Xbox 360 port
Moderator: ScummVM Team
With the imminent release of the XNA Express tools, it will be completely possible to develop a release of ScummVM for the Xbox 360. Regrettably (at least for now), you will need to pay $99 for the privilege of playing homebrew on your 360, although I believe this is only a temporary measure.
I was actually wondering if anyone knew if there were any plans for a 360 port when the XNA tools come out, or if I should start one myself?
Max
I was actually wondering if anyone knew if there were any plans for a 360 port when the XNA tools come out, or if I should start one myself?
Max
Yes, but $99 dollars is hardly anything. I paid much more than that for the Sony Playstation Yaroze system.maxd wrote:With the imminent release of the XNA Express tools, it will be completely possible to develop a release of ScummVM for the Xbox 360. Regrettably (at least for now), you will need to pay $99 for the privilege of playing homebrew on your 360, although I believe this is only a temporary measure.
I was actually wondering if anyone knew if there were any plans for a 360 port when the XNA tools come out, or if I should start one myself?
Max
I'm sorry, I wasn't implying that it wasn't worthwhile (and I'm sure a lot of people will make some great homebrew for the 360), I was just including all the information for interested parties.Jimbob wrote:Yes, but $99 dollars is hardly anything. I paid much more than that for the Sony Playstation Yaroze system.
Does anyone know if there are plans for a 360 version?
Max
- Vinterstum
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Nothing specific. There usually isn'tmaxd wrote:I'm sorry, I wasn't implying that it wasn't worthwhile (and I'm sure a lot of people will make some great homebrew for the 360), I was just including all the information for interested parties.Jimbob wrote:Yes, but $99 dollars is hardly anything. I paid much more than that for the Sony Playstation Yaroze system.
Does anyone know if there are plans for a 360 version?
Max
What usually happens is that either an existing dev buys a system for whatever reasons, and figures that a ScummVM port for it would be a cool idea, or someone external ports it, and we may integrate him into the team.
It's not really relevant until 360 homebrew becomes viable in either case.
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Microsoft released the first public beta of XNA Game Studio Express last week. You can get it here.Vinterstum wrote:It's not really relevant until 360 homebrew becomes viable in either case.
The only thing that is missing is the ability to pump the code to the 360. You can run your code within Windows just fine, though. It's development ready.
- Vinterstum
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Cool, I need to check it out.Jeff_Hanna wrote:Microsoft released the first public beta of XNA Game Studio Express last week. You can get it here.Vinterstum wrote:It's not really relevant until 360 homebrew becomes viable in either case.
The only thing that is missing is the ability to pump the code to the 360. You can run your code within Windows just fine, though. It's development ready.
From reading the readme though, I get the impression it's C# only for the time being. Which isn't too ScummVM friendly . Even if it's extended to Managed C++ at some point, porting ScummVM to that would probably be a headache. But time will tell!
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Hi guys... I'm one of the people that worked on the PSP port of ScummVM(though Joost and Paolo did all the work, I mostly ran the source repository and fixed a couple of things). I'm currently porting/rewriting ScummVM in C# for XNA with the help of a work friend. The project is called ScummVM-XNA and is located here:
http://sourceforge.net/projects/scummvmxna
The code is utterly broken and doesn't do anything useful yet. Any suggestions on a strategy to the translation side of things would be nice. I'm currently doing this brute force.
On top of things, a C# translation will not easily get updates or fixes from the main ScummVM project. Then there is actual size of the ScummVM code base. I'm mostly porting FoTAQ at the moment just to keep myself sane.
Cya!
http://sourceforge.net/projects/scummvmxna
The code is utterly broken and doesn't do anything useful yet. Any suggestions on a strategy to the translation side of things would be nice. I'm currently doing this brute force.
On top of things, a C# translation will not easily get updates or fixes from the main ScummVM project. Then there is actual size of the ScummVM code base. I'm mostly porting FoTAQ at the moment just to keep myself sane.
Cya!
- Vinterstum
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I think you are forgetting that you cannot run managed C++ on XNA at the moment. If I could do managed C++, I wouldn't be doing this obviously... I've already mentioned all those issues.
Like I said, at the moment I'm porting FoTAQ to C#, the other guy is port BASS. The strategy at the moment has been to write the backend, and port the smaller engines.
We're leaving the launcher alone at the moment and instead hacking together a quick menu to launch game and requiring the user supply specific games in a specific folder name to get around the detection/gui issue.
Tommy.
Like I said, at the moment I'm porting FoTAQ to C#, the other guy is port BASS. The strategy at the moment has been to write the backend, and port the smaller engines.
We're leaving the launcher alone at the moment and instead hacking together a quick menu to launch game and requiring the user supply specific games in a specific folder name to get around the detection/gui issue.
Tommy.