Thanks for your interest in contributing to melonDS DS! There are many ways you can help improve the project, even if you're not a coder.
First and foremost, you can help improve melonDS DS by contributing to the underlying emulator that this project is based on; since parity with standalone melonDS is a priority for melonDS DS, most improvements to the original emulator will eventually make their way here.
Found a bug? Have a feature request? You can open a ticket by going here and following the instructions -- or if your issue is something I already know about, you can comment on an existing ticket with details about how it affects you.
Having a record of bugs or feature requests helps me keep my backlog organized and plan long-term improvements to the project, so don't be shy!
When reporting a bug, you'll usually want to include supporting information. Here are some common artifacts that I may ask for:
Providing a log when reporting a bug or asking for help can eliminate a lot of blind guesswork. When in doubt, include a log.
See here for guidance on generating a log with RetroArch. Instructions may vary for other libretro frontends.
melonDS DS supports the Tracy frame profiler, which is a great way to diagnose performance issues. You can take a trace with the following steps, including for mobile builds:
- Download a
RelWithDebInfo
build of melonDS DS for your platform from the Releases and replace your installed copy of the core with it. - Download, install, and launch Tracy.
- If you're running RetroArch and Tracy on different devices, enter the IP address of the device running RetroArch in the "client address" field.
- Start your game in RetroArch. The trace will start as soon as the core loads, and the Tracy window will start updating immediately.
- Perform the actions that you want to profile (i.e. do the thing that's causing the slowdown).
- Close RetroArch to stop the trace.
- Save the trace to a file, then attach it to the relevant ticket.
Note
For most platforms, running RetroArch (or any Tracy-instrumented app) with admin privileges will allow Tracy to capture extra data. However, the resulting trace will contain personal information about everything else that's running on your system.
If you capture a trace with elevated privileges, don't post it publicly. Send it to me privately instead.
melonDS DS is only available in English right now, but support for other languages is planned. Once the infrastructure for that is in place, you'll be able to help translate melonDS DS through libretro's Crowdin project.
Spare change burning a hole in your bank account? Sponsoring me through GitHub Sponsors is a great way to say thanks! melonDS DS is a passion project that will always be free to use (just like the original emulator), but I'm always grateful for financial support! The fine people behind melonDS and RetroArch certainly wouldn't mind, either.
Note
Right now I can't guarantee specific benefits for sponsors, but I will reevaluate that stance if I see a sustained desire for it.
If you enjoy using melonDS DS, you can help me out by spreading the good word! Tweet it, stream it, invite me on your podcast, book a television ad -- whatever you think will help. The more people who use the project, the more likely one of them will want to contribute (and the more joy it'll bring to players)!
Tip
Submitting improvements to melonDS DS is a great way to help out, but it also requires the most attention and coordination. I don't want to see your hard work go to waste, so if there's something specific you want to work on then I strongly recommend you run it by me beforehand.
The following sections explain how to start building and running melonDS DS locally.
You will need to install the following beforehand:
- CMake 3.19 or later
- Git
- A C++17 compiler (MSVC is not supported)
Most other dependencies are fetched automatically by CMake.
-
Install MSYS2.
-
Open the MSYS2 MinGW 64-bit terminal from the Start Menu.
-
Install dependencies like so:
pacman -Syu # update the package database pacman -S git mingw-w64-x86_64-{cmake,toolchain} # install dependencies
-
Proceed to Compilation. You may need to remain in the MSYS2 terminal.
-
Install Homebrew.
-
Install dependencies like so:
brew install cmake git pkg-config cmake
-
Install Xcode and the Xcode command-line tools.
-
Proceed to Compilation.
Note
macOS builds exclude OpenGL by default,
as the OpenGL renderer doesn't currently work on the platform.
To enable it anyway, pass -DENABLE_OPENGL=ON
to CMake.
-
Install dependencies like so:
sudo apt install cmake git pkg-config # Ubuntu/Debian sudo pacman -S base-devel cmake extra-cmake-modules git # Arch Linux
-
Proceed to Compilation.
- Install the Android SDK and NDK. The simplest way to do this is through Android Studio.
- Proceed to Compilation.
These steps can only be done on macOS.
- Install Xcode and the Xcode command-line tools.
- Proceed to Compilation.
Once you've installed the dependencies, the process for building melonDS DS is mostly the same on all platforms:
git clone https://github.com/JesseTG/melonds-ds
cd melonds-ds
cmake -B build # Generate the build system, and add any -D or --toolchain flags here
cmake --build build # Build the project
However, some platforms or features need you to add some extra flags to the first cmake
command:
If building for the macOS architecture that your device uses,
no extra flags are required.
To produce a build for a specific architecture,
pass -DCMAKE_OSX_ARCHITECTURES:STRING=$ARCH
to the initial cmake
command,
where $ARCH
is one of the following:
x86_64
for x86_64 builds.arm64
for Apple Silicon builds.x86_64;arm64
for universal builds.
Warning
Universal builds of melonDS DS are not supported, as there is a history of them not working reliably.
You'll need to add the following flags to build for Android.
--toolchain=...
: The path to theandroid.toolchain.cmake
file in your NDK installation. The location varies depending on how you installed the NDK; it will most likely be in$ANDROID_NDK/build/cmake
.-DANDROID_ABI=...
: The ABI to build for. This should bearm64-v8a
orx86_64
. If in doubt, usearm64-v8a
.-DANDROID_PLATFORM=...
: The Android API level to target. The minimum level supported by melonDS DS is 24.
You should also use the version of cmake
that the NDK includes.
Here's an example configure step for cmake
on Windows.
This command uses the NDK-bundled toolchain
to prepare a 64-bit ARM build for Android API level 24.
PS C:\Users\Jesse\Projects\melonds-ds> $Env:ANDROID_SDK_ROOT\cmake\3.22.1\bin\cmake.exe `
-DANDROID_ABI=arm64-v8a `
-DANDROID_PLATFORM=24 `
-DCMAKE_TOOLCHAIN_FILE=$Env:ANDROID_NDK\build\cmake\android.toolchain.cmake
The command will be more or less the same on other platforms, but the paths will be different.
See here for more information about these and other Android-specific CMake variables.
You will need to add the following flags to build for iOS or tvOS:
--toolchain=./cmake/toolchain/ios.toolchain.cmake
: The path to theios.toolchain.cmake
that's bundled with melonDS DS.-DPLATFORM=...
: The target platform to build for. UseOS64
for iOS andTVOS
for tvOS. Seecmake/toolchain/ios.toolchain.cmake
for more information about the available CMake variables that this toolchain defines.-DDEPLOYMENT_TARGET=...
: The minimum SDK version to target. The minimum level supported by melonDS DS is 14.
melonDS DS supports the Tracy frame profiler.
To enable it, add -DTRACY_ENABLE=ON
to the initial cmake
command.
For best results, build with the RelWithDebInfo
configuration
by adding -DCMAKE_BUILD_TYPE=RelWithDebInfo
when running cmake
.
These are some of the most important CMake variables
that can be used to configure the build.
To see the rest, run cmake -LH
in the build directory.
Variable | Description |
---|---|
ENABLE_OPENGL |
Whether to build the OpenGL renderer. Defaults to ON on Windows and Linux, OFF on other platforms. |
TRACY_ENABLE |
Enables the Tracy frame profiler. |
MELONDS_REPOSITORY_URL |
The Git repo from which melonDS will be cloned. Set this to use a fork. |
MELONDS_REPOSITORY_TAG |
The melonDS commit to use in the build. |
FETCHCONTENT_SOURCE_DIR_MELONDS |
Path to a copy of the melonDS repo on your system. Set this to use a local branch instead of cloning. |
LIBRETRO_COMMON_REPOSITORY_URL |
The Git repo from which libretro-common will be cloned. Set this to use a fork. |
LIBRETRO_COMMON_REPOSITORY_TAG |
The libretro-common commit to use in the build. |
See here and here for more information about the variables that CMake and its modules define; these can also be used to customize the build.
Remember, I ultimately have to maintain whatever changes you submit. Submissions that complicate this would harm melonDS DS in the long run, so I will be picky about what gets merged.
That said, I want you to succeed! If you come to me in advance with your idea, I can guide you towards a solution that everyone can be happy with -- or at least prevent you from wasting time on a non-starter.
Here are some rules and guidelines you'll need to follow as you implement your contribution:
melonDS DS has a suite of tests to ensure that most of the core works as expected. The tests will automatically be run on the CI pipeline when new commits are pushed.
Tip
You are strongly encouraged to run the test suite locally, as doing so will help you catch issues early and speed up iteration. See here for instructions on doing so.
All builds must succeed and all test cases must pass for your contribution to be merged, barring exceptional circumstances.
You encouraged to write new tests if doing so makes sense for your contribution (and libretro.py supports it) -- I may even ask you to do so as a condition of merging.
Note that tests are only run on GitHub Actions -- they are not run on libretro's build infrastructure.
There isn't currently a style guide for the codebase (C++ or otherwise). But I do have some rules you'll need to follow:
- Do not introduce new dependencies unless absolutely necessary.
- If you do need to introduce a new dependency,
then fetch it at configure-time with
FetchContent
instead of vendoring it. See here for more details. - All C++ code (including dependencies) must be built as C++17.
- All text should use Semantic Line Breaks (aka SemBr), including comments and string literals in the code. It helps with readability and version control.
- Please update documentation and comments as you work, if relevant to your changes.