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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Development Discussion v
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How To: compile Dolphin with Intel C++ Composer XE on Windows
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How To: compile Dolphin with Intel C++ Composer XE on Windows
12-16-2010, 07:41 AM (This post was last modified: 12-16-2010, 07:44 AM by hungry man.)
#111
hungry man Offline
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I got 11 errors. I think having it set up for PCSX2 might have screwed it up.
Ah I may have missed that step. I'll try it, though I thought I had.
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i5 520m :: 4GB RAM :: ATI 5650 (700, 900)
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12-16-2010, 07:44 AM (This post was last modified: 12-16-2010, 08:02 AM by xenofears.)
#112
xenofears Offline
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Post them? I thought you weren't using ICC too?
The _export variable issue has now been fixed in SVN 6588 Smile
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12-16-2010, 10:02 AM
#113
hungry man Offline
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========== Build: 21 succeeded, 10 failed, 0 up-to-date, 3 skipped ==========

You want me to post the log?

I'm using MS Visual Studio 2008 + Intel C++ Compiler.

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i5 520m :: 4GB RAM :: ATI 5650 (700, 900)
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12-16-2010, 10:38 AM
#114
xenofears Offline
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(12-16-2010, 10:02 AM)hungry man Wrote: ========== Build: 21 succeeded, 10 failed, 0 up-to-date, 3 skipped ==========

You want me to post the log?

I'm using MS Visual Studio 2008 + Intel C++ Compiler.

Yeah post the log and I'll take a look for you.
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12-16-2010, 11:48 AM
#115
hungry man Offline
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The log is too large to upload. Should I try to copy and paste it?
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i5 520m :: 4GB RAM :: ATI 5650 (700, 900)
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12-16-2010, 11:53 AM
#116
xenofears Offline
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(12-16-2010, 11:48 AM)hungry man Wrote: The log is too large to upload. Should I try to copy and paste it?

You can email it to me, xenofears at gmail
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12-17-2010, 12:05 AM (This post was last modified: 12-17-2010, 12:05 AM by Xtreme2damax.)
#117
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This guide is pretty much obsolete now, yesterday LPFaint99 renamed the variable in WiiSaveCrypted, ie.. the _export fix. The only things that need to be done is to convert the project to icc, set "Use Pre-compiled Headers" to no for the wxcore project, and also remove /mp from the command line for the x64 wxcore project.
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12-17-2010, 02:55 AM
#118
anthonyda Offline
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(12-16-2010, 11:48 AM)hungry man Wrote: The log is too large to upload. Should I try to copy and paste it?

pastebin it.
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12-17-2010, 03:00 AM (This post was last modified: 12-17-2010, 03:07 AM by xenofears.)
#119
xenofears Offline
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(12-17-2010, 02:55 AM)anthonyda Wrote:
(12-16-2010, 11:48 AM)hungry man Wrote: The log is too large to upload. Should I try to copy and paste it?

pastebin it.

^^ yeah that's the best idea, pastebin rocks.
(12-17-2010, 12:05 AM)Xtreme2damax Wrote: The only things that need to be done is to convert the project to icc, set "Use Pre-compiled Headers" to no for the wxcore project, and also remove /mp from the command line for the x64 wxcore project.

Really? I didn't need to do either with ICC 12 XE. Why would you need to turn off multiple processes, does it fail to make multiple dependent libraries sequentially or something?

The wx.. projects shouldn't need to be optimized at all anyways... it's just wxWidgets. But I think the compiler is smart enough to figure that out, they don't take long on any settings. It's best to keep the same settings as much as possible for all the projects or you could run into linking errors.

It should be added to the guide that ICC compiled OpenGL blows.
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12-17-2010, 03:58 AM (This post was last modified: 12-17-2010, 03:59 AM by Xtreme2damax.)
#120
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This issue with the OpenGL plugin is due to some code that is incompatible with ICC. After one of skids commits in the past, the emulator would crash with the JIT recompiler due to incompatibilities with ICC.

I meant, all that needs to be done now is to remove /MP from the command line for the x64 wxcore project, but that might have changed now.
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