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Old September 6th, 2008   #121 (permalink)
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Quote:
Originally Posted by Xtreme2damax View Post
I am getting errors while trying to build the x64 version of the latest revision, seems the errors result from ExtendedTrace.cpp, main.cpp and the plugin projects.

Problems also occur with the 32-bit x86 version as well.

I have attached a build log below as a text file:
reupdate the wxbase28 project. it worked fine here, latest rev

EDIT: nvm i read the error log wrong its common,its indeed borked. common is borked :3
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Old September 6th, 2008   #122 (permalink)
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Hey daco, are you contributing to the dolphin project or are a coder?

Reason I ask is because under the project members on the googlecode site for dolphin, it shows daco65 as one of the members.
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Old September 6th, 2008   #123 (permalink)
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Originally Posted by Xtreme2damax View Post
Hey daco, are you contributing to the dolphin project or are a coder?

Reason I ask is because under the project members on the googlecode site for dolphin, it shows daco65 as one of the members.
ye thats me. im not a huge coder like the rest but if i see if something needs fixing and nobody will do it (including then multiple reso's problem that OGL had in windows) ill try and fix it...
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Old September 6th, 2008   #124 (permalink)
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Unfortunately I know absolutely nothing about coding or emulation, if I did I would fix the compile errors and try to fix graphical issues with the OGL/DirectX plugins.
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Old September 7th, 2008   #125 (permalink)
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Daco just likes to have his name on the google page as a dev even though he is not really doing anything or doing anything that can't be done by a real dev. It looks good for people to see his name on the page but I wouldn't put very much stock in it.
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Old September 7th, 2008   #126 (permalink)
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Daco just likes to have his name on the google page as a dev even though he is not really doing anything or doing anything that can't be done by a real dev. It looks good for people to see his name on the page but I wouldn't put very much stock in it.
lol in most cases that would be true, but i just wanna learn and if i fix something ill commit lol. yes im not the most brightest coder but i try lol

EDIT: btw, im not dragging about beeing able to commit, hell ive kept it shut for 2 weeks and nobody knew. so ye, your theory isn't right about me
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Old September 7th, 2008   #127 (permalink)
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lol in most cases that would be true, but i just wanna learn and if i fix something ill commit lol. yes im not the most brightest coder but i try lol
Hey, Daco is working on the game list some and he is going to add some other minor improvements. Also he and I fixed some build errors that will be committed as well.
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Old September 7th, 2008   #128 (permalink)
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lol in most cases that would be true, but i just wanna learn and if i fix something ill commit lol. yes im not the most brightest coder but i try lol

EDIT: btw, im not dragging about beeing able to commit, hell ive kept it shut for 2 weeks and nobody knew. so ye, your theory isn't right about me
I'm glad you didn't take what I said as an insult. I could have seen how it could have came across that way. You're doing fine, compiling builds and doing what you can with code, that's more than I can say for myself at this point.
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Old September 12th, 2008   #129 (permalink)
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i have doplhin svn Dolphin R126 x86.rar Dolphin_x86_svn_r50.7z Dolphin R83 x86.rar and Dolphinx86SVNRevision476.rar and Dolphinx86SVNRevision490.rar and the sound file totaldb.dsy into gamecube/data but i tried and never sound in zelda wind waker .why???,help me please
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Old September 12th, 2008   #130 (permalink)
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The Zelda/Mario games don't have sound as it isn't emulated yet, but you could probably que the sound files in an external player that can read Gamecube audio data for when the game needs it.

However I would check out the Dolphin audio/music project by John Peterson for games that lack emulated sound:

Zelda - Twilight Princess (advanced discussion about the Dolphin coding)

Two things are that it doesn't emulate the sound, only plays the audio data whenever the game needs it, it isn't perfect and doesn't work in all games that lack sound.
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Old September 12th, 2008   #131 (permalink)
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very thanks Xtreme2damax
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Old September 13th, 2008   #132 (permalink)
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I'm getting compile errors now when trying to compile, perhaps one of you guys might know what it's related to or how to fix it:

Code:
Error    4    fatal error LNK1181: cannot open input file '..\..\..\Externals\LZO\Win32\Release\lzo.lib'    Core    Core

Error    24    fatal error LNK1181: cannot open input file '..\core\win32\release\core.lib'    DolphinWX    DolphinWX
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Old September 13th, 2008   #133 (permalink)
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Quote:
Originally Posted by Xtreme2damax View Post
I'm getting compile errors now when trying to compile, perhaps one of you guys might know what it's related to or how to fix it:

Code:
Error    4    fatal error LNK1181: cannot open input file '..\..\..\Externals\LZO\Win32\Release\lzo.lib'    Core    Core

Error    24    fatal error LNK1181: cannot open input file '..\core\win32\release\core.lib'    DolphinWX    DolphinWX
Try cleaning the solution.


Edit 1:
While messing around with the code I encountered the same error. Rebuild those two parts of the project.
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Last edited by gamersat678; September 13th, 2008 at 04:03..
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Old September 13th, 2008   #134 (permalink)
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Try cleaning the solution.


Edit 1:
While messing around with the code I encountered the same error. Rebuild those two parts of the project.
I managed to fix the error, here's what you do:

Right click the core project ----> Properties ------> C/C++ -------> General ------> Additional Include Directories

Then scroll over to the very end where it says \..\..\Externals\LZO and add a ;..\ to the end so it looks like \..\..\Externals\LZO;..\

I'm not sure if this is a proper fix or a quick and dirty fix, but it seems to work and compiles successfully.

I already tried cleaning the solution which didn't work, dug a bit further and discovered this quick fix.

Let me know if this works for you.

:Edit: This worked for revision 504, but doesn't seem to work for revision 505.
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Last edited by Xtreme2damax; September 13th, 2008 at 04:21..
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Old September 13th, 2008   #135 (permalink)
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That problem was fixed in R499. I was able to compile R505 (unedited) with no errors.
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Old September 13th, 2008   #136 (permalink)
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Yes it compiled. (Now i need those nasty ATL headers)
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Old September 13th, 2008   #137 (permalink)
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Error compiling revision 519:

Code:
Error    2    error C3861: 'CloseConsole': identifier not found    e:\My Documents\Emulator SVN\Dolphin\Source\Plugins\Plugin_Wiimote_Test\Src\Wiimote_Test.cpp    113    Plugin_Wiimote
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Old September 18th, 2008   #138 (permalink)
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There is any compiling tutorial? I have installed VS 2005, and downloaded the sources with TortoiseSVN, but I can't compile... I am downloading the DX SDK, I assume that it is the missing part...
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Old September 18th, 2008   #139 (permalink)
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Yeah, you need the SDK to fully compile
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Old September 18th, 2008   #140 (permalink)
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I have downloaded the SDK... Now when I compile it shows a lot of errors... What should I do to compile? I need to configure the SDK somewhere in Visual Studio?

Edit: the most common error is "Cannot open include file: 'windows.h': No such file or directory"
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