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Re: New build instructions for SDLMAME on Mac OS X [Re: MAMEBase] #60752
04/03/10 04:38 AM
04/03/10 04:38 AM
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Trondheim, Norway
etabeta78 Offline
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Originally Posted By MAMEBase
SDLMAME will auto detect your CPU type (PPC or Intel), and your system type (32 bit or 64 bit), and build accordingly.


actually, on my macbook pro with Snow Leopard, MAME builds 32-bit even if the OS supports 64-bit apps. hence, I had to add PTR64=1. is this expected? or is the identification process at fault (and if this is the case, can I help to fix it?)

Re: New build instructions for SDLMAME on Mac OS X [Re: etabeta78] #60754
04/03/10 05:26 AM
04/03/10 05:26 AM
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R. Belmont Offline
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Means you're running a 32-bit kernel. OS X is weird in that it can run 64-bit apps on a 32-bit kernel in some cases. The autodetect on Macs only builds 64 bit if you boot the system 64-bit.

Re: New build instructions for SDLMAME on Mac OS X [Re: R. Belmont] #60755
04/03/10 05:38 AM
04/03/10 05:38 AM
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Trondheim, Norway
etabeta78 Offline
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according to this article

http://www.macworld.com/article/142379/2009/08/snow_leopard_64_bit.html

Snow Leopard is fully capable of running 64bit apps, but the OS uses a 32bit kernel because current hw does not need a 64bit kernel. part of it might as well be true, but I don't currently really care: the important part is the full 64bit capability. hence, I will be able to play n64 at 50% of speed with no frameskip :P

back to the autodetect point, there is no problem if I have to add a PTR64=1, but I would suggest to update the original instructions with a paragraph about Snow Leopard 32bit users because the speed gain with a 64bit compile might be appreciated wink

Re: New build instructions for SDLMAME on Mac OS X [Re: etabeta78] #60759
04/03/10 11:55 AM
04/03/10 11:55 AM
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R. Belmont Offline
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The real bottom line is that unless you're running a rare handcrafted 3rd party kernel driver for something and/or don't have a Core 2 Duo CPU, you should just reboot with 6-4 held down or whatever the appropriate magic is and then the autodetect will kick in fine.

I will not change the instructions. Always ending up with a safe working executable is my first priority, especially for Mac users.

Re: New build instructions for SDLMAME on Mac OS X [Re: R. Belmont] #61025
04/10/10 08:05 PM
04/10/10 08:05 PM
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scarlet Offline
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The autodetect could determine if there is a 64-bit EFI installed:

http://www.ihackintosh.com/2009/08/snow-leopard-106-and-64-bit-what-you-need-to-know/

But it's not a big issue... although that link could be useful for anyone that wants to always boot into a 64-bit kernel.

Re: New build instructions for SDLMAME on Mac OS X [Re: Monotremata] #64462
09/13/10 01:25 AM
09/13/10 01:25 AM
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r0ni Offline
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Originally Posted By Monotremata
Just curious RB, do you know why r0ni includes the endings script with his binaries??


I do? That's definitely a oversight, I have a script I use to build them and package them up, I prob need to do some work on it still, as I haven't changed it since sdlmame merged into baseline. I'll take a look at it.

And I can't support Tiger as I no longer have a PPC Mac. I don't think there is a legit Intel 10.4 disk out there, I could be wrong though.


SDLMAME OSX Intel Builds: http://sdlmame.lngn.net/
Re: New build instructions for SDLMAME on Mac OS X [Re: MAMEBase] #68992
04/27/11 11:25 PM
04/27/11 11:25 PM
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Argentina
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franciscohs Offline
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I'm new to the MAC and still testing out. Are these instructions still valid for XCode 4?

Is there a chance to achieve the same using GCC et al.?

XCode seems awfully big and I would like to keep the clutter down, don't need all the iOS developer stuff and such.

Re: New build instructions for SDLMAME on Mac OS X [Re: MAMEBase] #68994
04/27/11 11:37 PM
04/27/11 11:37 PM
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R. Belmont Offline
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The instructions are still valid, yes.

XCode includes "GCC et al" - it's the easiest way to get it on the Mac. It's equivalent to installing the "development" package group on Linux distros.

Re: New build instructions for SDLMAME on Mac OS X [Re: MAMEBase] #68996
04/28/11 12:56 AM
04/28/11 12:56 AM
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Argentina
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franciscohs Offline
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Thanks, I'll see how it goes.

I was wondering about the XCode tools since it's 4GB and includes SDK, iOS emulators, etc. But I guess it's the best to go with the standard tools.

Re: New build instructions for SDLMAME on Mac OS X [Re: MAMEBase] #69067
04/28/11 05:24 PM
04/28/11 05:24 PM
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Sune Offline
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You can skip the iOS stuff when you install XCode.

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