[Bug(?)] Phantasy Star Portable 2 and the Port Offset Conundrum
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10-24-2016, 07:26 AM
(This post was last modified: 10-24-2016 08:32 AM by AdamN.)
Post: #14
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RE: [Bug(?)] Phantasy Star Portable 2 and the Port Offset Conundrum
Okay, i managed to fix the issue with PSP2 when PortOffset is non-zero (and probably other games with similar issue), and yes it was because of Port 0 was offseted in PtpOpen function
Here is the windows build (based on my old adhocstuff refork, since i need to be able to run multiple instance in a single PC for testing) Win32 build: https://www.dropbox.com/s/iowb4kr00nzbs7...s.zip?dl=0 Win64 build: https://www.dropbox.com/s/dujdrcnec3nryr...4.zip?dl=0 Here is the fix (i forgot how to use github, silly me ) You'll need to add that line 1647 in screenshot Code: if (sport == 0) sport = -(int)portOffset; //making sure sport is 0 when shifted (10-22-2016 08:32 AM)Wishdream Wrote:no intention to obscufate the MAC address, i'm just being lazy, that's all it's not even a real MAC address (generated randomly)(10-20-2016 12:20 PM)AdamN Wrote: It's not replacing it entirely, binded/listened ports is being shifted by 3000 correctly, while sockets who connection gets established to binded port will get a random port which is normal for client socket. Anyway it should be replaced with an easy-to-see MAC address just like shown by AdhocServer My Modified PPSSPP : ============== Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0 Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0 |
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