[FONT=Georgia]Here are two packages, containing the first public Beta of Zelda Classic Launcher (ZLaunch, or ZCL) for MacOS X.[/font]
[FONT=Georgia]These betas are designed to work with ZC 2.50.2 for OSX.[/font]
[FONT=Georgia]Complete Package, with Zelda Classic and ZQuest[/font]
[FONT=Georgia]ZCL Standalone[/font]
[FONT=Georgia]Mac Users[/font]
[FONT=Georgia]Please try this and let me know if you run into any problems.[/font]
[FONT=Georgia]NOTICE: Please test this on a copy of your ZC and ZQuest app packages! This is still a beta, and I would not want anything to alter your base settings. The main ZC and ZQ app packages must have the names that are used in the ZIP package here; or the main download on ZC.com. [/font]
[FONT=Georgia]ZCL must be in the same directory as Zelda Classic.app and ZQuest Editor.app.[/font]
[FONT=Georgia]ZCL accesses the .cfg files inside the app bundles for ZC and ZQ. Be sure to make a backup of ZC and ZQuest before you use this on any primary installation of ZC for OSX.[/font]
[FONT=Georgia]Dev Notes
FWIW, I can see why Sean never ported this. Being able to run it on actual hardware aside, working out Mac pathing issues from the .app contents is a true joy.
This is how it works:
sZQ: string = '../../../ZQuest Editor.app';
sZQExe: string = '../../../ZQuest Editor.app/Contents/MacOS/ZQuest Editor';
sAppPath: string = Application.Location;
sAGcfg: string := '/../../../ag.cfg';if not fileexists( sAppPath2 + sAGcfg) then
memo1.Lines.SaveToFile( sAppPath2 + sAGcfg );
end;
agcfg := Tinifile.Create(sAppPath2 + sAGcfg);
if fileexists(sAppPath2 + sZQ) then
begin
end
else
begin
label23.Visible := True;
speedbutton2.Enabled := False;
end;
process2.CommandLine := '"' + sAppPath2 + sZQexe + '"' + ' ' + zqsound;
process2.Execute;
You need to go up a few levels to exit the 'app' container, and to access config files inside other containers, you enter them. Trying to do ./pathname will put you on the user's home directory as ~/. :shrug:[/FONT]