Hi
Has anybody been able to build an iphone project on a Apple MAC? I keep getting this error during the build process "libPROGRAM.a file too small" ??
Any ideas how to solve?
Thanks
I think you need to run libtool -arch_only armv6 libPROGRAM.a -o libNEWPROGRAM.a
Thanks I will try this.
I tried that, but unfortunately I get :
libtool: no library created (no object files in input file)
Hi
I got the same message.
Hi.
First of all, the apps compiled with glbasic are suitable for Iphone simulator or only for real iphone ?.
When I compiled for Iphone device, i get this error -> Code Sign Error: The identity iphone developer dosn't match any valid certificate/private key pari in the default keychain
When I compiled for Iphone simulater, i get this errors:
---------------------------------------
collect2: ide returned 1 exit status
symbol(s) not found
_main in main.o
(X) "_GLB_iPhone_call_main", referenced form:
_main in main.o
(X) "_iPhoneDeviceID", referenced from:
---------------------------------------
Any idea?
I have the SDK for free but not purchase the license 100$ by now. Is neccesary ?
Thanks.
The compiler in windows say this:
--------------------------------------------------------------------------------
*** Configuration: IPHONE ***
precompiling:
GPC - GLBasic Precompiler V.7.003 - 3D, NET
Wordcount:3 commands
compiling:
arch:
/cygdrive/q/Compiler/platform/iPhone/bin/arm-apple-darwin9-ar: can't find or exec: /usr/local/bin/arm-apple-darwin9-ranlib (No such file or directory)
/cygdrive/q/Compiler/platform/iPhone/bin/arm-apple-darwin9-ar: internal ranlib command failed
Creating .app for Hello_world
--------------------------------------------------------------------------------
Is needed any library to windows?
Oh dear ;)
OK, first, the iPhone compiler yield's some warning when creating a library:
/cygdrive/q/Compiler/platform/iPhone/bin/arm-apple-darwin9-ar: can't find or exec: /usr/local/bin/arm-apple-darwin9-ranlib (No such file or directory)
/cygdrive/q/Compiler/platform/iPhone/bin/arm-apple-darwin9-ar: internal ranlib command failed
Ignore that.
Next, the iPhone is release only, not for the simulator.
Third, the next update will solve the problem with the libtool.
You don't need the full SDK for compilation on iPhone, the demo is enough.
Quote from: Kitty Hello on 2009-Jul-21
Oh dear ;)
OK, first, the iPhone compiler yield's some warning when creating a library:
/cygdrive/q/Compiler/platform/iPhone/bin/arm-apple-darwin9-ar: can't find or exec: /usr/local/bin/arm-apple-darwin9-ranlib (No such file or directory)
/cygdrive/q/Compiler/platform/iPhone/bin/arm-apple-darwin9-ar: internal ranlib command failed
Ignore that.
Next, the iPhone is release only, not for the simulator.
Third, the next update will solve the problem with the libtool.
You don't need the full SDK for compilation on iPhone, the demo is enough.
Hi gernot
But when I compile for real device I get this error-> Code Sign Error: The identity iphone developer dosn't match any valid certificate/private key pari in the default keychain
How can i resolve this?
Many thanks. :good:
Hi Javiero....
I install SDK Beta 7.0 and compiling for Iphone shows this message:
_______________________________________
*** Configuration: IPHONE ***
precompiling:
GPC - GLBasic Precompiler V.7.003 - 3D, NET
Wordcount:3 commands
compiling:
arch:
arm-apple-darwin9-ar: temporary file: No such file or directory
Creating .app for Hello_world
...build the Proejct in: C:\Users\Jordi\Documents\GLBasic\Samples\Basics\XCode on Mac,
then copy the 'iPhone' binary to the .app directory
success
_______________________________________
*** Finished ***
Elapsed: 4.3 sec. Time: 16:32
Build: 1 succeeded.
Maibe I need a Macintosh... ;/
(Tried for compile on Vista).
Thats okay - its just a message stating that you now need to compile the rest on a Mac...
OK here a quick How To.
1.
Compile you favorit Game on Windows with GLBasic. Ignore the Warnings about ranlib and ar.
2.
Copy the XCode Folder to your mac (required because apple license)
Temporary: Open Terminal go to the XCode Folder copied from Windows machine. Then into Lib Folder.
type: libtool -arch_only armv6 libPROGRAM.a -o libNEWPROGRAM.a
rm -rf libPROGRAM.a
mv libNEWPROGRAM.a libPROGRAM.a
3.
Open XCode Project and Set the Application Details for you Game like:
Name: Muh
Company: com.blah.Muh (or something similiar like your Developer Certificate is created for)
4.
Set SDK to 3.0 or 3.1 Device Debug and compile. It will automatically start on the provisioning Phone or Pod if connected.
Please let me know if something unknown or errors happened.
regards
trucidare
@javiero
To compile to Real iPhone hardware you need to have an iPhone Developer Account. There you can create a Certificate for each of your programs. Install it on your host machine and you will able to compile your program for real Hardware.
Quote from: trucidare on 2009-Jul-21
@javiero
To compile to Real iPhone hardware you need to have an iPhone Developer Account. There you can create a Certificate for each of your programs. Install it on your host machine and you will able to compile your program for real Hardware.
Thanks traducidare, my problem is I don't have a certificate.
I need purchase the 100$ developer account for certificate or only with the sdk demo is needed?
Please visit the Chat tomorrow i will explain something to you ;)
Hopefully I'll be there too. :whistle:
Wonder if the toollib error I got was because I hadn't chdir into the correct directly and just passed the full path as the parameters... Will have to look into that later...
Quote from: trucidare on 2009-Jul-21
Please visit the Chat tomorrow i will explain something to you ;)
Ok traducidare. thanks :good:
What hour ?
From 9 am
Question - is this the fixed v7 for iPhone or are there still issues with SDL?
Tried moving to the relevent directory, but still getting the libtool error
Hi
When I make this ->" libtool -arch_only armv6 libPROGRAM.a -o libNEWPROGRAM.a "
i get this error -> "libtool: no library created (no object files in input files)"
any idea ?
Has anybody managed to compile for iphone on Mac? Or will it only be possible when the next update of version 7 comes out?
Yes, the build errors were sort - unfortunately there seems to be a problem with sprites.
Quote from: MrTAToad on 2009-Jul-23
Yes, the build errors were sort - unfortunately there seems to be a problem with sprites.
Can you please explain how you managed to get the build to work?
I didn't (couldn't use the Mac at the time) - someone else was trying it.
Hiro was going through various items on the chat forums, trying to work out the problem.
Quote from: MrTAToad on 2009-Jul-23
I didn't (couldn't use the Mac at the time) - someone else was trying it.
Hiro was going through various items on the chat forums, trying to work out the problem.
Okay. Thanks
Does anybody know if the iPhone build is now working correctly? :|
Haven't seen the person who had a Mac & iPhone in the chat rooms for a few days now. The last I heard was that it works, but some graphics were using the centre of the screen as the origin of 0,0...
It should also be noted that the iPhone WILL NOT take regular, standard PNG's - they have to be converted to a special type (Apple being awkward again). See :
http://www.hackthatphone.com/2x/convert_png_files.html (http://www.hackthatphone.com/2x/convert_png_files.html)
http://www.modmyi.com/wiki/index.php/Iphone_PNG_images (http://www.modmyi.com/wiki/index.php/Iphone_PNG_images)
http://www.clintharris.net/2009/handy-iphone-dev-tool-convert-iphone-formatted-images-back-to-regular-pngs-with-iphonepng/ (http://www.clintharris.net/2009/handy-iphone-dev-tool-convert-iphone-formatted-images-back-to-regular-pngs-with-iphonepng/)
Quote from: javiero on 2009-Jul-22
Hi
When I make this ->" libtool -arch_only armv6 libPROGRAM.a -o libNEWPROGRAM.a "
i get this error -> "libtool: no library created (no object files in input files)"
any idea ?
Hello (first post here after lots of lurking),
I finally got around to buying a copy of GLBasic, and so far so good :) Should have bought it much sooner I think! Anyway did anyone manage to get past this error, and if so any chance of letting a simpleton like me know how to? When I look into the libPROGRAM.a file generated by GLBasic it doesn't seem to contain any objects?
Also is it possible to compile GLBasic completely on OSX instead of developing it in Windows and then porting it across?
Cheers for now,
Unc
For the first part of the question, it was possible though a bit of shell (bit more than libtool), but I cant remember what. My chat logs dont mention it :(
Hopefully, it'll be simple when its out of beta.
As for the second question : No, it cant. You could sort of cheat and use Parallels/VMWare with a copy of Windows...
Cheers MrTAToad,
I will just have to wait for the final version then ;) Not a problem as I will continue to write my game anyway. As for part 2, indeed Im going to install Parallel as soon as I can find my original XP disks.
Here's another stupid question... if my game was designed for Landscape mode do I need to do anything special for example the default screen size is 320 x 480, is it ok for me to change this to 480 x 320 to develop the game?
It wont be able to detect if the phone is rotated, nor is landscape mode converted.
Landscape mode could be emulated of course, by rotating everything around 90 degrees and plotting everything from the top right
Next on Todo list: Landscape.
Waiting for first appstore review, then we will go on.
What's the product that'll be in the Appstore ?
Guys, thank you for all the replies. I suppose this is my main question. Will the final release of GLBASIC version 7 be able to build for iPhone if you own a MAC and are a registered developer with Apple?? :| I know this was stated as being true, but there does seem to be some problems with the procedure going from PC to Xcode on the MAC.
I'm sure the current problems will be sorted :)
We submitted our first program to the app store and wait for a positive review.
After that, iPhone support is Go. It's not working as nice as I hoped, but we make a PDF with screenshots where every step is described.
Quote from: Kitty Hello on 2009-Jul-29
We submitted our first program to the app store and wait for a positive review.
After that, iPhone support is Go. It's not working as nice as I hoped, but we make a PDF with screenshots where every step is described.
This is brilliant news. Thank you very much. :good: :good: :good: