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:''For the overall history of Oni's development, see [[Oni]].'' | :''For the overall history of Oni's development, see [[Oni]].'' | ||
Unlike Oni for Windows, which wasn't updated or patched by the developer after its release, the Mac version of Oni has a complicated history and has evolved throughout the years. | Unlike Oni for Windows, which wasn't updated or patched by the developer after its release, the Mac version of Oni has a complicated history due to changes in the Mac platform, and has evolved throughout the years. | ||
==Windows Oni 1.0 to Mac Oni 1.1== | ==Windows Oni 1.0 to Mac Oni 1.1== | ||
[[Image: | [[Image:Classic Mac Oni Get Info window.jpg|thumb|Bungie's original Carbon PPC build of Oni 1.1.]] | ||
While Oni was developed by [[Bungie West]] simultaneously for Windows and Mac OS (with the PlayStation 2 port being done in parallel by Rockstar), the game's development was not completed for both PC platforms at the same time. Oni was [[ | While Oni was developed by [[Bungie West]] simultaneously for Windows and Mac OS (with the PlayStation 2 port being done in parallel by Rockstar), the game's development was not completed for both PC platforms at the same time. Oni was reported as having been [[wp:Software release life cycle#Release to manufacturing (RTM)|gold-mastered or RTMed]] for Windows [http://oni.bungie.org/newsarchives/2000/nov00.html#xbox around 11/17/2000]. The Mac version continued in development for another month, partly due to a graphics bug discovered [http://carnage.bungie.org/oniforum/oni.forum.pl?read=7653 at the last minute], and probably gold-mastered on 12/21/00 (the date on the retail files, and the day before the Mac demo came out). (It's possible that there were some additional last-minute changes, because the Mac version was not [http://oni.bungie.org/newsarchives/2001/jan01.html#gold confirmed as RTM] until 1/2/01.) | ||
It appears that the Mac version of Oni required a change to the layout of the game data files (the addition of .sep files; see [[ | It appears that the Mac version of Oni required a change to the layout of the game data files (the addition of .sep files; see [[Windows Oni vs. Mac Oni#Game data files|Windows Oni vs. Mac Oni]] for details). The required changes to Oni's code were made not long after the final build of the Windows Oni application, as the date of the game data on the Windows CD-ROM is 11/4/00 (the application is dated 11/3/00), and the date on the Mac game data is 11/20/00. Because the Windows demo was not released until [http://oni.bungie.org/newsarchives/2000/dec00.html around 12/17/00], it was built on the version of Oni that used .sep files, unlike Windows retail Oni. | ||
As a result of reaching gold status first, the Windows retail Oni application is version 1.0 (as seen in the [[ | As a result of reaching gold status first, the Windows retail Oni application is labeled as version 1.0 (as seen in the [[Oni (folder)/readme.txt|Windows read-me]]), and Bungie's build of the game app for the Mac is version 1.1 (pictured, right; also see the [[Oni (folder)/Oni ReadMe|Mac read-me]]). Besides any fixes to the code made after Windows Oni was gold-mastered, it's likely that additional bugs were fixed between the production of the Windows demo and the Mac release, based on issues observed in BSL in the Windows demo application that aren't present in Mac Oni. | ||
However, the release of Mac OS X in spring 2001 was awkward timing for Oni. The best that Bungie could do for compatibility before Oni released in January 2001 was to build the Oni application as a "Carbon" application that was compatible with developer previews of OS X. Carbon apps could be written primarily for OS 9 and still run in OS X. Unfortunately, when OS X released, the Carbon build of Oni displayed various issues in that environment. | However, the release of Mac OS X in spring 2001 was awkward timing for Oni. The best that Bungie could do for compatibility before Oni released in January 2001 was to build the Oni application as a "Carbon" application that was compatible with developer previews of OS X. Carbon apps could be written primarily for OS 9 and still run in OS X. Unfortunately, when OS X released, the Carbon build of Oni displayed various issues in that environment. | ||
{| | {| | ||
| | |valign=top| | ||
==Carbon to Cocoa== | ==Carbon to Cocoa== | ||
[[Image:Omni Oni Get Info window.png|thumb|The Omni Group's PPC Mac OS X port.]] | [[Image:Omni Oni Get Info window.png|thumb|The Omni Group's PPC Mac OS X port.]] | ||
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==PPC to Intel== | ==PPC to Intel== | ||
[[Image: | [[Image:Feral Oni Get Info window.jpg|thumb|Feral's most recent Intel Mac build.]] | ||
In 2006 Apple began the [[wp:Mac transition to Intel processors|switch to Intel processors]], moving away from the PowerPC chip for which both Bungie and The Omni Group had built Oni. For a while, PPC apps could be run on Intel Macs using [[wp: | In 2006 Apple began the [[wp:Mac transition to Intel processors|switch to Intel processors]], moving away from the PowerPC chip for which both Bungie and The Omni Group had built Oni. For a while, PPC apps could be run on Intel Macs using [[wp:Rosetta (software)|Rosetta]], but support for the old architecture was expected to eventually phase out. In 2009, [https://www.feralinteractive.com/en/ Feral Interactive] (Oni's Mac distributor outside of North America) [http://oni.bungie.org/forum/viewtopic.php?id=848 expressed an interest] in putting out an Intel-native build of Oni. They obtained the latest version of Oni's source code from The Omni Group (who had already begun porting it to Intel), and made their initial public release of Oni for Intel Macs in the spring of 2011, a few months before the first version of OS X without Rosetta was released. The Feral build of Oni incorporates a number of changes requested by fans, detailed [[FERAL|HERE]]. | ||
|} | |} | ||
[[Category:Oni history]] | [[Category:Oni history]] |