Dev blog
What I tried, what broke and what worked. RSS
Version 1.0.2: 60 frames a second by default
release devlog frame-rate
1.0.2 adds the game's own Frame skip setting to the launcher and sets it to 0, which is 60 frames a second. Mac players had been running at 30 without knowing it, and the game plays differently at 30.
Version 1.0.1: sound that stays on
release devlog audio
1.0.1 fixes the sound dropping out a few seconds after you load into an area, lowers the Apple Silicon requirement to macOS 13, and ships for Apple Silicon and Intel at the same version. Here is what was wrong.
An Intel Mac build, tried without an Intel Mac
release devlog intel
There is now a separate download for Intel Macs. It runs on my Apple Silicon Mac through Rosetta, and it has never run on a real Intel Mac. Here is what the port took and what I still need testers for.
The first time the Mac client got into the lobby
devlog networking runtime
The client now logs in and sits in the in-game lobby on a Mac with no Wine. Several problems stood in the way. Here they are in plain words, with the numbers from the run and a list of what I have not verified.
How to play PSU Clementine on macOS
guide install
A short guide to playing Phantasy Star Universe on the Clementine private server on a Mac with Apple Silicon, with no Wine and no virtual machine. What you need, the five steps, and what to do when macOS blocks the app.
PSU Clementine for Mac 1.0.0 is out
release devlog packaging launcher
Version 1.0.0 is a DMG for Apple Silicon Macs. Double-click, point it at your Clementine folder, and it builds the game and plays online. Here is how to install it, what is in it, and how each part works.
From interpreter to lifted, and a clean DMG
devlog recompilation packaging
The game's title screen now runs from compiled C instead of the interpreter, twice as fast over 300 presents. Two bugs only the real game could show, a launcher that never writes into the install, and an audit that fails the build if anything from the game could ship.
The title screen, with no Wine
devlog runtime graphics
The interpreter ran the game's startup, opened a window and a Direct3D device, and drew the title screen through my D3D9-to-Metal bridge. It is slow, it has no input or sound, and here is what went wrong on the way.
From nothing to a first lifted function
devlog recompilation
An x86-32 interpreter, a function finder, and a first piece of the game's code turned into C that agrees with the interpreter. The client still does not boot.
Phase 0: scaffolding
devlog
The Rust workspace is up with three crates and 16 passing tests. Nothing runs yet, and I haven't touched the real client.
Can PSU run natively on a Mac?
devlog research
Why I'm skipping Wine, what the Rosetta deadline means, and the plan I settled on after a week of research.
