MegaZeux Platform Support Matrix
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Legend:
Ideal
Normal
Not applicable
Suboptimal, Trivially fixable
Faulty, Not trivially fixable
Platform Notes
- These platforms are currently unsupported due to lack
of available hardware to test on, lack of working toolchains, inherent
compatibility issues with MegaZeux, or simply lack of interest. Information
based on last known working builds (if any).
- Could use existing `package.sh' however this does
not handle PDB files.
MSVC binaries are replicate of MinGW binaries and require a proprietary non
cross-capable compiler.
- "Optimized Visibility" refers to the
hiding of library symbols which are not required or referenced
outside of that library. An "optimized" library is smaller
and loads faster.
Required on Win32. Only applicable with CONFIG_MODULAR=y builds.
- Disabled due to miscompilation of stack protector in
conjunction with C++ exceptions with some MinGW compilers.
- The editor and help system features are disabled
to conserve cache on embedded platforms. The features build and work
on these platforms, but they are basically unusable due to the lack of any
on-screen keyboard. Additionally, hash tables have been disabled on the NDS to
conserve memory.
- The updater may or may not work on these platforms, but
no builds are currently provided by the official update hosts.
- The updater is typically disabled in the Linux
binaries that are shipped (for distributions like Debian or Fedora), even
though the feature can easily be enabled.
The issue is that MegaZeux is
installed system-wide on these platforms and overwrites cannot be
guaranteed.
Additionally, it is felt that the advanced package management
on these platforms supercedes any usefulness of the built-in updater.
- The Android platform, while having been listed in this
table for a long time, has never really been supported. What little work exists
is extremely old, and no viable build has ever been created.
- Building MZX with SDL on the 3DS is viable, but the
software renderer is far slower, currently offers no additional functionality,
and doesn't allow for special features such as screen dragging. Furthermore,
SDL significantly increases the size of the MZX executable.
- Building MZX with SDL Wii is viable, but produces larger
binaries than desired, relies on the software renderer, and SDL Wii is
considered unstable.
- Layer rendering is supported on this platform by as it
uses the SDL software renderer, but this port does not currently support a color
depth greater than 8bpp, so the UI palette will not be protected in SMZX mode.
- The GL renderers work on the Switch but have been
disabled because they cause system crashes when exiting MegaZeux. They generally
seem to perform worse than softscale, so there isn't much reason to fix this.
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