Hi,@Toni_ I mostly just wanted to bump this thread since I think it's such a great project. I am wondering if you have tried working with HyperCard 1.x and 2.x? I find it's one of the apps that emulators often struggle with, especially the visual transitions between cards.
I maintain the "HyperCard Stacks" collection at the Internet Archive
Thank you, it's always nice to hear there is interest in this projectWow, just stumbled across this thread today - never heard of M.A.C.E before but it looks really cool! I knew of the Reclassification project, but that's been dormant on GitHub for a while and was never beyond planning / alpha-quality. It's great to see such great progress in this area! My interest is firmly with HyperCard - I maintain the "HyperCard Stacks" collection at the Internet Archive, with over 3,500 stacks added so far. (This uses a JavaScript port of the PCE emulator, to allow the stacks to run in-browser).
Right now, the major plan is to create a FREE "Classic"-type runtime environment to allow everybody to use old Mac apps, but still keep it closed-source.I'm curious as to what the final business model for something like M.A.C.E is? Do you plan to open-source it? Or will it be a paid (commercial) offering?
may I ask when this will be available
@Toni_ Don't suppose you could contact Ben Haller over at Stick Software? He wrote my all-time favorite Mac game: Solarian II. Unfortunately, he had a computer crash a while back and didn't have a backup. So he lost most of the original source code for the OS X version. So he hasn't bothered updating it.
Would be great to have Solarian II running on a modern computer.
Hello @Toni_!
I just registered this forum because of your project. MACE seems awesome!
Did you know there's something similar to MACE for running Acorn Archimedes software on Risc OS on modern systems?
https://forums.jaspp.org.uk/forum/index.php
I believe MACE does the same for MAC software (ie, reimplementing parts of the OS so apps run "natively" on the host system), right?
I am eagerly wanting to try MACE, but I am a GNU/Linux user and I can't see any Linux binaries to try.
MACE would be better without X11, directly accessing the framebuffer via the KMS/DRM infraestructure: SDL2 has a very nice KMSDRM backend, so... if you port MACE to SDL2, you can run MAC apps without X11, in a very lightweight enviroment.
So, what does MACE run on? Does it run on SDL2 for platform-abstraction?
Also, I would LOVE to have it running on aarch64
Also, I would LOVE to have it running on aarch64
Did you know there's something similar to MACE for running Acorn Archimedes software on Risc OS on modern systems?
I was not aware of the Acorn RISC project, I am not familiar with it. But if it is similar to what Wine is for Windows, it might also share similar goals as M.A.C.E., although for different platform.
I have also been a "private" tester for ADFFS for years, and I never, ever filtered anything, and did hundreds of hours of testing and reports
@Toni_ I know the MACE sources are not public, but since I am an SDL2 developer (I am in charge of the KMSDRM backend, which is a GREAT way to run MACE! No X11!), could I get private access to the code so I can try to build it for Pi Aarch64 on SDL2/KMSRM? Maybe I can help investigating these audio issues. Well, another couple of eyes can't be bad
What MACE does is a personal dream of mine: running Mac OS apps natively on GNU/Linux without X11, on something affordable as the Pi, is a dream come true, really. I would very happy to build, test and help in the realization of the dream.
I did the RetroGuru ports to SDL2, too, via private access to their code.
I have also been a "private" tester for ADFFS for years, and I never, ever filtered anything, and did hundreds of hours of testing and reports. I have no commercial interests anywhere (I don't work with computers, my FOSS developments are self-motivated ONLY).
@Toni_ is there a way to get in touch with you guys regarding MACE? I'm working on a game for 68K macs and I MACE could help in bringing the game to a wider without requiring me to port it to other platforms.
Awesome, thanks! Trying to get a demo ready in a month's time and I'll poke you guys then.Drop me a private messages when you want us to try it out, and I'll handle it ASAP
The game is targeting B&W compact macs so no color involved. Also side stepping a lot of quickdraw operations (outside of GetPic and DrawPic to put into GrafPtrs as texture atlases and the usual window toolbox + button routines) so hopefully there are not many problems to be found .Do note though, that toolbox API support is still incomplete in a few places on "classic" mode - and in a lot of places on color mode - so there might be 1% chance that some things might not work as expected
Hey Toni_,Hi, and thanks for the question! It does sound interesting, but we should get back in touch with this later, when the project matures a bit. Our work on raspberry pi is still quite experimental, and we haven't had a lot of focus on it, but we do plan on exploring the support later more. Thanks for the tip on KMSDRM, it sounds interesting approach on that platform. We don't rule any options out right now, but things are a bit busy in the near future, so need to talk about this more later.
Yeah if you have 68k game you'd like to have a MACE wrapper for, we'll be happy to try it in the emulator and build you the bundle. The plan is to make a bundle-maker application at some point (as soon as possible), which people could use to package any mac applications themselves, but there's still work need to be done on it, so at the moment we have to do the packages manually. Drop me a private messages when you want us to try it out, and I'll handle it ASAP. Do note though, that toolbox API support is still incomplete in a few places on "classic" mode - and in a lot of places on color mode - so there might be 1% chance that some things might not work as expected
(I think biggest step needed to have at least somewhat easy way to do custom packages is to switch from our current static configuration system to a dynamic one, so that things such as system version, machine type, resolutions, color depths, startup application name etc could be changed without needing to recompile the emulator - I am confident work on this will be done around summer this year)