Apple Silicon Mac M1

Linux geeks and Mac OS hipsters unite! A board for discussion of Supermodel on non-Windows platforms.
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Re: Apple Silicon Mac M1

Postby TheOldDragon » Sun Mar 28, 2021 7:19 am

Cel_da wrote:Ok...I finally found out what was the problem!!!...
For some reason the game zip file was decompressed when I putted it on the Roms folder...I just re-compressed it and now it is working :D

I tried the Srally2 and I found some graphics glitches (on the count down numbers for ex. when the race starts) I don't know if it's reported already or if there's a fix for it since I´ve been running the emulator on the windows environment and it looked fine (some months ago)...
Anyway thanks again, I will continue digging on the Mac OS commands and functions, but probably never going to learn much :lol: so I will writing here if I get some doubts...
Good easter to everybody and...
Thanks again!


Glad you have it working...

Sega Rally 2 needs to have the PowerPC running at 100 MHz to avoid graphical glitches... I believe it's explicitly mentioned in the FAQ...

It don't think it has any new functionality, but I may get around to building latest SVN version [on macOS today]... If I do, I'll share the binaries again...
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Re: Apple Silicon Mac M1

Postby Cel_da » Sun Mar 28, 2021 12:24 pm

Thanks TheOldDragon!
I forgot to put the right ppc!
It would be great if you could compile a new build. Thanks allot!
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Re: Apple Silicon Mac M1

Postby Bart » Sun Mar 28, 2021 1:43 pm

Cel_da wrote:Ok...I finally found out what was the problem!!!...
For some reason the game zip file was decompressed when I putted it on the Roms folder...I just re-compressed it and now it is working :D

I tried the Srally2 and I found some graphics glitches (on the count down numbers for ex. when the race starts) I don't know if it's reported already or if there's a fix for it since I´ve been running the emulator on the windows environment and it looked fine (some months ago)...
Anyway thanks again, I will continue digging on the Mac OS commands and functions, but probably never going to learn much :lol: so I will writing here if I get some doubts...
Good easter to everybody and...
Thanks again!


Mac unfortunately uses the legacy engine which is hopelessly out of date. At some point in the future I would like to write a Metal port of Ian's engine.
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Apple "Metal-cpp": - official C++ interface for Metal

Postby TheOldDragon » Sat Nov 20, 2021 8:40 am

Bart wrote:Mac unfortunately uses the legacy engine which is hopelessly out of date. At some point in the future I would like to write a Metal port of Ian's engine.


Apple has just released an official C++ interface for Metal, which I assume would signifacntly reduce the difficulty and work required to make a Metal 3D render path for Supermodel [and other cross-platform / graphics API programs].

From: https://developer.apple.com/metal/cpp/
"Metal-cpp is a low-overhead C++ interface for Metal that helps developers add Metal functionality to graphics apps, games, and game engines that are written in C++."

I'd personally love to have a go at this - and I'm learning OpenGl / Vulkan [and eventually Metal] in my "spare time" - but I'm honestly probably years away from having the knowledge and experience to do it successfully [but may start hacking on it in a few months if I can get to a level of basic competence]...
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Re: Apple Silicon Mac M1

Postby Bart » Wed Dec 08, 2021 1:37 pm

Go for it! I just got an M1 Macbook but haven't touched it yet.
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Re: Apple Silicon Mac M1

Postby Ian » Thu Dec 09, 2021 6:55 am

The regular triangle version should be pretty easy to port.
There are probably tool that will even automatically convert the shaders for you.

The quad render path will be quite a lot more complicated, since from what I understand metal doesn't have geometry shaders at all. You could either emulate that part in software, or you'd have to use compute shaders. I've never programmed compute shaders before but it is an option.
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Re: Apple Silicon Mac M1

Postby limehome41 » Mon Dec 13, 2021 9:28 pm

Hi all,

Is it feasible to compile it for iOS devices like iPad?

Thanks,
Peter
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Re: Apple Silicon Mac M1

Postby Bart » Mon Dec 20, 2021 3:07 pm

limehome41 wrote:Hi all,

Is it feasible to compile it for iOS devices like iPad?

Thanks,
Peter


Would be difficult. The old engine could probably be ported to whatever variant of OpenGL ES iOS still supports and the same caveats regarding Metal apply otherwise. A replacement for Main.cpp would also need to be written. It wouldn't be a simple recompile.
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Re: Apple Silicon Mac M1

Postby Cel_da » Sat Dec 25, 2021 11:52 am

Hello everybody!
First, hope everybody had a nice Christmas and is in a good health condition!
Second, i´m continuing to use my MacBook Air M1 with supermodel. I installed a new version of the emulator, and last time I did it I made some scripts in the "text editor" and somehow I managed to make an exec file so I can double click it to lunch the file. I remember I used some internet page to guide me trough the process, and now I simply can't find it, I´ve used the "#!/bin/bash" in the first line and then the path "cd /Users/celsogoncalves/Documents/Supermodel-macos-r846
./supermodel-m1-nonet-svn-r846 ./Roms/eca.zip -force-feedback -legacy3d -fullscreen -res=1920,1080 -ppc-frequency=100 -wide-screen" in the second line, I open the terminal and "chmod u+x (and drag/drop the text file with or without the file extension) this time I always get "App Is Damaged and Can’t Be Opened. You Should Move It To The Trash" if I open one that works with the text editor and edit it and save I get the same thing...
I know that it works well writing the commands on terminal but it worked so well with the exec files that I was used to it... can someone please help me?

Thank you! And happy new year to everyone!
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Re: Apple Silicon Mac M1

Postby Bart » Sat Jan 01, 2022 5:50 pm

I would just use the terminal but if you want to write a shell script it should be pretty straightforward. Something like:

Code: Select all
#!/bin/bash
cd /directory/where/supermodel/binary/is
./supermodel game.zip


You have to make sure of course that those commands are correct and will work in a terminal. To make the script executable it should be sufficient to do this:

Code: Select all
chmod +x script_name.sh


That said, I've never tried double-clicking to open scripts. I always use them from the command line.
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