History of Mac Oni: Difference between revisions

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As long-time Mac users will recall, the Macintosh has been through three major technology transitions since 1984. First came the move from [[wikipedia:Motorola 68000 family|68k]] to RISC-based [[wikipedia:PowerPC|PowerPC]] processors in the early '90s. When Oni began development in 1997, the OS was at System 7, but Apple was hoping to start fresh with a new OS as soon as possible, and acquired Steve Jobs' company [[wikipedia:NeXT|NeXT]] to use their OS as the basis for this OS. The Mac's second major transition, from OS 9 to OS X, started in 2000/2001, an awkward time for Oni.
__NOTOC__
==Windows 1.0 to Mac 1.1==
While Oni was developed simultaneously for Windows and Mac OS (with the PS2 port coming at the end of development), the game did not cease development for both PC platforms at the same time. Oni was gold-mastered for Windows [http://carnage.bungie.org/oniforum/oni.forum.pl?read=6259 around mid-November 2000]. The Mac version continued in development for [http://carnage.bungie.org/oniforum/oni.forum.pl?read=7653 at least another month]. Most of that time was probably spent fixing Mac-specific bugs, but certain changes were made to the game as a whole (see [[PC_vs_Mac#File_formats|PC vs. Mac]] for details). This resulted in a game application for Macs with the version number "1.1". However, the Mac Oni app would continue to evolve over time.


In 2000, Bungie was merging into Microsoft, and Take-Two was assuming command of the Oni IP (as detailed in the [[Oni]] article). Having been in development years before OS X released, the best that Bungie could do for compatibility was build the Oni application as a [[wikipedia:Carbon_(computing)|Carbon]] app, meaning it was written primarily for Mac OS 9 but able to run on OS X. Unfortunately the Carbon build was not without issues in the OS X environment.
==Classic to Carbon==
As long-time Mac users will recall, the Macintosh has been through three major technology transitions since 1984. '''First''' came the move from [[wikipedia:Motorola 68000 family|68k]] to RISC-based [[wikipedia:PowerPC|PowerPC]] processors in the early '90s. When Oni began development in 1997, all Macs ran on PPC processors. The OS was at System 7, but it was based on code from 1984, and Apple was hoping to start fresh with a new OS as soon as possible. They acquired Steve Jobs' company [[wikipedia:NeXT|NeXT]] to use the NextStep OS as the basis for their own. The Mac's '''second''' major transition, from OS 9 to OS X, started in 2000/2001, an awkward time for Oni.


Then, at the end of 2001, [http://www.omnigroup.com Omni Group] [http://www.omnigroup.com/mailman/archive/omni-press/2001/000008.html released] a [[wikipedia:Cocoa_(computing)|Cocoa]] (native OS X) build of the game which they had produced for free. This became known as the Omni build of Oni (now usually referred to as the PPC build). Their new builds (released through 2003) kept Oni stable for several years. The last Omni build is still available [http://www.insidemacgames.com/news/story.php?ArticleID=7003 here] and [http://www.omnigroup.com/ftp/pub/software/MacOSX/10.1/Oni-1.0v1.36.dmg here]. However, as computers advanced, a critical bug cropped up on both Macs and Windows machines, where Oni's accessing of the graphics card at startup caused a crash. Once the patch was figured out in Windows, it was carried over to the PPC build. Other patches were made in time; see [[AE:OMNI|here]] for documentation and a link to the patch.
In 2000, Bungie was merging into Microsoft, and Take-Two was assuming command of the Oni IP (as detailed in the [[Oni]] article). Having been in development years before OS X released, Oni had probably been getting built as a Classic app, referring to the Classic Mac OS (anything before 10.0). Upon its release, the best that Bungie could do for compatibility was build the Oni application as a [[wikipedia:Carbon_(API)|Carbon]] app, meaning it was written primarily for Mac OS 9 but able to run on OS X. Unfortunately the Carbon build was not without issues in the OS X environment.


However, in 2006 Apple began their third major Mac transition: the [[wikipedia:Apple's_transition_to_Intel_processors|switch to Intel processors]], back to CISC architecture and moving away from the PowerPC chip for which both Bungie and Omni Group had built Oni. For a while, PPC apps could still be run in OS X using [[wikipedia:Rosetta_(software)|Rosetta]], but support for the old architecture was expected to eventually phase out. In 2009, [http://www.feralinteractive.com/en/ Feral Interactive] (Oni's Mac distributor outside of North America) [http://oni.bungie.org/community/forum/viewtopic.php?id=848 expressed an interest] in putting out an Intel-native build of Oni. They obtained the source code from Omni Group, who had begun porting it to Intel, and made a beta release in 2011 [http://oni.bungie.org/community/forum/viewtopic.php?pid=31710#p31710 HERE] shortly before OS X did away with PPC support. The release is stable, although it has a few non-crashing bugs.
==Carbon to Cocoa==
Then, at the end of 2001, [http://www.omnigroup.com Omni Group] [http://www.omnigroup.com/mailman/archive/omni-press/2001/000008.html released] a [[wikipedia:Cocoa_(computing)|Cocoa]] (native OS X) build of the game which they had produced for free. This became known as the Omni build (now usually referred to as the PPC build). Their new builds (released through 2003) kept Oni stable for several years. The last Omni build is still available [http://www.insidemacgames.com/news/story.php?ArticleID=7003 here] and [http://www.omnigroup.com/ftp/pub/software/MacOSX/10.1/Oni-1.0v1.36.dmg here]. However, as computers advanced, a critical bug cropped up on both Macs and Windows machines, where Oni's querying of the graphics card at startup caused a crash. Once the patch was figured out in Windows, it was carried over to the PPC build. Other patches were made in time; see [[AE:OMNI|here]] for details.
 
==PPC to Intel==
However, in 2006 Apple began their '''third''' major Mac transition: the [[wikipedia:Apple's_transition_to_Intel_processors|switch to Intel processors]], back to CISC architecture and moving away from the PowerPC chip for which both Bungie and Omni Group had built Oni. For a while, PPC apps could still be run in OS X using [[wikipedia:Rosetta_(software)|Rosetta]], but support for the old architecture was expected to eventually phase out. In 2009, [http://www.feralinteractive.com/en/ Feral Interactive] (Oni's Mac distributor outside of North America) [http://oni.bungie.org/community/forum/viewtopic.php?id=848 expressed an interest] in putting out an Intel-native build of Oni. They obtained the source code from Omni Group, who had begun porting it to Intel, and [http://oni.bungie.org/community/forum/viewtopic.php?pid=31710#p31710 made a beta release in 2011], shortly before OS X did away with PPC support. The release is stable, although it has a few non-crashing bugs, and incorporates a number of patches requested by fans, detailed [[AE:FERAL|HERE]].


[[Category:Oni history]]
[[Category:Oni history]]

Revision as of 19:36, 7 May 2013

Windows 1.0 to Mac 1.1

While Oni was developed simultaneously for Windows and Mac OS (with the PS2 port coming at the end of development), the game did not cease development for both PC platforms at the same time. Oni was gold-mastered for Windows around mid-November 2000. The Mac version continued in development for at least another month. Most of that time was probably spent fixing Mac-specific bugs, but certain changes were made to the game as a whole (see PC vs. Mac for details). This resulted in a game application for Macs with the version number "1.1". However, the Mac Oni app would continue to evolve over time.

Classic to Carbon

As long-time Mac users will recall, the Macintosh has been through three major technology transitions since 1984. First came the move from 68k to RISC-based PowerPC processors in the early '90s. When Oni began development in 1997, all Macs ran on PPC processors. The OS was at System 7, but it was based on code from 1984, and Apple was hoping to start fresh with a new OS as soon as possible. They acquired Steve Jobs' company NeXT to use the NextStep OS as the basis for their own. The Mac's second major transition, from OS 9 to OS X, started in 2000/2001, an awkward time for Oni.

In 2000, Bungie was merging into Microsoft, and Take-Two was assuming command of the Oni IP (as detailed in the Oni article). Having been in development years before OS X released, Oni had probably been getting built as a Classic app, referring to the Classic Mac OS (anything before 10.0). Upon its release, the best that Bungie could do for compatibility was build the Oni application as a Carbon app, meaning it was written primarily for Mac OS 9 but able to run on OS X. Unfortunately the Carbon build was not without issues in the OS X environment.

Carbon to Cocoa

Then, at the end of 2001, Omni Group released a Cocoa (native OS X) build of the game which they had produced for free. This became known as the Omni build (now usually referred to as the PPC build). Their new builds (released through 2003) kept Oni stable for several years. The last Omni build is still available here and here. However, as computers advanced, a critical bug cropped up on both Macs and Windows machines, where Oni's querying of the graphics card at startup caused a crash. Once the patch was figured out in Windows, it was carried over to the PPC build. Other patches were made in time; see here for details.

PPC to Intel

However, in 2006 Apple began their third major Mac transition: the switch to Intel processors, back to CISC architecture and moving away from the PowerPC chip for which both Bungie and Omni Group had built Oni. For a while, PPC apps could still be run in OS X using Rosetta, but support for the old architecture was expected to eventually phase out. In 2009, Feral Interactive (Oni's Mac distributor outside of North America) expressed an interest in putting out an Intel-native build of Oni. They obtained the source code from Omni Group, who had begun porting it to Intel, and made a beta release in 2011, shortly before OS X did away with PPC support. The release is stable, although it has a few non-crashing bugs, and incorporates a number of patches requested by fans, detailed HERE.