xbox-scene.com - your xbox news information source
Quick Links: Main Forums | Xbox360 Forums | Xbox1 Forums | PS3 Forums
Xbox-Scene Forum Help  Search Xbox-Scene Forums   Xbox-Scene Forum Members   Xbox-Scene Calendar

Giganews Usenet Offers: +1150 days binary retention, 99%+ Completion, and Unlimited Speed/Access!

360 ODD Emulators: X360 Key $99 | Wasabi360 FAT $99 | Wasabi360 Slim $99
C4E's iXtreme Burner MAX Drive: LiteOn iHAS124 DROPPED TO JUST $17


Welcome Guest ( Log In | Register )

 Forum Rules Rules
2 Pages V < 1 2  
Reply to this topicStart new topic
> Xfx Framework, XNA For XBOX (work in progress)
zefrench
post Feb 16 2011, 01:43 AM
Post #16


X-S Enthusiast


Group: Members
Posts: 22
Joined: 19-February 04
Member No.: 101163



Opengl for xbox sounds like a lot of homebrew could be ported. Good luck and thanks for the efforts!
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
freakdave
post Oct 28 2011, 05:44 PM
Post #17


X-S X-perience
**

Group: Dev/Contributor
Posts: 472
Joined: 20-April 03
From: Europe
Member No.: 33422
Xbox Version: v1.0
360 version: v1 (xenon)



Are you still working on it ?
How about giving us a short status update ?

Thanks and keep up the good work !
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
hcf
post Oct 31 2011, 05:51 PM
Post #18


X-S Senior Member
**

Group: Members
Posts: 194
Joined: 29-October 08
Member No.: 393866



I am with freakdave: thank you very much, and keep up the good work!! It would be awesome to have this in our Xbox!! rolleyes.gif
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
halofreak1990
post Nov 5 2011, 07:09 PM
Post #19


X-S Young Member
*

Group: Members
Posts: 57
Joined: 6-November 08
From: The Netherlands
Member No.: 394680
Xbox Version: v1.6
360 version: v1 (xenon)



It's been a while since I last posted any update on XFX, so here I am.

There is still a lot that needs to be done on the graphics part of XFX, mainly handling textures and getting some sort of visual output other than OpenXDK's debugprint.

I've been commenting out several hundreds of lines of code in the libraries that verified the correctness of arguments passed to functions, and threw exceptions if the arguments didn't match expected values. The downside of trying to throw exceptions in OpenXDK is that there is zero library support, and test builds of OpenXDK apps linking to my libraries are riddled with unresolved references, linking to _abort and various pthread functions. Commenting these check out gets rid of the errors and let me actually test the XFX codebase.

Thread::Sleep is verified to work, and I copied the code used by it into the XSleep function, making it thread-safe. I'll be spending the next few days testing some other code in libmscorlib and get it into a working state.
libXFX will be next on the list. I'll be re-testing what I've written so far, and see if I can improve things while I'm at it.


I'd also like to request some outside help; maintaining these libraries on my own is a lot of work, and I'd really like some insights in dealing with texture (memory) management in relation to pbKit, so I can put the SpriteBatch class to use.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
K3thunder
post Jan 12 2012, 11:48 PM
Post #20


X-S Young Member
*

Group: Members
Posts: 38
Joined: 26-May 10
Member No.: 438338



A couple questions.

Any update?
Do you need help with this project?
If so, let me know I'll see what i can do as I look forward to seeing an opengl homebrew xna kit being that the potential for such an application as this would revolutionize not just my work but thousands of other developers out there.


I've been watching you.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
hcf
post Jan 16 2012, 01:01 PM
Post #21


X-S Senior Member
**

Group: Members
Posts: 194
Joined: 29-October 08
Member No.: 393866



QUOTE(K3thunder @ Jan 12 2012, 11:48 PM) *

A couple questions.

Any update?
Do you need help with this project?
If so, let me know I'll see what i can do as I look forward to seeing an opengl homebrew xna kit being that the potential for such an application as this would revolutionize not just my work but thousands of other developers out there.
I've been watching you.


I subscribe K3thunder words. It would be awesome, and it would open the door to many new ports and developments for the Xbox smile.gif
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
ABuNeNe
post Feb 5 2012, 04:46 PM
Post #22


X-S Young Member
*

Group: Members
Posts: 46
Joined: 13-September 04
Member No.: 146654



I'm a Java developer professional and know shell scripting. I've just resurrected my old Xbox and connected to my 32" LCD TV. Let me know if I can be any help.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
halofreak1990
post Sep 29 2012, 11:58 PM
Post #23


X-S Young Member
*

Group: Members
Posts: 57
Joined: 6-November 08
From: The Netherlands
Member No.: 394680
Xbox Version: v1.6
360 version: v1 (xenon)



Hmmm. I seem to be running into limitiations imposed by the OpenXDK crt.
static const class instances are not initialized on startup like they should.
This due to the xbe's not containing .ctors and .dtors sections and lack of handling of those sections in
CODE
WinMainCRTStartup()

Now it would be trivial to add the required code, but without the required sections...

Now this I don't understand; OpenXDK seems to use the standard linker script for compiles,
so why aren't the .ctors and .dtors sections added when using C++ code?

In order to properly support C++, these sections need to be added, and properly manipulated in the
CODE
WinMainCRTStartup()
function in openxdk.c
User is offlineProfile CardPM
Go to the top of the page
+Quote Post





2 Pages V < 1 2
Reply to this topicStart new topic

 

Lo-Fi Version Time is now: 18th May 2013 - 04:41 PM