AGS engine Mac OS X port

Started by JanetC, Mon 10/12/2012 19:12:16

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aKro

Hi everybody,

I don't want to be accused of digging up this thread, what seems to be frowned upon on this forum but is it definitively impossible to fix Maniac Mansion Deluxe AGSflashlight.dll on Mac without rebuilding ?

Anyhow, thanks to everyone who looked at this problem.
And, sorry eri0o but because of your signature, one more is waiting for Future Flashback ;)

Crimson Wizard

Quote from: aKro on Mon 18/09/2023 12:54:45I don't want to be accused of digging up this thread, what seems to be frowned upon on this forum but is it definitively impossible to fix Maniac Mansion Deluxe AGSflashlight.dll on Mac without rebuilding ?

Please elaborate, fix how?

AGSflashlight.dll itself cannot be used as is on Mac, because that's a Windows dynamic library, so it won't work ever without Windows emulation (like a virtual machine).

Therefore, the solution is to either:
- build a Mac library (*.dylib) with the same behavior
- build an engine with this plugin built-in.

eri0o

#282
@aKro I think our default is to include the built-in plugins, can you try the macOS binaries here: https://github.com/adventuregamestudio/ags/actions/runs/6209696836 ?

I realized I need to update the Xcode project again on master after miniz has been added, I will do a PR for it later.

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I think if we assume we only support whatever is the latest version of macOS we could provide macOS binaries on release. The binary running in non-latest macOS would be limited by Xcode and non-specified by us in this case.

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