A downloadable game for Windows and macOS
In the land of Meridia many legends have been told surrounding the crystal of earth, water, fire, and air by the people of the land. Some of the tales have claimed the ancient draykmas people were able to ascend to the heights of power by capturing the crystals, while another speaks of the loss of the crystal spelling the doom of the mermaid people, however throughout all of these tales one things is known by all, young and old.
The crystals must be protected at all costs.
Dual-Booting Mac OS X and Windows Vista/7/8 Adding a pre-existing OS X installation to the Windows Vista+ bootloader is a very easy and straightforward process with EasyBCD. There are two ways to get OS X and Windows Vista, Windows 7, or Windows 8 working together with the BCD/bootmgr bootloader, depending on the order of installation. If your Mac is using an earlier version of any Mac operating system, you should install the latest Apple software updates, which can include important security updates and updates for the apps that are installed by macOS, such as Safari, Books, Messages, Mail, Music, Calendar, and Photos. Beatfactory Drums is a free drumkit/drum machine plugin which works in any DAW on Mac OS X and Windows 32/64-bit. The kits included in the plugin were created using the MPC 2500 passing through high end outboard EQ, compressors, tube and solid state gear, for a gritty and punchy sound.
In this current era two forces are attempting to capture the crystals for their own nefarious means, however there are those who shall soon rise to face them down in an epic battle which shake the very world.
- With its back against the wall and its internal software development failing, Apple was left with only desperation moves. Fortunately, it made a good one: Mac OS X 10.0, which shipped 20 years ago.
- Featuring activities and resources for anyone teaching, learning or otherwise enjoying the art of dance, Dance Maker is made available for free by Dance Education Laboratory at the 92Y Harkness Dance Center. Create thematic 'Movement Sentences' using Laban Movement Analysis from.
This is the tale which will become known as the Meridian Dance.
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Controls - Field
Directional Keys - Move the player
Enter Button - To Select Objects / Speak to NPCS
Esc Button - To Bring Up the Menu
Controls - Battle
Directional Keys - Move the selection within the menu
Enter Button - To Select a Command
Esc Button - To Retreat from a Command Window
Hookshot -
Pageup - To connect to brown pillars scattered
about the field
Drawn Scene -
Shift - To end a drawn scene
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Characters -
Anirab - A crimson draykmas who hails from the land of Flaria to the north. Son of an accomplished blacksmith and dragon mother he currently wanders around the land seeking fortune and strong enemies to contest his strength again. Can draw upon the element of fire and plasma in order to devastate his enemies, however he favors his broadsword when in a fight.
Hanuel - A jade luphos who wears bright wings upon his back. A very young man who has recently come to Meridia against his will. His memories seem to be somewhat conflicting with current reality and so he needs guidance in order to find his way. Can draw upon the element of wind to both defeat opponents and help his allies in battle. He has been taught how to master the spear by his mother Aria.
Ashton - A golden lyger druid that has dedicated himself to the pursuit of protecting both the planet and the beings who are in need of physical and mental healing. A gentle spirit who has mastered the power of earth and thus can use its fury to both heal and crush those who would threaten either himself or those under his care. He favors the hammer as his weapon of choice for its symbol of forging ahead in life.
Zale - A sapphire hopper who has trained his entire life as a martial artist. He is said to become the next Master of his village, however he's more interested in being with Ashton over leading others, and yet when the time to act comes he will rise to defend those in need. Has can use the power of water to both restore his friends and freeze enemies. Because of his martial artist training the only weapons he will use are those which can cover his hands in battle.
Game Features -
This game, as a love letter to old school JRPGs of the 90s, features traditional turn based combat as its main combat mechanic.
Several scenes within the game have been drawn by artists and turned into scenes which go into greater depth regarding the characters personalities. Two of the an alternative scenes which will depend heavily on the attitude of the player to determine how they play out.
There are several options dungeons within the game which will yield rare items, equipment, and lead to skill for which cannot be naturally gained by leveling up. There are also powerful 13 powerful bosses sealed within gates within the world which need special keys to unlock. See if you can find them all as they will give access to the most powerful optional boss within the game.
The mystery surrounding the world, characters, and crystals are all present within tablets scattered about the world, try and see if you can piece together the unspoken history of the world from the enemies sealed within.
Read various texts to learn about the history of the world, skills which can be utilized by the characters, and about the darker side of the past which have shaped the land , and people, into what they have become today.
Sub-quests which will alter and/or extend the ending of the game, give several powerful items and artifact which can be forged into weapons and armor, and allow access to events which cannot otherwise be seen.
Endings -
There is a 'bad ending' within this game which will seem logical at a certain point within the story, however is logic always necessary to progress forward within life? Or is it better to submit oneself to what can only be called the 'reasonable' choice when, by all rights, hope seems implausible.
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Status | Released |
Platforms | Windows, macOS |
Rating | |
Author | KDM |
Genre | Role Playing |
Tags | Action-Adventure, combat, Fantasy, Furry, Gay, Romance, RPG Maker, Turn-Based Combat, Yaoi |
Purchase
In order to download this game you must purchase it at or above the minimum price of $10 USD. You will get access to the following files:
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I mean, if you look up Final Fantasy Mystic Quest Walkthrough, you basically get the same guideline.
Every time I start it it does it start it keeps saying reopen every time when I try to reopen it what does the same
Mac Os Catalina
Ok.
Erase the file from the computer and then redownload it, because that seem like a programming error on the computer.
Technically no.
There are pictures, but you can't see anything explicit.
For the life of me I dont know what to do and where to go with the moon dragon's mirror. I'm thoroughly enjoying this and cant help but feeling I'm missing one corridor to walk down.
Neverminddddddd~~~ found the corridor. Of course after over an hour and once I post. ;]
urm what happen to your game? I've play on mac os 2 month ago. now it became pc only after your last update..
Hey,
I made some updates to the game, but forgot to upload the Mac version.
I'll do that on the 1st of Decemeber along with an update to Broken Chains.
Sorry for the trouble.
thx so much & I still keep tracking on your great work ;)
Mac Version Uploaded!
Do let me know if it works or not.
Now It' s work properly, will let you know if I found any bug, thx.
Hi KDM! I've been encountering this error message after using the hook rope to jump across the chasms. It happens every few seconds after using the hook rope, I'm unable to progress any further if I keep using the hook rope. ;_; (Currently in Ravensfolk town)
Ah! I'm in the part where I need to look for the rainbow bird to the east. I was just exploring the Ravensfolk by using the hook- haven't went to the mountains yet. I wonder if this error message would happen if I attempt this hook anywhere other than being at Ravensfolk?
It may.
Dancemazing Mac Os 11
The hookshot is only supposed to be used in places with the brown pillars.
Does this happen all the time, or only on certain maps? Monkeys ahoy mac os.
Yup! I used the brown pillars in Ravensfolk and that's when the error message appear few seconds after. It happens all the time yeah, but I have not done it outside of Ravensfolk yet. I'm going to try using hook in other maps and let you know the update tomorrow. :)
You can submit reports to my discord. I'm more accessible here.
Also, I apologize for this.
Awesome thanks, I'll go to that. No worries, anything I can do to help!
The save version should be in the main menu area.
thx so much & I still keep tracking on your great work ;)
Mac Version Uploaded!
Do let me know if it works or not.
Now It' s work properly, will let you know if I found any bug, thx.
Hi KDM! I've been encountering this error message after using the hook rope to jump across the chasms. It happens every few seconds after using the hook rope, I'm unable to progress any further if I keep using the hook rope. ;_; (Currently in Ravensfolk town)
Ah! I'm in the part where I need to look for the rainbow bird to the east. I was just exploring the Ravensfolk by using the hook- haven't went to the mountains yet. I wonder if this error message would happen if I attempt this hook anywhere other than being at Ravensfolk?
It may.
Dancemazing Mac Os 11
The hookshot is only supposed to be used in places with the brown pillars.
Does this happen all the time, or only on certain maps? Monkeys ahoy mac os.
Yup! I used the brown pillars in Ravensfolk and that's when the error message appear few seconds after. It happens all the time yeah, but I have not done it outside of Ravensfolk yet. I'm going to try using hook in other maps and let you know the update tomorrow. :)
You can submit reports to my discord. I'm more accessible here.
Also, I apologize for this.
Awesome thanks, I'll go to that. No worries, anything I can do to help!
The save version should be in the main menu area.
If you can't find it let me know.
I mean I can't save my game progress even in hotel
Dancemazing Mac Os Download
ok finally I can save now, have to run pass 'itch app' OMG = =
I have no idea what that means, but I'm glad you found it!
Truly amazing game. I'm so glad I purchased this game! There are just two suggestions that I believe would make this game extraordinary.
1- All the monsters on battle scene are quite detailed and cute. I'd love to see our character sprites to be detailed as the monsters!
2- Primary/Side Quests tab somewhere? It would be useful reminder to those who inevitably get lost in the game struggling to remember what they're supposed to be doing.
Regardless.. This game is so worth the fun. <3
I'm glad that you enjoyed yourself.
As for the side quest tab, I honestly had thought about it, seeing that they're weren't that many in my mind, but I will keep this idea in mind for my next game.
Ooh- looking forward to what you have in the store in future. :)
Historically, the classic Mac OS used a form of memory management that has fallen out of favor in modern systems. Criticism of this approach was one of the key areas addressed by the change to Mac OS X.
The original problem for the engineers of the Macintosh was how to make optimum use of the 128 KB of RAM with which the machine was equipped, on Motorola 68000-based computer hardware that did not support virtual memory.[1] Since at that time the machine could only run one application program at a time, and there was no fixedsecondary storage, the engineers implemented a simple scheme which worked well with those particular constraints. That design choice did not scale well with the development of the machine, creating various difficulties for both programmers and users.
Fragmentation[edit]
The primary concern of the original engineers appears to have been fragmentation – that is, the repeated allocation and deallocation of memory through pointers leading to many small isolated areas of memory which cannot be used because they are too small, even though the total free memory may be sufficient to satisfy a particular request for memory. To solve this, Apple engineers used the concept of a relocatable handle, a reference to memory which allowed the actual data referred to be moved without invalidating the handle. Apple's scheme was simple – a handle was simply a pointer into a (non-relocatable) table of further pointers, which in turn pointed to the data.[2] If a memory request required compaction of memory, this was done and the table, called the master pointer block, was updated. The machine itself implemented two areas in memory available for this scheme – the system heap (used for the OS), and the application heap.[3] As long as only one application at a time was run, the system worked well. Since the entire application heap was dissolved when the application quit, fragmentation was minimized.
The memory management system had weaknesses; the system heap was not protected from errant applications, as would have been possible if the system architecture had supported memory protection, and this was frequently the cause of system problems and crashes.[4] In addition, the handle-based approach also opened up a source of programming errors, where pointers to data within such relocatable blocks could not be guaranteed to remain valid across calls that might cause memory to move. This was a real problem for almost every system API that existed. Because of the transparency of system-owned data structures at the time, the APIs could do little to solve this. Thus the onus was on the programmer not to create such pointers, or at least manage them very carefully by dereferencing all handles after every such API call. Since many programmers were not generally familiar with this approach, early Mac programs suffered frequently from faults arising from this.[5]
Palm OS and 16-bit Windows use a similar scheme for memory management, but the Palm and Windows versions make programmer error more difficult. For instance, in Mac OS, to convert a handle to a pointer, a program just de-references the handle directly, but if the handle is not locked, the pointer can become invalid quickly. Calls to lock and unlock handles are not balanced; ten calls to HLock
are undone by a single call to HUnlock
.[6] In Palm OS and Windows, handles are an opaque type and must be de-referenced with MemHandleLock
on Palm OS or Global/LocalLock
on Windows. When a Palm or Windows application is finished with a handle, it calls MemHandleUnlock
or Global/LocalUnlock
. Palm OS and Windows keep a lock count for blocks; after three calls to MemHandleLock
, a block will only become unlocked after three calls to MemHandleUnlock
.
Addressing the problem of nested locks and unlocks can be straightforward (although tedious) by employing various methods, but these intrude upon the readability of the associated code block and require awareness and discipline on the part of the coder.
Memory leaks and stale references[edit]
Awareness and discipline are also necessary to avoid memory 'leaks' (failure to deallocate within the scope of the allocation) and to avoid references to stale handles after release (which usually resulted in a hard crash—annoying on a single-tasking system, potentially disastrous if other programs are running).
Switcher[edit]
The situation worsened with the advent of Switcher, which was a way for a Mac with 512KB or more of memory to run multiple applications at once.[7] This was a necessary step forward for users, who found the one-app-at-a-time approach very limiting. Because Apple was now committed to its memory management model, as well as compatibility with existing applications, it was forced to adopt a scheme where each application was allocated its own heap from the available RAM.[8]The amount of actual RAM allocated to each heap was set by a value coded into the metadata of each application, set by the programmer. Sometimes this value wasn't enough for particular kinds of work, so the value setting had to be exposed to the user to allow them to tweak the heap size to suit their own requirements. While popular among 'power users', this exposure of a technical implementation detail was against the grain of the Mac user philosophy. Apart from exposing users to esoteric technicalities, it was inefficient, since an application would be made to grab all of its allotted RAM, even if it left most of it subsequently unused. Another application might be memory starved, but would be unable to utilize the free memory 'owned' by another application.[3]
While an application could not beneficially utilize a sister application's heap, it could certainly destroy it, typically by inadvertently writing to a nonsense address. An application accidentally treating a fragment of text or image, or an unassigned location as a pointer could easily overwrite the code or data of other applications or even the OS, leaving 'lurkers' even after the program was exited. Such problems could be extremely difficult to analyze and correct.
Switcher evolved into MultiFinder in System 4.2, which became the Process Manager in System 7, and by then the scheme was long entrenched. Apple made some attempts to work around the obvious limitations – temporary memory was one, where an application could 'borrow' free RAM that lay outside of its heap for short periods, but this was unpopular with programmers so it largely failed to solve the problems. Apple's System 7 Tune-up addon added a 'minimum' memory size and a 'preferred' size—if the preferred amount of memory was not available, the program could launch in the minimum space, possibly with reduced functionality. This was incorporated into the standard OS starting with System 7.1, but still did not address the root problem.[9]
Virtual memory schemes, which made more memory available by paging unused portions of memory to disk, were made available by third-party utilities like Connectix Virtual, and then by Apple in System 7. This increased Macintosh memory capacity at a performance cost, but did not add protected memory or prevent the memory manager's heap compaction that would invalidate some pointers.
32-bit clean[edit]
Originally the Macintosh had 128 kB of RAM, with a limit of 512 kB. This was increased to 4 MB upon the introduction of the Macintosh Plus. These Macintosh computers used the 68000 CPU, a 32-bit processor, but only had 24 physical address lines. The 24 lines allowed the processor to address up to 16 MB of memory (224 bytes), which was seen as a sufficient amount at the time. The RAM limit in the Macintosh design was 4 MB of RAM and 4 MB of ROM, because of the structure of the memory map.[10] This was fixed by changing the memory map with the Macintosh II and the Macintosh Portable, allowing up to 8 MB of RAM.
Dancemazing Mac Os X
Because memory was a scarce resource, the authors of the Mac OS decided to take advantage of the unused byte in each address. The original Memory Manager (up until the advent of System 7) placed flags in the high 8 bits of each 32-bit pointer and handle. Each address contained flags such as 'locked', 'purgeable', or 'resource', which were stored in the master pointer table. When used as an actual address, these flags were masked off and ignored by the CPU.[4]
While a good use of very limited RAM space, this design caused problems when Apple introduced the Macintosh II, which used the 32-bit Motorola 68020 CPU. The 68020 had 32 physical address lines which could address up to 4 GB (232 bytes) of memory. The flags that the Memory Manager stored in the high byte of each pointer and handle were significant now, and could lead to addressing errors.
In theory, the architects of the Macintosh system software were free to change the 'flags in the high byte' scheme to avoid this problem, and they did. For example, on the Macintosh IIci and later machines, HLock()
and other APIs were rewritten to implement handle locking in a way other than flagging the high bits of handles. But many Macintosh application programmers and a great deal of the Macintosh system software code itself accessed the flags directly rather than using the APIs, such as HLock()
, which had been provided to manipulate them. By doing this they rendered their applications incompatible with true 32-bit addressing, and this became known as not being '32-bit clean'.
In order to stop continual system crashes caused by this issue, System 6 and earlier running on a 68020 or a 68030 would force the machine into 24-bit mode, and would only recognize and address the first 8 megabytes of RAM, an obvious flaw in machines whose hardware was wired to accept up to 128 MB RAM – and whose product literature advertised this capability. With System 7, the Mac system software was finally made 32-bit clean, but there were still the problem of dirty ROMs. The problem was that the decision to use 24-bit or 32-bit addressing has to be made very early in the boot process, when the ROM routines initialized the Memory Manager to set up a basic Mac environment where NuBus ROMs and disk drivers are loaded and executed. Older ROMs did not have any 32-bit Memory Manager support and so was not possible to boot into 32-bit mode. Surprisingly, the first solution to this flaw was published by software utility company Connectix, whose 1991 product MODE32 reinitialized the Memory Manager and repeated early parts of the Mac boot process, allowing the system to boot into 32-bit mode and enabling the use of all the RAM in the machine. Apple licensed the software from Connectix later in 1991 and distributed it for free. The Macintosh IIci and later Motorola based Macintosh computers had 32-bit clean ROMs.
It was quite a while before applications were updated to remove all 24-bit dependencies, and System 7 provided a way to switch back to 24-bit mode if application incompatibilities were found.[3] By the time of migration to the PowerPC and System 7.1.2, 32-bit cleanliness was mandatory for creating native applications and even later Motorola 68040 based Macs could not support 24-bit mode.[6][11]
Object orientation[edit]
The rise of object-oriented languages for programming the Mac – first Object Pascal, then later C++ – also caused problems for the memory model adopted. At first, it would seem natural that objects would be implemented via handles, to gain the advantage of being relocatable. These languages, as they were originally designed, used pointers for objects, which would lead to fragmentation issues. A solution, implemented by the THINK (later Symantec) compilers, was to use Handles internally for objects, but use a pointer syntax to access them. This seemed a good idea at first, but soon deep problems emerged, since programmers could not tell whether they were dealing with a relocatable or fixed block, and so had no way to know whether to take on the task of locking objects or not. Needless to say this led to huge numbers of bugs and problems with these early object implementations. Later compilers did not attempt to do this, but used real pointers, often implementing their own memory allocation schemes to work around the Mac OS memory model.
While the Mac OS memory model, with all its inherent problems, remained this way right through to Mac OS 9, due to severe application compatibility constraints, the increasing availability of cheap RAM meant that by and large most users could upgrade their way out of a corner. The memory was not used efficiently, but it was abundant enough that the issue never became critical. This is ironic given that the purpose of the original design was to maximise the use of very limited amounts of memory. Mac OS X finally did away with the whole scheme, implementing a modern sparse virtual memory scheme. A subset of the older memory model APIs still exists for compatibility as part of Carbon, but maps to the modern memory manager (a thread-safe malloc
implementation) underneath.[6] Apple recommends that Mac OS X code use malloc
and free
'almost exclusively'.[12]
References[edit]
- ^Hertzfeld, Andy (September 1983), The Original Macintosh: We're Not Hackers!, retrieved May 10, 2010CS1 maint: discouraged parameter (link)
- ^Hertzfeld, Andy (January 1982), The Original Macintosh: Hungarian, archived from the original on June 19, 2010, retrieved May 10, 2010CS1 maint: discouraged parameter (link)
- ^ abcmemorymanagement.org (December 15, 2000), Memory management in Mac OS, archived from the original on May 16, 2010, retrieved May 10, 2010CS1 maint: discouraged parameter (link)
- ^ abHertzfeld, Andy, The Original Macintosh: Mea Culpa, retrieved May 10, 2010CS1 maint: discouraged parameter (link)
- ^Apple Computer (October 1, 1985), Technical Note OV09: Debugging With PurgeMem and CompactMem, retrieved May 10, 2010CS1 maint: discouraged parameter (link)
- ^ abcLegacy Memory Manager Reference, Apple Inc., June 27, 2007, retrieved May 10, 2010CS1 maint: discouraged parameter (link)
- ^Hertzfeld, Andy (October 1984), The Original Macintosh: Switcher, retrieved May 10, 2010CS1 maint: discouraged parameter (link)
- ^Mindfire Solutions (March 6, 2002), Memory Management in Mac OS(PDF), p. 2, retrieved May 10, 2010CS1 maint: discouraged parameter (link)
- ^'System 7.1 upgrade guide'(PDF). Archived from the original(PDF) on March 4, 2016. Retrieved May 26, 2015.
- ^'memory maps'. Osdata.com. March 28, 2001. Retrieved May 11, 2010.CS1 maint: discouraged parameter (link)
- ^Apple Computer (January 1, 1991), Technical Note ME13: Memory Manager Compatibility, retrieved May 10, 2010CS1 maint: discouraged parameter (link)
- ^Memory Allocation Recommendations on OS X, Apple Inc, July 12, 2005, retrieved September 22, 2009CS1 maint: discouraged parameter (link)
External links[edit]
- Macintosh: ROM Size for Various Models, Apple Inc, August 23, 2000, retrieved September 22, 2009CS1 maint: discouraged parameter (link)