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PPSSPP Ad-hoc general info thread
11-10-2020, 11:51 PM (This post was last modified: 11-10-2020 11:52 PM by AdamN.)
Post: #151
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
This is the encryption engine that the PSP uses.
Might be useful.

I think PPSSPP already have kirk engine, but not sure how to use it to encrypt adhoc data, or whether it can only be used to decrypt

Ah ok I found it as a recent discovery so I thought it could be interesting.

Btw found something interesting about the on of the Untold Legends games.
https://ibb.co/M6CbJDB
You see there is an Ad-Hoc LAN option there.
My theory is that its a way to connect to either a PS3 or PS2 and that's not possible currently on PPSSPP but I am not sure.
It connects to the PSN I think though.
You could see it in some other games too (The new compatibility list in the first post got more games like that).

I think the Multiplayer Adhoc is the regular Adhoc (PDP/PTP protocol), while the Multiplayer LAN is something like Driver 76 use, which is TCP/UDP protocol just like infrastructure.
Well i was looking for another game that use TCP/UDP like Driver 76 to test with, i guess i need to check that game too

Btw, which Untold Legends is that? does all of them have similar mode?

It's the sequel Warrior's Code.
If it's true what you say - we already have a bunch of games that could use Xlink Kai to connect to a real PSP by using the DDS protocol.
If it's TCP/UDP and got no encryption going for it of course.
Also, you might wanna see how that game works over normal ad-hoc I heard it got issues after you beat 1 level in it and the screen turns black.
BTW this is the log I got with the game :
53:15:519 main I[SCEIO]: hle\sceio.cpp:1143 stdout: Loading Infrastructure network modules
53:15:519 main I[SCEIO]: hle\sceio.cpp:1143 stdout: Done loading Infrastructure network modules
53:15:520 main W[SCENET]: hle\scenet.cpp:645 sceNetInit(poolsize=98304, calloutpri=30, calloutstack=0, netintrpri=30, netintrstack=0) at 08888354
53:15:520 main E[SCENET]: hle\scenet.cpp:790 UNIMPL sceNetInetInit()
53:15:520 main E[SCENET]: hle\scenet.cpp:1263 UNIMPL sceNetResolverInit()
53:15:520 main W[SCENET]: hle\scenet.cpp:831 UNTESTED sceNetApctlInit(32768, 33)
53:15:520 main I[SCEKERNEL]: hle\scekernelthread.cpp:2010 327=sceNetApctlInit(32768, 33)
53:15:520 main I[SCENET]: hle\scenet.cpp:1007 sceNetApctlAddHandler(08887dc4, 08d3cb70)
53:15:520 main W[SCENET]: hle\scenet.cpp:994 Added Apctl handler(8887dc4, 8d3cb70): 0
53:15:520 main I[SCEIO]: hle\sceio.cpp:1143 stdout: SoeNetconfUtility :: BeginInfrastructureStart
53:15:520 main I[SCEUTIL]: hle\sceutility.cpp:484 0=sceUtilityNetconfInitStart(08b67f5c)

There are about 10 PSP games or so that use a LAN option.

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/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
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11-12-2020, 01:57 PM (This post was last modified: 11-12-2020 02:03 PM by Verymelon Benda.)
Post: #152
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.

[Image: KR-S2.png]

https://github.com/Saramagrean
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11-12-2020, 03:16 PM
Post: #153
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.

Edit: happen on Localhost too.

[Image: KR-S2.png]

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
Post: #154
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.

Edit: happen on Localhost too.

[Image: KR-S2.png]

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/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
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11-14-2020, 08:50 AM (This post was last modified: 11-14-2020 08:53 AM by Zinx777.)
Post: #155
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.)
Post: #156
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/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
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11-16-2020, 11:33 AM (This post was last modified: 11-16-2020 11:33 AM by AdamN.)
Post: #157
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.
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.

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/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
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11-20-2020, 06:15 AM (This post was last modified: 11-20-2020 11:35 AM by Zinx777.)
Post: #158
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
Post: #159
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.
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.

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.)
Post: #160
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.
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.

what cpu and gpu are you using

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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