GZDoom for Xbox 360

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
User avatar
QBasicer
Posts: 766
Joined: Tue Sep 16, 2003 3:03 pm
Contact:

Re: GZDoom for Xbox 360

Post by QBasicer »

The fact that ZDoom was never built for Mac, which used a PPC processor, which is the same processor (well, almost the same, the cell has a PPC in it) as the XBox 360 and the PS3, pretty much says that it's not going to happen.
User avatar
Macil
Posts: 2529
Joined: Mon Mar 22, 2004 7:00 pm
Preferred Pronouns: He/Him
Location: California, USA. Previously known as "Agent ME".
Contact:

Re: GZDoom for Xbox 360

Post by Macil »

What would prevent Zdoom from being built for PPC? I'd assume assembly code or some sort of way pointers are used might prevent it?
caco_killer
Posts: 49
Joined: Sat Nov 12, 2005 9:45 pm
Contact:

Re: GZDoom for Xbox 360

Post by caco_killer »

HotWax wrote:To the OP:

If you really want the original experience you "fondly remember from [your] youth" with a GZDoom twist, why don't you purchase the original software (You can do so as a direct download from Steam or through id Software's online store) and load it up in GZDoom? That is, after all, why most of us are here.....
He could also buy a 360 controller for his computer and play GZDoom with that.
User avatar
Juan "JacKThERiPPeR
Posts: 931
Joined: Sun Jun 03, 2007 7:25 am
Location: SPAIN
Contact:

Re: GZDoom for Xbox 360

Post by Juan "JacKThERiPPeR »

Good luck programming and porting to XNA that port. Bill Gates wouldn't agree more.
User avatar
The Unmaker
Posts: 139
Joined: Sun Mar 30, 2008 3:15 am
Location: Pete's World :D

Re: GZDoom for Xbox 360

Post by The Unmaker »

[quote="Juan "JacKThERiPPeR"]Good luck programming and porting to XNA that port. Bill Gates wouldn't agree more.[/quote]
Nods and aggrees.
I ppersonaly think it is a good iudea, it woiuld make a change form playing it on the pc and if you can connect to the internet with iit, on a live silver account mind, im not payin, i will probaly root out a writable disk and test it for you.
If anyone knows where i cna get the xna sdk it would be nice, i could help :)
sniperchance
Posts: 68
Joined: Sun Apr 06, 2008 9:55 pm

Re: GZDoom for Xbox 360

Post by sniperchance »

Agent ME wrote:What would prevent Zdoom from being built for PPC? I'd assume assembly code or some sort of way pointers are used might prevent it?
There's issues with some dependencies. Nasm is meant for x86 processors, not PPC. FMOD only distributes PowerPC binaries for Macs and licensed PS3/360/Wii developers. Anyone using PPC Linux (like on a PS3) would have to go with ALSA and lose some functionality.

Last week I tried getting the latest zdoom revisions to compile on Mac OS X. Since I have an Intel Mac, I easily set up the regular Linux dependencies, but I had to remove the GTK code for the startup IWAD window. Apple only officially provides gcc 4.0, so I had to grab a custom build of gcc 4.1 to actually be able to compile zdoom. After all that, I still have to modify zdoom's main() function to work with Mac's SDL framework. It's a pain in the ass, but if ports like PrBoom can run on Mac, then why not zdoom?
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: GZDoom for Xbox 360

Post by Kinsie »

The Unmaker wrote:[quote="Juan "JacKThERiPPeR"]Good luck programming and porting to XNA that port. Bill Gates wouldn't agree more.
Nods and aggrees.
I ppersonaly think it is a good iudea, it woiuld make a change form playing it on the pc and if you can connect to the internet with iit, on a live silver account mind, im not payin, i will probaly root out a writable disk and test it for you.
If anyone knows where i cna get the xna sdk it would be nice, i could help :)[/quote]1.) Not happening.
2.) Are you typing with a hammer?

You'd have more luck getting a Wireless Controller Reciever for your PC and convincing Randy to add a default 360 controller config/XInput support.
User avatar
The Unmaker
Posts: 139
Joined: Sun Mar 30, 2008 3:15 am
Location: Pete's World :D

Re: GZDoom for Xbox 360

Post by The Unmaker »

Maybe so but i suppose it would just be a nice addition to the zdoom line of ports.
Can the 360 load files, like wads?

Typing With A Hammer???
User avatar
HotWax
Posts: 10002
Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Re: GZDoom for Xbox 360

Post by HotWax »

The Unmaker wrote:Can the 360 load files, like wads?
I'm fairly certain the 360 can do anything you program it to do. :P
User avatar
Unknown_Assassin
Posts: 2468
Joined: Wed Apr 12, 2006 5:17 pm
Location: Where dead carcasses lie
Contact:

Re: GZDoom for Xbox 360

Post by Unknown_Assassin »

The Unmaker wrote: Typing With A Hammer???
Look at what you typed carefully:
The Unmaker wrote:Nods and aggrees.
I ppersonaly think it is a good iudea, it woiuld make a change form playing it on the pc and if you can connect to the internet with iit, on a live silver account mind, im not payin, i will probaly root out a writable disk and test it for you.
If anyone knows where i cna get the xna sdk it would be nice, i could help
User avatar
chaoscentral
Posts: 677
Joined: Sun Feb 27, 2005 4:32 pm
Location: Revere, MA
Contact:

Re: GZDoom for Xbox 360

Post by chaoscentral »

The Unmaker wrote:[quote="Juan "JacKThERiPPeR"]Good luck programming and porting to XNA that port. Bill Gates wouldn't agree more.
Nods and aggrees.
I ppersonaly think it is a good iudea, it woiuld make a change form playing it on the pc and if you can connect to the internet with iit, on a live silver account mind, im not payin, i will probaly root out a writable disk and test it for you.
If anyone knows where i cna get the xna sdk it would be nice, i could help :)[/quote]

unless you are a college student at the moment, you will have to pay $50 bucks for 4 months or $100 for a year to develop on the Xbox. You can develop with XNA for free, but deployment to the Xbox and use of Xbox Live is limited to creator's club members only. If you want XNA, go to google, and search around, it is free.
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: GZDoom for Xbox 360

Post by Kinsie »

The Unmaker wrote:Maybe so but i suppose it would just be a nice addition to the zdoom line of ports.
Can the 360 load files, like wads?

Typing With A Hammer???
Xbox 360 development is HEAVILY regulated by Microsoft, for two reasons:
1.) To avoid part of what killed the games industry for a period in the 80s - a deluge of crap.
2.) To avoid homebrew developers creating their own free alternatives to commercial stuff, like what happened with the original Xbox (let's face it - would you perfer to spend ten bucks on XBLA Contra, or play a ROM on a MAME port?)

There is a hobbyist development system called XNA, but currently 360 development under it requires a "Creators Club" account ($99 a year). However, Microsoft is working on a system to allow XNA-developed games to be played by everyone - there was a public beta a little while back. However, XNA is not as powerful as the full development SDK (due to being based on the .NET languages), so I'm highly, HIGHLY doubtful ZDOOM - or any other major port or emulator - will be ported with it.

...this is a whole lot of words for a "no", isn't it.
Post Reply

Return to “General”