Post Reply 
 
Thread Rating:
  • 10 Votes - 4.7 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[AdHoc] Compatibility List [STOPPED]
07-04-2014, 08:00 PM
Post: #211
RE: [AdHoc] Compatibility List
Tekken 5 doesnt work on latest build.
Find all posts by this user
Quote this message in a reply
07-04-2014, 08:28 PM
Post: #212
RE: [AdHoc] Compatibility List
Great work Adam Big Grin


Tested Tekken 5, it works indeed, but you have to restart a couple of times before you can succesfully enter lobby (this didn't happen in previous versions). After that it works like a charm.


Dissidia 12 and Soul calibur don't work:

Dissidia 012:
When you enter the server, you get an error in the console, that doesn't seem to change when you enter a lobby. It's a single one, unlike the hundreds from before, but you can't see the other person, just like before.

[Image: dissdiia12.jpg]



Completely unrelated, here's what you get when you try to send/receive friend card:
[Image: dissidia12_2.jpg]
(note that to get the friend car you need to be in sleep mode and PPSSPP doesn't have that yet. I just posted it just in case).




Soul Calibur:

When you enter the lobby:
[Image: soul_calibur_1.jpg]

You can, unlike before, actually see the other person in the lobby, but when you request a fight, you can enter and select the character, but the guy who is challenged and accepted gets stuck and gets shown this:
[Image: soul_calibur_2.jpg]
Find all posts by this user
Quote this message in a reply
07-04-2014, 09:53 PM
Post: #213
RE: [AdHoc] Compatibility List
@AdamN nice to see improvementsSmile

No luck with "Lord of Apocalypse" on the test build, doesn't seem to use anything unimplemented, but lots of untested stuff:
Code:
00:49:958 AppMainThrea E[NET]: HLE\sceNet.cpp:139 UNTESTED sceNetInit(poolsize=32768, calloutpri=19, calloutstack=0, netintrpri=39, netintrstack=0) at
08bffa14
00:50:019 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:210 sceNetAdhocInit() at 08bffaa8
00:50:019 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:251 sceNetAdhocctlInit(7168, 39, 08ce45e0) at 08bffaec
00:50:027 AppMainThrea W[NET]: HLE\sceNetAdhoc.cpp:987 UNTESTED sceNetAdhocctlAddHandler(8bfeaec, 0): added handler 0
00:50:027 AppMainThrea I[NET]: HLE\proAdhoc.cpp:963 FriendFinder: Begin of Friend Finder Thread
00:50:027 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:1372 sceNetAdhocctlConnect(groupName=AGSADHOC) at 08bffc70
00:50:027 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:1298 sceNetAdhocctlCreate(AGSADHOC) at 08bffc70
00:50:220 AppMainThrea I[NET]: HLE\proAdhoc.cpp:1008 Received 139 Bytes of Data from Adhoc Server
00:50:220 AppMainThrea I[NET]: HLE\proAdhoc.cpp:1064 Incoming Peer Data...
00:50:424 AppMainThrea I[NET]: HLE\proAdhoc.cpp:1008 Received 7 Bytes of Data from Adhoc Server
00:50:424 AppMainThrea I[NET]: HLE\proAdhoc.cpp:1015 FriendFinder: Incoming OPCODE_CONNECT_BSSID
00:50:466 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:2417 sceNetAdhocMatchingInit(32768) at 08c009c4
00:50:466 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:2461 sceNetAdhocMatchingCreate(mode=2, maxnum=5, port=1, rxbuflen=4096, hello=1000000, keepalive=10
0000, initcount=10, rexmt=500000, callbackAddr=08c00b88) at 08c00a60
00:50:466 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:310 sceNetAdhocPdpCreate(0596e4b0, 1, 4096, 0) at 08c00a60
00:50:466 AppMainThrea W[NET]: HLE\sceNetAdhoc.cpp:2580 UNTESTED sceNetAdhocMatchingStart(1, 16, 7168, 8, 0, 768, 08d0cad4) at 08c00aa0
00:50:467 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:4338 EventLoop: Begin of EventLoop[1] Thread
00:50:467 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:4455 InputLoop: Begin of InputLoop[1] Thread
00:51:712 AppMainThrea W[NET]: HLE\sceNetAdhoc.cpp:2318 UNTESTED sceNetAdhocMatchingStop(1)
00:51:718 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:4594 InputLoop: End of InputLoop[1] Thread
00:51:726 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:4424 EventLoop: End of EventLoop[1] Thread
00:51:726 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:770 sceNetAdhocPdpDelete(1, 0) at 08c00ae4
00:51:726 AppMainThrea W[NET]: HLE\sceNetAdhoc.cpp:2412 UNTESTED sceNetAdhocMatchingDelete(1) at 08c00ae4
00:51:726 AppMainThrea W[NET]: HLE\sceNetAdhoc.cpp:2451 UNTESTED sceNetAdhocMatchingTerm()
00:51:746 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:2417 sceNetAdhocMatchingInit(32768) at 08c009c4
00:51:746 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:2461 sceNetAdhocMatchingCreate(mode=1, maxnum=5, port=1, rxbuflen=4096, hello=1000000, keepalive=10
0000, initcount=10, rexmt=500000, callbackAddr=08bff4c0) at 08c00a20
00:51:746 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:310 sceNetAdhocPdpCreate(0596e4b0, 1, 4096, 0) at 08c00a20
00:51:746 AppMainThrea W[NET]: HLE\sceNetAdhoc.cpp:2580 UNTESTED sceNetAdhocMatchingStart(1, 16, 7168, 8, 0, 768, 08d0cad4) at 08c00aa0
00:51:746 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:4338 EventLoop: Begin of EventLoop[1] Thread
00:51:747 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:4455 InputLoop: Begin of InputLoop[1] Thread
00:54:982 AppMainThrea W[NET]: HLE\sceNetAdhoc.cpp:2318 UNTESTED sceNetAdhocMatchingStop(1)
00:54:991 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:4594 InputLoop: End of InputLoop[1] Thread
00:55:000 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:4424 EventLoop: End of EventLoop[1] Thread
00:55:000 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:770 sceNetAdhocPdpDelete(1, 0) at 08c00ae4
00:55:000 AppMainThrea W[NET]: HLE\sceNetAdhoc.cpp:2412 UNTESTED sceNetAdhocMatchingDelete(1) at 08c00ae4
00:55:000 AppMainThrea W[NET]: HLE\sceNetAdhoc.cpp:2451 UNTESTED sceNetAdhocMatchingTerm()
00:55:000 AppMainThrea W[NET]: HLE\sceNetAdhoc.cpp:1070 UNTESTED sceNetAdhocctlDelHandler(0): deleted handler 0
00:55:000 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:1080 sceNetAdhocctlTerm()
00:55:001 AppMainThrea I[NET]: HLE\proAdhoc.cpp:1214 FriendFinder: End of Friend Finder Thread
00:55:002 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:1390 sceNetAdhocTerm()
00:55:002 AppMainThrea W[NET]: HLE\sceNet.cpp:129 UNTESTED sceNetTerm()
00:55:006 AppMainThrea W[NET]: HLE\sceNetAdhoc.cpp:2318 UNTESTED sceNetAdhocMatchingStop(1)
00:55:006 AppMainThrea W[NET]: HLE\sceNetAdhoc.cpp:2412 UNTESTED sceNetAdhocMatchingDelete(1) at 08c00ae4
00:55:006 AppMainThrea W[NET]: HLE\sceNetAdhoc.cpp:2451 UNTESTED sceNetAdhocMatchingTerm()
00:55:006 AppMainThrea E[NET]: HLE\sceNetAdhoc.cpp:1072 UNTESTED sceNetAdhocctlDelHandler(-1): asked to delete invalid handler -1
00:55:006 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:1080 sceNetAdhocctlTerm()
00:55:006 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:1390 sceNetAdhocTerm()
00:55:006 AppMainThrea W[NET]: HLE\sceNet.cpp:129 UNTESTED sceNetTerm()
Basically the adhoc server says that player leaves the room and stops playing the game after creating a room, so another player cannot see any existing rooms.

Also if one player is on the room creation screen(which makes the event/input loops and anything between repeat), the other player will crash while trying to enter multiplayer with:
Code:
39:58:398 AppMainThrea W[NET]: HLE\sceNetAdhoc.cpp:2580 UNTESTED sceNetAdhocMatchingStart(1, 16, 7168, 8, 0, 768, 08d0cad4) at 08c00aa0
39:58:399 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:4338 EventLoop: Begin of EventLoop[1] Thread
39:58:399 AppMainThrea I[NET]: HLE\sceNetAdhoc.cpp:4455 InputLoop: Begin of InputLoop[1] Thread
39:59:108 idle0        W[MM]: MemmapFunctions.cpp:92 ReadFromHardware: Invalid address 0000003c
39:59:108 idle0        W[MM]: MemmapFunctions.cpp:92 ReadFromHardware: Invalid address 00000038
39:59:108 idle0        W[MM]: MemmapFunctions.cpp:92 ReadFromHardware: Invalid address 0000002c
39:59:108 idle0        W[MM]: MemmapFunctions.cpp:128 WriteToHardware: Invalid address 00000038
39:59:108 idle0        W[MM]: MemmapFunctions.cpp:128 WriteToHardware: Invalid address 0000003c
39:59:108 idle0        W[MM]: MemmapFunctions.cpp:92 ReadFromHardware: Invalid address 00000038
39:59:108 idle0        W[MM]: MemmapFunctions.cpp:92 ReadFromHardware: Invalid address 0000003c
39:59:108 idle0        E[MM]: MemmapFunctions.cpp:56 Unknown GetPointer 00000000 PC 00000000 LR 08cb3f88

Gotta check if I have more games requiring matching functions, Lord of Arcana for sure, but it's pretty much same as Lord of Apocalypse with less content. Pity none of the adhoc functions were reported, only logged, would be nice to see it on the ppsspp report page to quickly check for affected gamesTongue.

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.
Find all posts by this user
Quote this message in a reply
07-04-2014, 10:41 PM
Post: #214
RE: [AdHoc] Compatibility List
Most of the issue usually related to the appearance of those "Hardware: Invalid address" not sure what causing it to access an invalid address

When i tested GTA:VCS with JPCSP where JPCSP hosting the game and PPSSPP joining, PPSSPP unable to entar the game world and showing connection lost while JPCSP were able get into the game world and play the game for a few seconds before it eventually also gets connection lost (because the other player were disconnected)

Btw, does Tekken 5 usually works without issue and have issue with my last build?

Here is a new build fix a possible crash and also implementing AdhocGetPdpStat, i couldn't find information about AdhocDiscoverGetStatus so i can only return a success code whenever the game called that function (just a stub until i can get more info)
Win32 build : https://www.dropbox.com/s/xdgwhfnwt8fuu3...indows.zip
Win64 build : https://www.dropbox.com/s/irubwwu9wf6lg9...dows64.zip

PS: it would be nice to see missing/unimplemented function in that report page ^_^

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
Find all posts by this user
Quote this message in a reply
07-04-2014, 11:42 PM (This post was last modified: 07-05-2014 12:02 AM by captainobvious.)
Post: #215
RE: [AdHoc] Compatibility List
Soul Calibur, still hangs for the guy who is challenged, this time:

[Image: soul_calibur_1.jpg]'




Also, I found out that dissidia 012 had a group battle. I can actually see the room that is hosted, I join in, he starts but it just keeps "starting" without actually doing anything, my console:

[Image: dissdiia12.jpg]

The SelectTarget line is when I join his room.



Sorry Adam, it appears to be too difficult to actually do anything about it since you don't have real time info. Also, regarding Tekken 5, iirc your last commit to the PPSSPP that was pulled didn't have the same trouble, although I could be mistaken (I'll test it tomorrow if no one else does).


EDIT: I should note, all this is from the guest, for some reason I didn't get the host to also find the error Tongue
Find all posts by this user
Quote this message in a reply
07-05-2014, 12:11 AM
Post: #216
RE: [AdHoc] Compatibility List
@AdamN I checked and think you would have to change WARN_LOG into WARN_LOG_REPORT and others as seen here for the site to collect those from users that enable reporting. Unfortunately nobody thought about reporting adhoc stuff when it was partially implemented x months ago, so the report site likely doesn't even have it:C.
Oh well, at least the interest is high, so you should not suffer from not enough reports. xD

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.
Find all posts by this user
Quote this message in a reply
07-05-2014, 12:14 AM
Post: #217
RE: [AdHoc] Compatibility List
@AdamN hello again Tongue other report about Kingdom Hearts BBS FM, now if you can see the players!!! great progress!!!, now the thing is that you can not get in any mission or a duel, because no matter what always appears Choose players with limit 0/0 .__.

the first console log, is when the first player enters

the second console log is when he enters the second player

and the third is when I try to enter a mission or a duel, but only appears to limit the starting players of 0/0 .-.

excellent progress Wink

-google traslator


Attached File(s) Thumbnail(s)
                   
Find all posts by this user
Quote this message in a reply
07-05-2014, 02:50 AM (This post was last modified: 07-05-2014 02:50 AM by onelight.)
Post: #218
RE: [AdHoc] Compatibility List
@AdamN
I can paly jpcsp with PPSSPP, but it seems PPSSPP will close adhoc himself
jpcsp must be the host
Code:
09:27:563 task         D[NET]: HLE\sceNet.cpp:170 UNTESTED sceWlanGetSwitchState()
09:27:563 task         D[NET]: HLE\sceNet.cpp:170 UNTESTED sceWlanGetSwitchState()
09:27:563 task         I[NET]: HLE\sceNetAdhoc.cpp:1717 sceNetAdhocPtpAccept(1,000000000BFEB9FC,000000000BFEBA0E,0,1)
09:27:563 task         E[NET]: HLE\sceNetAdhoc.cpp:1770 sceNetAdhocPtpAccept[1]: Socket Error (10035)
09:27:563 task         I[NET]: HLE\sceNetAdhoc.cpp:1992 sceNetAdhocPtpClose(2,0)
09:27:563 user_main    D[NET]: HLE\sceNetAdhoc.cpp:633 sceNetAdhocPdpRecv(1, 000000008BFEF5C4, 000000008BFEF61E, 0000000088B453C4, 000000008BFEF5CC, 0, 1) at 0885b848
Find all posts by this user
Quote this message in a reply
07-05-2014, 02:55 AM (This post was last modified: 07-05-2014 03:02 AM by AdamN.)
Post: #219
RE: [AdHoc] Compatibility List
You guys may want to try the Win32 build also, sometimes 32bit and 64bit gives different result (i don't know why)

During my test with GTA:VCS on 32bit after the 2nd player joined i can start multiplayer game, and then showing loading bar, after that showing connection lost,
while with 64bit i couldn't even start multiplayer game after the 2nd player joined

@Mugetzu : i think the issue is that it failed to send some data (socket error 10035 thing) so it can't communication properly, i'll try to increase the socket buffer size later to see if it help.

@LunaMoo : thank for the info Smile

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
Find all posts by this user
Quote this message in a reply
07-05-2014, 04:32 AM (This post was last modified: 07-05-2014 06:54 AM by Zinx777.)
Post: #220
RE: [AdHoc] Compatibility List
Tekken 5 (DR) didnt work on the build from the previous page(can only see each other but getting connection error).
I cant check now because i need another player.
Metal Gear Solid: Portable Ops + works fine.
I tested Tekken 5 ppsspp with ppsspp while metal gear solid ppsspp with psp.
edit:Street Fighter alpha 3 max doesnt work it crashes in lobby with both 32 and 64 build.
Find all posts by this user
Quote this message in a reply
07-05-2014, 09:48 AM
Post: #221
RE: [AdHoc] Compatibility List
(07-05-2014 04:32 AM)Zinx777 Wrote:  Tekken 5 (DR) didnt work on the build from the previous page(can only see each other but getting connection error).
I cant check now because i need another player.
Metal Gear Solid: Portable Ops + works fine.
I tested Tekken 5 ppsspp with ppsspp while metal gear solid ppsspp with psp.
edit:Street Fighter alpha 3 max doesnt work it crashes in lobby with both 32 and 64 build.

I mean whether Tekken 5 worked fine before i'm working on adhoc for the 1st time?

Does Street fighter alpha 3 can crashed also on single player?
if it's the issue probably somewhere else (non-adhoc related), but if it's not the issue might be related to adhoc

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
Find all posts by this user
Quote this message in a reply
07-05-2014, 09:51 AM
Post: #222
RE: [AdHoc] Compatibility List
(07-05-2014 09:48 AM)AdamN Wrote:  
(07-05-2014 04:32 AM)Zinx777 Wrote:  Tekken 5 (DR) didnt work on the build from the previous page(can only see each other but getting connection error).
I cant check now because i need another player.
Metal Gear Solid: Portable Ops + works fine.
I tested Tekken 5 ppsspp with ppsspp while metal gear solid ppsspp with psp.
edit:Street Fighter alpha 3 max doesnt work it crashes in lobby with both 32 and 64 build.

I mean whether Tekken 5 worked fine before i'm working on adhoc for the 1st time?

Does Street fighter alpha 3 can crashed also on single player?
if it's the issue probably somewhere else (non-adhoc related), but if it's not the issue might be related to adhoc
Tekken 5 didnt worked before online.
i tested Street fighter alpha 3 online agein and it works but not on coldbird server(on hamachi).
Find all posts by this user
Quote this message in a reply
07-05-2014, 10:05 AM
Post: #223
RE: [AdHoc] Compatibility List
I tried the 32 bit, exact same results. Also, I've tried being the guy challenging in Soul Calibur and found a couple of unimplemented scenet functions:

[Image: soul_calibur_1.jpg]

meanwhile, the guest doesn't gete any errors, only the ReadFromHardware.
Find all posts by this user
Quote this message in a reply
07-05-2014, 11:27 AM (This post was last modified: 07-06-2014 02:56 AM by AdamN.)
Post: #224
RE: [AdHoc] Compatibility List
(07-05-2014 09:51 AM)Zinx777 Wrote:  
(07-05-2014 09:48 AM)AdamN Wrote:  
(07-05-2014 04:32 AM)Zinx777 Wrote:  Tekken 5 (DR) didnt work on the build from the previous page(can only see each other but getting connection error).
I cant check now because i need another player.
Metal Gear Solid: Portable Ops + works fine.
I tested Tekken 5 ppsspp with ppsspp while metal gear solid ppsspp with psp.
edit:Street Fighter alpha 3 max doesnt work it crashes in lobby with both 32 and 64 build.

I mean whether Tekken 5 worked fine before i'm working on adhoc for the 1st time?

Does Street fighter alpha 3 can crashed also on single player?
if it's the issue probably somewhere else (non-adhoc related), but if it's not the issue might be related to adhoc
Tekken 5 didnt worked before online.
i tested Street fighter alpha 3 online agein and it works but not on coldbird server(on hamachi).
Thanks for the info, i couldn't test it on coldbird's server because my ISP doesn't allow port forwarding (i'm using a cheap shared internet ^_^) so nobody else can connect to my Host even if they can see me.

(07-05-2014 10:05 AM)captainobvious Wrote:  I tried the 32 bit, exact same results. Also, I've tried being the guy challenging in Soul Calibur and found a couple of unimplemented scenet functions:

[Image: soul_calibur_1.jpg]

meanwhile, the guest doesn't gete any errors, only the ReadFromHardware.
I only see 1 unimplemented adhoc (SetSocketAlert) while PtpConnect is already implemented but seems to be failed to connect to the other player.
But i do feels there is something wrong with PtpConnect when i tested on GTA:VCS

PS: I couldn't find any info about SetSocketAlert but i'll change the output code to success so the game will think there is no network error

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
Find all posts by this user
Quote this message in a reply
07-05-2014, 11:52 AM
Post: #225
RE: [AdHoc] Compatibility List
@AdamN You haven't update PPSSPP source,latest version would get you random MAC address at first start.

anyway I test result fail (x86 and 64 bit) in Metal Slug XX
Server
ip:192.168.0.150
MAC:01:02:03:04:05:06

Client
ip:192.168.0.105
MAC:01:02:03:04:08:08

In the client log,can see server 's mac but the game cannot see it.


Attached File(s)
.txt  ppssppServerlog.txt (Size: 25.04 KB / Downloads: 477)
.txt  ppssppclientlog.txt (Size: 28.61 KB / Downloads: 486)

I want to be a crash fixer
PM me if you want to me look a game
Find all posts by this user
Quote this message in a reply
Post Reply 


Forum Jump: