gecko and native msvcrt

Hin-Tak Leung hintak_leung at
Fri Apr 29 17:23:05 CDT 2011

--- On Fri, 29/4/11, Eric Pouech <eric.pouech at> wrote:

> Le 29/04/2011 23:07, Dan Kegel a
> écrit :
> > While testing a game with current gecko, I saw the
> error
> >
> > wine: Call from 0x7bc4ad90 to unimplemented function
> msvcrt.dll._snwprintf_s,
> > aborting
> >
> > The game needed a native msvcrt, so I had installed
> one with winetricks,
> > and it didn't export that function.
> >
> > So it seems that new gecko is incompatible with old
> msvcrt,
> > and using native msvcrt as a workaround for bugs in
> wine's
> > version is going to be harder than it used to be.
> >
> > Time to fix more of them msvcrt bugs, I guess...
> > And/or find a more up to date msvcrt.dll for
> winetricks.
> >
> >
> >
> or link gecko against msvcr80 or msvcr90 instead of msvcrt
> A+

This may be asking for trouble - I assume gecko is (preferably) built with mingw gcc, rather than msvc.

Recently I tried to go this route - wanted to have 64-bit file access from msvc80. Turned out that binaries generated this way gets very confused by the side-by-side assembly system with msvc80 and you need to add/insert a manifest to the PE if you want to go this route, and doing manifest insertion with mingw gcc or open-source tools (rather than microsoft's manifest tool) aren't easy. Ended up just switching to use mingw-specific unix-like 64-bit file access functions instead, to stay with msvcrt (v7). (i.e. the code wouldn't then build with MSVC because it uses mingw-specific things); but I would rather have it built easy with mingw gcc - it is a small sacrifice and easy to make to drop compatibility with msvc compiler..

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