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 <b...@hamsterrepublic.com> 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 <teeem...@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 <b...@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 <teeem...@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 <b...@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 <teeem...@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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