PPSSPP Ad-hoc general info thread
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11-10-2020, 11:51 PM
(This post was last modified: 11-10-2020 11:52 PM by AdamN.)
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RE: PPSSPP Ad-hoc general info thread
(11-10-2020 06:55 PM)Zinx777 Wrote:(11-10-2020 06:23 PM)AdamN Wrote:(11-10-2020 02:23 PM)Zinx777 Wrote:(11-09-2020 06:12 PM)AdamN Wrote:(11-09-2020 02:37 PM)Zinx777 Wrote: Hmm found this recently : https://github.com/ProximaV/kirk-engine-full If it's using Apctl it's most-likely to use TCP IP/UDP IP, because Apctl is used to get current IP, unlike Adhoc PDP/PTP protocol which only use Mac address without using/knowing the IP My Modified PPSSPP : ============== Win32&64: https://www.dropbox.com/s/b2mxcsw3w6gb9wq/PPSSPP_1.10.3-testbuild_Win32x64.zip?dl=0 Android(ARMv7): https://www.dropbox.com/s/329379pz4i7g0eo/PPSSPP_1.10.3-testbuild_ARMv7.apk?dl=0 |
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11-12-2020, 01:57 PM
(This post was last modified: 11-12-2020 02:03 PM by Verymelon Benda.)
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RE: PPSSPP Ad-hoc general info thread
I try PPSSPP v1.10.3-1201 wtih Kamen Rider: Super Climax Heroes got Speed x2 (60 FPS) in multiplayer mode. (The game usually runs 30 FPS) LAN using mobile hotspot, It happen on Android-Android and Android-Windows.
Edit: happen on Localhost too. ![]() https://github.com/Saramagrean |
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11-12-2020, 03:16 PM
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RE: PPSSPP Ad-hoc general info thread
(11-12-2020 01:57 PM)Verymelon Benda Wrote: I try PPSSPP v1.10.3-1201 wtih Kamen Rider: Super Climax Heroes got Speed x2 (60 FPS) in multiplayer mode. (The game usually runs 30 FPS) LAN using mobile hotspot, It happen on Android-Android and Android-Windows. Yeah that's a common issue with Eighting fighting games (this one too). Downclock the emulated CPU to around 50-100 MHZ and it might fix it while keeping the sound working good as well. |
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11-12-2020, 03:17 PM
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RE: PPSSPP Ad-hoc general info thread
(11-12-2020 01:57 PM)Verymelon Benda Wrote: I try PPSSPP v1.10.3-1201 wtih Kamen Rider: Super Climax Heroes got Speed x2 (60 FPS) in multiplayer mode. (The game usually runs 30 FPS) LAN using mobile hotspot, It happen on Android-Android and Android-Windows. Probably similar issue with Fate Unlimited Codes and Bleach Heat the Soul 7, and i haven't found a clue related to increased speed. Adding delays to networking HLE seems to cause some other games to get FPS drops, so the increased FPS could also be caused by non-network issue (ie. an unimplemented feature that only used during multiplayer) which is hard to investigate, just like the memory corruption that happened on Ratchet & Clank Size Matter which only occurred when entering Multiplayer mode (ie. loading multiplayer-specific module). My Modified PPSSPP : ============== Win32&64: https://www.dropbox.com/s/b2mxcsw3w6gb9wq/PPSSPP_1.10.3-testbuild_Win32x64.zip?dl=0 Android(ARMv7): https://www.dropbox.com/s/329379pz4i7g0eo/PPSSPP_1.10.3-testbuild_ARMv7.apk?dl=0 |
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11-14-2020, 08:50 AM
(This post was last modified: 11-14-2020 08:53 AM by Zinx777.)
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RE: PPSSPP Ad-hoc general info thread
I think something is not right with "TCP no delay" option.
Previously it worked fine but recently I use it on and I get issues in games i never did before. Also I feel its not that faster as it was. The most use I had for that option is for various fighting games like Tekken and Shin Budokai. |
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11-14-2020, 11:30 AM
(This post was last modified: 11-14-2020 11:31 AM by AdamN.)
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RE: PPSSPP Ad-hoc general info thread
TCP No Delay option are not implemented by me LOL, i only enable the option on socket (which by default being disabled), the operating system (ie. Windows/Linux) is the one implementing it.
I'll probably remove that option in the future since PSP already have PtpFlush HLE to be used to send lingering PTP (TCP) data immediately anyway, thus doesn't need to force it to send immediately by using TCP no delay, and just let the game decides when to send the data by flushing the send buffer. My Modified PPSSPP : ============== Win32&64: https://www.dropbox.com/s/b2mxcsw3w6gb9wq/PPSSPP_1.10.3-testbuild_Win32x64.zip?dl=0 Android(ARMv7): https://www.dropbox.com/s/329379pz4i7g0eo/PPSSPP_1.10.3-testbuild_ARMv7.apk?dl=0 |
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11-16-2020, 11:33 AM
(This post was last modified: 11-16-2020 11:33 AM by AdamN.)
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RE: PPSSPP Ad-hoc general info thread
(11-14-2020 08:50 AM)Zinx777 Wrote: I think something is not right with "TCP no delay" option. On this test build 4/5/6 https://github.com/hrydgard/ppsspp/issue...-727948240 I tried to reduce the delay further by enabling TCP_QUICKACK along with TCP_NODELAY, see if it makes a difference or not, especially test4 My Modified PPSSPP : ============== Win32&64: https://www.dropbox.com/s/b2mxcsw3w6gb9wq/PPSSPP_1.10.3-testbuild_Win32x64.zip?dl=0 Android(ARMv7): https://www.dropbox.com/s/329379pz4i7g0eo/PPSSPP_1.10.3-testbuild_ARMv7.apk?dl=0 |
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11-20-2020, 06:15 AM
(This post was last modified: 11-20-2020 11:35 AM by Zinx777.)
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RE: PPSSPP Ad-hoc general info thread
Well JPCSP got Xlink Kai working and I got to play online with a real PSP user over it.
I couldn't get full speed so i got out lol. But from the short time I played it worked like it should. Still waiting for someone to implement it over PPSSPP one day over HLE somehow... Maybe its time to learn how to program in C++ LOL. |
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11-21-2020, 02:15 AM
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RE: PPSSPP Ad-hoc general info thread
(11-20-2020 06:15 AM)Zinx777 Wrote: Well JPCSP got Xlink Kai working and I got to play online with a real PSP user over it. what cpu and gpu are you using |
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11-21-2020, 09:13 AM
(This post was last modified: 11-21-2020 09:22 AM by Zinx777.)
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RE: PPSSPP Ad-hoc general info thread
(11-21-2020 02:15 AM)onelight Wrote:(11-20-2020 06:15 AM)Zinx777 Wrote: Well JPCSP got Xlink Kai working and I got to play online with a real PSP user over it. It's a laptop... with Intel i7 and an AMD/Intel GPU. On WIndows it just not built for use because of the worse OpenGL drivers but Linux is a bit better for use here but still not enough (might be still CPU limited maybe). I can get some games to work kinda full speed like 2D games but 3D games run like so-so. And of course there are many graphical glitches/bugs that you need to tweak the settings and It's kinda a bother. The emulator is just not made for plain users to use... (and it should not be as demanding as it is right now). But I wanted support for it there at least first so things could happen with PPSSPP later on because I saw how JPCSP helps PPSSPP development regarding Ad-hoc. |
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12-21-2020, 11:39 AM
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RE: PPSSPP Ad-hoc general info thread
AdamN, I noticed you have an "ad hoc fix" build - what is the difference between that and the regular PPSSPP dev build?
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12-21-2020, 12:29 PM
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RE: PPSSPP Ad-hoc general info thread
Well I believe now all the fix he did got incorporated to the recent dev builds
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12-21-2020, 01:12 PM
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RE: PPSSPP Ad-hoc general info thread
If someone still got updates on games now he could provide the PPSSPP version and which games work or not work and I will update the list accordingly.
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12-21-2020, 04:04 PM
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RE: PPSSPP Ad-hoc general info thread
(12-21-2020 11:39 AM)Darth Agnon Wrote: AdamN, I noticed you have an "ad hoc fix" build - what is the difference between that and the regular PPSSPP dev build? My test builds are only used for testing stuff before i made the pull request to be merged to official PPSSPP My Modified PPSSPP : ============== Win32&64: https://www.dropbox.com/s/b2mxcsw3w6gb9wq/PPSSPP_1.10.3-testbuild_Win32x64.zip?dl=0 Android(ARMv7): https://www.dropbox.com/s/329379pz4i7g0eo/PPSSPP_1.10.3-testbuild_ARMv7.apk?dl=0 |
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12-21-2020, 04:21 PM
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RE: PPSSPP Ad-hoc general info thread
Thank you so much for answering! I'm looking forward to playing on the new builds!
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