# MegaZeux Platform Support Matrix

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Legend: Ideal Normal Not applicable Suboptimal, Trivially fixable Faulty, Not trivially fixable

## Platform Notes

1. 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).
2. 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.
3. "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.
4. The GCC option `-fstack-protector-strong` is preferred when available; otherwise, `-fstack-protector-all` will be selected. The config.sh option `--disable-stack-protector` should be used for old MinGW compilers (due to miscompilation in conjunction with C++ exceptions) and for platforms where GCC does not support the stack protector at all (e.g. DEC Alpha).
5. 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.
6. The updater may or may not work on these platforms, but no builds are currently provided by the official update hosts.
7. 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.
8. 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.
9. Building MZX with SDL Wii (1.2) or SDL2 is viable, but produces larger binaries than desired and relies on the software renderer. SDL Wii (1.2) is also considered unstable. Also, the SDL controller mappings are far less flexible than MZX's built-in support and may omit features (like the classic controller's analog triggers).
10. Layer rendering is supported on this platform by as it uses the SDL software renderer. By default, the 8bpp software renderer is selected for performance, so the UI palette will not be protected in SMZX mode. Switching to a higher force_bpp value will fix this issue.
11. 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.
12. The GL fixed-function renderers currently do not work with Android. This hasn't been investigated because the softscale and GLSL based renderers are essentially guaranteed to work with the supported API levels.
13. Networking support is only enabled when some feature that requires it is also enabled. The only feature that currently uses networking is the updater.
14. There is currently a toolchain conflict between two versions of zlib - one (1.2.5) included in the Wii U operating system, one (1.2.11) included in devkitPro. As such, the devkitPro-provided version of libpng fails to link.

## Other Unix Architectures

MegaZeux is regularly tested with Linux/BSD on hardware for the following architectures:

- AMD64 / x86_64
- i386 / i686 / etc.
- ARMhf
- AArch64
- RISC-V RV64GC

More niche architectures are only tested via non-Linux ports or are semi-regularly tested with Linux/BSD via QEMU emulation:

- DEC Alpha (qemu-system-alpha)
- MIPSeb (qemu-system-mips)
- MIPSel (qemu-system-mipsel, PlayStation Portable)
- MIPS64el (qemu-system-mips64)
- Motorola 68000 (qemu-system-m68k)
- PA-RISC (qemu-system-hppa)
- PowerPC (qemu-system-ppc, Nintendo Wii, Nintendo Wii U, Mac OS X)
- PowerPC 64 (qemu-system-ppc64, Mac OS X)
- SPARC (qemu-system-sparc)
- SPARC64 (qemu-system-sparc64)
- SuperH SH-4 (qemu-sh4-static, Sega Dreamcast)
- IBM Z (qemu-s390x-static)

## Darwin/Xcode Architectures

The following architectures and SDL versions are currently supported by the macOS builds:

|  | Xcode | darwin-dist
--- | --- | --- | ---
Toolchain/SDK | Minimum OS | SDL | Minimum OS | SDL
ppc | Xcode 3.2.6 10.4u SDK | — | — | 10.4 | SDL 1.2.5 SDL 2.0.3
ppc64 | Xcode 3.2.6 10.5 SDK | — | — | 10.5 | SDL 1.2.5 SDL 2.0.3
i386 | Xcode 9.4.1 10.13 SDK | 10.6 | SDL 2.0.7 | 10.6 | SDL 2.0.22
x86_64 | Xcode 9.4.1 10.13 SDK | 10.6 | SDL 2.0.7 | 10.6 | SDL 2.0.22
x86_64h | Xcode 9.4.1 10.13 SDK | — | — | 10.9 | SDL2 (latest)

## Copyright

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