I'm interested in it for development, but I doubt anyone wants to spend $600 + shipping to send me one.DAEGU wrote:hmm.. they CAN be pretty cheap
any developers interested in a mac mini?
ZSNES for Intel Mac ready for consumption!
Moderator: ZSNES Mods
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May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Insane Coding
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Insane Coding
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lol /udev/Shin_Gouki wrote:u devs
皆黙って俺について来い!!
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Code: Select all
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
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well i have programmed myself (in my studys) some assembler on the OPL2
(http://en.wikipedia.org/wiki/OPL2)
So i always appreciate it when "people" like u become "devs". Its simply amazing that u can go with this stuff what many of us would consider pre torture![Very Happy :D](./images/smilies/icon_biggrin.gif)
(ah yes and if i am not too lazy i try to improve my u -> you)
(http://en.wikipedia.org/wiki/OPL2)
So i always appreciate it when "people" like u become "devs". Its simply amazing that u can go with this stuff what many of us would consider pre torture
![Very Happy :D](./images/smilies/icon_biggrin.gif)
(ah yes and if i am not too lazy i try to improve my u -> you)
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It's actually pretty easy at this point to install OS X on standard x86 PC hardware now that Apple has transitioned to Intel. A real Mac is hardly required anymore for development.Nach wrote:I'm interested in it for development, but I doubt anyone wants to spend $600 + shipping to send me one.DAEGU wrote:hmm.. they CAN be pretty cheap
any developers interested in a mac mini?
Do you recon it would be possible (not that I want to attempt this) to port apple software to PC?
I mean if its an x86 based mac, all the opcodes and operands should be the same as PC?
It would just be a matter of changing how the program interacts with the kernal right?
Not that it really matters. Just curious.
I mean if its an x86 based mac, all the opcodes and operands should be the same as PC?
It would just be a matter of changing how the program interacts with the kernal right?
Not that it really matters. Just curious.
Hardware means nothing if you don't have good software.
Compare the success of SNES over Genisis
Compare the success of SNES over Genisis
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Yeah, but I've had no luck installing it yet on a standard PC. I did recently get some new hardware, but didn't try it on that yet.tehnick wrote:It's actually pretty easy at this point to install OS X on standard x86 PC hardware now that Apple has transitioned to Intel. A real Mac is hardly required anymore for development.Nach wrote:I'm interested in it for development, but I doubt anyone wants to spend $600 + shipping to send me one.DAEGU wrote:hmm.. they CAN be pretty cheap
any developers interested in a mac mini?
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
_____________
Insane Coding
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Insane Coding
Funny, I was trying to compile ZSNES again (with a non-broken zlib this time, since I never got around to make an --enable-release build for it), but I can't a working build under Leopard. Everything builds just fine, then when I run it, I get a segfault after ManyMouse detects the mice. Setting CFLAGS to "-mmacosx-version-min=10.4 -isysroot /Developer/SDKs/MacOSX10.4u.sdk" doesn't help. And the binaries I built under Tiger still work just fine under Leopard.
Could it be my version of nasm?
Crash reporter says:
Could it be my version of nasm?
Code: Select all
NASM version 0.98.40 (Apple Computer, Inc. build 11) compiled on Sep 23 2007
Code: Select all
Thread 0 Crashed:
0 dyld 0x8fe18b42 misaligned_stack_error + 0
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Not sure. Perhaps we can discuss it over IRC and try to pinpoint it.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Insane Coding
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Insane Coding
Works great on my hackintosh :)
I've Leopard 10.5.4 on my P4 system. Everything works great (this Zsnes 1.51 build) thanks ![Smile :)](./images/smilies/icon_smile.gif)
my audigy 2ZS with nv6800 + zsnes openGL
sweet! I wonder why pagefault wants macmini lol, when you can install OSX on normal pcs...
my thread @ IMF http://forum.insanelymac.com/index.php?showtopic=104797
![Smile :)](./images/smilies/icon_smile.gif)
my audigy 2ZS with nv6800 + zsnes openGL
![Smile :)](./images/smilies/icon_smile.gif)
my thread @ IMF http://forum.insanelymac.com/index.php?showtopic=104797
OxLa
I'm trying to compile zSNES from SVN and I'm hitting a road block. I just finished compiling and installing Qt v4.4.3 to /usr/local/Trolltech/Qt-4.4.3. The configure script is detecting the Qt libraries but not a functional Qt setup? Any ideas?
Per Qt's installation instructions, /usr/local/Trolltech/Qt-4.4.3/bin has been added to $PATH.
OS: Mac OS X v10.5.6
Per Qt's installation instructions, /usr/local/Trolltech/Qt-4.4.3/bin has been added to $PATH.
OS: Mac OS X v10.5.6
Code: Select all
sh ./autogen.sh --with-qt-path=/usr/local/Trolltech/Qt-4.4.3
Generating build information using aclocal and autoconf...
checking build system type... i386-apple-darwin9.6.0
checking host system type... i386-apple-darwin9.6.0
checking target system type... i386-apple-darwin9.6.0
checking for a BSD-compatible install... /usr/bin/install -c
checking for gcc... gcc
checking for C compiler default output file name... a.out
checking whether the C compiler works... yes
checking whether we are cross compiling... no
checking for suffix of executables...
checking for suffix of object files... o
checking whether we are using the GNU C compiler... yes
checking whether gcc accepts -g... yes
checking for gcc option to accept ISO C89... none needed
checking for g++... g++
checking whether we are using the GNU C++ compiler... yes
checking whether g++ accepts -g... yes
checking for nasm... nasm
checking for sdl-config... /usr/local/bin/sdl-config
checking for SDL - version >= 1.2.0... yes
checking for zlib - version >= 1.2.3... yes
checking for libpng - version >= 1.2.0... yes
checking for Qt4 libraries >= 4.1.1... found
checking for functionnal Qt setup... nope
configure: error: Couldn't compile moc output
[img]http://home.comcast.net/~selmo2000/pictures/selmo2000.gif[/img]
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Thank you for this. I've been an exclusive PC user, until recently, now I can use my hands-down favorite emulator on my mac.
[b][url=http://www.media-match.com/jobsboard.php]Production Assistant Jobs[/url][/b] | "Video Games are bad for you? That's what they said about Rock 'N' Roll." Shigeru Miyamoto, Mario creator
OS: Mac OS X v10.5.6
[/quote]
Looks like that the automake qt stuff is not working and doesnt pass moc and qt compile test.
I just ripped this stuff out of the confgure script.
Added hardcoded CFLAGS and LDFLAGS stuff to the Makefile.
To compile u have to something like thiss:
To link i added this:
Iam able to compile that thing. But it segfaultl right after the start:
david@box:[~/Devel/arch...zsnes/trunk/src]$ ./zsnes
I fired up gdb.
Iam not an Mac expert, cant really say whats wrong. Looks like code execution on the stack, somehow. Maybe the apple nasm is crap.
Code: Select all
sh ./autogen.sh --with-qt-path=/usr/local/Trolltech/Qt-4.4.3
....
checking for functionnal Qt setup... nope
configure: error: Couldn't compile moc output
Looks like that the automake qt stuff is not working and doesnt pass moc and qt compile test.
I just ripped this stuff out of the confgure script.
Added hardcoded CFLAGS and LDFLAGS stuff to the Makefile.
To compile u have to something like thiss:
Code: Select all
-I/Developer/SDKs/Qt/include
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-L/Developer/SDKs/Qt/ -F/Developer/SDKs/Qt/lib -L/Developer/SDKs/Qt/lib -framework QtGui -L/Developer/SDKs/Qt/lib -F/Developer/SDKs/Qt/lib
david@box:[~/Devel/arch...zsnes/trunk/src]$ ./zsnes
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ZSNES v1.52, (c) 1997-2007, ZSNES Team
Be sure to check http://www.zsnes.com/ for the latest version.
ZSNES is written by the ZSNES Team (See AUTHORS.TXT)
ZSNES comes with ABSOLUTELY NO WARRANTY. This is free software,
and you are welcome to redistribute it under certain conditions;
please read 'LICENSE.TXT' thoroughly before doing so.
This is a work in progress build. It contains code which
May or may not be complete
If this is supposed to be an official release, you forgot to
run configure with --enable-release, go rebuild.
Use ZSNES -? for command line definitions.
ManyMouse: 2 mice detected.
Using ManyMouse for:
Mouse 0: Apple Internal Keyboard / Trackpad
Mouse 1: Apple Internal Keyboard / Trackpad
Segmentation fault
I fired up gdb.
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Program received signal EXC_BAD_ACCESS, Could not access memory.
Reason: 13 at address: 0x00000000
0x8fe18c02 in __dyld_misaligned_stack_error ()
(gdb) bt
#0 0x8fe18c02 in __dyld_misaligned_stack_error ()
#1 0xbfffcd40 in ?? ()
#2 0x000b7923 in WaitForKey ()
#3 0x95f2de1a in _nsnote_callback ()
#4 0x9524e8da in __CFXNotificationPost ()
#5 0x9524ebb3 in _CFXNotificationPostNotification ()
#6 0x95f2b080 in -[NSNotificationCenter postNotificationName:object:userInfo:] ()
#7 0x95f348c8 in -[NSNotificationCenter postNotificationName:object:] ()
#8 0x9647f49a in -[NSApplication _postDidFinishNotification] ()
#9 0x9647f3a9 in -[NSApplication _sendFinishLaunchingNotification] ()
#10 0x963f8ec3 in -[NSApplication(NSAppleEventHandling) _handleAEOpen:] ()
#11 0x963f86bc in -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] ()
#12 0x95f5343f in -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] ()
#13 0x95f5314f in _NSAppleEventManagerGenericHandler ()
#14 0x954b8648 in aeDispatchAppleEvent ()
#15 0x954b857e in dispatchEventAndSendReply ()
#16 0x954b8425 in aeProcessAppleEvent ()
#17 0x934729a5 in AEProcessAppleEvent ()
#18 0x963f5f91 in _DPSNextEvent ()
#19 0x963f5630 in -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] ()
#20 0x963ee66b in -[NSApplication run] ()
#21 0x00298570 in main ()
(gdb)
In OS X, the stack needs to be aligned to 16 bytes.
This isn't an SVN issue, 1.51 started doing that when compiled under Leopard. Binaries compiled under Tiger still run fine on Leopard -- I'm guessing Tiger was lenient and didn't care much and Leopard retains this behavior for Tiger compiled binaries, while Leopard explicitly breaks.
So yeah, the stack needs to be padded to a 16 bytes boundary before calling into C library functions / framework stuff. Considering there's probably a lot of those in zsnes's code, this is going to be a bitch to fix.
This isn't an SVN issue, 1.51 started doing that when compiled under Leopard. Binaries compiled under Tiger still run fine on Leopard -- I'm guessing Tiger was lenient and didn't care much and Leopard retains this behavior for Tiger compiled binaries, while Leopard explicitly breaks.
So yeah, the stack needs to be padded to a 16 bytes boundary before calling into C library functions / framework stuff. Considering there's probably a lot of those in zsnes's code, this is going to be a bitch to fix.
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Yes it is.
皆黙って俺について来い!!
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Code: Select all
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
Apple's gcc has a -mstackrealign option that does some tricks to realign the stack, but that only works with inline gcc asm, it seems. Would be nice if nasm could do something like that.
Wait.
Wait.
Now I'm confused, wasn't this accounted for already?hector wrote:mdynamic-no-pic doesn't appear to do anything useful so get rid of it for now. mstackrealign is needed because zsnes uses 4 byte aligned stacks, but Mac OS X requires 16 byte aligned stacks.
Hi every one,
I m actually on a Mac Book Pro, and I want to compile the ZSNES From SVN, in order to have the Netplay.
I have the same problem as selmo2000 -->
Optixx, can you help me ?
Thanks all
I m actually on a Mac Book Pro, and I want to compile the ZSNES From SVN, in order to have the Netplay.
I have the same problem as selmo2000 -->
I don t understand where is the problem, and which makefile I have to change.sh ./autogen.sh --with-qt-path=/usr/local/Trolltech/Qt-4.5.1
....
checking for functionnal Qt setup... nope
configure: error: Couldn't compile moc output
Optixx, can you help me ?
Thanks all
Re: ZSNES for Intel Mac ready for consumption!
TL;DR ZSNES for Intel Mac needs a lot of work still, since many ROMs completely fail on Snow Leopard still on my 2010 macbook pro.
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Re: ZSNES for Intel Mac ready for consumption!
Why exactly did you feel the need to make that post when this thread has had no replies for nearly 2 years.
Consider yourself warned, make more posts like this, and I will ban you.
Consider yourself warned, make more posts like this, and I will ban you.
<pagefault> i'd break up with my wife if she said FF8 was awesome