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PPSSPP Ad-hoc general info thread
10-31-2020, 08:38 AM (This post was last modified: 10-31-2020 08:48 AM by Zinx777.)
Post: #136
RE: PPSSPP Ad-hoc general info thread
Posted about it here - https://github.com/hrydgard/ppsspp/issues/13607 with the info you gave here.
I could post more logs but I don't know which ones could be helpful.
If someone got more info he or she could comment there as well.
I am actually is interested in Resistance getting fixed because it seems like a very good game to play over multiplayer.
It would be nice if Resistance could get fixed so we can know if voice chat works because I heard it use it on ad-hoc.
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10-31-2020, 08:17 PM (This post was last modified: 10-31-2020 08:45 PM by Zinx777.)
Post: #137
RE: PPSSPP Ad-hoc general info thread
Suprise suprise the issue got fixed on the same day lol.
There is a test build for now but its basically fixed for both games.
Now only if Ratchet & Clank got fixed ...
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11-01-2020, 11:53 PM
Post: #138
RE: PPSSPP Ad-hoc general info thread
Now that we have a clue with Ratchet & Clank, it's probably going to be fixed soon Smile let's hope the devs could fix the JIT issue.

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
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11-02-2020, 05:46 PM
Post: #139
RE: PPSSPP Ad-hoc general info thread
I downloaded an adhoc build from this link the other day https://buildbot.orphis.net/ppsspp/
Im trying to play tenkaichi tag locally through some friends on parsec, Ive gone through like 4 different ad hoc builds and none of them work but this has gotten me the closest. When I set up the multiplayer lobby I was finally able to get 2 players in the lobby, but when I start the battle a communication error occurs. Ive been having trouble with adhoc for like the past 4 days and I can barely find any resources on how to get it to work online. It seems like im the only one having trouble with it.
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11-02-2020, 07:40 PM (This post was last modified: 11-02-2020 07:40 PM by Zinx777.)
Post: #140
RE: PPSSPP Ad-hoc general info thread
Tekken 5 and DBZ Tag Team regressed it seems.
Seems not to work on localhost at least for DBZ Tag Team.
last version I tried that worked is 767 lol.
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11-03-2020, 12:54 AM (This post was last modified: 11-03-2020 01:34 AM by AdamN.)
Post: #141
RE: PPSSPP Ad-hoc general info thread
(11-02-2020 07:40 PM)Zinx777 Wrote:  Tekken 5 and DBZ Tag Team regressed it seems.
Seems not to work on localhost at least for DBZ Tag Team.
last version I tried that worked is 767 lol.

Based on DBZ Team Tag, seems to be AdhocMatching issue, one of the player is getting timeout.
Well.. i'm still testing AdhcoMatching on a homebrew, it will eventually be fixed once i'm done.
But i'm feeling lazy recently..so it will probably takes a while LOL

Edit: actually i already found the problem. Fixed on this PR https://github.com/hrydgard/ppsspp/pull/13617

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
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11-04-2020, 02:09 PM (This post was last modified: 11-04-2020 02:09 PM by Zinx777.)
Post: #142
RE: PPSSPP Ad-hoc general info thread
Hmm my fruits of labor are paying off lol.
http://www.emunewz.net/forum/showthread....#pid365294
Hopefully after JPCSP gets Xlink Kai support things will get ported to PPSSPP.
I think that that approach might be beneficial to all users both emulator and real console alike.
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11-04-2020, 11:45 PM (This post was last modified: 11-05-2020 12:13 AM by AdamN.)
Post: #143
RE: PPSSPP Ad-hoc general info thread
(11-04-2020 02:09 PM)Zinx777 Wrote:  Hmm my fruits of labor are paying off lol.
http://www.emunewz.net/forum/showthread....#pid365294
Hopefully after JPCSP gets Xlink Kai support things will get ported to PPSSPP.
I think that that approach might be beneficial to all users both emulator and real console alike.
It requires LLE and currently PPSSPP doesn't support LLE yet since it's can't even boot VSH using official prx yet, and i don't think the devs have plan to support it, since most LLE requires driver library emulation, but based on the comments on my PR regarding OpenPSID https://github.com/hrydgard/ppsspp/pull/...-668043771 the devs doesn't seems to be interested to implement driver library.

Anyway, it will probably takes a very long time before PPSSPP support LLE since PPSSPP need to be redesigned and rewritten based on this comment:
Quote:There's a huge number of driver and other functions that games are literally not allowed to call, accessible only from kernel code. I don't know that we should go down the path of creating all these - it's a big time investment for probably almost no gain.

At best it'd enable running the actual VSH, but most likely at the cost of performance and significant time investment. Much of the kernel code requires different design for some basic things than our HLE uses. We'd end up needing to rewrite a lot of things.

But the DDS protocol might be able to be used on PPSSPP to communicate with XLink Kai (just like Dolphin) https://github.com/dolphin-emu/dolphin/pull/8853
It's just that without LLE the packets generated by emulators are different (usually unencrypted) than a real hardware/PSP (usually encrypted), thus they can't communicate directly (ie. without plugin like what proonline have on PSP side)

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
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11-05-2020, 04:50 AM (This post was last modified: 11-05-2020 05:17 AM by Zinx777.)
Post: #144
RE: PPSSPP Ad-hoc general info thread
I mean if you could get something like HLE encryprion it could be possible perhaps.
I think if things will get implemented with LLE first they could be moved to HLE later on.
Or have something like a mix of HLE+LLE like gid15 talked about.
That or someone could implement LLE into PPSSPP someday.
I have hope lol.
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11-08-2020, 08:48 PM
Post: #145
RE: PPSSPP Ad-hoc general info thread
pls I would like to know the multiplayer/networking settings and the offset port(PSP compatibility) of these games for PPSSPP:
Dragon Ball z shin budoukai
Dragon Ball z another road
Call of duty road to Victory
Split second
Crash tag team racing.
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11-09-2020, 02:37 PM
Post: #146
RE: PPSSPP Ad-hoc general info thread
Hmm found this recently : https://github.com/ProximaV/kirk-engine-full
This is the encryption engine that the PSP uses.
Might be useful.
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11-09-2020, 06:12 PM (This post was last modified: 11-09-2020 06:13 PM by AdamN.)
Post: #147
RE: PPSSPP Ad-hoc general info thread
(11-09-2020 02:37 PM)Zinx777 Wrote:  Hmm found this recently : https://github.com/ProximaV/kirk-engine-full
This is the encryption engine that the PSP uses.
Might be useful.

I think PPSSPP already have kirk engine, but not sure how to use it to encrypt adhoc data, or whether it can only be used to decrypt

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
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11-10-2020, 02:23 PM (This post was last modified: 11-10-2020 02:24 PM by Zinx777.)
Post: #148
RE: PPSSPP Ad-hoc general info thread
(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
This is the encryption engine that the PSP uses.
Might be useful.

I think PPSSPP already have kirk engine, but not sure how to use it to encrypt adhoc data, or whether it can only be used to decrypt

Ah ok I found it as a recent discovery so I thought it could be interesting.

Btw found something interesting about the on of the Untold Legends games.
https://ibb.co/M6CbJDB
You see there is an Ad-Hoc LAN option there.
My theory is that its a way to connect to either a PS3 or PS2 and that's not possible currently on PPSSPP but I am not sure.
It connects to the PSN I think though.
You could see it in some other games too (The new compatibility list in the first post got more games like that).
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11-10-2020, 06:23 PM (This post was last modified: 11-10-2020 06:26 PM by AdamN.)
Post: #149
RE: PPSSPP Ad-hoc general info thread
(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
This is the encryption engine that the PSP uses.
Might be useful.

I think PPSSPP already have kirk engine, but not sure how to use it to encrypt adhoc data, or whether it can only be used to decrypt

Ah ok I found it as a recent discovery so I thought it could be interesting.

Btw found something interesting about the on of the Untold Legends games.
https://ibb.co/M6CbJDB
You see there is an Ad-Hoc LAN option there.
My theory is that its a way to connect to either a PS3 or PS2 and that's not possible currently on PPSSPP but I am not sure.
It connects to the PSN I think though.
You could see it in some other games too (The new compatibility list in the first post got more games like that).

I think the Multiplayer Adhoc is the regular Adhoc (PDP/PTP protocol), while the Multiplayer LAN is something like Driver 76 use, which is TCP/UDP protocol just like infrastructure.
Well i was looking for another game that use TCP/UDP like Driver 76 to test with, i guess i need to check that game too

Btw, which Untold Legends is that? does all of them have similar mode?

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
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11-10-2020, 06:55 PM (This post was last modified: 11-10-2020 07:25 PM by Zinx777.)
Post: #150
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
This is the encryption engine that the PSP uses.
Might be useful.

I think PPSSPP already have kirk engine, but not sure how to use it to encrypt adhoc data, or whether it can only be used to decrypt

Ah ok I found it as a recent discovery so I thought it could be interesting.

Btw found something interesting about the on of the Untold Legends games.
https://ibb.co/M6CbJDB
You see there is an Ad-Hoc LAN option there.
My theory is that its a way to connect to either a PS3 or PS2 and that's not possible currently on PPSSPP but I am not sure.
It connects to the PSN I think though.
You could see it in some other games too (The new compatibility list in the first post got more games like that).

I think the Multiplayer Adhoc is the regular Adhoc (PDP/PTP protocol), while the Multiplayer LAN is something like Driver 76 use, which is TCP/UDP protocol just like infrastructure.
Well i was looking for another game that use TCP/UDP like Driver 76 to test with, i guess i need to check that game too

Btw, which Untold Legends is that? does all of them have similar mode?

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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