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    Posted on 19-04-10, 12:19 (revision 2)
    Post: #2 of 10
    Since: 04-06-19

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    How do I building bsnes v107.1 on macOS, please ? I am able to building higan the latest one just fine.

    bsnes is the one one I want to build for macOS for SNES/SFC only. The instruction there isn't clear. Help ?
    Posted on 19-04-10, 12:35
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    Post: #213 of 443
    Since: 10-30-18

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    How are you building higan? What goes wrong when you try to build bsnes?

    The ending of the words is ALMSIVI.
    Posted on 19-04-10, 13:04
    Post: #3 of 10
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    Posted by Screwtape
    How are you building higan? What goes wrong when you try to build bsnes?


    After git clone link and I just type cd higan_repo/higan and type make.. Successfully.

    BSNES 107.1 is different and it's bsnes v107.1 (source code).

    I unzip it and open it and I drag and drop Higan after type cd in terminal and press return then type make.. everything is fine.

    and I do the same for icarus. I got an error of the lists

    I guess I ignored icarus and use BSNES instead.. I got an error also: BSNES quit unexpectedly

    Am I doing something wrong ?

    Posted on 19-04-10, 14:27
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    Post: #214 of 443
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    bsnes uses a built-in copy of icarus, not the standalone version, so you don't need to build it separately.

    I don't know anything about the "quit unexpectedly" error, though.

    The ending of the words is ALMSIVI.
    Posted on 19-04-10, 16:03
    Post: #4 of 10
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    Posted by Screwtape
    bsnes uses a built-in copy of icarus, not the standalone version, so you don't need to build it separately.

    I don't know anything about the "quit unexpectedly" error, though.


    Ahh, I understand.

    So do you know how to build it for macOS? bsnes I mean.
    Posted on 19-04-10, 22:17

    Post: #7 of 17
    Since: 10-29-18

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    tl;dr: apply this change to fix the startup crash. UI is still pretty busted, unfortunately. :/

    DISCLAIMER: Fix may be completely wrong, I don't actually know what I'm doing. Worst case it leaks some memory now, which is still better than a crash, I guess? ¯\_(ツ)_/¯

    Posted on 19-04-10, 23:42
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    Post: #216 of 443
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    Posted by azoreseuropa
    So do you know how to build it for macOS? bsnes I mean.

    You're doing that bit right.

    The ending of the words is ALMSIVI.
    Posted on 19-04-11, 18:22 (revision 1)
    Post: #5 of 10
    Since: 04-06-19

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    Posted by Screwtape
    Posted by azoreseuropa
    So do you know how to build it for macOS? bsnes I mean.

    You're doing that bit right.


    Thank you @Sintendo.

    @Screwtape

    I am glad to hear that. Should you report to byuu about that ? For macOS users, I mean.
    Posted on 19-04-26, 12:45
    Post: #7 of 10
    Since: 04-06-19

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    Anybody ? It works for Windows but crashes on macOS. Something's not right here.
    Posted on 19-04-26, 13:38
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    Post: #227 of 443
    Since: 10-30-18

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    It seems the number of people with both macOS C++ development experience and SNES emulation interest is very close to zero, at least around here.

    Maybe you could look on a macOS emulation forum?

    The ending of the words is ALMSIVI.
    Posted on 19-04-26, 17:08
    Post: #36 of 205
    Since: 11-24-18

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    Posted by Screwtape
    It seems the number of people with both macOS C++ development experience and SNES emulation interest is very close to zero, at least around here.

    Maybe you could look on a macOS emulation forum?


    One big reason is that macOS no longer supports OpenGL, which... Well... Is the de-facto graphics API used in most emulators. The increasing costs of using Mantle over Vulkan is really biting Apple in the ass, big time.

    But who cares about supporting standard APIs when you have < 10% of the market and all the profits in the world, amirite?
    Posted on 19-04-27, 20:23 (revision 1)
    Post: #8 of 10
    Since: 04-06-19

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    Posted by wertigon
    Posted by Screwtape
    It seems the number of people with both macOS C++ development experience and SNES emulation interest is very close to zero, at least around here.

    Maybe you could look on a macOS emulation forum?


    Maybe it can be helpful. Where is that, may I ask ?
    Posted on 19-05-03, 21:25

    Post: #9 of 17
    Since: 10-29-18

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    I've updated my bsnes-v107-macos-fixes branch to the latest v107r3 beta release. In addition to the previous change that fixed a startup crash, I've fixed the UI being scaled twice.

    Here's all the changes so far:

    hiro/cocoa: don't overrelease canvas surface
    hiro/cocoa: stop scaling the UI twice

    There's still plenty of remaining issues, but at least it's enough to start a game:
    Posted on 19-05-05, 14:22 (revision 1)
    Post: #9 of 10
    Since: 04-06-19

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    Posted by Sintendo
    I've updated my bsnes-v107-macos-fixes branch to the latest v107r3 beta release. In addition to the previous change that fixed a startup crash, I've fixed the UI being scaled twice.

    Here's all the changes so far:

    hiro/cocoa: don't overrelease canvas surface
    hiro/cocoa: stop scaling the UI twice

    There's still plenty of remaining issues, but at least it's enough to start a game:


    BSNEs v107r3 here: https://gitlab.com/Sintendo/higan/tree/becbca47d48496d2f6569fd0a685a498c18f0f91

    After compiled and run it. I got unexpectedly quit.
    Posted on 19-05-05, 14:43

    Post: #10 of 17
    Since: 10-29-18

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    My changes are on top of v107r3. If that's the exact commit you've checked out, you just compiled vanilla v107r3 without any of my changes.

    Try this:
    git clone --single-branch --branch bsnes-v107-macos-fixes https://gitlab.com/Sintendo/higan.git
    Posted on 19-05-06, 22:18
    Post: #10 of 10
    Since: 04-06-19

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    Posted by Sintendo
    My changes are on top of v107r3. If that's the exact commit you've checked out, you just compiled vanilla v107r3 without any of my changes.

    Try this:
    git clone --single-branch --branch bsnes-v107-macos-fixes https://gitlab.com/Sintendo/higan.git


    Yes. It works! I hope you improve further. Keep up the good work.
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