[Coco] Profiling emulator?

chouimat at gmail.com chouimat at gmail.com
Tue Sep 13 09:50:11 EDT 2016

On Tuesday, September 13, 2016 11:43:56 PM EDT Mark McDougall wrote:
> On 30/08/2016 11:57 PM, Bill Pierce via Coco wrote:
> > Mark, you're welcome to join in on the VCC project. We really need more
> > people. I just handle the page (no programming). There are 2 programmers
> > working on it, both AWOL at the moment for "life reasons"
> Tonight I finally managed to get VCC building and running under MINGW/MSYS!

> Of course gcc builds from the command-line using a makefile. I'm not a make
> guru so it could be a bit verbose, but it works!
> A few patches for compatibility, a few 'bugs' fixed that GCC complains
> about, #include <afxwin.h> commented-out, a call to AfxInitRichEdit
> commented-out, and one line in the main .RC commented-out for the moment,
> but it boots into the Coco3 BASIC ROM!!!
> What didn't run was the Knight Lore cartridge image, though my total testing
> has been around 10 seconds! Plus there's the small matter of the stuff I
> commented-out... ;)
> When next I get time, I'll see if I can fix the stuff I commented-out,
> though I think AfxInitRichEdit will be a problem... can we do without it?
> Depending on the use of rich edit controls, it may not be necessary to call
> this function.
> So... I guess I should join the project and submit proper patches to build
> under both platforms, though I don't have Visual Studio installed (that was
> the point of this exercise). And I have to learn how to use git (though I
> have been using Mercurial).
> The patches should be simple, like _inline (MSVC) -> inline (gcc) so I guess
> we create an 'osd' header and #define INLINE depending on compiler etc...
> I guess when we get it running 100% in GCC we can replace the Win32API calls
> with wxWidgets or (shudder) Qt and have it running on different
> platforms... I've used wxWidgets before but must admit I wasn't completely
> enamoured with it.
someone started to port it to Qt.

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