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bsnes 64-bit Cocoa binary testing and discussion
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TOPIC: bsnes 64-bit Cocoa binary testing and discussion

bsnes 64-bit Cocoa binary testing and discussion 7 years, 8 months ago #882

Would any Intel Mac users mind testing this out and let me know how it goes?

byuu.org/temp/bsnes-cocoa-20100507.tar.bz2

Uses 64-bit-only Cocoa.
Uses OpenGL video.
Uses OpenAL audio.
Uses keyboard input (Arrow keys = D-pad, Apostrophe = Select, Enter = Start, ZXAS=BAYX, DC=LR)
Loads and saves RAM to same folder as the ROM.
ROM must end in .sfc extension and be uncompressed.
Does not sleep during emulation to help keep video smooth, will use a full core as a result.
Runs without needing to install any libraries.

Lots of stuff left, just starting out here. Will probably need 1-2 months to get it up to speed (joypad, fullscreen, save states, cheat codes, configuration settings, menubar, etc.)

EDIT: I was able to figure out most of the below, sans the menubar. Original post below:

Hi, I'm trying to learn to program in Objective-C and Cocoa to provide a native port of some of the various software apps I work on. I'd like to go the extra mile to get that last bit of platform integration that toolkits like Qt just simply cannot provide.

The problem is that I really don't know what I'm doing, and Apple's documentation is less than ideal. I should also note that I avoid IDEs like the plague, so I am not using Xcode or Interface Builder / NIBs.

What I have so far is here:
board.byuu.org/viewtopic.php?f=17&t=720
(it has no sound or input, and crashes if you start it from Finder instead of the command-prompt)

Not looking for someone to do all the work for me, but to help with some basic questions. Once I have a good start, I should be able to take over from there.

The biggest challenges I have right now are in creating a true non-blocking event processing loop, and making a proper menubar. I'm also not sure how Cocoa handles widget resizing ... I really hope I don't have to go back to manual resizing again. And undoubtedly I am probably doing many things just plain wrong, to which I'm not even aware.
Last Edit: 7 years, 8 months ago by byuu.

Re:Any Cocoa developers around? 7 years, 8 months ago #893

I appreciate your aversion to IDEs, but developing a Cocoa GUI without using Interface Builder is a daunting task. Though I'm not all that far into my own studies of Cocoa, I suspect that there are some things that can only be done with Interface Builder. Good luck though. I certainly know I couldn't do it.

Re:bsnes 64-bit Cocoa binary testing and discussion 7 years, 8 months ago #906

I seem to have figured most of it out through trial and error. I'm stubborn like that
Updated the original post. Curious to see if this will run on other Macs, especially on 10.5 with a 64-bit CPU.
Last Edit: 7 years, 8 months ago by byuu.

Re:bsnes 64-bit Cocoa binary testing and discussion 7 years, 8 months ago #907

Tried it on my 2.4 Ghz iMac (running 10.6.3) with Bubsy and Animaniacs. Both games ran smoothly with clear and crisp audio.

Re:bsnes 64-bit Cocoa binary testing and discussio 7 years, 8 months ago #910

I gave it a go on my MBP 13" (2.53 GHz) running OS X 10.6.3 and the following games worked without a hitch:
  • Chrono Trigger
  • Final Fantasy III (VI)
  • Breath of Fire
  • Mega Man X
  • Super Mario All-Stars + Super Mario World
  • Legend of Zelda: Link to the Past
  • Super Punch Out!!
  • Zombies Ate My Neighbours


It'll be really nice when gamepad support is up and running and when there's a bit of reverb on the audio. Great work so far!

Re:bsnes 64-bit Cocoa binary testing and discussio 7 years, 8 months ago #979

Hi byuu, I just tried the latest build from your forum (bsnes-cocoa-20100510.tar.bz2) on my Mac Pro with OS 10.5.8.
Unfortunately, I just get the following crash report:

Process:         bsnes [872]
Path:            /Users/mike/Downloads/bsnes.cocoa/bsnes.app/Contents/MacOS/bsnes
Identifier:      bsnes
Version:         ??? (???)
Code Type:       X86-64 (Native)
Parent Process:  launchd [398]

Interval Since Last Report:          1449641 sec
Crashes Since Last Report:           22
Per-App Interval Since Last Report:  0 sec
Per-App Crashes Since Last Report:   3

Date/Time:       2010-05-21 15:48:50.065 +0200
OS Version:      Mac OS X 10.5.8 (9L30)
Report Version:  6
Anonymous UUID:  644FEB63-CA4F-4525-BE58-0046B4A83EAB

Exception Type:  EXC_BREAKPOINT (SIGTRAP)
Exception Codes: 0x0000000000000002, 0x0000000000000000
Crashed Thread:  0

Dyld Error Message:
  unknown required load command 0x80000022


I'm not sure if this helps because it tells me absolutely nothing.

Re:bsnes 64-bit Cocoa binary testing and discussio 7 years, 6 months ago #1126

My 10.5.8 is 9L31a (odd that it's different, as I used Apple's Combo Updater to upgrade to it). I'll give it a try on my Mac Pro as well. Not like I have anything better to do since I'm currently not playing WoW since it got turned into a freakish facebook clone.

Or not. I guess I should really pay attention to the dates around here. I haven't been here in long enough that I Necro'd a thread. GG.
Last Edit: 7 years, 6 months ago by Squishy Tia.

Re:bsnes 64-bit Cocoa binary testing and discussion 7 years, 6 months ago #1132

At any rate I should have replied previously.

Looks like it needs Snow Leopard to run, whereas Richard's port can run on ordinary Leopard. Thanks everyone for testing!

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