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Some might say that losing your game collection for being racist and homophobic on Xbox Live is actually a good thing.
However, the truth remains that racists and homophobes have big spending power (or at least their parents do) so Microsoft has moved to calm them by quelling fears that being banned on Xbox Live would result in them being unable to access their Xbox One games.
These fears emerged after the Xbox Support Twitter feed stated that "if your account is banned, you also forfeit the licenses to any games that have licenses tied to it as listed in the ToU".
The same Twitter feed later said that this answer was in fact in reference to Xbox 360.
Microsoft mouthpiece Major Nelson later insisted that the rumoured was “absolutely” not true and that players will “you will always have access to the games you purchased”.
What will happen, however, when the time comes for Microsoft to move on from the Xbox One. Will it continue to fund and service the Xbox One servers? And if not, will access to games for the console simply vanish, rendering them inoperable?
Again, Major Nelson looked to calm the situation.
“I'll just say this: We haven't even started this generation, so it's kind of early to talk about the end of the generation. That's certainly something we would not do. That's not the way the system is designed. It's designed for flexibility. But let's get the system out there first.”
Interactive entertainment research firm DFC has delivered a scathing verdict of Xbox One’s market chances in the wake of last weeks’ incredible events at E3.
In fact, it even goes as far as to question whether the scope of Xbox One’s PR failure to date could jeopardise Microsoft’s entire games operation.
DFC’s Forecasts for the Video Games Market report says that “Microsoft's overall strategy for entertainment devices is deeply flawed”.
In turn it has stated that it is likely to raise its PS4 sales forecasts and on turn “further lower” its Xbox One predictions in its upcoming August market update.
“So far this has not had a major negative impact on the Xbox business but that is likely to change with the Xbox One launch,” DFC’s David Cole stated. “Right now the entire future of Microsoft's consumer entertainment business is in question and that is likely to have a major impact on the game industry.”
Xbox One games will not cost more than Xbox 360 titles.That’s the pledge from Microsoft, with a rep telling Polygon that "I can confirm that Microsoft Studios games on Xbox One will be $59.99”. Which seems pretty definitive.For once it seems to be Sony that is being less informative. Kotaku reports that CEO Jack Tretton had previously told CNBC that Sony was “going to welcome free-to-play models, games from $.99 up to those $60 games”.However, subsequent to that interview Sony’s E3 reps were reportedly unwilling to offer any confirmation on PS4 software RRP. In fact, Studios boss Shuhei Yoshida claimed to know PS4 software pricing, but was told by his PR minder that “he was not permitted to officially reveal” the information.Predictably none of the major publishers has yet gone on record to discuss software RRPs for the next-gen machines.http://www.mcvuk.com/news/read/micro...ox-one/0117251
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Speaking to Bloomberg TV, Microsoft president of interactive entertainment Don Mattrick attempted to defend the Xbox One’s £429 price tag, stating ”It’s a lower number than some of the analysts had forecasted.”As CVG transcribed, “We’re over-delivering value against other choices I think consumers can get. Any modern product these days you look at it [and] $499 isn’t a ridiculous price point. We’re delivering thousands of dollars of value to people, so I think they’re going to love it when they use it. We’re really making the living room your centre of fun for your family,”The Xbox One is set at £429 ($499, €499), while the PlayStation 4 carries a price tag of £349 ($399, €399).
In the wake of a disastrous E3 product reveal Microsoft has purportedly distributed a confidential internal 100-point 'FAQ' for the Xbox One that reads like it's from the Ministry of Truth. It was of course immediately leaked on pastebin. Kotaku has the story and an amusing online poll. In the discussion below make sure to line up the FAQ entries with the AC comments for extra 'Informative' moderation.
Xbox Live capabilities allow studio to create 'on-going two-way dialogue' with community in Sunset Overdrive
Insomniac is making its new stylistic open-world shooter Sunset Overdrive exclusive to Xbox One because it offers quicker production cycles, says studio CEO Ted Price.
Posting a message on the Insomniac website, Price said that although the developer was reticent to sign another exclusivity deal with a console manufacturer, the Xbox One and Xbox Live capabilities would allow it to create an “ongoing two-way dialogue” with its community.
He explained that the quicker production cycles and use of Xbox Live would enable timely content updates for new weapons, characters, storylines and pop-culture relevant content, given the fast turnaround times.
Price added that Xbox One exclusivity didn’t necessarily mean Insomniac would only develop for Microsoft in future, and it was open to bringing new titles to Sony’s platforms.
"The truth is, not a lot has changed. Insomniac has been, is, and will continue to be 100 per cent independent,” said Price.
x360ce SVN r733 is compiled. Xbox 360 Controller Emulator (a wrapper library that translates the xinput calls to directinput calls) which allows your controller (GamePad, Joystick, Wheel, ...) to function like an Xbox 360 controller on a Windows PC. For example it allows you to play Grand Theft Auto (GTA) game with Logitech wheel.
x360ce SVN Changelog:
updated readme a bit
Silence "COM wants to create DirectInput8 instance" message box.
"I wrote mg2_fine_tune.py after reversing the Matrix Glitcher 2 fine tune protocol using a logic analyzer, thought it would be nice with a version which runs on any platform where Python is available (not just Windows like the official release from Matrix Team). This also works with Matrix Glitcher II Rev C. Check this forum topic for more info and download. The program has been tested extensively with Python v2.7.3 but should work on newer versions also, though it might need some tweaking on older versions."
Battlefield 4 will not support user mods, DICE general manager Karl-Magnus Troedsson confirmed at E3 this week, but future Battlefields game my do so. Troedsson acknowledged significant demand for mod support in Battlefield games in an interview with PC Gamer.
"We get that question a lot. I always answer the same thing, and then the community calls me bad names," he said when quizzed on mod support for BF4.
"We get the feedback, we understand it. We also would like to see more player-created content, but we would never do something like this if we feel we couldn't do this 100 percent. That means we need to have the right tools available, we need to have the right security around this regarding what parts of the engine we let loose, so to say. So for BF4 we don't have any planned mod support, I have to be blunt about saying that. We don't."
That said, Troedsson offers hope for mod support in future Battlefield titles.
"But it is something that we are thinking about for the future, where we are going with the product, et cetera. So user-created content is something that's very interesting to us," he said.
When asked to elaborate, Troedsson said, "When we think about Battlefield as a franchise, moving forward, it's a big franchise. And we're talking about this, almost as strategies for the company - where are we going, what are we trying to do with the franchise, et cetera. And this is definitely one of the areas that we have been discussing quite a bit."
DICE debuted Battlefield 4's highly-anticipated multiplayer gameplay at E3 this week, and you can get CVG's impressions in this Battlefield 4 multiplayer preview.
E3 is over, but Microsoft still has a long way to go to answer questions from gamers about its new Xbox One console, particularly when it comes to the effects of DRM. Director of Programming of Xbox Live Larry Hryb aka Major Nelson takes on the most upvoted ones from posters in Reddit's games section in this video interview with Chloe Dykstra. One question that seems to have a clear answer is whether banned users will lose access to any games they've activated, as he stated "Absolutely not, you will always have access to the games you purchased." That goes against a previous response from the Xbox Support twitter account, although that may have been the result of confusion between the Xbox One and Xbox 360 policies. A question with no satisfying response yet however, is what gamers can expect years down the road if Xbox One's authentication servers are shut down. Major Nelson followed up with a response in the comment thread that "I'll get the real answer, I just don't know it yet."
Interestingly, the question he wished more people would have asked is about the "family package" and, we assume game sharing with a single account, after previously bringing up its cloud library as one upside to the new DRM setup. Tracking back to the original debut's focus on the console's HDMI input and TV overlays he mentioned using snap mode to watch TV while gaming, or getting Xbox Live notifications and jumping "instantly" to a game while watching TV. A similar crowdsourced interview was planned with the PlayStation team, but cancelled. Major Nelson says he will address more questions leading up to launch and is planning an ask me anything session later, so keep your (many) inquiries at the ready.
The Xbox One's policies will allow users to share their game libraries with any ten people of their choosing - not just family members.
Before now, Microsoft had described its game-sharing policy as including up to ten "family members," but it appears that this was a turn of phrase, and not a literal description of the policy's requirements. In an interview with Penny Arcade, Microsoft Game Studios boss Phil Spencer explained that, while Microsoft conceived of the strategy around a family group, there will be no restrictions on who can be included - friends, roommates, anybody.
"I think the policy makes sense," Spencer said. "It's not ten different people all playing the game concurrently, but when you think about a real usage scenario, and we thought about it around a family, and I know certain people will create a family group of people that aren't all part of the same family.
"And I do think that's an advantage, and people will use that. I saw it on NeoGAF instantly, the Xbox Family creation threads, where people said 'Hey be a part of my family'... I do think that's an advantage of the ecosystem that we have."
When it came to the specifics of concurrent use, Spencer seemed unsure of the details, referring Penny Arcade to Microsoft's official statement on the matter. The official wording reads:
"Just like today, a family member can play your copy of Forza Motorsport at a friend's house. Only now, they will see not just Forza, but all of your shared games. You can always play your games, and any one of your family members can be playing from your shared library at a given time."
Penny Arcade cited a separate report from Ars Technica, which revealed that only one person from a group can play each game from the user's library at a given time.
And the company says the power becomes "infinite" with cloud technology, which game developers have been "incredibly positive" about
Microsoft may still be reeling from the PR nightmare about Xbox One's used game policies and always online nature, but that hasn't stopped the company from espousing the next-gen platform's big potential. In a closed-door meeting called "Xbox 101" attended byGamesIndustry International, the company stressed that Xbox One has "the computational power of more than 10 Xbox 360 consoles," and that "the cloud brings infinite additional processing power."
Those are the words of Xbox One engineering manager Jeff Henshaw, who led a demonstration about how Xbox One's power has enabled Microsoft to create a demo using real data from NASA to track the orbital velocity of 40,000 asteroids in space. While Henshaw and his team are very proud of the power of Xbox One when it's offline, the real advantage, he stressed, comes from Microsoft's special cloud services.
"Microsoft has hundreds of thousands of servers and dozens of data centers geographically distributed all around the planet, and Xbox One has the ability to instantly tap in to that limitless computational horsepower," Henshaw explained. With that extra cloud power, Microsoft is able "to take the number of asteroids from 40,000 to 330,000, and any device doing the computational math to realistically in real-time chart the orbital velocity of 330,000 asteroids would melt a hole in the ground, but Xbox One is able to do it without even breaking a sweat because it's pulling in virtualized cloud computing resources." "Game developers have given us incredibly positive feedback on the crazy different ways that they can use this incredible new cloud power resource" Jeff Henshaw
Henshaw added that even with all the power being used, Xbox One remains incredibly silent (no doubt an important aspect to note given how loud Xbox 360 hardware has been). "We have about 500,000 updates per second coming from our global computing cloud down to this Xbox One so it can all be managed completely seamlessly. The beautiful thing that's happening here is we are seamlessly blending Xbox One's incredible processing power with the limitless processing power of the cloud," he continued.
So why is Microsoft going out of its way to show us a screen full of thousands of asteroids? Well, the implication is that if Xbox One can track all these asteroids, then it can certainly create massive, highly detailed game worlds for gamers to enjoy.
"Game developers are building games that have bigger levels than ever before. In fact, game developers can now create persistent worlds that encompass tens or hundreds of thousands of players without taxing any individual console, and those worlds that they built can be lusher and more vibrant than ever before because the cloud persists and is always there, always computing," Henshaw said.
"Those worlds can live on in between game sessions. If one player drops out, that world will continue on and can experience the effects of time, like wear from weather damage, so that when a player comes back into the universe it's actually a slightly evolved place in the same way that our real world evolves a little bit from the time we go to sleep to the time we wake up. Game developers have given us incredibly positive feedback on the crazy different ways that they can use this incredible new cloud power resource."
It all seems a bit theoretical, but if the cloud can be as valuable a resource for developers as Microsoft says, perhaps consumers won't mind the Xbox One being always online when they play.
275,000 physical games were sold in the UK last week. Xbox Live title State of Decay sold 250,000 units in two days in the same week.
It’s an observation made by UK journalist Lee Bradley and is one that perfectly illustrates the changing dynamics of the video game market.
Of course, there are factors to consider. State of Decay has performed exceptionally well on Xbox Live – it’s the fastest selling new IP of all time and the second fastest seller behind only Minecraft. And its sales numbers are global.
And last week’s UK market – worth just £6.02m – was the lowest on record.
Nonetheless, that an indie Seattle developer can with its debut release sell more units than the combined power of every powerhouse publisher and platform holder in the UK is a stark statement.
A huge array of triple-A blockbusters have been announced and detailed in LA this week. Yet last night a comparatively tiny indie game called Fez 2 was the only title trending on Twitter.
Triple-A or bust? Triple-A is bust, perhaps.
Microsoft’s insistence on indie devs requiring a publishing partner has angered indie dev Lorne Lanning.
Lanning, now at studio Oddworld Inhabitants and developing Oddworld: New 'n' Tasty!, has spoken to Microsoft about getting the game released on Xbox One. But despite being a self-publisher, Microsoft has refused to budge on its insistence that indie devs have an official publishing partner.
"There are those who are looking at next quarter's profits, and maybe one of these big guys looks like that's all they're doing right now," Lanning told Eurogamer.
"For Xbox One they've granted us a license for New 'n' Tasty! but they still say you need a publisher. We don't have a publisher so we're not officially on the platform, even though we're compatible, even though we'll be ready to do it.
"Why do we need a publisher when we self-finance our games, we build our own IP, we manage our own IP and we've turned nearly two million units online as indie publishers sold - not free downloads? Why? What's wrong with us?
"Who's in touch with their audience? And who seems out of touch with their audience? All we know is we've tried to get our games on their platform and we can't do it - and I even helped them release the box."
"If they're looking at the world that way, you've got the obvious, enormous titles. They're going to be the big revenue generators. If the company's purely about profit, profit and profit, they're looking at those, and then they're looking at the little guys saying, 'oh, they only make this much'. They're not interested.”
The same company previously had trouble getting Oddworld: Stranger’s Wratch published on Xbox 360.
Oddworld: New 'n' Tasty! is currently due for release on PS4, PS3, Vita, Wii U, PC and Mac. UPDATE: Just Add Water CEO Stewart Gilray has contacted MCV to say that Lanning was "not angered or angry" and that he has never worked for Microsoft. Apologies to all.
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Takehiko Terada also predicts middleware will become more specialised for next-gen platforms
Silicon Studio's Takehiko Terada has suggested that the Xbox One will attract more Japanese developers than previously seen.
While it wasn't clear if he was drawing a comparison with previous Microsoft consoles or the other next-gen platforms, the CEO of the Japanese middleware outfit behind Yebis 2 is confident the Xbox One will provide an attractive proposition for studios in his homeland.
"The Xbox One is both powerful and flexible, especially since its DirectX-based technology makes it easy to port games from PC. Microsoft has also been very supportive of our international outreach for Yebis 2," he said in a statement to the press, later adding: "I definitely believe the Xbox One is friendlier for Japanese developers, and as more Japanese developers bring out new titles on the Xbox One, more Japanese gamers will show some interest in the new console."
He also predicted that next-generation consoles will encourage the creation of more highly specialised middleware, with a positive effect on game budgets.
"Middleware software is getting more specific and more specialised so it will definitely help game developers to save money on in-house development," he stated.
Studio granted licence to release New 'n' Tasty on console, but needs publisher to do so
Oddworld developer Lorne Lanning has criticised the console manufacturer’s move to block self-publishing on the Xbox One.
Speaking to Eurogamer, Oddworld Inhabitants head Lanning said although Microsoft had granted a licence for its latest game New’n’ Tasty, the developer couldn’t actually release its game on the Xbox One because it doesn’t have a publisher.
He went on to question why Microsoft felt it necessary to the studio to have a publisher, given the company was able to be self-funded and develop its own IP.
Lanning added that in contrast, Sony, which allows self-publishing over its PlayStation Network, understood that many of the “real innovations” were going to come out of the indie space.
"For Xbox One they've granted us a license for New 'n' Tasty! but they still say you need a publisher,” he said.
Speaking with Joystiq, Remedy creative director Sam Lake hinted that the studio's Xbox One game Quantum Break may have a connection to Alan Wake. We jokingly asked if Quantum Break was really just a story written by Alan. He said no, but added that Quantum Break deals with many timelines and universes. "The way we approach these things is definitely kind of – they're connected in weird ways. And definitely for Remedy fans, there will be a lot of familiar things from a Remedy game."
"We are definitely dealing with the idea of multiple timelines – essentially a multiverse – where many things are possible," he said. Our theory is thatQuantum Break's season "cliffhanger" will be Alan waking up in the middle of the night, realizing that the entire game was .
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