Mapping the goals

For a project with a scope as large as this one has, setting goals and planning how to get there is very important. Here’s a rough outline of what we actually want to achieve:

  • Some level of compatibility with all apps ranging from early apps for 128K Mac in 1984 to the last PowerPC apps in early 2000’s
  • Ability to run apps either:
    • Classic-style seamless integration with any host operating system desktop. This would be for any apps/games which use windows and adapt correctly to various desktop sizes.
    • Full-screen exclusive mode. Mostly for full-screen games/apps, and apps designed for fixed-resolution screens such as most of the early games.
  • Sound emulation either through low-level Classic-type sound hardware (often used in early monochrome games), and high-level Sound Manager emulation (for games/apps from the later times).
  • Provide a one-click solution to play any compatible favourite game as a pre-built Mac OS X .app package.

With these goals in mind, this project is divided to various phases, each of which can be considered as kind of a milestone:

  • Phase 1: Motorola 68000 CPU emulation, with “Classic Mac”-type hardware emulation with monochrome-only QuickDraw on 512×342 screen in non-seamless mode, 24-bit Memory Manager, “Sound Driver”-compatible hardware sound emulation and file system emulation, System 6.0.7/7.1 level Toolbox API compatibility.
  • Phase 2: Later 68020/30/40 emulation, with Slot Manager-type video device emulation, 32-bit Color QuickDraw and Sound Manager emulation, better System 7.1/7.5.x API compatibility. Optionally 32-bit Memory Manager support.
  • Phase 3: PowerPC emulation, Mac OS 8-level Toolbox API’s (Appearance, Game Sprockets, Networking).
  • Phase 4: Mac OS 9-level Toolbox API’s, OpenGL compatibility.

The Phase 1 and 2 seem to be most realistic, but if (when!) we actually reach those milestones, we can revisit the plans and see how feasible the rest of the goals look at that point.