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I was able to compile OneLife for my on my Macbook with an M1 processor arm64 architecture.
When I launch it the actual game display appears to only take up 1/2 (or 1/4) of the screen, and the UI/mouse targets appear to use the full window coordinates (e.g. the top right of the screen maps to the top right of the game display but doesn't line up with the native mouse).
In case anyone else needs instructions for compiling it on MacOS M1 here's what I modified in the build scripts:
I had to build/install libSDL 1.2 from github manually (I couldn't figure out how to make homebrew make the SDL framework/libraries available)
I recall there being some kind of Retina display issues. OHOL uses SDL 1.2, which is pretty ancient, and probably doesn't handle this correctly.
There are a bunch of things in the game's settings folder to play with:
Trying to run it in a window instead of fullscreen.
Trying out various fixed resolutions (and disabling useLargestWindow)
Trying different cursorModes (0 is native (default), 1 is drawn, 2 is both).
Since Mac is no longer an officially supported platform, I'm not going to find a root fix for this. But there have been some kind of Retina issues forever (coordinates or screen sizes are reported in a strange way).
I was able to compile OneLife for my on my Macbook with an M1 processor arm64 architecture.
When I launch it the actual game display appears to only take up 1/2 (or 1/4) of the screen, and the UI/mouse targets appear to use the full window coordinates (e.g. the top right of the screen maps to the top right of the game display but doesn't line up with the native mouse).
In case anyone else needs instructions for compiling it on MacOS M1 here's what I modified in the build scripts:
I had to build/install libSDL 1.2 from github manually (I couldn't figure out how to make homebrew make the SDL framework/libraries available)
Then in
minorGems/game/platforms/SDL/Makefile.MacOSX
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