Category Archives: XBOX

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[EDITORIAL] The Things They Told Us Would Happen to Video Games As Kids

The things they told us as kids that would happen to video games, and how far we’ve come. Very far. Below I give you a list of things I’ve been told (as well as things you may have heard) and how far we’ve come since these concepts being just figment of imagination.


Sure, when we were told this, we were already playing games like Duck Hunt with a light gun controller, so technically, that was already done. But we were told that it would become more complicated than this. For example, in 2003, Sony, with collaboration from Logitech, released the Eye Toy, a webcam like device that can track your movements and translate them into the gameplay (those minigames that came with the Eye Toy often were fun) as well as take your picture and plaster it over a created character. (ex: Tony Hawk’s Underground) It was technologies like this that helped propel now existing technologies like Kinect and the successor to the Eye Toy, the Playstation Eye (and the new PS4 version as well.) Then there were games like Gran Turismo that supported a steering wheel, Dance Dance Revolution which supported a Dance pad (which was also technically seen before during the NES days) and a Skate Board-esque device with “Tony Hawk’s Ride.” not to mention the Nintendo Wii made a point with this often times with its unique controller design that resembled a remote. Plus with Project Morpheus/Occulus Rift, we see games in a whole new world. Well, assuming Facebook does the right thing.


Sure, often times when you went to one of those ‘middle to high end’ hotels, they often times offered a chance to let you stream Mortal Kombat into your room at an extortionate rate, which is why chances are your parents usually said “No, Thanks.” But your parents did warn you “Someday this will be the norm in the household. We currently don’t have something that can stream console games, but we will soon via PlayStation Now. For now, our cable set top boxes sometimes let us stream low bandwidth games just like the hotels in our heyday did (yet my STB doesn’t offer me Mortal Kombat, but I digress) and we DO have services like OnLive for PC games.




Now that flash media isn’t as expensive to produce as it was during the N64 days, can hold more, and has better durability over CD based media, its no wonder why Sony used flash based media for the PSVita, why the DS lines for Nintendo still use cartridges as well, and why people just use memory cards like SD, Memory Stick, M2 etc to store plenty of games. Blu Ray discs can hold over 50GB, but I HAVE seen 2TB SD cards. Plus the read speed compared to CD media is no comparison. Cartridges are here to stay. THEN AGAIN….


Why buy software that takes up physical space when you can stream it? Or download it. And believe me, Steam has made a killing on download only games. Hell, some companies chose to release their games digitally only. Even though it was a failure, the PSPgo was marketed for download only. There’s advantages to having physical copies (less space taken up in a hard drive, less bandwidth consumed) but as far as BluRay technology has come, some people have sworn off physical altogether, making all these advances to Bluray discs arguably obsolete.


Starting with the PS2, our consoles were DVD players on the side. And our parents LOVED THIS.  I didn’t so much at the time. I wanna f**kin play, why do you have to watch your movie now? But why buy a DVD player AND a gaming system when you could save money and get an ALL-IN-ONE. Sure right now a DVD player AND a BluRay player can be bought for next to nothing, but at the time of the PS2′s release, DVD players were EXPENSIVE. Our consoles come with a lot of the features of a standard player, such as support for Surround Sound devices, that it’s becoming normal for a gaming system to find home in EVERYONE’S living room. You can even buy a remote for them, or in the case of HDMI Sync, you can control the console with your TV remote. Plus, they can play CD’s, MP3′s, can stream music from PC’s or the internet, can watch Netflix, sporting events. the Xbox One cashed in on this. Although for the time being both the PS4 and the XBOX ONE backpedaled and don’t support MP3 or CD’s, but time will tell.


You were told this when chances are you were still discovering the internet on your PC. with the Sega Saturn in Japan, through external attachments, it was possible to play online. This technology was later introduced elsewhere with the successor, Sega Dreamcast, though also with an attachment. the Xbox hade native online support, but you had to pay. The PS2 needed an attachment at first, through a slot that Sony left in the unit “for a rainy day” but as time went on, The Slim line units had an Ethernet port built in. the Xbox 360 again had paid online, but retained Ethernet only. The Wii and PS3 were the first to have wifi built in.


We all loved Snake, the game where you chase a dot and grow and grow and grow. But now we can play GTA San Andreas on our phones. The only thing we cant do is play Mario games. Well, we can, but without Nintendo’s blessing, anyway.


Remember the 8 bit era? Such fond memories. And remember how cartoony everything was during the PSX/N64 era? Some games go for realism. graphics have become so complex that now its almost like looking in the mirror. Its like watching a movie. It’s beautiful.

We’ve had a lot of advances to our consoles, and its been fun. But there still is ONE idea I have heard will happen, but hasn’t happened. And I await it…


Remember in 2012 when Tupac “came back to life” at Coachella? Like that. Holograms will be controllable. Imagine it like this, you’re palying Mortal Kombat on a plain surface, you just made your friend’s hologram Subzero a burn victim via hologram Scorpion’s “Toasty!” fatality. This is the only thing I have left to see that I was told would happen. So, anybody have any thoughts? Additions? Sound off.

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GTA Online Capture Creator Coming this Friday

Get Double GTA$ & RP on Capture Jobs Now

This update will let you create Jobs across any of the four Capture Job variants (Contend, GTA, Hold and Raid) and publish them for all to play, rate and share via the Rockstar Games Social Club

We have just received a PR from Rockstar with info on the upcoming update of the Capture Creator for GTA Online. Check it out:


In honor of this forthcoming update, and to help you hone your skills for the wave of new player-made Capture creations to come – from now until Friday, playing any of the official Capture Jobs in GTA Online will earn you twice as much GTA$ and RP. If you haven’t yet played Capture Mode in GTA Online, it’s a GTA twist on classic capture the flag style confrontations that brings a whole new level of adversarial action to the world of Los Santos and Blaine County. Strategy plays a huge role as you run decoys, set traps and place obstacles to ensure your enemies don’t get close to your goods.

Below are a few of the Capture Jobs we recommend you check out, and stay tuned for some tips straight from us on how to dominate at Capture Mode later this week.

Contend: Salty Snatch
Dog walkers and surfing talent agents look out – two import operations at either end of Chumash Beach are fighting over a shipment that’s landed on the pier. Any product they can get to their spot in the sand is theirs to keep.

GTA: All Abhorred
Not just for parolees and perverts anymore, a fleet of buses at the Dashound Bus Center in Downtown LS becomes a target for two teams of hoods. They compete to get buses back to their bases on either side of the city, while trying to stop the other team from doing the same.

GTA: Field of Screams
A tractor shortage in Grapeseed leads to farmyard chaos. It’s harvest time, and two rival gangs compete to bring a Fieldmaster tractor back to their bases. Farming is a deadly serious business in Blaine County.

Hold: Freight Fight

Two importers fight over rights to a shipment at the Terminal. Scrappy close quarters battle as they try to get as much product to their side of the containers as they can, and protect it when it gets there.

Raid: High Road

Chiliad Mountain State Wilderness: playground for uptight hikers, creepy bird watchers, trail mix enthusiasts and drug runners. Fight a rival crew for the rights to the tunnel shortcut to the Alamo Sea, and put them out of business by taking their product and banking it on your side of the tunnel.

Raid: Wargames

Like any military operation, when things kick off at Fort Zancudo Air Base, they escalate pretty quickly. Teams hoarding their black market profits raid each other’s bases at either end of the facility. If they get the goods back, they’re banked. Nothing’s off limits to be used here, including the fighter jets.


Today, there is also a new Title Update available that includes many of the fixes we announced in last week’s spring updates story, including bonus RP every time you like or dislike content after playing it, the ability to call Lester and have him instruct the cops to turn a blind eye to criminal activity for a short period of time, as well as increased payouts for completing Parachute, Races, Deathmatches and LTS Jobs with less than four players. To get the new update, just go online with your PS3 or Xbox 360 and GTAV – you’ll be prompted to download an automatic update (Xbox 360 players will also be prompted to download a compatibility pack). For the full list of fixes and changes, check out this article at the Rockstar Support page.

For more info just click the link below.

NEWS SOURCE: Support Article #201956787 (via) RockStarGames

Our thanks to ‘Kaos2K’ for this news item!

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Titanfall Xbox 360 performance analysis by Digital Foundry

‘Be advised on last-gen native resolution and frame-rates’.

Digital Foundry has published a performance analysis along with frame-rate tests of the just released Xbox 360 version of Titanfall.

According to this performance analysis of Titanfall for Xbox 360 by Digital Foundry (Eurogamer), the game averages 46.5fps and there’s a 30Hz mode for players who “prefer to avoid the screen-tear.”

The Xbox One version ships at 1408×792 with 2x multi-sampling anti-aliasing, while this one adopts a strategy similar to the Call of Duty titles on "older" Microsoft hardware: 1040×600 native resolution, backed up by 2x MSAA.

"In summary, after a day with the Xbox 360 game, the big takeaway here is that this is Titanfall, and it does appear to be feature-complete on the older console", the site concludes…

Here are some more interesting quotes:


Let’s begin with rendering resolution. The Xbox One version ships at 1408×792 with 2x multi-sampling anti-aliasing – a sub-native presentation for a console aimed at the era of the 1080p display. There are few surprises with the Xbox 360 version, which adopts a strategy similar to the Call of Duty titles on older Microsoft hardware. There’s a 1040×600 native resolution here, backed up by 2x MSAA. It’s a set-up that allows Bluepoint to cram the framebuffer into the 360′s 10MB of eDRAM, effectively allowing it to use the hardware anti-aliasing for free with no performance penalty.

Curiously, there’s no hard drive install option available on Titanfall 360, and the game appears to use both DVD and hard drive bandwidth in concert to drive a texture streaming solution (all art is held in RAM on Xbox One on PC, with no streaming at all). From our initial tests, textures do exhibit occasional pop-in, but by and large it’s mostly unnoticeable during play.

By default, the game ships with an unlocked frame-rate – but capped at 60fps. In effect, the game is constantly tearing unless not much is going on, whereupon it locks at 60fps – this occurs for pretty much the entirety of the extended initial training, but sees considerable variation in-game. This is clearly the preferred default from the development team, and offers the fastest-possible controller response at the expense of consistency – both in terms of input lag and frame-rate.

If the screen-tear, inconsistent frame-rate and varying controller response is too much for you, Bluepoint has offered up an alternative – the ability to lock frame-rate at 30fps. This all but eliminates screen-tear and introduces more consistency to the controller feedback but does so to the detriment of overall frame-rate. Each mode has its advantages and disadvantages and it’s good that gamers can choose what suits them.

There are times when the game feels uncannily close to the Xbox One version (especially during the less taxing training session) and across the entirety of the clips measured above, we end up with a 46.5fps average – not bad at all. However, different levels exert varying degrees of stress upon the engine, and as you can see from the analysis, performance is variable, perhaps explaining the "above 30fps" marketing. That said, frame-rate does creep below on rare occasions (similar to Xbox One, we can see the odd freeze – a small clutch of duplicate frames) but there’s nothing game-breaking.

In summary, after a day with the Xbox 360 game, the big takeaway here is that this is Titanfall, and it does appear to be feature-complete on the older console. With just one tenth of the available RAM and far less capable silicon, it’s safe to say that Bluepoint Games has more than exceeded expectations.

The Bluepoint Games developed port launched today in North America and releases on April 11 in Europe.

The full analysis, including more comparison shots, are on the link below!

NEWS SOURCE: DigitalFoundry 2014 TitanFall Xbox 360 performance analysis (via) EuroGamer

Our thanks to ‘Gauss’ for this news item!

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Microsoft shares new details on Xbox One April update

Plus, YouTube uploads coming to XB1 today!

New Xbox One features are coming this month: the console can now reboot itself after system updates, users will be able to play 50Hz Blu-ray discs, and direct YouTube uploads.

First, here is the trio of new Xbox One features that will pop-up in its upcoming April update (members currently beta testing the update will soon receive them):


We’re still working on our next Xbox One system update and have been receiving some really great feedback from members with early access. Tonight, I wanted to let you know we’re pushing a few more features to the members previewing new system updates that you may be hearing about. Here are a few details on those features.

  • Blu-ray player supports 50 Hz video output for content recorded at 50 Hz. We’ll also be updating the Blu-ray Player app in the coming days to round out these improvements.
  • Controller and headset adaptor firmware updates will reduce audio static and improve wireless connectivity.
  • Silent reboot after system updates and system update on demand now available. After this update, if your console is in Instant On mode, the update will happen automatically and return to standby upon completion. This means you won’t need to power on your console after an update moving forward. If you want to take future updates when available without waiting for your console to do it on its own, we’ve added this option under system settings. It will only show as available when there is an update to take.

We’re committed to delivering innovation through system updates, and on behalf of the Xbox team, I can’t say enough how integral fan feedback is to this process. Some features previewed won’t always make it to launch right away because we want to help ensure the best experience for our fans before pushing a new feature.

Also, these features may roll out over several days to this audience.

The engagement from our Xbox One community continues to be incredible, in large part thanks to the input and feedback from our fans. Select members far and wide that have been previewing system update features have been as generous with their time and input as we had hoped they would be. This feedback continues to help us make the future of Xbox One yours as much as ours.

So thank you to those who shared their thoughts with us and, hopefully, are having a little fun in the process.

We look forward to sharing news when our next Xbox One system update rolls out to the larger community.

Also, and if you didn’t know, you’ll be able to upload Xbox One gameplay directly to YouTube starting today!


Game DVR and Upload are among the most used apps on Xbox One. We know how important it is to be able to easily watch and share video clips, and starting tomorrow we’re rolling out an update to the YouTube app on Xbox One that integrates Game DVR and Upload with YouTube**, making it easier than ever to capture and share game clips with the world.

Now, use Game DVR to capture epic gaming moments, edit them in Upload Studio, and, with the simple click of a button inside the YouTube app (look for My Uploads**), share them instantly to your YouTube channel. The updated YouTube experience also allows you to watch YouTube videos in Snap Mode, earn Media Achievements, and adds YouTube channels to OneGuide for instant access to YouTube videos right next to your favorite TV listings or App Channels.

**In Settings, elect to “Share game clips” and “Share on social network”

The GoPro channel app launches today on Xbox 360 too. The full announcement is located HERE.

NEWS SOURCE #1: Microsoft shares news details Xbox One April update (via) Gematsu
NEWS SOURCE #2: You can upload Xbox One gameplay directly to YouTube starting tomorrow (via) GameSpot

Our thanks to ‘Gauss’ for this news item!

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First look at Titanfall for Xbox 360

And, comparison shots with Xbox One version.

Twitch user CityFlex has uploaded some gameplay footage of the Xbox 360 version of Titanfall, which launches this week.

Twitch user CityFlex has uploaded a gameplay video of the Xbox 360 version of Titanfall.

And, there are also some shots comparing it with the Xbox One version, courtesy of MP1st.

First, here are the comparison shots (TOP – XBOX 360 Version, BOTTOM – Xbox One Version):

An analysis by GamingBlend:


The texture resolution has been downgraded by a significant margin, and there’s some slight modifications in the geometry of the titans.

It’s hard to tell, but – based on the images – the screen resolution of the Xbox 360 looks to be slightly lower than the Xbox One and reeks of upscaling. This is to be expected given that even older games like Call of Duty rendered natively sub-720p on the Xbox 360, and such titles were actually upscaled to HD resolutions. It would seem highly unlikely that the Xbox 360 would have matching resolution of the Xbox One version, as it would also be a real embarrassment for Microsoft if that were the case.

Of course, we won’t know entirely how well the game performs until it’s put through the trenches and run through the pixel-counting gamut. For now, I would say that anyone opting to pick up a copy of Titanfall for the Xbox 360 is only getting a moderately visual downgrade from the Xbox One version.

In essence: If you’ve been waiting to see whether or not Titanfall was worth buying on the Xbox 360 or worth picking up an Xbox One for the game, you can see above that the biggest factor that you’re giving up is texture resolution and some differences in frame-rate. So is the 20 or so frames and higher texture output worth the $450 that you can pick up the console and game for from Target? Well, that’s a financial decision you’ll have to weigh depending on how much graphics matter over gameplay. If they didn’t matter too much to you between the PS4 and Xbox One, I doubt they’ll matter all that much in this scenario.

And, the videos below (or directly on CityFlex Twitch channel).

Remember, the Bluepoint Games developed port will be released on April 8 in North America, and on April 11 in Europe.

- Titanfall – Gameplay of Xbox 360 Version [Part 1]

- Titanfall – Gameplay of Xbox 360 Version [Part 2]

NEWS SOURCE #1: Here is your first look at Titanfall on Xbox 360 (via) PolyGon
NEWS SOURCE #2: Titanfall Xbox 360 Screenshot Graphics Compared Xbox One (via) Cinemablend

Our thanks to ‘Gauss’ for this news item!

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Dash Launch 3.12 Released

A new version of Dash Launch has been released to allow support for 360 kernel version 16747

This version also includes some additions and bug fixes.




  • default behaviour of live block is now to use strong block rules (at least until ini is loaded)
  • fix compatibility issues with dashes created before AP25 was deployed (spoof the AP functions on older versions)
  • limit fakelive/autofake to 14717+ kernels
  • add export so plugins can find out where they were loaded from during dllMain() (it’s volatile, copy it in Main() if you need it!)
  • update 16547 patches to delay network bringup in xam until launch.xex loads
  • add trinity internal usb to hddkeepalive (for those that have a usb hdd hooked up there)
  • add 16747

Known Issues:


– *** WARNING ***

One of the testers observed a console reaching out to live despite liveblock only when fakelive or autofake was enabled. If you intend a keyvault to not get banned, do not use it on a glitch/jtag machine!

  • Autologin pop-up blob does not display properly… live with it.

Currently the project is missing the following supported translations:

  • Japanese, Korean, Chinese Simplified, Chinese traditional

Currently supplied translations:

  • English, French, Portuguese, Russian, Spanish, German, Italian, Polish

The skin pack includes the sources used to skin dash launch as well as the string files if anyone wishes to create a translation to one of the above languages (including English, as I know my explanations are not always easy to understand.) Also included is a c# based editor for the string files to assist in translation.

External fonts, background image and skins may be used by this, simply place skin.xzp and/or font.ttf and/or background.png (1020×720) beside default.xex. If neither location has a font file supplied the system font on flash will be used.


  • It will launch a XeX or CON file from the path you specified in launch.ini as long as it’s valid
  • Depending on the button you hold when the xbox is trying to load the NXE, it will divert to the xex/con tied to that button or return to default as defined in launch.ini
  • At boot time it is possible to subvert default item and/or NXE loading, but you must wait until the controller syncs to do so
  • Depending which button is held when closing miniblade in NXE (use Y button to close, release then hold a QL button) it will quick launch a CON or XEX from your ini file allows one to patch kernel/xam at bootup with a freeBOOT patch style bin file from usb or hdd (in that order) must be in root of the device and be named "kxam.patch" and be no larger than 0×4000 bytes.
  • Again, kxam.patch binary format is the same as a compiled freeboot patch bin, but uses real virtual addresses rather than offsets - as of 2.22 the first 32bit value must instead be the version of the kernel the patches apply to - with the included patch set,
  • launch.xex acts as a helper to detect when xbox1 emulator loads, allowing memory unlock patch and xbox1 emulator to function together

NEWS SOURCE: Xbox Nfo #2335 (via) Xbins

Our thanks to ‘steveo1978′ for this news item!

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xeBuild 1.12 Released

This update adds support for kernel 16747 plus other bug fixes and additions

xeBuild is a command line system image builder for JTAG, glitch, and clean images.

Change Log



  • check FCRT.bin signature with PIRS_pub.bin or MAST_pub.bin if available (selection based on content)
  • check DAEP signed signatures in DAE.bin (usually 2) with PIRS_pub.bin if available
  • check CRLP signed CRL.bin signatures with PIRS_pub.bin if available
  • fix mobile extraction stalling process on corrupt NAND
  • do not patch boot reasons into flash header for devkit and retail builds, only glitch and jtag
  • added patch to kernel to attempt to block network until launch.xex has loaded (if available)
  • add -o smcnocheck to image build options/ini; avoids fatal build error if smc is unknown
  • add 16747
  • fixed: was not automatically creating all the folders for 16747 avatar data to be valid

How To Use:


  • See individual folders for lists of files to provide
  • If desired provide replacement cpu and 1bl keys in text files
  • open a command window in the xeBuild directory
  • on the command line type, for example:

example – if you provided keys in appropriate text files

xeBuild.exe -t glitch -c falcon -d myfalcon myfalconout.bin

-t glitch = build a glitch type image
-c falcon = use falcon bl and patch set
-d myfalcon = a folder is present called "myfalcon" with per machine files, this uses it myfalconout.bin = the file that will be produced

  • type ‘xeBuild.exe -?’, ‘xebuild client -?’ or ‘xebuild update -?’ for command line info

Update and Client modes:

Both modes require the supported updsvr running on the xbox, full functionality may require updating console patches with the included hv patches. Both the PC and the xbox need to be on the same subnet/LAN router.

Client mode is a simple way to read, write and patch flash as well as few other simple commands such as the patch updater. The patch updater will look in the folders beside the exe for version#binpatches_type.bin which are full patches for whichever console and hack type, it will load and strip the patches if needed and send them to the console. Note that only xebuild images are truly supported for this.

Most of the client mode commands should be available on any console, even unhacked devkits. See output from ‘xebuild client -?’ for more information on the options available.

Update mode attempts to retain as much data about the console as possible, without having to provide any info on the command line aside from optional/addon patches if required. After you copy the $SystemUpdate folder into (in this example) the folder 16203 it is capable of taking a simple command line like:

  • xebuild update -f 16203 -a nohdmiwait

It will fetch all the info from the console, and use the updater to update both the system flash and avatar data on the console (provided you have an 360 formatted HDD internally in the console.)

It has some more advanced options to allow one to build the update image as well as dump the data from the console as it’s acquired, while even leaving the console data untouched. See output from ‘xebuild update -?’ for more information on the options available.

Neither update or client image writes are able to affect bad blocks, but are able to write new ones.

If this happens mistakenly, an erase block command has been provided in client that will attempt to clear the bad block – use with caution though, blocks get marked as bad for good reasons and is a normal occurrence on NAND when a block becomes unreliable.

With big block machines, the server will attempt to retain any NAND mu data in the system area, provided there is no system data to write in the image being sent. It’s not foolproof, but update mode should not corrupt NAND mu.


  • take original console dump, put it in mytrinity folder as NANDdump.bin
  • set CPU key and 1BL key in ini file, verify LDV from NANDdump.bin matches console fuses
  • if not set cfldv in ini file
  • build (xeBuild.exe -t glitch -d mytrinity -f 13599), flash and hopefully life is good

.ini files:

Just a word on the format… the ini parser is not very robust, the files need to be plain ASCII, everything after a ; on a line is ignored, and spaces are not acceptable (they get removed).

Things like CPU key and 1BL key, if present in the per box ini file need not be placed anywhere else.

Optional Patches:

Various optional patches are included for use with the -a option, they are:

  • nofcrt – removes fcrt.bin requirement on some drives
  • nohdd – disables detection of internal SATA HDD
  • nohdmiwait – HDMI consoles will no longer wait or EXX screen when video is not ready
  • nolan – disables wired LAN to prevent E75/76/77 on machines with a damaged PHY
  • nointmu – disables jasper NANDmu, trinity 4G internal USB and corona 4G MMC memory units


Changing the patches to the BL that follows the BL that is executing during glitch attempts has a direct effect on whether a machine will glitch. The provided patches are generic and work well on most machines, but this per machine build addon can now be supplied without modifying the base patches to CBB or CD via a file in the perbuild folder, they will simply be tacked onto the end of CBB or CD, and the BL size adjusted to include this new data in the hash.

Keep in mind, it can take multiple attempts and re-flashing with different binary data to find something that will boot at all, let alone be more effective for your console.

blmod is currently not supported by update mode.


Using an incorrect controller config can result in problems remapping bad blocks (even manually.)

If you have a 16M jasper, an additional build type has been added ‘jaspersb’, by default the image will be built for jasper with big block controller (config 00023010), use this alternate switch to build for small block controller (config 01198010.)

Multi build/options example:

When you specify -f 13599 on the command line:

  • 13599filelist.ini is parsed instead of datafilelist.ini

Also the bin directory is used from 13599bin instead of bin allowing anyone to create multiple builds without multiple instances or rebuilds/hex edits/hacks of the main app.

The example provided is the last version of 13599 patch set from dash launch and other files to build freeboot 13599

example use:

xeBuild -f 13599 -d myfalcon x13599out.bin

  • -f 13599 : use .13599filelist.ini, and .13599 for firmware files, .13599bin for patches
  • -d myfalcon : use .myfalcon for per build files (cpu key, keyvault, security files, ini etc.)
  • x13599out.bin: override auto generated name and produce .x13599out.bin as the final NAND image

Note: if -d ***** is not specified it will still use the original /data and /bin dirs

Devkit image building:

This feature is currently considered Beta/Work In Progress.

A new image target type was added, "-t devkit" which builds 64M flash images for devkits. Currently untested, building with a 00 filled CPU key will create a zeropaired devkit image that may allow one to boot a software bricked devkit that one does not know the CPU key for and recover it to an operational state. By powering on the console with such an image present, with a recovery DVD in the drive, the recovery software should be able to create a new keyvault, re-pair the DVD drive to the new keyvault, and allow normal operation once complete.

Normal devkit image building when one does know their CPU key and thus has security files and keyvault should work as expected.

Building devkit for glitch/jtag is also possible using the standard -t glitch/jtag methods. Sample ini have been provided with this release, but will not work unless patches and files are supplied. Note that devkit is not our focus, but was relatively easy and straight forward option to supply for those that wish to make use of it.


Those who use large block NAND are now able to nearly double the size of the system file area with this option with no apparent ill effects. Normally this option wouldn’t be needed, but if one wanted to experiment with more files in flash, or one was building a devkit image for a devkit with a big block flash, this option is required.

NEWS SOURCE: Xbox Nfo #2334 (via) Xbins

Our thanks to ‘steveo1978′ for this news item!

5 Year Old Bypasses Xbox One Parental Security

When i first seen the title
“5-year-old cracks Xbox One security by discovering simple flaw”
my immediate thought was that my news reader was slow on showing me an April Fools joke, but no, there was no joke, just over sensationalized headlines and news reporters over hyping a minor flaw and making it out to be something huge, as in the consoles actual security has been hacked.

What has actually happened is that a 5 year old boy, discovered a bug in the Xbox One System, that lets you bypass the parental password of the Xbox One, by pressing space a few times and pressing enter, now I’m not taking anything away from this kid, i think it’s awesome that he has discovered this failing by Microsoft, that could have cost a lot of parents charges on the Xbox Live accounts, all I’m saying is that main stream media seem to have hyped this into something that it isn’t or I’m just salty that i thought it was more than it was by misleading headlines, anyhow, here is a quote from the source:

Just after Christmas, Kristoffer’s parents noticed he was logging into his father’s Xbox Live account and playing games he wasn’t supposed to be.

“I got nervous. I thought he was going to find out,” said Kristoffer.

In video shot soon after, his father, Robert Davies, is heard asking Kristoffer how he was doing it.

A suddenly excited Kristoffer showed Dad that when he typed in a wrong password for his father’s account, it clicked to a password verification screen. By typing in space keys, then hitting enter, Kristoffer was able to get in through a back door.

Kristoffers’ father, who works in computer security, was one proud papa. His first reaction? “How awesome is that!” Davies said. “Just being 5 years old and being able to find a vulnerability and latch onto that. I thought that was pretty cool.”


You can watch the video via the source link or here on YouTube.

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Phil Spencer named Head of Xbox

‘Gaming will be our core as we take Xbox forward’, he says.

Microsoft Studios exec Phil Spencer has been promoted to ‘Head of Xbox’. Might be moving away from the ‘all-in-one’ strategy…

That’s right, Microsoft Game Studios boss Phil Spencer is now the Head of Xbox, the company has announced.

He will be leading the Xbox, Xbox Live, and creative teams including Xbox Music, Xbox Video and Microsoft Studios. And, according to his own words, he might be moving away from the ‘all-in-one’ strategy…

"Gaming will be our core as we take Xbox forward", he said. Here’s his open letter:


A New Day at Xbox

Our community is at the heart of what we do at Xbox. Whether it is meeting thousands of fans at the launch of Xbox One, talking at industry events or hearing from gamers on Twitter and Xbox Live, I am actively listening and I am motivated to do what’s right for fans who’ve invested their time, hearts and money in the products we build. You have been the most important part of the success Xbox has had to-date and you are a critical voice as we continue the journey. Let’s keep the conversation going.

As Satya noted earlier today, I will now be leading the Xbox, Xbox Live, and creative teams including Xbox Music, Xbox Video and Microsoft Studios as we deliver the next generation of games and entertainment. Combining these teams will strengthen the connection between some of the world’s most innovative creators and those building the Xbox itself. I am incredibly proud of the talented Xbox employees around the world and believe, like they do, in the power of technology to bring games and entertainment to life across console, PC, tablet and mobile devices. It’s been a remarkable year for Xbox and I am honored to lead the team at this incredible time for Microsoft and the games industry.

Xbox is an example of Microsoft identifying a new opportunity, going big after a consumer need and staying committed. From the early days of building the original Xbox, to core technology bets like incorporating the Internet in every box, Microsoft has enabled developers and creators of all sizes – from ID@Xbox to the biggest publishing and entertainment partners – with innovative technology and tools and, most importantly, a connection to the world’s best community of gamers.

The growth of the Xbox community, with over 80 million Xbox owners around the world, is built on the foundation of exclusive franchises, new and original IP and the world’s most popular cross-platform games. Games and gamers have always been at the core of Xbox and the core of my work—and gaming will be our core as we take Xbox forward.

This past year has been a growth experience both for me and for the entire Xbox team. We’ve taken feedback, made our products better and renewed our focus on what is most important, our customer. Our mission is to build a world-class team, work hard to meet the high expectations of a passionate fan base, create the best games and entertainment and drive technical innovation. As we continue forward, this renewed focus and mission will be a foundational part of how I lead the Xbox program.

You will hear much more as we head into E3, but we are at the beginning of an incredible new chapter for Xbox and I can’t wait for the days and years ahead. This is going to be fun.


So, what do you think?


And, here’s Microsoft’s CEO Satya Nadella full internal e-mail. Looks like there will be other exec moves: Scott Guthrie will now take over cloud, and Stephen Elop will head up Microsoft devices.


Today marks the start of another big week for Microsoft as we gear up for the Build conference in San Francisco. We continue to push on the momentum from last week’s news about how we will thrive and grow in a mobile-first, cloud-first world, as shown by the great Office apps for iOS, rich new APIs for developers and our new Enterprise Mobility Suite.

In advance of Build, I want to highlight three announcements about how we’re continuing to evolve and tune our organization for maximum focus and impact.

First, I am pleased to announce that after his two months as acting leader for the Cloud and Enterprise organization, I have promoted Scott Guthrie to Executive Vice President, where he will continue to lead and drive the organization. As you know, Scott has been a very public and passionate evangelist for many of our most important developer and infrastructure businesses. Since joining Microsoft in 1997, he has made critical contributions to .NET and other pivotal technologies that help power the Microsoft ecosystem today, and most recently has been the driver behind the unprecedented growth of Microsoft Azure. As a leader, Scott has shown incredible energy and insight into how we create technology that others can build on, and which can be built on what others have created. Please join me in congratulating Scott on his promotion!

Next, I have asked Phil Spencer to take on a new role leading Xbox, combining the Xbox and Xbox Live development teams with the Microsoft Studios team. Phil will report to Terry Myerson, allowing us to keep gaming close to the group developing operating systems across devices. In this new job, Phil will lead the Xbox, Xbox Live, Xbox Music and Xbox Video teams, and Microsoft Studios. Combining all our software, gaming and content assets across the Xbox team under a single leader and aligning with the OSG team will help ensure we continue to do great work across the Xbox business, and bring more of the magic of Xbox to all form factors, including tablets, PCs and phones. Phil will continue his close partnership with Yusuf Mehdi, who leads business strategy and marketing for Xbox, George Peckham, who heads up third-party partnerships and Mike Angiulo, who will continue leading Xbox hardware. Over the years, Phil’s team at Microsoft Studios has helped build a community of more than 80 million Xbox owners and 48 million Xbox Live members through blockbuster game franchises such as "Halo," "Gears of War," "Kinect Sports," "Fable," "Forza Motorsport" and many others. He’s helped drive the development of brand-new entertainment offerings like the partnership with the NFL and the formation of Xbox Entertainment Studios. I love the way the Xbox team is focused on great games and gaming experiences (go, "Titanfall"!), connects with its fans, pushes the boundary of entertainment and has embraced the power of the cloud in such interesting and impactful ways. Phil is the right person to lead Xbox forward.

Finally, effective with the close of our deal with Nokia, Stephen Elop will join Microsoft as Executive Vice President, Microsoft Devices Group, reporting to me. We expect to close the acquisition by the end of April 2014. I’ve had a chance to work closely with Stephen, when he was previously a senior leader with Microsoft, as a key partner during his tenure as Nokia CEO, and again in the last several months as we’ve worked through the initial stages of integration planning. I look forward to working with Stephen as a key member of the senior leadership team and welcoming the Nokia Devices and Services employees to the Microsoft family. The mobile capabilities, hardware design expertise, and world-class manufacturing and supply chain operations they bring will help us drive innovations in devices to delight our customers. Stephen will partner closely with Phil and Terry on Xbox and will bring together many of the top leaders from his existing Nokia Devices and Services organization as well as the current leaders of the Devices and Studios team.

Recently, I’ve discussed with the Microsoft leadership team the need to zero in on what truly makes Microsoft unique. As I said on my first day, we need to do everything possible to thrive in a mobile-first, cloud-first world. The announcements last week, our news this week, the Nokia acquisition closing soon, and the leaders and teams we are putting in place are all great first steps in making this happen.

There’s a lot of work ahead of us and I am counting on every single one of you to bring your "A" game every single day. I look forward to our second employee Q&A session on Thursday and hearing what’s on your mind and sharing more about what’s on mine.


NEWS SOURCE #1: Phil Spencer to lead Xbox (via) MajorNelson
NEWS SOURCE #2: Xbox One a new day at Xbox (via) XboxNews

Our thanks to ‘Gauss’ for this news item!

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The 2014 CoD Championship Kicks-Off Today, with 31 Teams Vying to become World Champions

Presented by Xbox and will be livestreamed

Activision And Xbox Second Annual Tournament Sees 31 Of The World’s Best Call Of Duty Teams Compete Playing Call Of Duty: Ghosts On Xbox One For $1 Million In Prizing

We have got a new PR regarding the Call Of Duty Championship 2014 finals that will end up with a winner Team from the 31 finalists on March 30th. Which one will get the glory?


Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard (Nasdaq: ATVI) and development studio Infinity Ward, in partnership with Xbox, are celebrating the talent, passion, and skill of Call of Duty®’s best eSports players with the 2014 Call of Duty® Championship, presented by Xbox. Beginning today through Sunday, 30th March in Los Angeles, 31 of the most skilled Call of Duty®: Ghosts multiplayer teams from around the world are competing head-to-head on Xbox One for the honour of being named the “Call of Duty World Champions,” and their share of the tournament’s $1 million total prize purse. Fans can tune-in to every thrilling, action-packed moment through livestreamed coverage of the Call of Duty Championship, presented by Xbox on and at Call of Additionally, the tournament’s final match will take place Sunday, 30th March with the livestream starting at 10:00 p.m. (GMT) on the Xbox Live Dashboard (in participating regions).

“The global popularity of Call of Duty continues. Last year alone fans logged over 5 billion hours playing Call of Duty and now it’s time to see who’s the best of the best,” said Eric Hirshberg, CEO of Activision Publishing, Inc. “The Call of Duty Championship is a celebration of Call of Duty, featuring a tailor made livestream for fans to experience and enjoy all the action in real-time. Last year’s finals came down to the final moments of the final match and we can’t wait to see how it all unfolds this year.”

These 31 teams from six continents around the world have trained extensively over the past few months, winning their respective fellow regional competitions in qualifying events conducted by the professional competitive gaming organisations of Major League Gaming (MLG), Gfinity, and the Australian Cyber League (ACL). Teams like NSP from South Korea, European Champions, TCM Gaming from UK and Brazil 5 Star from Brazil, will compete against such notable teams from North America as CompLexity, EnVyUs, and MLG U.S. Champions, Strictly Business.

The Call of Duty Championship, presented by Xbox begins with round-robin style pool play among eight groups of four teams. The top two teams from each group will advance to a 16-team double elimination bracket, where the team that places first will take home $400,000 of the tournament’s $1 million dollar total prize pool. The remaining seven teams will each take home prizes ranging from $200,000 for second place to $25,000 for eighth place. Further details on the 2014 Call of Duty Championship, presented by Xbox, including full rules and regulations, Call of Duty: Ghosts maps and modes for the tournament, livestream information, prizing distribution and more are available at

Call of Duty: Ghosts is available for Xbox One, the all-in-one games and entertainment system from Microsoft, and the Xbox 360 games and entertainment system from Microsoft, and is rated PEGI-16. For more information, please visit,, or follow on Twitter @InfinityWard.

For more info click the link below.

NEWS SOURCE: Call of Duty eSports (via) Official Site

Our thanks to ‘Kaos2K’ for this news item!