[AdHoc] Compatibility List [STOPPED]
|
07-02-2014, 01:17 AM
(This post was last modified: 07-02-2014 01:33 AM by AdamN.)
Post: #187
|
|||
|
|||
RE: [AdHoc] Compatibility List
(07-01-2014 09:22 PM)LunaMoo Wrote: @AdamN sad to hear about those problems, maybe looking at the jpcsp source will give you some hint(althrough that's java code).i was looking at jpcsp the 1st time i fix adhoc, but since Macthing functions is kinda big it's too much work to convert it into C/C++, so i decided to use the same code that was integrated into PSP custom firmware to maintain compatibility with real PSP. But since firmware is reside on PSP side which share the same address space with the game it can easily transfer the data it received to the game, while PPSSPP address space (which is the PC's memory) is different than the emulated PSP address space, so it can't be directly transferred to the game. The issue i have seems to be related to how it tells the game that it received a data, i know that Full Auto 2 is using MatchingGetMembers function to get the player list, but GTA:VCS didn't use it, so there must be another way for the game to get the player list (at least the host list) i didn't know about (yet). I'm not even sure jpcsp have a working adhoc with GTA:VCS because it always stuck/freeze whenever i tried to get into multiplayer menu, but i do know that Full Auto 2 works with jpcsp. @sum2012: i don't think we need to use hack settings, the only setting needed is the broadcast server (adhoc server) which is already there, jpcsp have the option to choose server/client because it's needed in order to run both host and client on the same computer, jpcsp also have an alternative broadcast server (which is not compatible with pro adhoc server i think) 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 |
|||
« Next Oldest | Next Newest »
|