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Archolos on macOS: native OpenGothic compatibility work, tested fixes and campaign roadmap.

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Archolos on macOS

A fork of OpenGothic working toward a complete, natively playable The Chronicles of Myrtana: Archolos campaign on macOS. The current target is an Apple M2 Mac, using Metal and Archolos 1.2.11 game data.

Campaign progress

Furthest player-reported progress: early Chapter 1, through Riordian's scroll-transcription sidequest after the shrine visit and fishing with Kurt (25 September 2026). The player confirmed completing that quest after the clock fix (#36). A private replay reached 2 a.m., used the original Sleep scroll, received Riordian's supplies, completed five transcription attempts, and reopened the table after a save and process restart. Missing-item feedback at crafting stations is tracked in #39; the fishing pose fix now passes a native scene replay, rewards, control return and save/restart (26 September, #37). The protected affected save recovers its normal pose without inventory or journal changes. The replay used native dialogue choices and shortened travel through diagnostic repositioning; see verification details. The earlier Kurt/Jorn meeting completed with a manual-talk workaround and intermittent missing dialogue UI (#32).

Previously, the player completed the tavern/Jorn arrival and first sleep, then accompanied Rupert to rescue villagers. The shared routine fix passes native first-sleep placement (including all 52 activated residents), Viktor's morning conversation and save/restart checks. Private copies of existing saves recover through another normal sleep. Explicit confirmation of the full Rupert rescue and corrected village population remains in #29; reaching Kurt is not by itself verification of every earlier acceptance criterion.

The earlier arrival recovery also passed a private automated replay through Martha/Viktor, the room-key reward and Jorn's upstairs conversation, including control return and save/restart (#27). That test uses native walking and dialogue-choice automation; the subsequent sleep/rescue report is from the player. The opening ship quest, captain/departure sequence, beach and forest conversation have also been exercised.

Separately, a synthetic Chapter 2 checkpoint has been used to explore Archolos city and its surroundings, including walking outside the city, NPC interactions, music and performance. It skips ahead using the game's story helper; it does not establish that Chapter 1 can be completed or that Chapter 2 quests work.

These are results from individual playtests and targeted scenarios across development builds. A continuous clean playthrough and campaign completion remain unverified. Progress updated 26 September 2026; new chapter evidence belongs in the campaign tracker.

What works in tested scenarios

  • Playable movement and basic combat, with the original severe performance problem addressed by -bl 0. Controlled ship performance improved from about 12 to 60 FPS; limited city samples also reached about 60 FPS. This is not an everywhere guarantee.
  • Polish dialogue audio, native Archolos music with day/night/combat changes, and menu music without the original Gothic soundtrack playing over it.
  • Recipe reading, journal entries and scrolling, cooking, XP notices, and menu saving.
  • Ship barriers, ordinary lockpicking and the Open Lock spell (including combined partial progress), stash discovery, corrected fresh container loot, and tested opening cutscene progression and speaker labels. See lockpick verification.
  • Inventory/quest save restoration, plus Ikarus heap and delayed-callback persistence in the tested save/restart scenarios.
  • Shared NPC queue waits and dialogue processing, with normal-duration captain/forest and pending-wait save/reload checks. See coverage and remaining camera limitations.
  • City ↔ sewers transitions, rendered destination movement, inventory/quest and partial-lock continuity, with callback/reference restart checks. See world-transition coverage and synthetic setup.

Representative boss-bar and timed-buff scenarios have passed their acceptance checks (#7, #8); this does not establish all UI parity. The remaining work includes broader NPC/item focus access, additional world/campaign coverage, cutscene camera framing, the Kurt/Jorn trigger and dialogue presentation, and campaign validation. See the roadmap for priorities and acceptance criteria. Full LeGo/Ikarus or Windows DLL compatibility is not claimed.

Build and play

Before removing local files, follow the workspace recreation and backup guide. GitHub preserves the code and planning; personal saves, regression checkpoints and exact app binaries require a separate private backup.

Use the build, test and launch guide. The original Archolos game files and voice pack must be supplied separately; this repository contains engine code and tests, not game assets or personal saves.

Working branch: archolos/performance-v092, based on OpenGothic v0.92. Baseline tag: archolos-baseline-2026-09-11. Modified dependencies are pinned to Tempest and ZenKit forks so a recursive clone retrieves the required fixes. Updating to newer upstream is separate work.

Existing saves may contain omissions from earlier builds. New persistence saves retain the state currently present; they cannot reconstruct previously lost state. Use private copies for testing and preserve story saves.

Development

Work is organized as one substantial issue per task and isolated branch/worktree. Read AGENTS.md before contributing. Issues hold current findings and verification; the historical development log is archived.

Cursor changes, Steam/GOG/Discord integration and cosmetic menu fidelity are deferred. Original Windows debug/renderer hooks are not required goals; gameplay UI remains in scope.

Built on OpenGothic and its dependencies. See LICENSE and the respective dependency licenses. This is an independent compatibility fork, not an official Archolos release.

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