Author Topic: AGS engine Mac OS X port  (Read 85400 times)

Re: AGS engine Mac OS X port
« Reply #180 on: 26 Jul 2020, 18:12 »
Thanks for the tip, Morgan, I'll make sure to update allegro.

Code signing (and app notarization) is the last step you want to perform.  If you modify the app bundle after it has been code signed, that will invalidate the signing.  However, it is possible to build the app and then code sign once you have the completed bundle.  Of the AGS games I've ported (and other projects), it is possible to manually code sign the app so Xcode (or even the source code) is not necessary.

As far as I know, you need to be using the newer (and custom) Allegro version from the repository in order to have the colours work correctly:
https://github.com/adventuregamestudio/lib-allegro/tree/allegro-4.4.3.1-agspatch

One issue I struggled to test is whether the signing for an app bundle is invalidated when the game data file changes:
https://github.com/adventuregamestudio/ags/pull/1083#issuecomment-650588478
I don't suppose you know the answer?

Snarky

  • Global Moderator
  • Global Moderator
  • Mittens Lord
  • Private Insultant
    • Best Innovation Award Winner 2018, for his numerous additions to the AGS open source ecosystem including the new Awards Ceremony client and modules
    • Snarky worked on one or more games that won an AGS Award!
    •  
    • Snarky worked on one or more games that was nominated for an AGS Award!
Re: AGS engine Mac OS X port
« Reply #181 on: 07 Oct 2020, 13:56 »
In coding, it's useful to have a big, high-resolution screen, and of course a comfortable keyboard. Keyboard quality has been a problem on some recent MacBook models (google "mac butterfly keyboard"), so that's something to look out for. The precise model shouldn't matter much otherwise, I don't think.

Re: AGS engine Mac OS X port
« Reply #182 on: 08 Dec 2020, 04:03 »
An issue I just encountered with the 3.5 build of AGS is that an allegro.log file is being written inside of a Mac's app bundle when the game launches.  Is there a way to disable this with the acsetup.cfg file, or is this something with Allegro that needs to be changed so it stops writing to the allegro.log file?  This is causing major problems since it breaks the code signing of the app if something changes within the app bundle.

As far as I know, you need to be using the newer (and custom) Allegro version from the repository in order to have the colours work correctly:
https://github.com/adventuregamestudio/lib-allegro/tree/allegro-4.4.3.1-agspatch

One issue I struggled to test is whether the signing for an app bundle is invalidated when the game data file changes:
https://github.com/adventuregamestudio/ags/pull/1083#issuecomment-650588478
I don't suppose you know the answer?

Crimson Wizard

  • Local Moderator
    • Best Innovation Award Winner 2013, for spearheading the AGS 3.3.0 project
    • Lifetime Achievement Award Winner
    • Crimson Wizard worked on one or more games that won an AGS Award!
    •  
    • Crimson Wizard worked on one or more games that was nominated for an AGS Award!
Re: AGS engine Mac OS X port
« Reply #183 on: 08 Dec 2020, 04:09 »
I could be mistaken, but I thought allegro.log is only written if you compiled engine in Debug configuration or using debug version of allegro library. Could you double check that you are using a release build?

What kind of messages that log contains?

PS. AGS itself does not control that behavior.
« Last Edit: 08 Dec 2020, 04:13 by Crimson Wizard »

Re: AGS engine Mac OS X port
« Reply #184 on: 09 Dec 2020, 03:13 »
I wouldn't be surprised if there was some debug setting in Allegro.

Here's an example of what is being written to the allegro.log:

Code: Adventure Game Studio
  1. al-main INFO: Allegro initialised (instance 1)
  2. al-gfx INFO: Called set_gfx_mode(1129268812, 356, 200, 0, 0).
  3. al-gfx INFO: First call, remembering console state.
  4. al-gfx INFO: The driver will wait for vsync.
  5. al-gfx INFO: set_gfx_card success for 356x200x32.
  6. al-osxgl INFO: OpenGL Version: 2.1 INTEL-12.10.24
  7. al-osxgl INFO: Vendor: Intel Inc.
  8. al-osxgl INFO: Renderer: Intel(R) Iris(TM) Pro Graphics 6200
  9. al-gfx INFO: Called set_gfx_mode(-1, 0, 0, 0, 0).
  10. al-gfx INFO: Closing graphics driver (0x1009feb90) Cocoa GL full.
  11. al-gfx INFO: Closing, restoring original console state.
  12. al-gfx INFO: Graphic mode closed.
  13.  

I could be mistaken, but I thought allegro.log is only written if you compiled engine in Debug configuration or using debug version of allegro library. Could you double check that you are using a release build?

What kind of messages that log contains?

PS. AGS itself does not control that behavior.

Re: AGS engine Mac OS X port
« Reply #185 on: 09 Dec 2020, 04:56 »
After consulting with my wise rubber duck, I believe I have solved the problem.  The previous build of the Mac AGS shell app was likely a debug build, so Allegro thought that writing a log file into the app bundle's Resource folder was a good idea (it wasn't).  I followed the build instructions using CMake at this post (https://www.adventuregamestudio.co.uk/forums/index.php?topic=47264.msg636611972#msg636611972) and wrote up a small script and ran that from the ags-release-3.5.0 directory.  I have code signed the app and run it, and it appears that the allegro.log file is no longer appearing, so this looks promising now.

Re: AGS engine Mac OS X port
« Reply #186 on: 22 Jan 2021, 05:31 »
Here’s a build from the 3.5 release, I tested my game which is being made in 3.5 (patch 7) and it works (OSX 10.15.7).
It seems it wants the .exe renamed to game.ags instead of ac2game.dat (or ac2.dat), but once you rename it just right/control click on AGS.app then put the files in Contents > Resources

https://www.dropbox.com/s/u4bewlhouh2muqt/AGS%203.5%20Mac.zip?dl=0

eri0o

Re: AGS engine Mac OS X port
« Reply #187 on: 22 Jan 2021, 11:20 »
Hi @TheVolumeRemote,

The name change should be mentioned in the paragraph here: https://github.com/adventuregamestudio/ags/tree/master/OSX#adding-resources-for-the-game

After reading your message I am a bit confused, did you find a bug and you are reporting or did it not work? Can you explain it a bit more?

Re: AGS engine Mac OS X port
« Reply #188 on: 22 Jan 2021, 19:57 »
Thanks mate I had missed the name change info! I posted that because my game in progress (being made in 3.5 latest) didn’t work in the previous shell which is from the 3.4.4 build  (download posted on page 1 from someone’s google drive). I tried it as ac2game.dat, ac2.dat and game.ags. But it does work in the 3.5 build (the link I posted). So I mainly just posted that so that if anyone is working on a game in 3.5 and it won’t work in the old 3.4.4 wrapper, they can download my 3.5 wrapper and it should work :)