[Ohrrpgce] Mac builds and SDL frameworks

James Paige Bob at hamsterrepublic.com
Tue Dec 3 02:44:48 PST 2019


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 <teeemcee at gmail.com> 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 <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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>>>>>
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