Good evening, everyone! Recently I picked up a new Xbox and was exploring some homebrew when I came across a port of one of the Stepmania 4.0 betas running an ITG2-style theme (In the Groove 2, a commercial version of Stepmania that is based on SM 3.95). For the past week or so I have been enjoying it immensely, but the small bugs contained in this beta build (which include incorrect song timing) have started to get under my skin..it was tonight that I started thinking about OpenITG (an open-source build of In the Groove for x86-based PCs) and, since it is based on Stepmania, wondered if anyone has ever looked into possibly porting this to XBox? The OpenITG source can be found here if anyone is interested in possibly taking a crack at it: https://github.com/openitg/openitg How feasible would it be? I unfortunately do not have programming experience, so I apologize in advance for any naivete that may be on display here. Thanks for humouring me and reading this post!
I would suggest asking this at Emuxtras.net. Its virtually the last xbox development site and its where the remaining xbox developers frequent. One thing I know is that if it has OpenGl than the chances are slim to none because the xbox does not have that ported.
There's already an Xbox Visual Studio project in the git directory. Could that mean it's already been done...? I know this is kinda old, but I still wanted to respond to this. 1. If you take a look at the source code, you'll notice that it DOES support D3D8 (which Xbox uses), not just OpenGL. 2. Even if it was OpenGL only, contrary to common belief, Xbox Direct3D is VERY OpenGL friendly. If you ever compare Xbox Direct3D to OpenGL, you'll notice it's very derived from OpenGL due to the NV2A natively supporting most legacy OpenGL features, even fencing! OpenGL has more in common with Xbox then PC Direct3D ever has. 3. If you judge a game's source by it's gfx API of choice, then you greatly oversimplify the porting process, because visuals are only like 20% of the process. What about sound APIs? What about optimizing controls for gamepads? Converting C++11 to C++98? Etc. Okay, that was probably not even necessary, but this has been my experience.
By no means am I a developer. I know only what I read from fellow xbox devs who disregard some projects because opengl is an essential component.
Understandable. In fact, we're having a thread about the subject right now at emuxtras.net. Hopefully I managed to invoke a productive discussion there. http://www.emuxtras.net/forum/viewtopic.php?f=193&t=4009