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06-26-2014, 02:37 AM
(This post was last modified: 06-26-2014, 02:59 AM by AdamN.)
(06-26-2014, 02:09 AM)Mugetzu Wrote: @AdamN. hello here reporting, I try your version with the game Kingdom hearts BBS FM (ULJM05775), I can enter the room without problems but when the second player enters only see your name (flashing) in the group, and in the console log is repeated this error nonstop.
-google traslator
Thank for the report,
GetPeerList function is one of the function i haven't tested yet (i don't have any games that using it) and GetPeerInfo is not even implemented yet (probably the main issue), i'll try to get that game later
hmm socket error 10035, probably because the data to be sent is bigger than the socket buffer  i should've shown the size in the log
PPSSPP Multiplayer Guide: https://github.com/hrydgard/ppsspp/wiki/How-to-play-multiplayer-games-with-PPSSPP
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I have the macross ultimate frontier can be with adhost
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06-26-2014, 04:16 AM
(This post was last modified: 06-26-2014, 04:26 AM by AdamN.)
(06-25-2014, 06:13 PM)LunaMoo Wrote: @AdamN I think multiplayer starts from chapter 2 since first is just a tutorial;p, but you can use save from this post it's called bugged save, but actually it turned out that this person played with multiplayer ON without a server and the game didn't liked that, it's completely fine.
Also to start multiplayer in this game, host has to enter "mission list"(or be during a mission in normal game), select a mission and choose any of the 3 difficulty levels and start, once it's in game with multiplayer turned on(which is done by selecting "User" in communication settings, the save above has it by default), anyone else connected to server can enter "multiplayer" and after selecting character, gear and summon he can invade the host game which shows on the list that my screenshot was showing, doesn't need any special tricks or anything else on LAN, it's quick to connect and you don't even have to care about synchronization in-game.
I play soo many japanese games, that I often get annoyed by the opposite like PPSSPP using X to confirm in menus;].
how do i import that savegame? i extract it (and overwrite) to \MemStick\PSP\SAVEDATA but still seeing my save from chapter 1
Edit: nevermind, i download the wrong one XD
btw, is it okay to use the same save for Host and Client/Join?
PPSSPP Multiplayer Guide: https://github.com/hrydgard/ppsspp/wiki/How-to-play-multiplayer-games-with-PPSSPP
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06-26-2014, 08:20 AM
(This post was last modified: 06-26-2014, 08:22 AM by Virtualchronos.)
Quote:Adamn wrote :
Quote:Virtualchronos Wrote: there's an error on the compatibility list :
I said wipeout PURE and not pulse. I didn't tried this one yet because pure is way more fun and complete with the extensions pack.
Untold legend brotherhood is also playable with ppsspp 0.9.8 1408 but is a bis laggy
crash tag team racing keep the same problem even with the V1413
Sonic rivals v1413 : menu
Mercury meltdown V1413 : menu
Archer mc leans Mercury V1413 : menu
Metal slug anthology V1413 : menu
more compatibility test next time ^.^
I didn't see anything newer since 1408 at orphis, i don't think my last patch have been merged yet (buildbot seems to be down)
i'm using SourceTree for github and it's still showing that /hrydgard/ppsspp doesn't have my last commit
I took Adamn unoficial V1413on dropbox for my tests. but you can play on wipeout PURE (not pulse it's the PURE i tested) on every release since 0.9.8 1255, they all works with it so the compatibility list should be corrected because the game name on it is not the good one
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@AdamN yes, you can reuse same save, there's no difference from playing with someone else except maybe spp multiplier which might be based on level.
http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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06-26-2014, 09:22 AM
(This post was last modified: 06-26-2014, 10:23 AM by zhillan.)
(06-25-2014, 09:38 AM)GuenosNoLife Wrote: (06-25-2014, 03:37 AM)zhillan Wrote: can i give report?
GE 2 work perfectly
PPSSPP play with PSP(with pro-online 6.60 pro-c2)
play in same local WLAN
but GE2 on PPSSPP still crash in 2nd mission Okay, thank you, I will note 2nd mission is crash.
(06-25-2014, 11:28 AM)AdamN Wrote: @zhillian: which one is the crashing one? Host or Join? or both?
and when it worked playing with a real PSP does switching who the Host and who Join will also crash PPSSPP?
PPSSPP crash in second mission
PPSSPP host or PSP host its worked
proadhoc server in PC and air with my WLAN
this test i take 2 month ago with my friends bought PSP
but 3 or 4 month ago
PPSSPP succeded play in pro.coldbird.uk.to
but i dunno it is PSP or PPSSPP
i trade my avatar and hes DC
i dunno too who DC me or him :/
sorry for lately report
i dun have any SS in gameplay
but i have SS in report gameplay for proof
https://www.dropbox.com/s/d3ozcy3xdsyj4u..._00000.jpg
my english bad sorry :'(
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Will it be able to play without stupid vmware or using two pc wth is that every emulator can be played on same pc online offline whatever only this one requires 43243 things just to play with someone -,-
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06-26-2014, 10:18 AM
(This post was last modified: 06-26-2014, 10:25 AM by AdamN.)
I made a new commit, FFT0 fixed now, hopefully this patch will also fix all adhoc games that became broken on my 1st commit
Here is Win32 (x86) build : https://www.dropbox.com/s/xdgwhfnwt8fuu3...indows.zip
Here is Win x64 build : https://www.dropbox.com/s/irubwwu9wf6lg9...dows64.zip
(06-26-2014, 09:36 AM)Heoxis Wrote: Will it be able to play without stupid vmware or using two pc wth is that every emulator can be played on same pc online offline whatever only this one requires 43243 things just to play with someone -,- currently PPSSPP can't do multiplayer on the same computer because Adhoc Server will reject IP already joined, and also the game need to use the same port for Host and Join in order to communicate each other,
since it's not allowed for 2 program to use the same port on one computer, one of them will get a socket error.
The only way to allow multiplayer on one computer is by modifying adhoc server to send the replacement port (currently only send the IP) so each player can communicate (know where to send/recv data),
But modifying adhoc server and also changing the port will makes PPSSPP unable to play with a real PSP
PPSSPP Multiplayer Guide: https://github.com/hrydgard/ppsspp/wiki/How-to-play-multiplayer-games-with-PPSSPP
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(06-25-2014, 11:49 PM)Virtualchronos Wrote: there's an error on the compatibility list :
I said wipeout PURE and not pulse. I didn't tried this one yet because pure is way more fun and complete with the extensions pack.
Untold legend brotherhood is also playable with ppsspp 0.9.8 1408 but is a bis laggy
crash tag team racing keep the same problem even with the V1413
Sonic rivals v1413 : menu
Mercury meltdown V1413 : menu
Archer mc leans Mercury V1413 : menu
Metal slug anthology V1413 : menu
more compatibility test next time ^.^ Thank you very much, yeaah PURE, my friend say PUSLE is work too
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OK.I am looking forward to you.
(06-26-2014, 01:49 AM)AdamN Wrote: (06-25-2014, 09:04 PM)sum2012 Wrote: @AdamN
MX vs. ATV Unleashed: On The Edge Don't work on v0.9.8-1413-ge1f2317 (Cannot see server)
Please help to check.Thanks Games that use MatchingXXX functions can't see each other yet because the functions they needed haven't been implemented (or partially implemented),
i'll try to implement it later after i fixed the issue with games that was working properly and became broken now (ie. FFT0)
I want to be a crash fixer
PM me if you want to me look a game
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Thanks AdamN, as you said FFT0 works again
<3
About 2 emu's on same pc without vmachine, functionality with changed ports could be as an optional setting - JPCSP does it that way. Through don't bother with it, missing functions like those matching ones certainly have priority over optional stuff, doing it other way would just multiply/complicate the job later on:3.
http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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06-26-2014, 11:47 AM
(This post was last modified: 06-26-2014, 11:51 AM by AdamN.)
(06-26-2014, 11:19 AM)sum2012 Wrote: OK.I am looking forward to you.
(06-26-2014, 01:49 AM)AdamN Wrote: (06-25-2014, 09:04 PM)sum2012 Wrote: @AdamN
MX vs. ATV Unleashed: On The Edge Don't work on v0.9.8-1413-ge1f2317 (Cannot see server)
Please help to check.Thanks Games that use MatchingXXX functions can't see each other yet because the functions they needed haven't been implemented (or partially implemented),
i'll try to implement it later after i fixed the issue with games that was working properly and became broken now (ie. FFT0) The next game i wanna fix is Full Auto 2 and GTA:VCS (both of them also uses MatchingXXX functions) since i already have them in my computer ^_^
(06-26-2014, 11:25 AM)LunaMoo Wrote: Thanks AdamN, as you said FFT0 works again
<3
About 2 emu's on same pc without vmachine, functionality with changed ports could be as an optional setting - JPCSP does it that way. Through don't bother with it, missing functions like those matching ones certainly have priority over optional stuff, doing it other way would just multiply/complicate the job later on:3. The Adhoc Server i used for testing is a modified one, even though i only changed a little to allow the same IP to be in the same group instead of rejecting it, but w/o using the same port host and join can't see each other. JPCSP is shifting the port to prevent them using the same port.
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I'm on the side that says not to bother with extra stuff so yeah  . I saw server source back when adhoc was partially implemented and quite frankly the server checking for unique ip was one of the (very)few things I understood from it.:3
BTW ever saw this(and following) Coldbird's posts? I have no clue about netcode and protocols, but if ppsspp is based on that, maybe it also have the same issue(using UDP where it should use of TCP). People who actually play online even with fairy low ping have to use weird workarounds like slowing down emulator on both sides otherwise it just kicks one person out, could be also something else, maybe some of your changes already fixed it, I only play on lan so dunno.
http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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06-26-2014, 02:58 PM
(This post was last modified: 06-26-2014, 03:07 PM by AdamN.)
(06-26-2014, 02:09 PM)LunaMoo Wrote: I'm on the side that says not to bother with extra stuff so yeah . I saw server source back when adhoc was partially implemented and quite frankly the server checking for unique ip was one of the (very)few things I understood from it.:3
BTW ever saw this(and following) Coldbird's posts? I have no clue about netcode and protocols, but if ppsspp is based on that, maybe it also have the same issue(using UDP where it should use of TCP). People who actually play online even with fairy low ping have to use weird workarounds like slowing down emulator on both sides otherwise it just kicks one person out, could be also something else, maybe some of your changes already fixed it, I only play on lan so dunno.
Adhoc functions can use UDP and TCP just like what posted there:
Quote:PDP = Sonys warped version of UDP, exactly the same, just that it uses Mac Addresses instead of IP Addresses.
PTP = Sonys warped version of TCP, exactly the same, just that it uses Mac Addresses instead of IP Addresses.
but many games seems to choose using UDP-like (called PDP) for adhoc, probably because it's faster, but i'm sure for online play (infrastructure) they will choose TCP-like (called PTP) except for chatting message which usually use UDP-like (even on PC games)
PS: i'm done implementing the GetPeerInfo which seems to be needed for Kingdom Hearts based on the report in previous page (i haven't tested it though since i don't have the game), but i'll commit it later along with MatchingXXX implementation
PPSSPP Multiplayer Guide: https://github.com/hrydgard/ppsspp/wiki/How-to-play-multiplayer-games-with-PPSSPP
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06-26-2014, 03:24 PM
(This post was last modified: 06-26-2014, 03:25 PM by GuenosNoLife.)
(06-26-2014, 02:58 PM)AdamN Wrote: Adhoc functions can use UDP and TCP just like what posted there:
Quote:PDP = Sonys warped version of UDP, exactly the same, just that it uses Mac Addresses instead of IP Addresses.
PTP = Sonys warped version of TCP, exactly the same, just that it uses Mac Addresses instead of IP Addresses.
but many games seems to choose using UDP-like (called PDP) for adhoc, probably because it's faster, but i'm sure for online play (infrastructure) they will choose TCP-like (called PTP) except for chatting message which usually use UDP-like (even on PC games)
PS: i'm done implementing the GetPeerInfo which seems to be needed for Kingdom Hearts based on the report in previous page (i haven't tested it though since i don't have the game), but i'll commit it later along with MatchingXXX implementation I have a good question, It's possible inject cheatcode (or file modify) for modify IP server on Infra ? Exemple for Medal of Honor Heroes™ (1 or 2) with 32 players on one server  Adhoc is limited 8 It's not funny.
ColdBird have make a server private ".hack//Frägment" for PS2, I think It's possible too for PSP.
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