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