Originally posted by Vas Crabb:
That's rubbish. CPU architecture is one of the smallest hurdles when porting from Windows to Mac OS X.
Maybe if the app was written correctly in the first place, yes. But many - in fact I'd say most - PC games use binary data, and make *absolutely* no account for endianness. I'd estimate that a good 30% of our time is spend on endian issues during the lifetime of a port on average. Worse are the games that try to account for endian issues but do it all wrong.
Similarly, we have to fight with 1-byte (Win32, Mac x86) vs. 4-byte (Mac PPC) bools. There's also issues with 2/4 byte wchars, but those are generally not as big a time-sink.