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Building on MacOS
macOS on Apple Silicon or Intel. The game renders with Metal. build.sh does all
of it, as on Linux.
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Xcode, from the App Store. The Command Line Tools alone aren't enough: RT64
compiles its shaders with Xcode's Metal compiler. Open Xcode once to finish its
setup. If
xcode-select -pdoesn't print a path insideXcode.app, runsudo xcode-select -s /Applications/Xcode.app. - Homebrew.
- Optionally, for building mods:
brew install llvm(Apple's clang can't compile for the N64's MIPS processor).
In Terminal, in the folder you want it in, with the path to your ROM:
git clone --recursive https://github.com/sciaschi/CBFD-Recompiled.git
cd CBFD-Recompiled
./build.sh ~/path/to/your/conker.z64Put the ROM's path in quotes if it has spaces or an apostrophe, for example
./build.sh "$HOME/Downloads/Conker's Bad Fur Day (USA).z64".
The first build takes a while. If some tools are missing, the script lists the
Homebrew packages (cmake ninja pkg-config sdl2 freetype) and offers to install
them. It also offers to download Xcode's Metal Toolchain (about 850 MB), which
Xcode 26 and later install separately. When it's done, the game is
host/build/ConkerRecomp (see Playing).
To turn it into a standalone ConkerRecomp.app that runs without Homebrew (as the
release workflow does), run sh host/package_macos.sh after brew install dylibbundler. The app ends up in host/build/.
git pull
./build.sh