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Macwards Compatibility   
Moe

Moe
United States  

 visit Moe's website: Creatures 2 to Docking Station
  1/1/2010  1

As it is known, the Macintosh port of Exodus is not without its minor differences, and these sometimes cause errors, though rarely anything severe.

Thanks to some coordination with Malkin, we have discovered that the minor version of the engine used by Macintosh players, Kutoka?s engine, is 296, as opposed to the 286 of the PC engine.

This may not mean much to most people, but if problems arise in the way an agent is coded when used on Mac computers, you can use the minor version difference to detect and create a mechanism to call alternate code accordingly. :)

I am not aware if this was already know, but nevertheless, it is now public knowledge.

Also, as a general announcement, it should be noted that some sprites render with a ?rainbow spew? on Macintosh computers, making the agent unsightly and sometimes inoperable. This problem was also isolated by Malkin and I during the summer of ?09, during which time we found that Sprites, which can be saved in two formats, 555 or 565, must be saved in the 565 format to avoid ?spewing?. Use Bobcob?s sprite editor to convert them to ensure the proper format.

Any other Macintosh compatibility related info will be posted here as it is discovered.


Help Mac users to be fully able to enjoy your creations! Happy developing! :)

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  8/19/2011

Occasionally, the Mac DS engine unpacks a sprite file faultily. Opening and saving the original sprite file in Edos fixes the sprite file, but it has to be done with the original file (as unpacked by Monk) before the engine has a chance to unpack it. Edos can't fix the file once rainbow-ized.

My TCR Norns
 


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