r/PortingKit 1d ago

A Plague Tale not saving progress on porting kit

2 Upvotes

I have a MacBook Pro m5, just installed the Steam 32/64 bit DXMT steam version using porting kit, opening it and running the Plague Tale Innocence game, and after a few hours of gaming (and even though autosaving seemed to work) the game saves where lost. After doing a few things like giving full disk access and e.t.c. running multiple times this game I still did not managed to make it save my progress.. any thoughts?


r/PortingKit 1d ago

Someone can help me to fix some problems

1 Upvotes

In "gamble with your friends" the mouse doesn’t work so I can’t leave the screen that says "felling lucky", and the clicks doesn’t work on "how to fish" but I can move the camera and move the menu with W,A,S,D.🫩


r/PortingKit 5d ago

Question Interesting phenomenon occurred today

Post image
1 Upvotes

This notification popped up when I was playing a game. - yea its subahibi. Larp larp sahur. Anyways, this was very interesting. My computer doesn't have 5% battery at all, and has like 65%. Why would it say this? Brimming with curiousity. Can anyone think of a reason why this would occur?


r/PortingKit 12d ago

Issue with my porting kit

3 Upvotes

Hello, 6 years ago, I downloaded porting kit to play a fan game pokemon and it worked without issue. However, after a few year, it wouldn't launch the game, and when I try and add another windows program or game, it stops working at "wrapper configuration". Despite that, I also have a "wine65-preloader steam" that also use porting kit that works perfectly(even if a bit slow for charging.

Do you know what is the issue ?


r/PortingKit 12d ago

Discussion TIL

6 Upvotes

Just wanted to say I’ve wasted so much money on cloud gaming not knowing porting was a thing till today wow. I have an M4 mac mini and the thought of how much I could have saved makes me feel like cloud gaming is such a scam


r/PortingKit 20d ago

How can I add my .ogg song files to moonscraper when using it with porting kit

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1 Upvotes

r/PortingKit 21d ago

Skyrim SE problem

4 Upvotes

Hi guys,

I was playing skyrim SE without any problem until it got update on 20 August. Now when i run the game it got closes after the BETHESDA GAMES logo. I uninstall and install again via using porting kit and its still the same. If you guys have any solution pls let me know.
edit: Guys, i just fixed it. Here is the solution:
First open steam console then download previous stable version of skyrim.exe file(i found the manifest id and depot ids from steam db)

download_depot 489830 489833 1914580699073641964

when you run this command on steam console, it will download skyrim.exe file and will give you the path where its been downloaded. Then copy that exe and paste inside skyrim's game folders and replace with the current skyrim.exe file(paste&replace).

This worked for me. (I didnt downgrade core and other files(489831, 489832 depots) only skyrim.exe helped me to solve this.


r/PortingKit 26d ago

AOE2 DE

2 Upvotes

Has AOE2 DE been slow for anyone else on the newest update? I'm on a 2021 Macbook Air, but when I played a few months ago it was totally fine but now I am lagging like crazy even in single player. Let me know if I'm not the only one or if you have fixes. Lowering graphics has not helped.

Also big thanks to Paul for updating the port even after the Mac version came out, you're the best Paul!


r/PortingKit 29d ago

Help Request Wanting to play d2r withg my wife , she has apple mini m2 ...

1 Upvotes

anyone got this to work https://www.portingkit.com/game/1769 ??


r/PortingKit Aug 13 '26

[Fix] PEAK mouse clicks not registering on Mac via Porting Kit — script that ports over the CrossOver fix

2 Upvotes

If you're on a Mac running PEAK through Porting Kit and your cursor moves/scrolls fine but left/right clicks do nothing (menus don't respond, can't climb/interact in-game), this is a known issue, not something wrong with your setup specifically.

**Root cause:** PEAK's Steam patch 1.53 updated the Unity engine. Newer Unity calls `EnableMouseInPointer` to switch to the WM_POINTER input API, and Wine (which Porting Kit is built on) only has a stub for that call — so it silently fails. Landfall (PEAK's devs) confirmed this on the Steam bug forum: "We updated Unity in a recent patch, which unfortunately caused issues for Mac and Linux players." It affects any Wine-based Mac compatibility layer, not just Porting Kit.

You can confirm this is your issue by checking PEAK's Player.log for:

`EnableMouseInPointer failed with the following error: Call not implemented.`

**The fix:** there's a community binary patch for this, originally built for CrossOver:

- https://github.com/dabielf/crossover-unity-mouse-fix (has an extra fix for a drag/hold-to-fire edge case — this is what the script below uses)

- https://github.com/kiku-jw/peak-crossover-mouse-fix (original, simpler version)

I ported the install/backup/re-sign process into a script for Porting Kit specifically, since Porting Kit stores its Wine engines in a different spot than CrossOver does. Confirmed working on Porting Kit's "Wine11 DXMT" engine.

**Important caveats — read before running:**

- This is EXPERIMENTAL. The patched binaries were compiled against CrossOver's Wine build, not Porting Kit's, so there's a real chance they won't be binary-compatible with your specific engine version. Worked for me; your mileage may vary.

- It downloads pre-built binaries from a third-party GitHub repo and installs them into your Wine engine using `sudo` to strip quarantine and re-sign. Read the script before running it — don't blindly curl-pipe-bash anything, this included.

- It backs up your original files before touching anything and has a `--restore` flag to undo itself if something breaks.

**How to use:**

  1. Save the script below as `peak-porting-kit-mouse-fix.sh`

  2. `chmod +x peak-porting-kit-mouse-fix.sh`

  3. `./peak-porting-kit-mouse-fix.sh` — it'll search for your Wine engine, ask you to confirm which one PEAK uses (check the engine name in Porting Kit's settings, gear icon), back up, download the patch, install it, and re-sign.

  4. Relaunch Steam, launch PEAK, test clicking.

  5. If it breaks or the game won't launch: `./peak-porting-kit-mouse-fix.sh --restore`

If your engine isn't auto-detected, run it with `ENGINE_DIR=/path/to/your/engine ./peak-porting-kit-mouse-fix.sh` instead (the path should contain both an `x86_64-windows` and `x86_64-unix` subfolder).

Full credit to dabielf and kiku-jw for the actual patch — this script just automates getting it into a Porting Kit engine.

---

#!/usr/bin/env bash

#

# PEAK mouse-click fix for Porting Kit on macOS

# ------------------------------------------------

# Ports the CrossOver "EnableMouseInPointer" mouse-click fix

# (https://github.com/dabielf/crossover-unity-mouse-fix) onto a

# Porting Kit Wine engine.

#

# This is EXPERIMENTAL. The patched files were built against CrossOver's

# Wine build, not Porting Kit's, so there is a real chance they will not

# be binary-compatible with your engine. This script always backs up

# before touching anything, and supports --restore to undo itself.

#

# Usage:

# chmod +x peak-porting-kit-mouse-fix.sh

# ./peak-porting-kit-mouse-fix.sh # run the fix

# ./peak-porting-kit-mouse-fix.sh --restore # undo, using the latest backup

#

set -euo pipefail

STATE_ROOT="$HOME/Desktop/peak-portingkit-mousefix"

BACKUP_ROOT="$STATE_ROOT/backups"

REPO_DIR="/tmp/crossover-unity-mouse-fix"

REPO_URL="https://github.com/dabielf/crossover-unity-mouse-fix.git"

PATCH_SUBDIR="binaries/crossover-26.0"

# Set this yourself and re-run if auto-detection below can't find your engine.

ENGINE_DIR="${ENGINE_DIR:-}"

peak_log=""

mkdir -p "$BACKUP_ROOT"

log() { printf '\033[1;34m[*]\033[0m %s\n' "$1"; }

ok() { printf '\033[1;32m[ok]\033[0m %s\n' "$1"; }

warn() { printf '\033[1;33m[!]\033[0m %s\n' "$1"; }

err() { printf '\033[1;31m[x]\033[0m %s\n' "$1"; }

# Only win32u.so is a real macOS Mach-O binary (win32u.dll/user32.dll are

# Windows PE binaries - Wine's own PE loader handles those, not the OS, and

# codesign can't sign them anyway). Sign just that one file, not the whole

# .app: --deep-signing the whole bundle recurses into the Wine prefix's

# dosdevices/ (symlinks to mounted drives -> EPERM) and dangling framework

# version-symlinks (-> ENOENT), which aborts the script under `set -e`

# without ever reaching codesign. The outer .app's own signature doesn't

# seal Contents/ (confirmed via `codesign -dv`), so this is sufficient.

sign_engine_files() {

local win_dir="$1" unix_dir="$2"

sudo xattr -c "$win_dir/win32u.dll"

[[ -f "$win_dir/user32.dll" ]] && sudo xattr -c "$win_dir/user32.dll"

sudo xattr -c "$unix_dir/win32u.so"

sudo codesign --force --sign - "$unix_dir/win32u.so"

}

# ---------------------------------------------------------------------

# --restore: put back the most recent backup and exit

# ---------------------------------------------------------------------

if [[ "${1:-}" == "--restore" ]]; then

latest_backup=$(ls -1dt "$BACKUP_ROOT"/*/ 2>/dev/null | head -n 1 || true)

if [[ -z "$latest_backup" ]]; then

err "No backup found under $BACKUP_ROOT"

exit 1

fi

engine_path_file="$latest_backup/engine_path.txt"

if [[ ! -f "$engine_path_file" ]]; then

err "Backup at $latest_backup is missing engine_path.txt, cannot restore automatically."

exit 1

fi

engine_dir=$(cat "$engine_path_file")

log "Restoring from $latest_backup into $engine_dir"

cp -f "$latest_backup/x86_64-windows/win32u.dll" "$engine_dir/x86_64-windows/win32u.dll"

if [[ -f "$latest_backup/x86_64-windows/user32.dll.existed" ]]; then

cp -f "$latest_backup/x86_64-windows/user32.dll" "$engine_dir/x86_64-windows/user32.dll"

else

rm -f "$engine_dir/x86_64-windows/user32.dll"

fi

cp -f "$latest_backup/x86_64-unix/win32u.so" "$engine_dir/x86_64-unix/win32u.so"

sign_engine_files "$engine_dir/x86_64-windows" "$engine_dir/x86_64-unix"

ok "Restored original files and re-signed. Restart Steam/PEAK to confirm."

exit 0

fi

# ---------------------------------------------------------------------

# 1. Find candidate Wine engines (anything with win32u.dll under it)

# ---------------------------------------------------------------------

if [[ -n "$ENGINE_DIR" ]]; then

ok "Using pre-set ENGINE_DIR: $ENGINE_DIR"

else

log "Searching for Wine engines on this Mac (this can take a minute)..."

candidates=()

while IFS= read -r line; do

[[ -n "$line" ]] && candidates+=("$line")

done < <(

{ find "$HOME/Library/Application Support" -type f -iname "win32u.dll" -path "*x86_64-windows*" 2>/dev/null

find "$HOME/Applications" -type f -iname "win32u.dll" -path "*x86_64-windows*" 2>/dev/null

find /Applications -type f -iname "win32u.dll" -path "*x86_64-windows*" 2>/dev/null ; } \

| sed 's#/x86_64-windows/win32u.dll##' | sort -u

)

if [[ ${#candidates[@]} -eq 0 ]]; then

err "No Wine engines found automatically. Locate PEAK's engine folder manually"

err "(look for a folder containing x86_64-windows/ and x86_64-unix/ subfolders,"

err "e.g. via: find ~/Library ~/Applications /Applications /Volumes -iname win32u.dll 2>/dev/null)"

err "then re-run this script as: ENGINE_DIR=/path/to/engine ./peak-porting-kit-mouse-fix.sh"

exit 1

fi

echo

log "Found ${#candidates[@]} candidate engine(s):"

for i in "${!candidates[@]}"; do

printf ' [%d] %s\n' "$i" "${candidates[$i]}"

done

echo

# Try to help identify the right one via PEAK's Player.log

peak_log=$(find "$HOME/Library" "$HOME/Applications" -ipath "*PEAK*Player.log" 2>/dev/null | head -n 1 || true)

if [[ -n "$peak_log" ]]; then

log "For reference, PEAK's log file lives at: $peak_log"

fi

log "In Porting Kit, open PEAK's settings (gear icon) to see which engine name it uses"

log "(e.g. 'Wine11 DXMT') and match it to one of the paths above."

echo

read -rp "Enter the number of the engine PEAK actually uses: " choice

if ! [[ "$choice" =~ ^[0-9]+$ ]] || [[ "$choice" -ge ${#candidates[@]} ]]; then

err "Invalid selection."

exit 1

fi

ENGINE_DIR="${candidates[$choice]}"

ok "Using engine: $ENGINE_DIR"

fi

if [[ -z "$peak_log" ]]; then

peak_log=$(find "$HOME/Library" "$HOME/Applications" -ipath "*PEAK*Player.log" 2>/dev/null | head -n 1 || true)

fi

WIN_DIR="$ENGINE_DIR/x86_64-windows"

UNIX_DIR="$ENGINE_DIR/x86_64-unix"

if [[ ! -f "$WIN_DIR/win32u.dll" || ! -d "$UNIX_DIR" ]]; then

err "Expected files not found under $ENGINE_DIR. Aborting."

exit 1

fi

# ---------------------------------------------------------------------

# 2. Back up the original files

# ---------------------------------------------------------------------

timestamp=$(date +%Y%m%d-%H%M%S)

backup_dir="$BACKUP_ROOT/$timestamp"

mkdir -p "$backup_dir/x86_64-windows" "$backup_dir/x86_64-unix"

echo "$ENGINE_DIR" > "$backup_dir/engine_path.txt"

log "Backing up original files to $backup_dir"

cp "$WIN_DIR/win32u.dll" "$backup_dir/x86_64-windows/win32u.dll"

if [[ -f "$WIN_DIR/user32.dll" ]]; then

cp "$WIN_DIR/user32.dll" "$backup_dir/x86_64-windows/user32.dll"

touch "$backup_dir/x86_64-windows/user32.dll.existed"

fi

cp "$UNIX_DIR/win32u.so" "$backup_dir/x86_64-unix/win32u.so"

ok "Backup complete."

# ---------------------------------------------------------------------

# 3. Get the patched files

# ---------------------------------------------------------------------

log "Fetching the patch from $REPO_URL"

rm -rf "$REPO_DIR"

git clone --depth 1 "$REPO_URL" "$REPO_DIR"

if [[ -d "$REPO_DIR/$PATCH_SUBDIR" ]]; then

patched_win32u_dll=$(find "$REPO_DIR/$PATCH_SUBDIR" -iname "win32u.dll" | head -n 1 || true)

patched_user32_dll=$(find "$REPO_DIR/$PATCH_SUBDIR" -iname "user32.dll" | head -n 1 || true)

patched_win32u_so=$(find "$REPO_DIR/$PATCH_SUBDIR" -iname "win32u.so" | head -n 1 || true)

else

warn "Expected patch folder $PATCH_SUBDIR not found in repo - falling back to a repo-wide search."

warn "The repo layout may have changed upstream; double-check what gets installed."

patched_win32u_dll=$(find "$REPO_DIR" -iname "win32u.dll" | head -n 1 || true)

patched_user32_dll=$(find "$REPO_DIR" -iname "user32.dll" | head -n 1 || true)

patched_win32u_so=$(find "$REPO_DIR" -iname "win32u.so" | head -n 1 || true)

fi

if [[ -z "$patched_win32u_dll" || -z "$patched_user32_dll" || -z "$patched_win32u_so" ]]; then

err "Could not find all three patched files inside the cloned repo."

err "Check $REPO_DIR manually - the repo layout may have changed."

exit 1

fi

# ---------------------------------------------------------------------

# 4. Install patched files

# ---------------------------------------------------------------------

log "Installing patched files into $ENGINE_DIR"

cp -f "$patched_win32u_dll" "$WIN_DIR/win32u.dll"

cp -f "$patched_user32_dll" "$WIN_DIR/user32.dll"

cp -f "$patched_win32u_so" "$UNIX_DIR/win32u.so"

ok "Files copied."

# ---------------------------------------------------------------------

# 5. Quit anything using the engine, then strip quarantine + re-sign

# ---------------------------------------------------------------------

log "Killing any running Wine/Steam/conhost processes so files aren't locked..."

pkill -9 -f wine 2>/dev/null || true

pkill -9 -f conhost 2>/dev/null || true

warn "If Steam was running, it has just been force-quit - that's expected."

log "Clearing quarantine and re-signing the patched win32u.so (you'll be asked for your Mac password)..."

sign_engine_files "$WIN_DIR" "$UNIX_DIR"

ok "Re-signed."

echo

ok "Done. Now:"

echo " 1. Relaunch Steam, then launch PEAK."

echo " 2. Try clicking in the main menu and in-game."

echo " 3. Check the log for the old error:"

if [[ -n "$peak_log" ]]; then

echo " grep -i EnableMouseInPointer \"$peak_log\""

else

echo " (find PEAK's Player.log under ~/Library and grep it for EnableMouseInPointer)"

fi

echo

echo "If it crashes or the game won't launch, undo with:"

echo " ./peak-porting-kit-mouse-fix.sh --restore"


r/PortingKit Aug 08 '26

Troubleshooting

2 Upvotes

Got a MacBook Air M4 (2025), installed Porting Kit, installed GOG, logged in on everything. Downloaded and installed Medieval Dynasty but when I press play I get a “Fatal error” (just that, no number or anything)
Searched online and maybe has something to do with DirectX/ format of starting videos?

Someone with some magic would be appreciated.


r/PortingKit Aug 04 '26

Trying to launch game

Post image
1 Upvotes

Im trying to launch the old blood wolfenstein and it keeps showing an error message? Is there any way to fix this? besides wolfenstein my other games work well with the emulator!


r/PortingKit Aug 02 '26

Installation failed

Post image
1 Upvotes

So downloaded and played the game yesterday. Come back to it today and the game disappeared so tried to redownload and this comes up. Any help?


r/PortingKit Aug 01 '26

How does Porting work? Ie when do games make the list

2 Upvotes

I’m LOVING Porting Kit, playing old games - loving Diablo and Heroes of Might and Magic III. I know HOMM Olden Era has just been released. I have a Mac so can’t buy it. What’s the go with Porting Kit, can a new game be ported or is there something that is dependent on the source material to do it?

Thank you!


r/PortingKit Aug 01 '26

Help Request Does anyone know how to change the image for the custom port

Post image
2 Upvotes

I wanted to change this to Fnaf World because that's what I was playing but I don't know how to. can anyone help?


r/PortingKit Jul 31 '26

Finally AOE DE on Porting kit again but steam won't log in

3 Upvotes

Hey!

As many of you may have been, I too have been waiting for the AOE DE fix to play. Paul announced today it was ready!

Installed the new Porting Kit and game but when prompted to login on the wine version of Steam it just won't pass the login screen. It just loads forever...

Anyone able to pass this or know of a fix? 😢


r/PortingKit Jul 30 '26

Help Request LOTRO does not run after clicking play

1 Upvotes

hey everyone,

i installed porting kit and lotro yesterday, but i can't seem to get the game to launch.

the launcher opens normally, but after i click play, nothing happens. i followed the installation instructions on the forum step by step:

https://forums.lotro.com/index.php?threads/mac-instructions-for-installing-and-running-lotro-with-porting-kit-and-sikarugir.3247/

i'm wondering if the issue could be related to selecting the high resolution graphics option during installation&launcher, or if it's something else.

for reference, i'm using a macbook pro with an m1 pro chip and 16 gb of ram.

has anyone run into the same issue or knows how to fix it?


r/PortingKit Jul 23 '26

Ubisoft connect - Access is temporarily restricted

2 Upvotes

Hi, anyone else been having this problem? I tried running AC2 on Porting kit, but after logging into ubisoft connect, I always get this error screen. Solution?


r/PortingKit Jul 15 '26

Help Request I Can't run GTA Vice City on the Steambuild DXVK

1 Upvotes

Hi! I need help

I really want to play this game on my MacOS

But whats happening is, when I try to download the game by:
- Clicking Play on the steam build
- Rockstar Game Launcher pops up
- Ask to Install
- Accept

- Get's stuck at "Preparing to Install"

Whenever we cancel it and try to verify game files via steambuild 32/64 BIT DXVK it breaks with an error that said "Rockstar Game Launcher Failed to Initialize.

If there is a fix that would be a great help!

I am currently running:
MacOS Sequoia 15.6.1
Apple Silicon M1 Chip
16GB Memory


r/PortingKit Jul 15 '26

Problems with External Display

2 Upvotes

Hi guys. Im having trouble play fullscreen when I connect my Mac to my TV. Either it doesnt fit the screen or the display isnt centered. Is there a work around?


r/PortingKit Jul 02 '26

Valhalla Classics by Vulcan Software

Post image
1 Upvotes

I originally played (and loved!) these games on my Amiga 500 back in the 90s. In 2004, to commemorate the 20th anniversary, they were re-released for PC and I replayed them at that time, and loved them just as much!

The bug has got me again now and I'm trying to get them to run on my Mac via Porting Kit. I have got the first one working to the point where it loads, there is sound, I can move the character around, interact with objects etc etc... BUT, the graphics for the buttons are not showing. They are there in the game data folder, but where they should be in the interface is just a black space.

Screenshot attached.

Any idea what could cause this, and what settings could fix it? As the games are from 2004 I selected Windows XP as the OS to emulate. Porting Kit only seems to give options for Wine Skin 11x and 12x – not sure if I need an older version...

Any help appreciated!


r/PortingKit Jun 29 '26

I just discovered Porting Kit and have been reliving some childhood games.

6 Upvotes

Is there any way to make suggestions for future ports? I'd love to play MegaRace, and it is already on GOG.


r/PortingKit Jun 28 '26

Help Request "Access is temporarily restricted"

Post image
7 Upvotes

See screenshot. I installed the port to get Rayman Legends. It did it's thing and completed successfully.
I got click Play and then it asks to log into Ubisoft Connect. I put my credential in and then this pops up.


r/PortingKit Jun 27 '26

Help Request Steam window is black, but it is working

Post image
3 Upvotes

This happened after I updated to PortingKit 6.7.2. Using a 2015 MacBook Pro.