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<rss version="2.0"><channel><title>PSU Clementine for Mac dev blog</title><link>https://psu-clem-macos.web.app/blog/</link>
<description>Build notes for the native macOS PSU Clementine client.</description>
<item><title>Version 1.0.2: 60 frames a second by default</title><link>https://psu-clem-macos.web.app/blog/version-1-0-2/</link><guid>https://psu-clem-macos.web.app/blog/version-1-0-2/</guid><pubDate>Wed, 21 Oct 2026 12:00:00 GMT</pubDate><description>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.</description></item>
<item><title>Version 1.0.1: sound that stays on</title><link>https://psu-clem-macos.web.app/blog/version-1-0-1/</link><guid>https://psu-clem-macos.web.app/blog/version-1-0-1/</guid><pubDate>Tue, 20 Oct 2026 12:00:00 GMT</pubDate><description>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.</description></item>
<item><title>An Intel Mac build, tried without an Intel Mac</title><link>https://psu-clem-macos.web.app/blog/intel-macs/</link><guid>https://psu-clem-macos.web.app/blog/intel-macs/</guid><pubDate>Tue, 20 Oct 2026 12:00:00 GMT</pubDate><description>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.</description></item>
<item><title>The first time the Mac client got into the lobby</title><link>https://psu-clem-macos.web.app/blog/first-time-in-the-lobby/</link><guid>https://psu-clem-macos.web.app/blog/first-time-in-the-lobby/</guid><pubDate>Mon, 19 Oct 2026 12:00:00 GMT</pubDate><description>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.</description></item>
<item><title>How to play PSU Clementine on macOS</title><link>https://psu-clem-macos.web.app/blog/how-to-play-psu-clementine-on-macos/</link><guid>https://psu-clem-macos.web.app/blog/how-to-play-psu-clementine-on-macos/</guid><pubDate>Mon, 19 Oct 2026 12:00:00 GMT</pubDate><description>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.</description></item>
<item><title>PSU Clementine for Mac 1.0.0 is out</title><link>https://psu-clem-macos.web.app/blog/version-1-0-0-is-out/</link><guid>https://psu-clem-macos.web.app/blog/version-1-0-0-is-out/</guid><pubDate>Mon, 19 Oct 2026 12:00:00 GMT</pubDate><description>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.</description></item>
<item><title>From interpreter to lifted, and a clean DMG</title><link>https://psu-clem-macos.web.app/blog/from-interpreter-to-lifted-and-a-clean-dmg/</link><guid>https://psu-clem-macos.web.app/blog/from-interpreter-to-lifted-and-a-clean-dmg/</guid><pubDate>Sun, 18 Oct 2026 12:00:00 GMT</pubDate><description>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.</description></item>
<item><title>The title screen, with no Wine</title><link>https://psu-clem-macos.web.app/blog/title-screen-no-wine/</link><guid>https://psu-clem-macos.web.app/blog/title-screen-no-wine/</guid><pubDate>Sun, 18 Oct 2026 12:00:00 GMT</pubDate><description>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.</description></item>
<item><title>From nothing to a first lifted function</title><link>https://psu-clem-macos.web.app/blog/first-lifted-function/</link><guid>https://psu-clem-macos.web.app/blog/first-lifted-function/</guid><pubDate>Sun, 18 Oct 2026 12:00:00 GMT</pubDate><description>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.</description></item>
<item><title>Phase 0: scaffolding</title><link>https://psu-clem-macos.web.app/blog/phase-0-scaffolding/</link><guid>https://psu-clem-macos.web.app/blog/phase-0-scaffolding/</guid><pubDate>Sat, 17 Oct 2026 12:00:00 GMT</pubDate><description>The Rust workspace is up with three crates and 16 passing tests. Nothing runs yet, and I haven't touched the real client.</description></item>
<item><title>Can PSU run natively on a Mac?</title><link>https://psu-clem-macos.web.app/blog/can-psu-run-natively-on-a-mac/</link><guid>https://psu-clem-macos.web.app/blog/can-psu-run-natively-on-a-mac/</guid><pubDate>Mon, 12 Oct 2026 12:00:00 GMT</pubDate><description>Why I'm skipping Wine, what the Rosetta deadline means, and the plan I settled on after a week of research.</description></item>
</channel></rss>
