View Full Version : Does anyone here have an XBox 360

12-06-2007, 10:11 PM
OK guys, this is the final test to see if a Chrome compiled library can be used on the Xbox 360!
I don't know about anyone else, but I'm fairly excited about this!

For anyone who's interested please read this first (http://msdn2.microsoft.com/en-us/library/bb464158.aspx).

Then if you have everything in place let me know and I'll send you the link to the .ccgame package.

Who-ever does the testing is expected to get screen shots ( probably using a digital camera ) and post them :).

If it does not work the first time, then we will keep trying until it does :D.

12-06-2007, 10:26 PM
I'm afraid not, but I now whish I had one :(

I'm equally looking forward to seeing some screenshots though!

13-06-2007, 01:50 PM
As my other post said, PM me and we can talk :).

13-06-2007, 01:52 PM
Of course I have one!

I haven't modded it tho, and I really do not want to do it neither :P

But if that isn't necessary, you can contact me, if you'd like of course.

13-06-2007, 02:18 PM
I don't think you'll have to mod it, but I believe you'll have to buy an XNA Developer license or something like that to be able to play XNA games on the xbox.

13-06-2007, 04:38 PM
All you need is an XNA Creators Club Membership ( http://msdn2.microsoft.com/en-us/xna/bb219592.aspx ) and that your XBox and PC are on the same network. There is no need to MOD your XBox.

I understand that the membership cost maybe a bit high unless you plan to code XNA games in future.

13-06-2007, 04:41 PM
I'll upload a .ccgame package for XBox 360 this evening. I think that will be easier for anyone who wants to test it.

13-06-2007, 05:16 PM
Waaaah, I read those prices...

*auch... sorry I pass for this one, cant afford myself such a thing*

Besides, I do not really know what xna is, is this the thing that allows xbox players to play online with pc players?

And why would I need such a license for it? No one will notice what I am doing in my room with the xbox :twisted:

13-06-2007, 05:21 PM
Your XBox actually connects to the online Microsoft server for authentication before it allows you to upload an XNA game to the XBox. If you want to see an example of an XNA game that runs on Windows and XBox 360, have a look at http://www.xnaracinggame.com/ . there are also loads of other examples. XNA is basically a Managed wrapper around DirectX on both Windows and XBox 360.

13-06-2007, 07:35 PM
Assuming you have everything set up correctly simply download the following file and double click on it.

This should automatically try and upload the demo to your XBox 360.

In case some of you are wondering exactly how massive the C# wrapper is, this what it looks like....

using System;
using CamerasTutorial;

namespace CamerasTutorial360
static class Program
/// <summary>
/// The main entry point for the application.
/// </summary>
static void Main&#40;string&#91;&#93; args&#41;
using &#40;TCamerasTutorial game = new TCamerasTutorial&#40;&#41;&#41;

ALL the Chrome code exists in CamerasTutorial assembly and as you can see I simply instantiate TCamerasTutorial class and call it's Run method and that is it.

The minor hassle is compiling the Chrome code as an assembly, and it has to be done via a command line for now. But I am speaking to RemObjects to find out if it is an issue with the compiler or the Visual Studio IDE.

Of course once Microsoft allows non-C# languages to access XNA from Visual Studio or even Visual Studion Express, there will not be any need for any C# wrappers.

14-06-2007, 05:54 AM
Hi Dom,

the XBox360 game creation stuff sounds very interesting. Atm I don't have a box, but that could change if I really see a possibility to make a game for the console myself :)

So my question is: Assuming the things you are testing are working, how is someone else able to play "my game". I cannot presume anyone has this Game creator license, can I? I mean, I am the creator... the others should be the players! :)

Please bring light into the dark :)

14-06-2007, 08:47 AM
Hi Dirk,
you only need a Creator Club licence to deploy to an XBox 360 at the moment. You can deploy an XNA game to Windows XP/Vista users without any problems as you don't need a licence for that. Just package it up like any other game and make sure that the users have DirectX 9 or 10 and the XNA runtimes for Windows.

Microsoft are reluctant to allow just anyone to be able to download and play stuff on their XBox 360, hence why you have to go through the Creator Club stuff for that. I think eventually they will allow it once they are sure there are no security holes that can be exploited through managed code. The nice thing is write one set of code and deploy to Win32 and console. Sure you have to have the odd IFDEF XBOX for things like Mouse support and the odd difference between shaders, but these can be kept to a minimum.

If you want to start the good thing is that all the software is free, download the Visual Studio Express, then Game Studio Express and buy yourself an XBox 360 controller ( as all the examples makes use of it and don't work with other Joysticks ) that will work with Windows XP. If you plan to code using Chrome, then download the command line compiler to get started.

I hope this helps.

14-06-2007, 10:39 AM
Thank you very much for the information Dom.

I will think about it and read a little more. Sounds very interesting. But it only makes sense to me if I can deploy games to any XBox360 users... would be really cool. I guess it would be the first console with freeware/shareware "support" :)

16-06-2007, 02:47 PM
Hi Jeremy,
I just found out the version I uploaded a few days ago was still pointing to the Win32 assemblies. Please download the latest version which is about 1MB and let me know how it goes.

19-06-2007, 06:35 AM
Chrome code does indeed work on the Xbox 360. One of the guys from the UK XNA forum tested it out for me. The thread in question is...
And a screen shot of it will be available soon.

I actually think it may be possible to get it working on the XBox without the C# wrapper. That will be my next test.

19-06-2007, 08:54 PM
OK A new pure Chrome XBox360 game package is now available from the old URL

Once it's confirmed that this works on the XBox 360 I'll get started on an article outlining my journey and how to get it all working.

Time like this I wish I had an Xbox 360, so I don't have to rely on anyone.

19-06-2007, 09:16 PM
Well this is actually quite inspiring indeed.

Those XBox 360 prices are insane though. Over $500 CAD with tax! :o


19-06-2007, 10:02 PM
Xbox screenshots of the hybrid code....

http://homepage.ntlworld.com/a.kancidrowski/Dload/camera_tutorial360-1.jpg ('http://homepage.ntlworld.com/a.kancidrowski/Dload/camera_tutorial360-1.jpg')
http://homepage.ntlworld.com/a.kancidrowski/Dload/camera_tutorial360-2.jpg ('http://homepage.ntlworld.com/a.kancidrowski/Dload/camera_tutorial360-2.jpg')

29-06-2007, 11:23 AM
Has anyone had a chance to try this out on their XBox?

29-06-2007, 12:23 PM
I would if I had an XBOX 360 :) however it costs 600 euros here and I don't have that much spare :P the screen looks nice though...

29-06-2007, 01:06 PM
Did you manage to get the demo working on your machine?

29-06-2007, 07:57 PM
yes it worked, I had XNA installed but not runtime, just for developers....sorry that I forgot to answer in the original thread I somehow forgot ;)

01-07-2007, 10:11 PM
I've just had confirmation from a guy here in the UK that pure Chrome code ( absolutely no C# code what so ever ) works on the XBox 360.
I'll get started on an article talking about the whole process.

02-07-2007, 06:49 AM
Great news :)