[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.)
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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(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 ![]() PPSSPP Multiplayer Guide: https://github.com/hrydgard/ppsspp/wiki/How-to-play-multiplayer-games-with-PPSSPP |
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