@AdamN here's log from when it works on older version:
And while it glitches out on new build(kind of suprising it worked earlier looking at how many new stuff it tries to use now:])
And that's how it looks in game
^ constantly tries to add my game to the list and fails, when I try to enter any of those duplicates it either crash ppsspp or show incorrect info like no player being in game(while it should show 1 or more while I'm with npc's) and returns back.
Anyway thanks for working on it, anything's better than previous adhoc implementation made for MH only with few other games working accidently.:3
Code:
21:28:633 user_main E[NET]: HLE\sceNet.cpp:124 UNIMPL sceNetInit(poolsize=131072, calloutpri=40, calloutstack=0, netintrpri=40, netintrstack=0)
21:28:645 user_main W[NET]: HLE\sceNetAdhoc.cpp:866 UNTESTED sceNetAdhocctlAddHandler(8865388, 8c1b980): added handler 0
21:29:069 user_main I[NET]: HLE\proAdhoc.cpp:285 Received 139 Bytes of Data from Adhoc Server
21:29:069 user_main I[NET]: HLE\proAdhoc.cpp:337 Incoming Peer Data...
21:29:169 idle0 I[NET]: HLE\proAdhoc.cpp:285 Received 7 Bytes of Data from Adhoc ServerAnd while it glitches out on new build(kind of suprising it worked earlier looking at how many new stuff it tries to use now:])
Code:
15:12:916 user_main E[NET]: HLE\sceNet.cpp:139 UNIMPL sceNetInit(poolsize=131072, calloutpri=40, calloutstack=0, netintrpri=40, netintrstack=0) at 08806f70
15:12:916 user_main I[NET]: HLE\sceNetAdhoc.cpp:218 sceNetAdhocInit() at 08806fc0
15:12:916 user_main I[NET]: HLE\sceNetAdhoc.cpp:235 sceNetAdhocctlInit(16384, 48, 08bc5f60) at 0880702c
15:12:946 user_main I[NET]: HLE\proAdhoc.cpp:354 FriendFinder: Begin of Friend Finder Thread
15:12:946 user_main W[NET]: HLE\sceNetAdhoc.cpp:966 UNTESTED sceNetAdhocctlAddHandler(8865388, 8c1b980): added handler 0
15:13:010 user_main I[NET]: HLE\sceNetAdhoc.cpp:1235 sceNetAdhocctlConnect(groupName=match03) at 08861e70
15:13:010 user_main I[NET]: HLE\sceNetAdhoc.cpp:1165 sceNetAdhocctlCreate(match03) at 08861e70
15:13:147 user_main I[NET]: HLE\proAdhoc.cpp:398 Received 7 Bytes of Data from Adhoc Server
15:13:147 user_main I[NET]: HLE\proAdhoc.cpp:405 FriendFinder: Incoming OPCODE_CONNECT_BSSID
15:13:276 user_main I[NET]: HLE\sceNetAdhoc.cpp:287 sceNetAdhocPdpCreate(8c76d394, 32764, 65523, 0) at 088fa86c
15:13:279 user_main I[NET]: HLE\sceNetAdhoc.cpp:287 sceNetAdhocPdpCreate(8c76d384, 32765, 65523, 0) at 088fa86c
15:38:704 idle0 I[NET]: HLE\proAdhoc.cpp:398 Received 139 Bytes of Data from Adhoc Server
15:38:704 idle0 I[NET]: HLE\proAdhoc.cpp:454 Incoming Peer Data...And that's how it looks in game
^ constantly tries to add my game to the list and fails, when I try to enter any of those duplicates it either crash ppsspp or show incorrect info like no player being in game(while it should show 1 or more while I'm with npc's) and returns back.
Anyway thanks for working on it, anything's better than previous adhoc implementation made for MH only with few other games working accidently.: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.
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.

