- [visualboyadvance-m Developer Manual](#visualboyadvance-m-developer-manual) - [Issues Policies](#issues-policies) - [Processing New Issues](#processing-new-issues) - [Resolving Issues](#resolving-issues) - [Pull Request and Commit Policies](#pull-request-and-commit-policies) - [Commit Message](#commit-message) - [Collaboration on a Branch](#collaboration-on-a-branch) - [Commits from Maintainers](#commits-from-maintainers) - [Miscellaneous](#miscellaneous) - [Debug Messages](#debug-messages) - [Release Process](#release-process) - [Certificates](#certificates) - [Release Commit and Tag](#release-commit-and-tag) - [64-bit Windows Binary](#64-bit-windows-binary) - [32-bit Windows Binary](#32-bit-windows-binary) - [ARM64 Windows Binary](#arm64-windows-binary) - [macOS Binary](#macos-binary) - [Final steps](#final-steps) ## visualboyadvance-m Developer Manual Here we will keep notes about our development process, policies and environment setup guides. ### Issues Policies #### Processing New Issues Follow the following steps to process newly submitted issues: - Edit the user's post to remove unused template sections etc.. Rephrase the issue title if it needs to be clarified. - Label the issue as a question, bug or enhancement. This label can be changed later upon clarification if necessary. - Add any other relevant labels, for example for the code subsystem. - If it is strongly related to a work by a developer that you know of, assign them to the issue. If this is not the case, they can be unassigned. - Ask the user for clarification of any details if needed. #### Resolving Issues - An issue is resolved by closing it in github. A commit that fixes the issue should have the following line near the end of the body of the commit message: ``` Fix #999. ``` This will automatically close the issue and assign the closing commit in the github metadata when it is merged to master. The issue can be reopened if needed. - A commit that is work towards resolving an issue, should have the issue number preceded by a pound sign either at the end of a commit message title, if it is of primary relevance to the issue, or the body otherwise. ### Pull Request and Commit Policies #### Commit Message Follow these guidelines always: https://tbaggery.com/2008/04/19/a-note-about-git-commit-messages.html , the description of your work should be in the **commit message NOT the pull request description**. The title line must be no more than 50 characters and the description must be wrapped at 72 characters. Most commit message editor interfaces will help you with this. The title line must not end with a period. Write everything in the imperative mood, e.g. change, fix, **NOT** changes, changed, fixed, fixes etc.. A commit message must always have a title and a description, the description must be independent of the title line, if necessary repeat the information in the title line in the description. Make sure the git history in your branch is clean and logical, edit when necessary with `rebase -i`. Use one commit per logical change if necessary, most work can be squashed into one commit when you are done. It is not necessary to have separate commits per-file if they are one logical change. We are less strict about this than other projects, fewer is better. The commit title line should be prefixed with an area, unless it involves the wxWidgets GUI app, in which case it should **NOT** have a prefix. If the commit is a user-facing functionality change or enhancement, the title line of the commit must be a non-technical description of this change. For example "Mute on speedup" because this will go into the changelog. The text after the area prefix should not be capitalized. Please use one of these area prefixes for non-main-GUI-app commits: - doc: documentation, README.md etc. - build: cmake, installdeps, preprocessor compatibility defines, compatibility headers, etc. - gb: the GameBoy emulator core - gba: the GameBoy Advance emulator core - libretro: the libretro core glue and build - sdl: anything for the SDL port - translations: anything related to translations . Add other areas here if needed. If a commit fixes a regression, use a title line such as: ```console Fix regression in ``` , you can get the short sha from `git log --oneline -100` or similar. The commit description for a regression must refer to the breaking change in reference format, which you can get from e.g. `git log --format=reference -20`. You can refer to github issues using `#` freely in the description text. If a commit fixes an issue, add a line at the end of the description such as: ```console Fix #. ``` . #### Collaboration on a Branch To update when multiple people are working on a git branch, keep a couple of things in mind: - Always `push -f` unless you're adding a commit on top. And it's almost always better to edit the history than to add more commits. Never add commits fixing previous commits, only improving or adding to them. - To update when someone else updated the branch with a `push -f` ```bash git status # should be clean, with your work having been already pushed git fetch --all --prune git reset --hard origin/ ``` . - While actively working on a branch, keep it rebased on top of master. #### Commits from Maintainers Maintainers and project members have the power to commit directly to master. This power must be used responsibly. Make your best attempt to follow these general guidelines to keep our history clean: - Things that are a minor fix or improvement that does not require discussion can be committed directly, keeping the following guidelines in mind. - Bigger new features, code refactors and changes in architecture should go through the PR process. - Push code changes to a branch first, so they can run through the CI. When you open the commit in GitHub there is a little icon in the upper left corner that shows the CI status for this commit. Differences in what different compilers allow is a problem that comes up **VERY** frequently. As well as incompatibilities between different configurations for both the C++ code and any supporting code. ### Miscellaneous #### 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. ### Release Process #### GnuPG Key You will need to create a GnuPG key for signing your commits and release tags, and upload it to a keyserver. Make sure to install GnuPG on all environments where you will be making commits and tags. #### Certificates Make sure you have set up a Windows code signing certificate with the right password and a Mac 'Developer ID Application' certificate. Put the Windows certificate into `~/.codesign/windows_comodo.pkcs12` as a PKCS12 file that is password protected, and put the password for it into `~/.codesign/windows_comodo.pkcs12.password`. #### Release Commit and Tag Once you are sure you're ready to release, and you are in a git clone on master with a clean working tree, use the cmake script to make the release commit and tag: ```bash mkdir build && cd build cmake .. -DTAG_RELEASE=TRUE ``` , follow the instructions to edit the `CHANGELOG.md` and then push the release: To reiterate, **make sure you edit the `CHANGELOG.md`** to remove any non-user-facing changes before you make the release commit. ```bash git push git push --tags ``` If you don't want to push the release, to back out the change do: ```bash cmake .. -DTAG_RELEASE=UNDO ``` #### 64-bit Windows Binary For this you will preferably need the PowerShell environment setup described [here](https://github.com/rkitover/windows-dev-guide), or by starting the `x64 Native Tools Command Prompt` from your Start Menu. ```powershell mkdir build-msvc64 cd build-msvc64 cmake .. -DCMAKE_BUILD_TYPE=Release -DUPSTREAM_RELEASE=TRUE -G Ninja ninja ``` Collect the following files for the release: - `visualboyadvance-m-Win-x86_64.zip` - `translations.zip` Repeat the process for the debug build, with `-DCMAKE_BUILD_TYPE=Debug` and collect this file: - `visualboyadvance-m-Win-x86_64-debug.zip` . #### 32-bit Windows Binary The 32-bit build is a legacy build for Windows XP compatibility. You will need the MinGW toolchain to build it. The easiest method is to use the MINGW32 MSYS2 environment. Make sure the Visual Studio `signtool.exe` is in your path, you can start MSYS2 with an inherited `PATH` from a Visual Studio enabled environment or add it to your shell configuration. First install dependencies with: ```bash ./installdeps ``` . Then build the 32-bit binary as follows: ```bash mkdir build-mingw32 cd build-mingw32 cmake .. -DCMAKE_BUILD_TYPE=Release -DUPSTREAM_RELEASE=TRUE -G Ninja ninja ``` . Collect this file for the release: - `visualboyadvance-m-Win-x86_32.zip` . Then repeat the process for the debug build with `-DCMAKE_BUILD_TYPE=Debug`, and collect this file: - `visualboyadvance-m-Win-x86_32-debug.zip` . #### ARM64 Windows 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 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 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 so that your codesigning certificate can be used. Adding the certificate and key to the System keychain is also a method that some people use. To unlock your keychain on login, you can add something like this to your `~/.zshrc`: ```bash security unlock-keychain -p "$(cat ~/.login-keychain-password)" login.keychain ``` , with your login password in that file. For notarization to work, you will need to create an app-specific password on https://appleid.apple.com , get your Team ID from your Apple Developer account, and store them with this command: ```bash xcrun notarytool store-credentials AC_PASSWORD \ --apple-id you@domain.com \ --team-id \ --password ``` . Once all of this is set up, run: ```bash 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-x86_64.zip` - `visualboyadvance-m-Mac-x86_64-debug.zip` . #### Final steps 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 generated entries from `CHANGELOG.md` you edited earlier. Upload all files collected during the earlier builds, the complete list is: - `translations.zip` - `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: ```bash cmake .. -DUPDATE_APPCAST=TRUE ``` , follow the instructions to push the change to the web data repo. Announce the release on reddit r/emulation and the forum.