|
|
|
|
| Welcome, Guest | Home | Search | Login | Register | |
| Author | System 6 SDL2, and otherwise supporting System 7 (Read 1781 times) | ||||||||||
|
lauland
512 MB ![]() ![]() ![]() ![]() ![]() Posts: 716 Symtes 7 Mewconer! |
on: September 24, 2026, 18:19
In case you haven't read other posts (TL;DR, or not seem relevant for System 7 or m68k): We now have SDL2 for System 6 (yes, 6), including OpenGL. It still requires having Color QuickDraw in rom, but I am looking into a workaround. 3d speed isn't great, but it fully exists and works. 2d speed is "pretty good". ---- Separately, I have "macos8addons" which add as much as possible to MacOS 8.0 and System 7 (both m68k and ppc), that Apple added to MacOS 8.5/9.x or are PPC only. This includes skeletons of Game Sprockets and RAVE. Its minimal and in progress, but compiles well. ---- My software rendering OpenGL stacks work on System 7 m68k. One of them has been demonstrated working on System 6. Again, speed is not great, but compatibility with Apple PPC implementation is decent. |
||||||||||
Last Edit: September 24, 2026, 18:25 by lauland
|
Bolkonskij
|
Administrator 2048 MB ![]() ![]() ![]() ![]() ![]() Posts: 2108
Reply #1 on: September 25, 2026, 08:41
|
Wow, that sounds amazing though I see a big question mark regarding performance. Can the Macs of the era handle it or are we talking emulation on modern hosts only? In case you have a SDL2 program for System 6 that you'd like me to test, my 1989 Mac IIci (upgraded with 40Mhz DayStar PowerCache '030) would be ready to give things a try. That's probably about as fast as things can get with System 6 on real hardware, so even unoptimized code should behave well I suppose.
|
lauland
|
512 MB ![]() ![]() ![]() ![]() ![]() Posts: 716 Symtes 7 Mewconer!
Reply #2 on: September 25, 2026, 19:38
|
The system 6 work was not done by me, and AI was involved. The code looks good, and I am merging it into the official "unoffical" standard classic Mac SDL2. It needed some tiny corrections. The creator shows it working well in B&W 2d, but only in emulators. I suspect, given those constraints, it will "maybe work ok" on real hardware. One goal is to support Mac PiStorm, which is making progress as we speak. They are only using a 68000 rom, so can't use this...yet. Once I do some more OpenGL work, it will work "very well" on Mac PiStorm. They are seeing, in some cases, a 20x+ speed boost over the stock processor.
|
|
Pages: [1]
|
| |||
|
© 2021 System7Today.com. |



