[Ohrrpgce] Switch/PS4/XBox One
teeemcee at gmail.com
Sat Oct 5 18:05:28 PDT 2019
Not only is XB1 *much* lower hanging fruit, it's not possible for us to do
any work on a Switch/PS4 port without an SDK anyway.
The first step would be to get gfx_sdl2 finished and make it the default
backend on all platforms except Android. (Longer-term, it would be good to
switch to SDL2 on Android too). It's nearly done, there are only a couple
of problems I know of left to fix. (Most importantly, window zoom changing
not working.) I want to switch to gfx_sdl2 after Fufluns. The exception
might be gfx_directx for game.exe; I'm not sure which backend to use there.
The main advantage of gfx_directx over gfx_sdl is its good fullscreen
support, but gfx_sdl2 has that too. Maybe better not to change the backend
if there's no need to.
However, I think that an HTML5/JS port should be a higher priority than an
XB1 port. I'm pretty keen to do that. Although it will probably be more
Also, what would be preferable, an iOS or an XB1 port? I'm guessing XB1.
On Sun, 6 Oct 2019 at 02:42, James Paige <Bob at hamsterrepublic.com> wrote:
> So do you think XboxOne is the lowest-hanging fruit in terms of a console
> I would be interested in buying us both developer accounts. I think it
> would be an extremely good use of my patreon money. I might also be able to
> subsidize hardware to test on.
> What is a good next step?
> (And I haven't forgotten I need to get the 64 bit Android builds working
> smoothly again to un-block anyone bwho wants to release a game on Google
> On Sat, Oct 5, 2019, 9:17 AM Ralph Versteegen <teeemcee at gmail.com> wrote:
>> Don't get excited, this is just an update to my previous investigation
>> into feasibility of ports.
>> I just wrote up this:
>> To summarise: XBox One and Switch ports should be straightforward (no
>> technical barriers), PS4 is not currently possible.
>> I see that my previous investigation was a private email to
>> James/RMZ/Soda Piggy.
>> Rather that copy it here I'll summarise the part not covered in my post
>> -Ports are time consuming to do even when there are no technical
>> barriers, fees or gatekeeping by companies
>> -SDKs and all documentation for Switch and PS4 are private, so not only
>> can't we start a port the engine until Nintendo/Sony greenlight it, we
>> barely even know what it involves or if it's possible. What's more, we
>> would also need a physical XB1/Switch/PS4 to test on (maybe even a dev
>> -There's only a one-time fee of US$19 to be able to release an unlimited
>> number of indie games for the XB1, the SDK is public, and we can mostly
>> test it on a Windows 10 PC.
>> Also, I wrote up the following additional notes, might as well attach
>> them here:
>> * Nintendo
>> https://discourse.libsdl.org/t/sdl-for-consoles/22726/9 (Sept 2017)
>> "I have a 3DS port that is sort of half-written; Nintendo announced the
>> Switch while I was working on it, so I assumed it was a dead platform.
>> If you want it, I can send you a copy, but I can’t promise that it’s in
>> any useful state. Drop me a line about it at icculus at icculus.org."
>> "Nintendo released new 2DS & 3DS XL versions, mid this year, so 3DS is
>> far from dead"
>> * Windows store and XBONE
>> To publish on either store, need a dev account. One time fee of
>> (there is also a higher fee for companies, but not applicable).
>> Can publish any number of apps.
>> Same Universal Windows Platform (UWP).
>> Supports only Windows 10 and Xbox One. Need Win 10 for development.
>> XBO has two ways to publish: professional games (ID at XBox), and the
>> Creators Program.
>> Creators program has "simplied certification". But it does not allow.
>> multiplayer or achievements. Does have leaderboards though.
>> But there are loads of rules around use of Xbox Live/networking.
>> Looks like maybe not allowed to use external leaderboards?
>> XBox1 and many XBox360 titles work on XBO. Former via emulation?
>> XBox360 had an xbox live indie games arcade (XBLIG) but it was shut down
>> Apps must follow these policies:
>> (All very benign, except for networking on Xbox)
>> "Games that allow cross-player communication or synchronous network play
>> on Xbox One devices must use Xbox Live and be approved through the ID at Xbox
>> "Apps that emulate a game system are not allowed on any device family."
>> "Your app must not attempt to change or extend the described
>> functionality through any form of dynamic inclusion of code that is in
>> violation of Store Policies."
>> "I’m using SDL on Xbox One in a UWP-based game. Should have more to
>> report on this soon."
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