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Author Topic: Openxdk Input Support  (Read 153 times)

Carcharius

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Openxdk Input Support
« on: April 07, 2005, 12:31:00 PM »

Hi guys,

well I just managed to get something working and was so excited I thought I'd better come tell someone! wink.gif

AFter trying for the last few weeks I've finally just had input working under OpenXDK on both a v1.0 and v1.6 xbox.

There's still a way to go - I've only had 1 pad working, printing "You pressed A" when you press A (funnily enough!). But it's a start!

Just wanted to let you guys know there had been some progress.  biggrin.gif

I'll take this opportunity to say thanks to a couple of people for letting me ramble on and bounce ideas off of them - Artifex and TMaul. And thanks to Iriez for putting me in touch with Artifex in the first place.


Carcharius
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d0wnlab

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Openxdk Input Support
« Reply #1 on: April 07, 2005, 01:00:00 PM »

awesome!!

looking forward to something useable, that's great news.  Are you using the cromwell usb drivers?

I.. can't figure it out sad.gif.   I haven't been wasting my time, though.. I have wolf3d running, quake running but crashing, abuse & quake II on the way (possibly), a NES emulator, a tetris clone.. wink.gif

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Carcharius

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Openxdk Input Support
« Reply #2 on: April 09, 2005, 07:27:00 AM »

Just an update on my progress...

I now have 4 pads working nicely on both 1.0 and 1.6 xbox's.

TMaul has also tested my single pad code on his 1.2/1.3 box and reports it working fine - so I see no reason why it won't work on all versions of xbox.

I'm also putting together some nice code to interface to all of this.


Things still to do....

 - tidy a couple of joypad related things up

 - keyboard/mouse support

 - xbox remote support

 - memory unit support??? (possibly - depends how much time I get and if I manage to get hold of a memory unit)


Everything is progressing very nicely though smile.gif

Carcharius
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kennelbound

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Openxdk Input Support
« Reply #3 on: April 09, 2005, 08:02:00 AM »

So when can we be expecting this to hit cvs?

Soon I hope!
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Carcharius

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Openxdk Input Support
« Reply #4 on: April 09, 2005, 08:27:00 AM »

QUOTE(kennelbound @ Apr 9 2005, 02:08 PM)
So when can we be expecting this to hit cvs?
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d0wnlab

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Openxdk Input Support
« Reply #5 on: April 09, 2005, 11:29:00 AM »

!!!!


Carch you rule!

Take your time, I'm sure everyone's happy just knowing that it's on the way.
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platsajack

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Openxdk Input Support
« Reply #6 on: April 10, 2005, 02:18:00 AM »

This achivement is quite awesome, Carcharius. I encourage you to continue working on this project during your free time! I'll certainly be looking forward to this!  Thanks for your hard work! biggrin.gif
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PedrosPad

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Openxdk Input Support
« Reply #7 on: April 11, 2005, 01:52:00 AM »

Excellent news.  beerchug.gif
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HoRnEyDvL

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Openxdk Input Support
« Reply #8 on: April 18, 2005, 06:59:00 AM »

Any updates on this sounds very intrsting.
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Carcharius

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Openxdk Input Support
« Reply #9 on: April 18, 2005, 07:06:00 AM »

It's still progressing.

Unfortunately I haven't gotten as much done this past week as I hoped I would.

But it is definitely on the way.
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Carcharius

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Openxdk Input Support
« Reply #10 on: April 18, 2005, 12:43:00 PM »

No, it is never likely to be just a case of recompiling XBMC, as it is, with OpenXDK instead of the illegal xdk.

Large portions of XBMC will need to be rewritten to work with the OpenXDK way of doing things.

This in itself will be quite a large undertaking. I guess work could start on porting it anytime - if it was treated as porting XBMC to use SDL.

People shouldn't see OpenXDK as a replacement for the illegal xdk - it is an alternative to it. They both do the same thing (i.e. produce executables that will run on the xbox) but they do it in different ways.

But you were right about one thing - if in the future there was to be a port of XBMC to (or any similar app written with) OpenXDK then they would indeed be legal binaries and could well include an auto update feature etc.

Assuming we ever get network support working in OpenXDK of course!

Carcharius
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d0wnlab

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Openxdk Input Support
« Reply #11 on: April 18, 2005, 03:08:00 PM »

A better place to start (rather than port XBMC) might be to port mplayer itself, since the iirc it has an option to display to SDL surfaces.  This would be better than porting all the xdk code.
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kennelbound

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Openxdk Input Support
« Reply #12 on: April 28, 2005, 04:55:00 PM »

Does anybody know an ETA for input support?

I'm excited and want to start coding again (held back currently by lack of controller support.)

Thanks Carcharius for all your hard work!
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Carcharius

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Openxdk Input Support
« Reply #13 on: April 28, 2005, 11:49:00 PM »

Sorry it's been a little held up.

Althought I said before that it supported all 4 controllers, what I should have said was that it supports controllers in each of the ports.

At that point I hadn't dragged more than 2 contollers to me development xbox, so hadn't tried it with lots of devices.

When I did that I found it was affected by the same issue as cromwell - locking up with too many devices attached.

This caused some head scratching for a while, but I did manage to find something that fixes it (at least on my 2 xbox's).

So things are back on track and should be available soon.

Carcharius
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PedrosPad

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Openxdk Input Support
« Reply #14 on: April 29, 2005, 03:24:00 AM »

smile.gif
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