The original Xbox was locked down so only code signed by Microsoft was allowed to run on it. The executables also had a flag specifying which media it was allowed to run from. This meant that you couldn't run a game from a copied disc (different media-type) or the internal hard drive (again, different media-type).
There were plenty of hacks that allowed you to circumvent this. Once you get some form of code execution on the Xbox, it's over, everything runs in Ring 0, meaning you get full access. You can use exploitable executables to maintain persistence without having to do any hardware modifications. However, all these methods relied on an initial entry through either:
A. Installing new hardware (a modchip) to run an altered version of the Microsoft Xbox kernel that doesn't perform the usual checks.
B. Transferring an altered save game to the Xbox through the memory card (internally it's just a USB drive), running the game and loading the save, which triggers an exploit
C. Booting the console (which unlocks the hard drive), waiting until the hard drive activity ceases, "hotswapping" the IDE cable to your computer, modifying the files, swapping it back and turning the console off so the drive locks again. (If the hard drive loses power, it locks itself again too, hence why the hotswap-which is not supported by the PATA standard obviously-is needed)
Now, with this, there is no more reliance on bespoke modchip hardware, aging vulnerable game discs or machines that you can still hotswap an IDE drive to. Which means that Xbox modding has gotten more reliable for the coming years. Which is good news in my book.
Oh man! That hot swap method! I remember my computer, running Linux (which freaked 14 year old me out) from a live cd, case open, and plugging in the hdd while the Xbox and pc was on.
I felt like a warlock when I could rip my games after that.
Great memories.
And my mate at school saying there is no such thing as a soft mod! Haha
I recall our progression was chipmod, drivemod, softmod- really didn’t use the softmod much because we had so many chipmodded devices, but we didn’t do much online then.
There were plenty of hacks that allowed you to circumvent this. Once you get some form of code execution on the Xbox, it's over, everything runs in Ring 0, meaning you get full access. You can use exploitable executables to maintain persistence without having to do any hardware modifications. However, all these methods relied on an initial entry through either:
A. Installing new hardware (a modchip) to run an altered version of the Microsoft Xbox kernel that doesn't perform the usual checks.
B. Transferring an altered save game to the Xbox through the memory card (internally it's just a USB drive), running the game and loading the save, which triggers an exploit
C. Booting the console (which unlocks the hard drive), waiting until the hard drive activity ceases, "hotswapping" the IDE cable to your computer, modifying the files, swapping it back and turning the console off so the drive locks again. (If the hard drive loses power, it locks itself again too, hence why the hotswap-which is not supported by the PATA standard obviously-is needed)
Now, with this, there is no more reliance on bespoke modchip hardware, aging vulnerable game discs or machines that you can still hotswap an IDE drive to. Which means that Xbox modding has gotten more reliable for the coming years. Which is good news in my book.