add a README.md

Add a link to the homepage, building instructions and some notes on
contributing.
This commit is contained in:
Rafael Kitover 2016-12-23 05:38:50 -08:00
parent f124a28e19
commit 2483a2c440
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# Visual Boy Advance - M
Game Boy Advance Emulator
Homepage and Forum: http://vba-m.com
## Building
The basic formula to build vba-m is:
```bash
cd ~ && mkdir src && cd src
git clone https://github.com/visualboyadvance-m/visualboyadvance-m.git
cd visualboyadvance-m
./installdeps
# ./installdeps will give you build instructions, which will be similar to:
mkdir build && cd build
cmake ..
make -j10
```
`./installdeps` is supported on MSys2, Linux (Debian/Ubuntu or Arch Linux) and
Mac OS X (homebrew, macports or fink.)
If your OS is not supported, you will need the following:
- compiler and binutils
- make
- cmake
- git
And the following development libraries:
- zlib
- mesa (if using X11 or any OpenGL otherwise)
- ffmpeg (optional, for game recording)
- gettext and gettext tools
- jpeg
- png
- tiff
- SDL2
- SFML (optional, for link)
- OpenAL (optional, a sound interface)
- wxWidgets
- cairo (completely optional)
Support for more OSes/distributions for `./installdeps` is planned.
## Cross Compiling for Win32
`./installdeps` takes one optional parameter for cross-compiling target, which
may be `win32` which is an alias for `mingw-w64-i686` to target 32 bit Windows,
or `mingw-gw64-x86_64` for 64 bit Windows targets.
The target is implicit on MSys2 depending on which MINGW shell you started (the
value of `$MSYSTEM`.) It will not run in the MSys shell.
On Debian/Ubuntu this uses the MXE apt repository and works really well.
On Arch it currently doesn't work at all because the AUR stuff is completely
broken, I will at some point redo the arch stuff to use MXE as well.
## CMake Options
The CMake code tries to guess reasonable defaults for options, but you can
override them on the cmake command with e.g.:
```bash
cmake .. -DENABLE_LINK=NO
```
Here is the complete list:
- ENABLE_SDL -- Build the SDL port (default OFF)
- ENABLE_WX -- Build the wxWidgets port (default ON)
- ENABLE_DEBUGGER -- Enable the debugger (default ON)
- ENABLE_NLS -- Enable translations (default ON)
- ENABLE_ASM_CORE -- Enable x86 ASM CPU cores (default ON for 32 bit builds)
- ENABLE_ASM_SCALERS -- Enable x86 ASM graphic filters (default ON for 32 bit
builds)
- ENABLE_MMX -- Enable MMX (default ON for 32 bit builds)
- ENABLE_LINK -- Enable GBA linking functionality (default ON)
- ENABLE_LIRC -- Enable LIRC support (default OFF)
- ENABLE_FFMPEG -- Enable ffmpeg A/V recording (default ON on Linux and MSys2 and OFF
elsewhere)
- ENABLE_LTO -- Compile with Link Time Optimization (gcc and clang only)
(default ON where we know it seems to work)
- ENABLE_GBA_LOGGING -- Enable extended GBA logging (default ON)
- ENABLE_SDL -- Build the SDL port (default OFF)
- ENABLE_CAIRO -- Enable Cairo rendering for the wxWidgets port (default OFF)
- ENABLE_DIRECT3D -- Enable Direct3D rendering for the wxWidgets port (Windows
only, default
ON, NOT IMPLEMENTED!!!)
- ENABLE_XAUDIO2 -- Enable xaudio2 sound output for the wxWidgets port (Windows
only, default ON)
- ENABLE_OPENAL -- Enable OpenAL for the wxWidgets port (default ON)
## MSys2 Notes
To run the resulting binary, you can simply type:
```bash
./visualboyadvance-m
```
in the shell where you built it.
If you want to start the binary from e.g. a shortcut or Explorer, you will need
to put `c:\msys64\mingw32\bin` for 32 bit builds and `c:\msys64\mingw64\bin` for
64 bit builds in your PATH (to edit system PATH, go to Control Panel -> Advanced
-> Environment Variables.)
If you want to package the binary, you will need to include the MinGW DLLs it
depends on, they can install to the same directory as the binary.
For our own builds, we use MXE to make static builds.
## CONTRIBUTING
Please keep in mind that this app needs to run on Windows, Linux and Mac OS X at
the very least, so code should be portable and/or use the appropriate `#ifdef`s
and the like when needed.
Please try to craft a good commit message, this post by the great tpope explains
how to do so:
http://tbaggery.com/2008/04/19/a-note-about-git-commit-messages.html
If you have multiple small commits for a change, please try to use `git rebase
-i` (interactive rebase) to squash them into one or a few logical commits (with
good commit messages!) See:
https://git-scm.com/book/en/v2/Git-Tools-Rewriting-History if you are new to
this.