Mac version?
Mac version?
I have been really intrested in getting this capture card for my LP YT Channel: Poketon96
It would be awesome to record DS and 3DS games, but the thing is, there is no Mac version of the software. Will there ever be a Mac version released? I REALLY NEED IT!
It would be awesome to record DS and 3DS games, but the thing is, there is no Mac version of the software. Will there ever be a Mac version released? I REALLY NEED IT!
Re: Mac version?
From what I've heard from loopy before, the program uses Windows API. A lot of Video For Windows (VFW) in particular. So a Mac port wouldn't be easy and I don't see it on the horizon unless loopy gets some help with it.
Unfortunately while I do know some programming, I know very little about Macs. So even if I did poke around in the source code I wouldn't be able to make a Mac version unless I managed to make it completely OS neutral by some miracle.
Unfortunately while I do know some programming, I know very little about Macs. So even if I did poke around in the source code I wouldn't be able to make a Mac version unless I managed to make it completely OS neutral by some miracle.
Re: Mac version?
Cross-platform isn't really easy, but it's still no miracle.
I remember how my Software Architecture and Design teacher even managed to make his Nintendo DS game natively running on a PC, without changing his Code at all.
All he did, was make his game use no single (platform-specific) Header file.
I remember how my Software Architecture and Design teacher even managed to make his Nintendo DS game natively running on a PC, without changing his Code at all.
All he did, was make his game use no single (platform-specific) Header file.
Re: Mac version?
Related topic.
Adding Mac support hasn't been a priority. I don't have a Mac or any Mac programming experience. Instead of trying to port the capture app, maybe it would be easier adding 3ds capture to a webcam driver?
Adding Mac support hasn't been a priority. I don't have a Mac or any Mac programming experience. Instead of trying to port the capture app, maybe it would be easier adding 3ds capture to a webcam driver?
Re: Mac version?
Bro and I are already trying to port the App to Mac, but we're first going slowly through the Code, then we try to make it use some MP4 API (instead of Video For Windows), and use OpenGL (instead of DirectX).
Meanwhile, we had it successfully working on DirectX 9 (the App runs on 8), there aren't really spectacular differences, but it's still nice to see it works.
Meanwhile, we had it successfully working on DirectX 9 (the App runs on 8), there aren't really spectacular differences, but it's still nice to see it works.
Re: Mac version?
Cool. Let me know how that goes
Re: Mac version?
Yes, but that is from the ground up. If you have code that relies on platform specific headers then to make it cross-platform you need to rework your code's logic until you can remove those headers; and that is an entirely different game. Depending on the code it can be easier to start over from scratch, especially if true cross-platform is not actually possible and you need to swap for a header on the new platform.MKGirlism wrote:Cross-platform isn't really easy, but it's still no miracle.
I remember how my Software Architecture and Design teacher even managed to make his Nintendo DS game natively running on a PC, without changing his Code at all.
All he did, was make his game use no single (platform-specific) Header file.
Though the "by a miracle" comment was more about my ability to tackle the project. A good programmer could still do it without too much trouble, but I'm still fairly noobish.
Re: Mac version?
So what you're saying is, that it is possible to make the program for Mac? And MKGirlism, you are working on porting it now?mixt wrote:Yes, but that is from the ground up. If you have code that relies on platform specific headers then to make it cross-platform you need to rework your code's logic until you can remove those headers; and that is an entirely different game. Depending on the code it can be easier to start over from scratch, especially if true cross-platform is not actually possible and you need to swap for a header on the new platform.MKGirlism wrote:Cross-platform isn't really easy, but it's still no miracle.
I remember how my Software Architecture and Design teacher even managed to make his Nintendo DS game natively running on a PC, without changing his Code at all.
All he did, was make his game use no single (platform-specific) Header file.
Though the "by a miracle" comment was more about my ability to tackle the project. A good programmer could still do it without too much trouble, but I'm still fairly noobish.
Re: Mac version?
Not right now, as I first want to make it Mac compatible first.
To accomplish it, I need to replace a few stuff, like Video for Windows must become some MP4 API (and I can't find a decent one), and DirectX needs to become OpenGL.
If that's done, then I'll port it to OS X, as DirectX and VFW are the stuff a Mac doesn't understand.
To accomplish it, I need to replace a few stuff, like Video for Windows must become some MP4 API (and I can't find a decent one), and DirectX needs to become OpenGL.
If that's done, then I'll port it to OS X, as DirectX and VFW are the stuff a Mac doesn't understand.