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Stalin55

I have an old isometric rpg engine written entriely in Carbon C using CodeWarrior and I want to use it to make a game. My understanding is that CodeWarrior is not able to create Universal Binaries and therefore I should use xcode.

My first question is if I create a carbon application in xcode will that be compilable as a universal binary? And second I was wondering how much of my code (specifically quicktime calls like CopyBits() and calls dealing with GWorlds) will still work.

-Thanks.
http://developer.apple.com/transition/index.html

Basically, anywhere where you haven't assumed that the machine is big-endian, done an integer division by zero, or one of a couple of other things that Intel processors do differently to PowerPC ones, you'll just be fine.

All of QuickDraw is deprecated, and you'll get lots of warnings about that, but it does all still work.

Stalin55

OneSadCookie Wrote:http://developer.apple.com/transition/index.html

Basically, anywhere where you haven't assumed that the machine is big-endian, done an integer division by zero, or one of a couple of other things that Intel processors do differently to PowerPC ones, you'll just be fine.

All of QuickDraw is deprecated, and you'll get lots of warnings about that, but it does all still work.



First of all, what exactly does "deprecated" mean? And second of all, is there any reaons why QuickDraw routines wouldn't work on future operating systems?
"Deprecated" means "you should not use them in new code, and they may go away in the future". The reason that QuickDraw is deprecated is that it doesn't play nicely with the resolution-independent UI stuff that was introduced in 10.4. The chance of it going away is quite slim, given how many people still rely on it, but if Apple decided to make Mac OS 11 suddenly, they might well remove all currently deprecated functions Smile
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