Help with Alllegro

lillo
Unregistered
 
Post: #1
Hello

I need someone with MacOS 10.1.x to try compiling the latest CVS snapshot of the Allegro game programming library. I've recently added a CoreAudio digital and MIDI drivers, and since I've used V2 AudioUnits (which were introduced in Jaguar), I'm almost sure it'll not compile anymore for 10.1.x users. I need to know what exactly fails to be able to fix it, but I cannot do it myself as I have 10.2.8 installed here.

The instructions where to get the latest Allegro CVS snapshot can be found here:

http://alleg.sourceforge.net/cvs.html

Once you get it, to compile you need to do:

sh ./fix.sh macosx
make depend
make
sudo make install

The "make depend" step is normally not needed, but you have to do it since this is a CVS snapshot and not an official release (yet).
For any more information on installing on OSX, read the file docs/build/macosx.txt (Here is an HTML version corresponding to latest official release)

The "make" step will probably fail under 10.1.x. I'd be really grateful if you could report any error(s).
Thanks in advance!
Quote this message in a reply
Member
Posts: 749
Joined: 2003.01
Post: #2
Uell‡ Angelo, glad to know you're still working on allegro. Yeah, I have 10.1.5 and I think I'll check out allegro soon, when I can.
Just a few questions: does allegro take care of making windows or do I need an other api to do so? (Do I need to use also carbon or cocoa?)
Is allegro fast? About as opengl?

Thx,

Matteo
Quote this message in a reply
lillo
Unregistered
 
Post: #3
Allegro manages everything for you; to set a gfx mode for example, all you have to do is:

set_color_depth(32);
set_gfx_mode(GFX_AUTODETECT, 640, 480, 0, 0);

It'll find the best mode (windowed or fullscreen) for you. You can also specify GFX_AUTODETECT_FULLSCREEN or GFX_AUTODETECT_WINDOWED if you have particular needs. If an Allegro program is well written, it compiles unchanged on all supported platforms (DOS, Win32, Linux/Unix, BeOS, QNX and MacOSX of course). No need to use platform specific stuff like Carbon or Cocoa (OSX Allegro uses Cocoa and a bit of Carbon under the hood).

<advertisement>
Allegro is a 2d multiplatform library, ala SDL but with an higher level API, which is (IMHO) easier to use.
As an example of its capabilities, you could check out Head Over Heels, a game using Allegro that I recently ported to OSX. Or have a look at http://alleg.sourceforge.net and http://www.allegro.cc.
</advertisement>

About speed, remember we're talking 2d here: as a 2d API it is pretty fast (OSX version supports 2d acceleration via CopyBits). And if you need OpenGL, you can have a look at AllegroGL, an add-on for Allegro that adds an OpenGL gfx driver to the library (so you can do set_gfx_mode(GFX_OPENGL, ...)); the site reports latest version as 0.1.4 and not supporting OSX; latest CVS snapshot has had OSX support for quite a while now and works nicely.

Now back on topic, I'll wait for compiling error reports here, thanks!
Quote this message in a reply
Member
Posts: 304
Joined: 2002.04
Post: #4
Quote:Originally posted by lillo
Allegro is a 2d multiplatform library, ala SDL but with an higher level API, which is (IMHO) easier to use.
As an example of its capabilities, you could check out Head Over Heels, a game using Allegro that I recently ported to OSX.
Love that game! Thanks so much for porting it (and Allegro)!
Quote this message in a reply
Post Reply