jhaynie/titanium_sprites — Issue #2: file is universal but does not contain a(n) arm6 slice for architecture armv6
Author: starpause
Created: 2011-12-30 00:47:24+00:00
State: open

Hello again =)

I successfully got sprites working in the simulator. However, trying to get them going on my iPhone4G is proving to be another challenge. When I try and compile it for an iOS device I get the following error in Titanium:

```
[DEBUG] Detected module for iphone: ti.sprite 0.1 @ /Library/Application Support/Titanium/modules/iphone/ti.sprite/0.1
[DEBUG] Looking for Titanium Module id: ti.sprite, version: 0.1, platform:
[INFO] Performing clean build
[ERROR]
[ERROR] Error: Traceback (most recent call last):
File "/Library/Application Support/Titanium/mobilesdk/osx/1.8.0.1/iphone/builder.py", line 1418, in main
execute_xcode("iphoneos%s" % iphone_version,args,False)
File "/Library/Application Support/Titanium/mobilesdk/osx/1.8.0.1/iphone/builder.py", line 1180, in execute_xcode
output = run.run(args,False,False,o)
File "/Library/Application Support/Titanium/mobilesdk/osx/1.8.0.1/iphone/run.py", line 39, in run
sys.exit(rc)
SystemExit: 65
```

Knowing Xcode can sometimes provide more helpful messages, I opened up the generated .xcodeproj and gave it a run there, producing:

```
ld: in /Library/Application Support/Titanium/modules/iphone/ti.sprite/0.1/libti.sprite.a, file is universal but does not contain a(n) armv6 slice for architecture armv6
```

Knowing my iPhone4G is arm7 I was able to go into the projects Build Settings and Selected armv7 for Architectures (taking armv6 out of the picture). Still not working on device, but that's a separate issue. For now: is there a way to compile the module to include armv6 compatibility?