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?
Well obviously, as Misrosoft gets licensing money from anyone who develops games for the XBox. Only Microsoft signed apps would work. Of couse the boxes that MS sells to developers would be able to run developer apps, cause well, how would the developer be able to run them! :) Good luck gettins one :)
Avoiding hackers seems to pretty much be stated goal for all 3 of these platforms.
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Their logic makes sense. On a platform like the PS one, piracy was rampant. Even if a game checked for the CD somehow, the game binary could be edited to skip the check. With signed binaries, this becomes 4 steps more difficult for the hacker, and saves the developer the work of doing counter-piracy themselves.
To get a sense of how persistent hackers are (and how they're dealt with), check out the article on Gamasutra about the anti-piracy work in Spyro for PS one.
http://www.gamasutra.com/features/20011017/dodd
Let's not stir that bag of worms...
If you want to develop 3D software for one of these consoles, pray that Sony releases the HD/Linux add-on for the PS2. The official development kits for all of these run several thousand dollars. The hardware required to develop on the consoles typically comes with additional functionality that the retail systems lack (PC connectivity is the obvious one!).
As for ease of porting, the Xbox uses a modified version of DX8, the PS2 gives you an assembly manual (although I hear the Linux they released has an OpenGL implementation), and the Gamecube is unknown to me (although I would guess an OpenGL-like proprietary library). My guess would be that software developed on the PS2 version of linux would NOT run on a regualar PS2. This is similar to the PS1 based Net-Yarozee (sp?).
All three console manufacturers make money by software licensing sales. Making it easy for any developer to write and sell software without paying any to them would definately not be in their best interest!
Dan
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..
http://mc.pp.se/dc/
http://dcdev.allusion.net/
http://www.boob.co.uk
The GameBoy Advance is also rather lovely to code for, although it does require special hardware to get started..
Blaming GW Bush for the Iraq war is like blaming Ronald McDonald for the poor quality of food.
The same thing Atari, Coleco, Sega, and Nintendo did when they established market dominance.
If all this should have a reason, we would be the last to know.