Conversation
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FINALLY someone is doing it! though PLEASE use XNA or the actual xbox 360 sdk as libxenon sucks and is really hard to run on aurora as it dosnt get detected as an actual game |
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oh and libxenon dosnt support the kinect |
The reason I am using Libxenon is because it is easier to automate the builds with it and it's the most legally safe way to build open source Xbox 360 homebrew. On the other hand, the XDK is a leaked proprietary toolchain and while it does support the creation of XEX files and more APIs it is more difficult to automate since it relies on Visual Studio. While an XDK port is feasible, most of the devs including myself don't use Windows so dealing with Libxenon is actually simpler to work with in this case. |
would it be possible to use XNA Framework? ive seen some opensource homebrew xbox360 apps use it. |
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cmiiw but isn't xna limited to just c#? scratch everywhere is written in c++ |
There's the XDK (not to be confused with XNA) which actually supports C++ but not POSIX compliant since the Xbox 360 OS is NT based. And obviously the XDK is designed only for Windows, we'd have to use Wine to use the compilers ( |
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how can i compile this myself so i could try it out on real hardware?(if its compilable) |
i know that |
I hope this won't be as hard as the PS4...
Note
This port uses the libxenon toolchain which is compatible with Jtag, RGH and BadUpdate. Aurora or XeLL is required to run it.
Checklist