Hacking Official Xbox One Retroarch Thread

  • Thread starter Thread starter ploggy
  • Start date Start date
  • Views Views 525,052
  • Replies Replies 1,721
  • Likes Likes 29
Oh you figured it out, where can I find it?
he said

  1. Put it in the 'cores' subdirectory. Put any other dlls it may use as dependencies in the root directory.
  2. Select each of the dll files, and set Content to true in properties
also he was talking about my thread
 
he said

  1. Put it in the 'cores' subdirectory. Put any other dlls it may use as dependencies in the root directory.
  2. Select each of the dll files, and set Content to true in properties
also he was talking about my thread

Oh ok, that hasn't worked with me for some reason
 
@kingtut

libretro released a video on there channel for retroarch for xbox one



his description for the video

In this video, you will see how deploying RetroArch to the Xbox One will work (when compiling from source).

NOTE: This is very early days! Don't take this as an official release - this is merely for people who can't wait to toy with it already and are fine with messing around with a complete Work In Progress build.

You need:
* A Windows 10 PC with Microsoft Visual Studio 2017 installed
* An Xbox One (or Xbox One X)
* You need to have a Microsoft Developer Account. This will cost you about $20/15 Euros. After you have done this, you need to download an app on your Xbox called 'Dev Mode Activation'. This will give you a shortcut URL that will allow you to activate your Xbox.
* Once activated, you should be able to switch between Retail mode and Developer mode. After the first initial setup, it should take about 1 minute and 20 seconds to switch. You will only be able to use RetroArch from within Developer mode.

1) Either you compile the cores from source or you grab the x64 MSVC2017 UWP cores from our buildbot (http://buildbot.libretro.com/nightly/...).
2) Start up Visual Studio 2017. Git clone the RetroArch repo (https://github.com/libretro/RetroArch) and load the file 'RetroArch-msvc2017-UWP.sln' (can be found inside pkg/msvc) from Visual Studio 2017. This should open the solution.
3) Make sure 'Configuration 'is set to 'Release' and 'Solution Platform' is set to 'x64'.
4) If you want to bundle RetroArch with cores (which you'd obviously want to do), take the cores that you downloaded or compiled from Step 1, and add these files to the Visual Studio solution's 'cores' dir. Rightclick each core individually (or select them all together), select 'Properties', and make sure that under General, 'Content' reads 'Yes' instead of being blank.
5) Make sure at the top bar it reads 'Remote Machine'.
6) Rightclick 'RetroArch-msvc2017-UWP' from the Solution Explorer, select 'Properties'. Go to 'Debugger'. Make sure 'Debugger Type' reads 'Managed and Native'. Select 'Machine Name', click on the arrow icon to the right, and select 'Locate'. In here, you can either detect your Xbox by manually inserting your Xbox's IP address (and Visual Studio pin - go back to your Developer dashboard and select 'Show Visual Studio Pin' in order to find the code), or (in case it's already part of your network), simply select it from the list in case it's already there.
7) Press F5 in order to compile and deploy RetroArch to your Xbox.
 
Last edited by dominater01,
  • Like
Reactions: Pickle_Rick
libretro released a video on there channel for retroarch for xbox one



his description for the video

In this video, you will see how deploying RetroArch to the Xbox One will work (when compiling from source).

NOTE: This is very early days! Don't take this as an official release - this is merely for people who can't wait to toy with it already and are fine with messing around with a complete Work In Progress build.

You need:
* A Windows 10 PC with Microsoft Visual Studio 2017 installed
* An Xbox One (or Xbox One X)
* You need to have a Microsoft Developer Account. This will cost you about $20/15 Euros. After you have done this, you need to download an app on your Xbox called 'Dev Mode Activation'. This will give you a shortcut URL that will allow you to activate your Xbox.
* Once activated, you should be able to switch between Retail mode and Developer mode. After the first initial setup, it should take about 1 minute and 20 seconds to switch. You will only be able to use RetroArch from within Developer mode.

1) Either you compile the cores from source or you grab the x64 MSVC2017 UWP cores from our buildbot (http://buildbot.libretro.com/nightly/...).
2) Start up Visual Studio 2017. Git clone the RetroArch repo (https://github.com/libretro/RetroArch) and load the file 'RetroArch-msvc2017-UWP.sln' (can be found inside pkg/msvc) from Visual Studio 2017. This should open the solution.
3) Make sure 'Configuration 'is set to 'Release' and 'Solution Platform' is set to 'x64'.
4) If you want to bundle RetroArch with cores (which you'd obviously want to do), take the cores that you downloaded or compiled from Step 1, and add these files to the Visual Studio solution's 'cores' dir. Rightclick each core individually (or select them all together), select 'Properties', and make sure that under General, 'Content' reads 'Yes' instead of being blank.
5) Make sure at the top bar it reads 'Remote Machine'.
6) Rightclick 'RetroArch-msvc2017-UWP' from the Solution Explorer, select 'Properties'. Go to 'Debugger'. Make sure 'Debugger Type' reads 'Managed and Native'. Select 'Machine Name', click on the arrow icon to the right, and select 'Locate'. In here, you can either detect your Xbox by manually inserting your Xbox's IP address (and Visual Studio pin - go back to your Developer dashboard and select 'Show Visual Studio Pin' in order to find the code), or (in case it's already part of your network), simply select it from the list in case it's already there.

I hope they don't intend to have people deploy from VS in the full release. An appx you can install from the web interface would be much better.
 
There was a way in the past to get a free account search the boards some and see if it still works.

PS maybe not, I know at one point Microsoft was desperate to have people develop for Xbox and uwp so they basically let everyone and their brother have an account for free. I thought I read about it here but maybe it was somewhere else.
 
Last edited by Cannon007,

Site & Scene News

Popular threads in this forum