329 lines
12 KiB
Markdown
329 lines
12 KiB
Markdown
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
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<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
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- [Visual Boy Advance - M](#visual-boy-advance---m)
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- [Building](#building)
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- [Building a Libretro core](#building-a-libretro-core)
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- [Visual Studio Support](#visual-studio-support)
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- [Visual Studio Code Support](#visual-studio-code-support)
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- [Dependencies](#dependencies)
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- [Cross compiling for 32 bit on a 64 bit host](#cross-compiling-for-32-bit-on-a-64-bit-host)
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- [Cross Compiling for Win32](#cross-compiling-for-win32)
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- [CMake Options](#cmake-options)
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- [MSys2 Notes](#msys2-notes)
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- [Debug Messages](#debug-messages)
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- [Reporting Crash Bugs](#reporting-crash-bugs)
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- [Contributing](#contributing)
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<!-- END doctoc generated TOC please keep comment here to allow auto update -->
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[![Join the chat at https://gitter.im/visualboyadvance-m/Lobby](https://badges.gitter.im/visualboyadvance-m/Lobby.svg)](https://gitter.im/visualboyadvance-m/Lobby)
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Our bridged Discord server is [Here](https://discord.gg/EpfxEuGMKH).
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We are also on *`#vba-m`* on [Libera IRC](https://libera.chat/) which has a [Web
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Chat](https://web.libera.chat/).
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[![Get it from flathub](https://dl.flathub.org/assets/badges/flathub-badge-en.svg)](https://flathub.org/apps/com.vba_m.visualboyadvance-m)
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[![Get it from the Snap Store](https://snapcraft.io/static/images/badges/en/snap-store-black.svg)](https://snapcraft.io/visualboyadvance-m)
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***Want to know where you can install visualboyadvance-m in your linux distribution?***
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[![Packaging status](https://repology.org/badge/vertical-allrepos/visualboyadvance-m.svg)](https://repology.org/project/visualboyadvance-m/versions)
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# Visual Boy Advance - M
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Game Boy and Game Boy Advance Emulator
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The forums are [here](https://board.visualboyadvance-m.org/).
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Windows and Mac builds are in the [releases tab](https://github.com/visualboyadvance-m/visualboyadvance-m/releases).
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Nightly builds for Windows and macOS are at [https://nightly.visualboyadvance-m.org/](https://nightly.visualboyadvance-m.org/).
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**PLEASE TEST THE NIGHTLY OR MASTER WITH A FACTORY RESET BEFORE REPORTING
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ISSUES**
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Your distribution may have packages available as well, search for
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`visualboyadvance-m` or `vbam`.
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It is also generally very easy to build from source, see below.
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If you are using the windows binary release and you need localization, unzip
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the `translations.zip` to the same directory as the executable.
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If you are having issues, try resetting the config file first, go to `Help ->
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Factory Reset`.
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## Building
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The basic formula to build vba-m is:
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```shell
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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 .. -G Ninja
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ninja
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```
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`./installdeps` is supported on MSys2, Linux (Debian/Ubuntu, Fedora, Arch,
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Solus, OpenSUSE, Gentoo and RHEL/CentOS) and Mac OS X (homebrew, macports or
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fink.)
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## Building a Libretro core
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Clone this repo and then,
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```bash
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cd src/libretro
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make -j`nproc`
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```
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Copy vbam_libretro.so to your RetroArch cores directory.
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## Visual Studio Support
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For visual studio, dependency management is handled automatically with vcpkg,
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From the Visual Studio GUI, just clone the repository with git and build with
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the cmake configurations provided.
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If the GUI does not detect cmake, go to `File -> Open -> CMake` and open the
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`CMakeLists.txt`.
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If you are using 2017, make sure you have all the latest updates, some issues
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with cmake projects in the GUI have been fixed.
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You can also build from the developer command prompt or powershell with the
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environment loaded.
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Using your own user-wide installation of vcpkg is supported, just make sure the
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environment variable `VCPKG_ROOT` is set.
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To build in the visual studio command prompt, use something like this:
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```
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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=Debug -G Ninja
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ninja
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```
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## Visual Studio Code Support
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Make sure the
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[C/C++](https://marketplace.visualstudio.com/items?itemName=ms-vscode.cpptools)
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and [CMake
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Tools](https://marketplace.visualstudio.com/items?itemName=ms-vscode.cmake-tools)
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extensions are installed.
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Add the following to your `settings.json`:
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```json
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{
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"cmake.configureOnOpen": true,
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"cmake.preferredGenerators": [ "Ninja" ]
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}
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```
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.
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## Dependencies
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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](https://en.wikipedia.org/wiki/Make_(software))
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- [CMake](https://cmake.org/)
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- [git](https://git-scm.com/)
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- [nasm](https://www.nasm.us/) (optional, for 32 bit builds)
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And the following development libraries:
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- [zlib](https://zlib.net/) (required)
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- [mesa](https://mesa3d.org/) (if using X11 or any OpenGL otherwise)
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- [ffmpeg](https://ffmpeg.org/) (optional, at least version `4.0.4`, for game recording)
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- [gettext](https://www.gnu.org/software/gettext/) and gettext-tools (optional, with ENABLE_NLS)
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- [SDL2](https://www.libsdl.org/) (required)
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- [SFML](https://www.sfml-dev.org/) (optional, for link)
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- [OpenAL](https://www.openal.org/) or [openal-soft](https://kcat.strangesoft.net/openal.html) (required, a sound interface)
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- [wxWidgets](https://wxwidgets.org/) (required for GUI, 2.8 and non-stl builds are no longer supported)
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On Linux and similar, you also need the version of GTK your wxWidgets is linked
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to (usually 2 or 3) and the xorg development libraries.
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Support for more OSes/distributions for `./installdeps` is planned.
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## Cross compiling for 32 bit on a 64 bit host
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`./installdeps m32` will set things up to build a 32 bit binary.
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This is supported on Fedora, Arch, Solus and MSYS2.
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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-w64-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`.)
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On Debian/Ubuntu this uses the MXE apt repository and works quite well.
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On Fedora it can build using the Fedora MinGW packages, albeit with wx 2.8, no
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OpenGL support, and no Link support for lack of SFML.
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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, for example:
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```shell
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cmake .. -DENABLE_LINK=NO -G Ninja
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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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```shell
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cmake .. -DCMAKE_BUILD_TYPE=Debug -G Ninja
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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 (**BUGGY AND DANGEROUS**) | OFF |
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| ENABLE_ASM | Enable the following two ASM options | 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) | AUTO |
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| ENABLE_LIRC | Enable LIRC support | OFF |
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| ENABLE_FFMPEG | Enable ffmpeg A/V recording | AUTO |
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| ENABLE_ONLINEUPDATES | Enable online update checks | ON |
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| ENABLE_LTO | Compile with Link Time Optimization (gcc and clang only) | ON for release build |
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| ENABLE_GBA_LOGGING | Enable extended GBA logging | ON |
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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 | AUTO |
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| ENABLE_ASAN | Enable libasan sanitizers (by default address, only in debug mode) | OFF |
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| UPSTREAM_RELEASE | Do some release tasks, like codesigning, making zip and gpg sigs. | OFF |
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| BUILD_TESTING | Build the tests and enable ctest support. | ON |
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| VBAM_STATIC | Try link all libs statically (the following are set to ON if ON) | OFF |
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| SDL2_STATIC | Try to link static SDL2 libraries | OFF |
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| SFML_STATIC_LIBRARIES | Try to link static SFML libraries | OFF |
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| FFMPEG_STATIC | Try to link static ffmpeg libraries | OFF |
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| OPENAL_STATIC | Try to link static OpenAL libraries | OFF |
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| TRANSLATIONS_ONLY | Build only the translations.zip and nothing else | OFF |
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Note for distro packagers, we use the CMake module
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[GNUInstallDirs](https://cmake.org/cmake/help/v2.8.12/cmake.html#module:GNUInstallDirs)
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to configure installation directories.
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On Unix to use a different version of wxWidgets, set
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`wxWidgets_CONFIG_EXECUTABLE` to the path to the `wx-config` script you want to
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use.
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## MSys2 Notes
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To run the resulting binary, you can simply type:
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```shell
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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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If you built with `-DCMAKE_BUILD_TYPE=Debug`, you will get a console app and
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will see debug messages, even in mintty.
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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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Our own builds are static.
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## Debug Messages
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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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It works like `printf()`, e.g.:
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```cpp
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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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From the core etc. the usual:
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```cpp
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fprintf(stderr, "...", ...);
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```
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will work fine.
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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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## Reporting Crash Bugs
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If the emulator crashes and you wish to report the bug, a backtrace made with
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debug symbols would be immensely helpful.
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To generate one (on Linux and MSYS2) first build in debug mode by invoking
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`cmake` as:
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```shell
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cmake .. -DCMAKE_BUILD_TYPE=Debug
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```
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After you've reproduced the crash, you need the core dump file, you may need to
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do something such as:
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```shell
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ulimit -c unlimited
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```
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in your shell to enable coredump files.
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[This
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post](https://ask.fedoraproject.org/en/question/98776/where-is-core-dump-located/?answer=98779#post-id-98779)
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explains how to retrieve core dump on Fedora Linux (and possibly other
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distributions.)
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Once you have the core dump file, open it with `gdb`, for example:
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```shell
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gdb -c core ./visualboyadvance-m
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```
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In the `gdb` shell, to print the backtrace, type:
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```
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bt
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```
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This may be a bit of a hassle, but it helps us out immensely.
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## Contributing
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See the [Developer Manual](/DEVELOPER-MANUAL.md).
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