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Topics - d0wnlab

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1
Other Online Gaming Options (Gamespy, etc.) / 2 Xbox's On Xbc
« on: July 21, 2005, 10:09:00 AM »
smile.gif ?  If it doesn't start troubleshooting

- can the two xboxes play systemlink against each other?
- can either xbox play on xbc itself (you will have to "rescan" for xboxes to make sure it finds both)?

solve those two issues and you should be fine.  It's a lot of fun with two xboxes; on halo 2 we never have to go to quarter screen, only ever just halfs.

2
Homebrew & Ported Games / Wolf3d Ported, With The Openxdk
« on: July 20, 2006, 09:49:00 PM »
After some newfound interested in the OpenXDK, a workaround was found for input handling so input now works 100% (!!), so I guess it's time to release some ports smile.gif. I bring you a completely legal port of Wolf3D, the classic id FPS. It comes all ready to play with the shareware data files - unfortunately I don't think the registered datafiles or expansion packs will work at this time. If there is interest in getting this to work let me know and I'll see what I can do. Anyways, binary release - just unpack and copy to your xbox, data directory intact. Source release - have fun, requires OpenXDK from CVS or better.

Thanks to all the previous and current OpenXDK developers - it's been a long time coming, but we're finally reaching a point where releasable stuff can be made with the OpenXDK.

Bugs:

    * Savegames get reported as corrupted.. but they load fine.
    * Sound doesn't work
    * Strafing over an item does not pick it up

Controls:

    * triggers to fire
    * A to open doors
    * X to strafe, B to run
    * Start/Back are Enter/Escape


If anyone really can't handle that keymapping let me know and I can change it.

http://th0mas.xbox-scene.com/releases/wolf3d-xbox.zip' class='bbc_url' title='External link' rel='nofollow external'>Binary Release
http://th0mas.xbox-scene.com/releases/wolf3d_xbox_src.zip' class='bbc_url' title='External link' rel='nofollow external'>Source Release

3
Development / Help! Openxdk + Mingw -> Xbe Freezes On Loading
« on: August 30, 2006, 10:16:00 AM »
Do any other XBEs work from OpenXDK?  Check with my wolf3d port, found:

http://th0mas.xbox-scene.com/releases/wolf3d-xbox.zip' class='bbc_url' title='External link' rel='nofollow external'>http://th0mas.xbox-s...wolf3d-xbox.zip

Also, could you do a "make clean" and then a full rebuild of your app, and post the build output here?

Thanks,
Tom

4
Development / Large Openxdk Cvs Patch
« on: July 18, 2006, 12:23:00 AM »
Hello OpenXDK developers!

I have committed to CVS a number of patches that have been supplied to me by members of the scene over the last week or so.

From Guillaume Lamonoca:
480p support!  Currently some problems with 780 and 1080, but the groundwork has been done to add those as well.

From Friedgold:
A workaround to the input handling issue that disables interrupts in favor of polling.
A number of other patches as well, see http://forums.xbox-scene.com/index.php?showtopic=529492' class='bbc_url' title=''>this thread.

Thanks a lot, guys!!

As I said before, with the OpenXDK version from CVS, input works in a stable manner (as far as we have been able to test), so everyone please update and tell us your findings as well.

There is also work being done on finding out why using interrupts for usb handling did not work - if you're interested in helping this effort PM me and I can get you in touch with the related people.

Cheers,
Tom

5
Development / Openxdk Input Handling
« on: October 20, 2005, 11:05:00 PM »
Let me first just say Carcharius has done limitless amazing work for the xbox scene.  I believe his qIII port will be an obvious display to the general public.  As well, his and edwardaux's hard work on the openxdk is the only reason why it has any potential to be used.  Everytime I use the openXDK I am thankful for the work they've done in making it possible for me to write legal xbox apps in linux.

Anyways..

I think I figured out a (rather obvious) solution to the input handling issue.  For those just tuning in, the usb code Carcharius ported works great, but not in all circumstances.  Namely, the samples provided work great (and are very stable) but larger projects seem to be hit/miss on some xboxes (like mine).  However, it appears that if you do joystick event polling/handling in a seperate thread (using http://www.libsdl.org/cgi/docwiki.cgi/SDL_5fCreateThread' class='bbc_url' title='External link' rel='nofollow external'>SDL_CreateThread, or see http://cvs.sourceforge.net/viewcvs.py/openxdk/Samples/src/sdlThread.c?rev=1.1&view=markup' class='bbc_url' title='External link' rel='nofollow external'>openxdk example) the problem disappears.  I guess something enjoys having relatively periodic and often polls.

Just in case anyone else is dealing with this issue, try that.  If you have tried this, and it fails on your xbox, please reply below so we can try to figure out a method that works on all xboxes.

Cheers,
Tom

6
Development / Help With Getting Started Porting/programming.
« on: August 10, 2005, 01:20:00 PM »
have you taken a look at the openxdk?  (www.openxdk.org).

There is support for SDL, SDL_Image, SDL_ttf, unix-like libc via newlib.  Get the samples compiling, then try to take some other SDL opensource game and port it.

The benefit of the openxdk is that you can distribute your binaries legally.

7
Development / Dotgnu Portable.net On Xbox
« on: August 03, 2005, 09:22:00 AM »
It runs in linux.  you have to be running linux to run the .net stuff.  maybe we can port it to the openxdk.

http://www.dotgnu.org/' class='bbc_url' title='External link' rel='nofollow external'>http://www.dotgnu.org/

8
Development / Hal Input Problems With Openxdk
« on: July 12, 2005, 09:01:00 AM »
you say that the samples work perfectly fine for you, but then in your own implementation it works finicky?

Same as what happens for me with that beta dashboard I released a week or so ago.  I'm trying to isolate the problem, haven't yet.

9
Development / Sdl_ttf Port For Openxdk
« on: January 27, 2005, 02:31:00 AM »
'smile.gif'

more libs to come.. (almost finished another)  'beerchug.gif'

10
Development / Openxdk Gives Black Screen
« on: January 24, 2005, 03:39:00 PM »
smile.gif

uhm.. what bios are you using?  That might be a part of it.  Also, what XBE are you testing that's giving a black screen?  if you use something like padText.xbe does it have the debug output?


11
Development / How To Use Xbox Totally Legal?
« on: January 20, 2005, 03:41:00 AM »
I don't think there are any legal BIOS alternatives.  I think the standard modchip bioses are all modified MS bioses and aren't legal to distribute.

For dashboards there is yet to be an openXDK dash.  The biggest thing that would hold this back even if there were one is network support.  You'd have to burn your test code each time or something like that.  However I know I myself and I think a couple others are working on stuff that will at some point turn into an openXDK dash which will be a legal choice.

The openXDK is a legal development kit however.  You can create, compile, and distribute XBEs with it.  Just the means of running those XBEs on the xbox still require an XDK-compiled dash and modchip bios.

The only completely legal situation is to run linux at this point.

12
Development / Software Gl Rendering For Openxdk
« on: January 13, 2005, 01:27:00 PM »
So.. late last night I was pouring through the mesa source distribution when I found something that I had hoped was there, but wasn't very obvious on their website.

For those who don't know, Mesa is a (in most cases) software OpenGL renderer.

There is a driver called osmesa, whose purpose is to do offscreen rendering to a memory buffer.  It doesn't depend on any environment other than libc.

So.. long story short I got it compiled, and some demo stuff working.  By working I mean _barely_ though, and this is where I appeal for some help.  I can get the core GL stuff working, but so far using GLU to set up my perspective and stuff has resulted in the xbox rebooting on the line glFinish(). (which is required).

If anyone can hack around with this and try to get some of the GLU stuff working, please do.. I will try later next week.  If we can get this working (which shouldn't be that bad since it IS compiling and vanilla GL IS working) we can start porting a huge number of OpenGL games to the XBox.  Personally if glTron gets ported then I'll be happy, and that's sort of my reasoning for trying this.  Again, there is a huge number of open source GL-based games out there.

Keep in mind it's software rendering and it's _bloody_ slow.  The fastest I can get it to go is by passing mesa a pointer to my raw SDL_Surface screen->pixels, to avoid having to reblit after rendering.  It still seems pretty slow, but I was using it at full 640x480 rendering.  In the osdemo.c file you can see the three different attempts I use for blitting and feel free to comment/uncomment any of the 3 to try the different methods.  Basically the methods are:

allocate buffer and create surface from buffer pointer and blit every frame
create surface as SDL_HWSURFACE and set buffer pointer to surface->pixels
point buffer to screen->pixels to avoid blitting every frame.

Anyways the binary library release is at: http://th0mas.sixbit.org/releases/libMesa-bin.tgz' class='bbc_url' title='External link' rel='nofollow external'>http://th0mas.sixbit...libMesa-bin.tgz (extract in openxdk root)
the test code I'm using is at: http://th0mas.sixbit.org/releases/test-mesa.tgz' class='bbc_url' title='External link' rel='nofollow external'>http://th0mas.sixbit...s/test-mesa.tgz (extract wherever, might need to edit makefile)

if anyone wants the mesa source as it stands I can tarball it and post it too.. It's an ugly hack to get it to compile so I'm not posting it until requested 'smile.gif'


13
Development / Openxdk Help
« on: January 13, 2005, 08:18:00 AM »
You shouldn't use visual studio at the moment, it's not really supported.  I'd suggest you move to cygwin?

14
Development / Help!
« on: January 12, 2005, 12:18:00 PM »
Try making all the -l declarations on one line instead of one line per declaration, or if the line should be continuing add the \ character to each line to let make know that the line is continued below.


15
Development / Sfonts And Openxdk
« on: December 29, 2004, 10:40:00 AM »
I've gotten SFonts to work.  If you can't get it after this I can send you a beta copy of my app I'm working on with an example of SFonts working.

  That error points to what you probably did was, in the main executable source file your main entry point is probably called main() or winmain() still..  it has to be XboxStartup().

What I do so I can cross compile my SDL apps is I set up mirrored makefiles (one for linux target, one for XBOX target) and I make my entry point declared as:

CODE

#ifdef ENABLE_XBOX
  void XBoxStartup()
#else
  int main(int argc, char **argv)
#endif


if you're going to do that you also have to wrap any other XBox-specific code with #ifdef ENABLE_XBOX / #endif and any computer-specific code with #ifndef ENABLE_XBOX / #endif..

Note that you also have to have in your XBOX makefile -DENABLE_XBOX in your C flags.  This is usually there by default if you copied a makefile from the source tree.

EDIT: I should mention that compiling the test apps included with the program usually requires enough modification.  Things like file paths, for example.  On the XBOX you don't have the concept of a working directory, BUT the directory that you run the XBE in gets mapped to the D drive.  So if you want to access say, a font file in the same directory as the XBE you have to specify it as "d:/font1.bmp".

Also, you'll have to not use PNG files yet.  AND You'll have to edit the IMG_Load statement because that's an SDL_Image library function and SDL_Image isn't natively supported yet.  I _DO_ have a beta copy of SDL_Image working that can load BMP and GIF and I'll send it to you if you want, but that's it right now.. I'm working on PNG and JPEG before it's released.  However there is a native SDL function to load a BMP and you could use that instead of IMG_Load for the time being.

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