Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: edmundito on Fri 23/01/2004 03:47:20

Title: what would it take for a mac version?
Post by: edmundito on Fri 23/01/2004 03:47:20
I was talking to this guy and he said that he wanted to play some AGS games, but he has a mac, though. So I wondered how hard would it be to make a mac version....

Anyway, the only problem I can think of is that the runtime uses Allegro, right? And I guess that's only available for windows and linux.... hmm. So, would it take a big rewrite of the code?
Title: Re:what would it take for a mac version?
Post by: EvilTypeGuy on Fri 23/01/2004 21:08:20
Now I'm not speaking for Chris, so what I say here is only representative of me:

This has been asked a few times before, no offense :p

Basically:

1) Neither Chris nor I own a Mac
2) Allegro is beta at best on a Mac
3) AGS Code doesn't even begin to be endian safe (meaning byte order is opposite of what PPC expects)
4) Loads and Loads of Time Required
5) Not all the libraries we use even if the above were solved may work on the Mac or be endian safe

I'd personally like to port the engine to the Mac in the future or at the very least non-x86 Linux, but that would require money and time, something I'm lacking a lot of going to school at the moment.

I also still have a *lot* of things I'd like to finish doing for the Linux port (an installer for games, etc.), documentation and other goodies I can't reveal yet.

Sorry :(
Title: Re:what would it take for a mac version?
Post by: Ytterbium on Fri 23/01/2004 22:10:56
Maybe if ScummVM added AGS support...
Title: Re:what would it take for a mac version?
Post by: edmundito on Sat 24/01/2004 17:04:56
When I refer to the mac I mean Mac OS X which is unix-based, not the older versions....
Heh, that would be interesting if SCUMMVM could run AGS games...