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Joined: Mar 2003
Posts: 29
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OP
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Joined: Mar 2003
Posts: 29 |
Hello, been a huge fan of M1 Audio Player over the many years. Obviously it's not been updated in a great amount of time. I was just wondering if there are any plans to do an update in the future to at least get it up to modern compatibility. Especially the GUI (I can't even find a place that has the download anymore) It's even moreso dire for the Mac version/GUI as it's a 32 bit built and can't run since macOS 10.15 Catalina.
I look forward to getting a response when possible.
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Joined: Mar 2001
Posts: 17,178 Likes: 211
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,178 Likes: 211 |
I have not entirely fleshed out plans to resurrect it at some point, because nobody else has done something comparable. But it would be a fairly major undertaking and I have a lot of things to keep me busy these days. I need to get a shippable new Audio Overload before I even dream about doing anything with M1.
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Joined: Dec 1969
Posts: 920 Likes: 3
Senior Member
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Senior Member
Joined: Dec 1969
Posts: 920 Likes: 3 |
I would like a new M1
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Joined: Mar 2003
Posts: 29
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OP
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Joined: Mar 2003
Posts: 29 |
Any updates to this? Seriously, there doesn't need to be any changes besides just getting it to run for the current Windows and Mac OSs. I could get a bunch of people to help bug test it as well.
Richard, I've been trying to get in contact with you for awhile now but I'm not sure if your email system is working.
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Joined: Mar 2013
Posts: 25
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Joined: Mar 2013
Posts: 25 |
Has anyone ever built a command line version of M1 for macOS? I've tried building the Xcode project that Richard Bannister kindly provided to get it running on 64-bit machines but just get a lot of errors, which I assume is now due to the Carbon framework? What I would like to do is have a working command line version, then I could try and develop a new UI using SDL. I think SDL would be a good fit because it's fairly easy to work with and it would be possible to make the M1 UI look closer to a standalone player. Also, as SDL is cross-platform it would then be a lot easier to port it to Windows and Linux.
Although the MAME/MESS world has moved on, having a working version of M1, however old it now is, would be great and there is not really any other software that offers what M1 does apart from a fork of MAME I saw that has an in-built music player with support for a limited number of games. The amount of games supported by M1 is fairly substantial and the music playback was always fine for most of the games I tried, therefore I would be happy to have a working copy of exactly what I had 10 years. I do have the option of running the software in VMware Fusion and I still have a lot of old Macs, but not everyone wants to go to the trouble of that.
This might also be a good time to talk about licensing issues. Specifically, is it ok for me to modify the software in this way and/or can it be released publicly assuming I can get it working?
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Joined: Mar 2001
Posts: 17,178 Likes: 211
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,178 Likes: 211 |
MAME with the "vgmplayer" virtual driver can play thousands of .VGM rips, that's really the recommended modern solution.
I've built and run the Linux command line version on both Windows and macOS, but I haven't done it for a while. If I can get games using FM (which is most of them) to stop crashing when built with a newer compiler I might be able to post a binary.
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1 member likes this:
Dodg |
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Joined: Mar 2013
Posts: 25
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Joined: Mar 2013
Posts: 25 |
Thanks for replying. I haven't updated my copy of MAME in a long time so wasn't aware of the VGM player.
I found a link in another post to your M1 source (the m1_2010Mar13.zip file). Can I use that to build a command line version for macOS?
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Joined: Mar 2001
Posts: 17,178 Likes: 211
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,178 Likes: 211 |
I don't think you can as-is, but I understandably don't remember exactly what state that tree was in.
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Joined: Mar 2013
Posts: 25
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Joined: Mar 2013
Posts: 25 |
Just a follow-up programming question, if anyone has some time free please:
I've tried to run R. Belmont's make script (in macOS 10.15) and have installed pulseaudio and SDL 2, and updated any references to "UINT8" to "unsigned char" or similar, etc., but I've hit a show-stopper with the oss.cpp file. As I understand it, the make script thinks I'm running a Posix system and oss.cpp expects sys/soundcard.h and ALSA to exist, which they don't. Can I tell the make script that I want to just use pulseaudio and/or SDL and it will ignore the ALSA stuff, or is it not that simple? Do I have to manually remove any references to structs or similar that would normally be defined in the missing sys/soundcard.h and alsa/asoundlib.h header files?
Thank you for any help.
Last edited by Dodg; 07/21/24 04:56 PM.
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Joined: Mar 2001
Posts: 17,178 Likes: 211
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,178 Likes: 211 |
oss.c is specific to Linux. You can't build it at all on a Mac.
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