FCEUX on Mac?

Discuss technical or other issues relating to programming the Nintendo Entertainment System, Famicom, or compatible systems.

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Mjbudd77
Posts: 8
Joined: Fri Oct 16, 2020 9:53 pm
Location: Tampa

Re: FCEUX on Mac?

Post by Mjbudd77 » Sat Oct 17, 2020 9:24 pm

I know this post is kinda old. But wanted to let everyone know that the beta version of fceux's Qt/SDL port will run natively in both linux and mac. This new version does contain most of the debug tools that previously only existed on the windows port.

dienben2020
Posts: 24
Joined: Wed Sep 30, 2020 2:19 pm

Re: FCEUX on Mac?

Post by dienben2020 » Mon Oct 19, 2020 2:57 am

Hello,
Mjbudd77 wrote:
Sat Oct 17, 2020 9:24 pm
I know this post is kinda old. But wanted to let everyone know that the beta version of fceux's Qt/SDL port will run natively in both linux and mac. This new version does contain most of the debug tools that previously only existed on the windows port.
Thanks! To get it, we 'just' need to git the code and compile locally?


For info, on Mac, I have:
  • brew install qt5
  • brew install sdl2
  • brew install minizip
I've used the current in-development installer: http://fceux.com/web/download.html

Ben

Mjbudd77
Posts: 8
Joined: Fri Oct 16, 2020 9:53 pm
Location: Tampa

Re: FCEUX on Mac?

Post by Mjbudd77 » Mon Oct 19, 2020 5:19 am

If you are using the dmg file from the autobuild, you just need to open the dmg and do a standard drag and drop install into the applications folder. No compiling necessary. I have found that when instaling the dmg file i also had to tell the OS that the new application is a trusted one since it does not recognize it. You will see when you try to run it.i see you have already gotten the dependencies installed from brew which is good. If you did want to build from source, just follow what is done in the pipelines/macos_build.sh script inside the git project.

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