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Topic: XBox Release!!! (Read 8466 times)
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George I.
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I am an avid new-generation XBox gamer, and have seen quite a few amazing things happen with this PC. With a P4, RAM, a GeForce, HDD, 16xDVD & Ethernet card, this thing performs like a modern PC, and even uses a version of NT4. With that in mind, they've already ported a buncha' stuff from PC, including MAME emulators and Quake 2 with the sourcecode provided by those authors. Since this is written in compilable source, it is Easy to port this to the XBox with full sound and video emulation, even 2-joysticks for input. Since sometimes authors get in trouble for using a stolen MS SDK to make their work, instead of buying the expensive Xbox one for $100k or so, I'm not sure how to compile. So, since I'm majoring in CS, and I would like to play this on XBox and make it available --- if ANYBODY can help, please post here or e-mail me!!!
sigmaxix@yahoo.com
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chmmravatar
*Many bubbles*
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Posts: 109
WHAT IS DONE IS DONE
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I would say it's not going to happen any time soon. And if it does happen, it probably won't be officially supported by the UQM team. UQM requires the SDL library; there is currently no port of the SDL library for the Xbox, and the SDL developers won't port it because in order to "legally" develop for the xbox, you have to sign an NDA and some other legal agreements. This by its nature will violate the GPL, which is what the SDL source is released under. Furthermore, UQM is also released under the GPL, so you probably won't be seeing anyone on the UQM signing an NDA to develop on the xbox.
That being said, if someone wants to port the SDL, a couple of other libraries, and UQM on their own accord (read: technically not legal), then you might see an Xbox release. Btw, IIRC, MAME and Quake 2 would be much easier to port, since I believe they both have versions which use directx.
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Parker
*Many bubbles*
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Posts: 122
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The Xbox has a Pentium III not a P4
I'm sure someone will port it, but probably not for a while. By "someone" I mean someone outside of the project, as I doubt anyone doing coding for UQM now would do it.
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marajin
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PIII?
It's not even that, If I remember correctly, It's an celery (read: Celeron)
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TD
Frungy champion
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Gender:
Posts: 55
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Install Linux on your Xbox and then download and install the Linux UQM version?
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joo
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UQM v0.3 works on Xebian 1.0.0 (www.xbox-linux.org). I have a xbox with linux installed without any hardware modifications (so I can still play Halo if I want to, although UQM is better . UQM works perfectly, including speech and xpad control. Porting UQM to the "native" xbox would be illegal. Xebian is free (and legal) and UQM works with it. Installing is as easy as "apt-get install uqm uqm-voice" after the package source file has been modified.
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Novus
Enlightened
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Posts: 1938
Fot or not?
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I did some checking. Apparently, Microsoft doesn't give their Xbox Development Kit to people until they've signed an NDA that pretty much prevents them from telling anyone anything about the Xbox (see here). Writing proper native code for the Xbox without the XDK is possible (as e.g. this demonstrates) but harder, especially if you want to make full use of the Xbox's hardware (such as 3D acceleration). So, you could probably write and release a native Xbox version of UQM legally, but you'd have to do a lot of extra work. Also, the result probably wouldn't be playable on a standard Xbox without the same sort of trickery used to run Linux on it.
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Michael Martin
Core Team
*Smell* controller
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Posts: 387
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Tiny nitpick: SDL is LGPL, not GPL. This doesn't affect the legal ramifications, but it does explain why, for instance, SMAC for Linux doesn't come with complete source code, despite using SDL.
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Jairus Pryor
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I managed to get UQM up and running on the xbox via linux, but I haven't found a way to get it to support the D-Pad. Maybe there's something I'm missing.
If anyone manages to get it to work, it would be very kind of you to full the rest of us in.
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joo
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Here is my keys.cfg joystick section :
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joystick 0 threshold 10000 Menu-Left: joystick 0 axis 6 negative Player-1-Left: joystick 0 axis 6 negative Lander-Left: joystick 0 axis 6 negative Menu-Right: joystick 0 axis 6 positive Player-1-Right: joystick 0 axis 6 positive Lander-Right: joystick 0 axis 6 positive Menu-Up: joystick 0 axis 7 positive Player-1-Thrust: joystick 0 axis 7 positive Lander-Thrust: joystick 0 axis 7 positive Menu-Down: joystick 0 axis 7 negative Menu-Cancel: joystick 0 button 1 Player-1-Special: joystick 0 button 1 Menu-Select: joystick 0 button 0 Player-1-Weapon: joystick 0 button 0 Lander-Weapon: joystick 0 button 0 Menu-Page-Up: joystick 0 button 2 Menu-Page-Down: joystick 0 button 6 Menu-Zoom-In: joystick 0 button 4 Player-1-Escape: joystick 0 button 3 Lander-Escape: joystick 0 button 1 Menu-Zoom-Out: joystick 0 button 3
...
It configures movement & menu controls to the d-pad (axis 6 & 7). The button values are IIRC : 0 = A 1 = B 2 = white 3 = X 4 = Y 6 = black
I hope this helps.
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Jagasian
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Considering that SDL has been ported to the XBOX,
http://www.lantus-x.com/SDLx/
it shouldn't be too hard to develop an XBOX port. A native XBOX port would be great! It would be as good if not better than the real 3DO version because there would be less load times, better pixel filters, and 2.4Ghz wireless gamepads!
Also, it is not illegal to develop an XBOX port even if you do not own a copy of the SDK. It is only illegal to distribute binaries compiled with an illegal copy of the SDK. Distributing the source code for an XBOX port is completely legal. See for example, the XBox Media Center (XBMC) project.
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Michael Martin
Core Team
*Smell* controller
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Posts: 387
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In which case it gets the same response as all other "there should be ports to system X!" suggestions which is "Sounds great! Let us know when it's done!"
(For those just joining us, this isn't sarcastic: we're developing slowly enough as it is, and the people doing the suggesting generally have a better idea of how to do it.)
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Pages: [1] 2
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