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Building on MacOS

Sean Ciaschi edited this page Sep 28, 2026 · 1 revision

macOS on Apple Silicon or Intel. The game renders with Metal. build.sh does all of it, as on Linux.

1. Install the tools (once)

  • 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 -p doesn't print a path inside Xcode.app, run sudo 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).

2. Get the code and build

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.z64

Put 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/.

Updating

git pull
./build.sh

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