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