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irrXBOX

Posted: Tue Jan 04, 2005 7:32 am
by exal
Hi guys

I have finally managed to get irrlicht to run on Xbox. It took some changes and a new CIrrDeviceXbox and some tweaks to the video and texture manager for DX8.

still todo is a DirectInput solution for reading the hand control.

I will mail the code to Nikolaus so he can incorporate it nicely into the engine if he wish to do that.

Posted: Tue Jan 04, 2005 7:34 am
by dracflamloc
I vote for niko to include it with irrlicht!

(Btw, could you PM me the code so I can try it out for myself right now?)

Posted: Tue Jan 04, 2005 10:03 am
by Guest
I will see if I can pack the stuff later on so you can have it.

Posted: Tue Jan 04, 2005 1:18 pm
by dracflamloc
k thanks

Posted: Thu Jan 06, 2005 3:37 am
by brcolow
Exal, I would also really love to test this for you, email me the source please at

mike.ennen [AT] gmail.com

(replace [AT] with @) :)

Posted: Fri Jan 07, 2005 7:29 am
by exal
Ok guys

I have made some tests and the textures seem to get messed up (read about that in the advanced help forum) and input is of course not working. But it does display animations, objects and pk3 worlds correctly.

you can find the code at
ftp://exal.no-ip.com
login: trader
password: trader

It's in the trader2005.zip
if you want to play an unfinished version of asteroids please feel free to grab that one too :)

Posted: Sun Jan 09, 2005 3:53 pm
by Guest
Cool I'll see how porting my games over goes.

Posted: Sun Jan 09, 2005 8:56 pm
by exal
Do so and let me know if you have the same texture problem and if you fix it :)

Posted: Tue Jan 11, 2005 8:34 am
by exal
Is here anyone trying this out?

Posted: Tue Jan 11, 2005 1:23 pm
by dracflamloc
Yes, I will soon I've just gotten caught up in work.

Posted: Wed Jan 12, 2005 7:17 pm
by corran
how do you get the program over to the xbox
throught the ether cable or on a CD/DVD
what do you need?

Posted: Wed Jan 12, 2005 7:58 pm
by dracflamloc
First you need Visual Studio .NET, and the XBOX SDK (the location of which I'm not at liberty to discuss), then you'll need a mod-chipped xbox or an xbox debug kit.

Posted: Fri Jan 14, 2005 7:00 pm
by Guest
that sucks :(

Posted: Thu Jan 20, 2005 10:37 am
by exal
Hmmm well in your opinion anything could be useless.

anyone doing anything on the xbox to sell it to retail store which I guess 99% of the people here will not will have to be a licensed MS Xbox developer. Which is pretty hard to get to be.

A development station is about $10000 and a debug machine $1000.

And if you were to make something on your modded xbox and it would be great I think you would probably just forget to mention that to MS when you do get the funding from EA :)

From what I gather about 60% of all xboxes are modded so the installbase is not that bad.

But of course you develop for you own good and not to make money aren't you?

Posted: Tue Feb 08, 2005 8:10 am
by exal
Finally got the textures to work.

Apparently the xbox uses swizzled textures for some kind of optimization. After doing this all textures look like they should.

I also mirrored the texture coordinates of the billboards since all mine where mirrored and upside down :)