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- Use the lxdream emulator on mac how to#
- Use the lxdream emulator on mac software#
- Use the lxdream emulator on mac code#
- Use the lxdream emulator on mac tv#
- Use the lxdream emulator on mac mac#
* Change FR bank handling to swap rather than using an index pointer.
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So based on current scheduled items, you can probably expect 0.9 somewhere towards the end of July.
Use the lxdream emulator on mac mac#
On the Mac front, I’ve finally stumbled over the reason I couldn’t get it to work properly (It simply refused to become the active application, take key focus, etc) - apparently Cocoa really, _really_ wants to run inside an application bundle, and gets very unhappy when there isn’t one… At least now that that’s sorted I should be able to get the preliminary cocoa ui in real soon now. Interestingly enough, on said new machine, the 64-bit version runs about 12% faster than the 32-bit version. Also it doesn’t overheat under a moderate load like the old one did either, which is nice.
Use the lxdream emulator on mac code#
Firstly, it’s somewhat faster and secondly it runs 64-bit code natively - in other words you can start to expect x86-64 to work at least as well as i386 does. On the bright side, its replacement has two important advantages. So I get back from vacation and discover that my main desktop has decided to commit suicide. So far I’ve noticed: It’s restricted to 16-bit depth buffers, has various other regressions from 10.4, creating a context with fbconfig crashes the app, glSecondar圜olorPointerEXT fails if given a size = 4 (and lead to a crash), not to mention the libGL link cycle issue… In unrelated news, pulseaudio support is now in, along with spanish and italian translations (thanks to segnini75 and ghost22) Well I was always going to do this eventually, I just hadn’t been planning to do it _now_. * Started implementing a (fairly minimal) native cocoa UI. If anyone actually manages to build it from source… do let me know Unfortunately the only binary I can find for GTK/Quartz is provided by macports, and the font support is broken at the moment (ie completely missing). * Added support for the native GTK port w/ NSGL. Which raises the question - is anyone actually trying to use lxdream on 10.4? * Fixed the crashes at least, with glx, and generally fixed up the configure script for 10.5. So as a result, I have to say I’m stunned that other people have managed to get as far as they did - as far as I can see, Apple seems to have broken GLX pretty thoroughly. The good news is that I now have regular access to a mac again, and it’s actually fairly up-to-date (ie it’s running 10.5). * Quick hack to get the dclinux nrg booting. * Fixed a couple of d’oh-level SH4 bugs (thanks to dknute for pointing them out) Note that you’ll need the latest svn trunk to boot the nrg image properly.Īnd finally, I see that MAME now has a mostly complete AICA driver, thanks to ElSemi, kingshriek, dknute & R.Belmont. In other news, dclinux 010605 is now hosted locally (as long as the bandwidth holds out), including a self-booting NRG image (thanks to The Gypsy), check it out on the wiki. Once that’s merged I’ve got a few small non-render issues to sort out, and then I’ll get back to the annoying rendering bugs… Unfortunately I didn’t really get any performance improvements out of it (well, I was probably a little hopeful there), but at least I didn’t lose any performance either, and it was worth doing for other reasons. The render split is mostly done now, and will probably be merged back to trunk this week (as soon as I reintegrate the trans poly sorting).
Use the lxdream emulator on mac how to#
This guide walks you through Simulator, starting with the basics of how to use it and moving on to the tools found within the simulator that can assist you in testing and debugging your apps.Real Life(tm) has been a little bit hectic lately, so there’s isn’t much to report for last week for lxdream. Learn about the Xcode development experience and the iOS development environment before becoming a member of the iOS Developer Program Test your app using developer tools that are available only for Simulator At a Glanceīy simulating the operation of your app in Simulator, you can:įind major problems in your app during design and early testing These settings and files exist on every device you test within a simulation environment.
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Use the lxdream emulator on mac software#
Each combination of a simulated device and software version is considered its own simulation environment, independent of the others, with its own settings and files. Simulator enables you to simulate iOS, watchOS, and tvOS devices running current and some legacy operating systems. Think of the simulator as a preliminary testing tool to use before testing your app on an actual device.
Use the lxdream emulator on mac tv#
Installed as part of the Xcode tools, Simulator runs on your Mac and behaves like a standard Mac app while simulating an iPhone, iPad, Apple Watch, or Apple TV environment. Simulator allows you to rapidly prototype and test builds of your app during the development process. For Xcode 9 and later, see Simulator Help by choosing Help > Simulator Help in Simulator. Important The information in this document is deprecated in Xcode 9.