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  #231  
Old 15th May 2013, 04:08 PM
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HatCat HatCat is offline
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Thanks, I'll give it a try.

I might still be missing the correct libraries, but it looks like you integrated some of the API resource files in there for me.

Maybe I want to restore some of the original files before my changes removing dependency off the CRT.
I'll try and get it working so that I can move off the RSP stuff and help more with the RDP.
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  #232  
Old 15th May 2013, 09:20 PM
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It works!

z64gl is building using the project setup by suanyuan.
However, with quite a number of warnings.

Code:
1>------ Build started: Project: z64gl, Configuration: Release Win32 ------
1>Build started 5/15/2013 4:54:37 PM.
...
1>  Creating "Release\z64gl.unsuccessfulbuild" because "AlwaysCreate" was specified.
1>ClCompile:
1>  disasm.cpp
1>disasm.cpp(90): warning C4101: 'drde' : unreferenced local variable
1>disasm.cpp(89): warning C4101: 'drdy' : unreferenced local variable
1>disasm.cpp(81): warning C4101: 'w' : unreferenced local variable
1>disasm.cpp(88): warning C4101: 'dgdx' : unreferenced local variable
1>disasm.cpp(85): warning C4101: 'yh' : unreferenced local variable
1>disasm.cpp(84): warning C4101: 'dsde' : unreferenced local variable
1>disasm.cpp(83): warning C4101: 'dsdy' : unreferenced local variable
1>disasm.cpp(84): warning C4101: 'dtde' : unreferenced local variable
1>disasm.cpp(83): warning C4101: 'dtdy' : unreferenced local variable
1>disasm.cpp(87): warning C4101: 'gt' : unreferenced local variable
1>disasm.cpp(82): warning C4101: 'dwdx' : unreferenced local variable
1>disasm.cpp(80): warning C4101: 'th' : unreferenced local variable
1>disasm.cpp(77): warning C4101: 'i' : unreferenced local variable
1>disasm.cpp(88): warning C4101: 'dadx' : unreferenced local variable
1>disasm.cpp(87): warning C4101: 'bt' : unreferenced local variable
1>disasm.cpp(85): warning C4101: 'xh' : unreferenced local variable
1>disasm.cpp(81): warning C4101: 's' : unreferenced local variable
1>disasm.cpp(90): warning C4101: 'dgde' : unreferenced local variable
1>disasm.cpp(89): warning C4101: 'dgdy' : unreferenced local variable
1>disasm.cpp(85): warning C4101: 'yl' : unreferenced local variable
1>disasm.cpp(85): warning C4101: 'xm' : unreferenced local variable
1>disasm.cpp(86): warning C4101: 'dxldy' : unreferenced local variable
1>disasm.cpp(85): warning C4101: 'ym' : unreferenced local variable
1>disasm.cpp(84): warning C4101: 'dwde' : unreferenced local variable
1>disasm.cpp(83): warning C4101: 'dwdy' : unreferenced local variable
1>disasm.cpp(90): warning C4101: 'dade' : unreferenced local variable
1>disasm.cpp(89): warning C4101: 'dady' : unreferenced local variable
1>disasm.cpp(88): warning C4101: 'dbdx' : unreferenced local variable
1>disasm.cpp(87): warning C4101: 'rt' : unreferenced local variable
1>disasm.cpp(80): warning C4101: 'sh' : unreferenced local variable
1>disasm.cpp(80): warning C4101: 'tl' : unreferenced local variable
1>disasm.cpp(88): warning C4101: 'drdx' : unreferenced local variable
1>disasm.cpp(85): warning C4101: 'xl' : unreferenced local variable
1>disasm.cpp(90): warning C4101: 'dbde' : unreferenced local variable
1>disasm.cpp(89): warning C4101: 'dbdy' : unreferenced local variable
1>disasm.cpp(86): warning C4101: 'dxmdy' : unreferenced local variable
1>disasm.cpp(82): warning C4101: 'dsdx' : unreferenced local variable
1>disasm.cpp(87): warning C4101: 'at' : unreferenced local variable
1>disasm.cpp(86): warning C4101: 'dxhdy' : unreferenced local variable
1>disasm.cpp(82): warning C4101: 'dtdx' : unreferenced local variable
1>disasm.cpp(81): warning C4101: 't' : unreferenced local variable
1>disasm.cpp(80): warning C4101: 'sl' : unreferenced local variable
1>  glshader.cpp
............
1>rgl.cpp(797): warning C4244: 'argument' : conversion from 'rdpColor_t' to 'GLfloat', possible loss of data
1>rgl.cpp(891): warning C4244: '=' : conversion from 'int' to 'float', possible loss of data
1>rgl.cpp(893): warning C4244: '=' : conversion from 'int' to 'float', possible loss of data
1>rgl.cpp(895): warning C4244: '=' : conversion from 'int' to 'float', possible loss of data
1>rgl.cpp(897): warning C4244: '=' : conversion from 'int' to 'float', possible loss of data
1>rgl.cpp(899): warning C4244: '=' : conversion from 'float' to 'uint16_t', possible loss of data
1>rgl.cpp(901): warning C4244: '=' : conversion from 'float' to 'uint16_t', possible loss of data
1>rgl.cpp(903): warning C4244: '=' : conversion from 'float' to 'uint16_t', possible loss of data
1>rgl.cpp(905): warning C4244: '=' : conversion from 'float' to 'uint16_t', possible loss of data
1>rgl.cpp(990): warning C4244: '=' : conversion from 'float' to 'int', possible loss of data
1>rgl.cpp(991): warning C4244: '=' : conversion from 'float' to 'int', possible loss of data
1>rgl.cpp(1035): warning C4018: '>' : signed/unsigned mismatch
1>rgl.cpp(1036): warning C4018: '<' : signed/unsigned mismatch
1>rgl.cpp(1058): warning C4244: 'initializing' : conversion from 'int' to 'float', possible loss of data
1>rgl.cpp(1059): warning C4244: 'initializing' : conversion from 'int' to 'float', possible loss of data
1>rgl.cpp(935): warning C4101: 'i' : unreferenced local variable
1>rgl.cpp(1514): warning C4554: '<<' : check operator precedence for possible error; use parentheses to clarify precedence
1>rgl.cpp(1617): warning C4244: 'initializing' : conversion from 'float' to 'uint32_t', possible loss of data
1>rgl.cpp(1619): warning C4554: '>>' : check operator precedence for possible error; use parentheses to clarify precedence
1>rgl.cpp(1621): warning C4554: '>>' : check operator precedence for possible error; use parentheses to clarify precedence
1>rgl.cpp(1621): warning C4554: '<<' : check operator precedence for possible error; use parentheses to clarify precedence
....................
1>  rgl_rendermode.cpp
1>rgl_rendermode.cpp(29): warning C4101: 'i' : unreferenced local variable
1>rgl_rendermode.cpp(262): warning C4244: '=' : conversion from 'rdpColor_t' to 'float', possible loss of data
1>rgl_rendermode.cpp(223): warning C4101: 'size' : unreferenced local variable
1>rgl_rendermode.cpp(223): warning C4101: 'fmt' : unreferenced local variable
1>  rgl_settings.cpp
1>rgl_settings.cpp(39): warning C4996: 'getcwd': The POSIX name for this item is deprecated. Instead, use the ISO C++ conformant name: _getcwd. See online help for details.
1>          C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\direct.h(117) : see declaration of 'getcwd'
1>rgl_settings.cpp(66): warning C4101: 'e' : unreferenced local variable
1>  rgl_tiles.cpp
1>rgl_tiles.cpp(95): warning C4101: 'i' : unreferenced local variable
1>rgl_tiles.cpp(117): warning C4554: '>>' : check operator precedence for possible error; use parentheses to clarify precedence
1>rgl_tiles.cpp(118): warning C4554: '>>' : check operator precedence for possible error; use parentheses to clarify precedence
1>rgl_tiles.cpp(146): warning C4554: '>>' : check operator precedence for possible error; use parentheses to clarify precedence
1>rgl_tiles.cpp(234): warning C4390: ';' : empty controlled statement found; is this the intent?
1>rgl_tiles.cpp(375): warning C4554: '<<' : check operator precedence for possible error; use parentheses to clarify precedence
1>rgl_tiles.cpp(381): warning C4554: '<<' : check operator precedence for possible error; use parentheses to clarify precedence
1>rgl_tiles.cpp(116): warning C4101: 'ct' : unreferenced local variable
1>rgl_tiles.cpp(116): warning C4101: 'cs' : unreferenced local variable
1>Link:
...
1>  Generating code
1>  Finished generating code
1>glew32s.lib(glew.obj) : warning LNK4099: PDB 'vc100.pdb' was not found with 'glew32s.lib(glew.obj)' or at 'C:\Users\...\z64gl\bin\vc100.pdb'; linking object as if no debug info
1>  z64gl-vs2008.vcxproj -> C:\Users\...\z64gl\bin\z64gl.dll
1>FinalizeBuildStatus:
1>  Deleting file "Release\z64gl.unsuccessfulbuild".
1>  Touching "Release\z64gl.lastbuildstate".
1>
1>Build succeeded.
1>
1>Time Elapsed 00:00:13.90
Plus, it eventually crashes in-game when I get to certain spots.
If need be I can send the dll I built.
But, it might have been cause of the modifications I did to the files, in which case I need to restore the old ones.

Otherwise, I could try to develop the plugin while the crashing happens in most games, but it won't be quite as complete.
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  #233  
Old 16th May 2013, 01:32 AM
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shunyuan shunyuan is offline
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Quote:
Originally Posted by FatCat View Post
It works!

z64gl is building using the project setup by suanyuan.
However, with quite a number of warnings.

Plus, it eventually crashes in-game when I get to certain spots.
If need be I can send the dll I built.
But, it might have been cause of the modifications I did to the files, in which case I need to restore the old ones.

Otherwise, I could try to develop the plugin while the crashing happens in most games, but it won't be quite as complete.
About the warnings, most of them are unreferenced variables or uninitialized variables, should be easy to fix. And before you restore to old ones, try to fixed the crashes with visual studio. It should be quite easy to fix the crash if the crash is easy to reproduce.
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  #234  
Old 16th May 2013, 01:39 AM
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HatCat HatCat is offline
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Yes, crashes are 100% consistent, in the same spots.

However I have no idea what source file (or even improperly installed library/API resource at link-time) is causing it.
I'm beginning to consider completely restoring everything up to the GCC/Linux makefile ziggy put with the source and trying to compile off of that scratch.
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  #235  
Old 16th May 2013, 01:44 AM
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shunyuan shunyuan is offline
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Quote:
Originally Posted by FatCat View Post
Yes, crashes are 100% consistent, in the same spots.

However I have no idea what source file (or even improperly installed library/API resource at link-time) is causing it.
I'm beginning to consider completely restoring everything up to the GCC/Linux makefile ziggy put with the source and trying to compile off of that scratch.
there are several options:

(1) copy the z64gl.pdb file to the same folder of z64gl, then you should be able to find out which line of code cause the crash.
(2) tested with debug build

Did you get a message from windows asking you if you want to debug it with a debugger?
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  #236  
Old 16th May 2013, 01:45 AM
et500 et500 is offline
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Wave Race 64 water is looking strange when using this RSP plugin, it shows some kind of grid on it when using Jabo Video in LLE. Using z64gl the water is fine but the sky effects seem to be rendered wrong. Don't know if the RSP or video plugin is the cause however.
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  #237  
Old 16th May 2013, 01:50 AM
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Quote:
Originally Posted by et500 View Post
Wave Race 64 water is looking strange when using this RSP plugin, it shows some kind of grid on it when using Jabo Video in LLE. Using z64gl the water is fine but the sky effects seem to be rendered wrong. Don't know if the RSP or video plugin is the cause however.
If it appears fine in z64gl, then it probably was fault of Jabo D3D8.

If you're not sure, remember you can always test with zilmar's RSP 1.7.0.9 for Project64.
If you have the same issue on both RSP plugins, but changing the gfx plugin fixes it, you think that probably the RSP is not to blame.

Quote:
Originally Posted by suanyuan View Post
there are several options:

(1) copy the z64gl.pdb file to the same folder of z64gl, then you should be able to find out which line of code cause the crash.
(2) tested with debug build

Did you get a message from windows asking you if you want to debug it with a debugger?
Heh, good idea I guess.

I never did use the integrated debugger.
Hell, I wrote my own RSP debugger instead of using zilmar's most of the time.

I'll compile the debug build and get back to you with some debug info, unless I'm too uneducated with the WINAPI to get even that far. T_T
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  #238  
Old 16th May 2013, 02:01 AM
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Actually, the debug version when I built it.
I can't seem to get to initialize.

Project64 just says always that it failed to load the plugin.
I'm seeing some strange dependency issues in the debug version:
http://ft.trillian.im/785abe041074fd...Qw4w80eM8x.jpg

So I won't be able to use Microsoft's debugger (waaaah I think I'm gonna cry) if I can't get the emu to load that dll.

I've got to try to see this through somehow, though...at the very least, I can undoubtedly succeed at rewriting ziggy's plugin to be free of the CRT and all those pesky ANSI warnings and save everyone else the trouble.
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  #239  
Old 16th May 2013, 02:17 AM
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Quote:
Originally Posted by FatCat View Post
Actually, the debug version when I built it.
I can't seem to get to initialize.

Project64 just says always that it failed to load the plugin.
I'm seeing some strange dependency issues in the debug version:
http://ft.trillian.im/785abe041074fd...Qw4w80eM8x.jpg

So I won't be able to use Microsoft's debugger (waaaah I think I'm gonna cry) if I can't get the emu to load that dll.

I've got to try to see this through somehow, though...at the very least, I can undoubtedly succeed at rewriting ziggy's plugin to be free of the CRT and all those pesky ANSI warnings and save everyone else the trouble.
No clue about it.

I have no problems to load debug version of plugin on my computer.
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Last edited by shunyuan; 16th May 2013 at 02:22 AM.
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  #240  
Old 16th May 2013, 02:22 AM
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Quote:
Originally Posted by suanyuan View Post
No clue about it.

I have not problem to load debug version of z64gl on my computer.
Here, you can have it lol:
http://db.tt/ocW82chs

I built this on and run Win7 Home Edition 64-bit btw.
No idea what those extra dependencies are.
If you can use the debugger I put into that debug DLL then well that's better luck than mine.


In the meantime I'm trying to figure out how to use MAKEFILEs on MinGW.
http://oldwiki.mingw.org/index.php/Makefile
What I don't get is, where do I invoke using "make" ... Windows command prompt?? That sure as hell won't work, unless it's an external command.

Anyway, if you want you can try using the Win debug method, while I try using the Linux makefile method to start over.
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