Post Reply 
 
Thread Rating:
  • 0 Votes - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
VS 2012 in compiler (PPSSPP) ?
01-15-2013, 05:34 AM
Post: #1
VS 2012 in compiler (PPSSPP) ?
VS 2012 in compiler (PPSSPP) run the EXE error 0xc000007b?
I do not know how to get to this error?
I do not have to do any setting changes,completely default
Find all posts by this user
Quote this message in a reply
01-15-2013, 03:17 PM
Post: #2
RE: VS 2012 in compiler (PPSSPP) ?
Is this when running the compiled program or Visual Studio or...?

That generally means a corrupt executable. You might try making sure you're compiling for x86 not x64. If not, I would suggest verifying your ram and hard disk are working properly. Do other programs compile and run fine?

-[Unknown]
Find all posts by this user
Quote this message in a reply
01-16-2013, 12:56 AM (This post was last modified: 01-16-2013 01:15 AM by Thomas.)
Post: #3
RE: VS 2012 in compiler (PPSSPP) ?
(01-15-2013 03:17 PM)[Unknown] Wrote:  Is this when running the compiled program or Visual Studio or...?

That generally means a corrupt executable. You might try making sure you're compiling for x86 not x64. If not, I would suggest verifying your ram and hard disk are working properly. Do other programs compile and run fine?

-[Unknown]
I compiled for X64 not X86

Yes, other compiler running well
This error only in PPSSPPHuh
Find all posts by this user
Quote this message in a reply
01-16-2013, 05:19 AM
Post: #4
RE: VS 2012 in compiler (PPSSPP) ?
Just in case, I would try an x86 build. If your cpu is x64, it should run both. If there's something wrong, maybe x86 will work. Could help narrow it down.

Does it work in debug mode?

Or it just won't compile no matter what?

-[Unknown]
Find all posts by this user
Quote this message in a reply
01-16-2013, 05:26 AM
Post: #5
RE: VS 2012 in compiler (PPSSPP) ?
make sure you have installed the vc++ runtimes for 2012,
https://www.microsoft.com/en-us/download...x?id=30679

are you still using the vs2010 platform toolset or did you convert the project over to 2012?
Find all posts by this user
Quote this message in a reply
01-16-2013, 05:48 AM (This post was last modified: 01-16-2013 05:53 AM by Thomas.)
Post: #6
RE: VS 2012 in compiler (PPSSPP) ?
(01-16-2013 05:19 AM)[Unknown] Wrote:  Just in case, I would try an x86 build. If your cpu is x64, it should run both. If there's something wrong, maybe x86 will work. Could help narrow it down.

Does it work in debug mode?

Or it just won't compile no matter what?

-[Unknown]

I have tried the X86 version, no errors
Not in debug mode, but in release mode
x86 no error, this error X64 unique? Why
I do not understand what went wrong

(01-16-2013 05:26 AM)hyakki Wrote:  make sure you have installed the vc++ runtimes for 2012,
https://www.microsoft.com/en-us/download...x?id=30679

are you still using the vs2010 platform toolset or did you convert the project over to 2012?

I'm pretty sure I already installed vc + + runtimes for 2012
Project to convert to 2012, when the first time you open the project file when prompted
Find all posts by this user
Quote this message in a reply
01-16-2013, 07:26 AM (This post was last modified: 01-16-2013 07:26 AM by [Unknown].)
Post: #7
RE: VS 2012 in compiler (PPSSPP) ?
Hmm. I had problems with x64 too so I've been building x86. I had to correct the lib file paths. But it didn't build successfully. I got it working but I had to change files that would give me conflicts on pull so I just left it.

Are you getting something like this?

========== Build: 3 succeeded, 0 failed, 5 up-to-date, 0 skipped ==========

Or does it say any failed?

-[Unknown]
Find all posts by this user
Quote this message in a reply
01-16-2013, 07:44 AM
Post: #8
RE: VS 2012 in compiler (PPSSPP) ?
Just use the 32-bit version for now, there shouldn't be that much speed difference anyway.
Find all posts by this user
Quote this message in a reply
01-16-2013, 11:11 AM (This post was last modified: 01-16-2013 11:12 AM by Thomas.)
Post: #9
RE: VS 2012 in compiler (PPSSPP) ?
(01-16-2013 07:26 AM)[Unknown] Wrote:  Hmm. I had problems with x64 too so I've been building x86. I had to correct the lib file paths. But it didn't build successfully. I got it working but I had to change files that would give me conflicts on pull so I just left it.

Are you getting something like this?

========== Build: 3 succeeded, 0 failed, 5 up-to-date, 0 skipped ==========

Or does it say any failed?

-[Unknown]
I did not get this thing
Windows sdk lib file path?

This is now the x64 unique error
Find all posts by this user
Quote this message in a reply
01-19-2013, 03:07 AM
Post: #10
RE: VS 2012 in compiler (PPSSPP) ?
The problem I have been very confused, dolphin without any error x64 and x86
Ppsspp x64 get this error (0xc000007b)
I use the ICC to compile a x64 here, anyone? Can help me to resolve it?
link:http://www.sendspace.com/file/ctv10g
Find all posts by this user
Quote this message in a reply
01-19-2013, 06:41 PM
Post: #11
RE: VS 2012 in compiler (PPSSPP) ?
Actually, I tried 64-bit again recently and it had magically fixed itself.

That error may mean that it hit a compiler error, and didn't finish linking the exe file. Note that compilers may spit out garbage exe files if they hit errors. Are you seeing any error messages in the Output window?

-[Unknown]
Find all posts by this user
Quote this message in a reply
01-20-2013, 02:28 AM
Post: #12
RE: VS 2012 in compiler (PPSSPP) ?
(01-19-2013 06:41 PM)[Unknown] Wrote:  Actually, I tried 64-bit again recently and it had magically fixed itself.

That error may mean that it hit a compiler error, and didn't finish linking the exe file. Note that compilers may spit out garbage exe files if they hit errors. Are you seeing any error messages in the Output window?

-[Unknown]

I do not understand why it's happening in the output window is almost consistent with the x86, Huh

Code:
1> ------ Build started: Project: Common, configure: Release x64 ------
2> ------ Build started: Project: zlib, configure: Release x64 ------
3> ------ Build started: Project: native, configure: Release x64 ------
4> ------ Build started: Project: libkirk, configure: Release x64 ------
1> Build started 2013/1/20 11:25:42.
1> InitializeBuildStatus:
1> being created "x64 \ Release \ Common.unsuccessfulbuild", since been specified AlwaysCreate.
> Generate Start time 2013/1/20 11:25:42.
> Generate Start time 2013/1/20 11:25:42.
3> InitializeBuildStatus:
3> are creating "x64 \ Release \ native.unsuccessfulbuild", since been specified AlwaysCreate.
4> InitializeBuildStatus:
4> are creating "x64 \ Release \ libkirk.unsuccessfulbuild", since been specified AlwaysCreate.
2> Build started 2013/1/20 11:25:43.
2> InitializeBuildStatus:
2> are creating "x64 \ Release \ zlib.unsuccessfulbuild", since been specified AlwaysCreate.
1> ClCompile:
4> ClCompile:
4> AES.c
1> stdafx.cpp
3> ClCompile:
3> mixer.cpp
2> ClCompile:
2> adler32.c
4> bn.c
2> compress.c
4> ec.c
2> crc32.c
2> deflate.c
4> kirk_engine.c
2> gzclose.c
4> SHA1.c
2> gzlib.c
2> gzread.c
2> gzwrite.c
2> infback.c
4> Lib:
4> libkirk.vcxproj -> E: \ Dolphin-emu \ ppsspp \ Windows \ x64 \ Release \ libkirk.lib
2> inffast.c
4> FinalizeBuildStatus:
4> Deleting file "x64 \ Release \ libkirk.unsuccessfulbuild".
4> tasks being performed "x64 \ Release \ libkirk.lastbuildstate" Touch.
4>
4> generate success.
4>
> With a time of 00:00:00.25
2> inflate.c
2> inftrees.c
2> trees.c
2> uncompr.c
2> zutil.c
2> is generating code ...
1> ABI.cpp
3> wav_read.cpp
1> ArmEmitter.cpp
1> ColorUtil.cpp
2> Lib:
2> zlib.vcxproj -> E: \ Dolphin-emu \ ppsspp \ Windows \ x64 \ Release \ zlib.lib
2> FinalizeBuildStatus:
2> Deleting file "x64 \ Release \ zlib.unsuccessfulbuild".
2> is to perform the the Touch task of. "X64 \ Release \ zlib.lastbuildstate"
2>
2> generate success.
2>
> Time 00:00:00.71
3> backtrace.cpp
3> buffer.cpp
1> ConsoleListener.cpp
1> CPUDetect.cpp
3> colorutil.cpp
1> ExtendedTrace.cpp
3> display.cpp
3> error_context.cpp
1> FileSearch.cpp
3> stringutil.cpp
1> FileUtil.cpp
3> threadutil.cpp
1> Hash.cpp
1> IniFile.cpp
3> timeutil.cpp
1> LogManager.cpp
3> etcdec.cpp
3> etcpack.cpp
3> sha1.cpp
1> MathUtil.cpp
1> MemArena.cpp
3> block_allocator.cpp
1> MemoryUtil.cpp
3> json.cpp
1> Misc.cpp
1> MsgHandler.cpp
3> chunk_file.cpp
1> StringUtil.cpp
3> dialog.cpp
1> Thread.cpp
1> Thunk.cpp
3> easy_file.cpp
1> Timer.cpp
1> code being generated ...
3> fd_util.cpp
3> file_util.cpp
3> code being generated ...
1> Compiling ...
1> Version.cpp
3> being compiled ...
3> zip_read.cpp
1> x64Analyzer.cpp
1> x64Emitter.cpp
3> gl_debug_log.cpp
3> gl_lost_manager.cpp
1> code being generated ...
3> texture.cpp
1> Lib:
1> Common.vcxproj -> E: \ Dolphin-emu \ ppsspp \ Windows \ x64 \ Release \ Common.lib
1> FinalizeBuildStatus:
1> Deleting file "x64 \ Release \ Common.unsuccessfulbuild".
1> is to perform the the Touch task of. "X64 \ Release \ Common.lastbuildstate"
1>
1> generate success.
1>
> Time 00:00:07.38
3> texture_atlas.cpp
5> ------ Build started: Project: GPU, configure: Release x64 ------
3> texture_gen.cpp
> Generate Start time 2013/1/20 11:25:50.
5> InitializeBuildStatus:
5> are creating "x64 \ Release \ GPU.unsuccessfulbuild", since been specified AlwaysCreate.
5> ClCompile:
5> DisplayListInterpreter.cpp
3> draw_buffer.cpp
3> fbo.cpp
5> FragmentShaderGenerator.cpp
3> glsl_program.cpp
5> Framebuffer.cpp
3> gl_state.cpp
5> IndexGenerator.cpp
5> ShaderManager.cpp
3> vertex_format.cpp
3> png_load.cpp
3> zim_load.cpp
5> StateMapping.cpp
3> zim_save.cpp
3> gesture_detector.cpp
3> json_writer.cpp
5> TextureCache.cpp
3> curves.cpp
3> aabb.cpp
3> matrix4x4.cpp
3> plane.cpp
3> code being generated ...
5> TransformPipeline.cpp
3> being compiled ...
3> quat.cpp
3> vec3.cpp
3> math_util.cpp
3> midi_input.cpp
5> VertexDecoder.cpp
3> http_client.cpp
5> VertexShaderGenerator.cpp
5> GeDisasm.cpp
3> resolve.cpp
5> GPUCommon.cpp
3> profiler.cpp
3> screen.cpp
5> GPUState.cpp
3> ui.cpp
5> Math3D.cpp
5> NullGpu.cpp
3> ui_context.cpp
5> code being generated ...
3> virtual_input.cpp
3> bits.cpp
3> utf8.cpp
3> code being generated ...
3> stb_image.c
3> stb_vorbis.c
3> code being generated ...
5> Math3D.obj: warning LNK4221: This object file does not define any previously undefined public symbols, so any link operation that consumes this library will not use this file
5> GPU.vcxproj -> E: \ Dolphin-emu \ ppsspp \ Windows \ x64 \ Release \ GPU.lib
5> FinalizeBuildStatus:
5> delete the file "x64 \ Release \ GPU.unsuccessfulbuild".
The 5> task being performed "x64 \ Release \ GPU.lastbuildstate" Touch.
5>
5> generate success.
5>
> With a time of 00:00:07.00
3> perlin.cpp
3> Lib:
3> native.vcxproj -> E: \ Dolphin-emu \ ppsspp \ Windows \ x64 \ Release \ native.lib
3> FinalizeBuildStatus:
3> Deleting file "x64 \ Release \ native.unsuccessfulbuild".
The 3> task being performed "x64 \ Release \ native.lastbuildstate" Touch.
3>
3> Generate.
3>
3> Time 00:00:15.69
6> ------ Build started: Project: Core, configure: Release x64 ------
6> Build started 2013/1/20 11:25:58.
6> InitializeBuildStatus:
6> are creating "x64 \ Release \ Core.unsuccessfulbuild", since been specified AlwaysCreate.
6> ClCompile:
6> disarm.cpp
6> snappy-c.cpp
6> snappy.cpp
6> Config.cpp
6> Core.cpp
6> CoreTiming.cpp
6> CPU.cpp
6> Breakpoints.cpp
6> SymbolMap.cpp
6> PSPDialog.cpp
6> PSPMsgDialog.cpp
6> PSPOskDialog.cpp
6> PSPPlaceholderDialog.cpp
6> PSPSaveDialog.cpp
6> SavedataParam.cpp
6> ElfReader.cpp
6> ParamSFO.cpp
6> PrxDecrypter.cpp
6> BlockDevices.cpp
6> DirectoryFileSystem.cpp
6> code being generated ...
6> being compiled ...
6> ISOFileSystem.cpp
6> MetaFileSystem.cpp
6> HLE.cpp
6> HLETables.cpp
6> sceAtrac.cpp
6> sceAudio.cpp
6> sceCtrl.cpp
6> sceDisplay.cpp
6> sceDmac.cpp
6> sceFont.cpp
6> sceGe.cpp
6> sceHprm.cpp
6> sceHttp.cpp
6> sceImpose.cpp
6> sceIo.cpp
6> sceKernel.cpp
6> sceKernelAlarm.cpp
6> sceKernelEventFlag.cpp
6> sceKernelInterrupt.cpp
6> sceKernelMbx.cpp
6> code being generated ...
6> being compiled ...
6> sceKernelMemory.cpp
6> sceKernelModule.cpp
6> sceKernelMsgPipe.cpp
6> sceKernelMutex.cpp
6> sceKernelSemaphore.cpp
6> sceKernelThread.cpp
6> sceKernelTime.cpp
6> sceKernelVTimer.cpp
6> sceMpeg.cpp
6> sceNet.cpp
6> sceOpenPSID.cpp
6> sceParseHttp.cpp
6> sceParseUri.cpp
6> scePower.cpp
6> scePsmf.cpp
6> sceRtc.cpp
6> sceSas.cpp
6> sceSsl.cpp
6> sceUmd.cpp
6> sceUsb.cpp
6> code being generated ...
6> being compiled ...
6> sceUtility.cpp
6> sceVaudio.cpp
6> __ sceAudio.cpp
6> Host.cpp
6> MediaEngine.cpp
6> MemoryStick.cpp
6> SasAudio.cpp
6> Loaders.cpp
6> MemMap.cpp
6> MemmapFunctions.cpp
6> JitCommon.cpp
6> MIPS.cpp
6> MIPSAnalyst.cpp
6> MIPSCodeUtils.cpp
6> MIPSDebugInterface.cpp
6> MIPSDis.cpp
6> MIPSDisVFPU.cpp
6> MIPSInt.cpp
6> MIPSIntVFPU.cpp
6> MIPSTables.cpp
6> code being generated ...
6> being compiled ...
6> MIPSVFPUUtils.cpp
6> Asm.cpp
6> CompALU.cpp
6> CompBranch.cpp
6> CompFPU.cpp
6> CompLoadStore.cpp
6> CompVFPU.cpp
6> Jit.cpp
6> JitCache.cpp
6> RegCache.cpp
6> PSPLoaders.cpp
6> PSPMixer.cpp
6> SaveState.cpp
6> System.cpp
6> BlockAllocator.cpp
6> PPGeDraw.cpp
6> ppge_atlas.cpp
6> code being generated ...
6> CompVFPU.obj: warning LNK4221: This object file does not define any previously undefined public symbols, so any link operation that consumes this library will not use this file
6> Core.vcxproj -> E: \ Dolphin-emu \ ppsspp \ Windows \ x64 \ Release \ Core.lib
6> FinalizeBuildStatus:
6> Deleting file "x64 \ Release \ Core.unsuccessfulbuild".
The 6> task being performed "x64 \ Release \ Core.lastbuildstate" Touch.
6>
6> successfully generated.
6>
> Time 00:00:38.49
7> ------ Build started: Project: PPSSPPWindows, configure: Release x64 ------
7> Build started 2013/1/20 11:26:37.
7> InitializeBuildStatus:
The 7> task being performed "x64 \ Release \ PPSSPPWindows.unsuccessfulbuild" Touch.
7> ClCompile:
7> stdafx.cpp
7> glew.c
7> CtrlDisAsmView.cpp
7> CtrlMemView.cpp
7> CtrlRegisterList.cpp
7> Debugger_Disasm.cpp
7> Debugger_MemoryDlg.cpp
7> Debugger_VFPUDlg.cpp
7> EmuThread.cpp
7> InputDevice.cpp
7> KeyboardDevice.cpp
7> DialogManager.cpp
7> PropertySheet.cpp
7> ShellUtil.cpp
7> InputBox.cpp
7> WndMainWindow.cpp
7> DSoundStream.cpp
7> OpenGLBase.cpp
7> WindowsHost.cpp
7> Globals.cpp
7> main.cpp
7> XinputDevice.cpp
7> code being generated ...
7> Misc.cpp
7> C: \ Program Files (x86) \ Microsoft Visual Studio 11.0 \ VC \ include \ sal.h (2872): warning RC4005: '__useHeader': redefinition
7>
7> C: \ Program Files (x86) \ Microsoft Visual Studio 11.0 \ VC \ include \ sal.h (2882): warning RC4005: '__on_failure': redefinition
7>
7> Link:
7> libkirk.lib (kirk_engine.obj): find MSIL netmodule or module compiled with / GL; is / LTCG restart the link; Add / LTCG to the link command line to improve linker performance
7> are creating the library x64 \ Release \ PPSSPPWindows.lib and object x64 \ Release \ PPSSPPWindows.exp
7> generate code
7> completed code generation
7> OpenGLBase.obj: warning LNK4049: already imported locally defined symbol glewInit
7> GPU.lib (ShaderManager.obj): warning LNK4049: locally defined symbol __glewAttachShader been imported
7> native.lib (glsl_program.obj): warning LNK4049: locally defined symbol __glewAttachShader been imported
7> GPU.lib (ShaderManager.obj): warning LNK4049: locally defined symbol __glewCompileShader have been imported
7> native.lib (glsl_program.obj): warning LNK4049: locally defined symbol __glewCompileShader have been imported
7> GPU.lib (ShaderManager.obj): warning LNK4049: already imported locally defined symbol __glewCreateProgram
7> native.lib (glsl_program.obj): warning LNK4049: already imported locally defined symbol __glewCreateProgram
7> GPU.lib (ShaderManager.obj): warning LNK4049: locally defined symbol __glewCreateShader have been imported
7> native.lib (glsl_program.obj): warning LNK4049: locally defined symbol __glewCreateShader have been imported
7> GPU.lib (ShaderManager.obj): warning LNK4049: already imported locally defined symbol __glewDeleteProgram
7> native.lib (glsl_program.obj): warning LNK4049: already imported locally defined symbol __glewDeleteProgram
7> GPU.lib (ShaderManager.obj): warning LNK4049: locally defined symbol __glewDisableVertexAttribArray have been imported
7> GPU.lib (Framebuffer.obj): warning LNK4049: locally defined symbol __glewDisableVertexAttribArray have been imported
7> GPU.lib (ShaderManager.obj): warning LNK4049: locally defined symbol __glewEnableVertexAttribArray have been imported
7> GPU.lib (Framebuffer.obj): warning LNK4049: locally defined symbol __glewEnableVertexAttribArray have been imported
7> GPU.lib (ShaderManager.obj): warning LNK4049: locally defined symbol __glewGetAttribLocation have been imported
7> native.lib (glsl_program.obj): warning LNK4049: locally defined symbol __glewGetAttribLocation have been imported
7> GPU.lib (ShaderManager.obj): warning LNK4049: locally defined symbol __glewGetProgramInfoLog have been imported
7> native.lib (glsl_program.obj): warning LNK4049: locally defined symbol __glewGetProgramInfoLog have been imported
7> GPU.lib (ShaderManager.obj): warning LNK4049: locally defined symbol __glewGetProgramiv have been imported
7> native.lib (glsl_program.obj): warning LNK4049: locally defined symbol __glewGetProgramiv have been imported
7> GPU.lib (ShaderManager.obj): warning LNK4049: locally defined symbol __glewGetShaderInfoLog have been imported
7> native.lib (glsl_program.obj): warning LNK4049: locally defined symbol __glewGetShaderInfoLog have been imported
7> GPU.lib (ShaderManager.obj): warning LNK4049: locally defined symbol __glewGetShaderiv have been imported
7> native.lib (glsl_program.obj): warning LNK4049: locally defined symbol __glewGetShaderiv have been imported
7> GPU.lib (ShaderManager.obj): warning LNK4049: locally defined symbol __glewGetUniformLocation have been imported
7> native.lib (glsl_program.obj): warning LNK4049: locally defined symbol __glewGetUniformLocation have been imported
7> GPU.lib (ShaderManager.obj): warning LNK4049: already imported locally defined symbol __glewLinkProgram
7> native.lib (glsl_program.obj): warning LNK4049: already imported locally defined symbol __glewLinkProgram
7> GPU.lib (ShaderManager.obj): warning LNK4049: locally defined symbol __glewShaderSource have been imported
7> native.lib (glsl_program.obj): warning LNK4049: locally defined symbol __glewShaderSource have been imported
7> GPU.lib (ShaderManager.obj): warning LNK4049: already imported locally defined symbol __glewUniform1i
7> GPU.lib (Framebuffer.obj): warning LNK4049: already imported locally defined symbol __glewUniform1i
7> GPU.lib (ShaderManager.obj): warning LNK4049: locally defined symbol __glewUniform2fv have been imported
7> GPU.lib (ShaderManager.obj): warning LNK4049: locally defined symbol __glewUniform3fv have been imported
7> GPU.lib (ShaderManager.obj): warning LNK4049: locally defined symbol __glewUniform4fv have been imported
7> GPU.lib (ShaderManager.obj): warning LNK4049: locally defined symbol __glewUniformMatrix4fv have been imported
7> GPU.lib (Framebuffer.obj): warning LNK4049: locally defined symbol __glewUniformMatrix4fv have been imported
7> GPU.lib (ShaderManager.obj): warning LNK4049: already imported locally defined symbol __glewUseProgram
7> native.lib (glsl_program.obj): warning LNK4049: already imported locally defined symbol __glewUseProgram
7> GPU.lib (Framebuffer.obj): warning LNK4049: locally defined symbol __glewBindBuffer have been imported
7> GPU.lib (TransformPipeline.obj): warning LNK4049: locally defined symbol __glewBindBuffer have been imported
7> GPU.lib (Framebuffer.obj): warning LNK4049: locally defined symbol __glewVertexAttribPointer have been imported
7> GPU.lib (TransformPipeline.obj): warning LNK4049: locally defined symbol __glewVertexAttribPointer have been imported
7> GPU.lib (TransformPipeline.obj): warning LNK4049: locally defined symbol __glewBufferData have been imported
7> GPU.lib (TransformPipeline.obj): warning LNK4049: locally defined symbol __glewDeleteBuffers have been imported
7> GPU.lib (TransformPipeline.obj): warning LNK4049: locally defined symbol __glewGenBuffers have been imported
7> GPU.lib (StateMapping.obj): warning LNK4049: locally defined symbol __glewBlendColor have been imported
7> native.lib (gl_state.obj): warning LNK4049: locally defined symbol __glewBlendColor have been imported
7> GPU.lib (StateMapping.obj): warning LNK4049: locally defined symbol __glewBlendEquation have been imported
7> native.lib (gl_state.obj): warning LNK4049: locally defined symbol __glewBlendEquation have been imported
7> native.lib (fbo.obj): warning LNK4049: locally defined symbol __glewBindFramebuffer have been imported
7> native.lib (fbo.obj): warning LNK4049: locally defined symbol __glewBindRenderbuffer have been imported
7> native.lib (fbo.obj): warning LNK4049: locally defined symbol __glewCheckFramebufferStatus have been imported
7> native.lib (fbo.obj): warning LNK4049: locally defined symbol __glewDeleteFramebuffers have been imported
7> native.lib (fbo.obj): warning LNK4049: locally defined symbol __glewDeleteRenderbuffers have been imported
7> native.lib (fbo.obj): warning LNK4049: locally defined symbol __glewFramebufferRenderbuffer have been imported
7> native.lib (fbo.obj): warning LNK4049: locally defined symbol __glewFramebufferTexture2D have been imported
7> native.lib (fbo.obj): warning LNK4049: locally defined symbol __glewGenFramebuffers have been imported
7> native.lib (fbo.obj): warning LNK4049: locally defined symbol __glewGenRenderbuffers have been imported
7> native.lib (fbo.obj): warning LNK4049: locally defined symbol __glewRenderbufferStorage have been imported
7> native.lib (glsl_program.obj): warning LNK4049: locally defined symbol __glewDeleteShader have been imported
7> PPSSPP.vcxproj -> E: \ Dolphin-emu \ ppsspp \ Windows \ x64 \ Release \ PPSSPPWindows.exe
7> FinalizeBuildStatus:
The 7> delete the files "x64 \ Release \ PPSSPPWindows.unsuccessfulbuild".
The 7> task being performed "x64 \ Release \ PPSSPPWindows.lastbuildstate" Touch.
7>
7> generate success.
7>
> With a time of 00:00:23.97
========== Build: 7 succeeded, 0 failed, the latest 0, 0 skipped ==========
Find all posts by this user
Quote this message in a reply
01-20-2013, 08:17 AM
Post: #13
RE: VS 2012 in compiler (PPSSPP) ?
Hmm, okay, so you do have success at the end:

========== Build: 7 succeeded, 0 failed, the latest 0, 0 skipped ==========

Very strange. Except for these (which I haven't seen before, but don't look major), everything looks right:

C: \ Program Files (x86) \ Microsoft Visual Studio 11.0 \ VC \ include \ sal.h (2872): warning RC4005: '__useHeader': redefinition
C: \ Program Files (x86) \ Microsoft Visual Studio 11.0 \ VC \ include \ sal.h (2882): warning RC4005: '__on_failure': redefinition

I'm really not sure. Maybe your XInput32.lib or some lib that only PPSSPP is importing is corrupt? Do you have any other computers to test on? Does it work if you install the 7.1 SDK and switch to it?

-[Unknown]
Find all posts by this user
Quote this message in a reply
01-20-2013, 08:43 AM (This post was last modified: 01-20-2013 10:08 AM by Thomas.)
Post: #14
RE: VS 2012 in compiler (PPSSPP) ?
(01-20-2013 08:17 AM)[Unknown] Wrote:  Hmm, okay, so you do have success at the end:

========== Build: 7 succeeded, 0 failed, the latest 0, 0 skipped ==========

Very strange. Except for these (which I haven't seen before, but don't look major), everything looks right:

C: \ Program Files (x86) \ Microsoft Visual Studio 11.0 \ VC \ include \ sal.h (2872): warning RC4005: '__useHeader': redefinition
C: \ Program Files (x86) \ Microsoft Visual Studio 11.0 \ VC \ include \ sal.h (2882): warning RC4005: '__on_failure': redefinition

I'm really not sure. Maybe your XInput32.lib or some lib that only PPSSPP is importing is corrupt? Do you have any other computers to test on? Does it work if you install the 7.1 SDK and switch to it?

-[Unknown]

Yes, I've installed the 7.1 SDK, the local computer test error (0xc000007b)
Finally successful, see output everything very well, but why is it so?

I really want to know, the error is what caused
Find all posts by this user
Quote this message in a reply
09-13-2013, 02:20 AM
Post: #15
Big Grin RE: VS 2012 in compiler (PPSSPP) ?
The ppssspp error message (0xc000007b) in windows 7 64-bit can be fixed by installing python-3.3.0.amd 64 for 64-bit my error massage started after i removed my python i tried so many other things till it occurred to me the python has some effect on win7 64-bit DEP process......etc just install it and see if it fixes your problem.
Find all posts by this user
Quote this message in a reply
Post Reply 


Forum Jump: