de6e324bdseparate emu thread10d3daf86Roms List improvements95d202f37Let's make the rom list process on a separate thread so the emulator doesnt take ages to load.fc306967fWow the ROM Header was just completely busted. Game list view works nowbad1691eefuck this shit2b59e5f46game list in progressd26417b83remappable inputs in progressac4af8106inpute72abc240update readme430139dc9Qt6 frontend3080d4d45Fix this small bug too08cd13b85Cop0 unused functions do not actually pose a threat (as per manual). They don't do anything, so shall we.61bb4fb44make idle loop detection a little more specific with where the load goesb037de4c3SAZDFsdff12e81e73eneed to figure out why n64-systemtest loops indefinitely at some address that appears to be valid (i think it's me not invalidating the cache properly)204f0e13bidle skipping seems to work!cb8bb634asdkfjlasdf58e5c89c1Fix compilation issue on my machine (no idea)24fb2898eattempting more serious idle skipping214719577Place rsp.Step inside cached interpreter. Gains about 3 more fpsbb97dcc23mmmmm920b77d38wjkhasdfjhkasdf430ccdab4it's a start...4f42a673aCached interpreter plays Mario 64. Start looking into RSP as wellc9a030787idle skipping works!5fbda03cenew idea366637abaIdle skipping... maybe?609fa2fb0Cache instructions implemented but broken lmao. Commented out for nowe140a6d12- Stop using inheritance for CPU, instead use composition. - Introduce KAIZEN_JIT_ENABLED optional define instead of relying on __aarch64__ and the like. - More cache work68e613057prep cache impl811b4d809fix clang formatfda755f7didkd5024ebbfsmall MI refactor in preparation of (eventually) implementing the RDRAM interface properly694b45341Merge commit '206dcdedf195fb320913584180edb12c7731e396' as 'external/SDL'206dcdedfSquashed 'external/SDL/' content from commit 4d17b99d0a4d16e1cb4need to update sdl848b19920Fix compilation errordb61b5299Merge commit 'e94a94559f28e49678fbcf72199a5258137b0fe9' as 'external/imgui'e94a94559Squashed 'external/imgui/' content from commit 02e9b8cac52edb3757need to update imguic1a705e86Emulate weird JALR behaviour4b4c32f4bFix exception for "unusable COP1" in 4 instructions i missed accidentally (again)df5828142Bug putting 0s in the log everywheref8b580048Make isviewer a sink to file8241e9735Fix exception for "unusable COP1" in 4 instructions i missed accidentallyb29715f20small changesd9a620bc1make use of my new small utility library0d1aa938eAdd 'external/ircolib/' from commit 'ce3cd726c8df8388d554abf8bb55d55020eb4450'e64eb40b3Fuck git git-subtree-dir: external/ircolib git-subtree-split:de6e324bde
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Introduction to SDL with MinGW
Without getting deep into the history, MinGW is a long running project that aims to bring gcc to Windows. That said, there's many distributions, versions, and forks floating around. We recommend installing MSYS2, as it's the easiest way to get a modern toolchain with a package manager to help with dependency management. This would allow you to follow the MSYS2 section below.
Otherwise you'll want to follow the "Other Distributions" section below.
We'll start by creating a simple project to build and run hello.c.
MSYS2
Open the MSYS2 UCRT64 prompt and then ensure you've installed the following packages. This will get you working toolchain, CMake, Ninja, and of course SDL3.
pacman -S mingw-w64-ucrt-x86_64-gcc mingw-w64-ucrt-x86_64-ninja mingw-w64-ucrt-x86_64-cmake mingw-w64-ucrt-x86_64-sdl3
Create the file CMakeLists.txt
cmake_minimum_required(VERSION 3.26)
project(hello C CXX)
find_package(SDL3 REQUIRED)
add_executable(hello)
target_sources(hello
PRIVATE
hello.c
)
target_link_libraries(hello SDL3::SDL3)
Configure and Build:
cmake -S . -B build
cmake --build build
Run:
The executable is in the build directory:
cd build
./hello
Other Distributions
Things can get quite complicated with other distributions of MinGW. If you can't follow the cmake intro, perhaps due to issues getting cmake to understand your toolchain, this section should work.
Acquire SDL
Download the SDL3-devel-<version>-mingw.zip asset from the latest release. Then extract it inside your project folder such that the output of ls SDL3-<version> looks like INSTALL.md LICENSE.txt Makefile README.md cmake i686-w64-mingw32 x86_64-w64-mingw32.
Know your Target Architecture
It is not uncommon for folks to not realize their distribution is targeting 32bit Windows despite things like the name of the toolchain, or the fact that they're running on a 64bit system. We'll ensure we know up front what we need:
Create a file named arch.c with the following contents:
#include <stddef.h>
#include <stdio.h>
int main() {
#if defined(__x86_64__) || defined(_M_X64) || defined(i386) || defined(__i386__) || defined(__i386) || defined(_M_IX86)
size_t ptr_size = sizeof(int*);
if (4 == ptr_size) puts("i686-w64-mingw32");
else if (8 == ptr_size) puts("x86_64-w64-mingw32");
else puts("Unknown Architecture");
#else
puts("Unknown Architecture");
#endif
return 0;
}
Then run
gcc arch.c
./a.exe
This should print out which library directory we'll need to use when compiling, keep this value in mind, you'll need to use it when compiling in the next section as <arch>. If you get "Unknown Architecture" please report a bug.
Build and Run
Now we should have everything needed to compile and run our program. You'll need to ensure to replace <version> with the version of the release of SDL3 you downloaded, as well as use the <arch> we learned in the previous section.
gcc hello.c -o hello.exe -I SDL3-<version>/<arch>/include -L SDL3-<version>/<arch>/lib -lSDL3 -mwindows
cp SDL3-<version>/<arch>/bin/SDL3.dll SDL3.dll
./hello.exe