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Pr3tty F1y
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"Unable to load winpcap: 7F" error in GIT builds of MAME
#347416 - 11/26/15 03:43 AM


Whenever loading a game or system from the minimal, built-in menu interface of my "MESS" only and "Arcade" only builds of MAME, I get a pop-up error stating "Unable to load winpcap: 7F" prior to the emulation starting and after emulation ends. It doesn't seem to affect emulation, but I'm not sure what's causing it.

I re-downloaed the build tools and entire MAME repository from scratch today before compiling for 0.168, so everything should be fresh and new. I compiled with the following options:

make -j5 SUBTARGET=arcade PTR64=1 TOOLS=1 STRIP_SYMBOLS=1
make -j5 SUBTARGET=mess PTR64=1 TOOLS=1 STRIP_SYMBOLS=1

I'm compiling off of build cf8cf512e54e144f191ba4359c6fcfc2151d5abe.

Anyone else? Any thoughts?

It doesn't seem to happen from command line through the Emuloader frontend and MESSUI doesn't seem to be affected either.



B2K24
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Re: "Unable to load winpcap: 7F" error in GIT builds of MAME new [Re: Pr3tty F1y]
#347423 - 11/26/15 06:41 AM


Use a build listed here ---> http://mamedev.org/release.html



Pernod
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Re: "Unable to load winpcap: 7F" error in GIT builds of MAME new [Re: B2K24]
#347431 - 11/26/15 12:39 PM


> Use a build listed here ---> http://mamedev.org/release.html

I get the error using yesterdays official 64bit binary.

In the past I would get this error sometimes when using my own builds, but this is the first time I've seen it with an official build.



Pr3tty F1y
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I prefer to use my own builds new [Re: B2K24]
#347434 - 11/26/15 02:52 PM


> Use a build listed here ---> http://mamedev.org/release.html

I prefer to use my own builds and there is nothing wrong with doing it and asking about issues about it. My build environment is setup correctly. Thank you for the non-answer.



Vas Crabb
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Re: I prefer to use my own builds new [Re: Pr3tty F1y]
#347435 - 11/26/15 03:34 PM


> > Use a build listed here ---> http://mamedev.org/release.html
>
> I prefer to use my own builds and there is nothing wrong with doing it and asking
> about issues about it. My build environment is setup correctly. Thank you for the
> non-answer.

To answer the question, it seems to happen on Windows builds with the new MinGW build tools, hence why it happens in the official release as well as your own build. It's probably harmless as long as you don't try using emulated network cards in drivers like the PC compatibles and 68k Macs.



Pr3tty F1y
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Re: I prefer to use my own builds new [Re: Vas Crabb]
#347436 - 11/26/15 03:46 PM


> > > Use a build listed here ---> http://mamedev.org/release.html
> >
> > I prefer to use my own builds and there is nothing wrong with doing it and asking
> > about issues about it. My build environment is setup correctly. Thank you for the
> > non-answer.
>
> To answer the question, it seems to happen on Windows builds with the new MinGW build
> tools, hence why it happens in the official release as well as your own build. It's
> probably harmless as long as you don't try using emulated network cards in drivers
> like the PC compatibles and 68k Macs.

Thanks. I was wondering if this was a precursor to network emulation within MAME.

I've used winpcap before and my greater concern was if MAME was picking up on an old installation that I forgot about on my machine.



Vas Crabb
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Re: I prefer to use my own builds new [Re: Pr3tty F1y]
#347440 - 11/26/15 04:50 PM


> Thanks. I was wondering if this was a precursor to network emulation within MAME.

MAME's been able to emulate ISA and NuBus Ethernet cards (e.g. NE2000) for a while now in the PC and Mac drivers. It uses pcap to punch a hole to the real world on OSX and Windows.



remax
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Re: I prefer to use my own builds new [Re: Pr3tty F1y]
#347455 - 11/26/15 09:21 PM


There used to be a USE_NETWORK=1 or USE_NETWORK=0 option at build time.

The built binaries would only use Winpcap if 1 was set.

Don't know if it still exists, but that might fix you problem.



Pr3tty F1y
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Re: I prefer to use my own builds new [Re: remax]
#347500 - 11/27/15 04:04 PM


> There used to be a USE_NETWORK=1 or USE_NETWORK=0 option at build time.
>
> The built binaries would only use Winpcap if 1 was set.
>
> Don't know if it still exists, but that might fix you problem.

Thanks for the advice. I tried to recompile with the USE_NETWORK=0 option and I still get the winpcap pop-up. Not a big deal now that I know what it's coming from thanks to Vas Crabb, but at least this should help inform anyone else seeing the same error.



R. Belmont
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Re: I prefer to use my own builds new [Re: Pr3tty F1y]
#347680 - 12/01/15 08:29 PM


> Thanks. I was wondering if this was a precursor to network emulation within MAME.

Precursor? This is a real MESS screenshot from 0.148 in 2013:

/>



uman
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Re: I prefer to use my own builds new [Re: R. Belmont]
#347682 - 12/01/15 09:04 PM


oooh my.... memories.... so nice to see dragstrip again .



Vas Crabb
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Re: I prefer to use my own builds new [Re: uman]
#347683 - 12/01/15 11:29 PM


> oooh my.... memories.... so nice to see dragstrip again .

That's the System 7 Control Strip you goon.



uman
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Re: I prefer to use my own builds new [Re: Vas Crabb]
#347686 - 12/02/15 01:31 AM


i think you didnt get the payoff (of the joke)



Pr3tty F1y
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Re: I prefer to use my own builds new [Re: R. Belmont]
#347688 - 12/02/15 02:36 AM


> > Thanks. I was wondering if this was a precursor to network emulation within MAME.
>
> Precursor? This is a real MESS screenshot from 0.148 in 2013:
>
> />

Very interesting. Thanks for sharing the screenshot!



Traso
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.....how is browser security handled there? (nt) new [Re: R. Belmont]
#347861 - 12/07/15 11:05 PM





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Haze
Reged: 09/23/03
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flash is unavailable (nt) new [Re: Traso]
#347863 - 12/07/15 11:07 PM





R. Belmont
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Re: .....how is browser security handled there? new [Re: Traso]
#347920 - 12/09/15 05:39 PM


I'm pretty confident there are no virii on the modern web that have a payload of Motorola 680x0 code or know about exploits for the iCab 0.9 browser in that screenshot.



Traso
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Re: .....how is browser security handled there? new [Re: R. Belmont]
#348002 - 12/12/15 12:10 AM


> I'm pretty confident there are no virii on the modern web that have a payload of Motorola 680x0 code or know about exploits for the iCab 0.9 browser in that screenshot.


I'd think these days there are general purpose bugs that find an attack anything that's connected.



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R. Belmont
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Re: .....how is browser security handled there? new [Re: Traso]
#348253 - 12/18/15 05:48 PM


> I'd think these days there are general purpose bugs that find an attack anything
> that's connected.

I keep an eye on the security scene and the attacks aimed at web browsers are actually getting more and more specific. The shell code is *always* handwritten x64 assembly now, and it's often targeting one version of one browser on a specific OS.



what2be
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Re: "Unable to load winpcap: 7F" error in GIT builds of MAME new [Re: Pernod]
#349475 - 01/22/16 08:03 PM


Same issue. Very annoying everytime I start a game from my frontend in my arcade cab. Although MAMEUIFX doesent kick this error at all, I have too many joysticks in my arcade cab so I have to use the command line version, not the MAMEUIFX version.

The majority of these posts were from November 15, were now in January 16, there is still no known solution to this?



R. Belmont
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Re: "Unable to load winpcap: 7F" error in GIT builds of MAME new [Re: what2be]
#349479 - 01/22/16 11:47 PM


> Same issue. Very annoying everytime I start a game from my frontend in my arcade cab.
> Although MAMEUIFX doesent kick this error at all, I have too many joysticks in my
> arcade cab so I have to use the command line version, not the MAMEUIFX version.
>
> The majority of these posts were from November 15, were now in January 16, there is
> still no known solution to this?

It's harmless, just ignore it.



xibic
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Re: "Unable to load winpcap: 7F" error in GIT builds of MAME new [Re: what2be]
#349621 - 01/27/16 04:18 PM


same with official mame 170. Perhaps a conflict with an old installation of winpcap, no idea...



Sorry for my poor english^^
エツ



Dullaron
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Re: "Unable to load winpcap: 7F" error in GIT builds of MAME new [Re: Pr3tty F1y]
#349633 - 01/27/16 08:47 PM


make -j5 SUBTARGET=arcade PTR64=1 TOOLS=1
make -j5 SUBTARGET=mess PTR64=1 TOOLS=1

Remove this STRIP_SYMBOLS=1. Not needed unless you using the SYMBOLS=1 or SYMBOLS=1 SYMLEVEL=1 with it.



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TafoidAdministrator
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Re: "Unable to load winpcap: 7F" error in GIT builds of MAME new [Re: Dullaron]
#349636 - 01/27/16 11:27 PM


> make -j5 SUBTARGET=arcade PTR64=1 TOOLS=1
> make -j5 SUBTARGET=mess PTR64=1 TOOLS=1
>
> Remove this STRIP_SYMBOLS=1. Not needed unless you using the SYMBOLS=1 or SYMBOLS=1
> SYMLEVEL=1 with it.

Heck, you don't even need PTR64=1 since that is the default state in the makefile.



Haze
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Re: "Unable to load winpcap: 7F" error in GIT builds of MAME new [Re: Tafoid]
#349639 - 01/28/16 02:50 AM


> > make -j5 SUBTARGET=arcade PTR64=1 TOOLS=1
> > make -j5 SUBTARGET=mess PTR64=1 TOOLS=1
> >
> > Remove this STRIP_SYMBOLS=1. Not needed unless you using the SYMBOLS=1 or SYMBOLS=1
> > SYMLEVEL=1 with it.
>
> Heck, you don't even need PTR64=1 since that is the default state in the makefile.

and telling people how to compile MAME has nothing to do with solving this problem anyway..

afaik it's harmless anyway.


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