Well, I did it and I certainly wouldn't have used XCode! Trying to using a complex IDE that you have no experience with is my idea of a nightmare.
I wrote some code to scan PATH for 32/64-bit euc, but I think I'd rather just hardcode the paths into distrib-mac.sh than add a bunch more complexity to SConscript which just amounts to a kludge, not a robust solution. There are already plenty of hardcoded paths and URLs in the nightly build scripts anyway. On Tue, 3 Dec 2019 at 23:45, James Paige <[email protected]> wrote: > I found reports of people saying it couldn't be done (static oggenc on Mac > that is) and one of somebody explaining that the reason it couldn't be done > is because of a bug that Apple had "wontfixed" years ago. I was assuming > they were talking about xcode . I didn't read any deeper > > I'll try to get 32 bit euphoria installed soon. Not sure if it will be > today. > > --- > James > > > On Tue, Dec 3, 2019, 3:51 AM Ralph Versteegen <[email protected]> wrote: > >> You found reports of people failing to build a statically linked oggenc >> on Mac? I think I probably did it using macports. >> I'm also reminded that I was interested in setting up a cross-compiling >> toolchain to compile for Mac. I might still try it. >> >> But if we don't have oggenc, then that is what we'll have to do. >> >> Could you also please install a 32-bit Euphoria? >> >> On Mon, 2 Dec 2019 at 23:45, James Paige <[email protected]> wrote: >> >>> Hmmm... Googled about that a bit... >>> >>> Maybe on Mac, if oggenc is not detected in the PATH, we link to a wiki >>> page about importing sound on Mac. >>> >>> It could suggest installing Audacity, and link to a Mac version of it. >>> So people can just save .ogg files from there. >>> >>> It could also describe how to install oggenc with macports or brew if >>> the user wants to go that route. >>> >>> Actually figuring out how to build a staticly linked command line oggenc >>> where so many others have failed is over my head, and outside the scope of >>> what I want to attempt. >>> >>> On Sun, Dec 1, 2019, 10:44 PM Ralph Versteegen <[email protected]> >>> wrote: >>> >>>> OK, great. However I don't have any solution to the madplay/oggenc >>>> problem. Either you will have to solve it, or I'll have to set up a >>>> hackintosh VM (which I probably should do anyway), or we simply need to >>>> disable wav import in the mac port. (We could allow importing mp3s again, >>>> that's another topic of discussion) >>>> >>>> On Mon, 2 Dec 2019 at 05:59, James Paige <[email protected]> >>>> wrote: >>>> >>>>> This all sounds good to me! >>>>> >>>>> I have installed all four of those frameworks at /Library/Frameworks/ >>>>> on the nightly build mac vm >>>>> >>>>> On Sat, Nov 30, 2019 at 9:10 PM 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+. >>>>>> _______________________________________________ >>>>>> Ohrrpgce mailing list >>>>>> [email protected] >>>>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >>>>>> >>>>> _______________________________________________ >>>>> Ohrrpgce mailing list >>>>> [email protected] >>>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >>>>> >>>> _______________________________________________ >>>> Ohrrpgce mailing list >>>> [email protected] >>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >>>> >>> _______________________________________________ >>> Ohrrpgce mailing list >>> [email protected] >>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >>> >> _______________________________________________ >> Ohrrpgce mailing list >> [email protected] >> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >> > _______________________________________________ > Ohrrpgce mailing list > [email protected] > http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >
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