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Joined: Jan 2006
Posts: 3,691
Very Senior Member
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Very Senior Member
Joined: Jan 2006
Posts: 3,691 |
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?)
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Joined: Mar 2001
Posts: 17,215 Likes: 234
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,215 Likes: 234 |
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.
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Joined: Jan 2006
Posts: 3,691
Very Senior Member
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Very Senior Member
Joined: Jan 2006
Posts: 3,691 |
according to this article http://www.macworld.com/article/142379/2009/08/snow_leopard_64_bit.htmlSnow 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
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Joined: Mar 2001
Posts: 17,215 Likes: 234
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,215 Likes: 234 |
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.
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Joined: Jul 2006
Posts: 109 Likes: 1
Senior Member
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Senior Member
Joined: Jul 2006
Posts: 109 Likes: 1 |
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.
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Joined: Jul 2008
Posts: 72
Member
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Member
Joined: Jul 2008
Posts: 72 |
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.
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Joined: Mar 2001
Posts: 17,215 Likes: 234
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,215 Likes: 234 |
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.
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Joined: Jul 2008
Posts: 72
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Joined: Jul 2008
Posts: 72 |
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.
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Joined: Feb 2007
Posts: 549
Senior Member
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Senior Member
Joined: Feb 2007
Posts: 549 |
You can skip the iOS stuff when you install XCode.
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