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TUTORIAL | Functional GTA VCS/LCS Multiplayer
09-15-2019, 01:16 PM
Post: #1
Star TUTORIAL | Functional GTA VCS/LCS Multiplayer
Greetings people, since I seem to be the only one to know how to actually play LCS and VCS multiplayer on the PPSSPP, I'm here to show you how you could as well. Albeit a bit difficult, But it DOES work.

As the host, start the MP game and look at the loading bar. Once the loading bar has reached 1 single square, hold the unthrottle/speedhack button until the loading bar has reached max, release the button and wait for the game to load. If you did it correctly, you'll be able to play!

https://youtu.be/UyXwTd-X7O4

I've also been trying to figure out ways to potentially patch whatever is going on in the loading screen that disconnects you, but I'm not the best in these cases, I just know how to work around it. If anyone's good with patching/hacking games in this way, and want to maybe revive these good old games then please contact me! Smile
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09-20-2019, 05:35 PM (This post was last modified: 09-20-2019 05:43 PM by AdamN.)
Post: #2
RE: TUTORIAL | Functional GTA VCS/LCS Multiplayer
It's good that you're able to find the trick Smile i suspected the issue is related to internal (game specific) timeouts which can't be tricked by socket's timeout, you will need to find where these timeout values stored and increase it.

If there are better ways (than patching) to simulate an accurate internal timeout on inconsistence FPS, it should be able to solve similar issue with other games that have disconnections 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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09-21-2019, 05:18 AM
Post: #3
RE: TUTORIAL | Functional GTA VCS/LCS Multiplayer
(09-20-2019 05:35 PM)AdamN Wrote:  It's good that you're able to find the trick Smile i suspected the issue is related to internal (game specific) timeouts which can't be tricked by socket's timeout, you will need to find where these timeout values stored and increase it.

If there are better ways (than patching) to simulate an accurate internal timeout on inconsistence FPS, it should be able to solve similar issue with other games that have disconnections issue.

Hey Adam! My initial thought was to change the timeout values, but finding them might be a bit tricky. However I'll do some calculations to see roughly how many seconds / milliseconds of time I can get to while losing connection.
If I do find it, I can turn it into a CWCheat Smile
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