0x0ade / XnaToFna

Relink games / tools using the XNA Framework 4.0 to use FNA instead
zlib License
52 stars 5 forks source link
c-sharp cecil cross-platform fna modding mono net-framework patching relinker xna

XnaToFna

Relink C# assemblies from XNA Framework 4.0 to FNA instead

zlib-licensed, clone recursively

XnaToFna game status tracker: https://github.com/0x0ade/XnaToFna-Tracker


TL;DR:

Relinker making some games using XNA 4.0 run with FNA. It goes as far as booting some X360 games on Android.

how gamers think ports work vs how ports actually work

Special thanks to:

How?

Using MonoMod, it sets up the relinking map in MonoMod to relink all Microsoft.Xna.Framework references to FNA instead.

It can also relink from Microsoft.Xna.Framework.Net and Microsoft.Xna.Framework.GamerServices to FNA.NetStub, if it exists in the game directory.

Finally, it applies some optional salt and pepper here and there (XmlIgnore this, XnaToFnaHelper.GetProxyFormHandle that).

What's up with XnaToFna-Legacy?

XnaToFna-Legacy was practically a heavily modified fork of MonoMod, meant to relink and only to relink... and fix the paths, which didn't always work.

This rebuilt version uses "MonoMod neo", which itself is a rebuilt version of MonoMod. It now supports defining a custom relinker and relinking maps for the default relinker.

Before, most relinker fixes ping-ponged between MonoMod and XnaToFna, while some of them weren't even compatible with each other.

Keeping the actual relinking in MonoMod means there's only one relinker to maintain and only one place where it can screw up.