Author Topic: AGS engine Mac OS X port  (Read 43709 times)

Radiant

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Re: AGS engine Mac OS X port
« Reply #100 on: 06 Feb 2017, 19:50 »
I'm interested in checking this out, but before delving in the complexities of OSX development I'd really like to see an AGS executable at work.

I've found that the Engine OSX branch on the AGS Team City successfully compiles but produces no artifacts. I'm not sure why that is, perhaps someone could enable it?
Conversely the code in Janet's repo is somewhat newer but doesn't include a build.

Can someone give me a hand please? I think I could probably set up a team city account, include a fork of Janet's repo, and have it automatically build that; but somebody else has probably already done that? TIA!

Crimson Wizard

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Re: AGS engine Mac OS X port
« Reply #101 on: 06 Feb 2017, 20:02 »
I'm interested in checking this out, but before delving in the complexities of OSX development I'd really like to see an AGS executable at work.

I've found that the Engine OSX branch on the AGS Team City successfully compiles but produces no artifacts. I'm not sure why that is, perhaps someone could enable it?
Conversely the code in Janet's repo is somewhat newer but doesn't include a build.

I suggest contacting Janet or Nick Sonneveld directly, they do not seem to come on forums very often, but they are probably only people that may shed some light on this.

BTW, from what I noticed, Janet's version may be compatible only to AGS 3.3.5.

Radiant

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Re: AGS engine Mac OS X port
« Reply #102 on: 06 Feb 2017, 20:13 »
All right, I can do that.

But can you tell me why artifacts are disabled for OSX on Teamcity? That would be an easy place to get a sample executable, otherwise.

Crimson Wizard

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Re: AGS engine Mac OS X port
« Reply #103 on: 06 Feb 2017, 20:28 »
But can you tell me why artifacts are disabled for OSX on Teamcity? That would be an easy place to get a sample executable, otherwise.
Um... no idea. Also it was built 3 months ago last time, which makes me think that it was excluded from work at some point.

I have a suspicion that it does not produce a working universal engine, but you have to build an application for every your game separately.
« Last Edit: 06 Feb 2017, 20:29 by Crimson Wizard »

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Re: AGS engine Mac OS X port
« Reply #104 on: 06 Feb 2017, 20:41 »
Could we switch it on and try?

Crimson Wizard

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Re: AGS engine Mac OS X port
« Reply #105 on: 06 Feb 2017, 21:54 »
Could we switch it on and try?
It was scheduled to run on machine that is no longer available. That could be one the Nick Sonneveld's private computer, or some server he owned.

JanetC

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Re: AGS engine Mac OS X port
« Reply #106 on: 08 Feb 2017, 18:08 »
Anyone who wants to build for Mac, check out the port Nick Sonneveld did for Wadjet Eye!

JanetGilbert/ags
Branch: osx-nick

Radiant

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Re: AGS engine Mac OS X port
« Reply #107 on: 08 Feb 2017, 21:56 »
Anyone who wants to build for Mac, check out the port Nick Sonneveld did for Wadjet Eye!

Thank you, I have found the git branch but I'm wondering if a compiled executable is on the web somewhere.

JanetC

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Re: AGS engine Mac OS X port
« Reply #108 on: 11 Feb 2017, 18:41 »
Anyone who wants to build for Mac, check out the port Nick Sonneveld did for Wadjet Eye!

Thank you, I have found the git branch but I'm wondering if a compiled executable is on the web somewhere.

No, you have to compile it yourself! Sorry!

Mehrdad

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Re: AGS engine Mac OS X port
« Reply #109 on: 09 Mar 2017, 15:15 »
Hi
Isn't any manual step by step for compile to Mac OS ? I haven't knowledge for use from Github .

Much appreciate for any help

JanetC

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Re: AGS engine Mac OS X port
« Reply #110 on: 13 Mar 2017, 21:08 »
Hi
Isn't any manual step by step for compile to Mac OS ? I haven't knowledge for use from Github .

Much appreciate for any help

It works in much the same way as the iOS version, described here:

http://www.adventuregamestudio.co.uk/forums/index.php?topic=52219.0

(That is a little outdated now but it should provide a starting point.)

Note that Nick changed the way that projects work so now you add a new scheme to the existing project, rather than copying and renaming a project.
« Last Edit: 13 Mar 2017, 21:11 by JanetC »

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Re: AGS engine Mac OS X port
« Reply #111 on: 14 Mar 2017, 07:01 »
Thanks a lot Janet . I'll try it and get helps by my friends and this topic if was any serious question .

Edmundito

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Re: AGS engine Mac OS X port
« Reply #112 on: 27 Nov 2017, 06:45 »
Hello, I'm trying to make a build with the Mac port again and I forgot all the steps. I ran into an issue with patching allegro:

cd OSX/buildlibs
make

I get the error:
"patch: **** malformed patch at line 1874: diff --git a/src/ios/idrivers.c b/src/ios/idrivers.c"

When I look in OSX/buildlibs/build/allegro-4.4.2/src, there is no "ios" directory. I also looked at the allegro source and the tag "4.4.2" and there was no "ios" directory.

I see a comment from Nick in the Makefile:
"# - to update patch: git diff 4.4.2..osx-update > ../ags/OSX/patches/allegro-4.4.2.patch"

Is there a step I am missing?
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Re: AGS engine Mac OS X port
« Reply #113 on: 02 Dec 2017, 20:47 »
Edmundito,

Did you have any luck building a Mac port? Which version of Xcode are you using?

I'm running 9.1 and it's complaining about a lot of missing frameworks (CoreVideo, Cocoa, etc) from the osx-nick branch. Could use some help getting this off the ground.

Thanks!
« Last Edit: 25 Jan 2018, 00:20 by vga256 »

Edmundito

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Re: AGS engine Mac OS X port
« Reply #114 on: 03 Dec 2017, 19:51 »
I was able to make a build with 3.4.1 but it was not easy and not perfect. It seems that the game runs for now, we are testing to see where it breaks.

I've detail the current instructions here, you will need to be familiar with Xcode, Make, etc. Please follow them step by step:

https://gist.github.com/edmundito/4cc578f6eee51db7d20882cfa222b015

In summary:
- The OSX project is outdated with ags 3.4.1 but may work with ~3.4.0.13
- Some hacking needs to be done to make it work
- Allegro needs to be repatched properly to support ags 3.4.1

I recommend trying with v.3.4.0.13 or a later master hash 911fa50e7d19ea03629523bac952af5dc1b1845 3, I had luck making a build with around the part of the code last year. If you can get it to work then I would try v.3.4.0.16 which is the latest tag.
« Last Edit: 03 Dec 2017, 19:54 by Edmundito »
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Re: AGS engine Mac OS X port
« Reply #115 on: 04 Dec 2017, 14:55 »
Thanks so much for the build instructions - I'm going to try these out today and see how far I get. The Xcode branch has always been extremely fragile and difficult to patch/build plugins for - I'll let you know what my results are.

Update: Ah, I had forgotten to 'make install' the buildlib folder. Again, I'm using the osx-nick branch, so 99% of the work was already done for me.
« Last Edit: 04 Dec 2017, 16:16 by drblackfox »

Radiant

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Re: AGS engine Mac OS X port
« Reply #116 on: 26 Dec 2017, 12:00 »
Ok, I'm giving this a spin now, following Edmundito's instructions.

The step "make the libraries" fails. If I then do a checkout to v.3.4.0.13 and make again, it again fails. The error I'm getting is 'QuickTime/QuickTime.h' file not found.

Any advice on how to proceed from here please?

(edit) wait, I thought this was El Capitan but it turns out to be High Sierra. SDK 10.11 did the trick. The make process throws a lot of warnings but nothing stands out as problematic.

(edit edit) nope. I cheeck out to master again; replace the file.c file; remove the patch line from the Makefile and make again. This doesn't work. The two errors are cannot find interface declaration for NSQuickDrawView, superclass of llegroView; and unknown type name CGDirectPaletteRef. Maybe I should just try building 3.4.0 instead of the latest AGS version?

(edit edit edit) ignoring the above error, I open Xcode. First I get two errors to "change to recommended settings", which I allow. Now I get eight 'multiple build commands' warnings which don't seem important, and an allegro.h file not found (in draw.h)...
« Last Edit: 26 Dec 2017, 12:38 by Radiant »

Radiant

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Re: AGS engine Mac OS X port
« Reply #117 on: 26 Dec 2017, 13:56 »
Ok, it seems the AGSKit project cannot find the library files, and the ags project cannot find the header files. Adding these to the search paths in the respective xcode targets seem to help, but perhaps there's a better way than doing this manually?

I'm now getting a file not found on alplatf.h; looking through the folder there's an alplatf.h.cmake file which appears to be a proper C header; I'm not sure where the .cmake part comes from, maybe allegro didn't properly build?

Crimson Wizard

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Re: AGS engine Mac OS X port
« Reply #118 on: 26 Dec 2017, 13:59 »
I'm now getting a file not found on alplatf.h; looking through the folder there's an alplatf.h.cmake file which appears to be a proper C header; I'm not sure where the .cmake part comes from, maybe allegro didn't properly build?

Don't know anything about OSX build, but I know that alplatf.h is supposed to be generated if you run cmake script.

Radiant

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Re: AGS engine Mac OS X port
« Reply #119 on: 26 Dec 2017, 14:10 »
Yes, most .h files appear to be generated but not this one...

(edit) I basically conclude that the trick with getting file.c from sourceforge causes Allegro to not build. If I skip this step, then Allegro does build, but it appears to not cmake the proper header files. I'm not sure how to proceed from here.
« Last Edit: 26 Dec 2017, 14:20 by Radiant »