Yes, it is one solution, but a bit of a pain to code and put into practice. As such, it would be something that you would do at the end of a project, i.e. when all media has been finalised, otherwise you'll find yourself having to to re-do the binary file every time you make a change to just one of the media files. A solution, nonetheless.
What I plan to do, and it appears to be something done by most developers, is to include the media in the Resources folder of the application bundle itself. It's still easy to get at, but it's not as messy as a separate folder outside of the bundle. The final version of the game would then only be a couple of meg bigger than a single PPC or Intel version, as it's the media that takes up most of the space.
Apparently, although I've yet to implement this into my current project (which is still in development), the folders within the application bundle can be accessed just like normal folders. However, it is highly recommended that you don't write anything there during execution (use the relevant user folders instead).
What I plan to do, and it appears to be something done by most developers, is to include the media in the Resources folder of the application bundle itself. It's still easy to get at, but it's not as messy as a separate folder outside of the bundle. The final version of the game would then only be a couple of meg bigger than a single PPC or Intel version, as it's the media that takes up most of the space.
Apparently, although I've yet to implement this into my current project (which is still in development), the folders within the application bundle can be accessed just like normal folders. However, it is highly recommended that you don't write anything there during execution (use the relevant user folders instead).