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Port-o-rama: Porting Old Pc Games To Xbox


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#1 BenJeremy

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Posted 12 April 2003 - 03:07 PM

All "porting" threads will be moved here from now on.

Please understand a few things:

1. To port any game to the Xbox you need: A) REAL Source code and cool.gif It should be DirectX based - if you cannot handle these two requirements, don't even bother asking about it.

2. Porting is still not a trivial task. It takes time, effort, and experience to pull off.

3. Not all programmers here have the time (or the desire) to port YOUR favorite oldie.

This thread is here to consolidate all of the queries, requests, pleas for porting over programs. Bear in mind: we developers are not your slaves, and demands will not be well met.

Do not ask for a port if you do not have links to reasonable source code.

Those types of requests will likely be deleted outright.

Keep all requests and offers of further information here, if possible, until somebody takes a port on (at which point it can have its own threads) as a project.

The forum is getting cluttered with too many requests.



#2 JohnA

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Posted 13 April 2003 - 03:59 PM

Would be great if someone wanted to port Freespace 2 smile.gif

Sources @ http://www.freespace...ces/freespace2/

#3 BenJeremy

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Posted 13 April 2003 - 04:09 PM

QUOTE (JohnA @ Apr 13 2003, 11:59 AM)
Would be great if someone wanted to port Freespace 2 smile.gif

Sources @ http://www.freespace...ces/freespace2/

Thread MERGED. Please pay attention. Thanks for at least posting a link to the source.

Edited by BenJeremy, 13 April 2003 - 04:09 PM.


#4 JohnA

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Posted 13 April 2003 - 04:16 PM

Yea, sorry. Just read the above sad.gif

#5 kubafett

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Posted 16 April 2003 - 03:02 PM

I have a great request MARATHON!! wink.gif

source @ http://source.bungie.org/

#6 randomdef

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Posted 17 April 2003 - 03:16 AM

how about abuse? (now defunct crack.com) its been ported to the SDL libary, why not to directx and the xbox?

#7 tandylyons

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Posted 26 April 2003 - 09:31 AM

If I am not mistaken i think i read at megagames that the source for GTA has been released. Would that kickass on xbox or not? I cant decide?

One of these days i am gonna buy a nice book and learn how to code this shit myself.

#8 johnney5

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Posted 29 April 2003 - 05:49 PM

No idea about sources on this, but it would be great to port it, and it is available free now, so the only legal trouble is the xbox SDK wink.gif

the original GTA, now free:

http://www.rockstargames.com/classics/

#9 Wishi

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Posted 30 April 2003 - 02:55 PM

The game's free now but as far as I can tell the source of the game hasn't been released which would make porting it a tad harder (read: impossible).

#10 Scorpy

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Posted 05 May 2003 - 10:54 PM

So far I've found 3. Torque, Amp 2, and PowerRender

Torque (used in tribes 2)
www.garagegames.com

Amp 2 a Doom 3 engine clone. --Downloading a tech demo of this at the moment
http://www.4drulers.com/

These are all engines, from them the xbox development scene could realy make some progress i think. It all depends on the ability for them to create a working Dev kit ect.

AmpII would be the best to port, but because it uses exclusive geforce techniques you would have to work out how to call to the xbox's hardware... nforce2?

#11 Tk0n

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Posted 06 May 2003 - 07:54 AM

QUOTE (Scorpy @ May 6 2003, 12:54 AM)
So far I've found 3. Torque, Amp 2, and PowerRender

Torque (used in tribes 2)
www.garagegames.com

Amp 2 a Doom 3 engine clone. --Downloading a tech demo of this at the moment
http://www.4drulers.com/

These are all engines, from them the xbox development scene could realy make some progress i think. It all depends on the ability for them to create a working Dev kit ect.

AmpII would be the best to port, but because it uses exclusive geforce techniques you would have to work out how to call to the xbox's hardware... nforce2?

the full source of ampII has a licensing fee of $40,000.00.
torque as i understand is a gaming sdk, you get only code-sniplets and the price is $100.00.
licensing source for powerrender sdk - $5,500.00

#12 katolo

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Posted 07 May 2003 - 04:32 AM

mmmm.... No One Lives Forever 2

source @ http://www.sierra.co...do?mediaid=6450

but maybe it wont work because of the 64 mb ram limt....

#13 Tk0n

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Posted 07 May 2003 - 07:12 AM

no, it wont work, cause this is no full source.
this is only for mods.

#14 J.P. Patches

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Posted 07 May 2003 - 06:13 PM

NOLF2 will probably never have released source with Lithtech splitting and stuff...

#15 mr jones

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Posted 08 May 2003 - 04:16 PM

QUOTE
no, it wont work, cause this is no full source.


Hmm. You'll have to explain to me what this means then.

QUOTE
The No One Lives Forever 2 Toolkit includes the following:

- Various tutorials and reference documents in an easy-to-use help file.
- DEdit, the NOLF 2 world editor and related applications
- ModelEdit, the NOLF 2 model editor and related applications
- FXed, The NOLF 2 Special Effects editor
- Utilities for working with Renderstyles
- Utilities for modifying Nolf2 music and sound files
- LithRez, a command-line program for packing and unpacking NOLF.REZ (Resource) files
- Nolf 2 Source Code (Req MS Visual C++ version 6.0 or higher)
- World Importer and Exporter for 3D Studio MAX
- World Importer for Maya
- Model Exporters for 3d Studio MAX and Maya
- Sample level files
- 1000+ prefabs that you can use to make professional-looking levels quickly and easily.
- PERL assetlist generation scripts
- A special, development-only version of lithtech.exe.
- A completed version of the Demolition tutorial mod (Demolition.zip).


It looks like its saying the actual game code. Am I misinterpreting this information?




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