Post Reply 
 
Thread Rating:
  • 1 Votes - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
PPSSPP Ad-hoc general info thread
10-04-2020, 02:07 PM (This post was last modified: 10-04-2020 02:38 PM by AdamN.)
Post: #61
RE: PPSSPP supports more games with ad-hoc now
LOL i wanted to check if multiplayer on Fate Unlimited with PPSSPP can get 30 FPS (instead of 60 FPS) just like JPCSP or not, but apparently that game is crashing JPCSP when not using prx files Sad
It seems JPCSP crashing more often without prx files
Code:
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
        at java.base/java.util.LinkedList.checkElementIndex(LinkedList.java:559)
        at java.base/java.util.LinkedList.get(LinkedList.java:480)
        at jpcsp.HLE.modules.sceFont.sceFontOpen(sceFont.java:1189)
        at _S1_2_89B0788.s(_S1_2_89B0788.java:4)
        at _S1_2_8922AD8.s8922c18(_S1_2_8922AD8.java:340)
        at _S1_2_8922AD8.s(_S1_2_8922AD8.java:320)
        at _S1_2_89AC680.s89ac680(_S1_2_89AC680.java:28)
        at _S1_2_89AC680.s(_S1_2_89AC680.java)
        at _S1_2_89AC364.s(_S1_2_89AC364.java:12)
        at _S1_2_89A51A0.s89a5a28(_S1_2_89A51A0.java:2192)
        at _S1_2_89A51A0.s(_S1_2_89A51A0.java:2184)
        at _S1_2_89A51A0.exec(_S1_2_89A51A0.java)
        at jpcsp.Allegrex.compiler.RuntimeContext.jumpCall(RuntimeContext.java:168)
        at jpcsp.Allegrex.compiler.RuntimeContext.call(RuntimeContext.java:221)
        at _S1_2_888A438.s888a770(_S1_2_888A438.java:856)
        at _S1_2_888A438.s(_S1_2_888A438.java:824)
        at _S1_2_89A5C2C.s89a5d14(_S1_2_89A5C2C.java:240)
        at _S1_2_89A5C2C.s(_S1_2_89A5C2C.java:232)
        at _S1_2_89A5C2C.exec(_S1_2_89A5C2C.java)
        at jpcsp.Allegrex.compiler.RuntimeContext.jumpCall(RuntimeContext.java:168)
        at jpcsp.Allegrex.compiler.RuntimeContext.call(RuntimeContext.java:221)
        at _S1_2_895F840.s(_S1_2_895F840.java:56)
        at _S1_2_896448C.s8964800(_S1_2_896448C.java:904)
        at _S1_2_896448C.s(_S1_2_896448C.java:884)
        at _S1_2_8965408.s(_S1_2_8965408.java:484)
        at _S1_2_8965408.exec(_S1_2_8965408.java)
        at jpcsp.Allegrex.compiler.RuntimeContext.execWithReturnAddress(RuntimeContext.java​:726)
        at jpcsp.Allegrex.compiler.RuntimeContext.runThread(RuntimeContext.java:787)
        at jpcsp.Allegrex.compiler.RuntimeThread.run(RuntimeThread.java:50)
Btw, does JPCSP requires internet connection? whenever i launch JPCSP it always frozen if i don't have internet connection.


And another thing i don't like with the newer version of JPCSP is that the screen is shifted to the bottom left, the old one doesn't have this issue
   
*Using Resize 2x

(10-04-2020 01:34 PM)onelight Wrote:  I wonder if it can built-in n2n to ppsspp, n2n do p2p connect, not a relay server, support pc and android
https://github.com/ntop/n2n
https://github.com/switch-iot/hin2n
Probably it's possible to integrate opensource VPN into PPSSPP but it could cause PPSSPP to be bloated Big Grin and these kinda thing are usually updated pretty often due to security issue, thus can be hard to maintain if we customized it.

There are 3 opensource VPN (that support mobile platform too) as i know, OpenVPN, ZeroTier, and n2n, but the oldest and commonly used are probably OpenVPN (i think HunsterVerse is using this)

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
Find all posts by this user
Quote this message in a reply
10-04-2020, 02:26 PM (This post was last modified: 10-04-2020 02:33 PM by Zinx777.)
Post: #62
RE: PPSSPP supports more games with ad-hoc now
(10-04-2020 02:07 PM)AdamN Wrote:  LOL i wanted to check if multiplayer on Fate Unlimited with PPSSPP can get 30 FPS (instead of 60 FPS) just like JPCSP or not, but apparently that game is crashing JPCSP when not using prx files Sad
It seems JPCSP crashing more often without prx files
Code:
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
        at java.base/java.util.LinkedList.checkElementIndex(LinkedList.java:559)
        at java.base/java.util.LinkedList.get(LinkedList.java:480)
        at jpcsp.HLE.modules.sceFont.sceFontOpen(sceFont.java:1189)
        at _S1_2_89B0788.s(_S1_2_89B0788.java:4)
        at _S1_2_8922AD8.s8922c18(_S1_2_8922AD8.java:340)
        at _S1_2_8922AD8.s(_S1_2_8922AD8.java:320)
        at _S1_2_89AC680.s89ac680(_S1_2_89AC680.java:28)
        at _S1_2_89AC680.s(_S1_2_89AC680.java)
        at _S1_2_89AC364.s(_S1_2_89AC364.java:12)
        at _S1_2_89A51A0.s89a5a28(_S1_2_89A51A0.java:2192)
        at _S1_2_89A51A0.s(_S1_2_89A51A0.java:2184)
        at _S1_2_89A51A0.exec(_S1_2_89A51A0.java)
        at jpcsp.Allegrex.compiler.RuntimeContext.jumpCall(RuntimeContext.java:168)
        at jpcsp.Allegrex.compiler.RuntimeContext.call(RuntimeContext.java:221)
        at _S1_2_888A438.s888a770(_S1_2_888A438.java:856)
        at _S1_2_888A438.s(_S1_2_888A438.java:824)
        at _S1_2_89A5C2C.s89a5d14(_S1_2_89A5C2C.java:240)
        at _S1_2_89A5C2C.s(_S1_2_89A5C2C.java:232)
        at _S1_2_89A5C2C.exec(_S1_2_89A5C2C.java)
        at jpcsp.Allegrex.compiler.RuntimeContext.jumpCall(RuntimeContext.java:168)
        at jpcsp.Allegrex.compiler.RuntimeContext.call(RuntimeContext.java:221)
        at _S1_2_895F840.s(_S1_2_895F840.java:56)
        at _S1_2_896448C.s8964800(_S1_2_896448C.java:904)
        at _S1_2_896448C.s(_S1_2_896448C.java:884)
        at _S1_2_8965408.s(_S1_2_8965408.java:484)
        at _S1_2_8965408.exec(_S1_2_8965408.java)
        at jpcsp.Allegrex.compiler.RuntimeContext.execWithReturnAddress(RuntimeContext.java​:726)
        at jpcsp.Allegrex.compiler.RuntimeContext.runThread(RuntimeContext.java:787)
        at jpcsp.Allegrex.compiler.RuntimeThread.run(RuntimeThread.java:50)


And another thing i don't like with the newer version of JPCSP is that the screen is shifted to the bottom left, the old one doesn't have this issue

*Using Resize 2x

[quote='onelight' pid='138651' dateline='1601822050']

I wonder if it can built-in n2n to ppsspp, n2n do p2p connect, not a relay server, support pc and android
https://github.com/ntop/n2n
https://github.com/switch-iot/hin2n

I also found something called "UDP/TCP hole punching" .
It opens ports under NAT.
There are some open source implementations of it (but it kinda sounds like Relay servers?).
Find all posts by this user
Quote this message in a reply
10-04-2020, 02:58 PM (This post was last modified: 10-04-2020 03:14 PM by AdamN.)
Post: #63
RE: PPSSPP supports more games with ad-hoc now
(10-04-2020 02:26 PM)Zinx777 Wrote:  I also found something called "UDP/TCP hole punching" .
It opens ports under NAT.
There are some open source implementations of it (but it kinda sounds like Relay servers?).

it's not a relay server, it's just a trick to open a random port (which usually for clientside) to be used for serverside too, instead of a dedicated port (which usually used by server/host)

The logic is (using PPSSPP as the app example):
1). PPSSPP1 & PPSSPP2 connect to a STUN server on the internet and maintain that connection so the port won't be closed down by the router, when connected to a STUN server it will know which public IP & port it's using (random port)
2). Player1 that use PPSSPP1 tells Player2 that use PPSSPP2 (eachother) which IP:port (the one used to connect to STUN server) they are using through messaging app (discord, whatsapp, etc)
3). After getting eachother IP:port PPSSPP1 & PPSSPP2 can start communicating.
*No.2 can be made automatic if we have a customized server on the internet to exchange information of each players IP:port (can be located at the same place with STUN server, or customize the STUN server to do this)
** Since PSP games requires dedicated ports, the random ports need to be mapped (similar to how tunneling works)
***hole-punching doesn't guaranteed to work 100% as it's a trick (depends on the security level of the ISP)

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
Find all posts by this user
Quote this message in a reply
10-04-2020, 03:14 PM
Post: #64
RE: PPSSPP supports more games with ad-hoc now
(10-04-2020 02:07 PM)AdamN Wrote:  LOL i wanted to check if multiplayer on Fate Unlimited with PPSSPP can get 30 FPS (instead of 60 FPS) just like JPCSP or not, but apparently that game is crashing JPCSP when not using prx files Sad
It seems JPCSP crashing more often without prx files
try the new jpcps build
http://www.mediafire.com/file/32xe4h7z2s...64.7z/file
Find all posts by this user
Quote this message in a reply
10-04-2020, 03:26 PM (This post was last modified: 10-04-2020 03:39 PM by AdamN.)
Post: #65
RE: PPSSPP supports more games with ad-hoc now
(10-04-2020 03:14 PM)onelight Wrote:  
(10-04-2020 02:07 PM)AdamN Wrote:  LOL i wanted to check if multiplayer on Fate Unlimited with PPSSPP can get 30 FPS (instead of 60 FPS) just like JPCSP or not, but apparently that game is crashing JPCSP when not using prx files Sad
It seems JPCSP crashing more often without prx files
try the new jpcps build
http://www.mediafire.com/file/32xe4h7z2s...64.7z/file

Is this newer than the one from here https://jpcsp.org/ ? which is revision f8356895 [ Posted by LiveDownloads on 2020-10-02 09:33:43 ]

I'm confused with the numbering as it doesn't contains the major/minor version in the filename LOL

Update:
It doesn't crash anymore, but got disconnected because jpcsp is running much slower than ppsspp on my laptop Sad

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
Find all posts by this user
Quote this message in a reply
10-04-2020, 03:43 PM (This post was last modified: 10-04-2020 03:55 PM by onelight.)
Post: #66
RE: PPSSPP supports more games with ad-hoc now
(10-04-2020 03:26 PM)AdamN Wrote:  
(10-04-2020 03:14 PM)onelight Wrote:  
(10-04-2020 02:07 PM)AdamN Wrote:  LOL i wanted to check if multiplayer on Fate Unlimited with PPSSPP can get 30 FPS (instead of 60 FPS) just like JPCSP or not, but apparently that game is crashing JPCSP when not using prx files Sad
It seems JPCSP crashing more often without prx files
try the new jpcps build
http://www.mediafire.com/file/32xe4h7z2s...64.7z/file

Is this newer than the one from here https://jpcsp.org/ ? which is revision f8356895 [ Posted by LiveDownloads on 2020-10-02 09:33:43 ]

I'm confused with the numbering as it doesn't contains the major/minor version in the filename LOL

Update:
It doesn't crash anymore, but got disconnected because jpcsp is running much slower than ppsspp on my laptop Sad
this is build by myself
both jpcsp and ppsspp running at 2x speed
do your laptop have nvidia gpu, jpcsp only fast at lapto when using nvidia gpu

   
Find all posts by this user
Quote this message in a reply
10-04-2020, 03:47 PM
Post: #67
RE: PPSSPP supports more games with ad-hoc now
Tried GTA VCS , Street Fighter Alpha 3 MAX and Kingdom Hearts online and they all worked pretty fine.
Of course Street Fighter is laggy over a long distance because its a fighting game lol (though the situation is a little bit better with TCP No Delay).
Find all posts by this user
Quote this message in a reply
10-04-2020, 03:53 PM
Post: #68
RE: PPSSPP supports more games with ad-hoc now
(10-04-2020 03:47 PM)Zinx777 Wrote:  Tried GTA VCS , Street Fighter Alpha 3 MAX and Kingdom Hearts online and they all worked pretty fine.
Of course Street Fighter is laggy over a long distance because its a fighting game lol (though the situation is a little bit better with TCP No Delay).

Try Fate Unlimited Codes between jpcsp vs ppsspp plz, and see if ppsspp can run at thesame speed/fps with jpcsp or not

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
Find all posts by this user
Quote this message in a reply
10-04-2020, 03:54 PM (This post was last modified: 10-04-2020 03:57 PM by Zinx777.)
Post: #69
RE: PPSSPP supports more games with ad-hoc now
(10-04-2020 03:53 PM)AdamN Wrote:  
(10-04-2020 03:47 PM)Zinx777 Wrote:  Tried GTA VCS , Street Fighter Alpha 3 MAX and Kingdom Hearts online and they all worked pretty fine.
Of course Street Fighter is laggy over a long distance because its a fighting game lol (though the situation is a little bit better with TCP No Delay).

Try Fate Unlimited Codes between jpcsp vs ppsspp plz, and see if ppsspp can run at thesame speed/fps with jpcsp or not

I need a Linux build of JPCSP because it runs slow on Windows (AMD GPU issue).
So if onelight could compile it it would be great.
Seems like its running 30 FPS on JPCSP and PPSSPP from Onelight msssage above.
Find all posts by this user
Quote this message in a reply
10-04-2020, 03:59 PM (This post was last modified: 10-04-2020 04:09 PM by onelight.)
Post: #70
RE: PPSSPP supports more games with ad-hoc now
(10-04-2020 03:53 PM)AdamN Wrote:  
(10-04-2020 03:47 PM)Zinx777 Wrote:  Tried GTA VCS , Street Fighter Alpha 3 MAX and Kingdom Hearts online and they all worked pretty fine.
Of course Street Fighter is laggy over a long distance because its a fighting game lol (though the situation is a little bit better with TCP No Delay).

Try Fate Unlimited Codes between jpcsp vs ppsspp plz, and see if ppsspp can run at thesame speed/fps with jpcsp or not

2x speed, or using jpcsp 0.5 speed to make it to be normal speed

(10-04-2020 03:54 PM)Zinx777 Wrote:  
(10-04-2020 03:53 PM)AdamN Wrote:  
(10-04-2020 03:47 PM)Zinx777 Wrote:  Tried GTA VCS , Street Fighter Alpha 3 MAX and Kingdom Hearts online and they all worked pretty fine.
Of course Street Fighter is laggy over a long distance because its a fighting game lol (though the situation is a little bit better with TCP No Delay).

Try Fate Unlimited Codes between jpcsp vs ppsspp plz, and see if ppsspp can run at thesame speed/fps with jpcsp or not

I need a Linux build of JPCSP because it runs slow on Windows (AMD GPU issue).
So if onelight could compile it it would be great.
Seems like its running 30 FPS on JPCSP and PPSSPP from Onelight msssage above.

http://www.mediafire.com/file/f7jtbb6yoh...4.zip/file
Find all posts by this user
Quote this message in a reply
10-05-2020, 01:53 AM (This post was last modified: 10-05-2020 05:00 AM by AdamN.)
Post: #71
RE: PPSSPP supports more games with ad-hoc now
dafuq i was saving sceNetAdhoc.cpp on visual studio 2019 while testing Fate Unlimited and suddenly my laptop getting BSOD Sad after reboot when i open that file again..it became empty -_-
Update1: fortunately i found temporary file (probably backed up by vs2019 before saving) with the recent changes intact.

Update2: Hmm.. apparently Bleach 7 no longer working on the 1st multiplayer mode Sad
Update3: Looks like Bleach 7 affected by Forced First Connect workaround too Sad There is also disconnected from AdhocServer issue too when not using this workaround on Bleach 7..which is strange, it shouldn't affect connection to AdhocServer

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
Find all posts by this user
Quote this message in a reply
10-05-2020, 03:17 PM
Post: #72
RE: PPSSPP supports more games with ad-hoc now
Seems like i was mistaken and Amultios got almost all the commits AdamN worked on:
https://github.com/adenovan/amultios-pps...its/master
It just a matter of time until it's officially out.
Find all posts by this user
Quote this message in a reply
10-06-2020, 05:38 PM (This post was last modified: 10-06-2020 05:48 PM by Zinx777.)
Post: #73
RE: PPSSPP supports more games with ad-hoc now
Interesting I found out that you need "Forced First Connect" enabled to play Kizuna Drive.
What happens if the option stays enabled all the time? It looks like "(default=compatibility)" is not that accurate then.
Also can Port Offset be in the Upnp section of the settings? the one where it says "UPNP (port-forwading)" or "Adhoc server" ?.
Because its an important setting that i use frequently to play with either PSP users or Android users.
Find all posts by this user
Quote this message in a reply
10-06-2020, 05:57 PM (This post was last modified: 10-06-2020 06:06 PM by AdamN.)
Post: #74
RE: PPSSPP supports more games with ad-hoc now
(10-06-2020 05:38 PM)Zinx777 Wrote:  Interesting I found out that you need "Forced First Connect" enabled to play Kizuna Drive.
What happens if the option stays enabled all the time? It looks like "(default=compatibility)" is not that accurate then.
Also can Port Offset be in the Upnp section of the settings? the one where it says "UPNP (port-forwading)" or "Adhoc server" ?.
Because its an important setting that i use frequently to play with either PSP users or Android users.

It has been enabled all the time since GvG Next Plus was fixed, because it's the workaround to fix GvG in the first place, but apparently many games got fixed too.

However, since it's just a workaround it should be made optional, and the meaning of "compatibility" is to work in similar way with real PSP, in this case forcing non-blocking to be blocking is not what a real PSP do.
Each games that were affected by workaround need to be fixed properly.

Let me know if you found more games that were affected by that workaround.

Btw, have you try it using the latest test build i upload today? (the one in my signature)

Regarding Port Offset, since it's a hack/workaround (real PSP doesn't have these) it should be grouped in the right place, and Port Offset have nothing todo with UPnP (otherwise i already move it into UPnP category along with UseOriginalPort, which is a hack related to UPnP)

PS: i was asked to group/categorize the networking settings by relevant to avoid confusion, and not by how often they are used.

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
Find all posts by this user
Quote this message in a reply
10-06-2020, 06:02 PM (This post was last modified: 10-06-2020 06:16 PM by Zinx777.)
Post: #75
RE: PPSSPP supports more games with ad-hoc now
(10-06-2020 05:57 PM)AdamN Wrote:  
(10-06-2020 05:38 PM)Zinx777 Wrote:  Interesting I found out that you need "Forced First Connect" enabled to play Kizuna Drive.
What happens if the option stays enabled all the time? It looks like "(default=compatibility)" is not that accurate then.
Also can Port Offset be in the Upnp section of the settings? the one where it says "UPNP (port-forwading)" or "Adhoc server" ?.
Because its an important setting that i use frequently to play with either PSP users or Android users.

It has been enabled all the time since GvG Next Plus was fixed, because it's the workaround to fix GvG in the first place, but apparently many games got fixed too.

However, since it's just a workaround it should be made optional, and the meaning of "compatibility" is to work in similar way with real PSP, in this case forcing non-blocking to be blocking is not what a real PSP do.
Each games that were affected by workaround need to be fixed properly.

Let me know if you found more games that were affected by that workaround.

Btw, have you try it using the latest test build i upload today? (the one in my signature)

Yeah that's what I tried it with.
I will keep the setting enabled most of the time because it seems to help fix games like you said.
Please consider moving the Port Offset option to be above like I said because its annoying to always go down and change it :X .
Remainder that UPNP original port is not working if you wanna play with PSP players.
There is an issue with playing the GTA Stories games online - more then 2 players and one of the players will disconnect its an issue that was for awhile.
Find all posts by this user
Quote this message in a reply
Post Reply 


Forum Jump: