[Ohrrpgce] Switch/PS4/XBox One

James Paige Bob at hamsterrepublic.com
Sat Oct 5 18:19:58 PDT 2019

Yes, I think XB1 is more interesting than iOS for me.

So I'll hold off on buying dev accounts until gfx_sdl2 is ready.

For now I will be focusing on Android (maybe I'll have time this weekend?
or maybe not?)

And if there is anything I can do to help unblock the Fufluns release, I
would like to help with that too. I think only the worst of the worst
should still be considered fufluns-blockers.


On Sat, Oct 5, 2019 at 9:05 PM Ralph Versteegen <teeemcee at gmail.com> wrote:

> 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
> work.
> 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
>> port?
>> 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
>> play)
>> ---
>> James
>> 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:
>>> https://freebasic.net/forum/viewtopic.php?f=17&t=27890&p=264823#p264823
>>> 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
>>> above:
>>> -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
>>> unit?).
>>> -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
>>> US$19/NZ$24.
>>> (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
>>> 2017.
>>> Apps must follow these policies:
>>> https://docs.microsoft.com/en-us/legal/windows/agreements/store-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
>>> program."
>>> "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."
>>> https://discourse.libsdl.org/t/sdl-for-consoles/22726/9
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