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The Impossible Port: MacOS

blog.ryujinx.org

81–90 of 120 posts

Re: The Impossible Port: MacOS

#81

The article says: > Implementing ARM compatibility is a big-deal for normal software, and emulators are far from normal. This is bullshit. ARM compatibility is trivial for normal software, and unless an emulator wants to leverage some sort of virtualization technology, emulators are perfectly normal software. Stop pretending there’s some mystique to them. Everyone who’s gone through a reasonable undergraduate CS curr…

Emulators are not remotely normal software. If there's any static or dynamic binary translation at all, there's a lot of architecture-specific stuff you gotta know.

Re: The Impossible Port: MacOS

#82

Just a suggestion to the authors - if you want to get people on the platform excited about your work, maybe don’t shit all over the platform. You did something great. Emphasize that. Leave the editorializing out. Yes, Apple does things differently than other manufacturers and sometimes that makes things more difficult for what your trying to do. Every platform has these issues, just in different places. Other than th…

yeah, no. sometimes apple just decides to reinvent the wheel instead of using the cross-platform universal standard that everyone else is using. being frustrated by this is both understandable and obvious. apple's obstinance and complete refusal to implement vulkan is a large reason why game developers don't release games for the mac. thank god some third party decided to make a vulkan translation layer because that is one of the primary reasons macos has any games at all.

Re: The Impossible Port: MacOS

#83

Just a suggestion to the authors - if you want to get people on the platform excited about your work, maybe don’t shit all over the platform. You did something great. Emphasize that. Leave the editorializing out. Yes, Apple does things differently than other manufacturers and sometimes that makes things more difficult for what your trying to do. Every platform has these issues, just in different places. Other than th…

yeah, no. sometimes apple just decides to reinvent the wheel instead of using the cross-platform universal standard that everyone else is using. being frustrated by this is both understandable and obvious. apple's obstinance and complete refusal to implement vulkan is a large reason why game developers don't release games for the mac. thank god some third party decided to make a vulkan translation layer because that…

Metal predates Vulkan by 2 years.

Re: The Impossible Port: MacOS

#84

The article says: > Implementing ARM compatibility is a big-deal for normal software, and emulators are far from normal. This is bullshit. ARM compatibility is trivial for normal software, and unless an emulator wants to leverage some sort of virtualization technology, emulators are perfectly normal software. Stop pretending there’s some mystique to them. Everyone who’s gone through a reasonable undergraduate CS curr…

Emulators are not remotely normal software. If there's any static or dynamic binary translation at all, there's a lot of architecture-specific stuff you gotta know.

That's going into the realm of virtualisation, which the parent comment does note is different from "plain old emulation".

Re: The Impossible Port: MacOS

#85

Earlier quoted context omitted.

Preservation starts in the present, does it not? I think one thing that's easy to forget, some of the old school emulation, like early SNES emulators, came about when the hardware was still kinda current or recent.

And Nintendo 64 was released 1996-7, UltraHLE was 1999. And apparently early GBA emulation predated the GBA ? https://emulation.fandom.com/wiki/History_of_emulation#Game_...

iirc GBA emulation got an early head start due to leaked documentation (citation needed).

Re: The Impossible Port: MacOS

#86

Just a suggestion to the authors - if you want to get people on the platform excited about your work, maybe don’t shit all over the platform. You did something great. Emphasize that. Leave the editorializing out. Yes, Apple does things differently than other manufacturers and sometimes that makes things more difficult for what your trying to do. Every platform has these issues, just in different places. Other than th…

I felt this was a very knowledgeable, yet accessible, insight into the burdens they had to overcome to make it work.

Certainly it didn't feel like "shitting all over platform" to me. That conclusion sounds like something mostly fanboys / "ego connected to brand choice"-loyalists would make.

If I had solved those seemingly impossible problems, then I would like to show everyone, not downplay my work to please frail egos.

Re: The Impossible Port: MacOS

#87

Just a suggestion to the authors - if you want to get people on the platform excited about your work, maybe don’t shit all over the platform. You did something great. Emphasize that. Leave the editorializing out. Yes, Apple does things differently than other manufacturers and sometimes that makes things more difficult for what your trying to do. Every platform has these issues, just in different places. Other than th…

yeah, no. sometimes apple just decides to reinvent the wheel instead of using the cross-platform universal standard that everyone else is using. being frustrated by this is both understandable and obvious. apple's obstinance and complete refusal to implement vulkan is a large reason why game developers don't release games for the mac. thank god some third party decided to make a vulkan translation layer because that…

That doesn't make sense, most game are made with Unity and Unreal, which can quite easily package a Mac version, but those aren't coming to Mac either. Which AAA studio uses Vulkan anyway?

Re: The Impossible Port: MacOS

#88
post #18

Earlier quoted context omitted.

Preservation starts in the present, does it not? I think one thing that's easy to forget, some of the old school emulation, like early SNES emulators, came about when the hardware was still kinda current or recent.

Yes, the timelines match up pretty well: The SNES was released in Japan in 1990. The first SNES emulator in 1994 could run a few homebrews; I'd say SNES emulation proper started in perhaps 1996 with Snes96, but that's a judgement call. The Switch was released in 2017. We are in 2022 now.

Nice observation. I hadn't realized how parallel that timeline is.

I just remember playing games on a pentium 2 in '98 that were published in '94.

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