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Add macOS release #17
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@mateuszkrasucki Do you have command line steps for building the .app bundle, or did you build it by hand somehow? We could make this a GitHub Actions build :) |
@akx I did use a script and also did some slightly ugly huck with zsh script to make it actually start from a |
@mateuszkrasucki Well, you can take a look at my draft PR #18 :) I think there's something wrong with how I'm packaging the assets into the .app – if you can share your zsh script, I could adapt from there :) |
I tried the generated DMG which can be found from the builds. It's ok initial package but would need some additional work! SJ3 contains default settings, hills, "records" and many things under "Resources" dir. The binary does not work unless its working dir contains all resources files and the binary is also modifying those files. Likely those files should be copied to |
I've managed to successfully build SJ3 for Mac, for both x8664 and arm64.
Requirements:
homebrew
Steps
Since all the tooling works already with Apple Sillicon (
sdl2
forarm64
is already available inhomebrew
andfpc
can be easily built)it's also quite straightforward to build Apple Sillicon version.
I've bundled an universal app with SDL dylib included and here's the DMG available for download: https://www.dropbox.com/s/vfpdeu2m8a7tg8e/SJ3.dmg?dl=0.
You can add it as a Release if interested.
I don't have have an Apple Developer account so it's unsigned and not notarised so one have to go
Settings -> Security&Privacy
to accept Gatekeeper exception upon first launch. Except that, it just works :)In case somebody would like to add hills or modify names files etc. you have to open an app bundle by clicking
Show Package Contents
in context menu (option-click on the app
) and going intoContents/Resources
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