EO macOS Port HELP

Emulator and emulator development specific topics
Post Reply
Posts: 38
Joined: Wed Jun 12, 2019 4:12 am

EO macOS Port HELP

Post by butchi »

EO does not run on the newer True 64-bit Intel macOS, since WINE is only 32-bit.
To convert EO Windows C++ project to macOS, you'll need to make several adjustments to ensure compatibility with the macOS platform. Here are some logical steps you can follow:

1) Choose a development environment: Select a suitable development environment for macOS, such as Xcode, which is the official integrated development environment (IDE) for macOS. Xcode provides tools, compilers, and frameworks necessary for macOS development.

2) Review platform-specific APIs: macOS and Windows have different APIs and frameworks. Identify the Windows-specific APIs used in your C++ project and find their equivalent macOS APIs. You'll need to update your code to use the macOS equivalents. Apple's developer documentation, such as the macOS Development Documentation and macOS API reference, will be helpful in this process.

3) Adjust file and path handling: macOS and Windows have different file system conventions and path separators. Update your code to use macOS-compatible file and path handling functions. For example, replace Windows-specific functions like CreateFile with macOS equivalents like NSFileManager.

4) Reconfigure build settings: Adjust the project settings and build configurations to match the macOS environment. Update compiler settings, linker flags, and include paths accordingly. You might need to make changes to your build system (e.g., migrating from Visual Studio project files to Xcode project files) to ensure the project builds correctly.

5) Handle platform-specific libraries: If your Windows C++ project relies on platform-specific libraries, you'll need to find their macOS equivalents or alternatives. Some libraries may have macOS versions available, while others may require finding alternatives or rewriting specific code sections.

6) Test and debug: After making the necessary modifications, thoroughly test your converted project on macOS. Pay attention to any warnings, errors, or runtime issues that may arise. Utilize debugging tools provided by Xcode to diagnose and resolve any problems.

7) Adapt to macOS user interface: If your application has a graphical user interface (GUI), consider adapting it to follow macOS design guidelines. macOS users have certain expectations regarding the look and behavior of applications on their platform. Familiarize yourself with the macOS Human Interface Guidelines and make necessary adjustments to provide a native macOS experience.


Additional considerations: Keep in mind that the Windows and macOS platforms have different behaviors, features, and limitations. It's important to understand these differences and handle them accordingly. Thoroughly test your application on macOS to ensure it functions as expected.

Remember that converting a Windows C++ project to macOS may involve significant changes depending on the complexity of the original codebase and the dependencies it relies on. It's essential to allocate sufficient time for testing and debugging to ensure a smooth transition.
. . . any clever coder out there able to build EO on macOS platform
Post Reply