BlueCrab wrote:If you're careful about it, its not that hard to write a program with portability in mind. But, you have to keep it in mind throughout the whole process. Also, you have to realize that the Dreamcast is a whole lot more limited than your PC is, so you have to keep the limitations in mind.
All in all, writing games for the Dreamcast isn't that hard, assuming you know how to program. Writing portable programs is a bit more difficult, but still not that hard.
How hard do you think it would be to port XNA games that are low requirements?
The XNA Framework is based on the native implementation of .NET Compact Framework 2.0 for Xbox 360 development and .NET Framework 2.0 on Windows.
r34per wrote:ok so it seems xna is great for porting pc games to dc. one question tho. do i need to know c++ or #c for xna? ive heard sum say xna uses c++ and others say it uses #c. so confused...
TeamXlink wrote:r34per wrote:ok so it seems xna is great for porting pc games to dc. one question tho. do i need to know c++ or #c for xna? ive heard sum say xna uses c++ and others say it uses #c. so confused...
XNA is not great, it is based on Microsoft's .Net framework, which is supported only in Windows. For the Dreamcast the best right now in my opinion is KOS or Katanna SDK.
BlueCrab wrote:Simply put, do not use Katana for any sort of homebrew development. There's basically no reason to, since KOS supports pretty much everything you might ever want to do anyway. Not only that, very few people will be able to help you with Katana due to the fact that pretty much no homebrew authors use it (due to the fact that you can't actually legally use Katana without a license, which you will never be able to get from Sega).
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