OpenXDK 0.1 is a binary release of the current CVS code. This release is compatible with pbKit, a driver that enables hardware accelerated graphics for OpenXDK.
OpenXDK 0.07 has just been released! There are a number of key improvements in this release:
- The xecuter issue has been resolved. OpenXDK should now execute using this and any other BIOS/dashboards.
- The USB input layer has been completely reimplemented and now should support 1.0 – 1.6 XBOXs.
- New library support: freetype (ttf fonts), jpeg, libpng, zlib
- SDL support: SDL_ttf, SDL_image, SDL_mixer (in progress)
- Keyboard, mouse, usb, and controller support
- debugPrint now contains scrolling
- Multiple video modes (640×480, 720×480, PAL/NTSC)
- Flicker filter and soften functionality
- Numerous little bug fixes
While many people contributed to this release, in particular, I would like single out Carcharius for his work on the controller/usb implementation and for resolving the xecuter problem, and also d0wnlab for his ttf and image work. Thanks very much guys!!
With this functionality, though, a dashboard is very feasible. I have had various reports of this version of OpenXDK being able to compile wolf3d, quake, tetris, several emulators (NES, sega master), and a handful of other miscellaneous apps.
Still to come…
- Networking (yes, I know it has been a long time coming)
- C++ support
A new version (0.05) of the OpenXDK has just been released.
The feature that is of most interest is audio support. Currently, only 16-bit stereo 44kHz samples are supported, but auto-conversion for other types will be supported soon. The SDL_Audio layer will attempt to convert to something playable, but the conversion is still experimental.
In addition to this, OpenXDK also supports SDL_File, SDL_Timer, SDL_Thread, SDL_Mutex and SDL_Semaphore.
This release also contains a couple of minor bugfixes to the newlib/libc layer.
A huge thank you to Andy Green (for writing the original Cromwell sound layer and answering my ridiculously naive audio questions) and also to the guys on the comp.lib.sdl newsgroup for their patience and advice.
Well, I inadvertantly checked in some of the automake/autoconf files that contained some hardcoded paths to my local workspace. Sorry! Please update to the latest build.
I also have added a binary package that contains just the cygwin-precompiled OpenXDK libraries and header files. Unzip it into
/usr/local and you should be able to compile your own programs.
Lastly, I added the ability to launch XBE files using either
execve()) APIs. This gets us much closer to being able to write a dashboard of some sort. What is still outstanding is how to get a list of files. I am investigating using the POSIX opendir/readdir/etc API to do so (I might also provide an API that looks more like the Microsoft
FindFirstFile… we’ll see!).
The Cygwin compilable OpenXDK gets released to the public.
OpenXDK 0.0.1-BETA2 is here.
- Now supports MSVC .NET (GCC Soon?!)
- Mostly minor changes all over.
The first Beta release of OpenXDK is ready! Start testing! Enjoy!
Get it here: https://sourceforge.net/projects/openxdk/files/OpenXDK/OpenXDK-0.0.1-BETA/
OpenXDK 0.0.1-pre4 is ready. Just a few xboxkrnl prototypes declared. Some various minor changes. Still pre-release.
The first Sourceforge release of OpenXDK is ready.