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[AdHoc] Compatibility List [STOPPED] - Printable Version

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RE: [AdHoc] Compatibility List - sum2012 - 07-20-2014 05:43 AM

@AdamN
The crash fixed v0.9.8-1659-g45e5f64


RE: [AdHoc] Compatibility List - AdamN - 07-20-2014 07:31 AM

(07-20-2014 05:43 AM)sum2012 Wrote:  @AdamN
The crash fixed v0.9.8-1659-g45e5f64

Yes, i saw it Smile waiting for it to be merged though

Currently i've fixed the stuck at "Checking MemoryStick" issue on Crash Tag Team Racing, and also fixed the AdhocPollSocket
so Crash Tag Team Racing no longer stucks and have a working multiplayer now Smile

Edit: it seems to have issue with 64bit build Sad vc2013 keeps saying there is a breakpoint in a location while there isn't, so it's always breaking on it (crashed when running the exe w/o IDE) while 32bit build worked properly
Edit2: it seems one of the struct that suppose to have similar format have different size when in 64bit build and corrupting the heap Sad


RE: [AdHoc] Compatibility List - AdamN - 07-20-2014 10:55 AM

Okay, here is the new build to fix the MemoryStick issue and AdhocPollSocket (also NetPoll)
Crash Tag Team Racing no longer have issue now, patch commited to https://github.com/ANR2ME/ppsspp/tree/test_adhoc

Win32 : https://www.dropbox.com/s/xdgwhfnwt8fuu3p/PPSSPPWindows.zip
Win64 : https://www.dropbox.com/s/irubwwu9wf6lg9b/PPSSPPWindows64.zip


RE: [AdHoc] Compatibility List - ArpiNatoR - 07-20-2014 11:18 AM

Guys i also tryed Patapon3 with this new verson that u have posted but same result, now all cna finally join but when u play all use same charather.
VERY GOOD JOB. we'are making progress.


RE: [AdHoc] Compatibility List - Zinx777 - 07-20-2014 02:11 PM

Good job adamn you fixed almost all adhoc games on psp.
I hope someone fixed Desmume(Nintendo DS) wifi functions too it will be perfect.


RE: [AdHoc] Compatibility List - Heoxis - 07-20-2014 02:14 PM

Phantasy Star Portable 2 says it's invalid adress xD so second player can't join


RE: [AdHoc] Compatibility List - xCrashdayx - 07-20-2014 02:17 PM

As the boss said here
Crash Tag Team Racing is now working (x64 build used)
WORKS (no lags, no crashes)
[attachment=12147]

PS: The most games that dont work use the following function
sceNetAdhocMatchmakingDelete
sceNetAdhocMatchmakingTerm
sceNetAdhocMatchmakingStop
sceNetAdhocMatchmakingInit
sceNetAdhocMatchmakingCreate

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? -.-


RE: [AdHoc] Compatibility List - AdamN - 07-20-2014 02:49 PM

So which game to be checked next, Soul Calibur or Lord of Arcadia?
Which one have less "invalid address" issue? because i hate dealing with games with too many invalid address (freezing to often) XD


RE: [AdHoc] Compatibility List - xCrashdayx - 07-20-2014 02:52 PM

i know that the function that is used in Soul Calibur is also used in another game Wink
and for Lord of Arcania there are 2 invalid address thingys Big Grin
oh and i also saw the sceNetTerm function alot like in Tekken 5 DR


RE: [AdHoc] Compatibility List - AdamN - 07-20-2014 03:01 PM

(07-20-2014 02:52 PM)xCrashdayx Wrote:  i know that the function that is used in Soul Calibur is also used in another game Wink
and for Lord of Arcania there are 2 invalid address thingys Big Grin
oh and i also saw the sceNetTerm function alot like in Tekken 5 DR

i guess i'll check Soul Calibur first, i'm curious why it's using that sceOpenPSID so many times and what is that function suppose to do anyway (not related to networking i think)


RE: [AdHoc] Compatibility List - AdamN - 07-20-2014 07:52 PM

Btw, i'll be deleting the whole fork of ANR2ME soon since it's kinda messy (too many merging) and i don't know how to clean it up ^_^
after deleting the whole fork i can recreate a new fork and make a pull request with big commit, and hopefully i don't forget a source file to backup (and loose it) before deleting the whole fork ^_^

Edit: after deleting the whole fork and start over the latest commit is back to https://github.com/ANR2ME/ppsspp/tree/adhoc_


RE: [AdHoc] Compatibility List - AdamN - 07-21-2014 05:40 AM

hmm i don't know to start multiplayer game in Soul Calibur Sad
how does multiplayer work in this game? how to host? versus seems to be like join (ie. searching for host)


RE: [AdHoc] Compatibility List - Virtualchronos - 07-21-2014 08:30 AM

there's no room in this game... the game automatically find other players when you are in versus. That's all

By the way. If you want some daily testers for your releases or games you can't download just give me the releases and the titles you wanna test and I'll give you the results. I'm testing everyday your releases since the beginning with three persons so it won't bother us


RE: [AdHoc] Compatibility List - GuenosNoLife - 07-21-2014 10:15 AM

(07-20-2014 02:17 PM)xCrashdayx Wrote:  As the boss said here
Crash Tag Team Racing is now working (x64 build used)
WORKS (no lags, no crashes)


PS: The most games that dont work use the following function
sceNetAdhocMatchmakingDelete
sceNetAdhocMatchmakingTerm
sceNetAdhocMatchmakingStop
sceNetAdhocMatchmakingInit
sceNetAdhocMatchmakingCreate

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? -.-
Added, thank you Smile


RE: [AdHoc] Compatibility List - AdamN - 07-21-2014 10:39 AM

(07-21-2014 08:30 AM)Virtualchronos Wrote:  there's no room in this game... the game automatically find other players when you are in versus. That's all

By the way. If you want some daily testers for your releases or games you can't download just give me the releases and the titles you wanna test and I'll give you the results. I'm testing everyday your releases since the beginning with three persons so it won't bother us
ah yes, it seems Soul Calibur is using peer2peer mode
And it seems the issue isn't really related to adhoc, as i can see the other player for a very short time and then it disappear again, at the time it disappear i saw "invalid address" in the log, and these invalid address occurs many times
I think the issue is on other part of the emulated functions (non-adhoc) and causing the game to get invalid address and lost the data it received from other player due to this invalid address (probably it failed to allocate a memory to copy the data)

PS: Thanks for the offer, but it's not like i'm doing adhoc for a specific game, i always tried to make it universal so it will also affect other games,
so i can't ask people to test a specific games (since i don't know which games are affected), i can only wait until someone test it on a game and found a problem with it.