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(2017-06-25) Mac Build of 1.13.1 has been released: http://projects.sappharad.com/bizhawk_mac/BizHawk_mac_1.13.1.dmg Same changes as the Windows version, when applicable. ======================== This will be the last release of BizHawk on macOS in the near future. I have no estimate for when another release will happen, if it ever does. With BizHawk 2.0 moving to 64-bit, I can't support the current UI on macOS anymore. It's based on WinForms still, and Mono does not support 64-bit WinForms on Mac. WinForms support in Mono was written back in 2005 against an API that was already considered deprecated at that time, (it only existed to provide compatibility with apps written for classic MacOS 9 and 8) and it was never re-written against the API that replaced it. Microsoft doesn't even advertise support for WinForms in Visual Studio on Mac (even though it works for 32-bit applications like the current release of BizHawk) and has no plans to ever add 64-bit WinForms in the future because they recommend building native UI's on each platform. This leaves me with basically two options:
    1. Port WinForms to 64-bit macOS myself. This is huge undertaking and I'm not familiar with the inner workings of the Windowing system on macOS that would be required to do such a thing. It would be a large amount of stuff to learn just to be able to get it running again, and then I'd also have to fork mono and offer custom builds of Mono with 64-bit WinForms support or distribute the entire WinForms implementation with every build. 2. Write a new UI from scratch. I did start this early last year, but abandoned it around April. There are so many features in BizHawk and I'm just interested in playing games with it. Most of the requests I get are for things I've never used, and it's much more fun to work on something in your spare time when you actually want it. This is probably the easiest option going forward but it's more work to maintain.
Trying to back-port 2.0 to 32-bit would be stupid, because Apple will be dropping support for 32-bit applications in macOS 10.15 which comes out in 2019. tl;dr - Mono doesn't have things that I need to support BizHawk 2.0 on macOS, and adding them myself would be very time consuming. The current Mac port as it as right now is unlikely to continue. I haven't figured out what I'm going to do about it yet. =============== Status Update (2017-07-16) Option 2 above was deemed the most logical choice. The UI I mentioned previously has been partially updated so it at least builds and slightly works against 1.13.1's code, but it's still 32-bit only. I ran into a compiler bug in Visual Studio which I've filed with Microsoft, that prevents a 64-bit build from linking. I checked out the source code to the Xamarin Mac linker last week and started looking into their bug because the issue is currently marked as Triaged and I doubt they're going to try and fix it any time soon since I'm not a business customer. The linker is used on newer macOS builds because it scans the binaries for parts of the .NET Framework being used and automatically bundles them into the app so you don't need to install Mono. It appears this cannot be avoided. I believe the linking problem has something to do with OpenTK and its native wrappers, but that's as far as I got last week. I'm only spending about 3 hours each week on this right now.
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Today I updated my computer and BizHawk's compilation failed again, because when I changed the packages before, I did not do it in a way that would preserve updates. I will see if I can get libgdiplus-5.4 in gentoo, at least, to make this problem go away. Anyway, if anyone wants to compile this on Linux, I have redone everything in a cleaner way, and the following installation will work on Gentoo, and survive updates. Note: I am not doing this for other distributions, their packages are much harder to maintain, and it takes much more time to update their repos anyway. Let's go. Create a file named /usr/local/portage/dev-dotnet/libgdiplus-5.4.ebuild:
Language: python

# Copyright 1999-2017 Gentoo Foundation # Distributed under the terms of the GNU General Public License v2 EAPI=6 inherit eutils DESCRIPTION="Library for using System.Drawing with mono" HOMEPAGE="http://www.mono-project.com" LICENSE="MIT" SLOT="0" KEYWORDS="amd64 ~arm64 ppc ppc64 x86 ~amd64-linux ~x86-linux ~x86-solaris" SRC_URI="https://github.com/mono/libgdiplus/archive/5.4.tar.gz" IUSE="cairo" RDEPEND=">=dev-libs/glib-2.2.3:2 >=media-libs/freetype-2.3.7 >=media-libs/fontconfig-2.6 >=media-libs/libpng-1.4:0 x11-libs/libXrender x11-libs/libX11 x11-libs/libXt >=x11-libs/cairo-1.8.4[X] media-libs/libexif >=media-libs/giflib-5.1.2 virtual/jpeg:0 media-libs/tiff:0 !cairo? ( >=x11-libs/pango-1.20 )" DEPEND="${RDEPEND}" src_configure() { ./autogen.sh } src_install () { default dotnet_multilib_comply local commondoc=( AUTHORS ChangeLog README TODO ) for docfile in "${commondoc[@]}"; do [[ -e "${docfile}" ]] && dodoc "${docfile}" done [[ "${DOCS[@]}" ]] && dodoc "${DOCS[@]}" prune_libtool_files }
After that, add the following line to /etc/portage/make.conf:
PORTDIR_OVERLAY="/usr/local/portage"
Generate the build manifest using:
sudo ebuild /usr/local/portage/dev-dotnet/libgdiplus/libgdiplus-5.4.ebuild manifest
Now, update libgdiplus with
sudo emerge -av libgdiplus
This should work correctly, it won't override your version with the buggy one at the main repository, and in case they bump it to a newer version that works, the local ebuild will be ignored.
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Nice! What version of BH are you using here?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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That's a complicated question! xD I think it is the last version before ver. 2 was released. I am not sure which version I pulled because I disable that annoying thing that generates the Version.cs file from SVN because I hate working with branches with git-svn... Anyway, my version is rather different. I have merged the waterbox2 branch into master and mono-portable, to start getting the waterbox cores to work. I haven't moved my repo forward to the TASvideos repo yet, I'll do that after I get a waterbox core working.
Joined: 3/11/2012
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p4wn3r wrote:
That's a complicated question! xD I think it is the last version before ver. 2 was released. I am not sure which version I pulled because I disable that annoying thing that generates the Version.cs file from SVN because I hate working with branches with git-svn... Anyway, my version is rather different. I have merged the waterbox2 branch into master and mono-portable, to start getting the waterbox cores to work. I haven't moved my repo forward to the TASvideos repo yet, I'll do that after I get a waterbox core working.
If you want to replace the mono-portable branch with your own, let me know. I could either integrate your changes, or replace the branch completely. At this point I'm only using it to test against the backend for EtoHawk just to have a place to commit those changes. But I haven't even made any progress there over the last 3 weeks, because I'm still trying to resolve a problem with the 64-bit linker on macOS. I need to come up with a minimal project to give them that reproduces the problem so they can fix it, but I have yet to isolate the cause. I suppose going forward I could just release some 32-bit builds of 2.0 WinForms with the waterbox cores missing, but that's not feasible long term since macOS will be dropping 32-bit support in 2 years.
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My current plan is the following, in order of priority 1) Replace BizHawk's build system. In Linux we don't have Visual Studio, only MonoDevelop, which is a dumbed down version of it. MonoDevelop simply doesn't have some features that you use to make the code compile everywhere, and besides I will have to add makefiles for some cores anyway. 2) Compile cores, waterbox and non-waterbox. 3) Implement some tools that don't work, like Cheats and Trace Logger (not TAStudio), they can work by replacing some stuff with cross-platform implementations. 4) Implement Lua. After this is done, my idea is to set up an overlay with all the BizHawk code, patched cores, etc.
TAG
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it would be good to see an update of Bizhawk OSX. i wouldnt mind seeing N64 being ported over eventually.
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Joined: 3/11/2012
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TAG wrote:
it would be good to see an update of Bizhawk OSX. i wouldnt mind seeing N64 being ported over eventually.
I agree. The cause of the 64-bit linker issue that I mentioned above has been resolved, it was the result of unused Lua DLL's that I hadn't excluded from the build. Work can now progress again on building a new UI so that 2.0+ can be brought over. Still not going to happen in the near future, but perhaps once the basics are hooked up again I can do a preview build. Update 2017-08-16: Actually, the next time I worked on it after posting that, I migrated to the 2.0 codebase and ran into the same problem. Something besides Lua is causing the same problem in 2.0 now. :-( I'll get it working some day...
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The release notes for Bizhawk 1.12.0 seem to indicate that it's expected to run on OS X 10.9.5, but I'm getting an instant crash on startup with all 1.12.x versions under Mavericks. (1.11.x works.) The Console log says: "8/25/17 12:56:14.335 AM com.apple.launchd.peruser.501[152]: (org.tasvideos.BizHawk.104576[2604]) Exited with code: 1" When I try to run the executable from the command line, I get the following, which may or may not be relevant:
Unhandled Exception:
System.MissingMethodException: Method 'Array.Empty' not found.
  at MonoMac.AppKit.NSApplication.Init () <0x7d8780> in <filename>:0 
  at MonoMacWrapper.Program.Main (System.String[] args) <0x7d6f70> in <filename>:0 
[ERROR] FATAL UNHANDLED EXCEPTION: System.MissingMethodException: Method 'Array.Empty' not found.
  at MonoMac.AppKit.NSApplication.Init () <0x7d8780> in <filename>:0 
  at MonoMacWrapper.Program.Main (System.String[] args) <0x7d6f70> in <filename>:0 
Also, do any more recent versions support the RAM Watch or RAM Search features in OS X? I tried using RAM Watch, but 1.11.9 simply crashes if you try to create a new watch, and RAM Search simply gives the same blank screen that earlier versions show for both RAM Watch and RAM Search. I'm trying to find some way of auditing Game Boy RAM under OS X, but maybe it can't be done.
Joined: 3/11/2012
Posts: 149
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goldenband wrote:
The release notes for Bizhawk 1.12.0 seem to indicate that it's expected to run on OS X 10.9.5, but I'm getting an instant crash on startup with all 1.12.x versions under Mavericks. (1.11.x works.) The Console log says: "8/25/17 12:56:14.335 AM com.apple.launchd.peruser.501[152]: (org.tasvideos.BizHawk.104576[2604]) Exited with code: 1" When I try to run the executable from the command line, I get the following, which may or may not be relevant:
Unhandled Exception:
System.MissingMethodException: Method 'Array.Empty' not found.
  at MonoMac.AppKit.NSApplication.Init () <0x7d8780> in <filename>:0 
  at MonoMacWrapper.Program.Main (System.String[] args) <0x7d6f70> in <filename>:0 
[ERROR] FATAL UNHANDLED EXCEPTION: System.MissingMethodException: Method 'Array.Empty' not found.
  at MonoMac.AppKit.NSApplication.Init () <0x7d8780> in <filename>:0 
  at MonoMacWrapper.Program.Main (System.String[] args) <0x7d6f70> in <filename>:0 
Also, do any more recent versions support the RAM Watch or RAM Search features in OS X? I tried using RAM Watch, but 1.11.9 simply crashes if you try to create a new watch, and RAM Search simply gives the same blank screen that earlier versions show for both RAM Watch and RAM Search. I'm trying to find some way of auditing Game Boy RAM under OS X, but maybe it can't be done.
The version problem might be that you just need a newer version of the Mono runtime installed. It sounds like it can't find some .NET stuff, which a fresh mono install might fix. No, most of the debugging tools haven't been fixed under macOS. You might be better off running the Windows version for that at the moment. Sorry about that. ================= Update 2017-09-26 BizHawk for macOS is still dead at the moment. We need 64-bit compatibility to move forward, which meant switching from MonoMac to Xamarin.Mac. That's fine, but there's a compatibility issue between Xamarin.Mac and OpenTK which they know about but have no one to fix it. I have yet to figure out the cause, which is preventing this from continuing. Until I can actually get everything working again against a 64-bit Xamarin.Mac build, there will be no progress. As I've previously mentioned, I'm only spending a couple hours each week on this right now. I'm not even working on the new UI, because if I can't compile it for macOS then what's the point. Update 2017-10-31 I fixed the OpenTK issue, and now have a very basic native UI running GameGear games again. 64-bit like it needs to be. Hoping to have something basic done before the end of the year. It'll be a huge step back compared to the last 1.x release on macOS, but better than nothing.
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p4wn3r wrote:
After this is done, my idea is to set up an overlay with all the BizHawk code, patched cores, etc.
You cannot comprehend just how many times I said "YES!" in my mind. I so welcome this.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Post subject: Gentoo, ebuilds, overlay
Zucca
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I've been searching here and there for any information of how to compile BizHawk on (Gentoo) Linux AMD64 (x86_64). I do not have any 32-bit abi libs, so the installation is pure 64-bit. The absence of makefiles (or similar) for Linux compiling just makes the situation a little bit more hopeless. I already have my own overlay, where I could "adopt" ebuilds if someone has them. If I can be of any help with my limited skills, I'll do it gladly. Where do we start?
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
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Well. I started putting an ebuild of version 2.2 together. I have libgdiplus 5.4 installed (used the ebuild from this thread). After looking around I figured out that .NET projects are built using xbuild. So running xbuild BizHawk.sln seemed like an obvious choice. Note that this is the actual first time I'm trying to compile any .NET project. Next thing I saw was the missing ./Version/svnrev.cs, which I created from the template. After that I managed to get the build process bit further. But it seems that there are several *.cs -files missing. Here's an example:
Language: snippet of the output

CSC: error CS2001: Source file `Consoles/Nintendo/N64/NativeApi/mupen64plusAudioApi.cs' could not be found CSC: error CS2001: Source file `Consoles/Nintendo/N64/NativeApi/mupen64plusCoreApi.cs' could not be found CSC: error CS2001: Source file `Consoles/Nintendo/N64/NativeApi/mupen64plusInputApi.cs' could not be found CSC: error CS2001: Source file `Consoles/Nintendo/N64/NativeApi/mupen64plusVideoApi.cs' could not be found
Is there an easy way to create all of these? Also if I'm doing this completely wrong, now is the time to tell me so. :D
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
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This is what you need to be trying https://github.com/FelipeLopes/BizHawk/commits/master
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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feos wrote:
This is what you need to be trying https://github.com/FelipeLopes/BizHawk/commits/master
Is it even worth it?
README.md wrote:
Currently, only the C# frontend builds, so you can load ROMs, but there are no cores to run them.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
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All the linux commits were done after the readme was edited, so I'd expect more stuff to work. As I said, you need to talk to p4wn3r directly.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Zucca
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Ok. Thanks. I'll download the fork too.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Post subject: Re: Mac OS X (and Linux) builds
Evan0512
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Sappharad wrote:
Mac OS X Build of 1.11.7: http://projects.sappharad.com/bizhawk_mac/BizHawk_mac_1.11.7.zip Current and older versions were once available on SourceForge: https://sourceforge.net/projects/bizhawk/files/BizHawk/ Linux Build of 1.0.4a: (Not latest, see below for reasons) http://code.google.com/p/bizhawk/downloads/detail?name=bizhawk-1.0.4a-linux.tar.gz Note: This lacks some features of the Windows version and provided for enjoyment and feedback. See below for more details. Mac Requirements: 1. A Mac running OS X 10.7.5 or later. 2. Mono runtime. (The program will take you to the download page if you don't have this) Note: Mono runtime 3.10 has a bug which prevents BizHawk from working. If you have 3.10 installed, downgrade to 3.08 or upgrade to 3.12 or later. Linux Requirements: 1. The latest Mono Runtime must be installed. Older versions experience problems with behavior and drawing of the UI. 2. OpenAL is required. It will throw an error on startup if you don't have it. What works: - NES, FDS, SMS, Game Gear, PCE/TG16 games, Atari 2600, Atari 7800, Atari Lynx, ColecoVision, Genesis/MegaDrive, Sega CD, Gameboy, Gameboy Color, Gameboy Advance, Wonderswan. (Other systems untested and/or unsupported) - Keyboard input - Sound - OpenGL - TAS Recording - TAS Playback General information: - Lua support is disabled. It is probably possible to add, but getting all of the systems ported is a higher priority. Mac version specific limitations / known bugs: - Mac file open dialogs don't have a file type drop-down. They're restricted to supported file types by default right now. Please post Linux or Mac specific problems in this thread. Edit history: (2012-04-14) 2nd mac alpha build of 1.0.3, with native OS X menus. (2012-06-16) In sync with 1.0.4 release. Posted Linux build. (2012-06-19) Posted builds for 1.0.4a. (2012-07-05) Mac build of 1.0.4b posted. Ignored linux this time, because I don't want to test it. Feel free to checkout branches/portable/ from SVN for linux. (2012-08-03) OS X build of 1.0.5 release posted. (2012-09-22) OS X build of 1.1.0 release posted. Missing SNES and GB/GBC support. (2012-10-08) OS X build of 1.1.1b release posted. Missing SNES and GB/SGB/GBC support. (2012-10-20) OS X build of 1.2.0 release posted. Adds Atari 2600 in sync with Windows, but missing SNES and GB/SGB/GBC support. (2012-12-01) OS X build of 1.3.0 release posted. Adds ColecoVision and FDS support in sync with windows, still missing SNES and GB/SGB/GBC support. (2012-12-26) OS X build of 1.4.0 release posted. Adds Atari 7800 in sync with Windows. (2013-03-25) OS X build of 1.4.1 release posted. (2013-08-23) OS X build of 1.5.0 release posted. Does not add any of the new systems supported on Windows, but does contain other changes like the new firmware dialog. (2013-08-31) OS X build of 1.5.1 release posted. Contains same fixes as the windows version, at least the ones that are applicable. (2013-10-20) OS X build of 1.5.2 release posted. (2014-02-25) OS X build of 1.6.0 release posted. Adds Genesis / Sega CD support in sync with Windows. Also adds OpenGL support on OS X, and the Audio Sync option is working. (Which Genesis usually needs, sound can crackle without it) (2014-04-01) OS X build of 1.6.1 release posted. No OS X specific changes, so whatever bug fixes from the Windows version are applicable here are fixed. (2014-06-08) OS X build of 1.7.0 release posted. Adds QuickNES and Wonderswan cores in sync with Windows release, also finally includes Gameboy cores (Gameboy, Gameboy Color) in the OS X port. (2014-06-23) OS X build of 1.7.1 release posted. (2014-07-19) OS X build of 1.7.2 release posted. (2014-07-22) OS X build of 1.7.3 release posted. (2014-08-03) OS X build of 1.7.4 release posted. (2014-08-26) OS X build of 1.8.0 release posted. Adds GBA Support. (2014-08-29) OS X build of 1.8.1 release posted. (2014-09-23) OS X build of 1.8.2 release posted. (2014-10-12) OS X build of 1.8.4 release posted. Added note above not to use the most recent OS X Mono Runtime 3.10, it has a bug which causes BizHawk not to work. (2014-11-23) OS X build of 1.9.0 release posted. Adds Atari Lynx. (2014-11-29) OS X build of 1.9.1 release posted. (2015-03-04) OS X build of 1.9.2 release posted. (2015-03-15) OS X build of 1.9.3 posted. (2015-04-06) OS X build of 1.9.4 posted. (2015-06-21) OS X build of 1.10.0 posted. Includes the new mgba core. (2015-07-19) OS X build of 1.11.0 posted. Includes the new PSX core. (2015-07-19) OS X build of 1.11.1 posted. Improves UI responsiveness, fixes FDS and .bkm movie playback. (2015-10-15) OS X build of 1.11.3 posted. Adds game controller support! (UI responsiveness seems to be sluggish again.) (2015-12-23) OS X build of 1.11.4 posted. Note that the new LibRetro stuff is not working on OS X in this release. You can try it anyway, but it will crash. (2016-02-15) OS X build of 1.11.5 posted. Fixed a couple of bugs reported in this thread. (2016-03-09) OS X build of 1.11.6 posted. (2016-09-01) macOS build of 1.11.7 posted.
What was the latest update?
Planned runs: Marble Madness (Arcade, Genesis J, GG/SMS) Proposed: Ecco the Dolphin (Genesis, GG/SMS, CD: regular, camera freeze) Ecco: The Tides of Time (Genesis, GG/SMS, CD; normal mode) Mario Kart DS (all cups, all missions) In progress: Grand Poo World 3 (all exits hard mode)
Post subject: Re: Mac OS X (and Linux) builds
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Evan0512 wrote:
What was the latest update?
1.13.1 at the top of this page.
TAG
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is there still any way to allow my PS3 controller to be able to be read by bizhawk so i don't have to use my keyboard?
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TAG wrote:
is there still any way to allow my PS3 controller to be able to be read by bizhawk so i don't have to use my keyboard?
If this does not work, http://osxdaily.com/2014/12/28/connect-playstation-3-controller-mac-os-x/ then no. New versions might have better support since I'm using a newer version of the library that allows controller support, but that's still a ways away. I'm averaging about 2 lines of code a week right now, it's not moving quickly. Anyone who's interested in the work in progress can find my fork here and compile from source code: https://github.com/Sappharad/BizHawk It's under BizHawk.Client.EtoHawk. None of the native cores work and probably won't for some time, input mappings and firmware configs are not even saved, and video is not even hardware accelerated, but Game Gear and ColecoVision games are playable. Nothing is a specific priority right now, each week I do what I decide to do at that time.
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I added all mac builds I could find, as well as windows builds, and made github releases out of them. https://github.com/TASVideos/BizHawk/releases If some releases are missing mac builds and you have them, please upload them for me. It'd also be nice to have links to all mac builds that are at http://projects.sappharad.com/bizhawk_mac/
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 3/11/2012
Posts: 149
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feos wrote:
I added all mac builds I could find, as well as windows builds, and made github releases out of them. https://github.com/TASVideos/BizHawk/releases If some releases are missing mac builds and you have them, please upload them for me. It'd also be nice to have links to all mac builds that are at http://projects.sappharad.com/bizhawk_mac/
I just added the missing builds to the versions that had entries. As far as the builds on my site, I removed some of them a few years ago to save space. Here are is a full list of what I have locally, they may or may not exist in the folder on my site:
Jun 25  2017 BizHawk_mac_1.13.1.dmg
 Jun  4  2017 BizHawk_mac_1.13.0.dmg
 May 16  2017 BizHawk_mac_1.12.2.dmg
 Apr  2  2017 BizHawk_mac_1.12.1.dmg
 Feb 21  2017 BizHawk_mac_1.12.0.zip
 Jan  3  2017 BizHawk_mac_1.11.9.zip
 Oct 25  2016 BizHawk_mac_1.11.8.zip
 Sep  1  2016 BizHawk_mac_1.11.7.zip
 Mar  9  2016 BizHawk_mac_1.11.6.zip
 Feb 15  2016 BizHawk_mac_1.11.5.zip
 Dec 23  2015 BizHawk_mac_1.11.4.zip
 Nov 17  2015 BizHawk_mac_1.11.3.zip
 Jul 26  2015 BizHawk_mac_1.11.1.zip
 Jul 19  2015 BizHawk_mac_1.11.0.zip
 Jun 21  2015 BizHawk_mac_1.10.0.zip
 Apr  6  2015 BizHawk_mac_1.9.4.zip
 Mar 15  2015 BizHawk_mac_1.9.3.zip
 Mar  4  2015 BizHawk_mac_1.9.2.zip
 Nov 29  2014 BizHawk_mac_1.9.1.zip
 Nov 23  2014 BizHawk_mac_1.9.0.zip
 Oct 12  2014 BizHawk_mac_1.8.4.zip
 Sep 23  2014 BizHawk_mac_1.8.2.zip
 Aug 29  2014 BizHawk_mac_1.8.1.zip
 Aug 26  2014 BizHawk_mac_1.8.0.zip
 Aug  3  2014 BizHawk_mac_1.7.4.zip
 Jul 22  2014 BizHawk_mac_1.7.3.zip
 Jul 19  2014 BizHawk_mac_1.7.2.zip
 Jun 22  2014 BizHawk_mac_1.7.1.zip
 Jun  8  2014 BizHawk_mac_1.7.0.zip
 Apr  1  2014 BizHawk_mac_1.6.1.zip
 Feb 25  2014 BizHawk_mac_1.6.0.zip
 Feb 20  2014 BizHawk_mac_1.6.0_beta.zip
 Oct 20  2013 BizHawk_mac_1.5.2.zip
 Aug 31  2013 BizHawk_mac_1.5.1.zip
 Mar 25  2013 BizHawk_mac_1.4.1.zip
 Dec 26  2012 BizHawk_mac_1.4.0.zip
 Dec  1  2012 BizHawk_mac_1.3.0.zip
 Oct 20  2012 BizHawk_mac_1.2.0.zip
 Oct  8  2012 BizHawk_mac_1.1.1b.zip
 Aug  3  2012 BizHawk_mac_1.0.5.zip
 Jul  5  2012 BizHawk-1.0.4b-mac.zip
 Jun 19  2012 BizHawk_mac_1.0.4a.zip
 Jun 16  2012 BizHawk_mac_1.0.4.zip
 Jun 16  2012 bizhawk-linux_1.0.4.tar.gz
 Apr 14  2012 BizHawkMac_103a2.zip
PFMC84
He/Him
Joined: 9/16/2015
Posts: 25
Location: Ireland
Just got myself an iMac and have downloaded BizHawk and Mono and BizHawk just crashes as soon as I try opening it. Anyone have any ideas what could be happening or is there a way I can get a log so someone can check and see what the problem could be? EDIT - Nevermind, I was using the latest version of Mono (5.something) and just downloaded 4.2 instead and it's working now.
TAG
He/Him
Joined: 2/9/2014
Posts: 407
Location: In Oblivion
any new developments on bizhawk? nvm found there is a 13.1.2 nvm again it is the PC version of it. no more bizhawk updates for mac
I’m sorry. Really I am... I am so sorry for what I did. Forgive me.
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