Code::Blocks Forums
Developer forums (C::B DEVELOPMENT STRICTLY!) => Contributions to C::B => Topic started by: SiZiOUS on December 28, 2020, 07:26:48 pm
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Hello to all,
This is my first post in this particular section, so let me introduce myself in summary,
I'm SiZiOUS (https://sizious.com/), french hobbyist developer. I'm the author of the DreamSDK (https://dreamsdk.org) package, a project which provides a full environment for developing on the Sega Dreamcast (an old video-game console released back in 1998) under Windows. This package supports Code::Blocks as the default IDE.
I did a special version of the 17.12 release (which can be found here (https://github.com/dreamsdk/codeblocks)) in order to add some features to Code::Blocks, including, but not limited to:
- New compiler/options file (dc-gcc) which specify the GNU GCC Compiler for Sega Dreamcast compiler.
- The compiler and debugger plugins have been updated to execute a loader before running the target on the Sega Dreamcast machine: indeed, the program produced in C::B needs to be uploaded to the Sega Dreamcast and then it's run remotely, that's why this loader is needed. It's the same for debugging: the remote debugging interface is handled by this loader.
- The Sega Dreamcast Project (dc) wizard template has been added.
I've just successfully ported my changes to the 20.03 release (https://github.com/dreamsdk/codeblocks/tree/v20.03), so my next DreamSDK (https://dreamsdk.org) package will supports both C::B versions.
If I post this message here, it's because I'm wondering if you are interested to have these changes in the upstream C::B?
Indeed, I did some additional fixes in the C::B source itself (http://forums.codeblocks.org/index.php/topic,24170.msg164889.html#msg164889), plus I did all these changes in a non-destructives way.
I mean, all my changes just improves the C::B experience with the DreamSDK (https://dreamsdk.org) package, but you may use this version like a normal C::B.
Feel free to tell me if you are interested and I'll do a pull request on the C::B official project.
Cheers!
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Generally, it depends.
Changes to the compiler/debugger plugins might be useful. I have to take a look at them in order to be able tell you if I think they are a good idea or not. Additions there should be a bit more generic and so useful to more than a single project/style of work.
The Sega Dreamcast compiler/project template don't seem like something that should be part of the Official release. It should be kept as a separate project with its own release cadence. I'll be happy to assist making it as easy as possible to have such external templates/compilers. Currently it is a bit painful. This is my opinion other developers might disagree. IMO we have too many templates which are outdated and which don't probably work and no one is fixing them.