Update README.md and Developer Manual
Update README.md and remove outdated information. Update the Developer Manual and describe the current release process. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
This commit is contained in:
parent
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@ -9,17 +9,15 @@
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- [Commit Message](#commit-message)
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- [Collaboration on a Branch](#collaboration-on-a-branch)
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- [Commits from Maintainers](#commits-from-maintainers)
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- [Strings, Character Sets and Translations](#strings-character-sets-and-translations)
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- [Pulling Updated Translations](#pulling-updated-translations)
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- [Translations Message Catalog](#translations-message-catalog)
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- [Interaction with non-wxWidgets Code](#interaction-with-non-wxwidgets-code)
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- [Windows Native Development Environment Setup](#windows-native-development-environment-setup)
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- [Miscellaneous](#miscellaneous)
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- [Debug Messages](#debug-messages)
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- [Release Process](#release-process)
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- [Environment](#environment)
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- [Certificates](#certificates)
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- [Release Commit and Tag](#release-commit-and-tag)
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- [64-bit Windows Binary](#64-bit-windows-binary)
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- [32-bit Windows Binary](#32-bit-windows-binary)
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- [64-bit Mac Binary](#64-bit-mac-binary)
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- [ARM64 Windows Binary](#arm64-windows-binary)
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- [macOS Binary](#macos-binary)
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- [Final steps](#final-steps)
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<!-- END doctoc generated TOC please keep comment here to allow auto update -->
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@ -53,11 +51,12 @@ Follow the following steps to process newly submitted issues:
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- An issue is resolved by closing it in github. A commit that fixes the issue
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should have the following line near the end of the body of the commit message:
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```
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- Fix #999.
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Fix #999.
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```
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This will automatically close the issue and assign the closing commit in the
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github metadata when it is merged to master. The issue can be reopened if
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needed.
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- A commit that is work towards resolving an issue, should have the issue number
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preceded by a pound sign either at the end of a commit message title, if it is
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of primary relevance to the issue, or the body otherwise.
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|
@ -70,7 +69,7 @@ Follow these guidelines always:
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https://tbaggery.com/2008/04/19/a-note-about-git-commit-messages.html
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the description of your work should be in the **commit message NOT the pull
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, the description of your work should be in the **commit message NOT the pull
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request description**.
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The title line must be no more than 50 characters and the description must be
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@ -95,16 +94,21 @@ other projects, fewer is better.
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The commit title line should be prefixed with an area, unless it involves the
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wxWidgets GUI app, in which case it should **NOT** have a prefix.
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If the commit is a user-facing functionality change or enhancement, the title
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line of the commit must be a non-technical description of this change. For
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example "Mute on speedup" because this will go into the changelog.
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The text after the area prefix should not be capitalized.
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Please use one of these area prefixes otherwise:
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Please use one of these area prefixes for non-main-GUI-app commits:
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- doc: documentation, README.md etc.
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- build: cmake, installdeps, preprocessor compatibility defines, etc.
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- gb-core: the GameBoy emulator core
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- gba-core: the GameBoy Advance emulator core
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- build: cmake, installdeps, preprocessor compatibility defines, compatibility
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headers, etc.
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- gb: the GameBoy emulator core
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- gba: the GameBoy Advance emulator core
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- libretro: the libretro core glue and build
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- sdl-app: anything for the SDL app
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- sdl: anything for the SDL port
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- translations: anything related to translations
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. Add other areas here if needed.
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@ -138,137 +142,67 @@ things in mind:
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better to edit the history than to add more commits. Never add commits fixing
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previous commits, only improving or adding to them.
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- To update when someone else (very rudely you might say) did a `push -f`, `pull
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--rebase` will **USUALLY** work. Verify the log, and if necessary do this
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instead:
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- To update when someone else updated the branch with a `push -f`
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```bash
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git status # should be clean, with your work having been already pushed
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git fetch --all --prune
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git reset --hard origin/<branch-name>
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```
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.
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While actively working on a branch, keep it rebased on top of master.
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- While actively working on a branch, keep it rebased on top of master.
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#### Commits from Maintainers
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Maintainers have the power to commit directly to master. This power must be
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used responsibly, something I fail to do myself often, and will try to improve
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upon.
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Maintainers and project members have the power to commit directly to master.
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This power must be used responsibly.
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Make your most earnest attempt to follow these general guidelines to keep our
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Make your best attempt to follow these general guidelines to keep our
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history clean:
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- Things that are a straight fix or improvement that does not require discussion
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- Things that are a minor fix or improvement that does not require discussion
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can be committed directly, keeping the following guidelines in mind.
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- Bigger new features, code refactors and changes in architecture should go
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through the PR process.
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- Push code changes to a branch first, so they can run through the CI.
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Differences in what different compilers allow is a problem that comes up
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**VERY** frequently. As well as incompatibilities between different
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configurations for both the C++ code and any supporting code.
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- Push code changes to a branch first, so they can run through the CI. When you
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open the commit in GitHub there is a little icon in the upper left corner that
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shows the CI status for this commit. Differences in what different compilers
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allow is a problem that comes up **VERY** frequently. As well as
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incompatibilities between different configurations for both the C++ code and
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any supporting code.
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### Miscellaneous
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### Strings, Character Sets and Translations
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#### Debug Messages
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#### Pulling Updated Translations
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We have an override for `wxLogDebug()` to make it work even in non-debug builds
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of wx and on windows, even in mintty.
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Once in a while it is necessary to pull new and updated translations from
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transifex.
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For this you need the transifex client, available for Windows as well from
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chocolatey as `transifex-client`.
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To pull translations run:
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```bash
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tx pull -af
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```
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then check `git status` and if any message catalogs were updated, commit the
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result as:
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```bash
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git commit -a --signoff -S -m'Transifex pull.'
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git push
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```
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#### Translations Message Catalog
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Strings that need to be translated by our wonderful translators on transifex
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(thank you guys very much) need to be enclosed in `_("...")`, for example:
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It works like `printf()`, e.g.:
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```cpp
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wxLogError(_("error: something very wrong"));
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int foo = 42;
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wxLogDebug(wxT("the value of foo = %d"), foo);
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```
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The next time you run cmake after adding a string to be translated, the `.pot`
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message catalog source will be regenerated, and you will see a loud message
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telling you to push to transifex.
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Strings in the XRC XML GUI definition files are automatically added to the
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message catalog as well.
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If you are working on a branch or a PR, don't push to transifex until it has
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been merged to master.
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Once it is, push it with:
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```bash
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tx push -s
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```
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#### Interaction with non-wxWidgets Code
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Use our `UTF8(...)` function to force any `wxString` to UTF-8 for use by other
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libraries, screen output or OS APIs. For example:
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From the core etc. the usual:
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```cpp
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fprintf(STDERR, "Error: %s\n", UTF8(err_msg));
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fprintf(stderr, "...", ...);
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```
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, will work fine.
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There is one exception to this, when using `wxString::Printf()` and such, you
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can't pass another `wxString` to the `%s` format directly, use something like
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this:
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```cpp
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wxString err;
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err.Printf("Cannot read file: %s", fname.wc_str());
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```
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this uses the `wchar_t` UTF-16 representation on Windows and does nothing
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elsewhere.
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For calling Windows APIs with strings, use the wide char `W` variants and the
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`wc_str()` method as well.
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### Windows Native Development Environment Setup
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This guide has been moved to:
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https://github.com/rkitover/windows-dev-guide
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You need a debug build for this to work or to even have a console on Windows.
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Pass `-DCMAKE_BUILD_TYPE=Debug` to cmake.
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### Release Process
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#### Environment
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#### Certificates
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The variable `VBAM_NO_PAUSE`, if set, will cause cmake to not pause before gpg
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signing operations, you want to set this if you've disabled your gpg passphrase
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to not require interaction during release builds.
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gpg set up with your key is helpful for the release process on all environments
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where a binary is built, but you can also make the detached signature files
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yourself at the end of the process.
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For codesigning windows binaries, put your certificate into
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`~/.codesign/windows_comodo.pkcs12`.
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On Mac the 'Developer ID Application' certificate stored in your login keychain
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is used, `keychain unlock` will prompt you for your login keychain password, to
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avoid that set the `LOGIN_KEYCHAIN_PASSWORD` environment variable to your
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password.
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Make sure you have set up a Windows code signing certificate with the right
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password and a Mac 'Developer ID Application' certificate.
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#### Release Commit and Tag
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@ -280,8 +214,7 @@ tag:
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mkdir build && cd build
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cmake .. -DTAG_RELEASE=TRUE
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```
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then push the release:
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, follow the instructions to edit the `CHANGELOG.md` and then push the release:
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```bash
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git push
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@ -296,84 +229,103 @@ cmake .. -DTAG_RELEASE=UNDO
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#### 64-bit Windows Binary
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For this you will preferably need the powershell environment setup described
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earlier, however you can use a regular Visual Studio 64 bit native developer
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command prompt as well.
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For this you will preferably need the PowerShell environment setup described
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[here](https://github.com/rkitover/windows-dev-guide), or by starting the `x64
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Native Tools Command Prompt` from your Start Menu.
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```powershell
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mkdir build
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cd build
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cmake .. -DVCPKG_TARGET_TRIPLET=x64-windows-static -DCMAKE_BUILD_TYPE=Release -DUPSTREAM_RELEASE=TRUE -G Ninja
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mkdir build-msvc64
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cd build-msvc64
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cmake .. -DCMAKE_BUILD_TYPE=Release -DUPSTREAM_RELEASE=TRUE -G Ninja
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ninja
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```
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Collect the following files for the release:
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||||
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- `visualboyadvance-m-Win-64bit.zip`
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- `visualboyadvance-m-Win-64bit.zip.asc`
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- `visualboyadvance-m-Win-x86_64.zip`
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- `translations.zip`
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- `translations.zip.asc`
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Repeat the process for the debug build, with `-DCMAKE_BUILD_TYPE=Debug` and
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collect this file:
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- `visualboyadvance-m-Win-x86_64-debug.zip`
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.
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#### 32-bit Windows Binary
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For this the optimal environment is a linux distribution with the mingw
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toolchain, I use fedora.
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The 32-bit build is a legacy build for Windows XP compatibility. You will need
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the MinGW toolchain to build it. The easiest method is to use the MINGW32 MSYS2
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environment.
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You can set up a shell on a fedora distribution with docker as described here:
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https://gist.github.com/rkitover/6379764c619c10e829e4b2fa0ae243fd
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If using fedora, the cross script will install all necessary dependencies, if
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not install the base toolchain (mingw gcc, binutils, winpthreads) using the
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preferred method for your distribution, you can also use mxe for this.
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https://mxe.cc/
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First install dependencies with:
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```bash
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sh tools/win/linux-cross-builder -32
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./installdeps
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```
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You can also use msys2 on Windows, this is not recommended:
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. Then build the 32-bit binary as follows:
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```bash
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sh tools/win/msys2-builder -32
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mkdir build-mingw32
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cd build-mingw32
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cmake .. -DCMAKE_BUILD_TYPE=Release -DUPSTREAM_RELEASE=TRUE -G Ninja
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ninja
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```
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. Collect this file for the release:
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||||
|
||||
To set up msys2, see this guide:
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- `visualboyadvance-m-Win-x86_32.zip`
|
||||
|
||||
https://gist.github.com/rkitover/d008324309044fc0cc742bdb16064454
|
||||
. Then repeat the process for the debug build with `-DCMAKE_BUILD_TYPE=Debug`,
|
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and collect this file:
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|
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Collect the following files from `~/vbam-build-mingw32/project` if using linux,
|
||||
or `~/vbam-build-msys2-x86_64/project` if using msys2:
|
||||
- `visualboyadvance-m-Win-x86_32-debug.zip`
|
||||
.
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|
||||
- `visualboyadvance-m-Win-32bit.zip`
|
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- `visualboyadvance-m-Win-32bit.zip.asc`
|
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#### ARM64 Windows Binary
|
||||
|
||||
#### 64-bit Mac Binary
|
||||
You will need the MSVC ARM64 cross toolchain to build this binary, if you used
|
||||
the install script from [here](https://github.com/rkitover/windows-dev-guide)
|
||||
you will have it installed, otherwise run Visual Studio Installer and install
|
||||
the component.
|
||||
|
||||
To enter the ARM64 cross environment, edit the PowerShell profile described
|
||||
[here](https://github.com/rkitover/windows-dev-guide) or use the `vcvarsall.bat`
|
||||
script with the `amd64_arm64` argument as described
|
||||
[here](https://learn.microsoft.com/en-us/cpp/build/building-on-the-command-line?view=msvc-170).
|
||||
|
||||
From there the process is the same as for the 64-bit build, collect the
|
||||
following files for the release:
|
||||
|
||||
- `visualboyadvance-m-Win-arm64.zip`
|
||||
- 'visualboyadvance-m-Win-arm64-debug.zip'
|
||||
.
|
||||
|
||||
#### macOS Binary
|
||||
|
||||
Install the latest Xcode for your OS.
|
||||
|
||||
You will need bash and (optionally) gpg from homebrew (which you will also need
|
||||
to install):
|
||||
|
||||
```bash
|
||||
brew install bash gnupg
|
||||
```
|
||||
You will need bash from Homebrew/nix/MacPorts/whatever to run the build script.
|
||||
|
||||
You will need a codesigning certificate from Apple, which you will be able to
|
||||
generate once you join their developer program. This is the certificate of the
|
||||
type 'Developer ID Application' stored in your login keychain. `keychain
|
||||
unlock` will prompt you for your login keychain password, to avoid that set the
|
||||
`LOGIN_KEYCHAIN_PASSWORD` environment variable to your password.
|
||||
generate once you join their developer program from XCode. This is the
|
||||
certificate of the type 'Developer ID Application' stored in your login
|
||||
keychain.
|
||||
|
||||
If you are not using a GUI session, you will need to use a method to unlock your
|
||||
login keychain before building. Adding the certificate and key to the System
|
||||
keychain is also a method that some people use.
|
||||
|
||||
Then run:
|
||||
|
||||
```bash
|
||||
/usr/local/bin/bash tools/osx/builder -64
|
||||
tools/osx/builder
|
||||
```
|
||||
, this will take a while because it builds all of the dependencies.
|
||||
|
||||
Collect the following files from `~/vbam-build-mac-64bit/project`:
|
||||
|
||||
- `visualboyadvance-m-Mac-64bit.zip`
|
||||
- `visualboyadvance-m-Mac-64bit.zip.asc`
|
||||
- `visualboyadvance-m-Mac-x86_64.zip`
|
||||
- `visualboyadvance-m-Mac-x86_64-debug.zip`
|
||||
.
|
||||
|
||||
#### Final steps
|
||||
|
||||
|
@ -381,27 +333,26 @@ Go to the github releases tab, and make a release for the tag you pushed
|
|||
earlier.
|
||||
|
||||
Put any notes to users and distro maintainers into the description as well as
|
||||
the entries from `CHANGELOG.md` generated earlier from git by the release
|
||||
commit script.
|
||||
the generated entries from `CHANGELOG.md` you edited earlier.
|
||||
|
||||
Upload all files collected during the earlier builds, the complete list is:
|
||||
|
||||
|
||||
- `translations.zip`
|
||||
- `translations.zip.asc`
|
||||
- `visualboyadvance-m-Mac-64bit.zip`
|
||||
- `visualboyadvance-m-Mac-64bit.zip.asc`
|
||||
- `visualboyadvance-m-Win-32bit.zip`
|
||||
- `visualboyadvance-m-Win-32bit.zip.asc`
|
||||
- `visualboyadvance-m-Win-64bit.zip`
|
||||
- `visualboyadvance-m-Win-64bit.zip.asc`
|
||||
- `visualboyadvance-m-Win-x86_64.zip`
|
||||
- `visualboyadvance-m-Win-x86_64-debug.zip`
|
||||
- `visualboyadvance-m-Win-x86_32.zip`
|
||||
- `visualboyadvance-m-Win-x86_32-debug.zip`
|
||||
- `visualboyadvance-m-Win-arm64.zip`
|
||||
- 'visualboyadvance-m-Win-arm64-debug.zip'
|
||||
- `visualboyadvance-m-Mac-x86_64.zip`
|
||||
- `visualboyadvance-m-Mac-x86_64-debug.zip`
|
||||
|
||||
Update the winsparkle appcast.xml by running this cmake command:
|
||||
Update the winsparkle `appcast.xml` by running this cmake command:
|
||||
|
||||
```bash
|
||||
cmake .. -DUPDATE_APPCAST=TRUE
|
||||
```
|
||||
|
||||
follow the instructions to push the change to the web data repo.
|
||||
, follow the instructions to push the change to the web data repo.
|
||||
|
||||
Announce the release on reddit r/emulation and the forum.
|
||||
|
|
171
README.md
171
README.md
|
@ -19,8 +19,6 @@
|
|||
|
||||
<!-- END doctoc generated TOC please keep comment here to allow auto update -->
|
||||
|
||||
[![Join the chat at https://gitter.im/visualboyadvance-m/Lobby](https://badges.gitter.im/visualboyadvance-m/Lobby.svg)](https://gitter.im/visualboyadvance-m/Lobby)
|
||||
|
||||
Our bridged Discord server is [Here](https://discord.gg/EpfxEuGMKH).
|
||||
|
||||
We are also on *`#vba-m`* on [Libera IRC](https://libera.chat/) which has a [Web
|
||||
|
@ -59,35 +57,39 @@ Factory Reset`.
|
|||
|
||||
## System Requirements
|
||||
|
||||
Windows 7, 8.1 or 10/11, Linux distro's or macOS.
|
||||
Windows XP, Vista, 7, 8.1 or 10/11, Linux distros or macOS.
|
||||
|
||||
2Ghz x86 (or x86-64) Intel Core 2 or AMD Athlon processor with SSE, Snapdragon 835
|
||||
or newer CPU compatible with Arm for Windows.
|
||||
|
||||
2Ghz x86(or x86-64) Intel Core 2 or AMD Athlon processor with SSE, Snapdragon 835
|
||||
or newer cpu compatible with Arm for Windows.
|
||||
- Just a guideline, lower clock speeds and Celeron processors may be able to run at full
|
||||
speed on lower settings, and Linux based ARM Operating systems have wider cpu support.
|
||||
speed on lower settings, and Linux based ARM Operating systems have wider CPU support.
|
||||
|
||||
DirectX June 2010 Redist [Full](https://www.microsoft.com/en-au/download/details.aspx?id=8109) / [Websetup](https://www.microsoft.com/en-au/download/details.aspx?id=35) for Xaudio (Remember to uncheck Bing on the websetup)
|
||||
DirectX June 2010 Redist
|
||||
[Full](https://www.microsoft.com/en-au/download/details.aspx?id=8109) /
|
||||
[Websetup](https://www.microsoft.com/en-au/download/details.aspx?id=35) for
|
||||
Xaudio (Remember to uncheck Bing on the websetup.)
|
||||
|
||||
## Building
|
||||
|
||||
The basic formula to build vba-m is:
|
||||
|
||||
```shell
|
||||
```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:
|
||||
./installdeps # On Linux or macOS
|
||||
|
||||
mkdir build && cd build
|
||||
cmake .. -G Ninja
|
||||
mkdir build
|
||||
cd build
|
||||
cmake .. -DCMAKE_BUILD_TYPE=Release -G Ninja
|
||||
ninja
|
||||
```
|
||||
|
||||
`./installdeps` is supported on MSys2, Linux (Debian/Ubuntu, Fedora, Arch,
|
||||
Solus, OpenSUSE, Gentoo and RHEL/CentOS) and Mac OS X (homebrew, macports or
|
||||
fink.)
|
||||
`./installdeps` is supported on MSYS2, Linux (Debian/Ubuntu, Fedora, Arch,
|
||||
Solus, OpenSUSE, Gentoo and RHEL/CentOS) and Mac OS X (homebrew, MacPorts or
|
||||
Fink.)
|
||||
|
||||
## Building a Libretro core
|
||||
|
||||
|
@ -98,7 +100,7 @@ cd src/libretro
|
|||
make -j`nproc`
|
||||
```
|
||||
|
||||
Copy vbam_libretro.so to your RetroArch cores directory.
|
||||
Copy `vbam_libretro.so` to your RetroArch cores directory.
|
||||
|
||||
## Visual Studio Support
|
||||
|
||||
|
@ -118,14 +120,16 @@ environment loaded.
|
|||
Using your own user-wide installation of vcpkg is supported, just make sure the
|
||||
environment variable `VCPKG_ROOT` is set.
|
||||
|
||||
To build in the visual studio command prompt, use something like this:
|
||||
To build in the Visual Studio `x64 Native Tools Command Prompt`, use something
|
||||
like this:
|
||||
|
||||
```
|
||||
mkdir build
|
||||
cd build
|
||||
cmake .. -DVCPKG_TARGET_TRIPLET=x64-windows-static -DCMAKE_BUILD_TYPE=Debug -G Ninja
|
||||
cmake .. -DCMAKE_BUILD_TYPE=Release -G Ninja
|
||||
ninja
|
||||
```
|
||||
.
|
||||
|
||||
## Visual Studio Code Support
|
||||
|
||||
|
@ -163,7 +167,7 @@ And the following development libraries:
|
|||
- [gettext](https://www.gnu.org/software/gettext/) and gettext-tools
|
||||
- [SDL2](https://www.libsdl.org/) (required)
|
||||
- [SFML](https://www.sfml-dev.org/) (optional, for link)
|
||||
- [OpenAL](https://www.openal.org/) or [openal-soft](https://kcat.strangesoft.net/openal.html) (required, a sound interface)
|
||||
- [openal-soft](https://kcat.strangesoft.net/openal.html) (required, a sound interface)
|
||||
- [wxWidgets](https://wxwidgets.org/) (required for GUI, 2.8 and non-stl builds are no longer supported)
|
||||
|
||||
On Linux and similar, you also need the version of GTK your wxWidgets is linked
|
||||
|
@ -183,61 +187,46 @@ This is supported on Fedora, Arch, Solus and MSYS2.
|
|||
may be `win32` which is an alias for `mingw-w64-i686` to target 32 bit Windows,
|
||||
or `mingw-w64-x86_64` for 64 bit Windows targets.
|
||||
|
||||
The target is implicit on MSys2 depending on which MINGW shell you started (the
|
||||
The target is implicit on MSYS2 depending on which MINGW shell you started (the
|
||||
value of `$MSYSTEM`.)
|
||||
|
||||
On Debian/Ubuntu this uses the MXE apt repository and works quite well.
|
||||
|
||||
On Fedora it can build using the Fedora MinGW packages, albeit with wx 2.8, no
|
||||
OpenGL support, and no Link support for lack of SFML.
|
||||
|
||||
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, for example:
|
||||
|
||||
```shell
|
||||
cmake .. -DENABLE_LINK=NO -G Ninja
|
||||
cmake .. -DCMAKE_BUILD_TYPE=Release -DENABLE_LINK=NO -G Ninja
|
||||
```
|
||||
|
||||
Of particular interest is making **Release** or **Debug** builds, the default
|
||||
mode is **Release**, to make a **Debug** build use something like:
|
||||
|
||||
```shell
|
||||
cmake .. -DCMAKE_BUILD_TYPE=Debug -G Ninja
|
||||
```
|
||||
|
||||
Here is the complete list:
|
||||
. Here is the complete list:
|
||||
|
||||
| **CMake Option** | **What it Does** | **Defaults** |
|
||||
|-----------------------|----------------------------------------------------------------------|-----------------------|
|
||||
| ENABLE_SDL | Build the SDL port | OFF |
|
||||
| ENABLE_WX | Build the wxWidgets port | ON |
|
||||
| ENABLE_DEBUGGER | Enable the debugger | ON |
|
||||
| ENABLE_ASM_CORE | Enable x86 ASM CPU cores (**BUGGY AND DANGEROUS**) | OFF |
|
||||
| ENABLE_ASM | Enable the following two ASM options | ON for 32 bit builds |
|
||||
| ENABLE_ASM_SCALERS | Enable x86 ASM graphic filters | ON for 32 bit builds |
|
||||
| ENABLE_MMX | Enable MMX | ON for 32 bit builds |
|
||||
| ENABLE_LINK | Enable GBA linking functionality (requires SFML) | AUTO |
|
||||
| ENABLE_LIRC | Enable LIRC support | OFF |
|
||||
| ENABLE_FFMPEG | Enable ffmpeg A/V recording | AUTO |
|
||||
| ENABLE_ONLINEUPDATES | Enable online update checks | ON |
|
||||
| ENABLE_LTO | Compile with Link Time Optimization (gcc and clang only) | ON for release build |
|
||||
| ENABLE_GBA_LOGGING | Enable extended GBA logging | ON |
|
||||
| ENABLE_DIRECT3D | Direct3D rendering for wxWidgets (Windows, **NOT IMPLEMENTED!!!**) | ON |
|
||||
| ENABLE_XAUDIO2 | Enable xaudio2 sound output for wxWidgets (Windows only) | ON |
|
||||
| ENABLE_ASAN | Enable libasan sanitizers (by default address, only in debug mode) | OFF |
|
||||
| UPSTREAM_RELEASE | Do some release tasks, like codesigning, making zip and gpg sigs. | OFF |
|
||||
| BUILD_TESTING | Build the tests and enable ctest support. | ON |
|
||||
| VBAM_STATIC | Try link all libs statically (the following are set to ON if ON) | OFF |
|
||||
| SDL2_STATIC | Try to link static SDL2 libraries | OFF |
|
||||
| SFML_STATIC_LIBRARIES | Try to link static SFML libraries | OFF |
|
||||
| FFMPEG_STATIC | Try to link static ffmpeg libraries | OFF |
|
||||
| OPENAL_STATIC | Try to link static OpenAL libraries | OFF |
|
||||
| TRANSLATIONS_ONLY | Build only the translations.zip and nothing else | OFF |
|
||||
| `ENABLE_SDL` | Build the SDL port | OFF |
|
||||
| `ENABLE_WX` | Build the wxWidgets port | ON |
|
||||
| `ENABLE_DEBUGGER` | Enable the debugger | ON |
|
||||
| `ENABLE_ASM_CORE` | Enable x86 ASM CPU cores (**BUGGY AND DANGEROUS**) | OFF |
|
||||
| `ENABLE_ASM` | Enable the following two ASM options | ON for 32 bit builds |
|
||||
| `ENABLE_ASM_SCALERS` | Enable x86 ASM graphic filters | ON for 32 bit builds |
|
||||
| `ENABLE_MMX` | Enable MMX | ON for 32 bit builds |
|
||||
| `ENABLE_LINK` | Enable GBA linking functionality (requires SFML) | AUTO |
|
||||
| `ENABLE_LIRC` | Enable LIRC support | OFF |
|
||||
| `ENABLE_FFMPEG` | Enable ffmpeg A/V recording | AUTO |
|
||||
| `ENABLE_ONLINEUPDATES` | Enable online update checks | ON |
|
||||
| `ENABLE_LTO` | Compile with Link Time Optimization (gcc and clang only) | ON for release build |
|
||||
| `ENABLE_GBA_LOGGING` | Enable extended GBA logging | ON |
|
||||
| `ENABLE_XAUDIO2` | Enable xaudio2 sound output for wxWidgets (Windows only) | ON |
|
||||
| `ENABLE_ASAN` | Enable libasan sanitizers (by default address, only in debug mode) | OFF |
|
||||
| `UPSTREAM_RELEASE` | Do some release tasks, like codesigning, making zip and gpg sigs. | OFF |
|
||||
| `BUILD_TESTING` | Build the tests and enable ctest support. | ON |
|
||||
| `VBAM_STATIC` | Try link all libs statically (the following are set to ON if ON) | OFF |
|
||||
| `SDL2_STATIC` | Try to link static SDL2 libraries | OFF |
|
||||
| `SFML_STATIC_LIBRARIES` | Try to link static SFML libraries | OFF |
|
||||
| `FFMPEG_STATIC` | Try to link static ffmpeg libraries | OFF |
|
||||
| `OPENAL_STATIC` | Try to link static OpenAL libraries | OFF |
|
||||
| `TRANSLATIONS_ONLY` | Build only the translations.zip and nothing else | OFF |
|
||||
|
||||
Note for distro packagers, we use the CMake module
|
||||
[GNUInstallDirs](https://cmake.org/cmake/help/v2.8.12/cmake.html#module:GNUInstallDirs)
|
||||
|
@ -247,52 +236,6 @@ On Unix to use a different version of wxWidgets, set
|
|||
`wxWidgets_CONFIG_EXECUTABLE` to the path to the `wx-config` script you want to
|
||||
use.
|
||||
|
||||
## MSys2 Notes
|
||||
|
||||
To run the resulting binary, you can simply type:
|
||||
|
||||
```shell
|
||||
./visualboyadvance-m
|
||||
```
|
||||
|
||||
in the shell where you built it.
|
||||
|
||||
If you built with `-DCMAKE_BUILD_TYPE=Debug`, you will get a console app and
|
||||
will see debug messages, even in mintty.
|
||||
|
||||
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 ->
|
||||
System -> Advanced system settings -> 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.
|
||||
|
||||
Our own builds are static.
|
||||
|
||||
## Debug Messages
|
||||
|
||||
We have an override for `wxLogDebug()` to make it work even in non-debug builds
|
||||
of wx and on windows, even in mintty.
|
||||
|
||||
It works like `printf()`, e.g.:
|
||||
|
||||
```cpp
|
||||
int foo = 42;
|
||||
wxLogDebug(wxT("the value of foo = %d"), foo);
|
||||
```
|
||||
|
||||
From the core etc. the usual:
|
||||
|
||||
```cpp
|
||||
fprintf(stderr, "...", ...);
|
||||
```
|
||||
|
||||
will work fine.
|
||||
|
||||
You need a debug build for this to work or to even have a console on Windows.
|
||||
Pass `-DCMAKE_BUILD_TYPE=Debug` to cmake.
|
||||
|
||||
## Reporting Crash Bugs
|
||||
|
||||
If the emulator crashes and you wish to report the bug, a backtrace made with
|
||||
|
@ -311,27 +254,25 @@ do something such as:
|
|||
```shell
|
||||
ulimit -c unlimited
|
||||
```
|
||||
|
||||
in your shell to enable coredump files.
|
||||
, in your shell to enable core files.
|
||||
|
||||
[This
|
||||
post](https://ask.fedoraproject.org/en/question/98776/where-is-core-dump-located/?answer=98779#post-id-98779)
|
||||
explains how to retrieve core dump on Fedora Linux (and possibly other
|
||||
distributions.)
|
||||
explains how to retrieve core dump on some distributions, when they are managed
|
||||
by systemd.
|
||||
|
||||
Once you have the core dump file, open it with `gdb`, for example:
|
||||
Once you have the core file, open it with `gdb`, for example:
|
||||
|
||||
```shell
|
||||
gdb -c core ./visualboyadvance-m
|
||||
```
|
||||
|
||||
In the `gdb` shell, to print the backtrace, type:
|
||||
. In the `gdb` shell, to start the process and print the backtrace, type:
|
||||
|
||||
```
|
||||
run
|
||||
bt
|
||||
```
|
||||
|
||||
This may be a bit of a hassle, but it helps us out immensely.
|
||||
. This may be a bit of a hassle, but it helps us out immensely.
|
||||
|
||||
## Contributing
|
||||
|
||||
|
|
Loading…
Reference in New Issue