Nice, I'm surprised it took this long! My first experience of playing Quake 1 in my home was an unauthorized source port which ran in System 7, I believe was called "HackQuake", ported from stolen source code from CrackDotCom apparently[0][1] .. For me as a kid getting insanely impatient to play Quake, this was a godsend! Even if the performance was brutal and firing a rocket caused the framerate to halve. Played it…
Half-Life ported to Mac OS 9
141–150 of 169 posts
Re: Half-Life ported to Mac OS 9
#142In one of the most infamous stories of the era, Half-Life was officially ported to Mac OS back in the year 2000 by Logicware/MacPlay but got shut down by Valve at the last minute. I've watched interviews with Rebecca Heineman (one of the devs involved) on the topic. It did not make her happy. Here's an article from the era: https://www.gamespot.com/articles/mac-half-life-canceled/110... Interview with Rebecca Heinema…
Notoriously after Halo for Macintosh was canned, too...
Re: Half-Life ported to Mac OS 9
#143Earlier quoted context omitted.
I remember when TIE Fighter finally came out for the Mac, I just begged my parents to order it from Mac Warehouse or whichever catalogue it was in. I didn't read the system requirements, which said it needed a PowerPC. I was still rocking a Quadra 610 that I'd upgraded to a 50MHz 68040 and 24 MB of RAM. When I got the game and looked at the box, I was heartbroken. But I decided, why not put in the disk anyway. I did…
I played the DOS version on a 386SX16MHz. Had to use flat shading but it was still fun. Friends 386DX/40 ran it with texturing etc. Both were VGA 320x200
The system requirements on the box[1] claim MCGA support, which I'd expect to be technically correct since MCGA is just CGA plus VGA modes 11h and 13h, but I'm not aware of any MCGA systems other than the 8086-based variants of the entry-level IBM PS/2 Models 25 and 30.
Which a careful reading of the box label suggests might technically run the game, or at least walk it.
Because while it claims to require a 386, it also requires one megabyte of EMS memory, which would be an odd choice for an application running in (286 or 386) protected mode.
And since all the MCGA PS/2s were non-Micro Channel systems with 8-bit ISA slots, EMS cards were readily available.
It's still possible that the game uses instructions not supported by the 8086, of course.
God I feel old.
[1] https://www.mobygames.com/game/240/star-wars-tie-fighter/cov...
Re: Half-Life ported to Mac OS 9
#144Earlier quoted context omitted.
I played the DOS version on a 386SX16MHz. Had to use flat shading but it was still fun. Friends 386DX/40 ran it with texturing etc. Both were VGA 320x200
If my 32-year old memory serves me correctly, TIE Fighter only supported VGA 320x200 256-color mode 13h. The system requirements on the box[1] claim MCGA support, which I'd expect to be technically correct since MCGA is just CGA plus VGA modes 11h and 13h, but I'm not aware of any MCGA systems other than the 8086-based variants of the entry-level IBM PS/2 Models 25 and 30. Which a careful reading of the box label sug…
I only had the demo of TIE Fighter (TIEDEMO.EXE), but I remember there being a SVGA version (maybe on CD) later one
Re: Half-Life ported to Mac OS 9
#145Earlier quoted context omitted.
I remember when TIE Fighter finally came out for the Mac, I just begged my parents to order it from Mac Warehouse or whichever catalogue it was in. I didn't read the system requirements, which said it needed a PowerPC. I was still rocking a Quadra 610 that I'd upgraded to a 50MHz 68040 and 24 MB of RAM. When I got the game and looked at the box, I was heartbroken. But I decided, why not put in the disk anyway. I did…
Ah yeah, the same kind of thing happened to me. I saved up enough money to buy WarCraft 1 from the store, only to find out it required a 640x480 monitor -- I had a Macintosh LC with the standard 12" 512x384 display. Luckily my parents let me play the game on their IIci (or whatever it was they had at the time) with a nice large display. Phew! That's pretty lucky about the 68k code still being available in the binary!…
Re: Half-Life ported to Mac OS 9
#146Earlier quoted context omitted.
I remember when TIE Fighter finally came out for the Mac, I just begged my parents to order it from Mac Warehouse or whichever catalogue it was in. I didn't read the system requirements, which said it needed a PowerPC. I was still rocking a Quadra 610 that I'd upgraded to a 50MHz 68040 and 24 MB of RAM. When I got the game and looked at the box, I was heartbroken. But I decided, why not put in the disk anyway. I did…
That is an amazing story. I grew up with a weak performa 560 and was constantly browsing the aisles at Fry’s Electronics looking for games. None of them supported Mac, especially 25MHz 68k!
Re: Half-Life ported to Mac OS 9
#147Earlier quoted context omitted.
I remember when TIE Fighter finally came out for the Mac, I just begged my parents to order it from Mac Warehouse or whichever catalogue it was in. I didn't read the system requirements, which said it needed a PowerPC. I was still rocking a Quadra 610 that I'd upgraded to a 50MHz 68040 and 24 MB of RAM. When I got the game and looked at the box, I was heartbroken. But I decided, why not put in the disk anyway. I did…
Having spent a large chunk of my teens playing X-Wing on a 486-DX33 you are clearly my enemy. :P I didn’t have to data mine a compatible .exe from the game files but I did have to use a special boot disk with a modified himem.sys on it so the game would launch. Good times, haha.
Re: Half-Life ported to Mac OS 9
#148Earlier quoted context omitted.
At least in retro spaces there's a lot of rejection of using AI to do things. I suspect the community will fracture, and then once the pro-AI side shows off more and more of the amazing things they accomplished, they'll grow while the anti-AI side will eventually dry up into a few luddites. I'm old enough to have been on the anti-HLL side when I was handwriting Asm for the PC, but of course HLLs took over because the…
A compiler and a assembler are predictable enough. An LLM will never be reproducible. Period. LLM base d AI's are doomed from the start.
Re: Half-Life ported to Mac OS 9
#149Earlier quoted context omitted.
A compiler and a assembler are predictable enough. An LLM will never be reproducible. Period. LLM base d AI's are doomed from the start.
You hate to see that kind of ignorance at this level of play. Wouldn't such sentiments be better expressed elsewhere, on sites not populated by users who are actively doing what you say can't or shouldn't be done?
Re: Half-Life ported to Mac OS 9
#150Earlier quoted context omitted.
And you seem to be operating on a faulty premise (as was I.)
"Use it or lose it"?
But what I'm gaining in exchange is the ability to get more stuff done, which (to me) is what it's all about. It doesn't matter whether it's a hobby or professional project: when I start something, there's always a goal or result in mind, and whatever tools get me to that result are going to get used.
I'm not completely unsympathetic to the OP's point of view, though, where the journey itself is all the reward they are seeking. That's one reason why I deleted the comment, as it came across as more negative and critical than I intended.