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MacRunner 1.0.9 — development preview
MacRunner 1.0.9 — development preview (speed release). A native Mac app for running Windows games and apps on Apple Silicon: Wine for Windows APIs, HyperBridge for x86 → ARM64 CPU translation, DXMT and Metal for Direct3D 10/11 graphics.
This release changes only the 64-bit CPU translator. Wine, graphics, the 32-bit translator and the signed 32-bit loader are the same as in 1.0.8.
What changed since 1.0.8
- Integer division takes a shorter path. The common cases of
divandidivnow use the processor's own division directly; the rare cases that must raise a divide error (division by zero, quotient overflow) are handled on a separate cold path and still raise the same Windows exception as on a real processor. - Unaligned
lockoperations are exact. In 1.0.8 two threads updating the same unaligned memory cell withlock-prefixed instructions could lose updates: our stress test failed in 5–8 runs out of 10. It now passes 10 out of 10. - Shorter code for read-modify-write instructions. For instructions like
add [mem], regthe flags are now computed after the store, which removes host instructions from one of the most frequent x86 forms. - Scalar SSE arithmetic in one host instruction. In the processor's x86-compatible mode
addss/subss/mulss/divss(and thesdforms) keep the upper part of the register the way x86 does, so the translator no longer adds a separate merge step. - Cheaper calls from translated code into the system. The floating-point control register is no longer rewritten on every transition when it already holds the right value.
- A faster x87 path is included but still off. It is disabled by default until its results agree with real hardware in every tested case.
Thirty-two translator changes went into this build. They are published as source in the HyperBridge repository together with the engine files of this release (engine-0227).
How it was checked
This build was accepted on test stands rather than by replaying games by hand:
- CPU stand: 500,595 recorded processor states, no new differences against 1.0.8.
- Hardware-mode stands on the signed build: 812,402 flag states with no new differences; 919,405 SIMD states pass, with 18,968 already-known differences from the hardware reference still listed.
- Games stand: the recorded translations of eight games compile without errors — 278,047 records with the new defaults off and the same number with them on.
- 32-bit application stand: 21 of 21 cells through the app itself (message boxes, DirectDraw, Direct3D 7, full-screen window geometry, and audio decoding whose output is byte-identical to Windows). No games are involved.
- Package: signed with Developer ID, notarized by Apple, no personal paths inside.
Measured on this package (October 7; 21 micro-loops, five alternating runs of the 1.0.8 and 1.0.9 packages on an M1 Pro, fastest run of each): xor edx,edx; div ecx takes 0.92 ns per iteration instead of 2.09 ns, cqo; idiv rcx 0.81 ns instead of 1.96 ns, and a chain of addss 0.94 ns instead of 1.57 ns. The other 18 loops are unchanged within 1 %; rep movsb came out 3 % faster, which is inside the run-to-run spread. These are micro-loops, not game frame rates, and the Mac was in use during the session. The full table is on the HyperBridge page: https://github.com/t0b1kent/hyperbridge
This build was compiled on our own Mac. Rebuilding it from the public repositories on a clean cloud machine is in progress and is not finished: the 32-bit translator already builds there, the 64-bit translator, Wine and the helper tools do not yet.
Known limits
- No Direct3D 12 in this build, so games that need it (for example Elden Ring) cannot be started from it. Elden Ring is the target of the next version.
- 32-bit support is experimental, and x87 floating-point code, common in 32-bit games, is still slow.
- The first launch after updating takes about a minute: the app updates each bottle for the new engine before starting the game (55–57 s in our measurement on a busy Mac). Removing this wait is planned for the next version.
- Still failing in our regression suite: running code through a second mapping of the same memory without a cache flush, in programs other than .NET; floating-point exception flags and NaN sign in some SSE operations; shared PE sections across processes.
- Rebuilding Wine from the published sources still differs from the shipped binary in 37 functions; this is inherited from 1.0.8 and remains open.
- Indiana Jones and the Great Circle is not part of this build — it has a separate experimental preview:
v1.0.6-indiana.
Files
MacRunner-1.0.9-arm64.zip— the app (Apple Silicon), notarizedMacRunner-1.0.9-sources.tar.gz— corresponding sources, licenses and rebuild instructionsSHA256SUMS
Support the project: https://macrunner.app/support/
MacRunner 1.0.8 — development preview
MacRunner 1.0.8 — development preview. A native Mac app for running Windows games and apps on Apple Silicon: Wine for Windows APIs, HyperBridge for x86 → ARM64 CPU translation, DXMT and Metal for Direct3D 10/11 graphics.
What changed since 1.0.7
- Less CPU work per frame. The engine now uses the processor's hardware x86 memory-ordering mode by default instead of emulating that ordering in software. In Hollow Knight's menu the game used 23% less CPU time per frame than under 1.0.7 (alternating runs; run-to-run spread 0.9%). The frame rate there was already at the display's 120 Hz limit, so the gain is headroom rather than a higher number.
- Faster loading. Four translator settings that avoid translating the same code again are now on by default. On this engine code, before final packaging, Hollow Knight reached its menu in 25.4 s instead of 31.1 s (−18.5%, two alternating pairs); ABZU changed by −1.5% (one pair). The time was not re-measured on the final package.
- Sound fixes. Three corrections to x87 floating-point state handling: music in Heroes of Might and Magic III (32-bit) now plays, and the sound mix in Hedon (64-bit) no longer breaks. Our decoder test for the Miles Sound System produces output byte-identical to Windows. 32-bit programs now also see an audio device.
- 32-bit programs can be started from the app (still experimental). 1.0.7 contained the 32-bit runtime, but the app itself refused to launch such programs. Also fixed for 32-bit programs: nine window messages that were silently dropped, window and viewport geometry (the shifted picture in Heroes of Might and Magic III), a failure when starting threads, and suspending a thread that is busy inside translated code.
- No network lookup on every launch. Wine's session start used to resolve the Mac's own host name through the network. With the macOS "Local Network" privacy protection this could add tens of seconds to each launch on some Macs (36 s → 0.8 s on a clean cloud Mac). The name is now taken locally.
- Keyboard layout. While a game runs, the app selects your Latin keyboard layout and restores the previous one when the game exits, so WASD works when your current layout is, for example, Russian. Other apps also use the Latin layout until the game exits. The switch can be turned off in the app's settings.
- More correct x86 behaviour. AVX code that modifies itself now runs correctly;
BLSRandBLSMSKset the carry flag the way real processors do; denormal handling (DAZ/FTZ) in hardware floating point matches x86; the translator's code-buffer guard now accounts for 16 KB host pages, which fixes a hang in Hollow Knight found while testing this release. - Moved or renamed app. The Windows imaging component is now registered again for the app's current location, which addresses the 1.0.7 problem with bottles created before
MacRunner.appwas moved. - Reproducible translator. Both translator modules of this build were rebuilt from the published sources on a clean cloud Mac and came out byte-identical to the shipped files.
Checked on this build
On the final signed and notarized build, without any input, to the main menu: Hollow Knight, ABZU, Divinity: Original Sin Enhanced Edition, Stardew Valley and Heroes of Might and Magic III. On the same engine code and settings, before the final packaging: Hedon, Vampire Survivors, WRATH: Aeon of Ruin and Dome Keeper reached their first screens. Gameplay, input and long sessions were not verified for this build.
Known limits
- No Direct3D 12 in this build, so games that need it (for example Elden Ring) cannot be started from it.
- 32-bit support is experimental. x87 floating-point code, common in 32-bit games, is still slow; a faster path is in development and is not part of this build.
- Ion Fury stops at its own setup dialog in unattended runs; its game screen was not verified.
- Still failing in our regression suite: running code through a second mapping of the same memory without a cache flush, in programs other than .NET; floating-point exception flags and NaN sign in some SSE operations; shared PE sections across processes.
- Indiana Jones and the Great Circle is not part of this build — it has a separate experimental preview:
v1.0.6-indiana.
Files
MacRunner-1.0.8-arm64.zip— the app (Apple Silicon), notarizedMacRunner-1.0.8-sources.tar.gz— corresponding sources, licenses and rebuild instructionsSHA256SUMS
Support the project: https://macrunner.app/support/
MacRunner 1.0.7 — development preview
MacRunner 1.0.7 — development preview. A native Mac app for running Windows games and apps on Apple Silicon: Wine for Windows APIs, HyperBridge for x86 → ARM64 CPU translation, DXMT and Metal for Direct3D 10/11 graphics.
What changed since 1.0.6
- Signed and notarized by Apple. The app is signed with a Developer ID and notarized, so it opens normally — the right-click → Open step is no longer needed.
- 32-bit Windows programs now start (experimental). One Wine runtime and one signed loader serve both 64-bit and 32-bit programs; Wine picks the translator from the executable header. Our small 32-bit console and window test programs pass, and so does the 32-bit
DIV/IDIVtest. Heroes of Might and Magic III reaches its main menu and reacts to the mouse, without sound; its picture is shifted, with one edge cut off and a blank strip at the side. Treat 32-bit support as early. - .NET games can start. Stardew Valley (.NET 6) now reaches its main menu. Three changes make this work: thread suspension between Wine and its server is completed (the .NET garbage collector needs it), the engine automatically switches on its handling of code that is mapped at two addresses when the .NET runtime loads, and .NET's W^X mode is enabled by default (
DOTNET_EnableWriteXorExecute=1). No per-game setting is needed. - More correct x86 behaviour. 16-bit
SHLD/SHRDnow set the carry flag the way real processors do: 1,056 mismatches against a hardware reference table became zero (MACRUNNER_FEX_SHLD16_CF=0switches this off). Our regression suite went from 20 to 23 passing cases out of 31, with none lost. - No measurable speed change. In Hollow Knight's menu the difference from 1.0.6 stays within run-to-run spread.
Checked on this build
Hollow Knight, ABZU and Stardew Valley — to the main menu, in short unattended runs. Gameplay and FPS were not re-verified for this build.
Known limits
- No sound in 32-bit programs yet, and the picture of a 32-bit full-screen game can be shifted (seen in Heroes of Might and Magic III).
- .NET: only .NET 6 was tested. The fix relies on W^X mode; .NET Core 3.1 and .NET 5 do not have it and are not covered.
- A thread that spins in a tight loop without calls cannot yet be suspended by another thread.
- If you move or rename
MacRunner.app, bottles created earlier may fail to load images (a Windows imaging component is registered by absolute path). Creating a new bottle avoids this. - Still failing in our regression suite: running code through a second mapping of the same memory without a cache flush, in programs other than .NET; floating-point exception flags and NaN sign in some SSE operations; shared PE sections across processes.
- Indiana Jones and the Great Circle is not part of this build — it has a separate experimental preview:
v1.0.6-indiana.
Files
MacRunner-1.0.7-arm64.zip— the app (Apple Silicon), notarizedMacRunner-1.0.7-sources.tar— corresponding sources, licenses and rebuild instructionsSHA256SUMS
Support the project: https://macrunner.app/support/
MacRunner 1.0.6 — Indiana Jones preview (experimental)
This preview adds experimental support for Indiana Jones and the Great Circle (Windows, GOG version) on Apple Silicon — no Rosetta.
- x86-64 → ARM64: HyperBridge translator (FEX-based) inside Wine 11 (ARM64EC)
- Vulkan → Metal: our build of MoltenVK (Apache-2.0; license, source and patch included)
- Launch: add
TheGreatCircle.exeto MacRunner and press Play
Video: https://youtu.be/ZiSB1zQ-kuo
Tested on
MacBook Pro 14" (2021), Apple M1 Pro, 32 GB RAM, macOS 27.0 — minimum settings, ~10–12 FPS.
Known issues
- Save all your work before playing. On M1 Pro, firing a weapon hung the GPU and restarted the macOS session (all apps closed).
- Split frames (parts of two frames in one image), stutter, sky artifacts.
- Ray tracing does not work on M1 (the GPU lacks the 64-bit atomic operations the game's ray-tracing shaders use).
- If the game asks "Run In Safe Mode?" after an interrupted session, choose No.
- This preview replaces four shared engine files with versions tuned for Indiana Jones. Other games are not validated on this build (Hollow Knight starts, but its menu was not confirmed in our check) — for other games, stay on 1.0.5.
M3 / M4 owners — please report
Mac model, chip, RAM, macOS version, settings, FPS, whether ray tracing works, and where it breaks. Logs: ~/Library/Application Support/MacRunnerControlCenter/Runs/ (don't include personal data).
Files
MacRunner-1.0.6-indiana-arm64.zip— the appMacRunner-1.0.6-sources.tar,MacRunner-1.0.6-indiana-extra-sources.tar.gz— corresponding sources (Wine LGPL, MoltenVK Apache-2.0, …)SHA256SUMS-INDIANA— checksums
Built on open source: Wine, FEX-Emu, MoltenVK, DXMT. Indiana Jones and the Great Circle is a trademark of its respective owners; this is an unofficial compatibility test.
Support the project: https://macrunner.app/support/
MacRunner 1.0.6 — development preview
MacRunner 1.0.6 — development preview. A native Mac app for running Windows games and apps on Apple Silicon: Wine for Windows APIs, HyperBridge for x86-64 → ARM64 CPU translation, DXMT and Metal for Direct3D 10/11 graphics.
What changed since 1.0.5
- Faster start-up. The engine no longer protects the
x18register on every transition between translated and native code — it relies on the guarantee macOS already gives. In our A/B test of this change Hollow Knight reached its main menu in 23.2 s instead of 31.1 s on an M1 Pro (one game, one machine; not re-measured on the final package). To switch it off:MACRUNNER_HB_X18_TRUST_ABI=0. - Division errors behave like Windows on ARM.
DIV/IDIVoverflow and divide-by-zero now raise the same exception with the same register state as the reference Windows-on-ARM translator: all 88 reference cases match (they did not in 1.0.5). Enabled by default;MACRUNNER_FEX_DIV_OVERFLOW_DE=0switches it off. - Exception handlers see the right CPU flags. The x86 flags that were live before an exception are now restored for the handler, matching the same reference. Measured cost over 500,000 exceptions: none (14.26 µs vs 14.30 µs per exception). Enabled by default;
MACRUNNER_FEX_EFLAGS_KEEP=0switches it off. - Translator updated from patch 15 to patch 26 of our series: safe exits for jumps and calls to address zero, thread-scoped memory-ordering handling on macOS, executable-range fixes. Newer experimental switches stay off by default.
- Hedon Bloodrite gets a graphics profile (forward-compatible OpenGL context). The game now presents frames; menu and gameplay are not visually verified.
Known limits
- 32-bit Windows programs do not start yet.
- Indiana Jones and the Great Circle is not part of this build — it has a separate experimental preview:
v1.0.6-indiana. - Still failing in our regression suite: running code through a second mapping of the same memory (used by .NET 7+ with W^X) — fix scheduled for 1.0.7; floating-point exception flags and NaN sign in some SSE operations; shared PE sections across processes.
- Checked on this engine: Hollow Knight to the main menu. Gameplay and FPS were not re-verified for this build.
- The app is not notarized by Apple: on first launch, right-click it and choose Open. No automatic updates yet.
Files
MacRunner-1.0.6-arm64.zip— the app (Apple Silicon)MacRunner-1.0.6-sources.tar— corresponding sources, licenses and rebuild instructionsSHA256SUMS
Support the project: https://macrunner.app/support/
MacRunner 1.0.5 — development preview
MacRunner 1.0.5 — development preview. A native Mac app for running Windows games and apps on Apple Silicon: Wine for Windows APIs, HyperBridge for x86-64/x86 → ARM64 CPU translation, DXMT and Metal for Direct3D 10/11 graphics.
What changed since 1.0.4
Three compatibility fixes. All three were found on Indiana Jones and the Great Circle, but they concern any program that makes the same checks:
- Games now see SSE4.2, AES, PCLMULQDQ and SHA. The CPU translator took these features from ARM64 ID registers that Wine publishes without their crypto fields. Games therefore saw SSE4.2 as missing, although every Apple Silicon Mac executes these instructions. Many games from 2020 on check for SSE4.2 and quit. The engine now sets the translator's own option
FEX_HOSTFEATURES=enablecryptoinENGINE.json. The translator binary is unchanged. - An L3 cache is reported on Apple Silicon. macOS does not expose one, so Windows programs saw zero L3 caches. Indiana Jones divides by that number and crashed with an integer division by zero.
ntdll.sonow reports one L3 cache, shared by all processors and sized like the performance cluster's L2 (12 MB on an M1 Pro). - Programs with a shared, writable section that is not aligned to the Mac's 16 KB memory page now load. Wine refused such programs with "Bad EXE format" (
c000007b); Indiana Jones's executable has such a section. The section is now loaded as a private copy. One limitation: unlike on Windows, it is then not shared between processes. - Nothing else changed. HyperBridge engine 0015, the rest of Wine, DXMT and the bundled libraries are the files of 1.0.4. The engine manifest
ENGINE.jsonlists every file with its SHA-256.
Checked on this build
MacBook Pro M1 Pro, macOS 27.0, with the engine files unpacked from this release's ZIP. Where the 1.0.4 column is filled, the same check was run on 1.0.4; ABZU and Divinity were checked on 1.0.5 only.
| 1.0.4 | 1.0.5 | |
|---|---|---|
| x86-64 test program: CPUID SSE4.2 / AES / PCLMULQDQ / SHA | 0 / 0 / 0 / 0 (instructions refused) | 1 / 1 / 1 / 1 (instructions execute) |
known-answer tests: CRC32C, PCLMULQDQ, AES-128 (FIPS-197), SHA-256 (sha256rnds2), VAES, VPCLMULQDQ |
not advertised | 12 of 12 correct |
GetLogicalProcessorInformation: L3 caches |
0 | 1 (12 MB, shared by 8 processors) |
| test program with a shared writable section at a 4 KB (not 16 KB) boundary | "Bad EXE format" | starts; a second process gets its own copy of the section |
| Hollow Knight 1.5.12620 (Unity 6): main menu | 41.0 s, 39.4 s (2 runs, 29.09) | 40.0 s, 37.5 s (2 runs) — within run-to-run variation |
| ABZU | — | main menu |
| Divinity: Original Sin — Enhanced Edition | — | main menu (profile dialog) |
| Indiana Jones and the Great Circle (GOG) | "Bad EXE format" at start | loads; the game detects SSE4.2 and the L3 cache and stops at its own message "Missing Vulkan instance extension(s) … Hardware ray tracing is required" |
| Stardew Valley 1.6 | stops while loading its .NET assemblies, before opening a window | opens its window, which stays white; the game waits — no menu in either version |
| Hedon Bloodrite | "Very Fatal Error" (access violation reading address 0) during start | the same error at the same address |
Stardew Valley and Hedon were checked with the same automated launcher on both versions. The launcher does not apply the app's per-game launch profiles, so these two rows compare 1.0.4 and 1.0.5 with each other; they do not replace the tested-games list.
Indiana Jones does not run yet. It requires Vulkan with hardware ray tracing, and this bundle contains no Vulkan driver. 1.0.5 removes the three earlier blocks on the way there. FPS was not measured for this release. The other titles in the tested-games list have not been re-checked.
Requirements and first launch
- Apple Silicon Mac, macOS 27.0 (the bundled media libraries need it).
- The app is signed ad hoc and not notarized (Apple Developer account approval is pending). After unzipping, move
MacRunner.appto Applications. If macOS refuses to open it, do one of the following once: Control-click the app in Finder and choose Open; allow it in System Settings → Privacy & Security; or remove the download quarantine in Terminal withxattr -dr com.apple.quarantine /Applications/MacRunner.app. - Automatic updates are off in this preview.
Scope
Windows x64 games using Direct3D 10/11 are the main target. The DirectX 12 development path and a Vulkan driver are not included in this bundle. 32-bit Windows support is limited, and Windows ARM64 applications are not validated. A listed launch profile is not a compatibility guarantee. Release status →
Source code and licenses
- HyperBridge: t0b1kent/hyperbridge (MIT; FEX-Emu with MacRunner's modifications).
- Wine (LGPL-2.1-or-later), DXMT (LGPL-2.1-or-later), both with MacRunner's changes, and the other bundled LGPL/GPL components: the corresponding source is attached to this release as
MacRunner-1.0.5-sources.tar, andMacRunner-1.0.5-sources-README.mddescribes it. The two Wine changes of 1.0.5 are inwine/ntdll-1.0.5/of that package, together with their build recipe and a function-by-function comparison with the 1.0.4ntdll.so. - License texts of the bundled components are inside the app (
Contents/Resources/engine/licenses) and in the source package.
Checksums of every file of this release are in SHA256SUMS.
MacRunner 1.0.4 — development preview
MacRunner 1.0.4 — development preview. A native Mac app for running Windows games and apps on Apple Silicon: Wine for Windows APIs, HyperBridge for x86-64/x86 → ARM64 CPU translation, DXMT and Metal for Direct3D 10/11 graphics.
What changed since 1.0.3
- Fixed: the Wine server could crash and take the running game with it. In 1.0.3 the bundled
wineservercould stop at a random moment withmsync: error: mach_vm_map failed with 3: (os/kern) no space available. The cause was inserver/msync.c:get_shm()gavemach_vm_mapan uninitialised address as its placement hint and cleared the memory even when the call had failed. 1.0.4 ships awineserverbuilt from the fixed source. - Nothing else changed: HyperBridge engine 0015, Wine, DXMT and the bundled libraries are the same files as in 1.0.3 (the engine manifest
ENGINE.jsonlists every file with its SHA-256; onlywine/bin/wineserverdiffers).
Checked on this build
Hollow Knight 1.5.12620 (GOG, Windows build, Unity 6), MacBook Pro M1 Pro, macOS 27.0, with the engine files of this build: starts and reaches its main menu in 41.0 s and 39.4 s (two runs), the Wine server reports no errors. The crash depended on an uninitialised value, so no number of runs can prove it gone; the fixed code (server/msync.c in the source package) starts the search at address 0 and reports a failed mapping before touching memory. The gameplay FPS measured for 1.0.3 was not re-measured on 1.0.4, and the other titles in the tested-games list have not been re-checked. How the engine compares with the game's native macOS build, Microsoft Prism and CrossOver's FEX: HyperBridge compared.
Requirements and first launch
- Apple Silicon Mac, macOS 27.0 (the bundled media libraries need it).
- The app is signed ad hoc and not notarized (Apple Developer account approval is pending). After unzipping, move
MacRunner.appto Applications. If macOS refuses to open it, open it once from Finder with Control-click → Open, or allow it in System Settings → Privacy & Security, or remove the download quarantine in Terminal:xattr -dr com.apple.quarantine /Applications/MacRunner.app. - Automatic updates are off in this preview.
Scope
Windows x64 games using Direct3D 10/11 are the main target. The DirectX 12 development path is not included in this bundle. 32-bit Windows support is limited, and Windows ARM64 applications are not validated. A listed launch profile is not a compatibility guarantee. Release status →
Source code and licenses
- HyperBridge: t0b1kent/hyperbridge (MIT; FEX-Emu with MacRunner's modifications).
- Wine (LGPL-2.1-or-later) and DXMT (LGPL-2.1-or-later), both with MacRunner's changes, and the other bundled LGPL/GPL components: the corresponding source is attached to this release as
MacRunner-1.0.4-sources.tar;MacRunner-1.0.4-sources-README.mddescribes its contents and lists the components. The shipped DXMT changes are in that package; the public fork t0b1kent/dxmt does not contain them yet. - License texts of the bundled components are inside the app (
Contents/Resources/engine/licenses) and in the source package.
Checksums of every file of this release are in SHA256SUMS.
MacRunner 1.0.3 — development preview
MacRunner 1.0.3 — development preview. A native Mac app for running Windows games and apps on Apple Silicon: Wine for Windows APIs, HyperBridge for x86-64/x86 → ARM64 CPU translation, DXMT and Metal for Direct3D 10/11 graphics.
What changed since 1.0.2
- HyperBridge engine 0015 replaces the 1.0.2 engine: engine-0015, where its release notes list the engine changes. HyperBridge is FEX-Emu with MacRunner's patch series, public under MIT at t0b1kent/hyperbridge.
- Faster start-up.
MACRUNNER_HB_MAPSCAN_SKIP=1is now on by default, so Wine no longer scans the whole address space when it maps memory. In our measurements Hollow Knight reached its main menu in about 45 s instead of about 3 minutes. - Cleaner runtime. 69 leftover backup and test binaries (about 180 MB) removed from the bundled Wine, and the license texts of all bundled libraries added. The engine manifest (
ENGINE.json) lists every file with its SHA-256.
Checked on this build
Hollow Knight 1.5.12620 (GOG, Windows build, Unity 6), 1280×720, V-Sync on, MacBook Pro M1 Pro, macOS 27.0: starts, loads a save and plays King's Pass at 107–117 FPS (four runs) against the 120 Hz display limit, graphics through DXMT → Metal (details and conditions). The other titles in the tested-games list have not been re-checked on 1.0.3 yet. How the engine compares with the game's native macOS build, Microsoft Prism and CrossOver's FEX: HyperBridge compared.
Requirements and first launch
- Apple Silicon Mac, macOS 27.0 (the bundled media libraries need it).
- The app is signed ad hoc and not notarized (Apple Developer account approval is pending). After unzipping, move
MacRunner.appto Applications. If macOS refuses to open it, open it once from Finder with Control-click → Open, or allow it in System Settings → Privacy & Security, or remove the download quarantine in Terminal:xattr -dr com.apple.quarantine /Applications/MacRunner.app. - Automatic updates are off in this preview.
Scope
Windows x64 games using Direct3D 10/11 are the main target. The DirectX 12 development path is not included in this bundle. 32-bit Windows support is limited, and Windows ARM64 applications are not validated. A listed launch profile is not a compatibility guarantee. Release status →
Source code and licenses
- HyperBridge: t0b1kent/hyperbridge (MIT; FEX-Emu with MacRunner's modifications).
- Wine (LGPL-2.1-or-later) and DXMT (LGPL-2.1-or-later), both with MacRunner's changes, and the other bundled LGPL/GPL components: the corresponding source is attached to this release as
MacRunner-1.0.3-sources.tar;MacRunner-1.0.3-sources-README.mddescribes its contents and lists the components. The shipped DXMT changes are in that package; the public fork t0b1kent/dxmt does not contain them yet. - License texts of the bundled components are inside the app (
Contents/Resources/engine/licenses) and in the source package.
Checksums of every file of this release are in SHA256SUMS.