More and more, I wonder if projects like this (I assume they're made possible 'all of a sudden' because of AI coding tools) are going to eventually breathe new life into dozens of "obsolete" platforms long ago deemed too costly to keep supporting. Maybe we'll be able to daily drive OS9 with modern browsers and bugfixes. Or for those of us less masochistic, say, Windows 2000 or NextStep!
The big blocker is actually TLS. Without it lots of tools including browsers are blocked. Now with AI I bet it is manageable, before that the effort required resulted in what you see, almost nothing.
Half-Life ported to Mac OS 9
101–110 of 169 posts
Re: Half-Life ported to Mac OS 9
#102More and more, I wonder if projects like this (I assume they're made possible 'all of a sudden' because of AI coding tools) are going to eventually breathe new life into dozens of "obsolete" platforms long ago deemed too costly to keep supporting. Maybe we'll be able to daily drive OS9 with modern browsers and bugfixes. Or for those of us less masochistic, say, Windows 2000 or NextStep!
At least in retro spaces there's a lot of rejection of using AI to do things. Half-Life (and the later Source engine games such as Half-Life 2 and Portal) were ported without LLM assistance however (Source: I am in the Discord where the developer has been working and diligently posting updates on the project)
Re: Half-Life ported to Mac OS 9
#103More and more, I wonder if projects like this (I assume they're made possible 'all of a sudden' because of AI coding tools) are going to eventually breathe new life into dozens of "obsolete" platforms long ago deemed too costly to keep supporting. Maybe we'll be able to daily drive OS9 with modern browsers and bugfixes. Or for those of us less masochistic, say, Windows 2000 or NextStep!
At least in retro spaces there's a lot of rejection of using AI to do things. Half-Life (and the later Source engine games such as Half-Life 2 and Portal) were ported without LLM assistance however (Source: I am in the Discord where the developer has been working and diligently posting updates on the project)
I think hobbiests do not have that much free time to create these tools for retro computers. AI is a great tool for this, as it saves time so people can make projects that would otherwise not exist.
I remember arguing with someone on Reddit who said they’d rather not have the tool if it was made by AI, which I thought was a crazy take.
Re: Half-Life ported to Mac OS 9
#104Nice, 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…
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's pretty lucky about the 68k code still being available in the binary! I can just imagine someone on the dev team going "ehh we aren't officially supposed to support it, but someone will be really glad we did even if it doesn't play as well as the PPC version"
Re: Half-Life ported to Mac OS 9
#105Nice, 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…
You're spot on. Software is infinitely flexible provided time and/or resources.
Re: Half-Life ported to Mac OS 9
#106Earlier 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
#107Earlier quoted context omitted.
Yes, but Half-Life was designed to be somewhat playable with software rendering even on a 133MHz Pentium and that would have been the better rendering path on the earliest iMacs. In my opinion in that generation Half-Life's software renderer looked better than most of those cards due to the blurry textures and poor scaling (lack of VRAM basically unless you had cash for the 32MB versions) so no big loss for single pl…
The 1998 release required a 500MHz processor at a minimum... 133MHz might be pushing it.
Myself, I played Half-Life on a 233MHz Pentium MMX, software rendered. It ran… adequately.
Re: Half-Life ported to Mac OS 9
#108Re: Half-Life ported to Mac OS 9
#109Earlier quoted context omitted.
At the time there was also a major push to bring desktop computing and the web to the general population, remember this was a time when cutting costs enough to market a $1000 PC ($2000 adjusted for inflation) was considered a major achievement, the very bottom of the market. I get the sense that Apple was trying to distance its design as much as possible from square-cornered beige boxes as possible to signal that the…
This; and that WIndows 2k was as stable as OSX (compared to w9x and the ME disaster) but... it looked functional but boring , as a brutalist building in any European neighbourhood. Mac OS X blended both the incredible FX you would get from an SGI machine... with all the A/V and printing/design Mac tools, most common PC software (Office, Photoshop)... AND being able to run damn LaTeX, X11, Unix tools and the like. Of…
Re: Half-Life ported to Mac OS 9
#110More and more, I wonder if projects like this (I assume they're made possible 'all of a sudden' because of AI coding tools) are going to eventually breathe new life into dozens of "obsolete" platforms long ago deemed too costly to keep supporting. Maybe we'll be able to daily drive OS9 with modern browsers and bugfixes. Or for those of us less masochistic, say, Windows 2000 or NextStep!
At least in retro spaces there's a lot of rejection of using AI to do things. Half-Life (and the later Source engine games such as Half-Life 2 and Portal) were ported without LLM assistance however (Source: I am in the Discord where the developer has been working and diligently posting updates on the project)