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Old 04-04-2008, 12:53 PM   #21 (permalink)
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Quote:
Originally Posted by Omnidragon View Post
Pity has a point just because it has been ported to XNA does NOT mean that it will work with the cut down APi's available on the zune especially since we dont know how cut down the spritebatch API will be as it is being toned down as the zune does not have shaders but sprite batch currently has shader1.0 built into its API functionality.

Just because some thing is C# does not make it either XNA compatible or Zune compatible. although it would be cool

*EDIT*
You could have sound if you couls strip the sound from the ROM file and load it via the content manager in XNA
I thought I said something similar in one of my posts to this thread about the Zune's vers. of XNA might not be fully compatible with all C# code... but I appreciate the depth and clarity of the post! I agree with it entirely. (though the audio support method you suggested could be fairly CPU - heavy, but not so bad if it's all done pre-runtime, and all during load/ starting time.)



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Old 04-05-2008, 01:45 AM   #22 (permalink)
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You would have to do them wayy before that i mean before the game even touches your Zune as the sounds have to be added via XACT usually and it wont be the C# code that its not compatible with It will be the XNA variations that are in the XNA libraries
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Old 04-05-2008, 05:20 AM   #23 (permalink)
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why not just go on The Newgrounds Videogame Music Section and listen to some great tunes instead?

I would rather have good paced gameplay than terrible gameplay with sound
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Old 04-05-2008, 08:27 AM   #24 (permalink)
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It would play perfectly fine and wouldn't effect game play at all if you do what im suggesting it would just be like sound for all other games

I'm suggesting that you extract the sounds from the ROM file before the game even touches the zune as opposed to exacting them out at run time so it would be treated exactly the same as any normal games sound
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Last edited by Omnidragon : 04-05-2008 at 08:33 AM.



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Old 04-05-2008, 02:30 PM   #25 (permalink)
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whatwould the buttons be???



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Old 04-05-2008, 03:19 PM   #26 (permalink)
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I dunno the problem comes with the fact that there are 8 or more buttons on each game controller
UP, Down, Left, Right, A, B, Start and Select

and the problem comes with the fact that we only have 7 buttons one of which we need to tie into a menu so you can exit the game and access options and although we can probably map it to a button held down that would be quite annoying if you accidentally triggered the menu.
so now we effectively have 6 buttons but now we only have 7 buttons to map and select isnt often used as a real control however it is still used in some games so we still have a problem and before people ask you cannot use the lock slider as a button
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Old 04-05-2008, 03:56 PM   #27 (permalink)
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The buttons are premapped in XNA game studio, so no worries there.
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Old 04-05-2008, 04:33 PM   #28 (permalink)
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we've all answered great and important questions on topic here, but I have to ask, when will the XNA GS3.0 Beta be released?



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Old 04-05-2008, 09:03 PM   #29 (permalink)
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Quote:
Originally Posted by Omnidragon View Post
I dunno the problem comes with the fact that there are 8 or more buttons on each game controller
UP, Down, Left, Right, A, B, Start and Select

and the problem comes with the fact that we only have 7 buttons one of which we need to tie into a menu so you can exit the game and access options and although we can probably map it to a button held down that would be quite annoying if you accidentally triggered the menu.
so now we effectively have 6 buttons but now we only have 7 buttons to map and select isnt often used as a real control however it is still used in some games so we still have a problem and before people ask you cannot use the lock slider as a button
lol I hope every 1 knows that. The back button needs to be left alone in order to exit games so that leaves six buttons.



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Old 04-06-2008, 07:40 AM   #30 (permalink)
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The buttons are premapped in XNA game studio, so no worries there.
Kinda the buttons on the zune its self are mapped to a 360 controller in XNA however we shave to direct those inputs to the ROM its not as simple as you make it seem
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Old 04-06-2008, 08:11 AM   #31 (permalink)
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Kinda the buttons on the zune its self are mapped to a 360 controller in XNA however we shave to direct those inputs to the ROM its not as simple as you make it seem
which makes me want for them to make a controller attachment even more
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Old 04-07-2008, 10:35 AM   #32 (permalink)
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well, Trogdor, controller attachment is easy, consider the corded remote the zune has in one version of the a/v kit... it should be compatible with the zune games considering its just an external mapping of the existing controls.. and if MS can make the control interface for a remote, why not a games controller? (easy enough to the point that someone could hack apart one of those remotes and build their own controller)



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Old 04-07-2008, 12:52 PM   #33 (permalink)
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well, Trogdor, controller attachment is easy, consider the corded remote the zune has in one version of the a/v kit... it should be compatible with the zune games considering its just an external mapping of the existing controls.. and if MS can make the control interface for a remote, why not a games controller? (easy enough to the point that someone could hack apart one of those remotes and build their own controller)
The only thing is mapping, otherwise it's pointless

side note: we can make custom roms instead of C# games if this works
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Old 04-07-2008, 09:56 PM   #34 (permalink)
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Quote:
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The only thing is mapping, otherwise it's pointless

side note: we can make custom roms instead of C# games if this works
I take it you like my idea. I doubt its going to be a problem, since its all just control mapping anyway, and erm... if its a matter of wanting more buttons / controller pads (sticks / D- pads) MS / someone could produce the hardware with a zune sync cable for the other end, and something as simple as a firmware update could provide the zune with the support for the extra controller components in game playing mode.



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Old 04-07-2008, 11:06 PM   #35 (permalink)
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damn, i was just playing Simpsons Bart vs Space Mutants at work but on the computer

would love to have it on my zune out on the floor
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Old 04-08-2008, 07:32 AM   #36 (permalink)
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I take it you like my idea. I doubt its going to be a problem, since its all just control mapping anyway, and erm... if its a matter of wanting more buttons / controller pads (sticks / D- pads) MS / someone could produce the hardware with a zune sync cable for the other end, and something as simple as a firmware update could provide the zune with the support for the extra controller components in game playing mode.
sadly I doubt a controller attachment will be made by MS, it doesn't seem they would profit from it
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Old 04-08-2008, 07:34 AM   #37 (permalink)
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i want to play some sort of game on my Zune so bad already!
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Old 04-08-2008, 08:03 AM   #38 (permalink)