[working]Gundam VS Gundam Next Plus
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03-18-2016, 12:22 AM
Post: #76
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RE: [working]Gundam VS Gundam Next Plus
(09-14-2015 02:24 PM)onelight Wrote: @lumune @leoxxx That's great! BTW.Have you submitted the code to the GitHub? Has Henrik Rydgård fixed it? Can it be hosted with PPSSPP in v1.2.1-69-geaeddc6? [img]http://i33.tinypic.com/fwq0c3.jpg[/img] |
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05-17-2016, 02:22 PM
Post: #77
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RE: [working]Gundam VS Gundam Next Plus
Can you reupload this on english sites?
my pc is having trouble loading the page |
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02-19-2017, 09:33 AM
Post: #78
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RE: [working]Gundam VS Gundam Next Plus
Hey onelight, can you also make this custom build for iOS (.ipa) so I can play and host using my iPhone 5s? Thanks!
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11-02-2018, 09:26 AM
Post: #79
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RE: [working]Gundam VS Gundam Next Plus
It's work!
But in Android version, when "Immersive Mode" is enabled, the screen does not respond. And the "Display Resolution" is limited to 2xPSP can not be set to 3xPSP or more. (My screen is 1080p) Thanks!! |
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11-08-2018, 05:33 AM
Post: #80
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RE: [working]Gundam VS Gundam Next Plus | |||
11-08-2018, 08:40 AM
(This post was last modified: 12-13-2018 11:23 AM by Verymelon Benda.)
Post: #81
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RE: [working]Gundam VS Gundam Next Plus
Thanks one agian!!
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01-13-2019, 01:04 PM
(This post was last modified: 01-13-2019 01:41 PM by Urukazuto.)
Post: #82
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RE: [working]Gundam VS Gundam Next Plus
Can Anyone tell me the steps how to play on Android? Trying to play GVG Next+ by using ppsspp-1.7.1-125-Chat-GVG provided by onelight but no luck so far
Edit: After some research, finally got it working. One must enable portable hotspot and the other connect into it. |
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03-26-2019, 03:24 PM
Post: #83
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RE: [working]Gundam VS Gundam Next Plus
Any plan update to v1.8.0?
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03-26-2019, 09:43 PM
Post: #84
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RE: [working]Gundam VS Gundam Next Plus
In case of windows you guys can try my build from here.
Basically the main functionality of playing multiply instances of PPSSPP on same pc is same in my branch as in here, however my version includes the hack for GvG as compat hack to avoid breaking other games ~ as I suspect the Obscure 2 mentioned above and possibly other games would be broken in the build from here because of it since overall adhoc didn't changed from a very long time in PPSSPP. It also has lots more compatibility hacks, additional features and some different defaults, including simplified menu that can be switched to normal/full at any time just to make commonly used options easier/faster to access. 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. |
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03-30-2019, 02:24 AM
(This post was last modified: 03-30-2019 02:26 AM by Talos91.)
Post: #85
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RE: [working]Gundam VS Gundam Next Plus
(03-26-2019 09:43 PM)LunaMoo Wrote: In case of windows you guys can try my build from here. Awesome but i cant seem to connect both instances witch each other on the same pc like with this branch, I do the same as this one, I run 2 or more ppsspp instances from different folders and in ppsspp networking settings I change PRO ad hoc server IP address to 127.0.0.1 on every instance, then I enable networking/wlan and built-in PRO ad hoc server. Also all PPSSPP have different MAC address and same Port offset. any quick tutorial on how to connect please? |
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03-30-2019, 05:24 AM
(This post was last modified: 03-30-2019 06:45 AM by LunaMoo.)
Post: #86
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RE: [working]Gundam VS Gundam Next Plus
The only functional difference in adhoc from the build in here should be that the hack for this game is activated via compat.ini, it's activated only for those gameID's:
Code: ULJS00250 All you have to do to play multi on same pc is to activate adhoc/networking on all clients and activate pro online server on one of them, in case you copied ppsspp folder make sure mac address is different as well. It's really easy: Edit: ~ GVGNP: When it comes to latest PPSSPP there's one downside 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. |
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03-30-2019, 11:41 PM
(This post was last modified: 03-31-2019 12:47 AM by Talos91.)
Post: #87
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RE: [working]Gundam VS Gundam Next Plus
(03-30-2019 05:24 AM)LunaMoo Wrote: The only functional difference in adhoc from the build in here should be that the hack for this game is activated via compat.ini, it's activated only for those gameID's: I am pretty sure Metal Slug XX and DBZ tenkaichi tag team don't need that hack and I still can't connect two instances, in Metal Slug XX I can see the host but the instance freezes when trying to join and in the dbz game I can too see the host but it keeps loading and never joins, I followed your instructions to connect opening two instances from different folders, activate adhoc/networking on all and activate pro online server on one of them but no luck. The ip address local ad hoc server is in default localhost, do I need to change it? Those games can connect in this thread build with the settings on my previous post btw. |
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03-31-2019, 07:43 AM
(This post was last modified: 03-31-2019 08:14 AM by LunaMoo.)
Post: #88
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RE: [working]Gundam VS Gundam Next Plus
The version from this thread overall does not comply to PPSSPP license aka the source code is not shared, only portion of the changes like the hack for Gundam VS Gundam games got released and only applied over some outdated master branch which does NOT include same pc connectivity, because how it works, it's pretty clear which branch it's using, however it might include other changes that my build does not. That being said I think I found a problem in my adhoc changes through, will release a fix in a while that should make the MSXX working at least.
Edit: Done. My latest release has MSXX as well as DBZTTT playable, also has an extra option to re-enable dinput gamepads with xinput gamepads detected(they are disabled normally since some gamepads can support both even without physical switch and this is messed up) and includes [Unknown] vfpu branch merged which while still a bit risky might improve compatibility in some games. 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. |
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03-31-2019, 10:37 PM
Post: #89
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RE: [working]Gundam VS Gundam Next Plus
(03-31-2019 07:43 AM)LunaMoo Wrote: The version from this thread overall does not comply to PPSSPP license aka the source code is not shared, only portion of the changes like the hack for Gundam VS Gundam games got released and only applied over some outdated master branch which does NOT include same pc connectivity, because how it works, it's pretty clear which branch it's using, however it might include other changes that my build does not. That being said I think I found a problem in my adhoc changes through, will release a fix in a while that should make the MSXX working at least. Man you are awesome, those games finally work, tested God Eater Burst, MSXX and DBZTTT and they all finally connected following your instructions on the same pc, great job, will keep testing (sadly obscure still not working). Do you know if there is any way to hide the top bar with options (file, emulation, etc) of ppsspp window? I use the app border stripper to play fullscreen splitscreen arranging all the instances but the top bar remains. |
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04-01-2019, 12:30 PM
Post: #90
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RE: [working]Gundam VS Gundam Next Plus
As for windows menu bar, that's pretty easy, it's enough to set it to null to disable it, will provide an option for it next time, about Obscure through I was under the impression that it works seeing someone above claiming it works on different devices in official PPSSPP, but it doesn't, the crash/freeze from activating networking is there in official release as well. The problem is that sceNetAdhocPdpRecv function doesn't read the pointers correctly and instead of correct arguments like 09FFF532 which would be a valid place in game memory it get's for example 0000024EE986F532 for some weird reason. Not really sure why that happens.
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. |
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