PPSSPP Ad-hoc general info thread
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11-10-2020, 06:55 PM
(This post was last modified: 11-10-2020 07:25 PM by Zinx777.)
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RE: PPSSPP Ad-hoc general info thread
(11-10-2020 06:23 PM)AdamN Wrote:(11-10-2020 02:23 PM)Zinx777 Wrote:(11-09-2020 06:12 PM)AdamN Wrote:(11-09-2020 02:37 PM)Zinx777 Wrote: Hmm found this recently : https://github.com/ProximaV/kirk-engine-full It's the sequel Warrior's Code. If it's true what you say - we already have a bunch of games that could use Xlink Kai to connect to a real PSP by using the DDS protocol. If it's TCP/UDP and got no encryption going for it of course. Also, you might wanna see how that game works over normal ad-hoc I heard it got issues after you beat 1 level in it and the screen turns black. BTW this is the log I got with the game : 53:15:519 main I[SCEIO]: hle\sceio.cpp:1143 stdout: Loading Infrastructure network modules 53:15:519 main I[SCEIO]: hle\sceio.cpp:1143 stdout: Done loading Infrastructure network modules 53:15:520 main W[SCENET]: hle\scenet.cpp:645 sceNetInit(poolsize=98304, calloutpri=30, calloutstack=0, netintrpri=30, netintrstack=0) at 08888354 53:15:520 main E[SCENET]: hle\scenet.cpp:790 UNIMPL sceNetInetInit() 53:15:520 main E[SCENET]: hle\scenet.cpp:1263 UNIMPL sceNetResolverInit() 53:15:520 main W[SCENET]: hle\scenet.cpp:831 UNTESTED sceNetApctlInit(32768, 33) 53:15:520 main I[SCEKERNEL]: hle\scekernelthread.cpp:2010 327=sceNetApctlInit(32768, 33) 53:15:520 main I[SCENET]: hle\scenet.cpp:1007 sceNetApctlAddHandler(08887dc4, 08d3cb70) 53:15:520 main W[SCENET]: hle\scenet.cpp:994 Added Apctl handler(8887dc4, 8d3cb70): 0 53:15:520 main I[SCEIO]: hle\sceio.cpp:1143 stdout: SoeNetconfUtility :: BeginInfrastructureStart 53:15:520 main I[SCEUTIL]: hle\sceutility.cpp:484 0=sceUtilityNetconfInitStart(08b67f5c) There are about 10 PSP games or so that use a LAN option. |
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