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[04:57:27] <servus> The Mac OS X makefile needs a lot of work to get running.
[05:27:12] <servus> Yay, got the binary working.
[05:29:11] <servus> Your two biggest issues with the make process on OS X are the PPC compilation of the embedded libpng and zlib libraries. Mac OS X's "tar" command does not have a --strip-components parameter, and the way it invokes the ./configure causes thing to just plain work funny. I ended up using my Ports copy of libpng instead to save the hassle.
[05:29:39] <servus> Also, it looks like you aren't including the CoreAudio/AudioUnit framework correctly, because it has trouble finding some of the AudioUnit header files.
[05:33:08] <servus> Hm, I see what you mean about the pervasive rendering order errors. Shoreline even obscures the barrels right where you start the game
[05:49:55] <servus> Unless they used a double buffering system, couldn't you slooooow down the original game to see the proper rendering order in action, and if it does in fact use a pixel-perfect Z buffer? That's what we did for a few older games to great effect.
[05:51:00] <Colourless> no idea if its double buffered
[05:51:17] <Colourless> it might be. the game needed 4mb of memory
[06:01:12] <servus> Well, if you slow the game down, you may be able to see the rendering take place in real time... that would quite clearly show all about how rendering was originally accomplished, no? On other games, I've used DOSBox to slow things down until you can see each pixel as it is placed.
[06:02:12] <Colourless> yeah it might work
[06:09:16] <servus> And speaking of Macs... There's something surreal about watching Steve Wozniak is a nationally televised dance competition o.o
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