[AdHoc] Compatibility List [STOPPED]
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06-28-2014, 11:58 PM
Post: #181
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RE: [AdHoc] Compatibility List
(06-28-2014 03:19 AM)AdamN Wrote:Does this means that games like DBZ Tenkaichi Tag Team that don't works multiplayer currently, will work in the next version or what? o_o(06-27-2014 09:44 PM)Ritori Wrote: I got some problem with android version it pop up different thing that pc. |
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06-29-2014, 02:13 PM
Post: #182
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RE: [AdHoc] Compatibility List
(06-28-2014 11:58 PM)AkiyoSSJ Wrote:(06-28-2014 03:19 AM)AdamN Wrote:Does this means that games like DBZ Tenkaichi Tag Team that don't works multiplayer currently, will work in the next version or what? o_o(06-27-2014 09:44 PM)Ritori Wrote: I got some problem with android version it pop up different thing that pc. Yea dbz not working -,- plus i have black screen on vmware i can run games for pc on it and dbz screen is black ingame Adam first they can make ppsspp to run adhoc without vmware since there is a pro online they can use that to connect to psp thats different from local play |
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06-30-2014, 01:50 AM
Post: #183
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RE: [AdHoc] Compatibility List
1st things 1st big up to all u guys who made this emulator possible its freeeking awsome !!!!!!!!
cold u guys work on the multiplayer mode in dbz tenkaichi tag team i am a big dbz fan n would love to play it vs mode 4 players thanks guys this is awsome |
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07-01-2014, 07:51 PM
(This post was last modified: 07-01-2014 07:55 PM by AdamN.)
Post: #184
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RE: [AdHoc] Compatibility List
I was testing the AdhocMatching functions with Full Auto 2 but it's still buggy i can only see other players if everyone are hosting,
HOST can only see another host, and JOIN can't see anyone *facepalm* Oh well, at least host/join can communicate each other, i can see they send and receives data which contains the game session being hosted, but for some reason those game session data didn't get shown in the game. 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 |
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07-01-2014, 09:22 PM
Post: #185
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RE: [AdHoc] Compatibility List
@AdamN sad to hear about those problems, maybe looking at the jpcsp source will give you some hint(althrough that's java code).
Or open a pull request/issue on github with your code and ask for help resolving this issue, nobody had time/will to deal with those missing adhoc functions before you show up, but there are quite a few developers there that might help you finish it or at least point at something you don't see. Anyway good luck: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. |
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07-01-2014, 09:25 PM
Post: #186
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RE: [AdHoc] Compatibility List
@AdamN maybe we need make a hack setting at the moment.Such as who is server\client.
I want to be a crash fixer PM me if you want to me look a game |
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07-02-2014, 01:17 AM
(This post was last modified: 07-02-2014 01:33 AM by AdamN.)
Post: #187
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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 |
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07-02-2014, 05:22 AM
(This post was last modified: 07-03-2014 04:19 PM by vnctdj.)
Post: #188
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RE: [AdHoc] Compatibility List
Hello, ADAMN. Why do we need to open DMZ or Port forwarding when playing PPSSPP games with friends via Internet? Is there any way to play without doing those things?
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07-02-2014, 08:13 AM
(This post was last modified: 07-03-2014 04:20 PM by vnctdj.)
Post: #189
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RE: [AdHoc] Compatibility List
(07-02-2014 05:22 AM)soul_hun Wrote: Hello, ADAMN. Why do we need to open DMZ or Port forwarding when playing PPSSPP games with friends via Internet? Is there any way to play without doing those things?Because your firewall in the router will block anything coming from the internet to the port used by PPSSPP to receive communication data between players. Internet is like a jungle where wild beasts are lurking around to find an open door(read: port) to anyone house(read: computer), and firewall is protecting that door (it protects you from DDoS attack) UPNP can do automatic port forwarding (when necessary), but it's not implemented in PPSSPP yet, so you'll need to open firewall manually at the moment. 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 |
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07-02-2014, 09:45 AM
Post: #190
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RE: [AdHoc] Compatibility List
Adamn tell me if ppsspp can be played on same pc without using vmware or second pc it can be played as lan multiplayer or server/client like jpcsp they implemented options xD i read that ppsspp have proonline working so they are able to play with real psp users so why not make 2 PPSSPP 1 PC with lan option and ProOnline to play with real psp users
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07-02-2014, 11:08 AM
(This post was last modified: 07-02-2014 11:25 AM by AdamN.)
Post: #191
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RE: [AdHoc] Compatibility List
(07-02-2014 09:45 AM)Heoxis Wrote: Adamn tell me if ppsspp can be played on same pc without using vmware or second pc it can be played as lan multiplayer or server/client like jpcsp they implemented options xD i read that ppsspp have proonline working so they are able to play with real psp users so why not make 2 PPSSPP 1 PC with lan option and ProOnline to play with real psp users modifying PPSSPP settings is too troublesome i'm too lazy to do that ^_^ Also it's not possible to play with real PSP without using the same port, since it's not possible for the same port to be used by 2 programs at the same time on 1 computer, so only 1 PPSSPP will be able to play with real PSP even if you're able to run 2 instance of PPSSPP on the same computer (actually it's not 1 computer but 1 IP) When you use vmware it have it's own LAN IP so it can use the same port with your PC because the IP on your PC and vmware is different, however if both are using the same internet it will have the same WAN/Internet IP and one of them will be rejected by Pro Adhoc Server because pro adhoc server doesn't allow more than one PSP/PPSSPP with the same IP to be connected at the same time, so it's still not possible to play through Pro Online if you're sharing the same Internet IP (you can only play on LAN when using vmware) Even if pro adhoc server allow the same IP (by modifying it a little) if one player disconnected/leaving the game, other players sharing the same IP will also get disconected (i've tried that once) JPCSP can have host and join on the same computer because it have an option to shift the port to prevent it from using the same port, but it won't be compatible with a real PSP because you'll need to implement your own Adhoc Server (which is not compatible with Pro Online), while JPCSP have the option not to use pro adhoc server and use their own broadcast server. I've tried to shift the port once on PPSSPP but it's a waste of time because they won't be able to communicate each other without using your own adhoc server implementation because pro adhoc server isn't designed for port shifting. For the sake of compatibility with a real PSP i decided to leave it as is (using Pro Online that is) 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 |
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07-02-2014, 03:16 PM
(This post was last modified: 07-02-2014 03:17 PM by AdamN.)
Post: #192
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RE: [AdHoc] Compatibility List
LOL i was able to play multiplayer with Full Auto 2, but it's strange that both player need to be hosting and the game can still be started (still buggy i guess) XD
because i haven't figured out how Join can see the Host like that even when i was able to see other host it only works once, after the game finished i tried to host again but can't see anyone anymore (i need to restart PPSSPP in order to see it again) Well at least now i know that multiplayer works once player can see each other, now just need to figured why host can see other host but join can't see any host (eventhough both host and join use the same function to get the player list) 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 |
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07-02-2014, 06:30 PM
Post: #193
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RE: [AdHoc] Compatibility List
Title: Ghost in the Shell Stand Alone Complex [ULUS10020] / US version
Version: v0.9.8-1526-gda32e5d Status: [Works] Extra info: Game allows up to 6 people deathmatch or team deathmatch, with either characters or tachikoma customized by stuff you unlock in singleplayer;3. Screenshots from the game, single and multiplayer in here. Tested on lan, no clue about it's synchronization problems, probably would be very problematic to sync all 6 people online, but duels might be very possible. ====================================== @AdamN that game of yours seems to be spamming lots of invalid addresses that's from your latest tries?^^ PSP addresses aren't really ppsspp addresses, but if you need emulated psp addresses it should be easy, just check how cw cheat implementation deals with it or ask Henrik or [Unknown] if you need to do something else. 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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07-02-2014, 06:47 PM
Post: #194
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RE: [AdHoc] Compatibility List
(07-02-2014 06:30 PM)LunaMoo Wrote: Title: Ghost in the Shell Stand Alone Complex [ULUS10020] / US version Adhoc can be done to play 2 ppsspp on one pc on lan and pro online to play with psp users no matter the coding there are people who can do that like jpcsp |
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07-02-2014, 07:11 PM
Post: #195
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RE: [AdHoc] Compatibility List
Do not give pressure to AdamN.
(07-02-2014 06:47 PM)Heoxis Wrote: Adhoc can be done to play 2 ppsspp on one pc on lan and pro online to play with psp users no matter the coding there are people who can do that like jpcsp I want to be a crash fixer PM me if you want to me look a game |
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