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iXtreme firmware 1.4 ALL VERSIONS

iXtreme firmware 1.4 ALL VERSIONS
Published by: jbrizzel on Sunday, December 09, 2007
Tagged: Hardware, Homebrew, Xbox 360,

A new release of ixtreme firmware, for all versions of drive (except v78/79 hitachi, which maximus will release shortly).

Features:
(v1.4) Disc jitter fix

Note: Everyone is wondering why people were getting banned a few weeks back. Here is a short summary of our speculation:

There are specific timers within the challenge/response protocol that may be checked by MS to determine as criteria for banning. We believe they are measuring one or more to find discrepancies. While a lot of this is speculation, and a lot of data is inaccurate as far as replication due to different mechanics, there may be specific timers that can be easily read. One that we are focusing on has to do with the degree's of disc rotation, which will generate a sum (0,90,180,270) and embed that data within the Security Sector file. Now, we recently have noticed a change within games in regards to that Challenge/Response timer.

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Dev Diary: Natural AI behavior in Warhound

Dev Diary: Natural AI behavior in Warhound
Published by: forahobby on Thursday, December 06, 2007
Tagged: Gaming, Xbox 360,

One of the main features we put special attention to while creating Warhound is the AI behavior. A special system currently in the state of intensified production and testing makes AI behavior increasingly indistinguishable from those of soldiers on a real battlefield.

There is no room for scripted, predefined enemy behavior in the next-gen games. The artificial enemy is to be no different from the real one, especially when it comes to combat. The player should have no doubts that he fights a real soldier, not a predictable bot, who repeats a certain sequence of operations over and over again. An improved AI system intensifies the feeling of realism and amends visual experience.

The system is built of several modules which must collaborate precisely.
The primary one is an expanded animation module which explicitly models even the slightest details of human behavior – gestures and body movements through various actions, face mimics and even eyeball movement.

The module essential for the realistic gameplay is the Integrated Combat Behavior System. It includes all the basic movement types – walking, turning, crouching, crawling, running, passing obstacles, etc. All these must fit in well with the weapon held. There is a huge difference between the movement of a person with a big rifle and a person with a pistol. Realism also implies a wide range of behaviors depicting the combat itself. Current technology allows every single AI to scan the visible area and decide on the usefulness of nearby objects basing on their size, shape, and even material they're made of. The analysis of this data lets AI find the nearest safe cover, and react appropriately to current situation on the battlefield. Distance to the enemy, weapon held, sight and hearing range or enemy visibility are only a few factors for the system that chooses the optimal action for the moment.

360-Hq Game Database: Warhound for Xbox 360
360-Hq Game Trailers: Warhound Videos for Xbox 360

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Microsoft, Give Thanks!

Microsoft, Give Thanks!
Published by: shark2th on Saturday, December 01, 2007
Tagged: Xbox 360,

Last Thanksgiving, Joe Wilcox compiled a list of 10 things for which Microsoft should be grateful. It's a year later and there are 10 more reasons for which Microsoft should give thanks.

The list is in reverse order, starting with No. 10.

10. Anti-piracy Efforts - Five years of piracy-fighting tactics, including the much customer maligned Windows Genuine Advantage, are paying off for Microsoft. They had better. Microsoft estimates that PC shipment growth is 20 percent in emerging markets compared to 8 percent for established markets. Greatest growth is in markets with typically high piracy rates.

The payoff is impressive. Revenue CAGR (compound annual growth rate) in Russia is 80 percent, with Microsoft revenue jumping in three years from $200 million to more than $1 billion. In what Microsoft calls BRIC—Brazil, Russia India and China—revenue is about $3 billion, up from about $900 million three years ago. While some of the gains can be attributed to sheer volume of PC shipments, increased sales of "genuine," or legally licensed, versions of Windows are up, too.

Click the read more link to read the full article..

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Midway's Mike Bilder on PS3 version delays of multiplatform games

Midway's Mike Bilder on PS3 version delays of multiplatform games
Published by: wes213 on Thursday, November 01, 2007
Tagged: Gaming, Hardware, Xbox 360,

The frequent delays multiplatform titles experience before reaching the Sony PlayStation 3 can be credited to "hardware differences in memory and processor," said Midway Games' studio head Mike Bilder who worked on Stranglehold (Microsoft Xbox 360, Sony PS3, PC). It took six weeks before the Sony console got served with Tequila (Inspector Tequila, that is), and Bilder blames technical difficulties.

According to Bilder, development of Stranglehold for the Sony PS3 took more time not because they wanted to change anything. He commented, "...part of the reason why we're delaying it, is that we want to ensure that the quality is the same on all platforms."

For Bilder, the case with the Sony PS3 and Microsoft Xbox 360 is "certainly more of a level playing field." Unlike the previous generation of consoles when "the Xbox was considerably more powerful than the PS2" and developers could just look at the PS2 as main SKU to make a game for before porting to the more capable Xbox, Bilder believes the industry is facing a challenge right now. He explained:

...When we tried to get [Stranglehold builds] game-ready and fitting on the [PS3] disc and fitting in memory, in the end it was an easier endeavor on two of the SKUs and it was a more difficult endeavor on one of them. Just, to be honest, the hardware differences in memory and processor on the PS3 vs. traditional PC and 360, it makes it a challenge, and it's representative.

However, Bilder seems to have a viable solution ready. He went on to say that:

A lot of people and a lot of focus as far as games that we have internally that are going to be multi-SKU are trying to put the PS3 out in front now... I don't think it's necessarily a negative to put the PS3 first. But it does help mitigate some of that risk in framerate, memory, technology, just the hardware differences.

News-Source: Tpix

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Namco Reveals Ace Combat 6: Fires of Liberation Gameplay Tactics

Namco Reveals Ace Combat 6: Fires of Liberation Gameplay Tactics
Published by: forahobby on Thursday, October 04, 2007
Tagged: Gaming, Xbox 360,

NAMCO BANDAI Games Reveals New Advanced Gameplay Tactics and Assets for Ace Combat® 6: Fires of Liberation™

NAMCO BANDAI Games today released new details and assets on advanced gameplay tactics from Ace Combat® 6: Fires of Liberation™, its upcoming flight action game for the Xbox 360™. While providing an accessible and intuitive play experience for gamers of all skill levels, Ace Combat 6 introduces several new advanced techniques that are sure to take series veterans to new heights of aerial domination.

Ace Combat 6 debuts the following advanced maneuvers:

  • Read-Ahead Fire: Normal missile fire is done by locking on to nearby enemies and launching missiles that pursue their target. While this approach of air-to-air combat is suitable for eliminating most enemies, it requires the player to spend valuable time getting closer to their opponents. Advanced players can utilize “Read-Ahead Fire” to predict the path of their enemy and fire missiles from long-distances without needing a lock-on. This tactic requires precise flying and strong knowledge of enemy flight patterns, but can quickly devastate an opposing fleet if properly executed.

  • Close-In Explosion: While “Read-Ahead Fire” provides a very precise way of dispatching aerial enemies, sometimes opponents are too fast and elusive for this tactic. If players are having a hard time hitting their enemies, they can utilize the “Close-In Explosion” feature to fire from a less than optimal position and still have their missiles damage the enemy plane. This tactic does not inflict as much damage as a direct hit, but mitigates the risk of missing due to quick turns by the enemy or a weak lock-on.

  • High-G Turn: Modern combat planes are stabilized via computer control, delivering a smooth and safe flight for the pilot, but limiting the overall maneuverability of the plane in emergency situations. By temporarily overriding their flight computer (holding the left and right trigger on the Xbox 360 controller), players can execute a “High-G Turn” and make extremely tight cornering maneuvers, but risk stalling their plane if they hold this extreme flight pattern for too long.

  • Mid-Flight Landing & Midair Refueling: Introducing massive battle areas with multiple combat fronts, Ace Combat 6 forces pilots to strategically manage their arsenal and the condition of their plane. Some missions will feature more enemies than players can destroy in a single load of missiles, in which case they can either take on the remaining foes with machine guns alone or attempt a challenging mid-flight landing on an aircraft carrier or occupied airfield. One mission will require the player to execute a mid-air refueling. By carefully docking with a refueling plane, players will be able to continue their mission without risking their safety by landing and taking off in the middle of a battlezone.

    Ace Combat 6: Fires of Liberation for the Xbox 360 will ship to retail stores nationwide on October 23 for a suggested retail price of $59.99. A limited edition version of the game, which includes a custom Xbox 360 faceplate and original ACE-EDGE flight stick will launch on the same day for a suggested retail price of $149.99. For more information on the game, please visit http://www.acecombatsix.com

    360-Hq Game Database: Ace Combat 6: Fires of Liberation for Xbox 360

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    Super Contra for Xbox LIVE Arcade: Wed July 25, 2007

    Super Contra for Xbox LIVE Arcade: Wed July 25, 2007
    Published by: forahobby on Monday, July 23, 2007
    Tagged: Gaming, Live Arcade, Live Marketplace, Xbox 360,

    Celebrate the 20th Anniversary of the Contra Franchise with “Super Contra”!

    Konami is celebrating the 20th Anniversary of the seminal Contra franchise with the release of “Super Contra” for Xbox LIVE Arcade this Wednesday, July 25 at 9:00 a.m. GMT (2:00 a.m. PDT).

    The fight for freedom continues! Reprise your role as either Bill Rizer or Lance Bean in this follow-up to the arcade classic “Contra,” which made waves in arcades everywhere in 1987. The nefarious forces of Red Falcon have been wounded but they are far from defeated! The alien menace has taken control of a military installation in South America and they must be defeated for the sake of humanity. Experience the authentic gameplay of “Super Contra” with an updated look and feel by battling through several risky missions either solo or in two player co-op mode, just like in the original.

    Super Contra” will become available worldwide this Wednesday for 400 Microsoft Points and is rated E10+.

    Game Features
    • Two gameplay modes: single player or two player co-op, either locally on the same Xbox 360 or over Xbox LIVE.
    • Players can choose to play with either the original graphics or the enhanced graphics.
    • Compete for the weekly and all time high scores on the Leaderboards.
    • Earn up to 12 Achievements and 200 Gamerscore.

    360-Hq Game Database: Super Contra for Xbox 360

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