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Old 2008-01-01, 19:50   #1
shaneuk
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Question Pre-compiled binary build of XBMC for Mac OS X?

If anyone has successfully built a binary version of xbmcs x is there any chance they could host it anywhere? if they are short on hosting space i can host the build on my isp webspace.
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Old 2008-01-01, 21:32   #2
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I just made an archive and it came to 118mb! Think there may be lots of crap in there.

Anyway, you will need to install a series of libraries to be able to run the app, so you might as well just compile it yourself.

Other than the python and sdl libs I mentioned in a previous post, you also need the following from macports :

libcdio
libfreetype
libfribidi
libGLEW
liblzo
libsqlite3
libz
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Old 2008-01-01, 22:00   #3
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Thanks ukp62. I am new to compiling on the Mac so this might take me a while but I am going to give it a shot
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Old 2008-01-01, 22:09   #4
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ah thankyou for the information, i was under the assumption that one could just create a stand alone binary. I'll give it a go later (compiling) how much of the build is functional?
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Old 2008-01-01, 23:02   #5
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I'll look at creating a .app bundle target which will include all the required libraries once I've got it running under Xcode. Then someone can build that revision and think about hosting.

As ukp62 pointed out, it will be pretty big...
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Old 2008-01-02, 00:31   #6
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I seemed to be stuck with this error:

Code:
error: unknown register name 'eax' in 'asm'
Anybody have an idea why?
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Old 2008-01-02, 01:03   #7
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Quote:
Originally Posted by blubyu View Post
I seemed to be stuck with this error:

Code:
error: unknown register name 'eax' in 'asm'
Anybody have an idea why?
Do a debug build, otherwise you'll run into errors. And don't compile for ppc.
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Old 2008-01-02, 01:42   #8
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elan - Thanks for that. I can now get past that error. Do you want us to keep posting errors that we are getting or should we wait for your *official* way to compile and install this? I don't want to bother you with my errors if it turns out I am not doing it the way it is suppose to be done
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Old 2008-01-02, 01:47   #9
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I'm just doing trial and error to get it working. I am now getting this error:

/Users/stuart/XBMC/guilib/TextureManager.cpp:873: error: 'struct SDL_PixelFormat' has no member named 'colorkey'
/Users/stuart/XBMC/guilib/TextureManager.cpp:873: error: 'struct SDL_PixelFormat' has no member named 'alpha'

Any idea what I can do to fix this? As long as one of us gets this compiled we can share a guide and the binary.

Thanks again for all the work you've done!
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Old 2008-01-02, 02:01   #10
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Quote:
Originally Posted by blubyu View Post
elan - Thanks for that. I can now get past that error. Do you want us to keep posting errors that we are getting or should we wait for your *official* way to compile and install this? I don't want to bother you with my errors if it turns out I am not doing it the way it is suppose to be done
I would wait, until you want to help other (very) early adopters. I'll be posting some stuff to the wiki soon. Plus I'm trying to move the build over to Eclipse, as XCode is just not doing it for me.

-elan
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