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The Monolithic XBOX 360 (XBLIG) Thread #3
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Got one of Iced Lizard Games' games booting using XnaToFna + the Windows content: https://twitter.com/0x0ade/status/921486706334937088 I still need to figure out all differences between the X360 and Windows content formats and to start working on the converters, but this is already a milestone in itself. |
cf99acf takes care of X360 global settings and wave banks, also adding "support" for XMA2 based on the existing XWMA feeder. It creates a technically incorrect extended header but ffmpeg doesn't complain... yet. Fixing sound banks is the next step. |
"Death vs. The IRS" boots now using just XnaToFna to convert the content... but it has got some rendering issues: |
Had to fix the variation handling: XnaToFna/src/Content/SoundBank.cs Lines 328 to 338 in 5113314
I don't know if EDIT: It really seems to be one u32, not two u16. https://twitter.com/fesh0r/status/922586589796081664 |
X360 texture support has been merged into FNA: FNA-XNA/FNA@2c4121c I got "Amazing Princess Sarah" to boot using FNA, unfortunately using hacks to get the I already wiped those changes from existence as that's too hacky. Instead, I see the following ways to progress:
I don't want to "clutter" FNA with XnaToFna-only features. XnaToFna should do the heavy lifting. I'll sleep on it and decide on how to progress tomorrow. |
@flibitijibibo What do you think is the best option here? Making XnaToFna deal with the game's content (risking issues with how XnaToFna should deal with content type readers)? Or offering a way for games (or anything sitting in between) to deal with unknown audio formats via an FNA extension / making FNA optionally depend on ffmpeg (which may only get used with XnaToFna anyway)? |
Because of the ffmpeg license and bulkiness of the library in general I would keep that kind of stuff in XnaToFna. Long-term, we need to figure out how to decode xWMA and possibly XMA without using GPL sources and add it to FACT. Support is wayyyy overdue and sidestepping it is by far the biggest headache for XNA devs (even bigger than threaded GL, which is saying something). |
It seems like effects are affected by the endianness swap, too: MojoShader expects ... although honestly, I completely forgot about X360 effects... |
My guess is it's going to be a problem through the entire shader. Additionally you have to worry about vfetch instancing: https://blogs.msdn.microsoft.com/shawnhar/2010/06/17/drawinstancedprimitives-in-xna-game-studio-4-0/ It's possible the vfetch instruction could just be turned into gl_InstanceID but good luck doing all the swapping throughout the parser. SWAPXX will only get you so far: |
4b79f57 adds a XNB content handler, which is implemented in actually not the worst way possible. Short explanation:
This seems to work surprisingly well! I initially thought about creating a custom The The only issue right now is a "clicking" noise at the start of every sound (in the game I'm testing this with), but other than that, it seems to work just fine. This is effectively the last thing I wanted to get working before the weekend. |
Although not strictly X360-related, I made XnaToFna "man-in-the-middle"
This allows me to finally fit "Amazing Princess Sarah" X360 on a monitor smaller than 1080p. |
is there a way to check what version of xna a game is using? |
Trying to get "Amazing Princess Sarah" Xbox 360 indie or any indie to work on Windows 10, can anyone help? No idea what I'm doing wrong. I downloaded latest prebuilt release from this repo and following the release notes added ffmpeg.exe and fnalibs (dead links, downloaded with wayback machine) I extract the game with Horizon: Then put it in the folder previously prepared and run XnaToFna.exe in PowerShell: PowerShell log:
What should I do? Thx |
sup trying to port city tuesday with this [XnaToFna] [Relink] Relinking CityTuesday Unhandled Exception: System.ArgumentOutOfRangeException: Specified argument was out of the range of valid values. |
Is there any way to get Ancient's Protect Me Knight! (まもって騎士) working through porting it to FNA? I have no idea how to code or program and ran into these problems with the log I got in the attached log. |
Surprisingly I was working on this yesterday. drop me a line at Mekael-ohanigan@proton.me |
This is where we dump bugs, stack traces and discuss anything that prevents us from booting (or even running) XBLIG games using XnaToFna. Both "code-" and content-related issues belong here.
Enhancement ideas are welcome, too!
Right now, Iced Lizard Games donated a few of their XBLIG titles, containing both XNA 4.0 and XNA 3.1 games. Again, thank you!
XNA 3.1 titles will depend on the "timemachine" branch (which will be merged into master once it's done... that is, if it will be ever done, given the previous bad experience with it).
XNA 4.0 titles "boot," but they fail doing anything useful as the content formats changed between the X360 and PC targets. This was already expected, but I still don't know to which extent / how exactly the formats differ.
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