For my work on digital preservation it's important to have "golden"
disk images that are not corrupted by user action. In order to enable
this, I've added support for VHD virtual disks (especially snapshots !)
to the Linux and OS X versions of BasiliskII and SheepShaver.
The support uses the open source libvhd library which is part of xen,
available here:
http://www.xen.org/products/xen_source.html
The piece that's needed is libvhd which is in tools/blktap2 and it can
be separately compiled.
The vhd-util enables creation of vhd disks and snapshots.
Compiling libvhd for OS X is non-trivial and required 1) a new config
and 2) a number of small changes to the include files and c files.
Compiling for linux is a snap.
I use this as follows.
1) create my "golden image" gold.dsk in the usual way
2) create a snapshot: vhd-util snapshot -n gold.vhd -p gold.dsk -m
3) use the snapshot in my prefs file
In my work the golden images are in an AFS system which means the golden
images can reside at "universal" addresses. The snapshots are initially
tiny, so a complete virtual machine configuration -- prefs + snapshot is
quick to download for the end user.
The snapshots are copy on write which has the pleasant side effect of
letting the end user keep any changes.
This attached patch allows you to compile the Carbon Pasteboard services on
Snow Leopard if you are building for 32-bit, but not if you are building for 64.
To maintain backwards compatibility, the Carbon UI APIs aren't going to be
stripped from the 32-bit any time soon. However, there is no worry about
that in 64, so they didn't include it.
Add bin/cue support. The following should work:
1) Basilisk and SheepShaver with sdl-audio and bincue on linux and os x
2) SheepShaver with bincue and core audio on os x
GCC has become too smart - we need to slice the binary created to be sure the
address of the trap is within the test addresses. This is why each trap occurs
between two case labels and a new section of assembly code is set in between.
giving it to the host OS, and don't clear clipboard every time as some
apps will put many varieties of the same data in succession...
however, a better fix would be to patch the ROM ZeroScrap function in a
similar way as we patch GetScrap/PutScrap
Attached is a set of patches to port the precise timer that is currently used in the Linux and BeOS builds of SheepShaver to Mac OS X (and any other Mach-based operating systems).
Currently, the Linux build uses the clock_gettime() function to get nanosecond-precision time, and falls back on gettimeofday() if it is not present. Unfortunately, Mac OS X does not currently support clock_gettime(), and gettimeofday() has only microsecond granularity. The Mach kernel, however, has a clock_get_time() function that does very nearly the same thing as clock_gettime(). The patches to BasiliskII cause the timing functions such as timer_current_time() to use clock_get_time() instead of gettimeofday() on Mach-based systems that do not support clock_gettime().
The changes to SheepShaver involve the precise timer. The existing code for Linux uses pthreads and real-time signals to handle the timing. Mac OS X unfortunately does not seem to support real-time signals, so Mach calls are again used to suspend and resume the timer thread in order to attempt to duplicate the Linux and BeOS versions of the timer. The code is somewhat ugly right now, as I decided to leave alone the pre-existing style of the source file, which unfortunately involves #ifdefs scattered throughout the file and some duplication of code. A future patch may want to clean this up to separate out the OS-specific code and put it all together at the top of the file. However, for the time being, this seems to work.
This has not been extensively tested, because I have not been able to get my hands on a good test-case app for the classic Mac OS that would run inside the emulator and try out the timer. However, performance does seem to be better than with the pre-existing code, and nothing seems to have blown up as far as I can tell. I did find a game via a Google search - Cap'n Magneto - that is known to have problems with Basilisk/SheepShaver's legacy 60 Hz timer, and the opening fade-to-color for this game appears to run much more smoothly with the precise timer code in place.