Initial macOS Build Support - #20

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Initial macOS Build Support#20
IsaacMarovitz wants to merge 6 commits into
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@thesupersonic16

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Thats all? Besides the logger, this is like 0 lines of code to the app itself. If you think the PR is ready, can you tell me what works and what doesn't? I do not own a machine with macOS so I will be unable to test this PR.

@IsaacMarovitz

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Can you tell me what works and what doesn't?

This is mostly just to get builds working right now. Steam library selection will have to be handled differently on macOS since, unlike Windows and Linux, Windows titles are not installed in the native system version of Steam, so Steam library info could be in any arbitrary bottle. It will take some new UI to point HMM to that. If you want that added before this is merged I can mark this as draft and sort it out.

@thesupersonic16

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It might be fine to merge, as not like anyone would have a standard install of the Windows games. I would want the executable renamed to be clear it's for osx arm. People may confuse it with a Linux build.

Also does this work with Unleashed Recompiled?

@IsaacMarovitz

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Also does this work with Unleashed Recompiled?

We've not necessarily settled on what the bundle file will be called so I didn't want to make that assumption at this stage. Ig I can always change it later if necessary.

@thesupersonic16

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I think we should atleast hold the PR until further plans are set and tested for the macOS version of Unleashed Recompiled.

@IsaacMarovitz
IsaacMarovitz marked this pull request as draft March 5, 2025 13:22
@thesupersonic16

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I just realised you are also trying to PR to the ui branch. This repo is one of those push directly to main, so when macOS ARM support is ready can you also recreate the PR to the main branch?

@IsaacMarovitz

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hi, when do you think this will be complete? (I know nothing about coding, and i'm not trying to be pushy) just curious

Builds are trivial, but building the UI for setting up config on macOS will take some time

@to-fuu

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Other than just getting the UI to build, there is a lot to do to make this usable.

I got it to detect and run UnleahsedRecompiled but mods don't work yet.

image

@IsaacMarovitz

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I got it to detect and run UnleahsedRecompiled but mods don't work yet.

I'm focusing on other titles first until the Mac version of the recomp is officially released.

@to-fuu

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I'm curious as to why. I don't believe any of them work on macos. Right?

@IsaacMarovitz

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I'm curious as to why. I don't believe any of them work on macos. Right?

They all work in Wine

@to-fuu

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Managed to get mods working for unleahsed

image

@fred64k

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Managed to get mods working for unleahsed

image

Do you have any instructions on how to build it? I'm kind of new to this and I know it's still kinda in development so if it might be too difficult I get it

@to-fuu

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You cannot just build it yet.
Once a PR is made and merged, the docs will probably be updated (or a build will simple be added alongside other releases)

Let's not turn this thread into a tutorial

@IsaacMarovitzIsaacMarovitz mentioned this pull request Mar 6, 2025
3 tasks
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
@IsaacMarovitz
IsaacMarovitz changed the base branch from ui to mainMarch 7, 2025 10:37
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
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@IsaacMarovitz@thesupersonic16@to-fuu@fred64k
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Initial macOS Build Support - #20

Draft
IsaacMarovitz wants to merge 6 commits into
hedge-dev:mainfrom
IsaacMarovitz:macos
Draft

Initial macOS Build Support#20
IsaacMarovitz wants to merge 6 commits into
hedge-dev:mainfrom
IsaacMarovitz:macos

Conversation

@IsaacMarovitz

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No description provided.

@thesupersonic16

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Thats all? Besides the logger, this is like 0 lines of code to the app itself. If you think the PR is ready, can you tell me what works and what doesn't? I do not own a machine with macOS so I will be unable to test this PR.

@IsaacMarovitz

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Can you tell me what works and what doesn't?

This is mostly just to get builds working right now. Steam library selection will have to be handled differently on macOS since, unlike Windows and Linux, Windows titles are not installed in the native system version of Steam, so Steam library info could be in any arbitrary bottle. It will take some new UI to point HMM to that. If you want that added before this is merged I can mark this as draft and sort it out.

@thesupersonic16

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It might be fine to merge, as not like anyone would have a standard install of the Windows games. I would want the executable renamed to be clear it's for osx arm. People may confuse it with a Linux build.

Also does this work with Unleashed Recompiled?

@IsaacMarovitz

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Also does this work with Unleashed Recompiled?

We've not necessarily settled on what the bundle file will be called so I didn't want to make that assumption at this stage. Ig I can always change it later if necessary.

@thesupersonic16

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I think we should atleast hold the PR until further plans are set and tested for the macOS version of Unleashed Recompiled.

@IsaacMarovitz
IsaacMarovitz marked this pull request as draft March 5, 2025 13:22
@thesupersonic16

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I just realised you are also trying to PR to the ui branch. This repo is one of those push directly to main, so when macOS ARM support is ready can you also recreate the PR to the main branch?

@IsaacMarovitz

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hi, when do you think this will be complete? (I know nothing about coding, and i'm not trying to be pushy) just curious

Builds are trivial, but building the UI for setting up config on macOS will take some time

@to-fuu

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Other than just getting the UI to build, there is a lot to do to make this usable.

I got it to detect and run UnleahsedRecompiled but mods don't work yet.

image

@IsaacMarovitz

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Author

I got it to detect and run UnleahsedRecompiled but mods don't work yet.

I'm focusing on other titles first until the Mac version of the recomp is officially released.

@to-fuu

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I'm curious as to why. I don't believe any of them work on macos. Right?

@IsaacMarovitz

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Author

I'm curious as to why. I don't believe any of them work on macos. Right?

They all work in Wine

@to-fuu

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Managed to get mods working for unleahsed

image

@fred64k

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Managed to get mods working for unleahsed

image

Do you have any instructions on how to build it? I'm kind of new to this and I know it's still kinda in development so if it might be too difficult I get it

@to-fuu

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You cannot just build it yet.
Once a PR is made and merged, the docs will probably be updated (or a build will simple be added alongside other releases)

Let's not turn this thread into a tutorial

@IsaacMarovitzIsaacMarovitz mentioned this pull request Mar 6, 2025
3 tasks
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
@IsaacMarovitz
IsaacMarovitz changed the base branch from ui to mainMarch 7, 2025 10:37
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
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@IsaacMarovitz@thesupersonic16@to-fuu@fred64k
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Initial macOS Build Support - #20

Draft
IsaacMarovitz wants to merge 6 commits into
hedge-dev:mainfrom
IsaacMarovitz:macos
Draft

Initial macOS Build Support#20
IsaacMarovitz wants to merge 6 commits into
hedge-dev:mainfrom
IsaacMarovitz:macos

Conversation

@IsaacMarovitz

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No description provided.

@thesupersonic16

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Thats all? Besides the logger, this is like 0 lines of code to the app itself. If you think the PR is ready, can you tell me what works and what doesn't? I do not own a machine with macOS so I will be unable to test this PR.

@IsaacMarovitz

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Author

Can you tell me what works and what doesn't?

This is mostly just to get builds working right now. Steam library selection will have to be handled differently on macOS since, unlike Windows and Linux, Windows titles are not installed in the native system version of Steam, so Steam library info could be in any arbitrary bottle. It will take some new UI to point HMM to that. If you want that added before this is merged I can mark this as draft and sort it out.

@thesupersonic16

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Member

It might be fine to merge, as not like anyone would have a standard install of the Windows games. I would want the executable renamed to be clear it's for osx arm. People may confuse it with a Linux build.

Also does this work with Unleashed Recompiled?

@IsaacMarovitz

Copy link
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Author

Also does this work with Unleashed Recompiled?

We've not necessarily settled on what the bundle file will be called so I didn't want to make that assumption at this stage. Ig I can always change it later if necessary.

@thesupersonic16

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Member

I think we should atleast hold the PR until further plans are set and tested for the macOS version of Unleashed Recompiled.

@IsaacMarovitz
IsaacMarovitz marked this pull request as draft March 5, 2025 13:22
@thesupersonic16

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I just realised you are also trying to PR to the ui branch. This repo is one of those push directly to main, so when macOS ARM support is ready can you also recreate the PR to the main branch?

@IsaacMarovitz

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Author

hi, when do you think this will be complete? (I know nothing about coding, and i'm not trying to be pushy) just curious

Builds are trivial, but building the UI for setting up config on macOS will take some time

@to-fuu

Copy link
Copy Markdown

Other than just getting the UI to build, there is a lot to do to make this usable.

I got it to detect and run UnleahsedRecompiled but mods don't work yet.

image

@IsaacMarovitz

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Author

I got it to detect and run UnleahsedRecompiled but mods don't work yet.

I'm focusing on other titles first until the Mac version of the recomp is officially released.

@to-fuu

Copy link
Copy Markdown

I'm curious as to why. I don't believe any of them work on macos. Right?

@IsaacMarovitz

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Author

I'm curious as to why. I don't believe any of them work on macos. Right?

They all work in Wine

@to-fuu

Copy link
Copy Markdown

Managed to get mods working for unleahsed

image

@fred64k

Copy link
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Managed to get mods working for unleahsed

image

Do you have any instructions on how to build it? I'm kind of new to this and I know it's still kinda in development so if it might be too difficult I get it

@to-fuu

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You cannot just build it yet.
Once a PR is made and merged, the docs will probably be updated (or a build will simple be added alongside other releases)

Let's not turn this thread into a tutorial

@IsaacMarovitzIsaacMarovitz mentioned this pull request Mar 6, 2025
3 tasks
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
@IsaacMarovitz
IsaacMarovitz changed the base branch from ui to mainMarch 7, 2025 10:37
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
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4 participants

@IsaacMarovitz@thesupersonic16@to-fuu@fred64k
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Initial macOS Build Support - #20

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IsaacMarovitz wants to merge 6 commits into
hedge-dev:mainfrom
IsaacMarovitz:macos
Draft

Initial macOS Build Support#20
IsaacMarovitz wants to merge 6 commits into
hedge-dev:mainfrom
IsaacMarovitz:macos

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@IsaacMarovitz

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@thesupersonic16

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Thats all? Besides the logger, this is like 0 lines of code to the app itself. If you think the PR is ready, can you tell me what works and what doesn't? I do not own a machine with macOS so I will be unable to test this PR.

@IsaacMarovitz

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Author

Can you tell me what works and what doesn't?

This is mostly just to get builds working right now. Steam library selection will have to be handled differently on macOS since, unlike Windows and Linux, Windows titles are not installed in the native system version of Steam, so Steam library info could be in any arbitrary bottle. It will take some new UI to point HMM to that. If you want that added before this is merged I can mark this as draft and sort it out.

@thesupersonic16

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Member

It might be fine to merge, as not like anyone would have a standard install of the Windows games. I would want the executable renamed to be clear it's for osx arm. People may confuse it with a Linux build.

Also does this work with Unleashed Recompiled?

@IsaacMarovitz

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Author

Also does this work with Unleashed Recompiled?

We've not necessarily settled on what the bundle file will be called so I didn't want to make that assumption at this stage. Ig I can always change it later if necessary.

@thesupersonic16

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Member

I think we should atleast hold the PR until further plans are set and tested for the macOS version of Unleashed Recompiled.

@IsaacMarovitz
IsaacMarovitz marked this pull request as draft March 5, 2025 13:22
@thesupersonic16

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I just realised you are also trying to PR to the ui branch. This repo is one of those push directly to main, so when macOS ARM support is ready can you also recreate the PR to the main branch?

@IsaacMarovitz

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Author

hi, when do you think this will be complete? (I know nothing about coding, and i'm not trying to be pushy) just curious

Builds are trivial, but building the UI for setting up config on macOS will take some time

@to-fuu

Copy link
Copy Markdown

Other than just getting the UI to build, there is a lot to do to make this usable.

I got it to detect and run UnleahsedRecompiled but mods don't work yet.

image

@IsaacMarovitz

Copy link
Copy Markdown
Author

I got it to detect and run UnleahsedRecompiled but mods don't work yet.

I'm focusing on other titles first until the Mac version of the recomp is officially released.

@to-fuu

Copy link
Copy Markdown

I'm curious as to why. I don't believe any of them work on macos. Right?

@IsaacMarovitz

Copy link
Copy Markdown
Author

I'm curious as to why. I don't believe any of them work on macos. Right?

They all work in Wine

@to-fuu

Copy link
Copy Markdown

Managed to get mods working for unleahsed

image

@fred64k

Copy link
Copy Markdown

Managed to get mods working for unleahsed

image

Do you have any instructions on how to build it? I'm kind of new to this and I know it's still kinda in development so if it might be too difficult I get it

@to-fuu

Copy link
Copy Markdown

You cannot just build it yet.
Once a PR is made and merged, the docs will probably be updated (or a build will simple be added alongside other releases)

Let's not turn this thread into a tutorial

@IsaacMarovitzIsaacMarovitz mentioned this pull request Mar 6, 2025
3 tasks
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
@IsaacMarovitz
IsaacMarovitz changed the base branch from ui to mainMarch 7, 2025 10:37
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
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4 participants

@IsaacMarovitz@thesupersonic16@to-fuu@fred64k
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Initial macOS Build Support - #20

Draft
IsaacMarovitz wants to merge 6 commits into
hedge-dev:mainfrom
IsaacMarovitz:macos
Draft

Initial macOS Build Support#20
IsaacMarovitz wants to merge 6 commits into
hedge-dev:mainfrom
IsaacMarovitz:macos

Conversation

@IsaacMarovitz

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@thesupersonic16

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Thats all? Besides the logger, this is like 0 lines of code to the app itself. If you think the PR is ready, can you tell me what works and what doesn't? I do not own a machine with macOS so I will be unable to test this PR.

@IsaacMarovitz

Copy link
Copy Markdown
Author

Can you tell me what works and what doesn't?

This is mostly just to get builds working right now. Steam library selection will have to be handled differently on macOS since, unlike Windows and Linux, Windows titles are not installed in the native system version of Steam, so Steam library info could be in any arbitrary bottle. It will take some new UI to point HMM to that. If you want that added before this is merged I can mark this as draft and sort it out.

@thesupersonic16

Copy link
Copy Markdown
Member

It might be fine to merge, as not like anyone would have a standard install of the Windows games. I would want the executable renamed to be clear it's for osx arm. People may confuse it with a Linux build.

Also does this work with Unleashed Recompiled?

@IsaacMarovitz

Copy link
Copy Markdown
Author

Also does this work with Unleashed Recompiled?

We've not necessarily settled on what the bundle file will be called so I didn't want to make that assumption at this stage. Ig I can always change it later if necessary.

@thesupersonic16

Copy link
Copy Markdown
Member

I think we should atleast hold the PR until further plans are set and tested for the macOS version of Unleashed Recompiled.

@IsaacMarovitz
IsaacMarovitz marked this pull request as draft March 5, 2025 13:22
@thesupersonic16

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Member

I just realised you are also trying to PR to the ui branch. This repo is one of those push directly to main, so when macOS ARM support is ready can you also recreate the PR to the main branch?

@IsaacMarovitz

Copy link
Copy Markdown
Author

hi, when do you think this will be complete? (I know nothing about coding, and i'm not trying to be pushy) just curious

Builds are trivial, but building the UI for setting up config on macOS will take some time

@to-fuu

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Other than just getting the UI to build, there is a lot to do to make this usable.

I got it to detect and run UnleahsedRecompiled but mods don't work yet.

image

@IsaacMarovitz

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I got it to detect and run UnleahsedRecompiled but mods don't work yet.

I'm focusing on other titles first until the Mac version of the recomp is officially released.

@to-fuu

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I'm curious as to why. I don't believe any of them work on macos. Right?

@IsaacMarovitz

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I'm curious as to why. I don't believe any of them work on macos. Right?

They all work in Wine

@to-fuu

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Managed to get mods working for unleahsed

image

@fred64k

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Managed to get mods working for unleahsed

image

Do you have any instructions on how to build it? I'm kind of new to this and I know it's still kinda in development so if it might be too difficult I get it

@to-fuu

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You cannot just build it yet.
Once a PR is made and merged, the docs will probably be updated (or a build will simple be added alongside other releases)

Let's not turn this thread into a tutorial

@IsaacMarovitzIsaacMarovitz mentioned this pull request Mar 6, 2025
3 tasks
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
@IsaacMarovitz
IsaacMarovitz changed the base branch from ui to mainMarch 7, 2025 10:37
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
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@IsaacMarovitz@thesupersonic16@to-fuu@fred64k
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Initial macOS Build Support - #20

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IsaacMarovitz:macos
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Initial macOS Build Support#20
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@thesupersonic16

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Thats all? Besides the logger, this is like 0 lines of code to the app itself. If you think the PR is ready, can you tell me what works and what doesn't? I do not own a machine with macOS so I will be unable to test this PR.

@IsaacMarovitz

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Can you tell me what works and what doesn't?

This is mostly just to get builds working right now. Steam library selection will have to be handled differently on macOS since, unlike Windows and Linux, Windows titles are not installed in the native system version of Steam, so Steam library info could be in any arbitrary bottle. It will take some new UI to point HMM to that. If you want that added before this is merged I can mark this as draft and sort it out.

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It might be fine to merge, as not like anyone would have a standard install of the Windows games. I would want the executable renamed to be clear it's for osx arm. People may confuse it with a Linux build.

Also does this work with Unleashed Recompiled?

@IsaacMarovitz

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Also does this work with Unleashed Recompiled?

We've not necessarily settled on what the bundle file will be called so I didn't want to make that assumption at this stage. Ig I can always change it later if necessary.

@thesupersonic16

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I think we should atleast hold the PR until further plans are set and tested for the macOS version of Unleashed Recompiled.

@IsaacMarovitz
IsaacMarovitz marked this pull request as draft March 5, 2025 13:22
@thesupersonic16

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I just realised you are also trying to PR to the ui branch. This repo is one of those push directly to main, so when macOS ARM support is ready can you also recreate the PR to the main branch?

@IsaacMarovitz

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hi, when do you think this will be complete? (I know nothing about coding, and i'm not trying to be pushy) just curious

Builds are trivial, but building the UI for setting up config on macOS will take some time

@to-fuu

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Other than just getting the UI to build, there is a lot to do to make this usable.

I got it to detect and run UnleahsedRecompiled but mods don't work yet.

image

@IsaacMarovitz

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Author

I got it to detect and run UnleahsedRecompiled but mods don't work yet.

I'm focusing on other titles first until the Mac version of the recomp is officially released.

@to-fuu

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I'm curious as to why. I don't believe any of them work on macos. Right?

@IsaacMarovitz

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Author

I'm curious as to why. I don't believe any of them work on macos. Right?

They all work in Wine

@to-fuu

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Managed to get mods working for unleahsed

image

@fred64k

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Managed to get mods working for unleahsed

image

Do you have any instructions on how to build it? I'm kind of new to this and I know it's still kinda in development so if it might be too difficult I get it

@to-fuu

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You cannot just build it yet.
Once a PR is made and merged, the docs will probably be updated (or a build will simple be added alongside other releases)

Let's not turn this thread into a tutorial

@IsaacMarovitzIsaacMarovitz mentioned this pull request Mar 6, 2025
3 tasks
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
@IsaacMarovitz
IsaacMarovitz changed the base branch from ui to mainMarch 7, 2025 10:37
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
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@IsaacMarovitz@thesupersonic16@to-fuu@fred64k
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Initial macOS Build Support - #20

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IsaacMarovitz wants to merge 6 commits into
hedge-dev:mainfrom
IsaacMarovitz:macos
Draft

Initial macOS Build Support#20
IsaacMarovitz wants to merge 6 commits into
hedge-dev:mainfrom
IsaacMarovitz:macos

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@IsaacMarovitz

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No description provided.

@thesupersonic16

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Thats all? Besides the logger, this is like 0 lines of code to the app itself. If you think the PR is ready, can you tell me what works and what doesn't? I do not own a machine with macOS so I will be unable to test this PR.

@IsaacMarovitz

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Author

Can you tell me what works and what doesn't?

This is mostly just to get builds working right now. Steam library selection will have to be handled differently on macOS since, unlike Windows and Linux, Windows titles are not installed in the native system version of Steam, so Steam library info could be in any arbitrary bottle. It will take some new UI to point HMM to that. If you want that added before this is merged I can mark this as draft and sort it out.

@thesupersonic16

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It might be fine to merge, as not like anyone would have a standard install of the Windows games. I would want the executable renamed to be clear it's for osx arm. People may confuse it with a Linux build.

Also does this work with Unleashed Recompiled?

@IsaacMarovitz

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Also does this work with Unleashed Recompiled?

We've not necessarily settled on what the bundle file will be called so I didn't want to make that assumption at this stage. Ig I can always change it later if necessary.

@thesupersonic16

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I think we should atleast hold the PR until further plans are set and tested for the macOS version of Unleashed Recompiled.

@IsaacMarovitz
IsaacMarovitz marked this pull request as draft March 5, 2025 13:22
@thesupersonic16

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I just realised you are also trying to PR to the ui branch. This repo is one of those push directly to main, so when macOS ARM support is ready can you also recreate the PR to the main branch?

@IsaacMarovitz

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Author

hi, when do you think this will be complete? (I know nothing about coding, and i'm not trying to be pushy) just curious

Builds are trivial, but building the UI for setting up config on macOS will take some time

@to-fuu

Copy link
Copy Markdown

Other than just getting the UI to build, there is a lot to do to make this usable.

I got it to detect and run UnleahsedRecompiled but mods don't work yet.

image

@IsaacMarovitz

Copy link
Copy Markdown
Author

I got it to detect and run UnleahsedRecompiled but mods don't work yet.

I'm focusing on other titles first until the Mac version of the recomp is officially released.

@to-fuu

Copy link
Copy Markdown

I'm curious as to why. I don't believe any of them work on macos. Right?

@IsaacMarovitz

Copy link
Copy Markdown
Author

I'm curious as to why. I don't believe any of them work on macos. Right?

They all work in Wine

@to-fuu

Copy link
Copy Markdown

Managed to get mods working for unleahsed

image

@fred64k

Copy link
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Managed to get mods working for unleahsed

image

Do you have any instructions on how to build it? I'm kind of new to this and I know it's still kinda in development so if it might be too difficult I get it

@to-fuu

Copy link
Copy Markdown

You cannot just build it yet.
Once a PR is made and merged, the docs will probably be updated (or a build will simple be added alongside other releases)

Let's not turn this thread into a tutorial

@IsaacMarovitzIsaacMarovitz mentioned this pull request Mar 6, 2025
3 tasks
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
@IsaacMarovitz
IsaacMarovitz changed the base branch from ui to mainMarch 7, 2025 10:37
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
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4 participants

@IsaacMarovitz@thesupersonic16@to-fuu@fred64k
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Initial macOS Build Support - #20

Draft
IsaacMarovitz wants to merge 6 commits into
hedge-dev:mainfrom
IsaacMarovitz:macos
Draft

Initial macOS Build Support#20
IsaacMarovitz wants to merge 6 commits into
hedge-dev:mainfrom
IsaacMarovitz:macos

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@IsaacMarovitz

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No description provided.

@thesupersonic16

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Thats all? Besides the logger, this is like 0 lines of code to the app itself. If you think the PR is ready, can you tell me what works and what doesn't? I do not own a machine with macOS so I will be unable to test this PR.

@IsaacMarovitz

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Author

Can you tell me what works and what doesn't?

This is mostly just to get builds working right now. Steam library selection will have to be handled differently on macOS since, unlike Windows and Linux, Windows titles are not installed in the native system version of Steam, so Steam library info could be in any arbitrary bottle. It will take some new UI to point HMM to that. If you want that added before this is merged I can mark this as draft and sort it out.

@thesupersonic16

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Member

It might be fine to merge, as not like anyone would have a standard install of the Windows games. I would want the executable renamed to be clear it's for osx arm. People may confuse it with a Linux build.

Also does this work with Unleashed Recompiled?

@IsaacMarovitz

Copy link
Copy Markdown
Author

Also does this work with Unleashed Recompiled?

We've not necessarily settled on what the bundle file will be called so I didn't want to make that assumption at this stage. Ig I can always change it later if necessary.

@thesupersonic16

Copy link
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Member

I think we should atleast hold the PR until further plans are set and tested for the macOS version of Unleashed Recompiled.

@IsaacMarovitz
IsaacMarovitz marked this pull request as draft March 5, 2025 13:22
@thesupersonic16

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I just realised you are also trying to PR to the ui branch. This repo is one of those push directly to main, so when macOS ARM support is ready can you also recreate the PR to the main branch?

@IsaacMarovitz

Copy link
Copy Markdown
Author

hi, when do you think this will be complete? (I know nothing about coding, and i'm not trying to be pushy) just curious

Builds are trivial, but building the UI for setting up config on macOS will take some time

@to-fuu

Copy link
Copy Markdown

Other than just getting the UI to build, there is a lot to do to make this usable.

I got it to detect and run UnleahsedRecompiled but mods don't work yet.

image

@IsaacMarovitz

Copy link
Copy Markdown
Author

I got it to detect and run UnleahsedRecompiled but mods don't work yet.

I'm focusing on other titles first until the Mac version of the recomp is officially released.

@to-fuu

Copy link
Copy Markdown

I'm curious as to why. I don't believe any of them work on macos. Right?

@IsaacMarovitz

Copy link
Copy Markdown
Author

I'm curious as to why. I don't believe any of them work on macos. Right?

They all work in Wine

@to-fuu

Copy link
Copy Markdown

Managed to get mods working for unleahsed

image

@fred64k

Copy link
Copy Markdown

Managed to get mods working for unleahsed

image

Do you have any instructions on how to build it? I'm kind of new to this and I know it's still kinda in development so if it might be too difficult I get it

@to-fuu

Copy link
Copy Markdown

You cannot just build it yet.
Once a PR is made and merged, the docs will probably be updated (or a build will simple be added alongside other releases)

Let's not turn this thread into a tutorial

@IsaacMarovitzIsaacMarovitz mentioned this pull request Mar 6, 2025
3 tasks
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
@IsaacMarovitz
IsaacMarovitz changed the base branch from ui to mainMarch 7, 2025 10:37
Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
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4 participants

@IsaacMarovitz@thesupersonic16@to-fuu@fred64k