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Author Topic: Darkdash  (Read 135 times)

friedgold

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Darkdash
« on: August 05, 2006, 07:45:00 AM »

QUOTE(dcahrakos @ Aug 5 2006, 02:44 AM) View Post

well, ive just started with OpenXDK, but have a little C and SDL programming knowledge, im not good with gfx really, so I though instead of a game, why not try doing a Dash...so it started, and to get some knowledge of how the dash works, im looking at OpenDash since it was made in openXDK as well....ill try not to take too much stuff directly from it tongue.gif

ill be going for holidays on wednesday, so ill see how much I can get done by then, and im gone for 2 weeks....after that development will resume full time, and I get quite a lot of time to code each day, so it shouldnt be too long before I have a working Alpha.

Hi, good to see more interest in apps built with the OpenXDK. Just wondering if you've considered contributing to OpenDash instead of starting a new project since your goals sound rather similar. Can understand if you just want to go you own way though.

Also I've modified XKUtils to build as a library with OpenXDK. This contains a number of Xbox utility functions allowing you to do things like check the temperature / tray state, read or write the EEPROM, etc. If you think it would be useful to you I'll send it to you / upload it somewhere.

Richard
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dcahrakos

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Darkdash
« Reply #1 on: August 05, 2006, 08:25:00 AM »

Well, I really want to go my own way so I can learn more about dashes, and how the xbox works by writing one from scratch while looking at opendash for ideas...so I think ill stick with my own for now, but we'll see what happens in the future.

yeah that lib would be awesome, if you want just email it to me at [email protected], or just upload it somewhere if thats better for you.

Thanks
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friedgold

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Darkdash
« Reply #2 on: August 05, 2006, 01:51:00 PM »

QUOTE(dcahrakos @ Aug 5 2006, 03:32 PM) View Post
yeah that lib would be awesome, if you want just email it to me at [email protected], or just upload it somewhere if thats better for you.

Grab it here: http://www.x-dsl.org...xdk/xkutils.zip. It's based on the version of XKUtils included in the XBMC source tree. I got it building under OpenXDK, added a few bits and cleared up the source. I have done very little testing with it so far so would recommend you do your own testing if you are going to use it. The EEPROM and PIC (tray state, xbox version, etc) functions seem to work OK. I haven't tried out any of the Flashing stuff. Hope it's useful. If you make any improvements let me know.
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dcahrakos

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Darkdash
« Reply #3 on: August 05, 2006, 02:05:00 PM »

well, I put the folder in my cygwin directory under user/local/XKUtils and when I tried to make, I keep getting an error saying libxkutils.a does not exist...I checked my lib folder in openxdk and its not there either...so am I supposed to get this from somewhere? or was it supposed to be made when I tried to make install.
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friedgold

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Darkdash
« Reply #4 on: August 05, 2006, 02:13:00 PM »

QUOTE(dcahrakos @ Aug 5 2006, 09:12 PM) View Post

well, I put the folder in my cygwin directory under user/local/XKUtils and when I tried to make, I keep getting an error saying libxkutils.a does not exist...I checked my lib folder in openxdk and its not there either...so am I supposed to get this from somewhere? or was it supposed to be made when I tried to make install.

libxkutils.a should be built when you run make. Try running make libxkutils.a and see if that works.
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dcahrakos

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Darkdash
« Reply #5 on: August 05, 2006, 02:18:00 PM »

well, when I try that now I get Fatal: Command Arguments too long

well, I checked and saw that the error usually means that it went over the MSDOS 128 character limit...

heres a screenshot
IPB Image
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friedgold

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Darkdash
« Reply #6 on: August 05, 2006, 02:42:00 PM »

QUOTE(dcahrakos @ Aug 5 2006, 09:25 PM) View Post

well, I checked and saw that the error usually means that it went over the MSDOS 128 character limit...
I'm not using cygwin here so I'm not sure how to get around this. One thing I noticed in the screenshot was that the version of make was not GNU Make as I would expect. Maybe it is picking up another version of make in your path with additional restrictions on command line size???
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dcahrakos

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Darkdash
« Reply #7 on: August 05, 2006, 05:14:00 PM »

ill check...see what make is in the path....and see if making it GNU Make will fix the problem.

doh, stupid me...I installed all the compiling apps on my other pc, and forgot to do it on this one...installing them now..see if that works.

got it to work, just had a little compiling trouble, but ill get it...Thanks.
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dcahrakos

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Darkdash
« Reply #8 on: August 05, 2006, 05:41:00 PM »

sorry for the double post, but it wouldnt let me edit...


anway, it compiled now, turns out I needed to put it in the xboxkrnl folder, did that, and it compiled perfectly, I only got 1 error, and ive never seen it before,

"Warning Clock Skew Detected Build may not be complete"

ill try it out to see if it works fine though.
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dcahrakos

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Darkdash
« Reply #9 on: August 06, 2006, 08:05:00 AM »

Stupid thing wont let me compile any projects to test some functions, every time I try, it never lets me use any functions, im including the stupid header file....so im thinking either its being stupid, or im forgetting to do something,  or the lib didnt fully compile because of the clock skew warning.


about how big should the lib be? the libxkutils.a file i have is about 47 KB
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friedgold

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Darkdash
« Reply #10 on: August 06, 2006, 09:12:00 AM »

QUOTE(dcahrakos @ Aug 6 2006, 03:12 PM) View Post

Stupid thing wont let me compile any projects to test some functions, every time I try, it never lets me use any functions, im including the stupid header file....so im thinking either its being stupid, or im forgetting to do something,  or the lib didnt fully compile because of the clock skew warning.
about how big should the lib be? the libxkutils.a file i have is about 47 KB

47KB is about right. There is a very basic test app included (XKTest). Does that compile and run OK for you? To use the functions you must #include the header file in your app, have the header files in your header include path, the libxkutils.a in you library include path and you must tell the linker to link to the library with -lxkutils. Also it's written in C++ so you won't be able to use it in an app written in C (although it probably wouldn't be too hard to convert it to C).
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kingroach

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Darkdash
« Reply #11 on: August 06, 2006, 09:27:00 AM »

Isit possible to make a .xbe with the lib so that once running it just backup eeprom and bounce back to dashbaord. It will be helpfull for softmod installers. Now, installers include a copy of evox just for backup purposes.
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dcahrakos

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Darkdash
« Reply #12 on: August 06, 2006, 09:48:00 AM »

duh, forgot the -lxkutils ill try that and see if it works better...I have everything started in C, but luckily i havent done too much, so when it starts working ill just start redo it in C++ or something.
(adding -lxkutils to the linker didnt make it work, ill just try it in a C++ app in a little bit, and see what happens...everything the way it is should make it work..but its not...)

its not a big deal, ill keep trying....

(got some more basic stuff done now, just having a hard time getting SDL_ttf to work..havent used it before)
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