BlitzMax NG Download

Started by Rooster, June 08, 2017, 21:44:46

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Brucey

Quote from: Lavalamp on June 26, 2020, 06:48:01
Will NG be ported to the new ARM based MacOS? Universal 2?
I imagine so - once dependencies have been updated to work with it.

imaginaryhuman

#61
I'm considering making an image processing app, to sell online, for windows and mac at least. I'd love to be able to use blitzmax NG to do it. My main concern is the future support for hardware. And being able to get it onto e.g. mac app store and such where you apparently need to be an recognized publisher so as not to raise flags every time someone tries to install etc.

Apple will have shifted new hardware to their silicon within the next year. Intel mac will start to phase out, though it could take 10 years. Windows and Mac are both supported currently via the 64-bit support, how long will that last?

Do you think it's advisable for someone to make an app in BlitzMaxNG, with the intent of being able to keep it working for the next 10,20,30 years?

My only other choice is to do it in C# inside Unity3D as a development platform, which is not at all my preferred way to work, but at least a very likely long-term supported platform.

imaginaryhuman

Quote from: Brucey on June 27, 2020, 21:59:43
Quote from: Lavalamp on June 26, 2020, 06:48:01
Will NG be ported to the new ARM based MacOS? Universal 2?
I imagine so - once dependencies have been updated to work with it.

Do you have any estimate of when that might be, ie roughly when Blitz will compile to apple silicon computers?

imaginaryhuman

Hey folks. So I got a nice new Mac Studio M1 Max, and am trying out the Arm version of BlitzMaxNG.

I'm having some trouble installing it. I've unzipped it and I ran the run_me_first.command and got this:

Quote./build_dist.sh: line 2: bmk.console.release.macos.x64.build: No such file or directory
mv: rename dist/bootstrap/src/bmk/bmk to bin/bmk: No such file or directory
./build_dist.sh: line 7: bcc.console.release.macos.x64.build: No such file or directory
mv: rename dist/bootstrap/src/bcc/bcc to bin/bcc: No such file or directory
./build_dist.sh: line 11: bin/bmk: No such file or directory
mv: rename src/docmods/docmods to bin/docmods: No such file or directory
./build_dist.sh: line 14: bin/bmk: No such file or directory
mv: rename src/makedocs/makedocs to bin/makedocs: No such file or directory
./build_dist.sh: line 17: bin/bmk: No such file or directory
mv: rename src/maxide/maxide.app to MaxIDE.app: No such file or directory

Then I went to the terminal and tried the suggested ./build_dist.sh as mentioned in the release notes. I got this

Quote./build_dist.sh: line 2: bmk.console.release.macos.x64.build: No such file or directory
mv: rename dist/bootstrap/src/bmk/bmk to bin/bmk: No such file or directory
./build_dist.sh: line 7: bcc.console.release.macos.x64.build: No such file or directory
mv: rename dist/bootstrap/src/bcc/bcc to bin/bcc: No such file or directory
./build_dist.sh: line 11: bin/bmk: No such file or directory
mv: rename src/docmods/docmods to bin/docmods: No such file or directory
./build_dist.sh: line 14: bin/bmk: No such file or directory
mv: rename src/makedocs/makedocs to bin/makedocs: No such file or directory
./build_dist.sh: line 17: bin/bmk: No such file or directory
mv: rename src/maxide/maxide.app to MaxIDE.app: No such file or directory

Something I'm missing or doing wrong here?

imaginaryhuman

#64
I think I see what the problem is. In the scripts the reference to .x86 is supposed to be .arm64

e.g.

bmk.console.release.macos.x64.build

should be

bmk.console.release.macos.arm64.build

And similarly for any references to that in the build script. ...

build_dist.sh should be:


cd dist/bootstrap/src/bmk
source bmk.console.release.macos.arm64.build
cd ../../../..
mv dist/bootstrap/src/bmk/bmk bin

cd dist/bootstrap/src/bcc
source bcc.console.release.macos.arm64.build
cd ../../../..
mv dist/bootstrap/src/bcc/bcc bin

bin/bmk makeapp -a -r src/docmods/docmods.bmx
mv src/docmods/docmods bin

bin/bmk makeapp -a -r src/makedocs/makedocs.bmx
mv src/makedocs/makedocs bin

bin/bmk makeapp -t gui -a -r src/maxide/maxide.bmx
mv src/maxide/maxide.app MaxIDE.app

imaginaryhuman

Also of note... Xcode has to have its agreements 'agreed to' by opening Xcode and agreeing to the terms, before the compilation will work or the scripts will work. Since I updated Xcode and hadn't yet opened it i hadn't agreed to the terms so it was blocking the script.

sonic

hi imaginaryhuman, lovely to see you still helping people out here after all this time.

was a working Arm build ever .... built? did those suggestions you made lead to a working build i mean? i'm thinking of switching back to Mac for my gamedev but my toolchain is still in Blitzmax and i've been using NG 64bit for a while now on Windows

i'll probably order one and try and get it done myself within the return window of 2 weeks, but it would be great not to have to worry about that

Derron

As Brucey is running an M4 I assume arm builds ... on a mac, are a thing.


bye
Ron

sonic

i think i'll take the risk then, thanks Ron. it would make all the different to this 13 year project if i didn't need to rebuild my toolchain in another language. though the game itself is in Unity, the software i've created in Blitzmax has taken a long time to get to this point!