Developing for the XBox and Gamecube?
An Anonymous Coward asks this timely question: "My first impression when seeing the new consoles was: Hey, the GPUs in those things alone are more expensive than the whole thing! Thinking some cool demos/ports (SDL on the XBox???) might show, I started to search the net for developer info. The XBox appears that it could easily run any Win32/DirectX program, however the executables appear to have to be signed by Microsoft (many other devices that requite programs to be signed often accept developer keys, where either the programs are locked to one machine, or a warning is shown before they are executed. I wonder if this will occur)... The GameCube on the other hand, is described by many and on Nintendo's overview as being extremely easy to develop for. I start to drool when I see the legendary PPC/ATI combination, but have found no developer information at all. Anyone have experience with either of these?
(Also,I assume other OSs could easily run on the XBox, but a loader must be written, and somehow signed first.)" Which of the later generation consoles (PS2 included) would be easiest for a hobbiest to start developing for?
It seems to me that when piracy is rampant, a system (or game) flourishes. Examples: Playstation 1 was easier to coax into playing burned games than its competitors, and it won the market. Quake II had almost no copy protection software and it was *very* popular.. even after better games (such as HalfLife) came out. Record CD sales have been observed despite "evilz of mp3z". And finally, IBM-compatible computer beat out the technically supperior Macs..
that's not specifically true dreamcast was
very easy to hack, diagnosis: dead.
if you pirate, you are stealing... what
is the use of being wildly popular when
nobody pays you for it?
yeah, I admit that I've pirated software
... but i've never tried to fool myself
into thinking i was doing someone a favor.