Talk:Devkitppc setup (Mac OS X)
I welcome discussion and indeed useful editing.
Unfortunately due to ill health maintenance of the page will be erratic at best, therefore I'd appreciate anyone with the knowledge to do so maintaining it and this discussion page.
I've attempted installation of this on my macbook running leapeard 1.5.3 but can't open any of the project files with xcode (which is installed fine). Any obvious things anyone can think of? I've got it running on my windows machine at the moment, so its nothing drastic. JD 15:33, 13 June 2008 (CEST)
- Not off hand, presumably you're using Xcode tools 3 not an older version? try importing the .xcodeproj, alternatively ignore the .xcodeproj completely and try staring a new project using the other source files. Nliwilson
- Nice one, since this is much more representative of what you'll have to do with a real, from scratch project anyway why not amend the article to reflect what you did? Your work, you should take credit. :) nliwilson
- Might get round to it at some point, but I'm not sure if it was just my install that may have fudged things a little?? JD 17:48, 13 June 2008 (CEST)
Actually your not the 1st person to have problems with the included xcodeproj files, my user account has been altered, tweaked, mangled and handed down from Mac to Mac so may times I've lost track of the changes I've made so it's perfectly possible I can do things I'm not supposed to be able to (in fact I know for sure I can in other respects). nliwilson 19:01, 13 June 2008 (CEST)
Missing Libraries vs PC
error on compiling "could not find -lfat" checked out the libraries and confirmed it was missing. I copied it from the PC version to the gc and wii folders and all worked fine, but just thought I'd let you know JD 11:39, 14 June 2008 (CEST)
- That's interesting, it's set in the make file, that's actually DevkitPPC for Mac failing to comply with "LIBS :="?
- What version of DevkitPPC did you download? I take it when you started it as a new project you specified it as a DevkitPPC target? I originally wrote this article with r14 Universal. I'll test r15 and see if it needs libs adding manually or if it needs more than that, Xcode can be difficult with you when it comes to generic make files. nliwilson 16:03, 14 June 2008 (CEST)
- It was devkitPPC r15 (universal osx leopard package). It wasn't a new project that I started on the mac, it was one which I was working on with another machine which I think was originally the spritetest demo from wiisprite package.
- The file was just missing from the installer package as far as I can tell, but it did come with the windows installer. it shouldn't matter for a lot of developers anyway, only those who want to access the SD card and its not hard to remedy JD 16:20, 14 June 2008 (CEST)
Hmm.. you're quite correct, it's not in the installer and not one of of Xcode's libraries? If you want to include it you'll need to grab it from another app/project/OS's install of DevkitPPC I guess. I'll spend more time on this over the week and see if there's anything else missing. I'll also install it on a PowerPC Mac and see if building for PowerPC on PowerPC makes any difference, it's not supposed to as Xcode compiles universal binaries by default but best to be thorough. nliwilson 17:20, 14 June 2008 (CEST)
- The issue is that libfat is separate from devkitPPC. Which PC installer did you use? Take a look at this Sourceforge view: http://sourceforge.net/project/showfiles.php?group_id=114505
- If you just install the devkitPPC release from that page, that's all you get -- except in the Mac installer, I cheated and added in libogc (but not libfat). Neither libogc nor libfat is included in the Windows or Linux archives. I guess the eventual solution is to reimplement something like the Windows "automated installer" (although I'm open to suggestions). Bushing 13:01, 16 June 2008 (CEST)
- I used the automated installer, which I suppose explains things. I should probably note down on the wiisprite guide about the libfat requirement as I don't think it mentioned it at all? JD 20:33, 16 June 2008 (CEST)
FYI: I've fixed the broken gcube link but gcube for Mac still sucks badly. You may need to test most projects live but with the introduction of TCP Loader, the HomeBrew Channel and Wiiload that's pretty easy these days. nliwilson
- Wiiload kicks ass!! I'm not even bothering with the gcube emu thing on my windows machine because of how easy it is! then again I do have my Wii on a composite input on the PC!! JD 17:48, 13 June 2008 (CEST)
- Yes it does! :D As well as being a cinch form a command line there are 2 GUI's for Mac (I built one of them because I couldn't get the other one up and running), I've considered taking gcube out of this article altogether and just advising the use of WiiLoad instead, any thoughts? BTW: I also started writing a similar article to this one and scripted a WiiLoad GUI for Linux but realised there'd be absolutely no demand for it. ;) nliwilson 19:01, 13 June 2008 (CEST)
Nice walkthrough! With the r15 installer, as long as you're running on Leopard with Xcode 3, you should be able to simplify this quite a bit:
- If people are not seeing their environment updated ($PATH), I need to know, because this is a bug. I have not heard any reports of this failing.
- The steps to manually open the example xcodeproj are redundant. Those sample projects aren't projects, but project templates -- I don't even know if they will work properly when used in the manner described here. Just go to File -> New Project -> User Templates -> devkitPro -> "devkitPPC Wii Project". Again, if this is not working correctly, I need to know so i can fix it. Bushing 05:14, 15 June 2008 (CEST)
Thanks, this walkthrough's been up for a while so really need's updating, however if I'm going to give it an overhaul I need to go through the process on a "virgin" machine. I'll let you know the result by the end of the week. nliwilson 12:03, 16 June 2008 (CEST)