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Selaco for MacOS 0.89-BF

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@CrowEater CrowEater released this 10 May 23:46

Mac OSX specific instructions

This is an initial release for testing and there's probably plenty of mac specific bugs. I tested it (briefly) on an x64 mac, I built it for the newer M series macs also, but since I don't have one I can't be sure it works. Please let me know your experience.

I am not really a mac programmer, so there might be better ways of doing everything that I did to get this working.

Since this is an early release I would not recommend buying Selaco with the belief that you'll be able to play it on the mac, this is really for those people who already own it and want to see it run on their mac.

Getting it running

Open Selaco.dmg and drag and drop the app bundle into your applications folder.

You will need a copy of Selaco.ipk3, you can download this through steam, this bundle supports 0.86G

When you have Selaco.ipk3 copy it to

~/Library/Application Support/Selaco-EA/

You can also place it in the application bundle of course, but if you re-install a new build by copying a new bundle you'll lose your ipk3 file.

If you have a windows PC handy you can get this by using Steam on windows to download Selaco, then copying the Selaco.ipk3 file out and onto your mac.

OpenGL issues

Selaco uses BC7 texture compression for some of the textures, unfortunately the OpenGL drivers on my 2019 intel based iMac do not support this (it does work under Vulkan, so it's probably just a driver thing). Selaco will still start up and you'll know if it's not supported because the menu screen will have a black background.

I wrote a script to convert these textures to a supported format and patch the preferences to load it. However I would not recommend you do this unless you're very comfortable with the command line, with brew and python.

the commands you'll use to run it are something like

brew install imagemagick
cd /Applications/Selaco.app/Contents/Scripts
python3 -m venv .venv
source .venv/bin/activate
pip install -r requirements.txt
./build_dxt_way.py
deactivate

It takes about 5 minutes to run

asmjit issues

the asmjit library would not build for arm, gzdoom lets you build without it, so I turned it off.

Building from Source

I have included a build_osx.sh shell script which should act as a hint on how to build. I use macports to install the required libraries, most of these libraries are also available via brew, however brew does not provide a good way to download universal binaries.

I build using cmake
brew install cmake

use macports to install these libraries (with the +universal flag)
glib2, libsdl2, libsndfile, libvpx, MoltenVK, openal-soft.

I wrote a packaging script in python to copy all the required libraries into frameworks and also fixup all the paths in the executable and dylibs, the standard mac version of python should be able to run it, I don't believe it has any library requirements.

Other

The Materials are provided “as is,” without any express or implied warranty of any kind. I don't care what happens to your mac if you run this, it's on you.