Although a topic has been posted on the port for Xbox 360, its been dropped dead...or at least so it seems to me.
In some research I've found an XNA version that can allegedly can be run...but to non programmers like me, it makes little sense with no tutorial to help me out.
So I pose a simple question to the people who have worked or are working (or not working) on the SCUMMVM port for Xbox 360. Is the project dead or alive? If alive, can you direct to the appropriate place to have my questions answered?
Thanks.
(A big shout out to all the developers out there for bringing such a great engine!)
X-360 dead?
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- eriktorbjorn
- ScummVM Developer
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There has been some discussion about the ScummVM-XNA project here in the past, though.clem wrote:there is no official Xbox 360 version of ScummVM
hence, there is no support for it, and probably noone you could ask here
Of course, some would say that it's a silly idea to port ScummVM to another programming language and then try to keep it in sync with the official version, but they are certainly free to try.
That's actually a very different things. The other console ports essentially take the regular ScummVM code, add "some" bits (not that I want to downplay the effort involved there, mind you!), and recompile, done. When we add features, they often only have to recompile, or do some very minor changes.Jonas76 wrote:Well,
as silly as it would be to port it to any other console in my opinion.
For the XNA "port", however, they have to rewrite everything. So to match any change we make, considerable effort has to be spent. This is a *huge* task, and not at all comparable to *any* of our other ports. In fact, I wouldn't even call it a port, but rather a "clone".
Oh, yeah! Some of our GSoC students got their own branches of our code, and one of them already performed 2 merges of ScummVM changes after couple weeks of development. AFAIK, it got a whole day from him. That is just to identify changes and directly insert them into existing code. With XNA that will be a rewrite, which means each case should be processed manually. eek.fingolfin wrote:So to match any change we make, considerable effort has to be spent.
Eugene
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I'm one student who has had to merge changes from trunk back to my private branch.
I had to do a couple of these operations recently, and it involved more than 1500 file updates in a week time frame. Of course, since most of the codebase was similar, I only had to cater for the area of code I had changed (though this involves solving conflicts, etc).
If one was to create a whole new base, then try to sync it with trunk during these weeks of massive changes, it'd be a very time consuming process.
I remember a guy/girl Carch in IRC talking about an Xbox port. Don't know if it's the same port we're talking about, but it seemed like a traditional one, rather than a rewrite.
I had to do a couple of these operations recently, and it involved more than 1500 file updates in a week time frame. Of course, since most of the codebase was similar, I only had to cater for the area of code I had changed (though this involves solving conflicts, etc).
If one was to create a whole new base, then try to sync it with trunk during these weeks of massive changes, it'd be a very time consuming process.
I remember a guy/girl Carch in IRC talking about an Xbox port. Don't know if it's the same port we're talking about, but it seemed like a traditional one, rather than a rewrite.
Carch did the XBox port (see the patch in the patch tracker) which uses the XBox XDK in c++ (iirc). The Xbox 360 one was being translated to c#David Corrales wrote:I remember a guy/girl Carch in IRC talking about an Xbox port. Don't know if it's the same port we're talking about, but it seemed like a traditional one, rather than a rewrite.