[![Join the chat at https://gitter.im/visualboyadvance-m/Lobby](https://badges.gitter.im/visualboyadvance-m/Lobby.svg)](https://gitter.im/visualboyadvance-m/Lobby?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge) [![Build Status](https://tea-ci.org/api/badges/visualboyadvance-m/visualboyadvance-m/status.svg)](https://tea-ci.org/visualboyadvance-m/visualboyadvance-m) # Visual Boy Advance - M Game Boy Advance Emulator Homepage and Forum: http://vba-m.com Windows and Mac builds are in the [releases tab](https://github.com/visualboyadvance-m/visualboyadvance-m/releases). Daily Ubuntu packages here: https://code.launchpad.net/~sergio-br2/+archive/ubuntu/vbam-trunk Your distribution may have packages available as well, search for "vbam". It is also generally very easy to build from source, see below. ## 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 -j8 ``` `./installdeps` is supported on MSys2, Linux (Debian/Ubuntu, Fedora, Arch or Solus) and Mac OS X (homebrew, macports or fink.) The Ninja cmake generator is also now supported, including on msys2. If your OS is not supported, you will need the following: - c++ compiler and binutils - make - cmake - git - nasm (optional, for 32 bit builds) And the following development libraries: - zlib (required) - mesa (if using X11 or any OpenGL otherwise) - ffmpeg (optional, for game recording) - gettext and gettext tools (optional, with ENABLE_NLS) - png (required) - SDL2 (required) - SFML (optional, for link) - OpenAL (optional, a sound interface) - wxWidgets (required, 2.8 is still supported) - cairo (optional, rendering interface) On Linux and similar, you also need the version of GTK your wxWidgets is linked to (usually 2 or 3). Support for more OSes/distributions for `./installdeps` is planned. ## Cross compiling for 32 bit on a 64 bit host `./installdeps m32` will set things up to build a 32 bit binary. This is supported on Fedora, Arch, Solus and MSYS2. ## 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 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 on the cmake command with e.g.: ```bash cmake .. -DENABLE_LINK=NO ``` Of particular interest is making **RELEASE** or **DEBUG** builds, the default mode is **RELEASE**, to make a **DEBUG** build use something like: ```bash cmake .. -DCMAKE_BUILD_TYPE=Debug ``` 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_NLS | Enable translations | ON | | ENABLE_ASM | Enable the following three ASM options | ON for 32 bit builds | | ENABLE_ASM_CORE | Enable x86 ASM CPU cores (**BUGGY AND DANGEROUS**) | OFF | | 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) | ON | | ENABLE_LIRC | Enable LIRC support | OFF | | ENABLE_FFMPEG | Enable ffmpeg A/V recording | ON on Linux and MSys2 | | ENABLE_LTO | Compile with Link Time Optimization (gcc and clang only) | ON where works | | ENABLE_GBA_LOGGING | Enable extended GBA logging | ON | | ENABLE_CAIRO | Enable Cairo rendering for wxWidgets | OFF | | ENABLE_DIRECT3D | Direct3D rendering for wxWidgets (Windows, **NOT IMPLEMENTED!!!**) | ON | | ENABLE_XAUDIO2 | Enable xaudio2 sound output for wxWidgets (Windows only) | ON | | ENABLE_OPENAL | Enable OpenAL for the wxWidgets port | ON | Note for distro packagers, we use the CMake module [GNUInstallDirs](https://cmake.org/cmake/help/v2.8.12/cmake.html#module:GNUInstallDirs) to configure installation directories. ## MSys2 Notes To run the resulting binary, you can simply type: ```bash ./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. For our own builds, we use MXE to make static builds. ## 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. Using this function for console debug messages is recommended. It works like `printf()`, but using `wxString`, so use `wxT()` e.g.: ```cpp int foo = 42; wxLogDebug(wxT("the value of foo = %d"), foo); ``` `%s` does not work for `wxString`, so you can do something like this: ```cpp wxString world = "world"; wxLogDebug(wxT("Hello, %s!"), world.utf8_str()); ``` ## 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.