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OG Xbox Forums => Software Forums => Development => Topic started by: peligro on January 27, 2003, 04:07:00 PM

Title: Igr And Compiled Programs
Post by: peligro on January 27, 2003, 04:07:00 PM
My understanding is that the IGR code resides in the X-ecuter BIOS, and when the BIOS loads, it dynamically patches the default.xbe with IGR code at runtime.
Title: Igr And Compiled Programs
Post by: jfuller on January 28, 2003, 01:59:00 AM
I have also noticed this, But only in the XBE's that don't have any gamepad controls.

I guess that the XBE can't be patched at runtime if there are no calls to the gamepad routines to hook into.
Title: Igr And Compiled Programs
Post by: jfuller on January 28, 2003, 05:49:00 AM
smile.gif

Hope it works, Im still struggling with the basics, I had written an engine to display my graphics for a game I'm working on but when I tried to add gamepad functionality I musta poo-pooed it 'cos now the damn thing wont run sad.gif

Are you a competant coder?

If so any chance of sending me a sample c++ project that contains the basics of gamepad control?

I have the example with the XDK but its a bit bloaty to read through, I just want something that moves a dot/sprite/polygon around x/y as simple as possible,

Cheers
Jamie
Title: Igr And Compiled Programs
Post by: BenJeremy on January 28, 2003, 05:56:00 AM
QUOTE (jfuller @ Jan 28 2003, 09:49 AM)
Hey, cool!

My first day on this board and I actually proved to be slightly useful! smile.gif

Hope it works, Im still struggling with the basics, I had written an engine to display my graphics for a game I'm working on but when I tried to add gamepad functionality I musta poo-pooed it 'cos now the damn thing wont run sad.gif

Are you a competant coder?

If so any chance of sending me a sample c++ project that contains the basics of gamepad control?

I have the example with the XDK but its a bit bloaty to read through, I just want something that moves a dot/sprite/polygon around x/y as simple as possible,

Cheers
Jamie

If you are using the application framework classes of the XDK, input should be a breeze.
Title: Igr And Compiled Programs
Post by: jfuller on January 28, 2003, 07:11:00 AM
QUOTE (BenJeremy @ Jan 28 2003, 02:56 PM)
If you are using the application framework classes of the XDK, input should be a breeze

How do I do that then ? smile.gif

I tried it two ways,

First, I added what appeared to be all the includes and stuff needed for the game pad stuff as was in another tutorial and that didn't quite work, After a fashion it managed to compile but then it wouldn't run.

Second I copied the 'Patch' example (it seemed to be the least complex example)into a new folder and modyfied that. That compiled OK but didn't run either.


I must admit (if you hadn't guessed already)that Im a newbie to C++ and classes and stuff, I can program in VB and Assembly and have written software in various other languages (C and pascal) for various other Systems, but this is straining my last remaining drug-adled brain cell.
Title: Igr And Compiled Programs
Post by: BenJeremy on January 28, 2003, 08:25:00 AM
QUOTE (jfuller @ Jan 28 2003, 11:11 AM)
QUOTE (BenJeremy @ Jan 28 2003, 02:56 PM)
If you are using the application framework classes of the XDK, input should be a breeze

How do I do that then ? smile.gif

I tried it two ways,

First, I added what appeared to be all the includes and stuff needed for the game pad stuff as was in another tutorial and that didn't quite work, After a fashion it managed to compile but then it wouldn't run.

Second I copied the 'Patch' example (it seemed to be the least complex example)into a new folder and modyfied that. That compiled OK but didn't run either.


I must admit (if you hadn't guessed already)that Im a newbie to C++ and classes and stuff, I can program in VB and Assembly and have written software in various other languages (C and pascal) for various other Systems, but this is straining my last remaining drug-adled brain cell.

If you can't get the examples to run, then there's a bigger problem, eh?

All the samples should compile and run, but there's an additional step you may have to perform, depending on the BIOS you use.

XBEPatch will patch the XBE from development to retail, which is a required step for many older BIOSes.

As for using the framework, I'm talking about using the CXBApplication class, which has two helpful members:

   XBGAMEPAD*             m_Gamepad;
   XBGAMEPAD              m_DefaultGamepad;

that are loaded everytime by the application in a big loop, just before it calls "FrameMove()" which is a virtual function your derived class provides to handle input and movement. Then in "Render()" you draw out the scene.

It's pretty simple, actually.
Title: Igr And Compiled Programs
Post by: razorrifh on January 30, 2003, 06:43:00 AM
QUOTE (jfuller @ Jan 28 2003, 01:49 PM)
Are you a competant coder?

If so any chance of sending me a sample c++ project that contains the basics of gamepad control?

I have the example with the XDK but its a bit bloaty to read through, I just want something that moves a dot/sprite/polygon around x/y as simple as possible.

can you send that to [email protected] also?  biggrin.gif  thanks


@ BenJeremy: i'm sure it's simple to someone that has actually compiled a dx app before, heh. my computer stalls out win32 applications!  laugh.gif  i'm looking forward to learning though.  smile.gif