241 lines
9.6 KiB
Markdown
241 lines
9.6 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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- [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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[![Build Status](https://tea-ci.org/api/badges/visualboyadvance-m/visualboyadvance-m/status.svg)](https://tea-ci.org/visualboyadvance-m/visualboyadvance-m)
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# 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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Windows and Mac builds are in the [releases tab](https://github.com/visualboyadvance-m/visualboyadvance-m/releases).
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Daily Ubuntu packages here: https://code.launchpad.net/~sergio-br2/+archive/ubuntu/vbam-trunk
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Your distribution may have packages available as well, search for "vbam".
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It is also generally very easy to build from source, see below.
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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 ..
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make -j`nproc`
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```
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`./installdeps` is supported on MSys2, Linux (Debian/Ubuntu, Fedora, Arch or
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Solus) and Mac OS X (homebrew, macports or fink.)
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The Ninja cmake generator is also now supported, including on msys2.
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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 (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 (optional, for game recording)
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- gettext and gettext tools (optional, with ENABLE_NLS)
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- png (required)
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- [SDL](https://www.libsdl.org/)2 (required)
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- [SFML](https://www.sfml-dev.org/) (optional, for link)
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- OpenAL (optional, a sound interface)
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- [wxWidgets](https://wxwidgets.org/) (required, 2.8 is still supported, --enable-stl is 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).
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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-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 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 on the cmake command with e.g.:
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```shell
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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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```shell
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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 (**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) | ON |
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| ENABLE_LIRC | Enable LIRC support | OFF |
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| ENABLE_FFMPEG | Enable ffmpeg A/V recording | OFF |
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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 | 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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| SSP_STATIC | Try to link static gcc stack protector library (gcc only) | OFF except Win32 |
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| OPENAL_STATIC | Try to link static OpenAL libraries | 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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## 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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For our own builds, we use MXE to make static builds.
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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. Using this function for console debug
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messages is recommended.
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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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## 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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Please keep in mind that this app needs to run on Windows, Linux and macOS 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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