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Releases: MathiasKowoll/MacGameFix

MacGameFix 1.5.5

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@MathiasKowoll MathiasKowoll released this 20 Oct 18:06

MacGameFix 1.5.5

  • Report, a new tab for a game that does not work. It lists every Steam game on this Mac. Click one and choose what goes wrong: MacGameFix reads the game's folder, without changing anything in it, and shows what the game is made of: its executable and the DLLs it imports, the graphics API, the engine (Unreal with its version, Unity), how it reads a controller, its videos by container and codec, its middleware and any anti-cheat. It then gives the steps to follow for that symptom, and Save the Report and Open an Issue… saves the report and opens the new form, "A game that does not work". The report adds where the game runs, the Wine modules in each CrossOver, what the modules logged for that game and the game's own log when it writes one (Unreal's Saved/Logs, Unity's Player.log). It names that game alone, writes your home folder as ~ and leaves your Mac's name out. A report like that is where a fix for a new game starts.
  • Games is a table. Each game's symptom, what its fix requires, its state, Keep, and where a fix that writes registry keys goes: a menu in which any number of prefixes and bottles can be checked, two bottles of the same name told apart by their folder. It shows All, every supported game on this Mac, by default; Fixed; Not fixed; or All fixes, which adds the fixes for games that are not on this Mac. The window opens at 1080 by 760 and is at least 720 wide, so the five tabs fit.
  • App Management is asked by macOS alone. When MacGameFix may not change a CrossOver app, macOS's own notification says so, and MacGameFix no longer shows an alert beside it. The Wine Modules tab says which CrossOver was refused, with Open App Management… and Check Again. A new build of MacGameFix may need it turned on again.
  • Game Feel:
    • The haptics' strength starts at 1× on the DualSense Edge too, on a cable and over Bluetooth. A strength you saved stays as it is. Spider-Man 2 and F1 23 keep their suggested 2×.
    • Rumble on the haptic actuators now follows the haptics' strength over Bluetooth. Played over Bluetooth with Game Mode: Onimusha: Way of the Sword rumbles in bursts, with the hits, and it felt right. In Mortal Kombat 1 over Bluetooth the rumble did not stop between hits, on the motors and on the actuators alike: the game ends a rumble in a way the Wine modules' Bluetooth writer missed. The fix comes with the next version.
    • The Game Feel tab no longer disappears while the Wine modules wait for an update.
  • Diagnostics also log how many input reports the controller sends every two seconds, with the longest gap, and when a game's motor values rise and fall.
  • Good to know, measured on the bench: over Bluetooth the controller's input stops for about 73 ms every 3 seconds, whatever program reads it, and for about 37 ms in a game with Game Mode on; on a cable it sends 1,000 reports a second with no such gap. For the most precise aim, a cable.
  • Not played yet: in a CrossOver bottle the Wine modules now find which game runs by its executable, so a game's own haptics strength and Diagnose this game can apply in a bottle too. It is built and tested on its own, not yet played in a bottle; until it is, Game Feel still says a bottle uses every game's settings.
  • After updating the app, update the Wine modules: Wine Modules › Update All.

Licences. The app is GPL-3.0-or-later and carries the text.

  • The Wine modules are built from the Wine in CodeWeavers' CrossOver sources (LGPL-2.1-or-later), with the patches in engine/patches. The wine-source-crossover-*.tar.xz files below are the exact Wine trees they were built from.
  • The video reader some fixes install is built on FFmpeg 9.0.2 (LGPL-2.1-or-later). Its notice and the LGPL text install beside it, and ffmpeg-9.0.2.tar.xz below is its source.
  • NINJA GAIDEN 3's fix carries winevideo's builds of qasf, quartz and winegstreamer (Wine, LGPL-2.1-or-later) and d9vk (zlib), with their notices. ng3-winevideo-0.5.0-sources.tar.xz below holds winevideo 0.5.0's patches and source inventory; they apply to CodeWeavers' crossover-sources-26.2.0.tar.gz.
  • The DXBC checksum code in the Mortal Kombat 11 fix comes from vkd3d-shader (LGPL-2.1-or-later).

First launch: the app is signed ad hoc, so macOS blocks a downloaded copy. Right click › Open once, and confirm.

Requires macOS 14 on Apple Silicon. Built from commit 3ee5560.

MacGameFix 1.5.4

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@MathiasKowoll MathiasKowoll released this 20 Oct 12:52

MacGameFix 1.5.4

  • Nioh 3: the cutscene after the tutorial no longer freezes on one frame. The picture stood still while the sound went on. The game makes a new video texture for a clip of another size, and the fix handed it the texture of the previous clip, sized for the tutorial's small clips, then dropped every frame of the large cutscene. The fix now changes size when the game takes its new texture. Played in Nioh 3 under CrossOver Preview: the cutscene played to the end. The same video bridge serves DYNASTY WARRIORS: ORIGINS, Wo Long, Kingdom Hearts and NieR Replicant; for a game whose clips are all one size nothing changes. Reinstall the fix for Nioh 3 (or let the agent take the new catalog).
  • Still there in Nioh 3, and not the fix's: before that cutscene the game stops asking for video frames for about 20 seconds, then plays on. It happened the same with and without the fix, with the disk nearly idle and the game busy on the CPU; it looks like the game loading behind the cutscene.
  • Game Mode for CrossOver's games. A new switch in Settings. macOS only turns Game Mode on for an app that says it is a game, and a game in CrossOver never does. With the switch on, MacGameFix keeps a bundle that says so for each CrossOver app, and links each game to it. For CrossOver 26.1, 26.3 and Preview 20261006 and 20261015. Played in CrossOver Preview's Steam bottle: Spider-Man 2 and F1 23 in full screen turned Game Mode on by themselves. Turning the switch off takes it all away.
    • In our measurements Game Mode about doubles what a Bluetooth pad can receive, and haptics need that room.
    • NotProton: the switch covers CrossOver only. Under NotProton, Game Mode depends on NotProton itself, so until its Game Mode improvement is ready, Bluetooth haptics may not feel smooth in every game.
  • Share These Settings… in a game's Game Feel sheet opens a new issue form, "Settings that felt right", with the game and every option it gets, so settings that worked can become a list per game. A plus in a game's name ("1.5+2.5") no longer turns into a space in the link, here and in Make a Report….
  • Game Feel says when its options apply: from the next start under NotProton, and in a CrossOver bottle once Steam is quit and opened again. The haptics' strength applies each time a game's haptics start.
  • A video trace for the video bridge and its reader, off unless a file named mgvf-video-trace.txt sits beside them in the game's folder. It writes to dwo-video-bridge.log and mgvf-asf-reader.log in the root of the game's Windows drive, and it is how the Nioh 3 freeze was found.

Licences. The app is GPL-3.0-or-later and carries the text.

  • The Wine modules are built from the Wine in CodeWeavers' CrossOver sources (LGPL-2.1-or-later), with the patches in engine/patches. The wine-source-crossover-*.tar.xz files below are the exact Wine trees they were built from.
  • The video reader some fixes install is built on FFmpeg 9.0.2 (LGPL-2.1-or-later). Its notice and the LGPL text install beside it, and ffmpeg-9.0.2.tar.xz below is its source.
  • NINJA GAIDEN 3's fix carries winevideo's builds of qasf, quartz and winegstreamer (Wine, LGPL-2.1-or-later) and d9vk (zlib), with their notices. ng3-winevideo-0.5.0-sources.tar.xz below holds winevideo 0.5.0's patches and source inventory; they apply to CodeWeavers' crossover-sources-26.2.0.tar.gz.
  • The DXBC checksum code in the Mortal Kombat 11 fix comes from vkd3d-shader (LGPL-2.1-or-later).

First launch: the app is signed ad hoc, so macOS blocks a downloaded copy. Right click › Open once, and confirm.

Requires macOS 14 on Apple Silicon. Built from commit f57c3f6.

MacGameFix 1.5.3

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@MathiasKowoll MathiasKowoll released this 20 Oct 00:23

MacGameFix 1.5.3

  • Bluetooth haptics no longer lag behind the action (#1). In Uncharted they came about 170 ms late. The game sends rumble values all the time next to its haptics, and over Bluetooth each one became a report that took the room the haptics need, so they queued up. Those copies are no longer sent while haptics play. With a DualSense Edge over Bluetooth in Uncharted, the haptics now wait about 30 ms and none are dropped. On a cable this never happened: there the haptics travel as USB audio, on their own channel. Update the Wine modules after updating the app (Wine Modules › Update All).
  • XInput, chosen for each game by the Steam store. A game the store does not list as supporting the DualSense gets the pad as an XInput controller, still shown with PlayStation buttons. Every other game keeps its own DualSense support and gets its XInput rumble on the motors. A game's own setting, or a suggested one, wins. Played with Onimusha: Way of the Sword, controlled and rumbling as an XInput controller.
  • Trigger effects for games that set none: resistance, weapon, slope, vibration, and two that follow the game's rumble (rumble and recoil), each with a second effect for while the other trigger is pressed. A game that sets its own effects takes its trigger back. Played in Onimusha: recoil on R2 while L2 is held.
  • Try for 30 Seconds, in the settings: the haptics at the strength chosen, and the trigger effects, felt on the pad you have connected. Tried over Bluetooth, not yet on a cable.
  • Rumble on the haptic actuators (Bluetooth): a game's motor rumble played as haptics instead. New, not played in a game yet.
  • Game Feel: every game's settings in a sheet of their own, game covers from Steam, a choice of how many games a page shows, and a line under each option saying what it does. Diagnose this game and Make a Report… save what the modules saw of one game, for an issue; the report names that game alone. New issue forms on GitHub ask for it.
  • NINJA GAIDEN 3: Razor's Edge is back in the app. Its fix goes into the game's prefix rather than its folder: d9vk and winevideo's DirectShow builds, for that game alone. It was measured in a CrossOver bottle (the game starts, its cutscenes play, one click skips the frozen boot movie). It now also goes into a Steam Play prefix such as NotProton's, which was tested on a prefix and not yet played.
  • Fixed in the window: the tab bar no longer shrinks after the App Management prompt, and the Game Feel sheets fit a small window. App Management is asked for once at launch, when a CrossOver app you keep the modules in needs it, rather than halfway through an update.
  • Fixed in the Wine modules' installer: turning a CrossOver off puts its own files back even after an Install Again over a development build.

Not played yet: the FEX (arm64) side of the Wine modules, the XInput controller mode with God of War Ragnarök, and rumble on the haptic actuators.

Licences. The app is GPL-3.0-or-later and carries the text.

  • The Wine modules are built from the Wine in CodeWeavers' CrossOver sources (LGPL-2.1-or-later), with the patches in engine/patches. The wine-source-crossover-*.tar.xz files below are the exact Wine trees they were built from.
  • The video reader some fixes install is built on FFmpeg 9.0.2 (LGPL-2.1-or-later). Its notice and the LGPL text install beside it, and ffmpeg-9.0.2.tar.xz below is its source.
  • NINJA GAIDEN 3's fix carries winevideo's builds of qasf, quartz and winegstreamer (Wine, LGPL-2.1-or-later) and d9vk (zlib), with their notices. ng3-winevideo-0.5.0-sources.tar.xz below holds winevideo 0.5.0's patches and source inventory; they apply to CodeWeavers' crossover-sources-26.2.0.tar.gz.
  • The DXBC checksum code in the Mortal Kombat 11 fix comes from vkd3d-shader (LGPL-2.1-or-later).

First launch: the app is signed ad hoc, so macOS blocks a downloaded copy. Right click › Open once, and confirm.

Requires macOS 14 on Apple Silicon. Built from commit 30b8011.

MacGameFix 1.5.2

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@MathiasKowoll MathiasKowoll released this 19 Oct 14:10

MacGameFix 1.5.2

  • A DualSense on Bluetooth plays like one on a cable. Two more Wine modules for CrossOver Preview 27, both builds: a DualSense or DualSense Edge on Bluetooth is shown to games as the same pad on a cable, so its adaptive triggers and haptics work wirelessly. Played with Marvel's Spider-Man 2, F1 23, CONTROL Resonant and Beast of Reincarnation, in NotProton runners and in a CrossOver Preview bottle, on the Intel side. The FEX (arm64) side is built and not played yet.

  • Game Feel, a new tab, there once the Wine modules are in a CrossOver:

    • the options for every game: Bluetooth as a cable, full motor power on the Edge, the Edge shown as a standard DualSense, and diagnostics;
    • the haptics' strength as a table, cable and Bluetooth by DualSense and DualSense Edge. An Edge starts at 2×, which made it feel like a standard DualSense in Spider-Man 2;
    • your Steam games in a table, where a click opens the same options for one game. God of War, F1 23 and Spider-Man 2 come with suggested settings measured on them;
    • what the modules saw each game do, and Export to share it.

    Settings per game apply under NotProton. A CrossOver bottle does not tell the modules which game is running, so there every game's settings apply.

  • The controller's battery in the menu bar, beside the raccoon, a gamepad, or alone. Settings turns it off. Quitting from the menu bar now closes the window too.

  • Wine Modules has an Update button beside each switch that is behind, and Update All.

Good to know, from the testing:

  • Turn the controller on before you start the game. A pad switched on later gets its triggers but not its haptics: Wine lists the audio outputs once, when the game starts.
  • For a game with its own DualSense support, turn Steam Input off for it. With it on, F1 23's haptics over Bluetooth started and stopped. A game that also rumbles through XInput, like Beast of Reincarnation, still needs Steam Input for its motors.
  • Under NotProton, the game needs "Let games read controllers directly" on, and "Disable hidraw" off.

Unchanged from 1.5.1: the game fixes.

Licences. The app is GPL-3.0-or-later and carries the text.

  • The Wine modules are built from the Wine in CodeWeavers' CrossOver sources (LGPL-2.1-or-later), with the patches in engine/patches. The wine-source-crossover-*.tar.xz files below are the exact Wine trees they were built from.
  • The video reader some fixes install is built on FFmpeg 9.0.2 (LGPL-2.1-or-later). Its notice and the LGPL text install beside it, and ffmpeg-9.0.2.tar.xz below is its source.
  • The DXBC checksum code in the Mortal Kombat 11 fix comes from vkd3d-shader (LGPL-2.1-or-later).

First launch: the app is signed ad hoc, so macOS blocks a downloaded copy. Right click > Open once, and confirm.

Requires macOS 14 on Apple Silicon. Built from commit c34336a.

MacGameFix 1.5.1

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@MathiasKowoll MathiasKowoll released this 18 Oct 22:21

MacGameFix 1.5.1

  • What a fix requires, said instead of judged. A fix goes into the game's own folder, and every place that runs the game shares that folder: a NotProton runner, a CrossOver bottle, or both. Where you run the game is yours to check. Each game now says what its fix requires, as a plain notice:

    • the backend it was made for;
    • a CrossOver or D3DMetal version, for the few fixes that need one;
    • the D3DMetal version from which the fix is not needed.

    The Runs on line, its verdict and the Change… menu are gone, and so are the CrossOver, D3DMetal and backend choices.

  • The background agent puts a kept fix back whatever runs the game. It no longer leaves a fix alone for not matching what it read, and the menu bar no longer counts "left alone".

  • Registry keys, into more than one prefix. The Kingdom Hearts titles and NieR Replicant also write registry keys into the game's prefix. When the game has more than one prefix (a Steam Play prefix and a CrossOver bottle), each prefix has a checkbox, and the keys go into every prefix checked.

    • The installer runs once for each prefix, from the window and from the agent.
    • A game kept applied with the one prefix 1.5.0 saved keeps it.
  • Unchanged from 1.5.0: the game fixes and the Wine modules, which are attached again with their sources.

Licences. The app is GPL-3.0-or-later and carries the text.

  • The Wine modules are built from the Wine in CodeWeavers' CrossOver sources (LGPL-2.1-or-later), with the patches in engine/patches. The wine-source-crossover-*.tar.xz files below are the exact Wine trees they were built from.
  • The video reader some fixes install is built on FFmpeg 9.0.2 (LGPL-2.1-or-later). Its notice and the LGPL text install beside it, and ffmpeg-9.0.2.tar.xz below is its source.
  • The DXBC checksum code in the Mortal Kombat 11 fix comes from vkd3d-shader (LGPL-2.1-or-later).

First launch: the app is signed ad hoc, so macOS blocks a downloaded copy. Right click > Open once, and confirm.

Requires macOS 14 on Apple Silicon. Built from commit cf617df.

MacGameFix 1.5.0

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@MathiasKowoll MathiasKowoll released this 18 Oct 18:58

MacGameFix 1.5.0

  • DualSense haptics on a USB cable. On a cable, macOS shows a DualSense as a 4-channel audio output, and games play their haptics on it, but only once they find it. Windows ties the pad and its output together with one container ID. Wine on macOS never gave either of them one, so the haptics were silent while the adaptive triggers worked. Three patched Wine modules (winebus.sys, winecoreaudio.so, mmdevapi.dll) now give both the same container, built from the USB location they share.
  • Measured on CrossOver Preview 27 through NotProton, with a DualSense and a DualSense Edge:
    • Marvel's Spider-Man 2, CONTROL Resonant, F1 23, Beast of Reincarnation, Ghost of Tsushima and Returnal played their haptics. That round ran on an earlier build of the same patches. The modules in this release were played with CONTROL Resonant.
    • Mortal Shell II drives the motors itself and kept working.
    • The engine page has the details.
  • A new Wine Modules tab, with one switch per CrossOver. It lists every CrossOver app and NotProton runner by release: CrossOver Preview 20261006, Preview 20261015 and 26.3.
    • Turning the switch on installs the modules; turning it off puts CrossOver's own files back.
    • Modules go only into the exact CrossOver build and Wine version they were built from.
    • Nothing changes while a game of that CrossOver runs.
    • A CrossOver app is asked about first. Changing one needs App Management in System Settings, and MacGameFix then signs the app again (ad hoc).
  • Separate updates for game fixes and Wine modules. Each one can be Automatic, Ask first or Off.
    • On automatic, the agent puts the modules back into a runner after a CrossOver or NotProton update replaced them.
    • With New CrossOver builds too on, it also installs them into a runner that appears for a new build.
    • A CrossOver app is only reported, never changed in the background.
    • Settings now holds the game fixes' updates.
  • Not yet played:
    • Preview 20261015 and 26.3 are built but not yet played.
    • The FEX side of both Previews is built too. The DirectX 12 games with haptics need D3DMetal, which the FEX side does not have, so it could not be played with them.
    • There is no 32-bit half yet.
    • CodeWeavers does not support a CrossOver with replaced modules. Turn its switch off before reporting a problem to them.
  • For 1.4.x: the game fixes are the same as in 1.4.2. The Wine modules need 1.5.0.

Licences. The app is GPL-3.0-or-later and carries the text.

  • The Wine modules are built from the Wine in CodeWeavers' CrossOver sources (LGPL-2.1-or-later), with the patches in engine/patches. The wine-source-crossover-*.tar.xz files below are the exact Wine trees they were built from.
  • The video reader some fixes install is built on FFmpeg 9.0.2 (LGPL-2.1-or-later). Its notice and the LGPL text install beside it, and ffmpeg-9.0.2.tar.xz below is its source.
  • The DXBC checksum code in the Mortal Kombat 11 fix comes from vkd3d-shader (LGPL-2.1-or-later).

First launch: the app is signed ad hoc, so macOS blocks a downloaded copy. Right click > Open once, and confirm.

Requires macOS 14 on Apple Silicon. Built from commit 16203a9.

MacGameFix 1.4.2

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@MathiasKowoll MathiasKowoll released this 17 Oct 21:54

MacGameFix 1.4.2

  • Mortal Kombat 11, fixed at its cause. The smeared dark patches on uncovered faces came from the face morph: it reads its per-vertex expression deltas from three-float (R32G32B32_FLOAT) buffer views, and Metal has no three-float format. D3DMetal 4.0b3 reads such a view as two floats an element with z = 0 -- measured on the game's own device -- and DXMT, by its source, as one. Every expression moved the face by a small wrong amount, and the normals the game recomputes afterwards turned that into the patches. The fix now creates those views as one-float views and has the morph read each delta's three floats one by one; nothing is skipped any more, and the faint patches 1.4.1 left are gone too. Character select and fatalities measured clean on CrossOver Preview 27 through NotProton.
  • DirectX 12 and DirectX 11 alike. One install covers both executables, whichever Steam starts: MK11_DX12.exe on D3DMetal and MK11.exe on DXMT. Under DirectX 11 the game's own shader is edited as it loads, so nothing of the game's ships. The game's page has the measurements.
  • The app knows a game that runs under more than one executable, so it never replaces a fix while either is running.
  • For 1.4.0 and 1.4.1: with Get new fixes from GitHub on, the app takes this release's catalog and updates the Mortal Kombat 11 fix without a new app.

Licences. The app is GPL-3.0-or-later and carries the text. The video reader some fixes install is built on FFmpeg 9.0.2 (LGPL-2.1-or-later); its notice and the LGPL text install beside it, and ffmpeg-9.0.2.tar.xz below is the exact source it was built from. The DXBC checksum code in the Mortal Kombat 11 fix comes from vkd3d-shader (LGPL-2.1-or-later).

First launch: the app is signed ad hoc, so macOS blocks a downloaded copy. Right click > Open once, and confirm.

Requires macOS 14 on Apple Silicon. Built from commit 00bae64.

MacGameFix 1.4.1

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@MathiasKowoll MathiasKowoll released this 17 Oct 19:55

MacGameFix 1.4.1

  • Mortal Kombat 11. On this Mac the uncovered faces turn into smeared dark patches with hard edges once they animate -- forehead, brows, around the eyes -- on D3DMetal and on DXMT alike; masked fighters never show it. The fix skips the two compute passes that recompute a face's tangent frame after it is deformed, so the face keeps the frame it was animated with: most of the patches go, faint ones remain. Why the recomputed frame comes out wrong is not known; the game's page lists what was measured and ruled out. DirectX 12 only: choose DirectX 12 when Steam asks how to start the game. Measured on CrossOver Preview 27 through NotProton, with D3DMetal 4.0b3.
  • For 1.4.0: with Get new fixes from GitHub on, the 1.4.0 app takes this release's catalog and offers Mortal Kombat 11 without a new app.

Licences. The app is GPL-3.0-or-later and carries the text. The video reader some fixes install is built on FFmpeg 9.0.2 (LGPL-2.1-or-later); its notice and the LGPL text install beside it, and ffmpeg-9.0.2.tar.xz below is the exact source it was built from.

First launch: the app is signed ad hoc, so macOS blocks a downloaded copy. Right click > Open once, and confirm.

Requires macOS 14 on Apple Silicon. Built from commit 214b56c.

MacGameFix 1.4.0

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@MathiasKowoll MathiasKowoll released this 16 Oct 19:22

MacGameFix 1.4.0

  • The fixes live here now. The installers, the DLLs, the C source of each DLL, the scripts that build and check them, the table and the old wiki (legacy/) moved from MacGameVideoFix, which is archived. The README says which source each fix is built from.
  • It can live in the menu bar. Turn on Run in the background, from the menu bar and mark games with Keep it applied. When Steam updates or verifies a marked game and its fix is gone, MacGameFix installs it again once the game is closed. The menu is a summary: how many fixes are in place, to review, left alone, or not looked at yet. A dot by the raccoon means something new to look at, until you open the window. All of it is off until you turn it on.
  • New fixes from GitHub, signed. With Get new fixes from GitHub on, the app takes a newer catalog of fixes from the latest release without a new app: catalog.zip, catalog.json and catalog.json.sig, below. It takes it only when the signature matches the key built into the app and every file matches its hash. A new game is announced and not installed until you mark it; a newer build of a fix already in a marked game replaces the older one.
  • What each game runs on. The app reads which CrossOver, Steam Play tool (NotProton), D3DMetal and backend each game is set to use, compares that with what its fix was made for, and says Fits, Not needed, Does not fit (and what to change) or Cannot tell. You can say otherwise with Change…. An automatic backend counts as D3DMetal.
  • Reports. When a fix fails, a notification opens a GitHub issue already filled in with the game, the versions and the installer's last lines, with your home folder, account name and serial number taken out. Nothing is sent until you press Submit.
  • Older builds of a fix are told apart from the current one: the window shows Older build: install to update.

Licences. The app is GPL-3.0-or-later and carries the text. The video reader some fixes install is built on FFmpeg 9.0.2 (LGPL-2.1-or-later); its notice and the LGPL text install beside it, and ffmpeg-9.0.2.tar.xz below is the exact source it was built from.

First launch: the app is signed ad hoc, so macOS blocks a downloaded copy. Right click > Open once, and confirm.

Requires macOS 14 on Apple Silicon. Built from commit 59439cd.

MacGameFix 1.3.0

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@MathiasKowoll MathiasKowoll released this 14 Oct 22:48

MacGameFix 1.3.0

  • Beast of Reincarnation, for CrossOver Preview 27. On stable CrossOver 26.3 its video needs MacGameVideoFix's engine; Preview's own decoder already behaves the way it needs. Measured on Preview 27 through NotProton: the startup video plays.
  • Nioh 3 decodes its own VP9 on CrossOver Preview 27, where CrossOver's decoder drew magenta blocks into its cutscenes. Install its fix again to get this.
  • Fixes Game Porting Toolkit 4.0b3 makes unnecessary are marked. CONTROL Resonant, RESONANCE, both Life is Strange titles and Mortal Shell 2 play without their fix on D3DMetal 4.0b3. The app says so on their rows; the fixes stay, for 4.0b2 and earlier.

The installers are the same files as MacGameVideoFix 5.6.0, unchanged.

First launch: the app is signed ad hoc, so macOS blocks a downloaded copy. Right click > Open once, and confirm.

Requires macOS 14 on Apple Silicon. Built from app-gamefix/ in MacGameVideoFix at commit 278bb2d.