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Author Topic: Openxdk With Pbkit  (Read 127 times)

Maturion

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Openxdk With Pbkit
« on: July 28, 2007, 01:47:00 PM »

Hello.

I'm really interested in programming the Xbox with OpenXDK.
I can't/don't want to use the official XDK because I want to make programs and distribute them and I don't know where to find the official XDK. The official XDK also needs Visual Studio which I don't have.

Ok, so I want to start programming with OpenXDK.

I noticed that the last precompiled OpenXDK is two years old. So I wanted to compile OpenXDK from CVS.

But I'm really confused now. I read something about pbKit but I don't know where to put it.
This all sounds so great, it seems that OpenXDK is a real alternative to the M$-XDK. You do a real great job!

But openxdkman, do us a favor and give us a precompiled OpenXDK with pbKit and all these libraries.
Then I (and many others) can enjoy programming the Xbox.

You are the best openxdkman!  happy.gif Please do us this favor...
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openxdkman

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Openxdk With Pbkit
« Reply #1 on: July 29, 2007, 12:27:00 AM »

Reading the pbKit changelog gives you all the useful links.
http://home.tele2.fr...t/changelog.txt
(see at bottom the numerous useful links)

But here is a short summary :

1) Go to openxdk.org, get the ancient archive, have it installed and compile a small hello program with it. It doesn't matter if you can't make anything good with this so old version. It will just let you learn how to setup up things, in order to, at least, start a compilation (if you want to build from CVS see tutorial link "how to start coding with openxdk" at bottom of changelog).

2) Get openxdk.zip (link in changelog) which is May 2007 headers and pre-compiled libraries. Overwrite old headers and libraries with those ones, and you are ready to compile pbKit demos!

There is no pbKit library. You just merge the .c/.h modules from pbkit_core.zip into your source.

The essence of pbKit is the push buffer engine (a push buffer is also called a FIFO in Nvidia vocabulary), and pcode2mcode(). Their source are in pbkit_core.zip. All the sequences that are sent in push buffer in order to actually draw something are coded in demos themselves. The whole thing is similar to the low level Nvidia drivers (mini ports, often .sys files on pc). I like low level programming because you can optimize speed madly. But anyone can build higher layers (like DirectX or OpenGL) upon these low level layers.

So, if you try to compile a demo, it will need pbKit.c and a few .h. Just get them from pbKit core and add them in your source. It's all Academic Free License (a couple of .h shared with Nouveau project, though), so you can do whatever you want with them, except put a patent on it and prevent us from using it...

changes.txt in pbkit_core.zip will explain you how to retrieve free tools cgc.exe, psa.exe and vsa.exe from free Nvidia SDK's. They are needed to re-create your own shaders (vs.h & ps.h). But for demos just re-use the supplied shaders .h files.

Try Developper's Notepad 2 or any similar tool (see tutorial link "how to use programmer's notepad 2"). That little thing allows you to start compilation and point at lines where it failed as easily as in visual studio. It shows you all modules files in 1 window and start compilations commands with a single keystroke. You can also compile shaders with shortcuts that way. DN2 is free and ultra small (like notepad).
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