XNA Game Studio 3.0 Readme
This file provides setup information and describes known issues for XNA Game Studio 3.0.

XNA Game Studio ReadMe

Provides setup information and describes known issues for XNA® Game Studio 3.0.

Setup Requirements

This section describes the operating systems and hardware that support XNA Game Studio, and the additional software required for running XNA Game Studio.

Supported Operating Systems

The following operating systems fully support XNA Game Studio.

Operating System Supported Versions
Microsoft® Windows® XP
  • Home Edition
  • Professional Edition
  • Media Center Edition
  • Tablet Edition
Windows Vista®
  • Home Basic Edition
  • Home Premium Edition
  • Business Edition
  • Enterprise Edition
  • Ultimate Edition

Remarks

  • Windows Vista Service Pack 1 (SP1) is supported, but is not required, for XNA Game Studio.
  • Windows XP requires Service Pack 2 or later.
  • Although XNA Game Studio itself is available only in English, it is supported under any of the available language settings on Windows.
  • Administrator permissions are not required to run XNA Game Studio. However, Administrator permissions (administrative elevation on Windows Vista) are required to install XNA Game Studio.
  • Although the setup program for XNA Game Studio will complete on the Windows Server 2003 and Windows Server 2008 operating systems, XNA Game Studio is not officially supported on these operating systems, and the XNA Game Studio software may not work as expected.

Hardware Requirements

To run XNA Framework games on Windows, you need a graphics card that supports Shader Model 1.1 or greater and DirectX 9.0c. We recommend that you use a graphics card that supports Shader Model 2.0 because some samples and starter kits may require it.

Make sure that your graphics card is using the most recent drivers. You can do this by checking with your hardware vendor and by accessing Microsoft Update.

Other hardware requirements for XNA Game Studio are identical to those for Visual Studio 2008. For more information, see the Visual Studio documentation.

Visual Studio 2008

XNA Game Studio leverages the Visual Studio® 2008 development environment, extending it for game development. You can use XNA Game Studio with either Visual C#® 2008 Express Edition or one of the other Visual Studio 2008 products such as Visual Studio 2008 Professional. You can also use XNA Game Studio with multiple variants of Visual Studio 2008. For example, if you have both Visual C# 2008 Express Edition and Visual Studio 2008 installed on the same computer, the XNA Game Studio Setup program will install support for both.

Note
Only members of the Microsoft Visual Studio 2008 product line support XNA Game Studio 3.0. XNA Game Studio 3.0 is not compatible with Microsoft Visual Studio 2005 or earlier.

Microsoft .NET Framework 3.5

XNA Game Studio 3.0 requires that you install the .NET Framework 3.5.

The Setup program for Microsoft Visual Studio 2008 installs the .NET Framework 3.5 if it is not already installed on your computer. You can also install the .NET Framework from the Microsoft .NET Framework Developer Center.

XNA Creators Club

To develop games for the Xbox 360®, you will need a membership in the XNA Creators Club. You can get an XNA Creators Club membership from the Xbox LIVE Marketplace, or the following pages on XNA Creators Club Online: Sign In and Membership.

XNA Creators Club and Xbox LIVE Membership Requirements

There are two types of online multiplayer games available when you create a networked game with XNA Game Studio: system link game sessions and LIVE sessions. These two forms of online multiplayer gaming describe whether the multiplayer gaming session is on the local area network (system link games), or if the gaming session is advertised and found through the LIVE service. With system link games, you can search the local area network to find the gaming sessions. With LIVE sessions, you can use the LIVE service to find available game sessions. Use the searchProperties argument of Find to specify the parameters used to search for an available game session – a game session that uses either system or the LIVE service.

Developing and testing a networked game requires at least two machines, but you only need one Xbox 360 console and one Creators Club membership to test network code for the Xbox 360. This is because XNA Framework supports cross-platform system links so developers can run one instance of a game on an Xbox 360, and a second on a Windows-based computer. This functionality helps creators debug their titles without having to purchase a second console. It is also possible for more than one Windows-based development computer to connect several machines in a system link session without any memberships required.

This table shows what memberships are required for a player on a Windows-based computer and Xbox 360 console in a network session, depending on the session type that has been created.

Xbox 360 Console Windows-Based Development Computer Zune
Run an XNA Framework Game LIVE Silver membership + Premium XNA Creators Club membership No memberships required No memberships required
Use System Link for Local Area Network gameplay LIVE Silver membership + Premium XNA Creators Club membership No memberships required No memberships required
Sign-on to Xbox Live and Games for Windows - LIVE Servers LIVE Silver membership + Premium XNA Creators Club membership LIVE Silver membership + Premium XNA Creators Club membership Not available on Zune
Use LIVE to connect to other machines over the Internet while the game is in development LIVE Gold membership + Premium XNA Creators Club membership LIVE Silver membership + Premium XNA Creators Club membership Not available on Zune
Caution
The XNA framework components that interact with Games for Windows LIVE require an XNA Creators Club membership. If for any reason a LIVE profile without a Creators Club membership is set to auto sign-in on a Windows-based computer, the game will not be able to connect to the LIVE service. Furthermore, the XNA framework gamer services components, including the Guide, will not be available. To disable auto sign-in for a LIVE profile on a Windows-based computer, first make sure you are disconnected from the network. Then launch an XNA Framework game, and open the Guide.

Additional Required Software Installed by XNA Game Studio 3.0 Setup

The XNA Game Studio 3.0 setup program also installs the following required software.

DirectX Runtime

XNA Game Studio 3.0 Setup installs the DirectX runtime, which is required to use the XNA Framework game API.

Microsoft Cross-Platform Audio Creation Tool

XNA Game Studio 3.0 Setup installs the Microsoft Cross-Platform Audio Creation Tool (XACT) from the August 2007 DirectX Software Development Kit (SDK). XACT enables you to author audio content for your game. XNA Game Studio 3.0 Setup installs a version of XACT that is compatible with the XNA Game Studio 3.0 product. XNA Game Studio 3.0 may not work with content authored using other versions of XACT.

Games for Windows LIVE

XNA Game Studio 3.0 Setup installs Microsoft Games for Windows – LIVE Redistributable, version 1.2.0241. This software provides support for various gamer services such as retrieving player preferences for local accounts as well as programmatically displaying various LIVE Guide user interface screens.

1. Known Issues with XNA Game Studio

This section describes known issues that you may encounter when using XNA Game Studio.

1.1. Setup Issues

This section describes known issues with the setup of XNA Game Studio.

1.1.1. Close Visual C# 2008 Express Edition and Other Supported Visual Studio 2008 Products Before Installing XNA Game Studio

Before installing XNA Game Studio, close any running instances of Visual C# 2008 Express Edition or other supported Visual Studio 2008 products such as Visual Studio 2008 Professional.

1.1.2. Uninstall Pre-release Versions of XNA Game Studio 3.0 Before Installing Final Release

You must uninstall any pre-release version of XNA Game Studio 3.0 before installing the final release of XNA Game Studio 3.0.

1.1.3. Uninstall XNA Game Studio Before Uninstalling Visual Studio 2008

If you choose to uninstall Visual Studio 2008, you must first uninstall XNA Game Studio. XNA Game Studio will not uninstall properly if Visual Studio 2008 is not currently installed.

1.1.4. Uninstalling XNA Game Studio Does Not Uninstall XNA Framework

Uninstalling XNA Game Studio does not uninstall the XNA Framework. This is because the XNA Framework is required for playing an XNA Framework game. You must manually uninstall the XNA Framework to remove it from your machine.

1.1.5. Do Not Uninstall XNA Framework or XNA Game Studio Platform Tools Unless Also Uninstalling XNA Game Studio

Do not uninstall the XNA Framework or XNA Game Studio Platform Tools unless you are also uninstalling all versions of XNA Game Studio from your machine. Although the XNA Framework and XNA Game Studio Platform Tools are separate components from XNA Game Studio itself, XNA Game Studio versions rely on these components and will not function correctly if they are uninstalled.

1.1.6. Error Codes that May Be Returned from Setup

Setup may return one of the following error codes if an issue occurs during installation. If you are using a script to install XNA Game Studio, you should check for these error codes.

Value Description
5001 .NET Framework 2.0 is not installed
5002 Not running on a supported operating system
5003 Setup is not running with Administrator privileges
5005 Error in the command line specified to the installer
5006 Setup is already running; cannot run multiple instances of Setup
5007 Pre-released version of the product must be uninstalled before running Setup
5998 User canceled out of Setup
5999 Other non-specific error

1.2. Development Environment

This section describes known issues you may encounter when working with XNA Game Studio and the Visual Studio 2008 environment.

1.2.1. Incremental Builds of An Upgraded Project Can Cause Build Errors

After upgrading an existing XNA Game Studio project to XNA Game Studio 3.0, you must completely rebuild the project. If you use the Deploy Solution or Start Debugging commands to build the project, existing incremental files could cause errors. For example, the following errors have been encountered when deploying an upgraded Xbox 360 project that was not completely rebuilt:

  • String was not recognized as a valid DateTime.
  • String reference was not set to an instance of a String.

To resolve these errors, delete all bin and obj directories of the upgraded project (including those found in the Content directory). After you remove the specified directories, right-click the upgraded project (using Solution Explorer), and click Rebuild.

1.2.2. How to Upgrade Projects from XNA Game Studio Express to XNA Game Studio 3.0

Use one of the following procedures to upgrade a game project from XNA Game Studio Express to XNA Game Studio 3.0.

  • Create a new XNA Game Studio 3.0 project, and then add the code and content from the XNA Game Studio Express project to the new XNA Game Studio project.
  • Use the standalone upgrade wizard for XNA Game Studio 2.0 to upgrade the project from XNA Game Studio Express to XNA Game Studio 2.0, and then use the built-in upgrade wizard for XNA Game Studio to upgrade the project to XNA Game Studio 3.0. You will need XNA Game Studio 2.0 in order to use the standalone upgrade wizard. You can obtain the XNA Game Studio 2.0 and the standalone upgrade wizard at the following URLs.

    Download Location
    XNA Game Studio 2.0 http://go.microsoft.com/fwlink/?LinkId=127875&clcid=0x409
    Standalone Upgrade Wizard http://creators.xna.com/en-us/utilities/project_upgrade_wizard

Note that the XNA Framework evolved between XNA Game Studio Express and XNA Game Studio 2.0. Therefore, you probably will need to update your code to account for these changes. Please see the XNA Game Studio 2.0 Upgrade Guide for more information.

1.2.3. How to Upgrade Projects from XNA Game Studio 3.0 CTP to XNA Game Studio 3.0

You will need to manually upgrade projects that were created with XNA Game Studio 3.0 CTP in order to use them with XNA Game Studio. The upgrade wizard for XNA Game Studio upgrades only XNA Game Studio 2.0 projects. To manually upgrade a project created in XNA Game Studio 3.0 CTP, use the following procedure.

  1. Open the <projectname>.csproj file in a text editor, such as Notepad.
  2. Scroll down to the bottom of the .csproj file, and locate the following three <Import.../> elements.

                  <Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
                  <Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\v3.0\Microsoft.Xna.GameStudio.Common.targets" />
                  <Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\v3.0\Microsoft.Xna.GameStudio.NestedContent.targets" />
                

    Replace these with the following two <Import.../> elements. Note that the first element is the same.

                  <Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
                  <Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />
                
  3. Save the .csproj file.
  4. Open <projectname>.csproj in Visual C# 2008 Express Edition or Visual Studio 2008 to use it with XNA Game Studio 3.0.

1.2.4. Build Error: The Output Path is Not Set for This Project

Game projects that were created using the XNA Game Studio 2.0 (Beta) may produce the following error when built using XNA Game Studio. Specifically, this occurs if you used the XNA Game Studio 2.0 (Beta) to create the original project, used XNA Game Studio 3.0 to convert it, and then created a copy of the existing project for the Zune platform.

The OutputPath property is not set for this project. Please check to make sure that you have specified a valid Configuration/Platform combination.

Configuration='{Debug|Release}' Platform='{x86|Xbox 360|Zune}'

The error is caused by a subtle configuration issue in the .contentproj file created by XNA Game Studio 2.0 (Beta). To correct this issue, use the following procedure.

  1. Modify the .contentproj file to delete all instances of the OutputPath element. This element usually is within a PropertyGroup element that has Condition attributes. For example:

                    <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|Xbox 360' ">
                    ...
                    <OutputPath>bin\Xbox 360\Debug</OutputPath>
                    </PropertyGroup>
                  
  2. Add the following as a child element in the same PropertyGroup that includes the XnaFrameworkVersion element:

                    <OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>
                  

1.2.5. Standard Templates Not Visible in Visual Studio 2008 IDE

If you install XNA Game Studio with the English version of Visual Studio 2008 on a non-English version of Windows, you may experience the following issues:

  • The standard templates are not visible in the integrated development environment (IDE).
  • The IDE uses a mix of English and non-English text.

To resolve these issues, click Options on the Tools menu, expand the Environment node, and ensure that International Settings is set to English instead of Same as Microsoft Windows. If you change this setting, you must restart Visual Studio 2008 for the change to take effect.

1.3. Target Platform Deployment and Debugging

This section describes issues that you may encounter when you deploy to an Xbox 360 console or to a Zune device, or when you debug a game on one of these platforms.

1.3.1. Zune Games Fail to Run If Name Contains Extended ASCII Characters

If the executable for a Zune game contains extended ASCII characters (for example, accented characters), the game will fail to run on the Zune device. The game will appear to exit immediately. You will not see any diagnostic messages in the Visual Studio IDE when this issue occurs. Also, if the game attempts to load a file with a name that contains extended ASCII characters, a run-time exception will occur that indicates that the file could not be found. Examples of such files would be content files and files in the title storage area. To work around these issues, rename the files so that they do not contain any extended ASCII characters.

1.3.2. XNA Game Studio Connect Upgrade

If you have installed the 2.0 version of XNA Game Studio Connect on your Xbox 360, you'll need to manually upgrade XNA Game Studio Connect to deploy games built with XNA Game Studio 3.0. The following instructions are for the existing Xbox Dashboard, and not the New Xbox Experience. However, the differences are slight.

  1. On your Xbox 360 console, navigate to the Games area, select Games Library, and then My Games.
  2. From the list of games, select XNA Game Studio Connect and then select Delete.

    Note
    You do not need to delete any of your games.
  3. Navigate to Xbox LIVE Marketplace, select Game Store, and then click All Games.
  4. Select XNA Creators Club, and then XNA Game Studio Connect. Select the Download Again option, and wait for the download to complete.

1.3.3. Play Now Selection for XNA Creators Club Does Not Work

For those consoles with the New Xbox Experience, selecting Play Now from within Game Marketplace, for the XNA Creators Club content, causes an error.

To resolve this, select All Downloads to download or start XNA Game Studio Connect, or go to Game Library and start it from there.

1.3.4. Xbox 360 Games Fail to Deploy with Error Code 2300

If your Xbox 360 game fails to deploy with an error code of 2300, this could indicate that the storage for the game is corrupted on the target console. In these cases, the deployed game does not appear in the Game Library and subsequent deployment attempts also fail with the same error.

To fix this error, look in the System Settings, Memory area of the Xbox 360 console, within the category XNA Game Studio Connect. Delete any game whose title is "Corrupted," and then attempt a redeployment.

1.3.5. XNA Game Launcher Is Required to Run XNA Framework 1.0 Games on Xbox 360

You can deploy XNA Framework 1.0 games that have been packaged using the XNA Game Studio Package Utility (XnaPack.exe) to XNA Game Studio Connect on the Xbox 360 console. However, these games will not appear in the My Games area of the Xbox 360 Games Library. In order to view and run these games, you need to use the XNA Game Launcher that was released with XNA Game Studio Express 1.0. If you do not already have the XNA Game Launcher, you can download it from Xbox LIVE Marketplace. The My Games option in the XNA Game Launcher enables you to view and run your XNA Framework 1.0 Games.

1.3.6. XNA Game Studio 3.0 Components Do Not Interoperate with XNA Game Studio Express 1.0

The software components in XNA Game Studio 3.0 that enable interaction between the development PC and the Xbox 360 console do not interoperate with similar components released with XNA Game Studio Express 1.0. For example, XNA Game Studio Device Center does not support the XNA Game Launcher. Similarly, XNA Game Studio Express 1.0 cannot communicate with XNA Game Studio Connect. The only case in which interoperability is supported is the deployment to XNA Game Studio Connect of XNA Framework 1.0 games that have been packaged using XnaPack.exe.

1.4. Networking and Multiplayer

This section describes issues that you may encounter when using the networking and multiplayer features of XNA Game Studio.

1.4.1. Finding and Connecting to Games Built with XNA Game Studio 3.0

Network games designed with XNA Game Studio 3.0 can only find, and connect with, other XNA Game Studio 3.0 network games. In addition, games built with XNA Game Studio 2.0 cannot find and connect with XNA Game Studio 3.0 network games.

1.4.2. Joining a Creator Title Session Fails Using the Console Guide

Joining an existing creator title session from the console dashboard will fail. You will get an error message.

Failure can occur in the following cases:

  • Accessing a friend's profile (who is hosting a creator title multiplayer session), and selecting Join Session in Progress.
  • Using the New Xbox Experience, selecting Friends, choosing the friend hosting the game, and selecting Join Game.

To avoid this failure, either have the friend creating the creator title multiplayer session send you an invite, or start the same creator title or any other title yourself and then use the console guide to join your friend's creator title session.

1.4.3. Unexpected Behavior Could Occur When Accepting Invites From a Creator Game

If you are running XNA Game Studio Connect and you attempt to join an XNA Creators Club game session (by accepting an invite or joining a session through the console guide) and nothing happens, ensure that XNA Game Studio Connect is on your console's hard drive. To resolve this, look for XNA Game Studio Connect in the Game Library or System Settings, Memory of the dashboard, and then verify that a hard drive symbol is present when you select that item. If you do not see XNA Game Studio Connect, download it to your hard drive from Game Marketplace. If you find XNA Game Studio Connect, but not on the hard drive, move it to the hard drive using the options found in System Settings.

Unexpected behavior could also occur if you installed an older version of XNA Game Studio Connect, such as the XNA Game Launcher that was released with XNA Game Studio Express 1.0 or the 2.0 version of XNA Game Studio Connect. To resolve this, delete any existing version of the XNA game launcher, and then install the latest XNA Game Studio Connect title from the Game Marketplace. If you still require the XNA Game Launcher, you can download it again, after the latest XNA Game Studio Connect version has been downloaded.

1.4.4. Windows Games May Hang When Running on AMD Dual-Core Processor

If you are running an XNA Framework Game on a machine with a dual-core AMD processor, which is running Windows XP, and the game contacts the Xbox LIVE servers, you may experience unpredictable behavior such as a hanging of the game process. To work around this issue, you should install the AMD Dual-Core Optimizer from AMD on the computer on which you are running the game. Currently, the optimizer is available at the following location.

1.5. Game Sharing and Distribution

This section describes issues that you may encounter when sharing and distributing XNA Game Studio games.

1.5.1. Location to Which XnaPack Extracts Packaged Games

For Windows XP, the XnaPack tool extracts games to the following location on your local hard drive.

%USERPROFILE%\Local Settings\Application Data\XNA Creators Club Games

For Windows Vista, the XnaPack tool extracts games to the following location.

%USERPROFILE%\AppData\Local\XNA Creators Club Games

The value of the %USERPROFILE% environment variable changes depending on the login ID of the currently logged-in user. It also depends on the drive letter of the partition on which Windows was installed, and whether you are running Windows XP or Windows Vista. For example, for Windows XP installed on drive C:, XnaPack would extract packaged games to the following location.

C:\Documents and Settings\<user>\Local Settings\Application Data\XNA Creators Club Games

where "<user>" represents the login ID of the currently logged-in user. For Windows Vista installed on drive D:, XnaPack would extract packaged games to the following location.

D:\Users\<user>\AppData\Local\XNA Creators Club Games

where, again, "<user>" represents the login ID of the currently logged-in user.

You may want to create a Windows shortcut to this location so that you can access it more easily.

1.5.2. Copy Local Property Causes Validation Error When Unpacking a Zune Game

If an assembly reference in your Zune game has the Copy Local property set to true, an error could occur when unpacking the Zune game.

Before packing your game with the XNA Game Studio Package utility (xnapack.exe), verify that the following assemblies have Copy Local set to false:

  • .NET Framework assembly: mscorlib, System, System.Core, System.XML, System.Xml.Linq
  • XNA Framework assembly: Microsoft.Xna.Framework, Microsoft.Xna.Framework.Game
Note
Do not change the value of the Copy Local property for any assembly references within a game library contained by the Zune game to be packaged.

1.5.3. Visual C++ 2005 SP1 Runtime Files Are Required by XNA Game Studio Games

The Visual C++ 2005 SP1 runtime files are required by games based on XNA Framework 3.0, the version of the XNA Framework used by XNA Game Studio. These files are installed by .NET Framework 3.5 or you can install them using the standalone Visual C++ 2005 Redistributable. You can obtain the redistributable at the following URL.

1.6. XNA Framework

This section describes issues that you may encounter when using the XNA Framework.

1.6.1. NoSuitableGraphicsDeviceException from XNA Framework Game

If an XNA Framework game throws NoSuitableGraphicsDeviceException, inspect the text in the unhandled exception dialog box to determine whether the cause is an unsupported video card.

To run XNA Framework games on Windows, you need a graphics card that supports Shader Model 1.1 or greater and DirectX 9.0c. We recommend that you use a graphics card that supports Shader Model 2.0 because some samples and starter kits may require it.

Make sure that your graphics card is using the most recent drivers. You can do this by checking with your hardware vendor and by accessing Microsoft Update.

1.7. Content Creation

This section describes issues that you may encounter when creating content for XNA Game Studio games.

1.7.1. Build Action Must Be Set to Compile for Items in Content Projects

Items in content projects must have their build action set to Compile in order to be built by the XNA Framework Content Pipeline. If the build action is set to Content, the item will not be built. By default, items in content projects have their build action set to Compile.

1.7.2. You Must Use the Version of XACT Provided with XNA Game Studio

The setup program for XNA Game Studio installs the August 2007 version of the Microsoft Cross-Platform Audio Creation Tool (XACT). You must use this version of XACT when developing with XNA Game Studio.

1.7.3. Audio Content with Compression Quality Set to Low Can Cause XNA Game Studio to Hang or Crash

Windows projects containing audio content with an 8 KHz sample rate and the Compression Quality property, of the game asset processor, set to Low can cause XNA Game Studio to hang or crash during compilation.

To avoid this issue, either use a different quality setting (for example, High or Medium) for the processor or increase the sample rate of the source content above 8 KHz.

1.7.4. Imported Wave Banks Limited to 200

When using the Microsoft Cross-Platform Audio Creation Tool (XACT) with XNA Game Studio, you are limited to importing no more than 200 wave banks.

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