
- 0xed for mac mac os#
- 0xed for mac install#
- 0xed for mac code#
0xed for mac install#
Install required packages: ' brew install boost freeimage mono wget'.Ensure that XCode command line tools are installed with this command: ' xcode-select -install'.
0xed for mac mac os#
If you wanted to install it of a modern Mac OS like Mojave, it is easy: That's the main set of tools that CPCtelera includes, but there are many others also included. And, though in Spanish, you have tens of videos on programming games in C and ASM with CPCtelera in my youtube channel.You may customize everything to your needs.
0xed for mac code#
All source code included, from all tools. Low level library with many optimized functions (you may not use it if you prefer to program your own, but you have it if you like). Automatic CDT and DSK management system. This way you can compile and test all your project instantly with a single command Automatic installing and console management of RetroVirtualMachine: lets you launch your CDT, DSK and SNA directly into RVM2 easily from the console. Automatic Tiled tilemaps conversion system. Automatic Arkos music conversion system. Automatic image conversion system with Img2CPC. You can seamlessly develop in C and ASM at the same time (with C and ASM files together in your own project). Automatic generation of DSK, CDT and SNA from your source files. Custom project management system, that lets you create projects with a single command, and then you can compile all your files just by typing in 'make'. ASZ80 assembler, integrated within SDCC, to be able to develop in ASM. SDCC compiler, to be able to program in C. Please, remember that CPCtelera is not a maker, but a framework of integrated tools for Amstrad CPC development. You can have those files if that helps you getting started.ĬPCtelera works on Mac. (writing from my Linux machine atm), but my tool-chain is basically hand-made and consists of Vim, a Makefile, that assembler and MacCPC.įor testing on a real CPC I have recently started using the m4 - it's a great add-on, go check it out if you don't have it yet:Īs for running the code, my Makefile actually injects the object code that the assembler spits out into a snapshot file which I have to look up which assembler I am using I use MacCPC emulator to run the code, it's ok as far as I can see. In Retro Virtual Machine 2 (which is excellent!) there's a debugger, which mentions a load command (load binary files in memory), but struggling to get that to work. I know there are Z80 assemblers for Mac, but I'm struggling to work out how I can actually run any little bits of code I create in an emulator. Is there a guide anywhere for developing for the Amstrad on a Mac? Anybody out there compiled v3.6.Quote from: shaymanjohn on 10:07, 29 March 20 I would really need a dcmj2pnm binary with the +Fn option running on 10.6.8+. Isn't it possible to build 3.6.2 for 10.6.8? I have no further experience with compiling generally.
Ld: symbol(s) not found for architecture i386Ĭlang: error: linker command failed with exit code 1 (use -v to see invocation) Ld: warning: ignoring file /usr/local/lib/libjpeg.dylib, file was built for unsupported file format ( 0xcf 0xfa 0xed 0xfe 0x 7 0x 0 0x 0 0x 1 0x 3 0x 0 0x 0 0x 0 0x 6 0x 0 0x 0 0x 0 ) which is not the architecture being linked (i386): /usr/local/lib/libjpeg.dylibĭiTIFFPlugin::write(DiImage*, _sFILE*, unsigned long) const in libdcmimage.a(dipitiff.o)ĭiTIFFPlugin::getLibraryVersionString() in libdcmimage.a(dipitiff.o) Code: Select all ld: warning: ignoring file /usr/local/lib/libtiff.dylib, file was built for unsupported file format ( 0xcf 0xfa 0xed 0xfe 0x 7 0x 0 0x 0 0x 1 0x 3 0x 0 0x 0 0x 0 0x 6 0x 0 0x 0 0x 0 ) which is not the architecture being linked (i386): /usr/local/lib/libtiff.dylib