Short itch.io game but pretty fun. You can read about my experience porting macOS games on the forums. The ported version of this game is here. To replicate:
  • Download Mac version. Unzip with something other than the Windows default, it doesn't work for some reason.
  • Make a new folder called Data in Broken Breakout Mac.
  • Go to Broken Breakout_.app -> Contents -> Resources -> Data. Copy all the contents there and paste it into the Data folder.
  • Download Unity 5.5.0f3. I use the Mac version of the Linux build support and open both the .pkg and the Payload~ with 7zip.
  • In the Unity folder go to Variations -> linux64_withgfx_nondevelopment_mono.
  • Move LinuxPlayer to the same level as the Data folder in the game files. Move the Mono and Plugins folders from the build support Data folder to the game's Data folder. Move unity default resources in the Resources folder to the corresponding place in the game's folder.
You might have to launch the game normally and choose 1024x768 resolution, I'm not sure. Launch in libTAS with command line option force-gfx-direct. If I'm bad at explaining, follow ikuyo's guide.
It's a bit of a buggy game. You can't complete a level till it's loaded all the way, or else you have to reset. In most of the levels I'm capped by this. Also, if you hit a red block before the level is fully loaded, it breaks the functionality of all the blocks and doesn't allow completion either. The last level is optimised for earliest final input. The game comments mention something about right clicking. I think it does something, but I can't really tell, and I don't think it could save time.
The game name might not contain a question mark. It's not consistent.

Info Teddy: Claiming for judging.
Info Teddy: Delaying pending issues with sync as detailed in the forum thread.
Info Teddy: Despite my best efforts, I wasn't able to get it to sync, but fsvgm777 was able to, and provided an AVI dump. Which is good enough for me.
The instructions for porting the macOS version to Linux are clear enough and seem to be unlikely to interfere with game content, and this is a short enough game. Accepting to Standard.
fsvgm777: Processing.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15583
Location: 127.0.0.1
This topic is for the purpose of discussing #8461: Randomno's MacOS Broken Breakout? in 00:20.10
Editor, Player (69)
Joined: 6/22/2005
Posts: 1050
This game has interesting mechanics, but I find that they make the TAS annoying to watch because it looks like the screen is shaking briefly and then disappearing. No vote.
Current Projects: TAS: Wizards & Warriors III.
Judge, Moderator, Player (200)
Joined: 7/15/2021
Posts: 112
Location: United States
I'm having trouble with the instructions to port the macOS build to Linux.
When I do this, 7zip only recognizes one file named Payload~ inside. Extracting it is massive and running file on it says ASCII cpio archive (pre-SVR4 or odc). I'm unsure of how to open a .pkg. Is 7zip even meant to be able to open .pkgs or is there another, more appropriate tool for the job?
Editor, Active player (458)
Joined: 2/11/2018
Posts: 240
Info Teddy wrote:
I'm having trouble with the instructions to port the macOS build to Linux.
When I do this, 7zip only recognizes one file named Payload~ inside. Extracting it is massive and running file on it says ASCII cpio archive (pre-SVR4 or odc). I'm unsure of how to open a .pkg. Is 7zip even meant to be able to open .pkgs or is there another, more appropriate tool for the job?
I extract Payload~ with 7zip as well. It's about 400MB for me.
Judge, Moderator, Player (200)
Joined: 7/15/2021
Posts: 112
Location: United States
Randomno wrote:
I extract Payload~ with 7zip as well. It's about 400MB for me.
Thanks, that should probably be in the instructions too. After getting past that hurdle, the movie doesn't sync. It seems to start playing way too early before the "Broken Breakout" splash screen fades out and Level 1 fades in. In the temporary encode, Level 1 fades in at 5 seconds in, but when I play back the movie, it fades in at 6 seconds in. Is there any known reason for this discrepancy?
Editor, Active player (458)
Joined: 2/11/2018
Posts: 240
Info Teddy wrote:
Is there any known reason for this discrepancy?
Not that I know of specifically, just that Unity games can have inconsistent loads. I think this TAS is simple enough that it can be resynced, but I'm not sure what to. Edit: I ran this in my Linux VM, as opposed to WSL, and it desyncs on level 2. Also I seem to have forgotten to note that I'm launching it with the command line option force-gfx-direct Edit 2: Nevermind, apparently the game was the wrong size. I launched it outside of libTAS again and chose 1024x768, and the TAS syncs now.
Judge, Moderator, Player (200)
Joined: 7/15/2021
Posts: 112
Location: United States
Randomno wrote:
Not that I know of specifically, just that Unity games can have inconsistent loads. I think this TAS is simple enough that it can be resynced, but I'm not sure what to. Edit: I ran this in my Linux VM, as opposed to WSL, and it desyncs on level 2. Also I seem to have forgotten to note that I'm launching it with the command line option force-gfx-direct Edit 2: Nevermind, apparently the game was the wrong size. I launched it outside of libTAS again and chose 1024x768, and the TAS syncs now.
I added 120 frames of blank input to the beginning, but the game now desyncs in Level 2. Same issue with Unity loading? And yes, I've been launching it with -force-gfx-direct. Otherwise, each frame takes an eternity to advance for whatever reason. I also keep running into an issue that inconsistently happens where the game stalls on frame 5, 6, or 7, and refuses to advance time any more. This makes testing very annoying.
Editor, Active player (458)
Joined: 2/11/2018
Posts: 240
Can you try the ported version I uploaded in the submission?
Judge, Moderator, Player (200)
Joined: 7/15/2021
Posts: 112
Location: United States
Randomno wrote:
Can you try the ported version I uploaded in the submission?
Your ported version still runs into the same stalling issue on frame 5, 6, or 7.
Editor, Active player (458)
Joined: 2/11/2018
Posts: 240
Then I'm not sure. I suppose tests from other people would be helpful. I can attempt to resync if necessary.
fsvgm777
She/Her
Senior Publisher, Player (226)
Joined: 5/28/2009
Posts: 1213
Location: Luxembourg
I successfully managed to get this movie to sync. All I did was carefully frame advance for the first 300 or so frames...though it seems I didn't need to do that anyway. The game's resolution was set to 1024x768 via libTAS (since it runs on fullscreen by default, so I set the virtual screen resolution to 1024x768). I have an AVI dump ready.
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
Judge, Moderator, Player (200)
Joined: 7/15/2021
Posts: 112
Location: United States
fsvgm777 wrote:
I successfully managed to get this movie to sync. All I did was carefully frame advance for the first 300 or so frames...though it seems I didn't need to do that anyway. The game's resolution was set to 1024x768 via libTAS (since it runs on fullscreen by default, so I set the virtual screen resolution to 1024x768). I have an AVI dump ready.
It still doesn't sync for me after carefully frame advancing for 600 frames. Is there a way you can send the AVI dump to me?
fsvgm777
She/Her
Senior Publisher, Player (226)
Joined: 5/28/2009
Posts: 1213
Location: Luxembourg
Sure, I'll DM you the AVI dump once it's done uploading.
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15583
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [5483] MacOS Broken Breakout? by Randomno in 00:20.10