Norbyte / ositools

Advanced scripting and mod support for Divinity Original Sin 2
MIT License
376 stars 30 forks source link

Mac version #43

Closed depressed-pumpkin closed 2 years ago

depressed-pumpkin commented 3 years ago

Norbyte, could you please make a mac version for this? All the mac users out there (including me 😉 ) would really appreciate it since so many mods nowadays are requiring it.

Norbyte commented 3 years ago

Hi,

Unfortunately Mac won't be supported in the near future. The Mac binaries are completely different from the Windows binaries and I'd essentially have to redo all the reverse engineering steps I did for the Windows version (many months of work) on the Mac version.

In addition I'd also need a Mac to be able to develop/test/debug it, which I don't have :(

depressed-pumpkin commented 3 years ago

well, I kinda expected that answer, but thx anyway (i mean i would say that I could help but really with my coding skills i probably would be more of dead weight than anything else (i mean i guess i might be able to help with debug)) welp, i think i'm gonna get a windows computer and be done with mac not supporting anything (like 32 bit apps/games.......)

kbatbouta commented 3 years ago

Hi,

Unfortunately Mac won't be supported in the near future. The Mac binaries are completely different from the Windows binaries and I'd essentially have to redo all the reverse engineering steps I did for the Windows version (many months of work) on the Mac version.

In addition I'd also need a Mac to be able to develop/test/debug it, which I don't have :(

I could port it to Mac but i will need more information about the current obstacles of creating a build using Mono. In case of the injection i can try figuring something out. Any recommendations where to start? (In terms of the incompatibility you mentioned). I could do without live debugging and other development features.

Norbyte commented 3 years ago

It's not a very easy or quick task tbh. The extender (and the game) is native/C++, so Mono won't help you here since it's a .NET runtime, you need to do a native build on Mac.

Approximately what needs to be done for a Mac build:

leomeneguzzi commented 2 years ago

Hi @Norbyte I have one question, how do you decompile the executable in Windows? I probably will not have time to do this, but I want to try reproduce the steps that you did in Windows in the Mac version

So, can you tell me the steps and tools used? It's not necessary anything super detailed, just something to let me Google and understand how it was done in Windows and how do something similar in Mac

LaughingLeader commented 2 years ago

Duplicate of #3