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PPSSPP Networking Info Thread
04-02-2021, 12:08 PM (This post was last modified: 04-02-2021 12:13 PM by Zinx777.)
Post: #316
RE: PPSSPP Networking Info Thread
(04-02-2021 11:39 AM)AdamN Wrote:  I only tested it on DBZ SB2, Dissidia 012, MH2 Freedom LOL

Btw anyone notice that Patapon 3 (EU) stuck after selecting the Language? it seems to be getting Bad memory access on the latest dev build Sad
The US version worked fine tho

Speaking on DBZ SB2 the freezing/crashing issue is still there if you try to play Android to Windows and Windows to Windows (not sure?) lol (before the PR version though).
That issue is one of the weirdest - it wont happen if you play Android to Android I think and if you will play Linux to Windows but will happen if you play Windows to Android lol.
TBH I also use Linux mostly for some games so I dont really mind but still.
I remember this issue had been from the first time the game got fixed.
Dunno if the PR should fix that as well or not.
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04-02-2021, 12:26 PM (This post was last modified: 04-02-2021 01:01 PM by AdamN.)
Post: #317
RE: PPSSPP Networking Info Thread
The game might be sending floating point (VFPU) data which might not be consistent between ARM and Intel CPU on a certain value, probably similar to the disconnection issue on Dissidia 012 when playing between Android vs Windows.
Even between different generation of Intel CPU is not always be consistent https://community.intel.com/t5/Intel-C-C...-p/1010414

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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04-02-2021, 01:07 PM (This post was last modified: 04-02-2021 04:09 PM by Zinx777.)
Post: #318
RE: PPSSPP Networking Info Thread
Yeah but it does happen only if someone invites you from Android or from Windows.. (so only if you host a game from a certain side).
It's very specific but it does work with the right circumstances.
The GTA games also got a similar issue now that I think about it.
EDIT: Opened an issue about it on Github: https://github.com/hrydgard/ppsspp/issues/14337
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04-03-2021, 01:50 PM
Post: #319
RE: PPSSPP Networking Info Thread
Hey AdamN does this feature work now on PPSSPP? https://github.com/hrydgard/ppsspp/issue...-255220941
It needs some functions being implemented so i am checking in maybe its no longer an issue.
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04-03-2021, 06:40 PM (This post was last modified: 04-03-2021 09:22 PM by AdamN.)
Post: #320
RE: PPSSPP Networking Info Thread
(04-03-2021 01:50 PM)Zinx777 Wrote:  Hey AdamN does this feature work now on PPSSPP? https://github.com/hrydgard/ppsspp/issue...-255220941
It needs some functions being implemented so i am checking in maybe its no longer an issue.

I use the same code with JPCSP to implement it as i remembered, but never actually tested it, since i don't know how to trigger those functions (i'm not even familiar with MGS games, and we need to know at least 2 different games that use those function)

If it worked on JPCSP it should also worked on PPSSPP, but JPCSP didn't implement them and only returning a dummy success, so it probably won't work properly.

I could try to implementing it using LinaMoo patch as reference, if i know how to triggers it to test it, it seems one of the argument is the max limit and the other argument is the output for how many hotspots are there actually (we can fake it to one hotspot), the buffer seems to be a linked list.

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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04-04-2021, 12:08 AM (This post was last modified: 04-04-2021 12:08 AM by AdamN.)
Post: #321
RE: PPSSPP Networking Info Thread
I was able to see recruit POW on MGS PW using this PR https://github.com/hrydgard/ppsspp/pull/14345

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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04-05-2021, 04:56 PM (This post was last modified: 04-05-2021 06:41 PM by Zinx777.)
Post: #322
RE: PPSSPP Networking Info Thread
Looks like UNO got fixed on JPCSP btw if you are still interested.
Dunno the current state of Infrastructure and it seems like the private server stuff is not progressing much so I didn't bother with trying other games for now.
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04-05-2021, 09:05 PM (This post was last modified: 04-05-2021 09:09 PM by AdamN.)
Post: #323
RE: PPSSPP Networking Info Thread
UNO also fixed with my infrastructure testbuild, that game uses infrastructure API on single player but connecting to itself (ie. 127.0.0.1) so it's automatically fixed the moment i implement infrastructure API, adhoc/LAN multiplayer also worked as i remembered

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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04-06-2021, 04:42 PM (This post was last modified: 04-06-2021 05:36 PM by Zinx777.)
Post: #324
RE: PPSSPP Networking Info Thread
I am curious to see how Def Jam works over xlink kai ... Seems like a very problematic game.
As I understand it uses GameMode and the API does some low level adhoc stuff that cant be replicated well with HLE.
But I know that Xlink Kai also got issues with GameMode games and does not run them properly last time I tried.
From my experience Xlink is also a hit and miss with some games but so does PPSSPP so there is no one way solution for every game you wanna play online etc.
Adhoc Party is the thing that works the best and got the least issues though.

Also 4 player online match on GTA lol : https://media.discordapp.net/attachments..._00012.jpg
I dunno why but the game prefers you not being on windows 10 and being on linux or windows 8.1 and below...
At least thats what i get when i try to play it on win10 online...
Not sure but there is a merit to people saing that Phatansy Star Portable 2 Infinity works better on windows 7 lol.
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04-06-2021, 07:30 PM (This post was last modified: 04-06-2021 07:31 PM by AdamN.)
Post: #325
RE: PPSSPP Networking Info Thread
Unlike AdhocMatching API where we can see that it uses PdpSend/PdpRecv to communicate underthehood just from seeing the logs generated by prx file, but i never know what kind of communication being used by GameMode API, the logs from prx files never shows how they're sending/receiving data, but according to JPCSP sourcecode it's using UDP (or may be it's just their assumption)

Adhoc Party might be doing a tunneling by handling loss packet better in a similar way to VPN.

Win10 might have a stricter networking than Win7

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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04-07-2021, 05:12 PM
Post: #326
RE: PPSSPP Networking Info Thread
Finally managed to play a GameMode game online on PPSSPP - it was Metal Slug Anthology.
And... It worked kinda well? i mean a bit laggy but not something that is unplayable (with ping of 100ms).
Metal Slug XX is more horrible lag wise and that is not a GameMode game lol.
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04-07-2021, 06:14 PM (This post was last modified: 04-07-2021 06:14 PM by AdamN.)
Post: #327
RE: PPSSPP Networking Info Thread
Btw have you tried the Toggle IP List again on linux? if it got fixed i will create the PR

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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04-07-2021, 06:26 PM
Post: #328
RE: PPSSPP Networking Info Thread
Ahh can you make Github Actions work with your branch?
Kinda lazy to try it again lol
If you think its good you can merge it and I will try it then.
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04-07-2021, 07:42 PM (This post was last modified: 04-07-2021 07:46 PM by AdamN.)
Post: #329
RE: PPSSPP Networking Info Thread
(04-07-2021 06:26 PM)Zinx777 Wrote:  Ahh can you make Github Actions work with your branch?
Kinda lazy to try it again lol
If you think its good you can merge it and I will try it then.

I've created the PR here https://github.com/hrydgard/ppsspp/pull/14363
you can try the artifact and let me know which log from GetIPList gets printed out

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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04-08-2021, 02:31 PM (This post was last modified: 04-08-2021 04:09 PM by Zinx777.)
Post: #330
RE: PPSSPP Networking Info Thread
Yeah it works now from linux and shows all the proper IPs now.
Sigh what left to say after all these fixes lol maybe just merging infrastructure and fixing def jam now.
I heard that hrydgard might change some floating point related stuff soon...
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