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Thread: From EXE to OS X: Bottling up with Wine

  1. #1
    Clicker Fusion 2.5 MacFusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleInstall Creator Pro

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    Post From EXE to OS X: Bottling up with Wine

    Hello. This guide will show you the steps on "unofficially" running your Fusion-exported applications and games on Mac OS X.

    By unofficial, I mean this is not supported nor endorsed by Clickteam. However, if you get stuck, other forum members may be able to help you out.


    Brief Overview
    Using a Wine wrapper allows you to do an 'instant' port of your Windows-built game and run it with similar performance to Windows on OS X. This isn't a replacement for the Mac Exporter, (which at this time of writing is still in development, and will natively export to the platform.) Instead, using Wine technology, you can create a wrapper which translates the Windows API to OS X. It also allows you to determine if your project will work on other platforms that support Wine, such as Linux.


    Did you know?
    The Sims 3, alongside many other popular games, use a special commercial wrapper of Wine called Cider (from Transgaming) to enable Mac users play with minimal fuss. This allowed Electronic Arts to release both the PC and Mac version of the game at the same time on the same disc.


    Pros
    • It's free.
    • Generally quick and easy.
    • Applications run at a similar performance to Windows.
    • You can use the many available Windows extensions for Fusion, particularly those that haven't been ported to other runtimes.


    Cons
    • File size of your creation will gain overhead.
    • Your application/game is not native to the platform.
    • Window Controls become ugly.


    What you'll need...

    • Mac OS X 10.6 Snow Leopard or later
    • WineBottler (there are alternates, such as Wineskin, not covered in this thread.)
    • Your Fusion app/game exported to EXE


    This article applies to both The Games Factory 2, Multimedia Fusion and Clickteam Fusion users.

    Assuming you've got your Windows Executable (EXE) exported and any external files ready, let's begin. This guide will use the ChocoBreak tutorial game as the example.


    Obtaining WineBottler

    If you haven't already, you'll need to grab a copy of WineBottler.

    You have a choice to download the Development or Stable version of Wine.
    While the development builds are more bleeding edge with newer optimisations, you may wish to opt for the stable version of Wine, depending on your purpose.

    Once downloaded, you can drag and drop Wine and WineBottler to the Applications alias.
    WineBottler_Installation.jpg

    Creating the Wrapper

    On newer versions of OS X: The application may be blocked due to OS X preventing programs outside of the Mac App Store.
    To workaround this, you'll need to go to the System PreferencesSecurity and clicking "Open Anyway".

    Winebottler_SecurityPartA.jpg
    Winebottler_SecurityPartB.jpg

    Once you've got WineBottler open, we're only interested in building our own wrapper. Click on the Advanced tab.

    Winebottler_ClickAdvanced.jpg

    You'll get a screen like this:

    Winebottler_AdvancedTab.jpg

    We don't need all of this. The ones you'll want to modify are:

    Program Installation Select the radiobox that applies to your application.
    For instance, if you only have an EXE containing all your assets, select "This is my program, copy it to the App Bundle." like as shown.
    Include Mono Unless you're using Microsoft .NET in your application, you can uncheck this.
    Winetricks Unless you're using specific extensions that require special DLLs or Windows functions, you can skip this section.
    Use "tricks" wisely and only if you know what they do. Selecting tricks could potentially break your application, and vice versa if a required one is missing.

    Most Fusion applications (and especially games) do not require Winetricks and work out of the box.
    Self-contained If you're only using the wrapper for your own use, you may already have Wine installed on your Macs. If you plan to distribute to the internet or onto external media, you can either inform your users to install Wine manually or include it with your bundle (I recommend the latter)

    Note: The App Bundle will increase in size including Wine.app (see below for a comparison)
    Without Wine on the target system, your application/game will not work!
    App Bundle Use these to identify your app:
    • Copyright
    • Identifier
    • Version
    • Category Type

    Everything set? Click the Install button!

    You'll be prompted to save the App Bundle.
    Winebottler_SaveBundle.jpg

    Depending on your hardware, creating your bundle should only take less than a minute or two.
    Winebottler_Creating.jpg
    Winebottler_Success.jpg


    The Final Result
    On the first launch, a prefix will be generated (as it's Wine under the hood)

    This only appears once.
    Winebottler_WineGenerating.jpg

    And behold!
    Winebottler_EndResult.jpg

    The game will behave exactly the way it would in Windows.
    To make it look good, you may wish to create your own custom buttons, and hide the menu bar.


    File Size Comparison
    It's important to note that creating a wrapper will increase the size of your bundle, although this can be significantly reduced when compressed. It also depends on if you're including Wine.app or not.

    For the ChocoBreak game, here's the file sizes (rounded):
    Windows Executable
    File Size: 2 MB

    Bundle including Wine.app
    Wrapper File Size: 426 MB
    Compressed with DMG: 195 MB
    Compressed with ZIP: 191 MB

    Bundle without Wine.app
    Wrapper File Size: 94 MB
    Compressed with DMG: 52 MB
    Compressed with ZIP: 50 MB
    I know. It looks bad. How a simple game as small as 2 MB can jump to 426 MB just to run on Mac OS X. This boils down to the fact your users will need Wine in some way or another. Whether they install it separately, or as part of your bundle, is up to you.


    Known Issues
    • Games using the Direct3D 8 or 9 display mode may not render correctly. (Set to "Standard" instead)
    • Some versions of Mac OS X require XQuartz (X Window System) to be installed.



    Summary
    And that's all there is to it. Your Windows-based creation runs on Mac OS X!

    If you're unsure on how to create a DMG, like many Mac Applications are bundled as, this is achieved using the Disk Utility:
    OSX_NewFromFolder.jpg

    You can also optionally enhance the presentation of your application and game by customizing the folder.
    OSX_PersonalizeFolder.jpg

    To do this for a DMG, check out this guide: http://el-tramo.be/guides/fancy-dmg/

    Now raise your Wine glass to the Apple.

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleSWF Export Module
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    Xhadoe's Avatar
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    This is helpful information. I have had to do this for work applications for work, on Mac OSX when VirtualBox would not handle certain apps.

  3. #3
    Clicker Fusion 2.5 DeveloperSWF Export Module
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    So.... If we do it the "official" way to export to Mac, the file size is smaller than what is read here? Assuming it would be just about the same file size as a windows EXE file? If using the "Unofficial" method increases the file size, I don't think it's all that worth it.

  4. #4
    Clicker Fusion 2.5 MacFusion 2.5 DeveloperFusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleMac Export ModuleInstall Creator Pro
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
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    This thread was started before the release of the Mac exporter. I just exported the ChocoBreak game to a Mac .app and the file size is only 4.6MBs!

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