Does WME light now support 64 bit apps for iOS ? It is now required to have apps 64 bit to submit to the appstore. I already changed the architecture settings in Xcode for 64 bit for my WME Lite game, and it is still saying the app is not 64 bit. I should also state that I have all the latest WME dependencies and project files from BitBucket. Any help anyone?
Wintermute Engine is no longer actively developed.
The original sources are archived on GitHub: wintermute-engine and wmelite. The runtime is now integrated into ScummVM, which runs Wintermute games on current systems.
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The program ran fine, but when I changed to 64 bit, I got these errors:


I believe the dependend libraries from bitbucket do not include support for 64 bit, thus it won't compile.
I am trying to generate Mac dependencies from my Android dependencies (which I already saw working on 64 bit), but only for my fork that does not include theora playback. I am making slow progress, because I'm totally new to the Mac environment.
I am trying to generate Mac dependencies from my Android dependencies (which I already saw working on 64 bit), but only for my fork that does not include theora playback. I am making slow progress, because I'm totally new to the Mac environment.
So you you think that WME Lite is completely useless and broken since it wont work for 64 bit apps?
No, I don't think so. The lite engine is running in 64 bit on Linux and Android at least, so I don't see a general 64 bit issue. The iOS platform just needs updated dependencies.
So what should I do then? I need to submit a game to the app store soon.
In case you do not need theora playback and can live with SDL mixer instead of BASS for audio, you could try my fork. I hope to have a working ios simulator and 64 bit libs available in a couple of weeks, depending on my progress. I can't test the device libraries yet (lack of devices and membership in the paid Apple developer program). I don't know if that would fit your timeline.
If you can get it done sooner I can Paypal you some money
It would be cool if you could simply test my project on a device, once I have it building and running in the simulator at least.
sure keep me updated
Can you make a first trial with the dependencies here:
https://bitbucket.org/hcdaniel/wmelite-rapaki-edition/downloads/dep_ios_20150717.zip
and my fork of wmelite? I tried the demo project in the simulator (ipad 2), and apart from running slow, it looked ok.
There might still be issues with the libraries, I don't think I have set "minphoneos" correctly everywhere.
BTW: These should in principle run as well with the original wmelite, when you replace the paths to the dependent libraries appropriately, and add the proper BASS libraries yourself. I have not tested that.
https://bitbucket.org/hcdaniel/wmelite-rapaki-edition/downloads/dep_ios_20150717.zip
and my fork of wmelite? I tried the demo project in the simulator (ipad 2), and apart from running slow, it looked ok.
There might still be issues with the libraries, I don't think I have set "minphoneos" correctly everywhere.
BTW: These should in principle run as well with the original wmelite, when you replace the paths to the dependent libraries appropriately, and add the proper BASS libraries yourself. I have not tested that.
btw wmelite build is broken, could you commit the missing file, please?
https://bitbucket.org/MnemonicWME/wmelite/issues/32/not-compiling-because-of-missing-function
https://bitbucket.org/MnemonicWME/wmelite/issues/32/not-compiling-because-of-missing-function
Should be ok again now.
Sorry to re-open this, but I am using Daniel's branch and there seems to be an issue. When I have a Game.PlayMusic(); and a Game.PlaySound(); in the same scene, the game crashes on iOS. Basically when a sound is played, everything crashes. I've made iOS games before with an older branch of WME Lite and I never had this problem. Maybe it has to do with the BASS library? Can anyone else verify this is occuring?
The good news is that at least the rebuilt dependencies seem to work (initially) for you 
In my fork, I try to replace BASS by SDL_Mixer (because that one is royalty free). But it probably still has bugs (at least one I'd say).
Can you manually change the iOS project to remove the "USE_SDL_MIXER" define, replace the 2 relevant files from the "SDL_mixer" subdir with the regular ones, and add the BASS libraries? Then you should be back to BASS. (You might also try to simply use the main repo with my dependencies plus BASS, this might also work.)
I haven't seen the crash, because I only use the functions with a channel (e.g. PlayMusicChannel() and so on). If you don't mind, would you send me a project where the error occurs (unless it's the same one that you want to build for Android...)? Will probably take a while until I can have a look though.

In my fork, I try to replace BASS by SDL_Mixer (because that one is royalty free). But it probably still has bugs (at least one I'd say).
Can you manually change the iOS project to remove the "USE_SDL_MIXER" define, replace the 2 relevant files from the "SDL_mixer" subdir with the regular ones, and add the BASS libraries? Then you should be back to BASS. (You might also try to simply use the main repo with my dependencies plus BASS, this might also work.)
I haven't seen the crash, because I only use the functions with a channel (e.g. PlayMusicChannel() and so on). If you don't mind, would you send me a project where the error occurs (unless it's the same one that you want to build for Android...)? Will probably take a while until I can have a look though.
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