Kirkman Posted November 7, 2021 Share Posted November 7, 2021 Is JagStudio pretty much only for use under Windows? I tried downloading it today, and most of the files I saw were .bat, .exe., and .dll. I'm a Mac guy, though I also have a Linux virtual machine. Was just wondering if there was any hope of Mac/Linux support in the future, or not. 1 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted November 28, 2021 Share Posted November 28, 2021 Not an answer. But, I've been thinking about moving more of my dev to a Mac. My strategy might involve setting up an IDE via WINEBottler or PlayOnMac. Copying the needed JagStudio files into the container as needed. Or, pony up for the latest Parallels and run a Windows VM just for JagStudio. 1 Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted November 28, 2021 Share Posted November 28, 2021 Initial Linux support is coming with the next update. JCP (Skunkboard) will need to be manually installed. There is no JagGDCmd.exe support for linux currently. Build and run via JV work 'out of the box' 1 Quote Link to comment Share on other sites More sharing options...
ColecoGamer Posted December 4, 2021 Share Posted December 4, 2021 On 11/28/2021 at 3:57 AM, CyranoJ said: Initial Linux support is coming with the next update. JCP (Skunkboard) will need to be manually installed. There is no JagGDCmd.exe support for linux currently. Build and run via JV work 'out of the box' Fingers are crossed for a future update that supports Mac. I’m a Mac user myself. I’m currently using Windows 7 in Bootcamp to use JagStudio. 1 Quote Link to comment Share on other sites More sharing options...
alucardX Posted December 6, 2021 Share Posted December 6, 2021 GNU/Linux user here as well. I considered running everything under WINE though you do get strange results sometimes. I've not yet had time to try it though. 1 Quote Link to comment Share on other sites More sharing options...
+af0l Posted December 28, 2021 Share Posted December 28, 2021 Ok, this sounds interesting. Although I'm having difficulties even building the VJ on my current machine... Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted December 29, 2021 Share Posted December 29, 2021 We did want to get this out for xmas/new year.... ...but the problem is, making things for JS is fun... documenting those things isn't. None of us wanted to spend our downtime creating manuals. It will happen, pinky promise! 2 1 Quote Link to comment Share on other sites More sharing options...
+af0l Posted February 21, 2022 Share Posted February 21, 2022 On 12/29/2021 at 12:05 AM, af0l said: Ok, this sounds interesting. Although I'm having difficulties even building the VJ on my current machine... Now, I got mad at the world, and gave this building another go... It's built alright, but the result is less than overwhelming. The sound is full of noise, the display only scales to 1/4 of the window... Anyone here that I can nag with this? Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted February 21, 2022 Share Posted February 21, 2022 28 minutes ago, af0l said: Now, I got mad at the world, and gave this building another go... It's built alright, but the result is less than overwhelming. The sound is full of noise, the display only scales to 1/4 of the window... Anyone here that I can nag with this? Don't know what platform you're on but did you try running bog standard Windows Virtual Jaguar in WINE? Quote Link to comment Share on other sites More sharing options...
+af0l Posted February 22, 2022 Share Posted February 22, 2022 8 hours ago, Gemintronic said: Don't know what platform you're on but did you try running bog standard Windows Virtual Jaguar in WINE? Huh, it seemed a bit of a heresy. Also, I never had problems building and running the previous versions (although on an older Mac and OS). Quote Link to comment Share on other sites More sharing options...
lwdallas Posted May 11 Share Posted May 11 Just to chime in, on my new Mac I am using Whisky to run JagStudio in a Windows bottle. No issues, but man is this indeed heresy compiling Atari code on Windows under Apple :D 2 Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted May 15 Share Posted May 15 On 5/12/2024 at 5:05 AM, lwdallas said: Just to chime in, on my new Mac I am using Whisky to run JagStudio in a Windows bottle. No issues, but man is this indeed heresy compiling Atari code on Windows under Apple Yeah it is. It was never designed for Apple stuff at all. Consider yourself lucky we bothered 2 Quote Link to comment Share on other sites More sharing options...
lwdallas Posted May 15 Share Posted May 15 9 minutes ago, CyranoJ said: Yeah it is. It was never designed for Apple stuff at all. Consider yourself lucky we bothered I consider myself EXTREMELY blessed to have found JS and that it was so easy to get working. 2 Quote Link to comment Share on other sites More sharing options...
Syntax Error Posted June 27 Share Posted June 27 as my 2 cents , on linuxmint Quote offlinecat@tyrnannoght:~$ hostnamectl Static hostname: tyrnannoght Icon name: computer-desktop Chassis: desktop Machine ID: 09143d0261be487380a9ec9bf41d5922 Boot ID: 50eb31d41b924226ac3171c1b8615175 Operating System: Linux Mint 20.3 Kernel: Linux 5.4.0-187-generic Architecture: x86-64 offlinecat@tyrnannoght:~$ the whole thing works fine using the build.sh file but not using ROM space using build.sh projectname does not generate a ROM file using build.sh projectname ROM does but it opens virtualjaguar instead of the new one and assets from ROM arent read (or displayed but thats not available in the examples, when i use it myself : BG1 from ROM it doesnt break but nothing is displayed or as in item1 no rom file generated) everything works fine on USA-DOS, even on 11 so i think (but not tested) generating it with build.sh projectname ROM will generate the required files but the emulators wont properly use them for some reason thats beyond our rank amateur noob lamer hobbyist bedroom coder arse (the provided examples that use assets from rom dont do it either, they do run and compile but when press buttong to play mod from rom it doesnt play anything - mainly b/c there is no romfile (while the doc says that if even one asset in assets.txt is set to rom it will automatically generate the ROM file even without use of the ROM parameter) its not criticism lol everything works fine on USA-dos i just dont like using that thing for anything but directx gaming b/c the desktop environment compared to cinnamon is really nasty to work on if you're used to flip between 16 desktops in a split second so maybe if the devs have the day off and feel like it this helps, wether its to do with the system, with the setup or some setting in build.sh i cant say b/c i didnt write it and i wont be disseting it , so thus far i run everything in ABS and will recompile it on usa-dos when needed, its not a breaker it simply doesnt (for instance) display the backgrounds and since all motion / sprites / anim is kept in abs for now it doesnt make things impossible. my 2 (point5) cents , maybe it helps in some future spurt of devday Quote Link to comment Share on other sites More sharing options...
alucardX Posted June 27 Share Posted June 27 I've run through the basic tutorial using Debian 12 and have built some of the example basic projects without any issue at all. I haven't used Windows since 2003 and hope to never have to use it again so I'm very thankful there is an option to use JagStudio on GNU/Linux. 2 Quote Link to comment Share on other sites More sharing options...
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