrote:
             | As someone who watched their friend play through Destiny 1
             | for hundreds of hours, I don't know what anyone was
             | expecting? That game clearly did not respect it's players
             | and their time or money, yet still made insanely good
             | profits, so why would they do anything different?
             | 
             | Remember how much they paid Peter Dinklage for his voice
             | acting, and his character sounded absolutely phoned in, and
             | _lazy_ , to the point that they eventually had to replace
             | it with much better voice acting by someone else _who was
             | cheaper_
        
               | Uvix wrote:
               | It was about availability for future recordings, not
               | price. If cost was a concern they wouldn't have had Nolan
               | North rerecord all of Dinklage's existing dialogue, just
               | replace him going forward.
        
           | bearjaws wrote:
           | As a Destiny player I am more than aware they don't own Halo.
           | 
           | They are also not passionate about Destiny 2 and it shows.
        
         | AlfredBarnes wrote:
         | Nostalgia runs hard! So many hours spent in that game. I'm
         | happy someone is also as in enamored with the magic as I am!
        
         | chrisfosterelli wrote:
         | Yeah this is an incredible engineering feat, but I don't think
         | I could do it knowing I could just go out and spend $500 on an
         | xbox series X to play the remastered version in 120fps at 4k
         | instead. I admire this level of dedication.
        
       | seanf wrote:
       | Link to the video from the bottom of the article:
       | https://www.youtube.com/watch?v=O_nk21389u8
       | 
       | The video includes side-by-side comparison between the original
       | upscaled 480p and 720p. Around 7:00 you hear about what it takes
       | to get 720p and maintain around 30fps gameplay. Not only a great
       | article, but also a great video to summarize the changes needed
       | get the higher resolution.
        
       | Lammy wrote:
       | > I often get comments saying "[720x480]'s not not a 16:9
       | resolution" or "that's not real 480p", but "480p" encapsulates a
       | range of resolutions and aspect ratios and 720x480 is the
       | resolution the Xbox considers to be 480p (so take it up with
       | Microsoft, not me...).
       | 
       | Take it up with some ITU dudes in the 1970s actually:
       | https://tech.ebu.ch/docs/techreview/trev_304-rec601_wood.pdf
       | 
       | "The February 1980 note further suggested that the number of
       | samples per active line period should be greater than 715.5 to
       | accommodate all of the European standards active line periods.
       | While the number of pixels per active line equal to 720 samples
       | per line was not suggested until the next note, (720 is the
       | number found in Rec. 601 and SMPTE 125), 720 is the first value
       | that "works". 716 is the first number greater than 715.5 that is
       | divisible by 4 (716 = 4 x 179), but does not lend itself to
       | standards conversion between 525-line component and composite
       | colour systems or provide sufficiently small pixel groupings to
       | facilitate special effects. Arguments in support of 720 were
       | provided in additional notes prior to IBC in September 1980.
       | 
       | [...]
       | 
       | As noted above, Rec. 601 provided 720 samples per active line for
       | the luminance channel and 360 samples for each of the colour-
       | difference signals.
       | 
       | When the ITU defined HDTV, they stipulated: 'the horizontal
       | resolution for HDTV as being twice that of conventional
       | television systems' described in Rec. 601 and a picture aspect
       | ratio of 16:9. A 16:9 picture ratio requires one-third more
       | pixels than a 4:3 picture ratio. Starting with 720, doubling the
       | resolution to 1440 and adjusting the count for a 16:9 aspect
       | ratio leads to the 1920 sample per active line defined as the
       | basis for HDTV [9].
       | 
       | Accommodating the Hollywood and computer communities' request for
       | 'square-pixels', meant that the number of lines should be 1920 x
       | (9/16) = 1080.
       | 
       | Progressive scan systems at 1280 pixels per line and 720 lines
       | per frame are also a member of the '720-pixel' family. 720 pixels
       | x 4/3 (resolution improvement) x 4/3 (16:9 aspect ratio
       | adjustment) = 1280. Accommodating the Hollywood and computer
       | communities' request for 'square-pixels', meant that the number
       | of lines should be 1280 x (9/16) = 720.
       | 
       | Therefore, most digital television systems, including digital
       | video tape systems and DVD recordings are derived from the 4:2:2
       | basic standard format. The 720 pixel-per-active-line structure
       | became the basis of a family of structures (the 720-pixel family)
       | that was adopted for MPEG-based systems including both
       | conventional television and HDTV systems."
        
       | Agingcoder wrote:
       | That's pretty sophisticated - kudos to the author. I love this.
        
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       (page generated 2024-04-18 23:00 UTC)