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PCem v17

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Reply 20 of 30, by Bruninho

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SarahWalker wrote on 2020-12-07, 14:05:

It'd be interesting to find out how PCem fares on an M1. There is an ARM64 backend for the CPU recompiler (though currently not for the Voodoo code generator), but it's only ever been tested on a Pi3 running Linux, wouldn't be entirely surprised if ARM64 Mac OS threw up issues.

Did anyone manage to compile for macOS? Be it Intel-based or M1-based Macs?

"Design isn't just what it looks like and feels like. Design is how it works."
JOBS, Steve.

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Reply 21 of 30, by almeath

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Bruninho wrote on 2020-12-14, 22:16:

Did anyone manage to compile for macOS? Be it Intel-based or M1-based Macs?

Versions 16 and 17 are available here, with build instructions for Mojave and Catalina. My thanks to @kyr0 who figured out how to get V14 to compile in 2019 and those on the PCem board who worked it out for V16+17. There is even a native Mac application wrapper and DMG available to download.

https://github.com/PCemOnMac

Today I figured out how to get both versions running in Big Sur. It is a bit of a work-around because currently it will not compile directly - you need to follow a slightly 'tweaked' build process in Mojave or Catalina and then transfer the binary to Big Sur with an additional dependency. The full instructions are there, but let us know on the Github page if you need any help. 😀

Apart from figuring out how to directly compile in Big Sur, we intend to look at the reported problem with degraded performance (on the Mac only) in version 17. Also, none of us in that group have ARM Macs so that is yet to be investigated as well.

I was planning to post this information on the PCem board - I only got my registration sorted out in the last day.

EDIT: I have fixed the build errors and I can now get v16 and v17 to successfully compile and run in Big Sur 11.2.1. The repositories and instructions have been updated.

Reply 22 of 30, by Bruninho

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I've built both v16 and v17, however I could only run an machine with v17 (I'm on Big Sur 11.2), while v16 segfaults without even starting the machine.

"Design isn't just what it looks like and feels like. Design is how it works."
JOBS, Steve.

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Reply 23 of 30, by StLouisCPhT

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SarahWalker wrote on 2020-12-07, 14:05:

It'd be interesting to find out how PCem fares on an M1. There is an ARM64 backend for the CPU recompiler (though currently not for the Voodoo code generator), but it's only ever been tested on a Pi3 running Linux, wouldn't be entirely surprised if ARM64 Mac OS threw up issues.

Bruninho wrote on 2020-12-14, 22:16:

Did anyone manage to compile for macOS? Be it Intel-based or M1-based Macs?

PCem v17 does compile on the Arm Macs as native Apple Silicon quite easily once some minor additional code changes are made.

However, running is a different story.

Codegen_backend_arm64 has issues with block_write_data. I tossed my work on the shelf in December ( right about the time you were talking about it over here), with little to no desire in trying to resolve the issues as it has been more interesting to help work on porting emulators like Play and melonDS over to Arm macOS. If Sarah, almeath or kyr0 have the time to help figure it out, let me know.

Bruninho wrote on 2021-02-17, 02:53:

I've built both v16 and v17, however I could only run an machine with v17 (I'm on Big Sur 11.2), while v16 segfaults without even starting the machine.

If I remember correctly, the v16 segfault is due to code relating to setting the titlebar of the window.

Reply 24 of 30, by Bruninho

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StLouisCPhT wrote on 2021-03-15, 01:58:
PCem v17 does compile on the Arm Macs as native Apple Silicon quite easily once some minor additional code changes are made. […]
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SarahWalker wrote on 2020-12-07, 14:05:

It'd be interesting to find out how PCem fares on an M1. There is an ARM64 backend for the CPU recompiler (though currently not for the Voodoo code generator), but it's only ever been tested on a Pi3 running Linux, wouldn't be entirely surprised if ARM64 Mac OS threw up issues.

Bruninho wrote on 2020-12-14, 22:16:

Did anyone manage to compile for macOS? Be it Intel-based or M1-based Macs?

PCem v17 does compile on the Arm Macs as native Apple Silicon quite easily once some minor additional code changes are made.

However, running is a different story.

Codegen_backend_arm64 has issues with block_write_data. I tossed my work on the shelf in December ( right about the time you were talking about it over here), with little to no desire in trying to resolve the issues as it has been more interesting to help work on porting emulators like Play and melonDS over to Arm macOS. If Sarah, almeath or kyr0 have the time to help figure it out, let me know.

Bruninho wrote on 2021-02-17, 02:53:

I've built both v16 and v17, however I could only run an machine with v17 (I'm on Big Sur 11.2), while v16 segfaults without even starting the machine.

If I remember correctly, the v16 segfault is due to code relating to setting the titlebar of the window.

Try to contact kyr0 and almeath, they have set up a work on github (and I’m on gitter with them to talk about and test their binaries) to try and bring PCem to macOS, be it Intel or arm based macs. We need more arm based macs to test and develop it, too. I’ve tested their v17 on my intel macbook, and so far runs well, sure there are a few things that need to be sorted out. More help is always welcome.

"Design isn't just what it looks like and feels like. Design is how it works."
JOBS, Steve.

List of ALL Android vulnerabilities

Reply 25 of 30, by Shambler

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I'm attempting to work out the changes needed to at least compile for arm macOS and having some trouble - wouldn't mind a pointer or two (though sounds like there's other issues to consider once its compiled)

Happy to test though - using a M1 machine now and would like to have PCEM on the go

Reply 26 of 30, by almeath

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Shambler wrote on 2021-04-06, 06:35:

I'm attempting to work out the changes needed to at least compile for arm macOS and having some trouble - wouldn't mind a pointer or two (though sounds like there's other issues to consider once its compiled)

Happy to test though - using a M1 machine now and would like to have PCEM on the go

Thanks contacting me on Github. I will try to assist you from there, as these are Mac and M1 specific issues.

Reply 27 of 30, by ZellSF

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leileilol wrote on 2020-12-02, 05:13:
Some games that can work with the Banshee emulation now: - Command & Conquer Renegade - Dance Dance Revolution - Empire Earth - […]
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Some games that can work with the Banshee emulation now:
- Command & Conquer Renegade
- Dance Dance Revolution
- Empire Earth
- Evil Dead: Hail to the King
- Max Payne
- Oni
...and probably many many more unlisted games from the period of 1999-2001 that ignore secondary video devices, as well as a bunch of indie/free games that use OpenGL.

Also since it's banshee, it's got the big res thing going, of course. Know that it's the PCI versions that are emulated as the bus bandwidth isn't going to be great anyway (a lot of 1998's new video cards were promoting unplayablly high resolutions for the time, like 1920x1440). However, that very bottleneck can be useful for reaching 100% execution in some cases. 😀

I should also remind everyone to uninstall their Voodoo graphics/Voodoo2 drivers if try Banshee or Voodoo3 on existing Voodoo'd PC configs. Issues can happen.

How are you setting up widescreen resolutions in PCem?