Porting to Monogame

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Um, well, it's a series of code that when built, can be used by others to build their programs. On it's own, it's useless unless, another program requires it to run, such as PD.
 
Um, well, it's a series of code that when built, can be used by others to build their programs. On it's own, it's useless unless, another program requires it to run, such as PD.

Thanks for the info! I am not good with coding and animation haha :p
 
To make it cross-platform on other operating systems. XNA itself is restricted to Windows but Monogame re-implants XNA, similar to PD is with Sims 1/Online, to make it possible to work with Mac or Linux. The difference is Monogame is based on XNA 4, PD uses XNA 3.1, and a lot have things changed between those two versions that some or many things need to reconfigured.
 
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There are also some interesting bugs in Monogame that spawn from the need to convert the HLSL shaders into a form of GLSL (like the z buffer not working right now!) for use in OpenGL.
 
Excuse the question, is really necessary porting to monogame???
XNA has been discontinued by microsoft :'( Also this way we'll be able to support linux, mac, android and jailbroken ios. (will need special ui input system and a special tso downloader for these, but tso and ts1 would be brilliant on tablets.)
 
XNA has been discontinued by microsoft :'( Also this way we'll be able to support linux, mac, android and jailbroken ios. (will need special ui input system and a special tso downloader for these, but tso and ts1 would be brilliant on tablets.)
Oh I would LOVE to be able to play on my Tablet! TSO - On The Go :D
 
XNA has been discontinued by microsoft :'( Also this way we'll be able to support linux, mac, android and jailbroken ios. (will need special ui input system and a special tso downloader for these, but tso and ts1 would be brilliant on tablets.)
What about windows tablets (Windows Store App)? But i guess it's not possible to release an 'official' app, right?
 
We won't be able to release on most closed "store" platforms like windows store or app store, but google play is a possibility. For iOS we could distribute via cydia, not sure about windows store. Either way, these mobile releases would need to download the files from the ftp after being distributed via the "store" platform, so that we don't illegally distribute the TSO files.
 
Android does offer the "PC-like" way where you can just download the .APK, think of an .EXE, and install it from there. Granted, the Unknown Sources is checked first. When it comes to C# and mobile devices, though, Xamarin seems to want to be asking money in order port to those systems. Just as a heads up.
 
You can register as a "Developer" on Windows Phone and sideload up to 5 apps, I think. You could just do that. Probably applies to Windows RT too.
 
Here's some image reading excitement: I'm setting up a special reader to catch those pesky formats which aren't recognized by Texture2d.FromStream (aka tga and most bmps).

upload_2014-5-26_23-1-32.png
As you can see, the System Bitmap class has bitmap data in the wrong order... (BGRA instead of RGBA) so I'll need to flip that to get things working.
 
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