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Author Topic: Xbox/pc Directx Example  (Read 53 times)

jippie

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Xbox/pc Directx Example
« on: February 17, 2003, 03:24:00 AM »

Hey, what happened nobody got anything to help me out?

jippie
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BenJeremy

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Xbox/pc Directx Example
« Reply #1 on: February 17, 2003, 03:48:00 AM »

There is nothing 'simple'

You'd really need to write wrappers for Xbox-specific functions, and probably re-write the XTL 'framework' to work with the PC. Not impossible, just a pain-in-the-ass.

I had looked into it, but by now, it's easier just to write directly for the Xbox, and with a debug BIOS, it's actually a hair more conveninent, too (remote debugging is slick).
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jippie

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Xbox/pc Directx Example
« Reply #2 on: February 18, 2003, 12:24:00 AM »

So that's why no one said anything.

So my best bet it to write the game under the PC, learn directX better. Then start again for the XBOX with what I learned.
Remote debugging, I look into it see what it's all about.

Jippie

PS how's X-marbles going, my GF ask about it the other day?
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BenJeremy

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Xbox/pc Directx Example
« Reply #3 on: February 18, 2003, 04:02:00 AM »

QUOTE (jippie @ Feb 18 2003, 04:24 AM)
So that's why no one said anything.

So my best bet it to write the game under the PC, learn directX better. Then start again for the XBOX with what I learned.
Remote debugging, I look into it see what it's all about.

Jippie

PS how's X-marbles going, my GF ask about it the other day?

Ah, erm, well, I **will** revisit it, but I really am working on some heavy duty stuff with MXM at the moment.

As soon as I finish, I will be getting X-Marbles out (as well as a rough of X-S Kombat). Both shouldn't take long, really. A TON of code used in MXM will easily apply to games, since I built some nice framework-type classes that evolved from my original X-Marbles code and used and greatly improved in MXM.
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