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maybe something is broken if you try to build without it. I see no reason to, even if you don't want to use X. However, the tutorial still crashes in the same location. I also have never tried building without X support. On your suggestion, I changed the wineskin option to use XQuartz instead of WineskinX11, and now I no longer have to press command-return to see the opening menu, it just displays right away when the game loads :). but may lead to answers for what issues you're having. Its sort of long, and most things you won't need for what your doing. you can go to ~/Library/Application Support/Wineskin/EngineBase and find the WineskinEngineBuild script thats used to do the build.
#XQUARTZ VS WINESKINX11 MAC OS X#
The XQuartz project was originally based on the version of X11 included in Mac OS X v10.5.
#XQUARTZ VS WINESKINX11 DOWNLOAD#
If you have Wineskin Winery, and go to custom build an engine, and get it to download the latest engine base. XQuartz is very similar to X11, but is a 'community effort to further develop' X11: Apple created the XQuartz project as a community effort to further develop and support X11 on OS X. /rebates/&252fwhat-is-wineskin-for-mac. This is mainly to get around some X11 start up issues, since its easy to make a symlink in /tmp for a few milliseconds its needed. all my supporting libraries are built to run at /tmp/Wineskin, instead of /usr/local or /opt/local or whatever most other methods use. I only compile Wine for Wineskin, so things are slightly different, as i don't use a standard build location, all my dylibs and includes and such are all in different than normal locations. but it runs more like a native Mac App with WineskinX11 than with the Mac Driver. There is a lot you can strip out of a Wineskin wrapper if you aren't using WineskinX11 to save space.
#XQUARTZ VS WINESKINX11 HOW TO#
Maybe I'm missing some dependencies that I thought were not mandatory.Ĭan you explain me step by step how to do it? All of the documentation for the MacOS X compiling seems to be a little outdated (as it says that X11/XQuartz is mandatory). I tried to compile using these flags in 10.6, 10.8 and 10.9, but the resulting app always crashes on launch or does not show any font in the windows. I have put the files in username>pcsx2>bios. Problems I am having are: - Pcsx2 keeps needing to be reconnected to bios after launch. I already have x11 2.3.6 and it is this that pcsx2 insists on using to run, rather than the more up-to-date XQuartz version. I believe using the old SDK fixed a lot of issues for me (was a long time ago, but I still do it), as well as setting MACOSX_DEPLOYMENT_TARGET which Apple compilers will use.Įxport OSXSDK="/Developer/SDKs/MacOSX$" I have installed the necessary, application, framework packages, bios folder and XQuartz. I have been trying to compare the files in LaunchAgents and other possible places between my current user and new one and have not find anything helpful. I think these are the main parts needed if I recall. Removing and reinstalling XQuartz does nothing - which is obvious, because the problem does not seem to be on system level. Here are some excerpts that may be useful from the build script for Wineskin engines. Anyways, I get successful 10.6+ builds building currently on 10.8 using the old 10.6 SDK.
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