Jump to content

Toni_

6502
  • Content Count

    67
  • Joined

  • Last visited

2 Followers

Profile Information

  • Location
    Finland

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Another quick update! I haven't posted for a while here, to not spam this thread too much, but we're still progressing on the emulator, although recently a bit more slowly due to real-life work duties and other things taking a lot of time. But I think today's update might be fun one to show here: https://mace.software/2020/10/30/marathon-fixed-inits-revisited-fun-with-control-panel-cdevs-after-dark/ Since last time I posted here, we have been improving various things, most importantly fixed the DIVU bug in September, and got already Prince of Persia 2 (almos
  2. Hi again, It's still been a bit slow, but I managed to make a tiny bit of progress during this weekend. It's not much, but I helped Pukka fix some major issues in the 68020-specific full extension addressing mode in the 68K emulation, which allows us to run a bunch of games much further. And for fun, I also recorded a short video of Continuum gameplay, which I had planned to do since last year. I wrote more details about this & uploaded screenshots of latest progress over here: https://mace.software/2020/08/31/fixes-to-full-extension-addressing-mode-new-video/
  3. Thank you, it's always nice to hear there is interest in this project 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. Ideally it would be awesome, if there would someday be a interest for a GOG-style service for old Mac games. We don't personally aim to create such service ourself, but we're happy if our tools help the creation of such a service. But realistically, we're just asking around Mac developers for permission of distributing the old games for free, and bundl
  4. Hi, I just wanted to share with you guys a crazy little hack for Color VETTE! I made during the past couple weekends. Basically, it should fix the graphic corruption bug the game has on System 7.1, and seems to work at least on my Mac OS 8.1 in Basilisk II, but I haven't had time/chance to test on much other systems. I have written detailed information about the bug, and have the download link (including the source code) here - Note that the download link is the end of the page: https://mace.software/vettehack/ (Not strictly related to the MACE p
  5. Hi, Thanks for the support, it is always appreciated! The HyperCard situation is still the same as last year when we last discussed about it - basically, in Hypercard 1.x, some transitions are visible but feel a bit fast, while others are not visible almost at all, so it might be they are tied to the CPU speed in that version of the application. And I think I might have "broken" something, because now HyperCard 1.x makes a SysBeep every time a new stack is opened And HyperCard 2.x is still stuck on missing styled textedit toolbox API. For the past half year, our focus
  6. That looks interesting, I searching information about the project, and found youtube video of the NTK basilisk2 demo through newtontalk mailing list, and it looks like something fun to definitely try out at some point. I did quick snoop around the SDK, and I believe at least Edition Manager and Communications Toolbox are required for it, both which are not yet implemented in the emulator. They will be of course added someday, but as of now, they are still on the To-Do list, and thus the NTK will not - yet - run. The plan is to support serial ports both physically (for example, USB seri
  7. I hope everybody here is safe & healthy, now with the epidemic going on in the world... As for the good news, we have made some minor progress with color support on our spare time in the past 2-3 weeks: https://mace.software/2020/03/18/more-color-support-palette-manager/ Basically, we are now starting to have Palette Manager support, and one by one we are getting more and more color drawing features functional. Here's a screenshot of the latest status: I also made a short video clip of the demo running: https://www.youtube.com/watch?v=YdeiB9
  8. No problem, glad to be of help. If you manage to figure out a way to get contact with the author (he's got IMDB profile btw at https://www.imdb.com/name/nm4184021/ but his contact info is behind a paywall), let me know, and I could ask him for permission for making a MACE bundle of the game (either demo or full) too. In the recent past I've managed to contact a couple authors (most notable Missile and Continuum developers) and received positive responses, so perhaps also he might be sympathetic for the initiative.
  9. Hi again, and sorry for late reply. Been super busy recently! What I understand (based on the "About" box contents), the author made Dungeon of Doom a commercial game with the 5.4 upgrade, it being previously a shareware game. It seems that Dungeon of Doom 5.4 is actually a demo, and "Dungeon Revealed" is the commercial version of this demo. So the 2.0 version is probably an older shareware release before they changed the purchasing/distribution model. If you have the disk image, you could consider uploading it to the websites which currently archive old mac games (I am not sure if the
  10. Thank you It is always great to hear there are people who are interested in the project. Actually, Dungeon of Doom (or more accurately, version 5.4 demo of it) is one of the games we already tested during last year (it's on the status page at https://mace.software/status/ ). There were some problems getting it to work in the past - but I saw your message, and decided to give it a try - and after a couple tweaks and two bug fixes in Toolbox emulation a minute ago, the game seems to work now okay At least I managed to get to level 2, with save/load, the "demo version" sound effects, et
  11. I know of the sound issue you mention, we looked briefly into it one year ago, and it may be problem with how SDL handles our (or classic Mac's) 22255 Hz sound frequency, which we use as the output format. It seems to be worse on higher CPU usage, but in most of our tests the "popping" has been minimal. It is however on the list of things to improve, and we will give it definitely a more profound look into when we start work on Sound Manager this year. Thank you Actually the color support is one of the next major features in our task list, and I posted just a moment ago a
  12. And now the Windows version is ready for testing! For people who prefer to use that system https://mace.software/2020/01/07/windows-version-and-screen-mode-control/ We've package all the eight current test applications for Windows, and they are available in the downloads section at https://mace.software/files/ . It took some time figure out that WordPress (silently) does not allow linking EXE files (or ZIP files containing them), although it allows uploading them...weird. Anyway, for the time being, I put the Windows version ZIPs into my Dropbox and shared the downloa
  13. Happy New Year (and belated Merry Christmas) from the M.A.C.E. team! There were not much news at Christmas time, so I did not post a link to the Christmas update here earlier (at https://mace.software/2019/12/26/happy-holidays/ ) - mostly it consists of Christmas themed Dark Castle near-playthrough, and MacTCP teaser. However, if you are using Windows (or Raspberry PI) platform besides Mac OS, you might be interested to know, that we have made significant progress on the ports of M.A.C.E. on both of those platforms: https://mace.software/2020/01/01/happy-new-year/ To su
  14. Hello, There's another minor update on the progress. Pukka mentioned somebody on Emaculation forums was asking if we could run Apple's Finder - so we attempted it, and made some fixes so that the original, unmodified Finder 6.1.8 from System 6.0.7 will (mostly) work on M.A.C.E.: This could be considered as another step towards the generic M.A.C.E. release. Of course, we cannot distribute Finder ourself, but it is nice to know that once we get to that point, people could use it if they want to Here's the full briefing on the recent development:
  15. There's a couple pages that might be of interest for you: - Ingemar's SAT page: http://www.lysator.liu.se/~ingemar/sat/sat-downloads.html - has the SAT 2.6 for 68k applications, should work both in THINK C and THINK Pascal 4. However, I don't think there is source code available for it, but it was a widely used graphics library, so it should be pretty stable. (He also has information and guide for THINK Pascal 4.5 at https://www.lysator.liu.se/~ingemar/tp45d4/think.html if that might be of interest). - SpriteWorld: http://spriteworld.sourceforge.net/ - At least 2.x vers
×
×
  • Create New...