Hitoro - Rocket test

Monkey Targets Forums/XNA/Hitoro - Rocket test

Raz(Posted 2011) [#1]
Hi,

please can someone build Rocket by Hitoro for XNA.
Open it up in Visual Studio
Right click 'MonkeyGame' in the right hand Solution Explorer menu and click properties.
Under Game Profile change it from 'Use HiDef' to 'use Reach' and then try running the game.
Does it work for you?

I very briefly get a grey window show up and disappear.

Thanks
-Chris


DruggedBunny(Posted 2011) [#2]
Just tried it and got similar, but saw this in the output:


XNA Framework Reach profile does not support 32 bit indices. Use IndexElementSize.SixteenBits or a type that has a size of two bytes.



No idea what that's supposed to mean.


marksibly(Posted 2011) [#3]
Hi,

Fixed in next release!


Raz(Posted 2011) [#4]
Thanks James and Mark.


Raz(Posted 2011) [#5]
Hi Mark, just tried it again with V30 and got the following. (XNA 4.0)

'MonkeyGame.exe' (Managed (v4.0.30319)): Loaded 'C:\WINDOWS\Microsoft.Net\assembly\GAC_MSIL\Microsoft.Xna.Framework.GamerServices\v4.0_4.0.0.0__842cf8be1de50553\Microsoft.Xna.Framework.GamerServices.dll'
A first chance exception of type 'System.NotSupportedException' occurred in Microsoft.Xna.Framework.Graphics.dll
XNA Framework Reach profile requires TextureAddressMode to be Clamp when using texture sizes that are not powers of two.
C:/apps/monkey/modules/mojo/graphics.monkey<355>
C:/apps/monkey/bananas/hitoro/rockout/imports/rendergame.monkey<6>
C:/apps/monkey/bananas/hitoro/rockout/imports/rendergame.monkey<58>
C:/apps/monkey/bananas/hitoro/rockout/imports/game.monkey<87>
C:/apps/monkey/modules/mojo/app.monkey<61>


The program '[240] MonkeyGame.exe: Managed (v4.0.30319)' has exited with code -1 (0xffffffff).


Richard Betson(Posted 2011) [#6]
Well I got Rockout to compile with 0/0 errors on XNA 4.0 but I think this might need a look at:

Build succeeded.
    0 Warning(s)
    0 Error(s)

Time Elapsed 00:00:05.13
XNA Framework Reach profile requires TextureAddressMode to be Clamp when using texture sizes that are not powers of two.


TRANS Failed to execute 'MonkeyGame', return code=-1


L8r,


marksibly(Posted 2011) [#7]
Hi,

Fixed!

Add this:
		device.SamplerStates[0]=SamplerState.LinearClamp;


Before this:
		drawBuf.SetProjMatrix( Matrix.CreateOrthographicOffCenter( 0,Width(),Height(),0,0,1 ) );


In modules/mojo/native/mojo.xna.cs

Shoulda been Clamp anyway...


Raz(Posted 2011) [#8]
I imagine the first few months of a public version of Monkey are going to be a right pain in the arse.

It's like you're having to support 7 languages all at once.


Beaker(Posted 2011) [#9]
I managed to get XNA compiling/running on PC in Parallels on Mac, for the first time! BUT, because I am running XP there is no Windows Phone 7 support, and thus it throws a non-critical error when I compile in Monkey. VSC#2010 compiles it fine tho.


Raz(Posted 2011) [#10]
Ahhh I was close!

I googled it and found device.SamplerStates[1]=SamplerState.LinearClamp;

almost!


marksibly(Posted 2011) [#11]
Off by 1!


Raz(Posted 2011) [#12]
Nice one, its running for me now :)

In the solution explorer, note the .png entries

http://img576.imageshack.us/i/monkeyxna.png/

is that an issue?


Richard Betson(Posted 2011) [#13]
Were go here! :)


gatesgib(Posted 2011) [#14]
I still get the "..TextureAddressMode to be Clamp..." error.

I think its to do with DrawText, more specifically the mojo.font its dimensions are 448x52.. so is throwing up the "..not power of 2"