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Custom OSX Game Wrappers for Model 3 Games

PostPosted: Sun Jul 28, 2019 12:51 pm
by thedoc
Hey I'm the new guy around here I suppose.

I've been messing around with the supermodel source code on my old Intel MacBook for the past few days and have successfully compiled a bunch of visually appealing (hopefully) launcher applications for various Model 3 arcade games that can be run by simply double-clicking the appropriate icon in Finder.

The apps should work on any Intel Mac running OSX 10.5.8 or later but they have only been tested on a machine running El Capitan & Yosemite so feedback from Mojave users would definitely be appreciated.

m3a.jpg
m3a.jpg (218.22 KiB) Viewed 1112 times


To run the games you have to place all of the available Model 3 ROM files into the ROMs directory located next to the launchers and you should be good to go.

http://www.mediafire.com/file/i9ttst6gs ... n.zip/file

regards
doc

Re: Custom OSX Game Wrappers for Model 3 Games

PostPosted: Tue Jul 30, 2019 4:41 pm
by 2DForever
Great idea! Unfortunately I can't get them to work on my machine. The app opens then instantly closes without any alert.

Digging into the app contents, I copied out the Supermodel build in there and it looks like that may be the problem? I'm getting this error about a missing reference:

Code: Select all
dyld: Symbol not found: __ZTTNSt7__cxx1119basic_ostringstreamIcSt11char_traitsIcESaIcEEE
  Referenced from: [my location on HD]./supermodel
  Expected in: /usr/lib/libstdc++.6.dylib

Abort trap: 6


I do have the relevant libstdc in the correct place, but I'm unsure if it's trying to reference it somewhere else as it was built for the app wrappers you made?
It may be something completely different anyway.

Just thought I'd let you know as I'd love to use them!

Re: Custom OSX Game Wrappers for Model 3 Games

PostPosted: Wed Jul 31, 2019 11:50 am
by thedoc
The correct version of libstdc++.dylib is actually located inside the launcher app - in /Contents/Resources/lib directory to be precise - not sure why it's looking in /usr/lib instead - I changed the library path using the install_name_tool command prior to packing it up for release so this shouldn't happen.

Try copying the included version of libstdc++ to your /usr/lib folder on your harddrive and see if that helps.

regards
doc

Re: Custom OSX Game Wrappers for Model 3 Games

PostPosted: Wed Jul 31, 2019 1:32 pm
by Bart
Copying libs from an app to a system directory sounds like a really really bad idea. Doesn't Mac OS support an LD_PRELOAD command? Or, does it support setting the library path as an environment variable?

Re: Custom OSX Game Wrappers for Model 3 Games

PostPosted: Wed Jul 31, 2019 1:58 pm
by thedoc
It would just be a temporary solution anyway to see if it makes any difference but I suppose adding this code to the start_game.sh script in the MacOS folder should have a similar effect:

Code: Select all
#!/bin/bash

GAMEROOT=$(cd "${0%/*}" && echo $PWD)

cd "$GAMEROOT"

export DYLD_LIBRARY_PATH=$GAMEROOT/../Resources/lib supermodel

./supermodel dayto2pe.zip -fullscreen -res=1600,900 -new3d -stretch

Re: Custom OSX Game Wrappers for Model 3 Games

PostPosted: Fri Sep 02, 2022 11:48 am
by alfonzotan
Apologies for reviving a necro-thread, but I'm trying to get Supermodel up and running on a new computer I'm installing in an old DIY cab. I'd previously been using v02a on an OS X Snow Leopard build, and would like to keep on using it in the new(er) Mojave box I'm replacing it with. When trying The Doc's launch script (and Supermodel 03 build) from the files in this thread I'm getting the following error followed by a crash:


Error: Unable to open 44.1KHz 2-channel audio with SDL: Failed to start CoreAudio: AudioUnitSetProperty (kAudioUnitProperty_SetInputCallback)


Any suggestions? I'm running SDLMAME with the SDL2 framework installed with no issues.

Re: Custom OSX Game Wrappers for Model 3 Games

PostPosted: Mon Sep 05, 2022 5:16 am
by alfonzotan
alfonzotan wrote:Apologies for reviving a necro-thread, but I'm trying to get Supermodel up and running on a new computer I'm installing in an old DIY cab. I'd previously been using v02a on an OS X Snow Leopard build, and would like to keep on using it in the new(er) Mojave box I'm replacing it with. When trying The Doc's launch script (and Supermodel 03 build) from the files in this thread I'm getting the following error followed by a crash:


Error: Unable to open 44.1KHz 2-channel audio with SDL: Failed to start CoreAudio: AudioUnitSetProperty (kAudioUnitProperty_SetInputCallback)


Any suggestions? I'm running SDLMAME with the SDL2 framework installed with no issues.


Disregard. I never did get the package working properly, so I just built my own launcher with Automator.