Thanks to the recent purchase of an Intel Mac, I am now able to produce universal binaries, which I figured out pretty quickly thanks to Nigel Brown's little tut.
However, there is one slight problem if you include media and other files in your game by usig Incbin ... you end up with the media/files being included TWICE! This obviously means that you end up with a file that is roughly twice the size of a binary meant for just a single platform. This means that currently, I am offering three downloads from my site, giving a user the choice between PPC only, Intel only, or a universal - depending on their needs.
Now the obvious solution to this would be to not use Incbin and have all your media stored in a separate folder alongside your app. This is not only messy, as your media/files are clearly visible, but also allows for unscrupulous types to nick your media, easily.
Now I don't know how this old universal binary stuff works, but is it possible to compile a single universal binary that accesses the one set of media/files? I know this isn't possible within BlitzMax at the moment, but it would be nice if this were possible when Mark decides to add it. Mark, you did mention you may look into this when 10.5 is out ;o) Any thoughts?
In the mean time, the second solution would be to include the media as part of the application bundle itself. This question was asked before, by Indiepath, who also found a solution, but then didn't reveal how it was done to the rest of us. Come on, Indie, do tell ;o)
Anyone else noticed this problem and if so, what did you do about it? Or are you just living with it for the time being?
However, there is one slight problem if you include media and other files in your game by usig Incbin ... you end up with the media/files being included TWICE! This obviously means that you end up with a file that is roughly twice the size of a binary meant for just a single platform. This means that currently, I am offering three downloads from my site, giving a user the choice between PPC only, Intel only, or a universal - depending on their needs.
Now the obvious solution to this would be to not use Incbin and have all your media stored in a separate folder alongside your app. This is not only messy, as your media/files are clearly visible, but also allows for unscrupulous types to nick your media, easily.
Now I don't know how this old universal binary stuff works, but is it possible to compile a single universal binary that accesses the one set of media/files? I know this isn't possible within BlitzMax at the moment, but it would be nice if this were possible when Mark decides to add it. Mark, you did mention you may look into this when 10.5 is out ;o) Any thoughts?
In the mean time, the second solution would be to include the media as part of the application bundle itself. This question was asked before, by Indiepath, who also found a solution, but then didn't reveal how it was done to the rest of us. Come on, Indie, do tell ;o)
Anyone else noticed this problem and if so, what did you do about it? Or are you just living with it for the time being?