I saw a comment on OS4Depot but couldn't reply it due to captcha. Yes, I'm a bot.
I've had major trouble with OS4Depot's Captcha too. IIRC, it seems to treats upper & lower case as different, making it virtually impossible to answer correctly.
Aleph One is a fucking real good game!!! Enjoy yourselves this Mac user port because I mean is playable at all.
Did it on my Amiga One
Amiga 500 1MB Chip RAM with ACA 500+ACA1232,CD32,Amiga 1300 030/50 Mhz,32MB (now on my hands at least)and Amiga One G3 XE PPC 800 Mhz,ATI Radeon 9250 128 MB,256 MB RAM,Seagate 200 GB HD,2 working DVD drives,X-Arcade double for MAME,Sil0680,4 USB ports,LG
Got AlephOne SDL2 version running. OpenGL acceleration has currently issue that need debugging. First there was a MiniGL ISI crash when using display lists. I didn't debug MiniGL this time but just worked around the issue. There is still some issue with textures left.
On the plus side, AlephOne exposed a couple of bugs in the SDL2 port, one crash and one that looks palette/alpha-related. Also when using the AlephOne "SW" rendering, it's still possible to choose OpenGL or Compositing for scaling. Compositing version is playable fast on Sam440. There is some issue again in OpenGL scaler, drawing is too slow, similar to StarFighter. This would need some MiniGL debugging again.
Well, anyway, still lot of work to do, a new SDL2 version to be released and so on.
If you get a black screen (and exit by giving ctrl-c at shell / to process), change scmode_accel, in the preferences file, to 0. It is the default, but we all know about defaults.
It doesn't work for me. I've got sdl2 and I've put the Marathon files in directories like instructed to. It opens a script and nothing happens besides a dsi. The log shows just the one line about directories which I created and distributed the data files accordingly.
I use a default stack setting of 128 KB. For test, I reduced stack to 64 KB and got a DSI, kind of expected. So, if you have a small stack, raise it to 128 KB at least (in Prefs/DOS and Prefs/Workbench).
I cannot reproduce your problem. I unpacked Marathon 1 data zip, copied binary over and played. Default is pure SW rendering which is slowish. I will investigate if SW/compositing could be the default setting.
If I launch it from Workbench, setting the icon to launch from Shell and even with stack size of 512000, it crashes. But if I launch it from a real Shell window then no crash and it works (stack size 512000).
Rock lobster bit me - so I'm here forever X1000 + AmigaOS 4.1 FE "Anyone can build a fast CPU. The trick is to build a fast system." - Seymour Cray
@Capehill The long version is that I tried to activate compositing and chose "OpenGL shader", which didn't work. I imagined that could happen to others. While the settings are XML, I did miss this the first tries and tried with changing another thing.
I did notice a minor thing in the console, the program catches that a method doesn't work, but the "on-the-fly" changing of output (2 -> 0) didn't work.
I think there is something wrong with the icon if stack setting didn't work. My stack setting in Prefs/WB is 128KB and it works ok, I don't have an icon at the moment. AlephOne as a game doesn't of course try to read anything from possible icon, that would be done by the OS.
(I have already added a stack cookie and all this nonsense will go away once I get a new release done.)