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=History= | =History= | ||
The original build of the Oni application (v1.1; 1.5MB) was compiled by Bungie for the PowerPC processor that Macs were using at the time. However, it was also a | The original build of the Oni application (v1.1; 1.5MB) was compiled by Bungie for the PowerPC processor that Macs were using at the time. However, it was also a Carbon app, meaning it was written primarily for Mac OS 9 with only basic compatibility with OS X. Mac OS X was not even released until a couple of months later, and making it a proper Cocoa app would have required rewriting it from the ground up in Objective-C. | ||
With Bungie's permission, Omni Group [http://www.omnigroup.com/mailman/archive/omni-press/2001/000008.html released] a free | With Bungie's permission, Omni Group [http://www.omnigroup.com/mailman/archive/omni-press/2001/000008.html released] a free Cocoa port by the end of the year (v1.0 (Mac OS X), version 1.36; 4.6MB). This port allowed Macs running OS X to run Oni with fewer hiccups in terms of compatibility (such as flawed controls), making the port more of a convenience than a necessity. It did, however, guarantee the game a longer playable lifetime in that it updated the app to more modern technology on the software side. No one could have known at the time that Apple would later switch to Intel processors, moving away from the PowerPC chip that Oni was written for. | ||
Omni's port is therefore native for modern Macintoshes' software in that it is a Cocoa app, but non-native for modern Macs' hardware in that is is written for the PowerPC chip. Additionally, various other elements of the OS and hardware have changed over the years, making the Omni port unable to run on modern Macs without some modifications. Through the efforts of the Oni community, various hex edits have been devised as ways to not only allow the application to run under the latest versions of OS X, but to extend the potential for Oni modding. | |||
=List of patches= | =List of patches= |