[Ohrrpgce] Mac builds and SDL frameworks

Ralph Versteegen teeemcee at gmail.com
Tue Dec 3 00:50:56 PST 2019


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 <Bob at hamsterrepublic.com> 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 <teeemcee at gmail.com> 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 <Bob at hamsterrepublic.com> 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 <teeemcee at gmail.com>
>>> 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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