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Spacy
February 9th, 2008, 17:32
EDIT:

Get the latest build from this post: http://forums.ngemu.com/vba-m/100017-first-qt-build-no-emulation-yet-4.html#post1286588[/URL]


----------


Hi there. I just happened to have some free time, so I started to code on the Qt build. I start to really like Qt, because it is easy to code and I get to see results fast AND the build system kicks ass!

Get the binary from http://vba-m.ngemu.com/vbam/vbaotherbuilds/vba_qt_358.7z (http://forums.ngemu.com/vba-m/100017-first-qt-build-no-emulation-yet-4.html#post1286184)

About this build:
Compiled with MSVC++ 2008 Express
Static Qt build
Static C/C++ runtimes
OpenGL enabled
German translation available (remove the "lang" folder in order to see the english interface)Of course translations will be optional and selectable later on. The Qt translation system is really great and flexible, so it won't take long until VBA-M got a bunch of translations.

[U] This build is just for demonstration purposes, no emulation at all yet.


Edit:
By the way, I would be glad about feedback on whether the .pro makefile compiles without changes on Linux with GCC.

Dualscreenman
February 9th, 2008, 21:52
After wrestling around with (minor) build issues on IRC for a while, Spacy and I achieved compilage on Linux:

http://i31.photobucket.com/albums/c355/Woremar/vbam-qtlinux.png

(Yes, that's supposed to be pink)
Looks great! The Oxygen Qt4 theme really makes it look sexy.

Spacy
February 9th, 2008, 22:09
Build issues should be fixed now.

For a short build how-to have a look at our Wiki @ https://vbam.bountysource.com/wiki

Dualscreenman
February 10th, 2008, 02:04
I made a Spanish Translation. It shouldn't be bad, (it should be good) but if a native speaker (or anyone else for that matter) comes across a mistake, don't hesitate to correct it.

Zip includes the .ts file and the svn diff of vba-m.pro.

shashClp
February 10th, 2008, 02:41
Just fixed spanish translation a bit, basically changing:

- "Exit"->"Salida" to "Salir" (like Firefox or other programs use)
- "Select translation" -> "Selecto traducción" to "Seleccione traducción" (selecto doesn't selection in spanish, it means something like "exclusive")

I attach a fixed zip. As a comment, shouldn't "Select translation" be changed to "Select language"? Imho, it's more logical that the program uses a certain language than it's translation, not to mention that most applications use that convention.

ubuntummc
February 10th, 2008, 03:38
Great Look forward to seeing the linux build to have an awesome gui now :) great work Spacy

Squall-Leonhart
February 10th, 2008, 05:02
guys, i love it, is that Oxygen theme available on the windows version as well?

Surkow
February 10th, 2008, 09:31
I think the windows version of Qt will use your current native theme. There are two themes available for non-Linux systems, "Windows XP" and "Aqua". But no Oxygen theme (or you'll have to port it yourself).

There are two "special" themes in Qt, "Windows XP" and "Aqua", which are only available on their respective platforms and which use the native widgets. They are also the default themes for these platforms. However, you can still use any of the other available themes or write your own silly roll-your-own theme, even under Windows or Mac OSX.

Spacy
February 10th, 2008, 10:49
Just as a note, I recommend waiting with the translations until VBA is in a more useful state so you don't have to redo your stuff as we make changes all the time. I'll add that translation nevertheless.

Dualscreenman
February 10th, 2008, 12:07
I was bored and I wanted to get familiar with the translation system. The Qt Linguist is a nifty tool, I like it.

Spacy
February 10th, 2008, 13:14
I wrote a small how-to to select another widget style for VBA:
https://vbam.bountysource.com/wiki

This works on any Qt app.


EDIT:
Hi there, it's me again.

I just added a basic cheat side bar. Other side bars I plan to add are one for cheat searching, emulation pause/resume/breakpoints and later maybe enable the user to put the tile viewers into sidebars. A disassembler/register viewer might be nice as well.

Tell me if you have more ideas for useful side bars.
I'll have to add the possibilitie to save/preserve the side bar positions and only show individual side bars later.

Get the build (365) from http://vba-m.ngemu.com/vbam/vbaotherbuilds/vba_qt_365.7z

Dualscreenman
February 10th, 2008, 22:40
Added translation instructions for Linux.

Spacy
February 10th, 2008, 23:09
Patch applied.

Squall-Leonhart
February 11th, 2008, 01:17
with that, i 100% support the writing of an official theme for VBA under windows :P

TheCloudOfSmoke
February 11th, 2008, 04:19
Wow, almost a 2 meg download. Is it going to be like that for every new build when emulation is added in?

mudlord
February 11th, 2008, 04:25
It might be a bit more, but we can EXE compress it to make sure it all fits. Thats the price we pay for pure cross platform compatibility. ;)

Spacy, I had a thought. We could add QPainter support. Sindre Aamas's GB/GBC emulator uses Qt exclusively and it uses QPainter. And from my testing, its damn fast. Could be useful as a replacement for DirectDraw....

Squall-Leonhart
February 11th, 2008, 05:29
indeed, QPainter would be a good idea, i've seen a few apps that use it.

Spacy
February 11th, 2008, 14:21
ok, so we have to do the Display Interface thingy again ^^


About the download size: As I said, I compiled my own static version of Qt so nobody has to mess around with DLLs.
An option would be to provide one DLL pack here and distribute the much smaller exe. This would sure save some space. I got a flatrate, so I haven't cared for that yet, sorry :)

Squall-Leonhart
February 11th, 2008, 15:09
anyone who has Nach's NSRT on thier computer has the NF.exe which requires the dll's

but i do agree the dll files should be seperate to the program and only the vba.exe should be distributed in the zip.

TheCloudOfSmoke
February 11th, 2008, 18:10
About the download size: As I said, I compiled my own static version of Qt so nobody has to mess around with DLLs.
An option would be to provide one DLL pack here and distribute the much smaller exe. This would sure save some space. I got a flatrate, so I haven't cared for that yet, sorry :)

Ah, ok. Yeah, providing the dll pack for a one time download is a good idea.

mudlord
February 12th, 2008, 10:15
I started a redesign of the main options.

Herein attached is what I done so far...

The basic aim is for a unified options dialog, and I always wanted one in VBA-M, since I hate the messiness of it currently. Any criticism, is appreciated.

deniseweird
February 12th, 2008, 10:36
I didn't have much problem with the previous design. But this does look good. :)

BTW, is it hard to create a GUI with Qt Designer if you don't know coding?

mudlord
February 12th, 2008, 10:41
Its essential you know C++ or another object oriented language when you wire the widgets in, as Qt4 is purely object oriented. But if you want to make mock GUIs and not implement them, you don't need to know C++.

Spacy
February 12th, 2008, 12:55
I would prefer the tabs on the left side, like on that screenshot DSman posted some time ago:

http://forums.ngemu.com/vba-m/98623-qt-gui-update-suggestion-thread.html#post1258179

TheCloudOfSmoke
February 12th, 2008, 12:56
I started a redesign of the main options.

Herein attached is what I done so far...

The basic aim is for a unified options dialog, and I always wanted one in VBA-M, since I hate the messiness of it currently. Any criticism, is appreciated.

Actually, I like that idea. I was thinking that VBA should have one dialog box for all of its options for a while now.

mudlord
February 12th, 2008, 13:08
I would prefer the tabs on the left side, like on that screenshot DSman posted some time ago

Ahk, in that case we need decent icons :)

Dualscreenman
February 12th, 2008, 13:22
Oxygen? :P
http://i31.photobucket.com/albums/c355/Woremar/video-display.png
http://i31.photobucket.com/albums/c355/Woremar/preferences-desktop-sound.png
http://i31.photobucket.com/albums/c355/Woremar/input-gaming.png

mudlord
February 12th, 2008, 20:34
Wow! Those icons are SEXY!

Can anyone supply me with a link to the complete Oxygen icon set?

Dualscreenman
February 12th, 2008, 20:50
Index of /trunk/KDE/kdebase/runtime/pics/oxygen (http://websvn.kde.org/kde/trunk/KDE/kdebase/runtime/pics/oxygen/)

mudlord
February 12th, 2008, 20:55
Thank you!

TheCloudOfSmoke
February 12th, 2008, 23:38
Yeah, those are nice icons. I checked that link and I don't know what to download. :/

mudlord
February 12th, 2008, 23:44
To download, you need to use a SVN client, to download from the KDE SVN. Thats what I did. If you are interested in specific icons, I can upload some packs.

Dualscreenman
February 12th, 2008, 23:45
All of those are 64x64. The Monitor and the Gamepad are in the "devices" directory. The Sound one is in "apps".

Dualscreenman
February 14th, 2008, 16:23
This patch adds various shortcuts for menu actions:

Crtl+T now opens the translation file dialog.
Crtl+Q now exits VBA-M.

One issue, though, is that the "File" menu isn't wide enough, so "Exit" will now appear as "ExitCrtl+Q"

Spacy
February 20th, 2008, 22:23
I made a small update and changed the runtimes to dynamic.

From now on, get the DLL package from http://vba-m.ngemu.com/vbam/vbaotherbuilds/vba_qt_dlls.7z (2.4 MB, only once).

You may then download the current Qt build: http://vba-m.ngemu.com/vbam/vbaotherbuilds/vba_qt_369.7z (13kB ^^)


@Dualscreenman:
I don't think we should add all the shortcuts manually. We'd better re-invent the accelerator manager from the MFC GUI.


Edit:
The old&fat Qt builds have been erased, btw.

mudlord
February 20th, 2008, 22:31
Nice job Spacy.

I'm glad that this has been done early in the dev cycle, as it will save us plenty of headaches in the future...:)

Spacy
February 20th, 2008, 22:37
I also tried to use mingw with Visual Studio, but it breakes the debugger, the compiler error output and I got strange compiler errors on top.

However, compiling a simple release build from the command line with mingw and the Qt setup works perfectly fine. I wrote a small How-To @ https://vbam.bountysource.com/wiki

mudlord
February 20th, 2008, 22:46
Nice! Although I acquired Visual Studio 2008 Professional with MSDN, and it works just fine with that.

Dualscreenman
February 20th, 2008, 22:51
@Spacy
Okay, I guess I'll trust you on this one since I have no clue how the MFC GUI is coded. :P I Never really looked at the code. (Plus you're a better coder than me)

mudlord
February 21st, 2008, 03:20
However, compiling a simple release build from the command line with mingw and the Qt setup works perfectly fine. I wrote a small How-To @ https://vbam.bountysource.com/wiki

Thanks, within a couple of seconds and a minor source code patch, was able to compile fine with my version of MinGW. :)

mudlord
February 21st, 2008, 06:03
...and I also started work on the main GUI options...

Omegainf
February 21st, 2008, 06:55
It's looking good! =)

mudlord
February 21st, 2008, 09:01
I've implemented the input settings dialog box...

Dualscreenman
February 21st, 2008, 13:30
This patch fixes GCC compiler warnings caused by the lack of trailing newlines at the end of source files.

Oh, and good work on the options menu mudlord. <3

Spacy
February 21st, 2008, 13:52
@mudlord:
Looks damn good.
However, could you please be a little more careful to uses tabs instead of spaces at the beginning and format your code consistently? I'm not telling you to use MY style, just to make your code look clean. The trailing newlines at end of file are a must as well. Moreover, I am a little disturbed by the space at the beginning of EVERY line in some files. In order to use any Qt GUI elements, just #include "precompile.h" and you're done. You don't have to define references to the Qt classes at the beginning of the code.

Dualscreenman
February 21st, 2008, 14:22
Oh, and I think it'd look better if the icons were centered.

Spacy
February 21st, 2008, 14:46
I'm working on that.

Another thing, mudlord, whenever you create a new Qt object, you should pass a parent as an argument or else your objects won't be deleted.

Edit:
Sorry, that's wrong for this case, as we're working with Layouts here.

Hiei-YYH
February 21st, 2008, 14:54
i didn't like the controller icon :P it remembers me xcrap360

Spacy
February 21st, 2008, 16:20
By the way, the path to the KDE Oxygen icons has changed: Index of /trunk/KDE/kdebase/runtime/pics/oxygen (http://websvn.kde.org/trunk/KDE/kdebase/runtime/pics/oxygen/)

EDIT:
Mudlord added the basic config dialog and I added lots of eye candy.
Here's the latest build: http://vba-m.ngemu.com/vbam/vbaotherbuilds/vba_qt_378.7z

TheCloudOfSmoke
February 21st, 2008, 19:42
The latest build isn't working for me. This one gives me an error that says "This application has failed because the application configuration is incorrect. Reinstalling the application may fix this problem."

Spacy
February 21st, 2008, 20:09
What OS do you use?

Lord Budweiser
February 21st, 2008, 20:26
Erase the ini from previous versions, and other supplementar files.

MasterPhW
February 21st, 2008, 21:15
The latest build isn't working for me. This one gives me an error that says "This application has failed because the application configuration is incorrect. Reinstalling the application may fix this problm."
Did you unpacked the dll archive for the QT build?

Spacy
February 21st, 2008, 21:26
Erase the ini from previous versions, and other supplementar files.


We don't have INIs yet o.O

es3ado
February 21st, 2008, 21:46
The latest build isn't working for me. This one gives me an error that says "This application has failed because the application configuration is incorrect. Reinstalling the application may fix this problm."
What OS do you use?
Unless others OSs use the same text message warning, it should be Windows XP...

Hard core Rikki
February 21st, 2008, 21:48
i suppose the directx dlls were missing...

Dualscreenman
February 21st, 2008, 22:26
The Qt version doesn't have any directx integration yet. It'd be more likely that the Qt dlls were missing.

mudlord
February 21st, 2008, 22:39
Or the MSVC 2008 runtimes are missing in the case of that particular error message.

However, could you please be a little more careful to uses tabs instead of spaces at the beginning and format your code consistently? I'm not telling you to use MY style, just to make your code look clean. The trailing newlines at end of file are a must as well. Moreover, I am a little disturbed by the space at the beginning of EVERY line in some files. In order to use any Qt GUI elements, just #include "precompile.h" and you're done. You don't have to define references to the Qt classes at the beginning of the code.

Sorry for the messy code, will clean up ASAP.



Another thing, mudlord, whenever you create a new Qt object, you should pass a parent as an argument or else your objects won't be deleted.

Edit:
Sorry, that's wrong for this case, as we're working with Layouts here.

Mmmmhm...;)

TheCloudOfSmoke
February 21st, 2008, 23:28
I'm using Windows XP SP2 Professional and all of the required dlls (QT and DX) are extracted in the folder where the executable is and I deleted the vba.ini before trying to run the new build.

Hard core Rikki
February 21st, 2008, 23:39
was it the build in this (http://forums.ngemu.com/vba-m/100017-first-qt-build-no-emulation-yet-3.html#post1284733) post from Spacy?

TheCloudOfSmoke
February 21st, 2008, 23:44
Yes, the post that I directly replied to when I stated my problem. :p

Clements
February 22nd, 2008, 11:19
I get the same message, probably due to not having the MSVC 2008 runtime package installed on my system.

mudlord
February 22nd, 2008, 11:58
I'm uploading the complete MSVC2008 runtimes to the server. Installing that should hopefully nullify the error.

EDIT: Uploaded. They are in the same location as the Qt4 DLLs

Spacy
February 22nd, 2008, 13:28
Ah, that should be the problem. I just launched Dependency Walker again, and I made the mistake to just include MSVCR90.DLL. I should have looked deeper into the dependency tree and I would have found out, that the Qt DLLs themselves need the CPP-Runtimes as well. (Lol, I was even wondering why I didn't need the CPP-runtimes xD).

I will upload the full corrected package ASAP.


Edit:
OK, the corrected archive is up: http://vba-m.ngemu.com/vbam/vbaotherbuilds/vba_qt_dlls.7z

There's also a msvcm90.dll in my redist folder, but it's really not needed, so I didn't include it.


Edit2:
Current build: http://vba-m.ngemu.com/vbam/vbaotherbuilds/vba_qt_385.7z
Now saves settings to INI file (currently toolbar/sidebar placement and translation).

MNK
February 22nd, 2008, 23:02
Of the boring things:
1. all of the qt-related source files in svn lack correct eol style (namely native)
2. why does this use precompiled headers ? in my experience they were almost always a speed loss instead of gain during build ?

Clements
February 23rd, 2008, 00:57
Installing the MSVC2008 runtimes (vcredist_x86.exe) works fine.

However, the latest vba_qt_dlls package [Post #64] does not without MSVC2008 runtimes installed. There must be some other dependency. I tried copying the various DLLs from the redist from the WinSxS folder, with no luck.

Omegainf
February 23rd, 2008, 04:26
Still no love for linux? :(

Spacy
February 23rd, 2008, 12:00
Still no love for linux? :(


We love Linux - and Mac of course. We just don't use it ;) (mudlord&me).
If you want to try this out, use svn to get the code and compile it using the
short how-to on https://vbam.bountysource.com/wiki
If you're on Linux you should be used to that for special/new software that's not in the repos.


@Clements:
I tried it out for myself and you're right. If the two runtimes sit in the WinSxS folder, everything's fine. But if I rename one of them so WIndows won't find it and copy it with the correct name to the VBA.exe folder, it doesn't find it.
Welcome to Windows DLL hell

I'll try to figure something out, because I want VBA to be portable.

Edit:
OK, I read up on that issue and I came to the conclusion, that the embedded manifest file in the exe (done by the dynamic configuration of Qt) tells Windows to look only in the WinSxS folder instead of the local folder. Writing application configuration manifest files (xml) is pain in the ass. Solution: Compile with mingw or compile static. I think I'll create release builds with mingw from now on and only use MSVC for myself.

Dualscreenman
February 23rd, 2008, 13:11
Is there anything special I have to do if I want to redist Linux executables? I use Linux regularly.

Spacy
February 23rd, 2008, 14:31
I updated to Qt 4.3.4 and compiled with MinGW.

The DLL package has been updated and contains the new Qt DLLs (official build 4.3.4) and the official mingw runtime DLL (15 KB :p )

The other link contains the vba-qt-build using mingw.

This time it should really work ^^"


http://vba-m.ngemu.com/vbam/vbaotherbuilds/vba_qt_dlls.7z
http://vba-m.ngemu.com/vbam/vbaotherbuilds/vba_qt_svn385.7z

Clements
February 23rd, 2008, 22:55
I can confirm that the newest build definitely works now without the MSVC2008 runtime package installed. :)

Spacy
February 24th, 2008, 00:15
Nice.
I set my build system up, so that I have the original mingw-compatible .a Qt-libs for release and msvc-compatible .lib libs for debug. I wouldn't have thought this would actually work without conflicts. I wrote a small cmd-line script to compile the release builds with a double-click on a desktop-icon, while I develop&debug with Visual C++ 2008 Express.

I can really recommend this combination for Windows Qt developers ^^


I just added ROM file selection, basic validation & loading code to the Qt build.



EDIT
I made changes to the rendering system.

It will now use either OpenGL or QPainter, depending on what is available.

The smart thing is that I can do everything with QPainter and Qt will translate it to OpenGL calls.


One issue in Qt is the timing. Even though I create a 60Hz timer, I only achieve about 40fps. But with idle time processing (timer interval 0) I get over 1000fps, so it should be possible to build something on top of that.


We'll also have to look into the Threading possibilities of our emulator.


Here's the binary for today: http://vba-m.ngemu.com/vbam/vbaotherbuilds/vba_qt_svn389.7z

mudlord
February 25th, 2008, 13:01
It will now use either OpenGL or QPainter, depending on what is available.
The smart thing is that I can do everything with QPainter and Qt will translate it to OpenGL calls.

Neato!


One issue in Qt is the timing. Even though I create a 60Hz timer, I only achieve about 40fps. But with idle time processing (timer interval 0) I get over 1000fps, so it should be possible to build something on top of that.

We'll also have to look into the Threading possibilities of our emulator.

Okay, have you looked into Boost::Threads by any chance? Qt also offers threading support too, which could be useful for dual core optimizations.

Spacy
February 25th, 2008, 14:29
I know Qt offers threads, but the question is, what exactly could be run as a seperate thread, as the data flow in VBA doesn't offer many possibilities.

In the MFC build it's like the following:

Emulate frame -> output frame (video/audio) -> Emulate frame...
The steps depend on each other. One way of optimizing would be to start emulating while the outputting the last frame.

Pixel filtering could also be thread-optimized by splitting an image into several areas and do filtering on them independently. Of course there has to be some overhead since you would see the borders in the image.

Squall-Leonhart
February 25th, 2008, 15:32
i think it would be useless to bother trying tbh.

if you want multithreading, try adding split screen linking support :P

mudlord
February 25th, 2008, 21:09
I know Qt offers threads, but the question is, what exactly could be run as a seperate thread, as the data flow in VBA doesn't offer many possibilities.

In the MFC build it's like the following:

Emulate frame -> output frame (video/audio) -> Emulate frame...
The steps depend on each other. One way of optimizing would be to start emulating while the outputting the last frame.

Pixel filtering could also be thread-optimized by splitting an image into several areas and do filtering on them independently. Of course there has to be some overhead since you would see the borders in the image.

I think its time we have a IRC meeting on this issue as it will ultimately effect all platforms we target. Plus, Nach might have some valuable input into this issue.

Dualscreenman
February 27th, 2008, 22:25
When you do have a meeting, I'd like to sit in on it. I think it'd be good to announce it so that those who want to watch/participate can do so.

mudlord
February 27th, 2008, 23:15
In that case, get on IRC. Now. We are also discussing linking as well, plus loads other related topics to the Qt4 build.

MNK
February 28th, 2008, 21:03
It's not Qt related, but as this is most active thread lately, I think it's time to...
be annoying again.
In latest svn (rev. 413) following thing should be fixed:
in agb/GBA.cpp: GBAGFX.h!=GBAGfx.h
in agb/GBAGfx.h: there's a `#include "gbaGfx.h"` line
in sdl/SDL.cpp: few of `#include` headers need to be updated to new locations

I think there's at least one more thing, but as I already fixed it and forgot, it was probably just as trivial. After those fixes, svn works correctly.

Squall-Leonhart
February 29th, 2008, 00:50
im not seeing GBAGfx.!
it says #include "GBAGfx.h"

MNK
March 2nd, 2008, 00:04
What I'm going to say will be rather rude, but it really needs to be said.
To whoever done those recent svn updates (asof rev. 438) (in the log it's squall_leonhart69r) - you've made a real mess.
First of all, many of the files lost eol:native atribute.
Next more details concerning my last post:
src/agb/GBA.cpp: line 28 is #include "GBAGFX.h" should be #include "GBAGfx.h"
src/agb/GBAGfx.h: line 25 #include "gbaGfx.h" should be removed
and src/sdl/SDL.cpp is still not fixed even though required changes are obvious.

If anyone feels offended by my attitude, well...
I may not be a pro at programming, but when I see such trivial mistakes, though I'm aware they can happen for anybody, I still think they should be pointed as fast as possible, after all we all learn most through our own mistakes.
(in other words, I really needed to blow some steam)

mudlord
March 2nd, 2008, 02:02
What I'm going to say will be rather rude, but it really needs to be said.
To whoever done those recent svn updates (asof rev. 438) (in the log it's squall_leonhart69r) - you've made a real mess.
First of all, many of the files lost eol:native atribute.
Next more details concerning my last post:
src/agb/GBA.cpp: line 28 is #include "GBAGFX.h" should be #include "GBAGfx.h"
src/agb/GBAGfx.h: line 25 #include "gbaGfx.h" should be removed
and src/sdl/SDL.cpp is still not fixed even though required changes are obvious.

If anyone feels offended by my attitude, well...
I may not be a pro at programming, but when I see such trivial mistakes, though I'm aware they can happen for anybody, I still think they should be pointed as fast as possible, after all we all learn most through our own mistakes.
(in other words, I really needed to blow some steam)

Correct, it was squalls doing >_<.

Thus, he will be dealt with as soon as he fixes the mess he created. >_<.

Thank your for pointing it out.

Squall-Leonhart
March 3rd, 2008, 01:29
god damn it, I FIXED THAT in REV415, why is it back!!!

and the reason why i didn't notice it, is because i don't use an OS that cares about Casing, (fkn windows)
its been fixed in 441 anyway.

just to point out that GBAGfx.h was always in GBAGfx.h and i had nothing to do with that.

as for SDL.cpp, im not even touching that since i never touched it to begin with.

mudlord
March 3rd, 2008, 02:51
But, you would have realised that making such major changes will affect all ports?

But since you are reluctant to fix the SDL portion, due to these changes, I will.

Have a good day.

Squall-Leonhart
March 3rd, 2008, 05:33
no need, its done, i thought you were meaning a path issue related to the SDL sdk,.. i hadn't added the SDL files to the project so they weren't being picked up by the replace all /GBA.h > /agb/GBA.h

MNK
March 3rd, 2008, 13:53
Much better now (as of rev.442), but still...
1. eol attributes still need to be fixed
2. during rev. 439, as far as I understood it, dbgOutput and dbgSignal definitions were meant to be simply moved to a different file, however it seems that they were accidentally changed from void* to void, what causes compilation failures; after reverting that change, program seems to work correctly

Spacy
March 3rd, 2008, 14:39
Much better now (as of rev.442), but still...
1. eol attributes still need to be fixed
2. during rev. 439, as far as I understood it, dbgOutput and dbgSignal definitions were meant to be simply moved to a different file, however it seems that they were accidentally changed from void* to void, what causes compilation failures; after reverting that change, program seems to work correctly



Oh I'm sorry for the 2nd mistake. I removed several dirty declarations of the same functions inside the functions where dbgSignal and dbgOutput were needed, but I didn't notice that they are using function-pointers instead of calling the functions directly, because the functions have to be set depending on the VBA port. After all, only SDL implements those functions, though.

I'll fix that.

MNK
March 3rd, 2008, 18:18
Thanks for acting quickly. We're slowly getting there.
Now somebody has to check the output of `svn proplist -R .` on svn tree and for every text file lacking svn:eol-style property run `svn propset svn:eol-style native <filename>` (this includes src/agb and src/dmg directories as the files there lost those attributes during recent deletion) .

bgKu
March 3rd, 2008, 21:23
Or use the svn_apply_autoprops script (from the subversion-tools package) with a properly configured svn client.
Properly configured means with these options in the config file :
[miscellany]
enable-auto-props = yes
[auto-props]
*.c = svn:eol-style=native
*.cpp = svn:eol-style=native
*.h = svn:eol-style=native
Makefile = svn:eol-style=native

MNK
March 4th, 2008, 14:01
One more thing, during those agb/dmg moves two files got slipped into the tree,
src/dmg/GB.cpp.bak and src/dmg/gbGlobals.h.bak. I think they are redundant.

Spacy
March 4th, 2008, 19:17
Files habe been removed.

Squall-Leonhart
March 5th, 2008, 06:12
yes, that was my fault.. i have been busy trying to make a installer for VBA that allows you to specify directories and basic settings during setup to write to the .ini file.

MNK
March 5th, 2008, 13:46
Thanks for the fixes. Now for something more on-topic.
While initial gui builds worked fine (while they didn't do anything more than draw GUI), for a while now the only thing I get if I try to run GUI build is an immediate segfault (non-GUI is fine).
backtrace:
#0 0xb64ddca0 in ?? () from /usr/lib/dri/fglrx_dri.so
#1 0x00000008 in ?? ()
#2 0x08919378 in ?? ()
#3 0xbfb429a8 in ?? ()
#4 0xb64eb405 in ?? () from /usr/lib/dri/fglrx_dri.so
#5 0x084357fc in ?? ()
#6 0x44ffe000 in ?? ()
#7 0x000001f8 in ?? ()
#8 0x00000000 in ?? ()

Is it the current state of work or something else (and I know - ati-drivers BAD!!!) ?

Spacy
March 5th, 2008, 16:58
Hm, I think Nach complained about something OpenGL-related as well.

Unfortunately I am a) on Windows and b) use a NVIDIA card, and everything works fine for me, except for the redraw frequency being a little off.

mastrboy
March 12th, 2008, 11:02
so were is the paypal donate button for this project? ;)

mudlord
March 12th, 2008, 11:27
There is none.

I personally don't want donations. I'm not doing this for any compensation, at all. I personally don't want to be compensated. I'm not sure on what Spacy, Jonas & Nach think, but my own personal view on it is that I don't want donations.

Plus, it opens up a legal can of worms...I know PayPal is not exactly friendly to emulation projects....

Dualscreenman
March 12th, 2008, 12:54
Qt build works fine for me in Linux with Nvidia drivers. Maybe it's a Ati driver issue?

Spacy
March 12th, 2008, 17:48
There is none.

I personally don't want donations. I'm not doing this for any compensation, at all. I personally don't want to be compensated. I'm not sure on what Spacy, Jonas & Nach think, but my own personal view on it is that I don't want donations.

Plus, it opens up a legal can of worms...I know PayPal is not exactly friendly to emulation projects....


I don't want donations as well, since I don't want to be forced to work on this project, what I obviously am when receiving money for it.

If I start to study and do some greater stuff, I'll think it over.

burnstheflames
March 12th, 2008, 20:25
There is none.

I personally don't want donations. I'm not doing this for any compensation, at all. I personally don't want to be compensated. I'm not sure on what Spacy, Jonas & Nach think, but my own personal view on it is that I don't want donations.

Plus, it opens up a legal can of worms...I know PayPal is not exactly friendly to emulation projects....

Sem duvida essa é uma grande noticia, que bom seria se todos pensassem da mesma forma!!!

Without doubts that is a big one announces, that good it would be been all thought in the same way!!! :thumb:

Please sorry for my english, I am brasilian boy :eyemove:

Lord Budweiser
March 13th, 2008, 01:35
"Without a doubt, this is great news, it would be nice if everybody thought this way." :p

burnstheflames
March 13th, 2008, 11:21
jeje... thanks lord:rotflmao::thumb:

mudlord
March 15th, 2008, 08:37
"Without a doubt, this is great news, it would be nice if everybody thought this way."

Indeed, though people have thier own opinions on things.

Qt build works fine for me in Linux with Nvidia drivers. Maybe it's a Ati driver issue?

Wouldn't actually surprise me.

Though Qt build works fine for me, with Linux and Windows....