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| Author | "macos8addons" implementation of api's apple left out on older os's (Read 1722 times) | ||||||||||
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lauland
512 MB ![]() ![]() ![]() ![]() ![]() Posts: 716 Symtes 7 Mewconer! |
on: September 18, 2026, 19:53
This came about because I wanted to use the same code base for MacOS 9 and System 7.0. Most of it is part of my SDL2 and SDL3 repos and can be found there, for those that might look. (Not all is in the same directory). ---- Generic Input and DrawSprocket implementations, that mostly just return errors or blind success. Atomic operations Apple included in newer PPC but not older ones, and left out completely for m68k. Directory functions that Retro68 didn't bother to implement, although many are just stubs. Generic RAVE, which will use OpenGL (so "upside down"), in progress. Not in there but separate project(s): Apple compatible OpenGL, using software rendering. Some other similar half thought out or done ideas along that line. ---- All of these allow me to use the same source tree with MacOS 9 and System 7, such as SDL2 which uses Sprockets and OpenGL. Many of these are stubs, but some actually work. They allow the compilation, and expected errors to happen at runtime. Some of this was created and used to help make source ports from PPC to m68k. ---- I mention this not to make an announcement (or heaven forbid, brag, not that kind of guy), but to let a few System 7 people know it exists, as I've otherwise kept it stealthy, but there for eyes that may see. I've already released a large volume of code recently, so I may come off intimidating, but I'm still just a human, like you guys (Right?!? Er...Right?) Everything I've done has been strictly standing on the shoulders of giants who have strode the paths before. |
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Last Edit: September 18, 2026, 19:56 by lauland
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Bolkonskij
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Administrator 2048 MB ![]() ![]() ![]() ![]() ![]() Posts: 2109
Reply #1 on: September 20, 2026, 08:29
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Wait, so did I get this right? You're basically working on a "compatibility layer" for System 7 (based on SDL2/3) which will allow us to use software originally written for Mac OS 9 on System 7 eventually? Couple of questions come to mind: Do you have an example app of a "modern" PowerPC/Mac OS 9 application that has been ported all the way back to a real 68k System 7 machine yet? I'd love to give it a try ![]() If you're going to use generic RAVE to "emulate" OpenGL, how will the performance on actual System 7 hardware be like? Any idea? And I know that's probably better fitting with the general SDL2 thread, but I honestly haven't been able to keep up with all the developments lately - what is currently the biggest missing piece for getting a real SDL2 application running on a 68k or early PPC System 7 Mac?
Last Edit: September 20, 2026, 08:31 by Bolkonskij
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lauland
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512 MB ![]() ![]() ![]() ![]() ![]() Posts: 716 Symtes 7 Mewconer!
Reply #2 on: September 20, 2026, 21:30
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Exactly, but "running" is more like "compiling" any source code that targets MacOS 9. It will not retrofit existing apps (yet), but opens the door for new apps. Example apps: SDL2 itself. It works with fake sprockets and OpenGL on System 7.53 on m68k. I needed to do the atomics to get audio. Seems to work 100%, but speed is an issue in practice. It should work on 7.0, but I've not tested it. You can go even lower now, see below... ---- This came about not as a separate project, but because I didn't want to have to change my code when switching from m68k and ppc to build SDL2. I stepped back, took a look, and realized it could be very useful outside of the context of SDL. ---- Everything I'm doing is "get it working first, worry about speed later". The speed of RAVE, if I do it with with OpenGL, will depend on which OpenGL stack is used. TinyGL may run "well". ---- There has been very new work done by a new person to get SDL2 running on System 6 on B&W machines, which I was working towards, but they "just did it". (Still requires color quickdraw, but I'm aiming for 68000 one day). There are no longer any missing pieces that I can see, there is the potential for a lot of ports, people just need to do them. There will be limitations in reality, as many SDL2 programs assume truecolor displays. This isn't a real limitation if your m68k mac can do truecolor, but it will be cpu bogged. For example, you could probably build an m68k Half-Life, but it would be an *extremely* slow slide show without accelerated hardware that doesn't yet exist. (Or does, but drivers need to be written).
Last Edit: September 20, 2026, 21:41 by lauland
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