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macOS has been added and will be part of the next version update. If you wish to test it ahead of time, follow this comment's instructions.
Original Post
While macOS is not currently in the roadmap, the project welcomes any effort to add macOS support, as Unleashed Recompiled relies on plume, a rendering hardware abstraction that will be getting support for Metal in the near future. macOS support can stay as part of the main project if a new maintainer is interested in supporting it.
A prototype through the usage of MoltenVK could also be currently attempted, as plume supports Vulkan.
Could a wine skin or another translation tool help with this? I don't really want to use windows translation tools because they are very recourse heavy, but I might take a look into it to see if any results can come from it.
This might not be a good idea because you would want to make sure the game is running well, but for now figuring out a work around or fix for directx-dxc seems to be the main issue...
Getting Mac builds of directx-dxc; I think this may be supported to some extent by DirectXShaderCompiler itself but they don't provide builds, and by extension the vcpkg package is not configured to work with macOS. It's a bit difficult since the compiler is also used as a tool so it basically needs to be built at configure time to then run on shader source files.
Running dxc under wine, this may be doable but since XenosRecomp uses it as a library that also may be a problem.
Running Windows builds of UnleashedRecomp under wine, problem I seem to be facing with this currently is it's hitting shader compile errors with the Crossover bundled MoltenVK, and this code forces wine to use Vulkan, so it currently can't be used with D3DMetal (am trying to build without this constraint):
Maybe someday, we’ll get the blessing of Sonic Unleashed. It’s the one port (besides Sonic Generations but I got that in my Switch) that I’ve been DYING to play.
I'm on Mac (MacBook Air M2, 8GB, macOS Sequoia). I’ve gone through the install process with Wine, which works perfectly fine. But now, the game doesn’t launch through Wine. If you have any tips, feel free to share :)
I'm on Mac (MacBook Air M2, 8GB, macOS Sequoia). I’ve gone through the install process with Wine, which works perfectly fine. But now, the game doesn’t launch through Wine. If you have any tips, feel free to share :)
@Saussau083 try deleting the cache or reinstalling the game. This project is new so we don't really know what issues come up when translating the base windows decomp through wine.
Hi all, I'm using a MacBook Air M1 (8GB RAM, OS Sequoia 15.3.1) with Whisky to test the game, as right now there is no native port and I don't have the programming chops to help make that a reality. The installer works fine, but the game itself opens to a black screen and immediately closes.
EDIT: The initial errors I got ended up being because I had an outdated version of MoltenVK in my Whisky setup. I put in the newest version and got shader compilation errors:
[mvk-error] VK_ERROR_INITIALIZATION_FAILED: Shader library compile failed (Error code 3):
program_source:26:43: error: as_type cast from 'ulong' (aka 'unsigned long') to 'device int2 *' is not allowed
int2 _55 = int2(gl_FragCoord.xy) - (*(as_type<device int2*>(reinterpret_cast<ulong>(g_PushConstants.SharedConstants + 16ul))));
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
program_source:30:29: error: as_type cast from 'ulong' (aka 'unsigned long') to 'device int2 *' is not allowed
_66 = any(_55 >= (*(as_type<device int2*>(reinterpret_cast<ulong>(g_PushConstants.SharedConstants + 24ul)))));
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
program_source:45:34: error: as_type cast from 'ulong' (aka 'unsigned long') to 'device float3 *' is not allowed
float3 _81 = powr(_77.xyz, *(as_type<device float3*>(reinterpret_cast<ulong>(g_PushConstants.SharedConstants))));
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.
[mvk-error] VK_ERROR_INITIALIZATION_FAILED: Fragment shader function could not be compiled into pipeline. See previous logged error.
vkCreateGraphicsPipelines failed with error code 0xFFFFFFFD.
= Original post: =
Running through the Terminal gives me this log:
wineserver: using server-side synchronization.
2025-03-03 08:19:59.942 wine64-preloader[54312:1014459] +[IMKClient subclass]: chose IMKClient_Modern
0024:err:kerberos:kerberos_LsaApInitializePackage no Kerberos support, expect problems
0024:err:winediag:ntlm_check_version ntlm_auth was not found or is outdated. Make sure that ntlm_auth >= 3.0.25 is in your path. Usually, you can find it in the winbind package of your distribution.
0024:err:ntlm:ntlm_LsaApInitializePackage no NTLM support, expect problems
[*] Saving configuration...
[*] SDL video driver: "windows"
2025-03-03 08:20:07.242 wine64-preloader[54258:1014205] +[IMKClient subclass]: chose IMKClient_Modern
0024:err:ole:StdMarshalImpl_MarshalInterface Failed to create ifstub, hr 0x80004002
0024:err:ole:CoMarshalInterface Failed to marshal the interface {ea1ea136-19df-11d7-a6d2-00065b84435c}, hr 0x80004002
0024:err:ole:StdMarshalImpl_MarshalInterface Failed to create ifstub, hr 0x80004002
0024:err:ole:CoMarshalInterface Failed to marshal the interface {ea1ea136-19df-11d7-a6d2-00065b84435c}, hr 0x80004002
2025-03-03 08:20:07.928 wine64-preloader[54258:1014205] +[IMKInputSession subclass]: chose IMKInputSession_Modern
vkCreateGraphicsPipelines failed with error code 0xC4650720.
wine: Unhandled page fault on read access to 0000000000000058 at address 00000001403607E7 (thread 0024), starting debugger...
Unhandled exception: page fault on read access to 0x0000000000000058 in 64-bit code (0x000001403607e7).
As mentioned earlier:
Running Windows builds of UnleashedRecomp under wine, problem I seem to be facing with this currently is it's hitting shader compile errors with the Crossover bundled MoltenVK, and this code forces wine to use Vulkan, so it currently can't be used with D3DMetal
I'm not 100% sure if I'm dealing with the same issue or if this is something different entirely (EDIT: It was a different issue, see above), but I can confirm the code is being forced to use Vulkan...when D3D12 on Mac likely is the better option thanks to D3DMetal.
CrossOver and Whisky can use D3DMetal from Apple's GPTK, which I'd love to use and would probably get the game actually started. Merging #531 should allow the game to run with CrossOver/Whisky and D3DMetal for now, and we can do further testing.
Hi there!
I don't know whether it's a bug specific to macOS or not, but my controller's left joystick glitches out specifically in werehog levels. In daytime stages it's totally fine and I've tested the controller in other apps and it works great.
In night stages, however, often times Sonic reverts and goes back when I push joystick forward. Rarely the same thing also happens when I push backwards (so Sonic randomly goes forward).
This does not happen when moving left or right.
I'm using a generic controller (off-brand, really cheap).
I have this issue where in Eggmanland in the first Daytime section, the top rail always lags like crazy even on Potato Settings.
I have the latest build and my specs are M1 Mac Mini 2020 8GB RAM
Mods: Save Manager
Faithful HD Characters
Optional Improvements
Refined Sonic Controls
Werehog's Fury
Instant Stomp
Disable Werehog Camera Pans
Faster Final Boss
PS3 FMVs
High Resolution Textures
Less Compressed Adabat Sky
Tornado Stage Skip (PC)
4K HQ Stage Thumbnails
Disabling the Higher Render Distance in Optional Improvements worked, and it runs flawlessly now! But I didn't see a difference with High Resolution Textures when I turned it off. Thanks!
We can consider this issue solved as macOS support has been merged to main. The next version update of the project should feature a macOS version as it's part of the build actions.
Activity
SolarArts commentedon Mar 2, 2025
A MacOS port would be amazing
squidbus commentedon Mar 2, 2025
Currently seems to be unable to compile because
directx-dxcin vcpkg has no macOS support.Sonic-Hero commentedon Mar 2, 2025
Mac kind of supports it from memory. I might test it out to see what issues come up and to see if there are any work arounds
squidbus commentedon Mar 2, 2025
I checked with
--allow-unsupportedand it doesn't work, because the formula only knows how to download Linux or Windows versions, and on Mac it just downloads the Windows files: https://github.com/microsoft/vcpkg/blob/master/ports/directx-dxc/portfile.cmakeSonic-Hero commentedon Mar 2, 2025
Ok, that might be a LITTLE issue 😅
Sonic-Hero commentedon Mar 2, 2025
Could a wine skin or another translation tool help with this? I don't really want to use windows translation tools because they are very recourse heavy, but I might take a look into it to see if any results can come from it.
This might not be a good idea because you would want to make sure the game is running well, but for now figuring out a work around or fix for directx-dxc seems to be the main issue...
squidbus commentedon Mar 2, 2025
Here's what I think so far are 3 paths:
directx-dxc; I think this may be supported to some extent byDirectXShaderCompileritself but they don't provide builds, and by extension the vcpkg package is not configured to work with macOS. It's a bit difficult since the compiler is also used as a tool so it basically needs to be built at configure time to then run on shader source files.dxcunder wine, this may be doable but sinceXenosRecompuses it as a library that also may be a problem.UnleashedRecomp/UnleashedRecomp/gpu/video.cpp
Line 1661 in 9e744ff
SolarArts commentedon Mar 2, 2025
Maybe someday, we’ll get the blessing of Sonic Unleashed. It’s the one port (besides Sonic Generations but I got that in my Switch) that I’ve been DYING to play.
Saussau083 commentedon Mar 2, 2025
I'm on Mac (MacBook Air M2, 8GB, macOS Sequoia). I’ve gone through the install process with Wine, which works perfectly fine. But now, the game doesn’t launch through Wine. If you have any tips, feel free to share :)
IsaacMarovitz commentedon Mar 2, 2025
I'm taking a look
Sonic-Hero commentedon Mar 2, 2025
@Saussau083 try deleting the cache or reinstalling the game. This project is new so we don't really know what issues come up when translating the base windows decomp through wine.
ArtisIan97 commentedon Mar 3, 2025
Hi all, I'm using a MacBook Air M1 (8GB RAM, OS Sequoia 15.3.1) with Whisky to test the game, as right now there is no native port and I don't have the programming chops to help make that a reality. The installer works fine, but the game itself opens to a black screen and immediately closes.
EDIT: The initial errors I got ended up being because I had an outdated version of MoltenVK in my Whisky setup. I put in the newest version and got shader compilation errors:
= Original post: =
Running through the Terminal gives me this log:
As mentioned earlier:
I'm not 100% sure if I'm dealing with the same issue or if this is something different entirely (EDIT: It was a different issue, see above), but I can confirm the code is being forced to use Vulkan...when D3D12 on Mac likely is the better option thanks to D3DMetal.
CrossOver and Whisky can use D3DMetal from Apple's GPTK, which I'd love to use and would probably get the game actually started. Merging #531 should allow the game to run with CrossOver/Whisky and D3DMetal for now, and we can do further testing.
155 remaining items
squidbus commentedon Apr 12, 2025
Latest build in the PR should resolve M1/M2 issues.
Zeropxl-dev commentedon May 19, 2025
any news on the black screen issue?
Zeropxl-dev commentedon May 19, 2025
@phamtheman69 oh i didnt even know thanks
Zeropxl-dev commentedon May 19, 2025
random question does anyone know how to install mods on mac?
arsnyan commentedon Jun 2, 2025
Hi there!
I don't know whether it's a bug specific to macOS or not, but my controller's left joystick glitches out specifically in werehog levels. In daytime stages it's totally fine and I've tested the controller in other apps and it works great.
In night stages, however, often times Sonic reverts and goes back when I push joystick forward. Rarely the same thing also happens when I push backwards (so Sonic randomly goes forward).
This does not happen when moving left or right.
I'm using a generic controller (off-brand, really cheap).
realrazing929 commentedon Jul 5, 2025
I have this issue where in Eggmanland in the first Daytime section, the top rail always lags like crazy even on Potato Settings.
I have the latest build and my specs are M1 Mac Mini 2020 8GB RAM
realrazing929 commentedon Jul 6, 2025
Settings: Resolution - 1920x1080
Resolution Scale - 100%
VSync - On
FPS - 144
Anti-Aliasing - 4x MSAA
Shadow Resolution - 2048
Mods: Save Manager
Faithful HD Characters
Optional Improvements
Refined Sonic Controls
Werehog's Fury
Instant Stomp
Disable Werehog Camera Pans
Faster Final Boss
PS3 FMVs
High Resolution Textures
Less Compressed Adabat Sky
Tornado Stage Skip (PC)
4K HQ Stage Thumbnails
realrazing929 commentedon Jul 7, 2025
Disabling the Higher Render Distance in Optional Improvements worked, and it runs flawlessly now! But I didn't see a difference with High Resolution Textures when I turned it off. Thanks!
dav898960 commentedon Aug 16, 2025
you cant install the port anymore it says expired
Rushh12 commentedon Aug 21, 2025
im trying to redownload the macOS port and it say its expired
squidbus commentedon Aug 22, 2025
For the port using MoltenVK, the PR for that was merged so downloads would be in the GitHub Actions of this repo, not the fork.
For Metal rendering, I have a PR open here with a link to an Actions build to download from: #1648
DarioSamo commentedon Aug 22, 2025
We can consider this issue solved as macOS support has been merged to
main. The next version update of the project should feature a macOS version as it's part of the build actions.Follow squidbus's instructions if you wish to test it ahead of time.
AJAM731 commentedon Sep 10, 2025
it says that it isn’t supported on my mac for some odd reason
ethankimball360 commentedon Sep 19, 2025
Will Intel Macs be supported?