We have a bigger problem: we need x86_64 builds of madplay and oggenc too. We only have x86 builds I compiled long ago, in mac/utilities.tar.gz. I did find homebrew builds (eg [1]) but they have dependencies on many other libraries (I don't know whether sticking the libraries in the same directory would work; likely not), and were compiled on OS 10.9 and 10.7 at the earliest.
[1] https://bintray.com/homebrew/bottles/vorbis-tools#files On Sun, 1 Dec 2019 at 21:51, Ralph Versteegen <[email protected]> wrote: > Ugh, my latest commit added slightly more sanity checking which caused the > mac build to fail because hspeak was built as a 64-bit executable. > Interestingly noone has complained about this yet. > Unfortunately while euc 4.0.5+ has an -arch option it's useless, because > euphoria packages include either x86 or x86_64 libraries (in bin/), not > both. We will need to have two different copies of euphoria on the Mac > nightly build VM. This is how I build both 32-bit and 64-bit hspeak on my > own machine, if I want to test both. > For this reason the arch= arg to scons doesn't affect hspeak builds at > all, instead you have to set PATH and EUDIR. > > Also, although there's a x86_64 OSX build of the latest euphoria release > 4.1.0-beta2 > (2015-02-14) available: > > https://sourceforge.net/projects/rapideuphoria/files/Euphoria/4.1.0-beta2/euphoria-4.1.0-OSX-x64-57179171dbed.tar.gz/download > the last x86 build is only 4.1.0 (2014-02-26): > > https://sourceforge.net/projects/rapideuphoria/files/Euphoria/4.1.0/euphoria-4.1.0-OSX-ix86.tar.gz/download > > James, could you put the 32-bit euphoria somewhere on the machine and tell > me where? Hmm. I guess we could avoid hardcoding the path to it by putting > both copies of euc in PATH, using 'which' find both copies, and scanning > for one with the desired arch. Preferably in SConscript. Ugh. > > (As a workaround we could initially release only a 64-bit Fufluns build of > OHRRPGCE-Custom.app but both 32 and 64 bit versions of OHRRPGCE-Game.app.) > > On Sun, 1 Dec 2019 at 15:10, Ralph Versteegen <[email protected]> wrote: > >> James, could you please install the following on the Mac nightly build >> machine (in either system or user Frameworks dir)? >> https://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.12.dmg >> https://www.libsdl.org/projects/SDL_mixer/release/SDL2_mixer-2.0.4.dmg >> https://www.libsdl.org/release/SDL-1.2.15.dmg >> https://www.libsdl.org/release/SDL2-2.0.10.dmg >> >> I think you already should have at least the SDL.framework and >> SDL_mixer.framework, but just double-checking. Latest versions of both were >> released 2013-08-17! >> >> (Those SDL/SDL_mixer 1.2 frameworks have been built as fat binaries, and >> target OS 10.5+ while we target OS 10.4+, so I guess we will continue to >> package 32-bit .apps with the wip/mac/frameworks.tar.gz builds we already >> have. A alternative build of SDL.framework for OS 10.4+ is available but >> they didn't make one available for SDL_mixer.framework) >> >> I will blindly modify the build scripts to package an 64-bit-only gfx_sdl >> .app, and ask users to test whether it actually works, because I can't. And >> also an experimental 64-bit gfx_sdl2 build, though I think that shouldn't >> become the default until after Fufluns. >> >> As I said before, I think a good solution is to have two different Mac >> builds: >> -32 bit SDL 1.2 for OS 10.4+ >> -64 bit SDL 2 for OS 10.6+ >> We could then add two different options to the Distribute Game menu. >> >> However, we could also create fat binary 32+64-bit .apps, which are twice >> the size (OHRRPGCE-Game.app is currently 1.6MB zipped). >> I guess that we could even package 32-bit gfx_sdl and 64-bit gfx_sdl2 >> builds into a single .app. >> However I think it will be a pain to set up and the number of people >> using 32-bit Macs is low. >> We have to make similar decisions about SDL 2 on Windows: it only >> supports Win XP+. >> >
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