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We won't make a 3DS/2DS emulator.

#1 Re: Support » Compiling with Mac OSX » 2007-07-18 20:11:58

autogen.sh (autoreconf) does all the job

#2 Re: Support » Compiling with Mac OSX » 2007-07-18 11:14:04

There is something wrong in 0.7.2 !

I have the same error as you. But there is a solution !
In fact there is two problems. An encoding problem, and a bad path for autoconf in configure.


First solution :
     install package dos2unix in fink
     and run the following commands :
      dos2unix configure.ac
      dos2unix autogen.sh
      chmod u+x autogen.sh
      ./autogen.sh
      ./configure
      make

Second Solution :
    use the CVS repositery, and load the last cvs version, run autogen.sh, configure and make.

hope this is helping smile

#3 Re: Support » Compiling with Mac OSX » 2007-07-17 08:47:03

And as far as you use standard gtk, you need to launch the X11 server to use desmume-gtk and desmume-glade.
The desmume-cli is based on sdl which is "native" on OSX, and don't use X11.

There is some experimental gtk framework for aqua, but it's enough complex for now with standard tools smile

#4 Re: Support » Compiling with Mac OSX » 2007-07-17 08:42:25

To make things more understandable (?!) :

On OSX, the "Window server" is aqua. Cocoa and Carbon are os-x specific GUI (like gtk for unix).
All native drawing on OSX are based on OpenGL, so the framework is always installed on OSX.
But, to compile unix-like program with OpenGL, you need sometimes interface to the openGL framework,
like the one provided by X11 (Apple Developper tools) in /usr/X11R6/include/GL/gl.h !

The system unix-like binaries are installed in /usr/bin.
The unix-like binaries provided by fink are installed in /sw/bin.


The pkg-config is not installed by default in the system (/usr/bin). So you need to install it with fink (package pkgconfig).
BUT, it must be linked with autoconf correctly, and it will be only with autoconf installed from fink (so you end with two autoconf, one in /sw/bin and one in /usr/bin). It's why you need to adjust very carefully your PATH.

So the following other packages must be installed with fink : pkgconfig gettext intltool.

#5 Re: Support » Compiling with Mac OSX » 2007-07-16 21:32:29

the pkg-config error is solved by installing the package autoconf with fink and put the fink path "/sw/bin" in front of your PATH.
(to avoid using autoconf scripts from the base system in /usr)

I did not need to use dos2unix on any file, (release or cvs). But Makefiles are invalid if configure was not successful

#6 Re: Support » Compiling with Mac OSX » 2007-07-16 18:11:16

This is my environment, perhaps you need to adjust some values ? (setenv or export)

LD_LIBRARY_PATH=/sw/lib
LDFLAGS=-L/sw/lib
CPATH=/sw/include:/sw/include/gtk-2.0:/sw/include/gdk-2.0:/sw/include/pango-1.0:/sw/lib/gtk-2.0/include:/sw/include/atk-1.0:/sw/include/libglade-2.0:/usr/x11R6/include
CPPFLAGS=-I/sw/include
PKG_CONFIG_PATH=/sw/lib/freetype219/lib/pkgconfig/
PERL5LIB=/sw/lib/perl5/5.8.6/darwin-thread-multi-2level


Do you use source of last version or cvs version ?
Could you please give me what you obtain from ./configure in your terminal ?
(configure.log is too much verbose for now, stdin is enough)

#7 Re: Support » Compiling with Mac OSX » 2007-07-16 11:46:03

with fink, install the following packages :
autoconf
gawk
gtk+2
libglade2
sdl
libgl
libxml-pm586

Perhaps i forget something, but all of those packages are needed for the last cvs version.

Then, be careful ! you need pkg-config, that comes with autoconf in /sw/bin and not in /usr/bin.
So you need to adjust your path by using /sw/bin in first position:
(bash)
export PATH="/sw/bin:$PATH"
(tcsh)
setenv PATH "/sw/bin:$PATH"

try configure and make, and tell me what you obtain !

#8 Re: Support » Compiling with Mac OSX » 2007-07-15 18:23:53

Hello !

Do you know how to use fink ?
It's a package management system for Mac OSX. If you install fink, I can give you what
packages you need to install, and how to compile desmume

#9 Re: General » Multi-core » 2007-07-11 16:07:26

shash wrote:

Does your new threading code introduce new bugs? If not, feel free to send a patch, and whoever if able to test if will commit it to the CVS  smile

In my humble opinion, it's a bit early to add threading, as it'll probably make the code a mess, more keeping in mind there's so many basic stuff still left to do.

Yes. It is not perfect now and it would add some complexity in some "unfinished" code....
But it is important to keep it in mind to allow easy threading addition later !

#10 General » Multi-core » 2007-07-10 14:43:15

Xoff
Replies: 9

I have a macbook pro with a intel processor (2.33GHz, Core 2 Duo).
I tried to compile desmume with some multi-thread addition.

First, I tried to add one thread for the arm9 and one for arm7. But I didn't
succeed to achieve a working patch, as the code is too much intricated ( or I made mistakes ?) ....

Then, I tried to patch desmume-cli. I add on thread for graphics and sounds  (SPU and Draw)
and let the main emulation process in the main thread. It's very easy, as the code
is already well splited into different functions. (less than 10 lines to add, and some other ones to move)

For bomberman I was at ~42fps, and with thread I obtain ~54fps, but only 115% use of cpu
(remember that I have to core, so I can theoreticaly obtain 200%). I have some few graphical
glitchs that must be easy to cancel by adding some simple bufferizing code for the screen.

So, if I could split the core emulation, I could obtain better speed, bit I don't know how...

#11 Re: General » desmume profiling » 2007-07-09 09:02:02

shash wrote:

I've always profiled using VisualC, so I can't help much, but we have reports of some stuff failing due to the calling conventions, which (even if awkward) would explain the "bad values" you're getting.

Shash is right. If i remove calling optimisation (types.h, line 27), it doesn't crash anymore with profiling. How strange ?!
Any idea is welcome to bypass such a limitation on my system !

#12 Re: General » desmume profiling » 2007-07-09 08:42:46

yes, and even for much larger program. In fact, for desmume, it does not crash before emulating, so you can
launch desmume-glade (without giving a rom name on command line) and quit, (and you obtain a correct gmon.out file).

Any idea ?

#13 Re: General » desmume profiling » 2007-07-07 17:09:26

I forgot to say I use a macbook (OS-X intel) !

#14 Re: General » desmume profiling » 2007-07-07 06:31:13

I am under OS-X 10.4.10
Using the same configuration flags, desmume crashes as soon as it begins any emulation.

#15 General » desmume profiling » 2007-07-06 08:53:59

Xoff
Replies: 8

Hello !

I tried to compile desmume with different gcc flags, and used -pg to do some profiling.
When I use this flag, desmume crash (seg fault, bus error...). After some investigations,
I found that the functions MMU_(read|write)(8|16|32) in MMU.c are called with bad values
for proc (which must be 0 or 1), causing bad access in some tables. But this only happens
with the flag -p.
Anybody knows why ?
Do you make some profiling ? How ?

(This problem happens even whith -O0)

#16 Re: General » My experience with desmume » 2007-07-03 12:46:51

WOW

now, 3D support is included in my last compiled "OSX" desmume-glade, and it's quite impressive !
it's slow, but quite beautiful !

congrats !

#17 Re: General » My experience with desmume » 2007-07-03 12:37:11

ok, thank you for the answer.

In fact, my modifications are not needed !
I found a way to configurate my OSX environment to match the requisites of desmume smile
However, a small change is still needed in configure.ac :

53c53
<   *linux* | *bsd* | *darwin*)
---
>   *linux* | *bsd*)

(just add *darwin* in case pattern of line 53)

Thank you to commit this small change !

#18 Re: General » My experience with desmume » 2007-07-03 11:33:24

I made some modifications to be able to compile desmume-glade from cvs on OSX. How can I submit my modifications ?
Files modified :
- configure.ac
  src/gtk-glade/globals.h
  src/gtk-glade/gdk_gl.h
  src/gtk-glade/callbacks_IO.c

#19 Re: General » My experience with desmume » 2007-07-01 22:32:46

and thanks to the -fwlang flag, I can emulate roms in french !
Good !

is it possible to add some gap (like a real ds) between screens in cli ?

#20 Re: General » My experience with desmume » 2007-07-01 22:25:22

After reading the other thread, I run glibtoolize, which creates config.sub.
Compilation is done without problem and i run desmume-cli.
It's working !

Is there big differences between gtk, glade and cli ?
(on OSX, cli doesn't need the X server)

I don't know how to tune options within desmume-cli (I need to change the buttons order for my joypad !)

#21 Re: General » My experience with desmume » 2007-07-01 22:02:50

reply to evilynux :

I checkout the last cvs, and launch autogen.sh :

% ./autogen.sh
autoreconf: Entering directory `.'
autoreconf: configure.ac: not using Gettext
autoreconf: running: aclocal  --output=aclocal.m4t
autoreconf: `aclocal.m4' is created
autoreconf: configure.ac: tracing
autoreconf: configure.ac: not using Libtool
autoreconf: running: /usr/bin/autoconf --force
autoreconf: configure.ac: not using Autoheader
autoreconf: running: automake --add-missing --copy --force-missing
configure.ac: installing `./install-sh'
configure.ac: installing `./mkinstalldirs'
configure.ac: installing `./missing'
src/Makefile.am: installing `./depcomp'
autoreconf: Leaving directory `.'

(it's strange, because gettext, libtool and autoheader are all installed and in the current path)
Then I launch configure :

% ./configure
configure: error: cannot run /bin/sh ./config.sub

What's wrong ?

reply to snkmad

Yes, I saw the list, but playable in the list just means that emulation is done almost correctly, but
not if the frame rate is good enough to enjoy it. And I must admit I hoped that some other games was playable
even if not on the list smile

#22 General » My experience with desmume » 2007-07-01 19:08:27

Xoff
Replies: 11

I downloaded desmume 7.0, and after some days, I downloaded 7.1.

Congratulations, this is a quite good program !!

I tried several roms, and after some tests, I can say that :

Yoshi's Island DS, Pokemon Mystery Dungeon and Age of Empires are playable.
Frame rate is good, and there is no big glitch. It is quite exciting how it
emulates accurately those games !

Some other games (like Bomberman) are well emulated but are too slow. It's strange as
it doesn't seem more complex than Yoshi's Island, but frame rate is about
30-40 on my Core 2 Duo... (however it doesn't seem to use  both core ?)

I used the gtk gui, but I manage to compile the gtk-glade gui on my macbook,
and it's better, as I can now choose more critical options (like size of save type)
(However, I was not able to create the configure script from the autogen.sh in cvs)

Other games doesn't even boot, like pokemon diamond, but I feel it's not far from good smile

Another little problem is that some dialogs on the bottom screen are not shown with proper
background (try Pokemon Mystery Dungeon, but i found other roms with same glitchs). There is
some little problem with display of such dialog.

When you turn your screens in landscape mode, the stylus doesn't seem to behave correctly.

And 3D doesn't work for me, but I don't know if the 3D support is already complete or still in progress.

I know it seems like a long list of TODO, but I must repeat that overall emulation is quite good and promising !

All my support for this project !

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