Closed GoogleCodeExporter closed 8 years ago
Original comment by pulkoma...@gmail.com
on 27 Jun 2009 at 8:22
I hate giving useless error reports, so I've been attempting to page back my
memory. I remember 10.5.6
throwing some warnings about depreciated Carbon features when I ran ./Grafx2
from the command line. That
might be a good place to start.
Original comment by blumun...@gmail.com
on 28 Jun 2009 at 1:11
Hello,
Unfortunately for you, the bug seems to be on SDL side :
http://bugzilla.libsdl.org/show_bug.cgi?id=581
There is a patch available, but it needs an update to SDL :
http://permalink.gmane.org/gmane.comp.lib.sdl/36747
So... we can't do much about it... hhhikr will have to investigate and either
apply
this patch or switch his builds to sdl1.3 if he wants to support leopard...
Original comment by pulkoma...@gmail.com
on 28 Jun 2009 at 8:52
don't work for me to... same problem 10.5.7 ... but earles versions vorks...
can somebody send me version before final, i need it.. i can't work ;(
jamon
Original comment by ja77...@gmail.com
on 30 Jun 2009 at 8:03
Previous MacOSX version? It's still in "All downloads":
http://code.google.com/p/grafx2/downloads/detail?name=grafx2-2.00b98.0-svn503-
macosx.zip&can=1&q=mac
Original comment by yrizoud
on 30 Jun 2009 at 8:50
[deleted comment]
I have the exact same problem on Snow Leopard 10.6 build 10A394. Please look
into
patching SDL or switching to 1.3.
Original comment by MagerV...@gmail.com
on 6 Jul 2009 at 9:40
Issue 189 has been merged into this issue.
Original comment by pulkoma...@gmail.com
on 6 Jul 2009 at 10:39
Original comment by pulkoma...@gmail.com
on 6 Jul 2009 at 10:40
I managed to build rev 900 with make and SDL 1.2, and I've uploaded a copy here:
http://www.paradroid.net/tmp/Grafx2-900MV.zip
Original comment by MagerV...@gmail.com
on 7 Jul 2009 at 9:49
I'm not sure if it was meant for general use, but I tried running the above on
Leopard and it's a no go.
$ ./Grafx2
dyld: unknown required load command 0x80000022
Trace/BPT trap
Original comment by blumun...@gmail.com
on 7 Jul 2009 at 7:12
It's probably because I built it on Snow Leopard. Check out svn r904 or later
and you
should be able to build it yourself.
Original comment by MagerV...@gmail.com
on 7 Jul 2009 at 9:11
Can somebody build working wersion for Leopard ;) please?
Original comment by ja77...@gmail.com
on 15 Jul 2009 at 12:07
Yes, someone please do. I tried building my own version but I'm having problems
compiling SDL. Leopard users
still don't have a binary for the stable 2.0 branch.
Original comment by blumun...@gmail.com
on 15 Jul 2009 at 11:35
[deleted comment]
[deleted comment]
Original comment by pulkoma...@gmail.com
on 22 Jul 2009 at 3:20
Please! working version for OSX... PLEASE!
Original comment by ja77...@gmail.com
on 28 Jul 2009 at 8:42
Please avoid this kind of useless comments. We don't forget you, but we can't
do
anything, none of us having a MacOSX install available, except hitchhikr who
seems
to be away for now. I'll try to find him. If you think this issue is important
you
can star it. (click on the little grey star at the top of the page so it
becomes
yellow). We actually look at the number of people starring each issue to
prioritize
our work.
Original comment by pulkoma...@gmail.com
on 28 Jul 2009 at 8:46
There's now 2 Mac OS X distributions, one for Tiger and Leopard and another one
for
Snow Leopard, the former one works perfectly on my Tiger i don't know if it
works on
Leopard.
Original comment by hhhikr@gmail.com
on 31 Jul 2009 at 11:09
Issue 200 has been merged into this issue.
Original comment by pulkoma...@gmail.com
on 31 Jul 2009 at 7:36
Does not work on Leopard PPC:
-bash: ./Grafx2: Malformed Mach-o file
Original comment by cameron...@comcast.net
on 31 Jul 2009 at 9:13
As stated on issue 200, building from makefile generated a working app bundle on
Leopard. Do you want me to upload a copy to you?
Original comment by samueldc...@gmail.com
on 31 Jul 2009 at 10:19
If you managed to get a working binary for leopard with the makefile, running
"make
ziprelease" will create a .zip file ready for release. Please send it to me so
I can
upload it :)
(and please tell me what name I should call you in the About box :))
(this also apply to MagerValp, i'll add both of you as Leopard and Snow Leopard
maitainers).
Original comment by pulkoma...@gmail.com
on 1 Aug 2009 at 9:01
make ziprelease failed with a "syntax error near unexpected token `('" when
executing
"`echo `sed "s/.*=\"\(.*\)\";/\1/" pversion.c`.`svnversion` | tr " :" "_-" |
sed -e
s/\\(wip\\)\\\\./\\1/I > obj/macosx/versiontag'"
I'll look into the problem and get back to you.
Original comment by samueldc...@gmail.com
on 1 Aug 2009 at 4:19
Strange, this one even worked on amiga ?
Original comment by pulkoma...@gmail.com
on 1 Aug 2009 at 4:21
I'm not familiar enough with sed to figure out what this is supposed to do. If
you
could send me a list of commands to type or a shell script to execute that will
do
the same thing as make ziprelease, I'll do that and get it back to you.
BTW, I've updated to the latest SVN and it still compiles and runs.
Original comment by samueldc...@gmail.com
on 21 Aug 2009 at 2:45
The bash error is because of improper quoting. Using
echo `sed "s/.*=\"\(.*\)\";/\1/" pversion.c`.`svnversion` | tr " :" "_-" | sed
-e
"s/\(wip\)\./\1/" > $(OBJDIR)/versiontag
fixes it. However, I'm not sure if it produces the intended output. pversion.c
contains:
char Program_version[]="2.1wip";
and svnversion is
1001M
and this snippet outputs
2.1wip1001M
However, the tr command doesn't do anything (there's no " :" to replace), and
the
last sed command only removes the dot that is added inbetween pversion and
svnversion
in the first sed command. This command has the exact same effect:
echo `sed "s/.*=\"\(.*\)\";/\1/" pversion.c``svnversion`
Original comment by MagerV...@gmail.com
on 21 Aug 2009 at 7:19
Sorry I didn't see this before. I wrote this part of Makefile (and the sed / tr
commands) on MSYS (Windows), this can explain why it doesn't work everywhere.
svnversion can produce a string with ':' like "325:328", and the label could
have
spaces, so TR replaces any occurrence of them by - and _ respectively.
Original comment by yrizoud
on 21 Aug 2009 at 7:56
That gets me past the sed problem. Now I need to find a version of tar that
supports
the --transform option because that brought me to the next error. Any
suggestions of
where to look?
Original comment by samueldc...@gmail.com
on 21 Aug 2009 at 3:38
That'd be GNU tar, possibly available on your system as gtar.
It'd probably be a better idea to create a temporary directory and copy the
files
before tarring instead of using a non-standard tar option.
And using a variable instead of using a versiontag tempfile would make for a
cleaner
makefile.
Original comment by MagerV...@gmail.com
on 21 Aug 2009 at 4:08
I've redownloaded the source to a fresh directory and, except for the
non-functioning
Makefile built and redid the zip archive. The new app bundle works. Take a
look at
the attached archives and let me know what you think.
Keep in mind that this was built using the makefile rather than the XCode
project so
it might be Intel only. I only know it works on my Mac Mini running MacOSX
10.5.8.
If you need me to build it differently, let me know.
Original comment by samueldc...@gmail.com
on 21 Aug 2009 at 5:28
Attachments:
The goal of the "ziprelease" target is to create a binary archive (users unpack
it,
read the README, and run the program), and at the same time the generic source
archive (source+data, all you need on linux or even windows if you have
compilation
tools).
End-users will never need to "make ziprelease", so it's not big problem if itr
doesn't work on all OSes. It's a tool I made to automate the packaging, so that
I
avoid any error in the filename and the archive content: missing files, extra
useless
files, outdated executable, executable showing wrong version in About, etc. I'm
also
lazy and in the long run it has saved me lots of time.
If MacOSX builds don't happen often, maybe it's not worth trying to make an
automatic
tool.
If you're still interested, read on.
The binary archive for any platform should contain:
- Executable, any non-shared libraries (ex: SDL.Framework/* for MacOSX, SDL.DLL
on
Windows) and all files needed at runtime: I got the impression that Grafx2.app
is
exactly that. Does it need to be inside an embedded zip, even when installed?
- The "documentation" : readme, license docs. Normally appears under "docs/"
- All the sources that were involved in compiling this version. If the sources
are
not exactly straight from the SVN repository (ie: svn version ends in "M"),
including
the source is required to comply with GPL license. Even if it's exactly svn
(and the
archive name tells which svn number), it's still strongly advised, in case a
giant
meteor destroys the svn repository. Currently, this archive even repeats the svn
number, it's not a requirement, but it's helpful in finding out how old the
archive is.
For MacOSX, there needs to be different packages for different OS versions.
Unfortunately the $(PLATFORM) will return "Darwin" in either case... If there's
no
way to automate detection, the person who makes a binary package will have to
choose
the name himself anyway :(
Original comment by yrizoud
on 21 Aug 2009 at 5:37
Here's a better archive. I've replaced the executable with the app bundle and
renamed the archive directory with the MacOSX version it's intended for. The
source
archive is included.
Original comment by samueldc...@gmail.com
on 21 Aug 2009 at 5:51
Attachments:
Thanks for the build, and I'm still very confused with how many different
versions
exist. An attempt at synthesis, please correct me when needed:
10.4 = Tiger : PPC or Intel
10.5 = Leopard: PPC or Intel
10.6 = Snow Leopard: Intel
Building with XCode produces an Universal binary that supports both PPC&Intel.
Otherwise gcc natively compiles for your own CPU only.
Putting files in a "Grafx2.app" is mandatory or not? This "bundle" seemed to
contain
SDL libs, this should be needed on target machine, and maybe CPU-dependant too.
Original comment by yrizoud
on 21 Aug 2009 at 5:58
The one I just made is probably Intel only. I don't know why XCode is screwing
up
with the project files but I didn't even try to do it that way since somebody
else
said that the project files were screwed up.
The app bundle is necessary to run things from an icon. If it has just the
executable it usually can't find the files it is looking for. It will usually
launch
from the terminal as a text-based app if you try to launch just the executable
by itself.
The only time that the frameworks are not needed within the bundle are if they
are
installed in a global frameworks directory. It's usually safer just to bundle
the
frameworks in the app. This is equivalent to putting the .dll files in the same
directory with a windows program.
I just wish I could remember how to set the icon on a Mac app bundle. :-(
Original comment by samueldc...@gmail.com
on 21 Aug 2009 at 6:16
HitchHikr fixed the project files so you should be able to use the XCode
project.
As for the version, apple is great for doing cross platform executables, but
they
don't care about old versions of the os and often break binary compatibility in
some
way...
Original comment by pulkoma...@gmail.com
on 21 Aug 2009 at 7:07
Ok, I'm running 10.5.6 and none of the newest versions work for me. I'm having
to use the 2.0b98 edition. Any
ideas?
Original comment by thedaemo...@gmail.com
on 21 Aug 2009 at 10:39
The XCode project still seems to rely on things on nonstandard things on the
developer's machine, e.g. SDL_image.h and Png.h are missing. They need to be
included
in the XCode project.
Original comment by MagerV...@gmail.com
on 22 Aug 2009 at 8:13
Sorry for the messed up editing there :)
I thought I should point out that I have the SDL_image framework in
/Library/Frameworks, and of course libpng is included with Mac OS X. The Xcode
project just doesn't seem to reference them correctly.
Original comment by MagerV...@gmail.com
on 22 Aug 2009 at 1:17
I've tried to draw a map of which version works for who, and... whoa. It seems
that
anybody who compiles a version can only have it work on his own machine :(
Thedaemonofid, can you tell if you have an Intel or PPC cpu? The versions
uploaded in
comments 32 and 34 are supposed to work for 10.5.7 (but I can't say if it's from
console and/or desktop)
Original comment by yrizoud
on 22 Aug 2009 at 2:12
No, you can create universal binaries from Makefiles, see the SDL sources for
how to
do it. Xcode automates it though, so it'd be a huge help if that was fixed.
Original comment by MagerV...@gmail.com
on 22 Aug 2009 at 4:54
I have an intel cpu. I have xcode installed but haven't used it at all yet, so
if there is something I could test by
compiling, I'm all for it.
Original comment by thedaemo...@gmail.com
on 22 Aug 2009 at 5:58
Yves: that's because when it works people don't come here :)
Original comment by pulkoma...@gmail.com
on 22 Aug 2009 at 6:23
So apparently a program compiled on 10.5.7 doesn't work on 10.5.6
(thedaemonofid) ???
And the 2.0b98 compiled by hhhikr on 10.4 works on 10.5.6 (thedaemonofid) and
10.5.7
(Jamon), but when he compiles newer sources, it doesn't work for any user of
10.5.x ???
If somebody understands anything....
Original comment by yrizoud
on 22 Aug 2009 at 7:30
With a correctly configured Xcode project, and the universal 10.4 SDK, you can
compile a binary that works on 10.4 and up, on both Intel and PPC. The patched
SDL
frameworks will also need to be compiled with the same SDK, and included in the
project.
Original comment by MagerV...@gmail.com
on 22 Aug 2009 at 7:58
I built the latest svn with make and it's working now. Took a bit of piddling
but I'm now running 2.1wip. Thanks
all.
Original comment by thedaemo...@gmail.com
on 29 Aug 2009 at 8:44
/Users/thedaemon/Desktop/Grafx2\ 20-37-17.app/Contents/MacOS/Grafx2 ; exit;
Mac:~ thedaemon$ /Users/thedaemon/Desktop/Grafx2\
20-37-17.app/Contents/MacOS/Grafx2 ; exit;
Error number 12 occured in file main.c, line 539, function Init_program.
Error: File gfx2.ini is corrupt!
It contains bad values at line 343.
You can re-generate it by deleting the file and running GrafX2 again.
logout
I can't find any gfx2.ini files anywhere. This happened after Grafx2 wouldn't
respond to my keyboard in
fullscreen mode. the old 98 version works, but even when I compile a new
version this one is still producing
the same error. Any ideas?
Original comment by thedaemo...@gmail.com
on 31 Aug 2009 at 1:59
gfx2.ini and gfx.cfg are in ~/Library/Preferences/com.googlecode.grafx2
Original comment by MagerV...@gmail.com
on 31 Aug 2009 at 6:39
Thedaemonofid, perhaps you need to erase the old gfx2.ini file, and the new
version
will make it's own.
Original comment by ilija.melentijevic
on 3 Sep 2009 at 7:17
Original issue reported on code.google.com by
blumun...@gmail.com
on 27 Jun 2009 at 10:09