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[AdHoc] Compatibility List [STOPPED]
07-21-2014, 11:14 AM (This post was last modified: 07-21-2014 11:18 AM by Heoxis.)
Post: #421
RE: [AdHoc] Compatibility List
Invalid adress means you can see host and guest but cant recognise it it can be fail in searching for ip or adhoc missing functions it depends on game it can be non adhoc problem if two emulators cant sync to run something at the same time
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07-21-2014, 12:56 PM (This post was last modified: 07-21-2014 12:57 PM by sum2012.)
Post: #422
RE: [AdHoc] Compatibility List
v0.9.8-1687-g590724e support paste in UI.
(07-20-2014 02:17 PM)xCrashdayx Wrote:  PPS: Who thaught it would be a good idea to change the input window of the adhoc adress to ppsspp intern so you cant use copy and paste anymore? -.-

I want to be a crash fixer
PM me if you want to me look a game
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07-21-2014, 02:48 PM (This post was last modified: 07-21-2014 02:54 PM by AdamN.)
Post: #423
RE: [AdHoc] Compatibility List
Ok, i'm starting to see what happening in soul calibur, it seems the matching callback gets mixedup with interrupt/IRQ and ended getting invalid address before returning from interrupt (the interrupt trying to access an invalid address before returning)

i was calling the callback using CoreTiming::ScheduleEvent_Threadsafe_Immediate and after changing it to CoreTiming::ScheduleEvent_Threadsafe i can start seeing the other player, but if i leave it there w/o joining it will eventually getting invalid address again Sad

CoreTiming::ScheduleEvent_Threadsafe need to have clock cycles parameter and i'm not sure what is the best value i should put in it and not sure whether that value will be good with other games -_-

i thought CoreTiming::ScheduleEvent_Threadsafe_Immediate already checking whether it's already in a callback or interrupt before calling a callback, but apparently it failed to detect the interrupt Sad

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0
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07-21-2014, 03:55 PM
Post: #424
RE: [AdHoc] Compatibility List
https://github.com/hrydgard/ppsspp/commi...eaa6686d8b
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07-21-2014, 04:48 PM (This post was last modified: 07-21-2014 05:45 PM by AdamN.)
Post: #425
RE: [AdHoc] Compatibility List
Soul Calibur have a working multiplayer now, but i still need to test the callback cycles value for other games, and not sure whether the same cycles value would works on a different computer/device

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0
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07-21-2014, 05:19 PM (This post was last modified: 07-21-2014 05:19 PM by Heoxis.)
Post: #426
RE: [AdHoc] Compatibility List
Test Phantasy Star Portable 2 xD
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07-21-2014, 07:52 PM
Post: #427
RE: [AdHoc] Compatibility List
Great job Adamn, Wink but dont forget Patapon plzzz, i know u are doing this for free but if have time try to solve multiplayer bugs.
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07-21-2014, 11:40 PM (This post was last modified: 07-22-2014 12:07 AM by AdamN.)
Post: #428
RE: [AdHoc] Compatibility List
I've tried to make soul calibur to work without making other games to be broken, but failed to do so Sad
everytime soul calibur work properly dbz tag team gets broken (and vice versa)

Here is the new build: multiplayer in some games that use AdhocMatching might work or became broken (sometimes work sometimes doesn't)
Win32 : https://www.dropbox.com/s/xdgwhfnwt8fuu3...indows.zip
Win64 : https://www.dropbox.com/s/irubwwu9wf6lg9...dows64.zip
My adhoc branch have been deleted, i'll wait for 0.9.9 before creating the adhoc branch again

PS: make sure you don't stay too long in lobby (ie. seeing other players) and hurry up to start the game, otherwise an interrupt (probably VBlank) might get mixedup with the callback and getting Invalid address.

This is the best i can do until someone fix that "callback vs interrupt" issue Sad after it's fixed most adhoc games will automatically have a working multiplayer

PPS: it seems recent official commits are using new font for the FPS/VPS thing, so you'll need to download the whole package at http://buildbot.orphis.net/ppsspp/ first before using my Exe otherwise it will show gibberish

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0
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07-22-2014, 03:38 AM
Post: #429
RE: [AdHoc] Compatibility List
Tryed Peace Walker yesterday with my brother in LAN with the build from tbe list in the front page. The game hangs if you enable fast memory in the begining, and in some other places if you have the data installed(both the small and the big one). Other than that, works great, played for 2 hours, both coop and versus. Nice job!
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07-22-2014, 05:58 AM (This post was last modified: 07-22-2014 06:02 AM by AdamN.)
Post: #430
RE: [AdHoc] Compatibility List
(07-22-2014 03:38 AM)Antonio1994 Wrote:  Tryed Peace Walker yesterday with my brother in LAN with the build from tbe list in the front page. The game hangs if you enable fast memory in the begining, and in some other places if you have the data installed(both the small and the big one). Other than that, works great, played for 2 hours, both coop and versus. Nice job!
Don't use FastMemory it will crash if getting invalid address issue

Well, all the adhocs function reported to be used by games is already usable (except the Discovery one), so it's expected to be working in many games (as long they didn't get the invalid address issue)

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0
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07-22-2014, 06:17 AM
Post: #431
RE: [AdHoc] Compatibility List
Guilty gear XX AC plus now can process to the connecting screen but lost connection after that
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07-22-2014, 06:21 AM
Post: #432
RE: [AdHoc] Compatibility List
So apparently this was an issue with Lord of Arcana/Apocalypse as well, it can see another player with the new build now. Almost impossible to connect and when it get's kicked in the lobby anyway, but at least it's not a mystery anymoreTongue.

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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07-22-2014, 07:28 AM (This post was last modified: 07-22-2014 08:39 AM by Antonio1994.)
Post: #433
RE: [AdHoc] Compatibility List
Yeah, I know, I keep it now off cause it breaks tekken 6 too. I dont have any troubles playing full speed with 3X resolution and texture upscale X5 so I dont know why did I kept it on :-). Thank you once again....
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07-22-2014, 08:48 AM
Post: #434
RE: [AdHoc] Compatibility List
hello guys, i have tested patapon3 with this new adamn build 1710 but it dont works anyomre, but with the previous build 1780 ( i dont know why it was called with higher numbers ) it works but when u start a level all players can use the same charather, u can see 4 palyers but all use the frist player and the game wasn't not sincronised so monsters die in diffenent period.
Have a nice day.
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07-22-2014, 09:36 AM (This post was last modified: 07-22-2014 10:10 AM by AdamN.)
Post: #435
RE: [AdHoc] Compatibility List
(07-22-2014 08:48 AM)ArpiNatoR Wrote:  hello guys, i have tested patapon3 with this new adamn build 1710 but it dont works anyomre, but with the previous build 1780 ( i dont know why it was called with higher numbers ) it works but when u start a level all players can use the same charather, u can see 4 palyers but all use the frist player and the game wasn't not sincronised so monsters die in diffenent period.
Have a nice day.

Well i did said that build could cause some games to be broken Big Grin just to show you that soul calibur worked (and other games that was having issue in seeing other player might have similar issue with soul calibur)

After discussing it with [Unknown] the matching thread probably need to be running as a thread on PSP side (emulated) instead of thread on PPSSPP side (real thread),
i think jpcsp is also using thread on PSP side (faking the thread)

But i don't know how to create a fake thread like that on PPSSPP (or know if PPSSPP can do that like jpcsp did)
Currently the matching thread is executing the callback in any random PSP thread
Code:
(3:25:32 PM) [Unknown]: but I still think, ultimately, it's likely these funcs are actually meant to run on some other thread
(3:25:41 PM) [Unknown]: by thread I mean, emulated thread
(3:25:45 PM) [Unknown]: not host real thread
(3:26:01 PM) _AdamN_: yeah, i think jpcsp is creating these thread on psps side
(3:26:09 PM) [Unknown]: the above will make them run on random threads
(3:26:20 PM) [Unknown]: whichever happens to be active when the event handler triggers
(3:26:48 PM) ector: maybe we should create fake PSP network threads, like idle0/1, on which to run these
(3:27:22 PM) [Unknown]: I think so
(3:27:23 PM) [Unknown]: actually
(3:27:36 PM) [Unknown]: I did some work on allocating memory for sceUtilityLoadModule()
(3:27:43 PM) [Unknown]: getting a lot closer to correct memory usage
(3:27:54 PM) [Unknown]: but sceNetInit() is supposed to eat another chunk and create like 3 threads
(3:28:00 PM) [Unknown]: which should eat user memory for their stacks
(3:28:16 PM) [Unknown]: also fixed up dependencies for sceUtilityLoadModule()
(3:28:29 PM) [Unknown]: but want to wait until after 0.9.9
I guess i'll need to wait for 0.9.9 before i can fix multiplayer on these games properly, for the mean time i might check patapon 3

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0
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