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[Playable] CSPSP
03-01-2013, 03:12 PM (This post was last modified: 12-10-2015 10:04 PM by vnctdj.)
Post: #1
[Playable] CSPSP
A PSP 2D analog of Counter Strike 1.6 is playable! I can be launched on 0.6.1, but it`s very laggy, so I advice you to use newest development builds. On PSP you can play online with other players using multiplayer, but if you want to play it on your android device, you will need to disable tempAR. But I don`t know how to do it on my tablet:c.If you know, how to do it, will you write it here please?             To download this game, go to its official site: http://cspsp.appspot.com/
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03-01-2013, 05:01 PM
Post: #2
RE: [android][pre-0.7] cspsp is playable
this should be moved to homebrew
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03-01-2013, 05:08 PM
Post: #3
RE: [android][pre-0.7] cspsp is playable
Moved!
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03-01-2013, 05:34 PM
Post: #4
RE: [android][pre-0.7] cspsp is playable
it's a glitch in the game's cheat detection.
you can't disable tempAR because it doesn't exist for ppsspp.
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03-01-2013, 06:48 PM
Post: #5
RE: [android][pre-0.7] cspsp is playable
(03-01-2013 05:34 PM)thedicemaster Wrote:  it's a glitch in the game's cheat detection.
you can't disable tempAR because it doesn't exist for ppsspp.

That's a pity. Thanks.
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08-25-2013, 08:22 PM
Post: #6
RE: [android][pre-0.7] cspsp is playable
From CSPSP source code:
Code:
int CheckTempAR() {
    //FILE *file = fopen("modlist.txt","w");

    SceModule* mod = sceKernelFindModuleByName("TempAR"); // <-- HERE
    if (mod) { // <-- HERE
        return 1; // <-- HERE
        /*SceUID modid = mod->modid;
        SceKernelModuleInfo info;
        memset(&info, 0, sizeof(info));
        info.size = sizeof(info);
        int ret = sceKernelQueryModuleInfo(modid, &info);
        if(ret >= 0) {
            printf("found tempar, killing\n");
            printf("UID: 0x%08X Attr: %04X - Name: %s\n", modid, info.attribute, info.name);
        }*/
    }
    else {
        return -1;
    }

    /*SceUID ids[100];
    int ret;
    int count;
    int i;

    memset(ids, 0, 100 * sizeof(SceUID));
    ret = sceKernelGetModuleIdList(ids, 100 * sizeof(SceUID), &count);
    if(ret >= 0) {
        printf("<Module List (%d modules)>\n", count);
        for(i = 0; i < count; i++) {
            //print_modinfo(ids[i]);

            SceKernelModuleInfo info;
            char szString2[256] = "";
            memset(&info, 0, sizeof(info));
            info.size = sizeof(info);
            ret = sceKernelQueryModuleInfo(ids[i], &info);
            if(ret >= 0) {
                if (stricmp(info.name,"tempar") == 0) {
                    printf("found tempar, killing\n");
                    printf("UID: 0x%08X Attr: %04X - Name: %s\n", ids[i], info.attribute, info.name);

                }

                //sprintf(szString2, &info.name);
                //fputs(info.name, file);
            }
        }
    }*/
    //fclose(file);
}
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08-26-2013, 09:42 AM (This post was last modified: 12-14-2013 04:46 PM by TheDax.)
Post: #7
RE: [android][pre-0.7] cspsp is playable
Another problem is PPSSPP's implementation of sceKernelFindModuleByName is returning 1 always, so it triggers the if (mod) statement, making CSPSP think TempAR exists, when it doesn't. Something tells me that's not the right value to return if a module is not found.. Tongue

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I'm not Dark_Alex, nor do I claim to be. Our nicknames are merely coincidence.
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09-08-2013, 04:38 PM
Post: #8
RE: [android][pre-0.7] cspsp is playable
(08-26-2013 09:42 AM)daxtsu Wrote:  Something tells me that's not the right value to return if a module is not found.. Tongue
Big Grin
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09-09-2013, 08:24 AM
Post: #9
RE: [android][pre-0.7] cspsp is playable
Right, I think we're gonna need a list there, checking for known names of the PSP's built-in modules, instead of just returning 1...
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11-05-2013, 11:54 AM
Post: #10
RE: [android][pre-0.7] cspsp is playable
Full playable on 0.9.1 and 0.95 always tested new dev . Game run full speed . Only show lines on map like in map maker CSPSP
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12-10-2015, 09:47 PM
Post: #11
CSPSP 1.92+ r7.1
Everything works perfectly for me (good fps, sound is fine) on the latest PPSSPP version, except multiplayer. Is this able to be fixed? The list shows a lot of jarbled symbols for what I think is meant to be the list of access points to connect to. I have attached a screenshot below to show. This could be the fault of the actual homebrew, but a lot of people run it fine on the PSPs so I don't know.

Here is a download link to the homebrew dropbox(dot)com/s/j8l8grz1y7c4q7v/CSPSP1.92%2B%28r7.1fix2%29.zip?dl=0


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12-10-2015, 10:04 PM
Post: #12
RE: [Playable] CSPSP
Merged.

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