Thanks! HyperCard 1.0.1 and 2.0 are actually part of the (dozen) test applications we're experimenting with. HyperCard 1.0.1 appears to require write access to stacks (it opens the "Home" stack and exits immediately after failing to write to it), and as currently the filesystem is read-only, it won't work until write support is implemented:Awesome, looks good! Do you think you'll be able to do HyperCard at some point?
Hi again!Awesome, looks good! Do you think you'll be able to do HyperCard at some point?
Hi,Hey, that's awesome you are making more headway on HyperCard. Do the card transitions work ok? One of the things I noticed with emulation (Basilisk) is that the card transitions like dissolve are super slow, so Hypercard games don't work that well. Maybe this has improved with other emulators, but I haven't been following them for a while.
Thank you We'll keep you update on our progressI have just subscribed to your blog, and I'm really looking forward to having a HyperCard that I can run as a curiously black and white app in modern OS wrappings. Photoshop 1.0 looks great, too.
I checked out the latest Basilisk build and noticed that now the HyperCard transitions are "gone", so they must be generating way too fast to see like you mentioned. I guess speed/timing in general for games/visuals is a challenge to get the right for emulation. But I wonder how the speed was regulated from a Mac Plus to a Quadra type machine.One important note we found out was that the transitions don't appear to have a speed throttle, so they're running too fast at least in HyperCard 1.0.1 we're testing. In the debug version with full logging the emulation slows down enough to allow transitions to be visible, but in release mode with no debug logging they're basically instant. I've checked that at least on Minivmac the speedup appears to follow same pattern.
I'm guessing (but not sure, as I haven't had time to verify this assumption) that the original versions of HyperCard didn't actually have any speed throttle, but it was probably added in later versions of HyperCard - A lot of the early software seems to have this same issue. Considering that HyperCard 1.x was developed in 1987, the same year as Mac II was launched, I thinks this the be highly probably. However, we will check this hypothesis when we someday get the Styled TextEdit to work and can start to work on adding HyperCard 2.x supportI checked out the latest Basilisk build and noticed that now the HyperCard transitions are "gone", so they must be generating way too fast to see like you mentioned. I guess speed/timing in general for games/visuals is a challenge to get the right for emulation. But I wonder how the speed was regulated from a Mac Plus to a Quadra type machine.
Thanks for the feedback, it's appreciatedI saw! The Scarab of RA and HyperCard progress is especially amazing.
Not that you might find this interesting, but I've found all the MACE packaged apps that have been released work wonderfully under VMware (ESXi 6.7 and Fusion 11.1.0) on macOS Mojave.
That's more than I can say for most games. The only other ones I've found to work really well are Thimbleweed Park and (to a degree) RenPy-powered visual novels. That all seems to come down to the software OpenGL driver being insufficient for most... so, props for avoiding the GPU as much as possible!
That makes perfect sense. Thimbleweed Park also uses SDL 2 on Windows and Mac though apparently not for rendering....we're actually currently using SDL2 as platform abstraction back-end, which actually when running on Mac OS X defaults to OpenGL rendering, so it may be that if other applications are having hard time doing OpenGL under virtualization, that SDL2 might be smart enough to switch to non-accelerated back-end...
Sounds good. Tapping into Cocoa/AppKit event handling sounds like a solid plan, the documentation is from a time when the Apple docs were up to date, comprehensive and easy to read.In any case, we'll some day eventually switch to more native platform abstraction, which in Mac OS X case would be (at the moment) Cocoa (and at the same time we'll also fix the nasty mouse click issue people have been reporting on touchpads when testing the current application bundles).
Very nice. This is absolutely putting cart before horse, but do consider reaching out to the Engsts @ TidBITS since I'm sure they'd love to play with it and give it a little publicity. Particularly for HyperCarding.Next up is resource fork write support, which is already nearly completed, but there'll be more details about that later when it's done
That makes perfect sense. Thimbleweed Park also uses SDL 2 on Windows and Mac though apparently not for rendering.
I don't know if it's defaulting to a software renderer, or using the OpenGL APIs in a dumb-as-bricks way (draw to texture, copy texture to framebuffer levels of basic) that's almost complimentary to falling back to software rendering. Both seem completely possible.
I'd have to dig into the developer.apple.com graphics tools for OpenGL to see what's up, if they're still functional with the post Metal 2, modern macOSes.
Sounds good. Tapping into Cocoa/AppKit event handling sounds like a solid plan, the documentation is from a time when the Apple docs were up to date, comprehensive and easy to read.
Very nice. This is absolutely putting cart before horse, but do consider reaching out to the Engsts @ TidBITS since I'm sure they'd love to play with it and give it a little publicity. Particularly for HyperCarding.
That would be a fun thought I would love for everybody to have a chance to experience these fun games on modern computers - and something like "GOG" would definitely help with all the copyright things etc...I wouldn't be surprised if the people over at GOG are watching this thread and monitoring the project.
Maybe, but they're large enough that it's likely hard to get through to them. The best resource I can find from searching the U.S. Copyright Office involves a bulk reassignment to a very large video game company in 1999.Does anybody know who owns the copyright for Apache Strike currently? I wonder if they might be open for allowing making a M.A.C.E. bundle of the game...
Thank you for the information and effort, sadly I could not get the link to work. But I guess it is easier to focus at this point on the development, and see which games are easier to get the permission to distribute for. There are a couple cool favorite games we have been thinking about (Continuum, Fool's Errand, etc), but we still have some minor things to improve in the toolbox API before we get to the 100% completion on them (currently only known task/issue is to finish Standard File Package).Maybe, but they're large enough that it's likely hard to get through to them. The best resource I can find from searching the U.S. Copyright Office involves a bulk reassignment to a very large video game company in 1999.
They have titles on GOG but not this one, in any form.