Future builds of VBA-M may require the VC10 runtime
probably caused by one of the gbapu functions not having a corresponding "free" function
The continuing development of the legendary VBA gameboy advance emulator.
https://board.visualboyadvance-m.org/
probably caused by one of the gbapu functions not having a corresponding "free" function
I just download the latest svn1029 using tortoiseSvn and when i open the vs2010 project in the "branches\Pre-Wx" i get this message just for opening the sln:
C:\VSProjects\VBA-M\vbam\branches\dependencies\zlib\zlib.vcxproj : error : Project "C:\VSProjects\VBA-M\vbam\branches\dependencies\zlib\zlib.vcxproj" could not be found.Â
C:\VSProjects\VBA-M\vbam\branches\dependencies\SFML\build\vc2010\sfml-network.vcxproj : error : Project "C:\VSProjects\VBA-M\vbam\branches\dependencies\SFML\build\vc2010\sfml-network.vcxproj" could not be found.
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C:\VSProjects\VBA-M\vbam\branches\dependencies\lpng140\projects\visualc10\libpng.vcxproj : error : Project "C:\VSProjects\VBA-M\vbam\branches\dependencies\lpng140\projects\visualc10\libpng.vcxproj" could not be found.
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C:\VSProjects\VBA-M\vbam\branches\dependencies\fex\File_Extractor2010.vcxproj : error : Project "C:\VSProjects\VBA-M\vbam\branches\dependencies\fex\File_Extractor2010.vcxproj" could not be found.
It need to be re-referenced before it can be build.
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Next i tested the project in the "trunk", loading the sln seems to be ok, but when i tried to build it, i'm getting 85 Errors O_o this is the 1st and 2nd errors:
Error 17 error C2039: 'Thread' : is not a member of 'sf' c:\vsprojects\vba-m\vbam\trunk\src\gba\gbalink.h 137 1 VisualBoyAdvance-MÂ
Error 18 error C2143: syntax error : missing ';' before '*' c:\vsprojects\vba-m\vbam\trunk\src\gba\gbalink.h 137 1 VisualBoyAdvance-M
These are the results of the original files freshly downloaded from svn.
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BTW, i have a question regarding working with SVN,
for example i'm working on GBALink.cpp and at the same time someone else working on the same file and update the SVN. What will happened to my local GBALink.cpp when i update the svn?
Will my works disappeared (overwritten by the new GBALink.cpp from SVN) or will both GBALink.cpp merged (not sure whether the resulting GBALink.cpp will works tho)?
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It would be better if it will only give warning instead of overwriting my code automatically, so i can compare both GBALink.cpp and merge them manually.
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yes, all dependencies are kept off the branch and trunk and are kept in the dependencies folder of the svn.
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updates to the same file will be checked on update/commit and offer to either keep both or merge/diff
Hmm is it really possible to have both files with the same name in the same folder? O_o
usually i see files updated automatically when i choose SVN Update, so i don't want my works to be gone accidentally [img]<fileStore.core_Emoticons>/emoticons/happy.png[/img]/emoticons/happy@2x.png 2x" width="20" height="20" />
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Ok, i managed to build the Pre-Wx in the branch successfully by downloading Pre-Wx and dependencies in a single archive from SF and put them in the same folder, but i still don't know how to build the trunk successfully (i'm getting 80 Errors on trunk with this method) -.-a do i need something else to install? (like another SDK may be)
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I tried removing then re-adding and re-refencing those dependencies in the pre-wx project&solution but getting a weird error messagebox("The project file ' ' has been renamed or is no longer in the solution.") from vs2010 everytime i want to build it [img]<fileStore.core_Emoticons>/emoticons/sad.png[/img]/emoticons/sad@2x.png 2x" width="20" height="20" /> and once it showed up it will remain showing up even when i tried to build the trunk (building the trunk can progress but with 85 errors before that weird message shows up, and now i can't even build the trunk anymore)
Luckily i can still build PreWx 1029 which was downloaded directly from SF and located on a different folder than the svn
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i really don't want to spent hours browsing on the net just to find out it was VS bug (like the last time with pdb) [img]<fileStore.core_Emoticons>/emoticons/sad.png[/img]/emoticons/sad@2x.png 2x" width="20" height="20" />
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Edit: After deleting vbam folder from svn and redownload everything again using svn checkout that weird error message seems to be gone, apparently it showed up because i was deleting the depndencies folder in the Solution Explorer and add the projects by right-clicking the solution insted of the dependencies folder.
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But i'm still getting 85 Errors on trunk and 1 error on Pre-Wx
The error i get when building Pre-Wx is:
Error 1 error MSB3073: The command "..\..\..\dependencies\SubWCRev.exe ..\.. svnrev_template.h ..\..\src\svnrev.h
:VCEnd" exited with code 3. C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets 103 6 VisualBoyAdvance-M
if i don't use the Pre-Build Event i'll get another error:
Error 1 error MSB3721: The command "C:\VSProjects\vbam\branches\Pre-Wx\project\vs2010_mfc\..\..\..\dependencies\nasm.exe -o "C:\VSProjects\vbam\branches\Pre-Wx\project\vs2010_mfc\Win32\Release_temp\2xSaImmx.obj" -DDJGPP -O1 -f win32 -Xvc -- ..\..\src\filters\2xSaImmx.asm" exited with code 1. C:\VSProjects\vbam\branches\Pre-Wx\project\vs2010_mfc\nasm.targets 45 6 VisualBoyAdvance-M
Compiling Pre-Wx from SVN checkout is not as easy as compiling it when downloaded directly from SF [img]<fileStore.core_Emoticons>/emoticons/unsure.png[/img]/emoticons/unsure@2x.png 2x" width="20" height="20" />
MSVC is currently broken on the trunk. (new files and dependencies are required).
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the PreWX branch folder and dependencies folder contain all that is needed to build vba-m, apart from the dx sdk and openalsdk.
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depending on your version of tortoisesvn, the subwcrev file might need updating though.
I think i'm using the latest stable version of tortoiseSVN since i downloaded it recently.
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Anyway, i'm able to play Multiplayer on Mario Kart Super Circuit now(based on svn1029) [img]<fileStore.core_Emoticons>/emoticons/smile.png[/img]/emoticons/smile@2x.png 2x" width="20" height="20" /> tested with 3 players on Multi-pack, but performance still need to be improved tho.
I didn't do much tho (not as much as comments i made in the code [img]<fileStore.core_Emoticons>/emoticons/laugh.png[/img]/emoticons/laugh@2x.png 2x" width="20" height="20" />), just rechecking the old code that already there.
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There is also disconnection problem when server halted for too long (like changing settings from menu)
It would be better if the "engine" is running on a different thread than the thread handing Windows Messages, so gameplay won't be affected by user interaction to GUI (ie. clicking menu, dragging window, etc) which will cause the "engine" to stop for awhile.
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Single-Pack doesn't works yet as there are too many thing to be made, such as Multiboot interrupt handler and more (especially on Client/Slave side which receives the game rom through link), so i feels lazy to work on singlepack [img]<fileStore.core_Emoticons>/emoticons/happy.png[/img]/emoticons/happy@2x.png 2x" width="20" height="20" />
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Btw, does GBA really have Wifi? i don't see any GBA wireless mentioned in gbatek (except IR and wifi for NDS)
since i never had the real hardware so i don't really know how they works and what are they capabilities are, the only nintend0 product i ever had was a NES 8bit i think [img]<fileStore.core_Emoticons>/emoticons/laugh.png[/img]/emoticons/laugh@2x.png 2x" width="20" height="20" />
the disconnection problem was always there, namely because the gui pauses emulation when interacted with which is a desired behavior though it could be
made to be toggled.
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yes, pokemon fire red and leaf green made use of the nintendo wifi adapter.
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martin never documented the adapter and had a disclaimer at the bottom asking for contributions for it.
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Supporting the no$gba project
If somebody would like to help me on the nocash project, here's a list of some things that'd be useful to me, for research purposes:
- gba "nes classic" series game cartridge (a real cartridge, not a rom-image)
- gba infra-red adapter - gba wifi adapter - gameboy micro (miniaturized gameboy advance console) - commodore amiga 500 home computer (for emulating it whenever having time to do that)
- bug reports (detailed info please: say what does not work in which situations)